STEP ONE: Choose a Species
Species
A group of related individuals that resemble one another, having a common origin, having common characteristics or qualities that are distinct from other groups and are (generally) able to breed among themselves, but are not able to breed with members of another species and produce viable offspring. The following is not a comprehensive list of Species open to Player characters simply ones that are commonly found in Discarded World. Anything from any world can end up in the Discarded World, use these as bases and jumping off points for other species. For example, a dwarf from most types of worlds would follow Trog’s guidelines with a different appearance and lore. All of these are guidelines however. Work with your Storyteller to customize your character!
Crossbreeds
They are always considered sterile. Character players that wish to play cross breed choose their 2 benefits and 2 flaws from either of their parents' species in any combination.
Human
Appearance: Human
Stereotype: Loud, Impulsive, Creative
Average Life Span: 60-100 years
Origin: Many worlds, many times
Humans are intelligent, adaptable, breed and spread quickly. They are often the best suited to Survival in the Discarded World. They are usually intensely social, and group into a large of communities as the local area can possibly allow. They are also often easily frightened and hold grudges as long as their lives are short. But they are also incredibly compassionate, and will adopt other creatures, loving them as strongly as their own! The other species view them as strange mixes of paradoxes.
Neumas
(Noo-ma)
Appearance: Varies, often bright colors and nature elements
Stereotype: Crazy, impulsive, wild, dream chasing
Average Life Span: In the Dreaming: eons, but on the mortal world, usually 500-1,000 years
Origin: Spirit Worlds and Dreamings
The Neumas are spirits of nature and dream but bound into semi-mortal flesh. They have lifespans of literally eons, and don’t really die, so much as wonder into the World of Dreaming and never come back. Those who have the draw back that they can never lie, can still deceive, especially with choice wording and illusions, however they can never outright lie. Steel, Iron or Salt may cause discomfort in contact and an additional damage from wounds for some. Others are bound to a Geas/geis- a supernatural vow or rule they may not break. Their forms are as varied as their personalities, ranging from very human looking to almost completely alien. There are also large groups that can be defined within the group. Elves are humanoid in appearance, appearing to be very beautiful humans with long pointed ears, Fairies have wings where Sprites have no wings, but both have an obvious nature family, such as “lily,” or “river.” There are also the Funguys, who appear to be very large mushrooms, who then move to reveal a humanoid appearance!
Changeling
Are made of Flesh and Magic by the Neumas. Generally, they are stolen or traded children. They often have brightly colored hair or eyes or symbol shaped birth marks. A Clear Sight Spell can reveal a symbol burned into them, revealing them for what they are. The Fairies will only return the original child if the Changeling is killed. They are treated as Half Human, Half Neumas for most purposes, however, they are really neither, more of a constructed being. They are not held to the Neumas’s inability to lie, as such are often looked upon with distrust from both humans and Neumas. They live and die human lifespans and don’t seem to pass on to the spirit world after death.
Trogs
Appearance: Stocky barrel-chested humanoids with large eyes.
Stereotype: Mole people, thick headed, holds grudges
Average Life Span: 500-1,000 years
Origin: Deep Caves and burrowing worlds.
Trogs are humanoid burrowing creatures suited to a subterranean lifestyle. They have short stocky muscular bodies, large hands with strong digging claws, and very large eyes for seeing in the dark that must be protected with goggles in the daylight. They often have pale, almost white skin that burns easily in the sun, however some have very dark colors of skin, even blue or green to blend into shadows in low light. Trogs gather in clans of about 20-100 individuals in an underground territory. They often come above ground to trade things they have dug from the earth with things from the “Sun Lands.” They are curious, industrious sort that enjoy making things and learning how to make things. But they can also be stubborn to a fault and would rather die than break their word. There are some who speculate that Trogs are a form of Neumas, but never say that to either Species.
Player’s goggles may have clear lenses or no lenses at all for clarity of sight if they so choose, but without them above ground, during the day, they are considered blind.
Skin Changer, Mutantur
(Moo-tan-tor)
Appearance: a Human who takes the form of an Animal
Stereotype: Dangerous, unpredictable
Average Life Span: 80-150 years
Origin: A wild world of all Mutantur
Skin Changer is an umbrella term for all of the animal-peoples. They are all one species who can breed with one another, each individual’s Animal form is based on their personality, or possibly the other way around. A Werewolf may have a Were-raven mother and a Were-badger father! It is often possible to tell what a Skin Changer’s animal form is in their human form by how they behave. A Were-raven may bob their head like a bird, perch on furniture or logs, steal anything that shines or never cease to speak! In addition, a skin changers diet reflects their animal form, carnivores are still carnivores, herbivores are still herbivores, etc. They have a very human lifespan, although some may live longer. Every Skin Changer has a particular type of Metal that causes damage to them simply by touching it at a rate of their Rage Pool, but the type of metal varies by individual.
Rage & Frenzy
Every Skin Changer has a Rage Pool. This refills with the cycles of the Moon or Sun, depending on the species, but generally about a month-long cycle, so it will be filled every event. Rage is used to change into their Battle form, which can be maintained for 10minutes X Rage pool. They can also use Rage to heal their damage at 1 for 1 at any time. It is a measure of the skin changer’s supernatural anger and as such, their Frenzy. A Skin Changer will check for Frenzy if they see another Skin Changer dead, an animal of their animal type dead, or some will under some other stimulus, such as a certain kind of plant. In such a state, a Skin Changer will attack anything that moves, friend or foe until there is no movement. They will generally retreat to an environment appropriate for their animal type afterward. To check for Frenzy, the player plays Rock Paper Scissors against the Storyteller. If the Skin Changer wins, they do not Frenzy. If they tie, the Skin Changer gains a Rage point, even if it takes them over their max; they will then be agitated until the stimulus is no longer around them. If they lose, they Frenzy.
Rage Sickness
Rumored to be caused by using Rage too often or too freely, but also linked to excessive magic use. A skin changer that suffers from Rage Sickness finds it difficult or impossible to take a human form, but still transforms between their Animal and Battle Forms with ease. Most skin changers have no problems with those who suffer from Rage Sickness, however humans are often suspicious or untrusting of these individuals caught between worlds.
Forms
Every skin changer may take on three forms, a human one, an animal one, and a mixed form called the battle form. Each form determines what uses it is suited for. While in Animal Form and Battle Form the character may not speak with anyone but their animal type and other Skin Changers without taking the Benefit: Human Tongue. Every player who wishes to play a Skin Changer should sit down with their Storyteller to create their character. Below are some general guidelines on creating the other two forms. Traits can be doubled up. Select two benefits and two draw backs for the animal form and then two more of each for the Battle Form, which still retains the benefits and draw back of the Animal Form.
Bite and claw attacks are represented with a hand held edged weapon such as a dagger at no more than 12.” A Bite may be performed even if the players hands are restrained or the current form has no hands.
When a character with Prickly is engaged in combat, they will call “Prickly" and the amount for. Then any character that come in close enough to make contact with the Prickly Character takes that much damage (-armor, shields and then resilience.) The exception is if they are dealing Ranged damage, such as magic, archery or fire arms OR have a weapon with reach, such as Long Sword or Polearm.
Venom/Poisonous
This character has a venomous bite, claws or Spines. This requires the Character has already purchased one of the above. In order to deliver Venom, the character must also be in their Animal or Hybrid form and land a hit on the target with their bite, claw or spine representatives. These attacks are represented with a handheld edged weapon such as a dagger at no more than 12.” A Bite may be performed even if the players hands are restrained, or the current form has no hands. A venomous character generally has bright, bold markings which may carry over to their human form. The number of ranks a character has in Venom is how many does per day they may deliver. The character must choose one of the venom classes below for their venom type. A Character may only have one venom type. Venom may be milked and sold or used for potions, however, milking does count as a dose, possibly leaving the character without protection.
In the case of a Poisonous character, they only deliver their toxin if something else bites them/puts them in their mouth. They have unlimited doses to being bitten but may be milked for doses equal to their Venom rating.
Hemotoxins
are toxins that destroy red blood cells, disrupt blood clotting, and/or cause organ degeneration and generalized tissue damage. Loss of an affected limb is possible even with prompt treatment. The venom breaks down protein in the region of the bite, making prey easier to digest. Symptoms include: nausea, disorientation, headache, bleeding and hemorrhage.
-1 Damage at site of bite per Rank. This damage does not affect Total Character HP, ONLY the site of the bite which may not be the head. If this toxin deals at least one damage more than the Character’s full HP, then the limb is irreparably damaged and must be amputated or is useless. The spell Regenerate can replace the limb. The venom must run its course or be cleansed with the Spell Neutralize Poisons before it can be healed. Then, it can be healed with time or Magic use.
Necrotoxins and Cytotoxins
are toxins that causes Necrosis, is a form of cell injury which results in the premature death of cells in living tissue. Thus, untreated necrosis results in a build-up of decomposing tissue and cell debris at or near the site of the cell death. Often times this leads to infections. Symptoms include: inflammation, headache, vomiting, abdominal pain, diarrhea, fluid or blood filled blisters and infection.
-1 Damage at site of bite per Rank. This damage does not affect Total Character HP, ONLY the site of the bite which may not be the head. If this toxin deals at least one damage more than the Character’s full HP, then the Character becomes Diseased for Ranks equal to the Venom ranks. Disease erodes the Character’s Attributes at a rate of 1 per day for days equal to the Disease Rank. The spell Defense of Disease can cure the Disease. For more information on Diseases See: Conflict: Disease. The venom must run its course or be cleansed with the Spell Neutralize Poisons before it can be healed. Then, it can be healed with time or Magic use.
Neurotoxins
are toxins that are destructive to nerve tissue, inhibiting neuron control over ion concentrations across the cell membrane, or communication between neurons across a synapse. Symptoms include: intellectual disability, persistent memory impairments, epilepsy, dementia, and paralysis
-1 Damage at site of bite per Rank. This damage does not affect Total Character HP, ONLY the site of the bite which may not be the head. If this toxin deals at least one damage more than the Character’s full HP, then the Character loses Intelligence and/or Strength ranks equal to the Venom rating for days equal to the Venom rating. The venom must run its course or be cleansed with the Spell Neutralize Poisons before it can be healed. Then, it can be healed with time or Magic use.
Vampire
Appearance: A Human with fangs
Stereotype: Leech, parasite, unnatural, Predator
Average Life Span: About 1,000, but do not age and die, theoretically immortal.
Origin: Unknown, but they seem to come from everywhere Humans do
Undead creatures of the night, vampires strike terror into the hearts of most humans- their preferred pray. While to most, they appear to be human, to humans, there is a certain strangeness about them. Generally, the only obvious physical difference between a human and a vampire, is that a vampire has elongated canine teeth- fangs. Vampires appear in all ways to be human as they move about. However, when they lie in slumber, they appear to be dead; players assume the death pose during sleep. Vampires are burned by the sun, losing one Health Point per minute they are exposed to direct sunlight; however they can come out during a cloudy day! Some inventive vampires discovered that use of the Spell Hide in Shadows can allow the vampire to move around in the daytime by enchanting a parasol with it. Similarly, the Potion Draught of Night will allow the vampire to move in direct sunlight with no ill effects for one full day. Neither of these spells make a vampire invisible when used in daylight. As Undead creatures they are harmed by Faith.
Turned, Pure Blood & Dhampir
Vampires can make other vampires by giving a dead human that still has Core one of their Claret. Should the Core accept, the human rises again as one of the undead, although still damaged. This process will not work on any other species. Vampires can produce Pure Blood vampires through reproduction, although they only take mates very rarely in their long un-lives. In order for the Pure Blood Baby to be born, at least one parent must sacrifice a Core point to the Child, who will then only have that Core Point. Both parents can sacrifice more Core Points to the child at anytime during the child’s un-life. Pure Blood Children grow very slowly, matching about a decade per human year, there for a Pureblood who appears to be 10 is actually 100 years old. At about the second century of un-life, the Pure Blood is considered an adult and aging seems to stop. Dhampir is the name for half vampire, half mortal offspring. As with a Pure Blood Child, the vampire parent must sacrifice a Core point in order for the Child to Live, unlike a Pure Blood, the Dhampir only has one Vampire parent who can sacrifice for them. The Dhampir does have one benefit over all its peers though, they can walk in the sunlight without use of any magics.
Claret; Blood
The Undead must consume blood. As long as they consume blood on a regular basis, and do not run themselves empty, they are fully in control of on who and when they feed. About one pint of blood, one damage, is one Claret. So a willing donor can usually give one or two points and still feel fine, especially if someone has the Spell Heal. Vampires can gain claret from animals, although it just never tastes right. A vampire only NEED to feed as their claret is depleted, however, if they abstain for a night, needed or not, they will need to expend a Determination Point to resist the next opportunity to feed. Once a vampire has no claret left, they must expend a Determination Point to not attack the next living creature they encounter and attempt to fill their claret pool, for each living creature they encounter until they raise their claret pool to at least one. A Claret can be exchanged to heal their damage at 1 for 1 at any time. This is important as Spells to Heal the living do not work on the Undead.
Troll
Appearance: Huge Humanoid, 8-9 ft+, muscular, often have tusks or horns
Stereotype: Dim, slow, brute, animal
Average Life Span: 10,000+ years
Origin: A World of Mountains and Hills
These large, hulking creatures seem dim witted and slow to most of the faster living species, however that is simply not the case, they just don’t live at the same pace as most others. A Troll’s lifespan is measured in creeping mountains, so they take the time to live, think and love slowly. A Troll pregnancy last 4 or more decades! They are so Slow in fact that they must make a 10 count once a battle has started before they may engage. As such though, they rarely make rash decisions, and stick to their choices with a loyalty that borders on fanatic. Because of this Iron Will, it is almost impossible to convince a Troll to change their mind once they have made a decision and doing so usually requires Both parties to expend a Determination point. But on the other hand, it is almost impossible to lie to a Troll. While they may not know exactly what the truth is, they know when the younger species are speaking false. (A Storyteller should let them know when a direct falsehood is being told, but they may also ask to check.) And a Troll cannot be tricked off of their chosen path through magic or illusions.
Zmajin
(Zu-ma-jin)
Appearance: Humanoid dragons, scales, horns, claws, some with tails
Stereotype: Out of Touch with Reality, Not actually alive,
Average Life Span: Unknown
Origin: Discarded World
The only known species to be created inside the Discarded World, rather than outside. The Zmajin were created by magic in some unknown ritual using Dragons, Neumas, and Human corpses. They are often called Homunculus, Created beings. They were made more than 2000 years ago and fought a war for their freedom from their makers. Many are still trapped in decaying magic laboratories in a magic slumber, either prepared to serve some task, but not activated, or as a magic reservoir for their long dead master. Now each one waits to see how long they will live before the magic wears out. Some have “worn out” rather quickly, their bodies crumbling as the magic leaves them, others have been active since before the uprising. Those awakened from slumber are unaware of events that passed while they slept, and may be very naive, or very lacking in personality. Zmajins absorb magic passively from the world around them in a second Ardor pool that they cannot access, but their Masters could through some lost Ritual. Each one is a unique combination of humanoid and draconian features. But they have no breath weapons. Their scales are capable of being hard enough to be considered natural armor and can even harden enough to gain a Shed rating after they are about 1,000 years old. Natural armor can be purchased with the Floating points at character creation or experience point and then they can be increased at 7 times the armor rating (minimum 7). Once a Zmajin has an armor rating of at least 10, then they can purchase a Shed Rating. This is purchased at a rate of 10 times the Shed Rating (minimum 10.) At this point, a Zmajin would have an Armor rating of 10 and a Shed of 1. Some have begun seeking treatment of a new ritual to Cure Grayscale- a death sentence for the kind and to have babies of their own.
IN and Out of Benefit
Traits that are In Benefits permanently lower the Experience multiplier by 1 Rank, as if the character had one rank lower in that trait for the purposes of buying the next Rank.
Traits that are Out of Benefit however, do the exact opposite. They permanently RAISE the Experience multiplier by 1 Rank, as if the character had one rank HIGHER in that trait for the purposes of buying the next Rank. Mark these on your Sheet with a “+” Next to In Benefit traits and a “-“ next to Out of Benefit traits.