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Half-Spirits

Template

Dungeon Fantasy 3: The Next Level · p.12

Open source p.12
75 points

Half-Spirits

A “half-spirit” is the child of a mortal parent by an immor-
tal spirit. These templates assume someone who’s half-human.
Other half-breeds should add the traits on the relevant half-
spirit template to those of another race’s template, as explained
under Stacking Templates (p. B261) – although this can be
tricky for inexperienced players.
While the immortal parent might have come from Heaven
or Hell, half-spirits don’t have an intrinsic bias in either direc-
tion. Each makes his own moral choices. Of course, that does
little to change people’s reactions to halos, cloven hooves, and
unfortunate names (“I remember the last Damien . . .”).
Like elves, half-spirits are technically very long-lived, if not
Unaging. Since this isn’t significant in dungeon fantasy, these
templates don’t reflect that.
Finally, all half-spirit templates are expensive. Even more so
than most races, these won’t suit every campaign.
Celestial
75 points
Choice Professions: Cleric, Holy Warrior.
Marginal Professions: None.
Celestials are said to result from the earthly dalliances of
beings known colloquially as “angels.” Some people believe
that celestials exist for a Reason and are the Chosen. However,
if divine servitors are forbidden to fraternize with mortals – as
clerics claim – then it seems more likely that celestials descend
from rebel angels, or that angels aren’t divine servitors. It is odd
that despite celestials’ many gifts, they only wield holy powers
when they happen to take priestly orders.
Celestials could pass for the lucky few humans who are
attractive, fit, nimble, strong, and wise, if it weren’t for the
golden or silvery nimbus. Some have more telling features, like
wings.
Attribute Modifiers: ST+1 [10]; DX+1 [20]; IQ+1 [20]; HT+1
[10].
Secondary Characteristic Modifiers: Will+1 [5]; FP+1 [3];
Basic Speed+0.5 [10].
Advantages: Appearance (Attractive; Universal, +25%) [5]; Fit
[5]; Spirit Empathy [10].
Perks: Celestial Nimbus* [1]; Divine Gifts† [1].
Disadvantages: Divine Curse (Demons go after you first and
worst, no matter who else is nearby) [-5]; Weakness (Cursed
areas and areas of high or better sanctity to Evil gods;
Occasional; /minute) [-20].
Features: Functions and detects as Good, regardless of true
morality, whether this helps (“Only the truly Good can wield
this sword.”) or hinders (“Triple damage to beings of true
Good.”). Gold or silver eyes and hair. Milk-white, blue, or
other unnatural skin.
* Celestial Nimbus: You’re engulfed in a constant glow. This
is as bright as a torch, eliminates darkness penalties in a two-
yard radius, and can’t be concealed.
† Divine Gifts: You may start with certain exotic and super-
natural advantages, or buy them in play, at their usual point
costs: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t
Sleep [20], Extra Life [25], Flight (Winged, -25%) [30],
Immunity to Metabolic Hazards [30], Temperature Tolerance
[1/level], Walk on Air [20], and Walk on Liquid [15].
Elder-Spawn
75 points
Choice Professions: Cleric, Thief, Wizard.
Marginal Professions: Barbarian, Druid, Scout.
Where dark ones (p. 6) are Elder Things, but Things so far
removed from their own kind that they’re little better than mad
elves, elder-spawn have a more recent connection: one parent
is Unspeakable Madness from Outside Time and Space. The
other is dead or insane.
This template is for passable specimens who can live
among Man – perhaps to Man’s detriment. They look like
humans (or whatever their other half is) but not quite right. In
particular, they’re rubbery. This isn’t obvious until they are
sliced open or attempt to squeeze through a narrow opening.
Then it’s really unnerving.
Advantages: Double-Jointed [15]; Elder Gift 2* [10]; Injury
Tolerance (Homogenous) [40]; Night Vision 5 [5]; Resistant
to Metabolic Hazards (+3) [10]; Slippery 5 [10]; Unfazeable
[15].
Disadvantages: Frightens Animals [-10]; Supernatural
Features (Not Quite Right) [-5]; Weirdness Magnet [-15].
Features: Supernatural Features take the form of giving -1 to
reactions from anyone who witnesses your racial abilities
in action – and from any NPC who knows what you are –
and +1 to all mundane or magical attempts to discover
what you are.
* See description under Dark One (p. 6).
Infernal
75 points
Choice Professions: Barbarian, Knight, Scout, Thief.
Marginal Professions: Bard, Cleric, Holy Warrior.
Infernals are the offspring of unions – rarely willing –
between mortals and demons. Given demonic predilections,
infernals are unfortunately common. Theories abound as to
the truth about these creatures. Most folk purport to feel sym-
pathy for them, but secretly assume they’re in league with The
Devil (which some are).
Infernals can’t pass as ordinary mortals. The vestigial horns,
tail, and wings – while not strictly ugly – kind of stand out.
Thus, their Social Stigma applies almost constantly; see Almost
Monster (p. 11).
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers:
FP+1 [3]; Basic
Speed+0.5 [10].
Advantages: Claws (Hooves) [3]; Damage Resistance 1 [5];
Dark Vision [25]; Fit [5]; Spirit Empathy [10].
Perks: Infernal Gifts* [1].
Disadvantages: Social Stigma (Infernal) [-15]; Unnatural
Features 2 [-2]; Weakness (Blessed areas and areas of
high or better sanctity to Good gods; Occasional;
/minute) [-20].
Features: Eyes, hair, and skin are unnatural red and black
tones. Functions and detects as Evil, regardless of true
morality, whether this helps (“Enter, Son of Lucifer!”) or hin-
ders (“Only injures beings of true Evil.”). Vestigial horns,
tail, and wings.
* Infernal Gifts: You may start with certain exotic and super-
natural advantages, or buy them in play, at their usual point
costs: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t
Sleep [20], Extra Life [25], Flight (Winged, -25%) [30], Immunity
to Metabolic Hazards [30], Striker (Horns; Crushing or
Impaling) [5 or 8]; Striker (Tail; Piercing, Large Piercing, or
Impaling) [5, 6, or 8], Teeth (Sharp or Fangs) [1 or 2], and
Temperature Tolerance [1/level].
Infused
The infused are people imbued with elemental character –
the result of rare flings between mortals and elementals capable
of taking mortal form. They’re probably the happiest of half-
spirits, being neither creepy nor burdened with moral baggage.
Their social problems are rarely worse than village kids bugging
them to perform tricks.
Infused resemble humans (or whatever their flesh-and-blood
parent is) with obvious elemental features. They aren’t unattrac-
tive, but only earth-infused can pass as anything but what they
are. Specific abilities vary by elemental type and are generally
Mana Sensitive (p. B34) – that is, they don’t work without mana.
Air-Infused
75 points
Choice Professions: Martial Artist, Scout, Swashbuckler,
Thief.
Marginal Professions: None.
Nimble air-infused can call on the aid of invisible air elemen-
tals to “walk on air” and break their fall. They also enjoy resist-
ance to lightning strikes, whirlwinds, and similar attacks. Their
actual control over air is limited; they’re surrounded by a light
breeze that they can direct to minor effect.
Attribute Modifiers: DX+1 [20].
Advantages: Catfall (Mana Sensitive, -10%) [9]; Damage
Resistance 5 (Limited, Air and Weather, -40%; Mana
Sensitive, -10%) [13]; Reputation +3 (Air Elementals) [5];
Resistant to Metabolic Hazards (+3) [10]; Walk on Air (Mana
Sensitive, -10%) [18].
Perks: Puff of Air* [1].
Disadvantages: Unnatural Features 1 [-1].
Features: Luminous sky-blue eyes. Surrounded by a perpetual
light breeze.
* Puff of Air: Can blow a constant stream of air from a
pointed finger. This is strong enough to blow poison dust off
a trapped item or extinguish a candle at 2 yards, but has no
combat effect.
Earth-Infused
75 points
Choice Professions: Druid, Thief.
Marginal Professions: None.
Earth-infused are solid types who can walk right through
earth and stone barriers . . . but only while naked. They’re also
resistant to damage from falling rock, Stone Missile spells, and
so on. They can’t truly become stone, but they can harden a fist
for punching.
Secondary Characteristic Modifiers: HP+1 [2].
Advantages: Damage Resistance 5 (Limited, Earth and Stone,
-40%; Mana Sensitive, -10%) [13]; Permeation (Earth;
Extended, Stone, +20%; Mana Sensitive, -10%) [44];
Reputation +3 (Earth Elementals) [5]; Resistant to Metabolic
Hazards (+3) [10].
Perks: Stone Fist* [1].
Features: Chunky, square build.
* Stone Fist: Can make a fist rock-hard. It counts as brass
knuckles (+1 punching damage), at the cost of Bad Grip 3. This
takes a Ready maneuver to switch on or off.
Fire-Infused
75 points
Choice Professions: Martial Artist, Scout, Swashbuckler.
Marginal Professions: None.
The main ability of speedy fire-infused is fire resistance: sub-
tract an extra DR 6 from fire damage, and then halve penetrat-
ing injury (e.g., 21 points of dragon’s breath would inflict only 7
points). This extends to heat; the average fire-infused is quite
comfortable up to 200°. They can’t control fire, but can generate
small flames for light and heat.
Secondary Characteristic Modifiers: Basic Speed+1 [20].
Advantages: Damage Resistance 6 (Limited, Fire and Heat,
-40%; Mana Sensitive, -10%) [15]; Injury Tolerance (Damage
Reduction 2; Limited, Fire and Heat, -40%; Mana Sensitive,
-10%) [25]; Reputation +3 (Fire Elementals) [5]; Temperature
Tolerance 11 (Mana Sensitive, -10%) [10].
Perks: Flaming Fingers* [1], Flaming Hair† [1].
Disadvantages: Unnatural Features 2 [-2].
Features: High body temperature – every handshake is a warm
one. Red, fiery eyes and flushed skin.
* Flaming Fingers: Can emit a candle-sized flame – equivalent
to a first-level Ignite Fire spell – from a finger. This can ignite
lanterns, fuses, etc., but not injure enemies.
† Flaming Hair: Head burns with cool flame equivalent to
torchlight, eliminating darkness penalties in a two-yard radius.
Not concealable!
Water-Infused
75 points
Choice Professions: Martial Artist, Scout, Swashbuckler.
Marginal Professions: None.
Lithe water-infused can operate unhindered in water of any
depth for as long as they wish. They also enjoy superior resist-
ance to water-based attacks: giant icicles, Dehydrate spells, and
so on. Their control over water is limited to tricks like putting
out torches in the mouth or flushing away acid on their skin.
Attribute Modifiers: DX+1 [20].
Advantages: Amphibious (Mana Sensitive, -10%) [9]; Damage
Resistance 5 (Limited, Dehydration and Water, -40%; Mana
Sensitive, -10%) [13]; Doesn’t Breathe (Mana Sensitive,
-10%; Oxygen Absorption, -25%) [13]; Nictitating
Membrane 1 [1]; Pressure Support 3 [15]; Reputation +3
(Water Elementals) [5].
Perks: Drench* [1].
Disadvantages: Unnatural Features 2 [-2].
Features: Damp footsteps. Swirling turquoise eyes and what
looks like cascading water for hair.
* Drench: Can moisten body parts at will, providing enough
water to extinguish small flames, rinse off gunk, etc.