Sea Blood (Half Deep-One):
(Conversion from "Realms of Crawling Chaos" by Goblinoid Games, see that book for more details.)
Race Stat Modifiers:
Saving Throw Modifiers: Fortitude + 1, Reflex - 1
Attribute Modifiers: STR + 1, CHA -2, BEA - 1
Affiliation Chaos + 5
*Halve any SAN penalty to Sanity Checks.
Languages: Language of human parent and Deep One. (Deep One language imprint upon you.)
Blood Color: Blood will be of the human parent.
Description:
Full description in the "Realms of Crawling Chaos" book by Goblinoid Games.
Sea Blood are the half human/half Deep-One hybrids, like the inhabitants of Innsmouth in the H.P. Lovecraft story, "The Shadow over Innsmouth".
They can usually pass as ugly or deformed humans, but will likely be killed or at the very least made outcast if their true nature is revealed.
Racial Modifiers:
Level: Bonuses:
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Zero Level:
0 Title: []
Affiliation Modifier: Chaos +10
Attributes: STR +1, CON + 1, CHA -1, BEA - 1
Combat:
Hit Point Modifier: N/A
Saving Throws:
Language: Human parent language
Race Abilities: Infrared Vision,
Elemental Resistances: Human Parent Vulnerabilities/Resistances [See Below]
Elemental Vulnerabilities: Human Parent Vulnerabilities/Resistances [See Below]
Other Resistances:
Other Vulnerabilities:
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Zero Level Sea Blood Abilities:
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Infrared Vision:
At zero level the Sea Blood can also see in the Infrared spectrum.
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First Level:
1 Title: []
Affiliation Modifier: Chaos +10
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: Deep Ones React Favorably, Deep One Features, +1 Deep One Feature,
Other Resistances:
Other Vulnerabilities:
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First Level Sea Blood Abilities:
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Deep One Feature:
Starting at first level you will develop your first obvious signs that you are not completely human and your selected feature may actually
make it pretty clear that you are part Deep One. Every other level you will gain a new feature until Eleventh level, in which you will then
gain a feature every level until at Fifteenth level your transformation is complete.
>Select one at levels One, Three, Five, Seven, Nine, Eleven, Twelve, Thirteen, Fourteen and Fifteen.
* Loss of all body hair.
* Head becomes elongated. (-1 BEA)
* Fingers become elongated and webbed. (+3 Swimming [Physical Specialization])
* Becomes stooped and walks in an ape-like fashion. Reduce base movement to 3/4 normal. (-1 DEX)
* Back becomes scaly with tough ridges as a spiny fin begins to develop.
* Eyes become bulbous and iris/retina take on shapes &/or colors unnatural for your (human) race/type.
* Eyes no longer close and have a protective membrane. (-1 BEA)
* Skin becomes scaly and takes on a greyish green hue. (-1 BEA)
* Mouth becomes fish or frog-like and eyes start moving towards sides of head. (-1 BEA)
* Extremely cold unemotional mindset (+1 Will saves, +5 SAN Checks, -2 CHA)
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Deep Ones React Favorably:
Unless the character is hostile, most Deep Ones will have a +5 reaction to the Sea Blood and they by instinct will be aware of what the character is. If the character is a Cultist of Order this reaction bonus does not apply.
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Second Level:
2 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: Spot Hidden & Secret Doors,
Other Resistances:
Other Vulnerabilities:
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Second Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Spot Hidden & Secret Doors:
At 2nd level the Sea Blood gets a +2 bonus to spot hidden or secrets doors. (Specialization based on Perception Skill)
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Third Level:
3 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature, Develop Gills and Ability to Breath Water,
Other Resistances:
Other Vulnerabilities:
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Third Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Develop Gills and Ability to Breath Water:
At 3rd level the Sea Blood develops Gills on his/her neck and can breath underwater.
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Fourth Level:
4 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Language: Deep One
Race Abilities: Deep One Language & Sonar Speech,
Other Resistances:
Other Vulnerabilities:
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Fourth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Deep One Language & Sonar Speech:
At xx level the Sea Blood has by racial memory learned the Deep One language and can perform distance Sonar Speech with other
Sea Bloods and/or Deep Ones.
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Fifth Level:
5 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature, Communion with Chaos,
Other Resistances:
Other Vulnerabilities:
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Fifth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Communion with Chaos:
At 5th level the Sea Blood gets a +5 bonus to perform miracles IF the character is a Cultist of Chaos. (does not apply to other cultist
classes.) If the character is NOT a Cultist of Chaos, but is affiliated with Chaos, he/she can choose a specific cult/god related miracle as
one of the upgrades that are available to characters at levels 5th, 10th & 15th levels. This is not a freebie or extra, it just makes such
abilities possible to obtain if you are not a cultist.
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Sixth Level:
6 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: N/A
Other Resistances:
Other Vulnerabilities:
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Sixth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Seventh Level:
7 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature, Submerged Healing/Recovery,
Other Resistances:
Other Vulnerabilities:
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Seventh Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Submerged Healing/Recovery:
At Seventh level, for each full hour spent submerged under water resting, the Sea Blood recovers twice the fatigue points lost and PP
(Power Points). The character also heals faster while submerged, gaining one lost hit point per hour. (If the character already has a
comparable healing ability somehow, just double the amount.)
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Eighth Level:
8 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: Slimy Skin/Scales & Fishy Aroma,
Other Resistances:
Other Vulnerabilities:
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Eighth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Slimy Skin/Scales & Fishy Aroma:
Starting at Eighth level the Sea Blood's skin (or scales) will begin to emit a slimy coating and start to emit a Fishy Aroma that will be
difficult to mask. It is at this point that the Sea Blood must either submerge him/herself in water at least once per day or at the very
least be keeping extremely well hydrated and dampening down his/her skin/scales with water. Each day without will cause your
Sea Blood to need to take a Tough Difficulty Fortitude save or take one hit point damage and suffer a -1 penalty to all combat actions
until hydrated. Each further day increases the Difficulty rating of the save and increases the hit point damage and combat penalties by
another point. By day three the Sea Blood will also start to lose a point of STR, CON and DEX which will not recover until properly
rehydrated and rest of a full day for each point lost. Treat as two days if the Sea Blood is in vary dry and hot locations such as Desert.
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Ninth Level:
9 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature, Vulnerability to Fire/Plasma Attacks,
Other Resistances:
Other Vulnerabilities:
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Ninth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Vulnerability to Fire/Plasma Attacks:
At xx level the Sea Blood's transformation into an aquatic creature has started to make him/her vulnerable to fire attacks. When on
land you will now have a -2 saving throw against any Fire/Plasma based attacks and will take double damage from such attacks.
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Tenth Level:
10 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: Land Movement/Agility Degrades,
Other Resistances:
Other Vulnerabilities:
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Tenth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Land Movement/Agility Degrades:
At level the Sea Blood's transformation has begun to degrade his/her land movement, effectively reducing movement as if he/she was
one Encumbrance level higher while on land and giving a penalty of -2 to any land based dodge. Movement and Dodging while within
water is not reduced.
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Eleventh Level:
11 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature,
Other Resistances:
Other Vulnerabilities:
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Eleventh Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Twelth Level:
12 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +2 Deep One Features,
Other Resistances:
Other Vulnerabilities:
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Twelth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Thirteenth Level:
13 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature,
Other Resistances:
Other Vulnerabilities:
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Thirteenth Level Sea Blood Abilities:
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x:
At Second level the Sea Blood .
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Fourteenth Level:
14 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature,
Other Resistances:
Other Vulnerabilities:
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Fourteenth Level Sea Blood Abilities:
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x:
At Fourteenth level the Sea Blood .
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Fifteenth Level:
15 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: N/A
Saving Throws: N/A
Race Abilities: +1 Deep One Feature,
Other Resistances:
Other Vulnerabilities:
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Fifteenth Level Sea Blood Abilities:
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Exceptional Swimmer:
At zero level the Sea Blood can swim like a fish.
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Water Combat:
At xx level the Sea Blood's ability to perform combat in water begins to shine. You will from this point on begin to gain abilities such
as Free Aquatic Dodges, Aquatic Dodge Bonuses, Aquatic Initiative and other upgrades while fighting in aquatic environments.
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Human Parent Vulnerabilities/Resistances:
Parent: Bone:
1/2 Damage vs all lasers.
1/2 Damage from Copper, Indium, Rhenium.
x2 Damage from Potassium, Neodymium, Tantalum.
+2 Stealth
Parent: Black:
x2 Damage vs all lasers.
1/2 Damage from Arsenic, Tin, Gadolinium, Ytterbium.
x2 Damage from Palladium, Radium, Uranium, Plutonium.
+1 INT
+1 STR
Parent: Blue:
x2 damage vs Blue Lasers.
1/2 Damage from Zirconium, Antimony, Thorium.
x2 Damage from Silicon, Phosphorus, Argon, Actinium.
+1 DEX
Parent: Brown:
1/2 damage vs slime/ooze/acid.
1/2 Damage from Iron, Bromine, Niobium, Thulium.
x2 Damage from Phosphorus, Cobalt, Selenium, Holmium.
+1 CON
Parent: Dolm:
x2 damage vs Dolm Lasers.
1/2 Damage from Manganese, Tellurium, Iridium, Neptunium.
x2 Damage from Stontium, Dysprosium, Lead.
+1 CHA
Parent: Green:
x2 damage vs Green Lasers.
1/2 Damage from Germanium, Praseodymium, Promethium, Bismuth.
x2 Damage from Helium, Thulium, Polonium, Astatine.
+1 DEX
Parent: Jale:
x2 damage vs Jale Lasers.
1/2 Damage from Molybdenum, Cesium, Neodymium, Samarium.
x2 Damage from Nitrogen, Titanium, Tungsten, Mercury.
+1 WIS
+3 PP
+1 Arcane
Parent: Orange:
x2 damage vs Orange Lasers.
1/2 Damage from Potassium, Yttrium, Hafnium.
x2 Damage from Gallium, Cadmium, Platinum, Francium.
+1 STR
Parent: Purple:
x2 damage vs Purple Lasers.
1/2 Damage from Chronium, Xenon, Thallium.
x2 Damage from Technetium, Iodine, Europium, Gold.
+1 BEA
+1 Ride/Handle (Specialization)
Parent: Red:
x2 damage vs Red Lasers.
1/2 Damage from Chlorine, Zinc, Ruthenium, Lanthanum.
x2 Damage from Hydrogen, Silicon, Krypton, Cerium.
+1 STR
Parent: Ulfire:
x2 damage vs Ulfire Lasers.
1/2 Damage from Magnesium, Nickel, Protactinium.
x2 Damage from Boron, Neon, Calcium, Erbium.
+1 INT
Parent: White:
x2 damage vs White Lasers.
1/2 Damage from Sulfur, Barium, Terbium, Lutetium.
x2 Damage from Aluminum, Scium, Rubidium, Osmium.
+1 DEX
Parent: Yellow:
x2 damage vs Yellow Lasers.
1/2 Damage from Sodium, Silver, Holmium.
x2 Damage from Lithium, Vanadium, Rhodium, Tin, Radon.
+1 CON