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Archetypes

elow you will find a few sample archetypes to be found in the Midnight Realm.

Tarteran Demon Hunter

Homeland: The Nince Princedoms

"Do not follow where I go, for my path leads to death."

How did you get into this life? The eighth child in a family overburdened, perhaps. A scion of an aristocrat seeking personal glory, maybe. A simple lust for danger? Regardless, you are one of the few who dare the Fallen Lands, exploring where others fear to go. You survive by your wits and your weapons, and bring back maps, stories, and great wealth in the form of black diamonds... assuming you make it back at all.

Physical Characteristics: 6’-6’7", 140-180 lbs. Firey-red skin, black hair, horns, claw-like fingernails. Older males may have chin-spurs, and if bald show a boney crest atop the skull. Females generally remove the chin-spurs when they begin to show, for aesthetic reasons.

Attributes:
Int 0
Per +4
Wil -3
Cha 0
Str +2
Dex +2
Con +3
Spd +5*
CR +4
MR 0
*Airborn; 0 on foot

Special abilities: See clearly in darkness, detect invisible and astral presences, highly susceptible to temptation (Will roll at GM's discretion)

Skills:
Combat skill: longsword +4
Combat skill: <choice of two weapon skills> +2
Combat skill: Aerial Combat +3
Stealth +2
Tracking +3
Appraiser, (black diamonds) +5
Demon Lore +5
Survival, Fallen Lands +3
Archaen, native
Elder Tongue, fluent

Equipment:
Argentium longsword, two additional weapons, chain mail armor, demonhide cloak and thigh-high boots, belt-pouch, lesser demonward

Wealth: 100 silver argents

Metathonian Scion

Homeland: Metathon, The Nine Pricedoms

"Wealth, power, dominance within ones House. These are the paths to status."

The Game is everything. You play it well. You made deals to further the status of your Trade House, you arranged the fall of other Great Families to advance the relative status of your own, all this to advance your own stake in the great Game of the Hierarchy. Ready to roll again?

Physical Characteristics: 6'-6'7", 140-180 lbs. Firey-red skin, black hair, horns, claw-like fingernails. Older males may have chin-spurs, and if bald show a boney crest atop the skull. Females generally remove the chin-spurs when they begin to show, for aesthetic reasons.

Attributes:
Int +2
Per +3
Wil -3
Cha +2
Str 0
Dex 0
Con +3
Spd +5*
CR +2
MR -1
*Airborn; 0 on foot

Special abilities: See clearly in darkness, detect invisible and astral presences, highly susceptible to temptation (Will roll at GM's discretion)

Modifiers:
House Strife (-1 Int, +1 Str, +1 CR, two additional weapon skills at +1 each)
House Sybar (-1 Con, +3 Cha, two of the following: any artistic pursuits, artisan, artificer, or brewer/vinter, at +5 each)
House Vassal (-1 Cha, tracking skill at +3, two personal slaves at GMs discretion)
House Comeste (+20-200 lbs weight, +3 modifier in all political and economic dealings with other Houses)

Skills:
Combat skill: <choice of one weapon skill> +3
Combat skill: Aerial Combat +3
Cultures, Lower Planes +3
Ettiquete +5
Diplomacy +3
Bribe +2
Appraiser +6 (field depends on Trade House)
Choice of three trade skills, +4
Archaen, native
Elder Tongue, fluent

Equipment: Several outfits of rich clothing and silver accoutrements, one high-quality silvered weapon of choice, coin pouch

Wealth: 5,000 silver argents

Ebonite Soul Trader

"What do you have with which to barter, other than your immortal soul? Ah, perhaps we can do business after all."

What were you before this? A merchant, a sailor, a thief, perhaps? It doesn't matter anymore. Quite literally, that was another life. Now you sail the aetheric sea, taking lost spirits and putting them to good use, locking them into soulgems. Some may call what you do the most horrible form of slavery imaginable. You just call it good business.

Physical Characteristics: 6'6" - 7'6", weightless or 110-160 lbs when corporeal. Appears as a tall, thin shadow when incorporeal, or as a black-skinned, spidery humanoid when not. In both forms, hair and loose clothing are blown about by an aetheric wind, even when there is no breeze to be felt.

Attributes:
Int +2
Per +4
Wil +2
Cha 0
Str -3 (+4)*
Dex +4 (0)*
Con -1 (+5)*
Spd 0
CR +2
MR +2
*In corporeal form

Special abilities: See clearly in darkness, detect invisible, aethereal, and astral presences by sight, immune to damage from non-ebonite weapons when incorporeal, become corporeal or incorporeal at will (change requires one round of concentration), dismayed and blinded by strong light, and damaged by magical light while incorporeal.

Skills:
Combat skill: <choice of two weapon skills> +2
Magic, Necromancy
 Summon +5
 Enchant +5
 <Choice of two modes> +3
Stealth +2
Appraiser +5
Arcane Lore +2
Merchant +8
Soultrapping +4
Ride, bat manta +3
Pilot, aebonship +5
Artisan, soulstones +8
Alchemy, ebonite steel +10
Cultures, lower planes +3
Elder Tongue, native

Equipment: Shadesilk clothing, two ebonite weapons of choice, enchanted soultrapper, scroll of maps of the Aetheric Sea, two minor (6th level or less) soul-enchanted items, may have either aebonship or bat manta steed at GM's discretion.

Wealth: 4,000 silver argents (half in various coinages, half in black diamonds and soulstones)

Ebonite Shadowizard

"Leave me be, mortal, for your breath is quick and your blood is hot, and I do not care to be reminded of such things."

In life you were a sorcerer. At least, you think so. It has been so long, and you usually don't like to think about the time before. Something you did, or something about you, caught Death's terrible eye, and when you died you were taken into Death's service. Is this a punishment for the life you lived, or is this something you sought out, made deals for, sold your soul for? It no longer matters. The road ahead is long, and you've only just begun.

Physical Characteristics: 6'6" - 7'6", weightless or 110-160 lbs when corporeal. Appears as a tall, thin shadow when incorporeal, or as a black-skinned, spidery humanoid when not. In both forms, hair and loose clothing are blown about by an aetheric wind, even when there is no breeze to be felt.

Attributes:
Int +6
Per +4
Wil +2
Cha -1
Str -3 (+4)*
Dex +4 (0)*
Con -1 (+5)*
Spd 0
CR 0
MR +5
*In corporeal form

Special abilities: See clearly in darkness, detect invisible, aethereal, and astral presences by sight, immune to damage from non-ebonite weapons when incorporeal, become corporeal or incorporeal at will (change requires one round of concentration), dismayed and blinded by strong light, and damaged by magical light while incorporeal.

Skills:
Combat skill: <staff or dagger> +2
Magic, Necromancy
 <Choice of eight modes> +4
Stealth +2
Arcane Lore +6
Ride, bat manta +3
Elder Tongue, native