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Neutral Q-Race: Runeborn

*Disclaimer: The lore for this proposal is based heavily on the race from Dungeons & Dragons. Unless you think it's a good idea. Then the credit goes to me.

 

Runeborn are one of Aabahran's purest forms of existence, crafted of runes drawn from the very facets that make up life itself. Each rune represents an action, memory, or thought, recorded in a ancient script so detailed that it defies comprehension by even the greatest of arcane scholars. Though the structure of a Runeborn changes frequently, including the order in which its runes appear, they most often taken form in a generally humanoid shape and size.

 

Runeborn are often considered naive by their fellows. They are incapable of comprehending the difference between "right and wrong" or "good and evil," their construction leading them to a life of parity in regard to class and creed. Though their personalities are vast and differ widely, they almost always feel isolated. Even in cooperation with others, a Runeborn is prone to extensive periods of solitude.

 

Requirements -

 

Race: Human

Align: Neutral

Ethos: Neutral

Class: Invoker, Battlemage, Warrior, Berserker, Blademaster, Ranger, Druid, Thief, Ninja

 

Size: Medium

 

Abilities -

 

  • Optimal ConstructionA Runeborn's body is comprised of the experiences that led to its construction. The physical attributes of a Runeborn naturally align to the practices of their guild. (On conversion, the Runeborn receives a large bonus in the ideal stat for their class, and then a balance of other stats) Runic Dissonance
  • Each Runeborn is composed of hundreds of runes, all acting in perfect synchronization to form a humanoid creature. On occasion, a Runeborn can scramble their runes to confuse an opponent, making it harder to land blows. (Blur-like effect -> 3 hours, then must complete a Trance cycle before being able to use again) Construct
  • A living, breathing construct, Runeborn are not subject to the more basic needs that afflict most lifeforms. A Runeborn never needs food or water, subsisting on the very fabric of their own existence. Trance
  • Runeborn do not require sleep, but rather enter a restorative trance to overcome physical wounds and mental fatigue. While in a trance, Runeborn recover faster than their humanoid counterparts. They also remain fully aware of their surroundings, able to see friend and foe as they approach. The Runeborn must spend at least three hours in this trance, or risk being drained. (Recover as though slowed, but must be in Trance for 3 ticks or take "drained" penalty until they complete a full trance cycle) Blink
  • The runes that form a Runeborn are quite flexible, capable of disassembling and reassembling at will. A well-trained Runeborn can take command of this dis- and reassembly, "blinking" from one place to another within the area that they currently inhabit. (In-area teleport) Resistant to arcane damage (magic; does NOT include elements)Vulnerable to mental spells