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A5 Race Seperate From Class

This document provides background information on the setting and races for a roleplaying game. It describes 10 playable races: Blooded, Dragonborn, Gargantuan, Nephilim, Deviant, Evolved Ape, Human, Manikin, Metamorph, and Trickster. For each race, it gives ancestry, ability modifiers, languages, and a special birthright ability. It also provides a random table of 18 genetic deviations that could apply to Deviant characters. The document establishes that the setting draws from the author's decades of experiences with books, movies, and other works.

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Brian Scott
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100% found this document useful (1 vote)
185 views30 pages

A5 Race Seperate From Class

This document provides background information on the setting and races for a roleplaying game. It describes 10 playable races: Blooded, Dragonborn, Gargantuan, Nephilim, Deviant, Evolved Ape, Human, Manikin, Metamorph, and Trickster. For each race, it gives ancestry, ability modifiers, languages, and a special birthright ability. It also provides a random table of 18 genetic deviations that could apply to Deviant characters. The document establishes that the setting draws from the author's decades of experiences with books, movies, and other works.

Uploaded by

Brian Scott
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tell me your fable

A fable, a fable
A fable that will never end
And now, I dream
Fable-Robert Miles
Thank you
I want to thank those who have
played in this setting for over three
years now. If it were not for you not
just playtesting but giving me
invaluable feedback this would still
not be finished.
But I want to thank you mostly for
wanting to spend your valuable
time playing the game with me.
Though many of you I don’t know
your actual name and might not
have seen your face, spending
time and talking to you over the
years has me knowing you has
been all the world.
One of the corner stones that help
me survive was Dungeons and
Dragons and the people I had to
At the time of writing this preface, play it with.
I’m fifty-four years old. I am in many Evermore
ways no longer the kid that learned It is hard to pinpoint what I had in
about the game of Dungeons and mind when I started detailing
Dragons from a group of High Evermore, but I know what I put
Schoolers that lived on my Aunt’s down on paper for the first time. It
street. Nowadays I think of my life was a very crudely drawn map. This
in decades in a very sweeping way was sometime around 2008.
with only flashes of particular Remember, not dates, but
memories that occasionally come decades. This setting is based on
back to me. my wide consumption of books,
Flashback, 1977 movies and TV. And while you can
Gary, a boy that lived next to my say “Oh you got that from that
aunt’s house, told me about a movie or tv show”, it is definitely my
group of High School kids that own take on those things. The Last
played a game called Dungeons Days of Atlantis is a spin on all of
and Dragons. When we arrived, the what is the decades of my life,
game was already underway and I both real and imagined. It is
cannot remember if we played or reactionary to the “Clone Wars”
just sat in. The group came across a that is going on right now in the
succubus that proceeded to kill the OSR and the stranglehold of 5th
party. I was hooked. The rules set Editon while also embracing all
was the “0 Edition” but the AD&D those things. Please let me know
Monster Manual was used. what you think of it and what, if
any impressions it has had on you.
Flashback, 1978
I remember the event very well. My
mother, her friend Carol and I on Brian Scott
what seemed to take forever trip to August 15, 2022
The Boardwalk Hobby Store in
Cincinnati, Ohio. On the way Carol
asked my mom, “What is this you’re
getting him? “ My mother
answered “ Some book called
Dungeons and Dragons. He
doesn’t stop asking for it.”
Now my Mother, Carol and
Boardwalk are no longer here,
being faded, precious memories.
During those decades I grew up a
fat, gay, introverted child.
The races presented here follow
the rules of the OSE book but it will
be very apparent that many found
in OSE have been condensed for
instance the Blooded which takes
the place of the half elf,
Dragonborn, Tiefling and other
such races in OSE.
It is up to the GM and Players to
decide what races to include, but
the ”official” setting has the ones
here.
Look at the Class section on how to
deal with odd Race/Class
combinations as this books has no
limits on how far a race can
advance in a class nor in their
choice of a class.

Blooded
Deviant
Evolved Ape
Human
Manikin
Metamorph
Trickster
Shroom
Sidhe
Dragonborn
Requirements: Minimum INT 9 Ancestor: Dragons of all types.
Birthright: Dragon’s Breath
Ability modifiers: +1 DEX , –1 WIS, Once a day the dragonborn can
Languages: Common Trade, use the dragon’s breath weapon
Language of supernatural of their ancestor.
ancestor. The damage taken is equal to half
of the dragonborn’s current hit
Blooded are those born of the points rounded up. A save versus
union of humans and a breath is allowed for half damage.
supernatural being.
Blooded look mostly human with Elemental Kin
only small vestiges of their
Ancestor: Elemental barons, Jinn
supernatural ancestor.
etc.
Even so, they clearly are not
Birthright: Elemental Mastery
human. Depending on the
Air: Do not need to breath.
circumstance of their birth,
Earth: Are not slowed down by
reaction to Blooded can be mixed.
difficult terrain.
Some are ridiculed or scorn by the
Fire: Take half damage from fire
society they are born into, while
and are never scarred by it.
others are revered or even
Water: Can breathe underwater
worshiped, the society seeing the
and can swim their land speed.
birth as divine. Blooded are a
mixed bag when it comes to
worship, some are devout cultist Gargantuan
while others hate the gods Ancestor: Giants of all types.
and some take on the mantle Birthright: Large Hands
themselves forming cults of A gargantuan can wield any two-
personality. handed melee weapon, such as a
battle axe, with only one hand.
Birthright
Depending on the supernatural Nephilim
ancestor, the blooded has a Ancestor: Angels, Celestials,
special ability connected to it. Demons, Devils
Birthright: Heart of Light / Darkness
Changeling The Nephilim can cast Light
/Darkness once a day.
Ancestor: Fae of all types esp.
Sidhe.
Birthright: Fae Enchanter Infravision
Changelings can charm as if Blooded have infravision to 60’
casting Charm Person, once a day. (see Darkness under Hazards and
They also have the same sight of Challenges in Old-School
Eyes of the Nightjar as Sidhe. Essentials).
Two Spirit Changeling) blooded are
For all effects related to race(for considered to be human AND their
instance a dragonborn being supernatural ancestor.
affected by a sword that magically
fights dragons or a door that will
only open for fae opening for a
7 Spring legs Jump up to 30’
forwards and gain +1 to attack. If
wielding an impaling weapon (e.g.
Requirements: None spear), this counts as a charge and
Ability Modifiers: None inflicts double damage on a
successful hit.
Hit Dice: 1d6
8 Sticky tongue Grab an object up
Armor: Leather, shields to 15' away and pull it to the
Languages: Common Trade mouth. Can be used as a melee
attack: bite inflicts 1d3 damage
Upon the very day of their arrival 9 Two Headed The Deviant has two
the True Atlanteans took to sets of Intelligence and Wisdom
experimenting on the life they Scores and possibly two
found on Evermore. alignments. +4 save on mind
One of the horrifying results were affecting spells and affects.
the Deviants, beings that shore the 10 Covered in eyes Never surprised
genomes of many species in the unless not able to see.
same body. 11-12 Arboreal Swing from tree to
Deviants are often shunned by tree at half movement.
other species and until recently 13 Play Dead Like a possum, the
could only be found on a lone deviant can appear completely
Island found in the Sunkissed ocean dead giving no indicator of a
until a group of adventurers killed heartbeat or breath
the Atlantean that oversaw them. 14 Mimicry A Deviant can mimic
the sound of any monster or
Genetic Deviations animal, including the voices of
A Deviant has two deviations people they have heard before
selected either randomly or if the 15 Glider Like a Sugar Glider, the
GM allows it, by choice. deviant has folds of skin starting
Duplicate deviations are to be re- from the hands and going down
rolled. If the deviant gains two toward the ankles. This is not flying
attack deviations, they may both and the deviant must be able to
be used each round have room to maneuver through
1 Beast ears 3-in-6 chance to hear the air. Landing can sometimes be
noises. difficult
2 Beast eyes Infravision to 60'. 16 Wall Climbing Must have both
3 Clawed hand Unarmed attack for hands and feet on the surface and
1d4 damage cannot be wearing gloves or shoes.
4 Gills Breathe underwater and 17 Spray blood Once every two
swim at movement speed. turns the deviant can spray blood
5 Pincer Unarmed attack for 1d4 into the eyes(save vs poison to
damage. The pincer locks on to the avoid) to blind the opponent for
victim, causing 1d3 damage per 1d4 turns. Only effective on
round (save versus paralysis to creatures with eyes.
escape). 18 Shed Skin When the deviant
6 Scales +1 bonus to Armor Class. takes massive damage on the
surface of their skin, or in order to
get out of bindings, the deviant
can completely shed its skin. This
takes 2 rounds to do and can only
be done once a day.
19 Shell A large shell covers the
back. The Deviant gains a base AC
of 12. Armor can be worn but must
be specially made at a great cost.
Also, the shell is heavy and causes
movement to be reduced by 10’
20 Roll for a third deviation.

Shared Genomes
For purposes of race as it relates to
using magical items including True
Atlantean devices, Deviants can
use all such items.
Requirement : None Gorilla
Ability Modifiers: Check Types Ability Modifiers: +1 STR, -1 INT
below Gorillas are the warriors of the
Languages: Common Trade evolved apes, most being of the
Fighter or Barbarian classes.
The Island known only as Ape Island
is home to a group of Great Apes Orangutan
that were experimented on by the Ability Modifiers: +1 WIS
True Atlanteans centuries ago. The philosophers of the evolved
These apes have evolved human apes, Orangutans tend to take up
level intelligence and have a more the Cleric and Dream Sovereign
land locked human body types classes.
rarely climbing trees and other
such heights. While they were Bite
evolved with greater intelligence, Evolved Apes have large fangs
the humans of the island were that they can bite with for 1d4
de-evolved with animal points of damage.
intelligence. This resulted in the
apes hating humans, seeing them
as animals. Evolved Apes that have
left the island understand the
reality but still might harbor feelings
of superiority towards humans.
There are four great apes that were
evolved by the True Atlanteans.
They include:

Bonobo
Ability Modifiers: +1 CHA
The Bonobo are social, highly
sexualized simians, most being
completely bisexual. Their typical
classes include Bard and Thief.

Chimpanzee
Ability Modifiers: +1 INT
Chimpanzee are the scholars of
the evolved apes. Typical classes
include Magic-User.
Requirement : None In the Image of the Creator
Ability Modifiers: +1 CON &CHA Humans(and only humans) can
Languages: Common Trade , Any take the Multiclass option of page
other one of the player’s choice. 15 of the Player’s Tome. The only
change is that Thief combos
Most of the humans of Evermore cannot wear armor greater than
are natives of Earth who were leather.
taken from the timeline by the
Archmage Zoso. Even so, there are
humans that come from many
other planes of existence.
Though most humans have no idea
of their origins, Evermore itself was
imprinted from The Creator’s mind
giving humans a greater fit into
Evermore itself. It is for this reason
that humans are the most land
than any other sentient being on
Evermore.

Decisiveness
When an initiative roll is tied,
humans act first, as if they had won
initiative. If using the optional rule
for individual initiative (see
Combat, p222), humans get a
bonus of +1 to initiative rolls

Human Toughness
When rolling hit points (including at
1st level), the player of a human PC
may roll twice and take the best
result.

Leadership
All of a human’s retainers and
mercenaries gain a +1 bonus to
loyalty and morale.
• Manikins do not breath and
never need to take rest unless a
spell or similar magic makes them.
Requirement : Minimum CON 9 • Mankins regain hit points at the
Ability Modifiers: +1 INT, -1 WIS same rate as other classes but gain
them back by being repaired (or
Languages: Common Trade , Any
by magic).All manikins know how
other one known by its creator,
to repair themselves if they are
enemy or used to fulfill purpose.
conscious.
• They are immune to all natural
Manikins are Living constructs. That
diseases and illnesses but not any
may or may not remember their
of a supernatural one. Animals and
creation.
their venoms found in the real
Manikins can come from a wide
world are natural sources while
range of origins. They were created
anything not found in the real
for a special purpose, though most
world is magical.
pc manikins have set out
adventuring to find more out of life.
They tend toward the Neutral Electric Sheep
alignment as they are somewhat Manikins do not sleep per say but
detached from humanity though go inert for a period of four hours.
most seek to learn from it. There are This is similar to being asleep in that
though very virtuous and very evil like a person, they can be
individuals. “awaken” by outside interference.
The Scarecrow that spontaneously Like sleeping organisms, they don’t
came to life to escape torture from know what goes on around them
the crows that perched on it all while in this state. While NPC
day, the clockwork person created manikins cannot dream, PC ones
by the Tinker to help around the do, having progressed from their
house and the ventriloquist dummy original creation.
that was brought to life by dark
magic, The True Atlantean Warbot Structural Integrity
recently awaken, are all examples All manikins have a Strong and a
of manikins. weak spot in their construction. For
example a scarecrow might take
Living Construct half damage from the blunt
Though manikins were created and damage of a mace, but double
not born, they are sentient, damage from fire. Talk with the
autonomous beings. Game Master to determine the
• They are subject to magic like all character’s Strong and Weak spots.
living beings are, including things
like Sleep and Raise Dead.
• They cannot eat or drink making
consuming potions impossible.
• Metamorphs can remain in a
Requirements: Minimum INT 9 new form for up to one hour per
Ability Modifiers: -1 CON, +1 CHA level. The metamorph retains its
own intelligence, hit points, saving
Languages: Common Trade, True
throws, and attack probabilities.
Atlantean and one other of the
• They revert to their true form
player’s choice.
when they die, but not when
asleep or unconscious.
Sometime in the distant past the
• Neither Physical capabilities of
True Atlanteans mated with the
the new form (e.g. strength,
human slaves they subjugated and
physical attack forms, modes of
produced offspring. Over time they
movement)
have become a true race, though
Non-physical special abilities (e.g.
one that hides from the fear they
immunities, breath weapons, spell
inspire. The vast majority of
casting) are not acquired.
metamorphs wish to be left alone
Items visibly worn or carried by the
and to live their lives. Even so, the
victim are copied. Copied items do
rare individuals who wish to bring
not possess any magical properties
chaos into the world gives the race
of the original and vanish if
an undeserved reputation.
dropped.
In their natural form they look like a
cross between a human and True
Atlantean. They usually stand no Telepathy
more than five feet tall and are Like their forebearers the True
slender. They are hairless and their Atlanteans, metamorphs can
skin is translucent white. The eyes communicate telepathically. This
are human but are very large and form of communication is effective
are wide open at all times. with any sentient creature within
120’ and allows the mycelian to
converse in any language they
Shapechange
know.
• A metamorph can alter their form
to exactly mimic another person.
• This requires 1 round of visual
contact with the target.
• The target does not have to be
alive to be mimicked, but to have
the speech down the metamorph
must have heard at least a
sentence from the target before
they die.
• Once they have taken a
particular form, they are able to
take that form as often as they
want.
Changing forms takes one round.
When sleeping, unconscious or
dead or when coming back from
Requirements Minimum DEX 9 the dead, the Trickster reverts to
Ability Modifiers +1 DEX, -1 WIS animal form. They can change into
their animal form as many times a
Languages: Common Trade,
day as they like, since it’s their
Animal Species
natural form.
Tricksters are intelligent animals
that can take on human form. They Human Form
are the children of the Trickster god In the human form Tricksters can
Eshu but are not divine themselves use all class functions.
(though some of them through Changing into this form is not
trickery gain followers) and can die automatic for tricksters though.
like any other living being (though They must roll each time they want
they are known to cheat death to do so, doing so on a 4in6.
from time to time).
While the Eshu itself does not have Illiterate
a permanent animal form, its No matter how smart they might
children are regulated to one form. be, Tricksters cannot read or write.
Animal forms must be either avian This is even true if magically given
or some land animal. Typical the ability to do so.
animal forms associated with
Tricksters include Cat, Coyote, Dog, Life Death
Fox, Hare, Raccoon, Raven and The Gods will not intervene with the
Wolf. Tricksters reproduce by lives of Eshu’s children (Raise dead
unions with humans or animals of does not work on Tricksters), but
their type. They cannot reproduce Tricksters can cheat death itself,
with each other. This works as the Cleric spell Raise
Dead except there is no need for a
Animal Form sacrifice and he comes back one
In this form the Trickster uses all of round later.
the stats of the animal of its type, A Trickster can come back 9 times.
but keeps the Intelligence, Wisdom A trickster cannot use Life Death if
and Charisma of the character. It killed by any of the following
cannot talk in this form but can try methods: the hands of a person of
to convey information through Lawful alignment, the hands of
pantomime or other such ways. It’s another trickster or by the hands of
hit points are that of the a divine being.
character’s. In either There is one other catch to this and
form hit points and hit points loss that is they never come back
carry over. exactly the same.
Items the trickster is carrying at the Roll on the table below to gain the
time melds into the form and result. Life Death works in both
cannot be used in anyway animal and human forms.
including magical items.
D6 Roll Results
1 The Trickster comes back as a first
level character. If already 1st level,
roll again.
2 The Trickster comes back as the
opposite sex or having both sexes
or no sex traits at all. Roll randomly.
3 The Trickster comes back as
another alignment. Roll randomly
4 The trickster comes back with
some form of insanity.
5 The trickster comes back as a
different type of animal.
6 The Trickster loses two, not one
use of this ability
Rest and Sustenance
Shrooms do not eat in the normal
sense. Instead, they require a sleep
Requirements: Minimum CON 9 of 8 hours each day spent in
Ability modifiers: –1 DEX, +1 WIS contact with moist earth.
Languages: Common Trade, The Shroom loses 1 hit point per day
Deepcommon until it is again able to spend 8
hours in contact with moist earth.
Far into the boundaries of Alfheim,
live a race of beings called Telepathic Communication
Shrooms. The Shrooms have Shrooms are mouthless and unable
traveled far from that magical land to speak, communicating entirely
and now live throughout the deep telepathically. This form of
caverns in the Underworld. communication is effective with
Shrooms are intelligent mushroom any sentient creature within 120’
people. They look like large and allows the mycelian to
mushrooms with arms, rudimentary converse in any language they
legs and beady eyes set in the gills know
of the mushroom head.

Fungal Spores
From 3rd level, a shroom may emit
a spray of spores at a single target
within 20' once per day. The target
must save versus poison or become
completely passive for 1 round per
level of the shroom, unable to act
or move.

Infravision
Shrooms have infravision to 60’ (see
Darkness under Hazards and
Challenges in Old-School
Essentials).

Light Sensitivity
When in bright light (daylight,
continual light), shrooms suffer a –2
penalty to attack rolls and a –1
penalty to AC.
Sidhe also cannot die of thirst or
starvation, though a lack of
sustenance drives them insane and
Minimum Requirement : CHR 9 Unearthly Beauty
Ability Modifiers: -1 CON, +1 CHA Sidhe—both benevolent and
Languages: Common Trade, Sylvan wicked—are beautiful, by mortal
standards. For Charisma tests
The sidhe were created at the based purely on physical
dawn of time, when Elfland itself attractiveness, a sidhe is always
came about. There are no sidhe treated as having a Charisma
children, instead they are created score of at least 16.
during great cosmic events and
dreams. Being the embodiment of
nobility, sidhe have aloft
dispositions. There is an air of
sadness that seems to hang about
them.
They appear as tall, slender,
perfectly formed humans with
heads of full bodied hair of offset
colors and intense blue, purple or
grey eyes with very large pupils.
Their ears are long, pointed and
tapered at the end.

Eyes of the Nightjar


Sidhe have a 4-in-6 chance of
noticing passages to Alfheim.
Furthermore, their eyes perceive
night as if it were day and even the
darkest dungeon as if they were
seeing it by moonlight. Eyes of the
Night Jar does not work in magical
darkness.

Immortal
Sidhe can be killed but do not die
naturally. They are immune to the
mundane illnesses of mortal-kind
(but not poisons). They are
affected normally by diseases of
magical origin (e.g. cause disease,
lycanthropy, the touch of a
mummy).
The first two classes presented here,
The Dream Sovereign and Shadow
Apostate, are particular for
Evermore.
This book presents no level or racial
limits on Race / Class combos.
Reskinning Race/Class
But some of these combo might
not make sense. What of a
Manikin/Cleric? Certainly the Tin
Man looking for a heart through
devotion to god would work. But
what about another concept, a
concept I call Reskinning.
Reskinning a class or even a race
without changing them much
might be the answer.
Taking the same Manikin/Cleric
combo, lets say the manikin is a
Medic Bot. The spells are all
explained away in scientific terms.
Healing spells is a limited use a day
Cellular Healing ray. Turn undead is
a special Air Spray that repeals
them etc.
Minimum Requirement : None Waking Dream
Prime requisite: WIS The Sovereign’s senses extends not
Hit Dice: D4 only in the Waken world but also to
Maximum level: 14 those Dreamfolk that venture into
the Waken World. He is able to
Armor: None converse with and even touch
Weapons: Dagger, Staff Dreamfolk
Languages: Common Trade and
one other of player’s choice. Lucid Dreaming
While anyone can dream lucidly,
When the Creator enacted the only a Dream Sovereign is the
Grand Rite of Genisis, he did so ultimate controller of dreams. A
adjacent to the Dreaming. This person who is not a Dream
caused the creation of Evermore to Sovereign can only do the
be subjected to leakage from the following things in their own dreams
Dreaming to the Waken world from and not others. Furthermore they
time to time. can only do so on a roll of 1in6.
Is it no wonder then that a line of Use a lucid dreaming roll to:
individuals have taken up the • Know you’re dreaming and in
mantle of Dream Sovereign? One whose dreamscape you’re in.
does not study to become a • Being able to change small
Sovereign, one is born with the aspects of the dream. Instead of
ability, though it may take many holding a sword, your opponent is
years before the ability to live in now holding a chicken.
both the Dream and Waken world • Being able to enter and exit a
to manifest. dreamscape.
The most powerful of Sovereigns • Finding your way through the
become members of the Dreaming and Dream Lands.
Parliament of Dreams. Others live • Wake up from a dream and
lives of Contemplatives and others continue a dream when you go
Run Dream Circles. back to sleep
The Importance of Masks
Every Sovereign has a Dream Mask Level Dice roll
that they have made themselves 1-5 2in6
from the stuff of dreams. This mask 6-10 4in6
reflects the Sovereign in some 11-14 5in6
important way. When and where a
Sovereign wears his mask varies,
but all wear them during Dream
Parliament sessions.
Gates of Horn and Ivory Phantasms Table
The Sovereign can enter the 1 2 3 4 5 6
Dreaming by two ways, The Gate 1 1
of Ivory, done so by going to sleep
2 2
and dreaming, just as everyone
else does. The second way is 3 2 1
through the Gate of Horn, where 4 2 2
the Sovereign rolls a Lucid 5 2 2 1
Dreaming Roll and opens a
gateway to the Dreaming and 6 2 2 2
physically enter it. 7 3 2 2 1
8 3 3 2 2
9 3 3 3 2 1
Dream Sovereign Progression
10 3 3 3 3 2
EXP HD THACO
1 0 1d4 19 [0] 11 4 3 3 3 2 1
2 2,500 2d4 19[0] 12 4 4 3 3 3 2
3 5,000 3d4 19[0] 13 4 4 4 3 3 3
4 10,000 4d4 19[0]
14 4 4 4 4 3 3
5 20,000 5d4 19[0]
6 40,000 6d4 17 [+2]
7 80,000 7d4 17 [+2] Dream Sovereign Saving Throw
8 150,000 8d4 17 [+2] D W P B S
9 300,000 9d4 17 [+2] 1 13 14 13 16 15
10 450,000 +1* 17 [+2] 2 13 14 13 16 15
11 600,000 +2* 14 [+5]
3 13 14 13 16 15
12 750,000 +3* 14 [+5]
13 900,000 +4* 14 [+5] 4 13 14 13 16 15
14 1,050,000 +5 14 [+5] 5 13 14 13 16 15
6 11 12 11 14 12
7 11 12 11 14 12
8 11 12 11 14 12
9 11 12 11 14 12
10 11 12 11 14 12
11 8 9 8 11 8
12 8 9 8 11 8
13 8 9 8 11 8
14 8 9 8 11 8
D: Death W: Wands P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods /
staves
The
Gods
Of
Evermore

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