These is some old stuff i did for an alternative setting i toyed with but never fully developed. I wonder what can you guess about it from the tidbits of the classes
.
Oni/Demonling/Horned ones - Elven Mutation due tampering with hard to understand bio-magic(Tarlok genetic engineering science actually). Quite cultured and wiht penchant for occult knowledge and philosophy, The Oni seem to share a fair good amount of trait with their elven ancestors in term of behavior, albeit they tend to be more susceptible to Obsessive-compulsive Disorder, to the point to obsesses over some peculiar activity or object to the point of completely identify with it. They are common amongst the The ex-tarlok controlled areas, like Italy, Austria and Germany. Less so in Albion since There elven people gone for a genetic purity pathway making them go to extreme effort to keep their DNA clean(Symbiotic organism non-withstanding)
Unusual Features: Odd colored skin, Fangs, pointed ears, Animal like non-prehensile tail(deer and goat are common, but any can appear), 25% has hoofed feet +1d6 to kick. At third level roll on Obsession Table
Psionic - Major psionic depend upon the number and shape of the Horns they possess, choose one option:
1 Straight Horn: Telekinesis(super), Telekinetic Force field)(note can fly telekinetically lifting themselves moving at a speed equal to IQ+10, as well as using Telekinesis to perform most skill at range, and suffer only -20% for the lack of sense of touch, normally would be 40%. This drop to -10% if they can see clearly what they are doing and focusing on it-read are withing line sight and spend two action performing the task-)
2 Horns: Electrokinesis , Telemechanics (can build instantly any machine spending 10 ISP per 50 lbs of materials, but still need a successful roll on the proper skill, with -20% penalty for rushed job and the machine built this way last only for 1 minute per level of experience. The ISP is spent whenever the machine is successfully built or is a dud. Also in most cases need to use Electrokinesis to POWER it)
1 Crescent moon shaped sharp horn: Pyrokinesis(can hold a fireball and fueling it with fuel flame in order to make it more devastating. Each additional fuel flame add 1d6 damage and a blast radius of 6 ft, after the fourth increment there is 50% chance it will automatically explode), Psychic Body Field(can be made fiery spending 10 ISP does 2d6 fire damage to everything it touch)
Two Curly horn – goat like: Hydrokinesis(Breath underwater 4 ISP per minute, while using the psionic powers swim 30% faster ), Psychic Omni sight(Twice as much range underwater)
1d4 Crooked horns of different length: Bio-Manipulation(Blind, Deafness, Mute cost 5 ISP and are -1 to save; Pain save vs Pain can use PE instead of ME, Paralysis cost 2 ISP per limb, complete paralysis cost 10 roll to save against for each limb and torso, ,Mental Stun cost only 2 ISP, Tissue Manipulation is -2 to save against Empathic Transfer(Can be used as an aura power spending 30 ISP the empathic aura has only 10 ft radius and last just one melee round)
Two large Ram-like horns: Supercharge - see Between the Shadows Sourcebook(special duration is doubled, PS bonus is 1d6+6 Supernatural and SDC Bonus is 100 not 40) and of course Summon Inner Strength
Other Psionic: 6 Minor Psionic power of choice from any of the three categories
ISP: MEx10 +10 each level considered Master Psionic
In addition to the above they are natural mystic albeit is more proper calling them natural prone to magic, as they do not develop magic automatically but rather they had to learn it normal way
Naturally Possess Lore: Magic at 60% and Lore: Spell translation at +10%
Starting spell: none at first level, but starting with the second level can roll the "shortcut to gain new spell" table to see what spell they figured out(GM choice)
PPE: PEx3 plus 1d6+1 per level, know how to channel and get PPE from usual sources
Talking about Albion elves, they are amongst the few who actively use symbiotic as a form of augmentation, together with Catholic Church and Protestant Dragons.
The Symbiote in question is called
Avalon Driad, and is reserved for the nobility of the Albionese Elven kingdoms, at least for 5 generations(to be honest since the Tarlok invaded and Albion Elf started an alliance with them against German Dwarves).
The Symbiote look like a wood and wines helmet or Headband with large antlers.
Is Vegetal and feed of Strong Emotions, this often lead to the weird "pranks" Elven nobles like to play upon their subjects.
Benefits and Powers:Increase and Elven lifespan by 1d4x250 years! and make it impervious to disease and toxins. Bio-Regenerate 2d6 SDC/Hit Points per hour, Strength is considered Supernatural
Powers:Dimensional Kingdom(not room, Kingdom). Instead of a Room, Host of a Albion Driad can create a small dimensional Kingdom, not unlike an Astral Realm(and actually use the same rules) Symbiotes grant 1d6x100 creation points. But two or more host can share resources(points) to create impressive kingdoms.
Inside these world they possess, usual, a vast plethora of powers(In addition to the usual special abilities, they can grant themselves any superpowers they can think of. Each Minor power cost 1d4x10+10 creation point plus 10 per level of the power while each major will cost 60+4d6 creation point plus 20 per level of power)
Dimensional Fog: Identical to Generate Fog and Smoke Major power, but actually the mist created is a fragment of their Dimensional Kingdom, allow the host to manifest their power and abilities as they would in their kingdom. The only drawback is that the fog/smoke can be summoned only at night or darkness and quickly disperse itself at the first ray of daylight. This power is one of the reason Albion is nicknamed the land of mist
Vulnerability: After the symbiosis the host find himself suffering a lethal vulnerability to iron(See Achilles Heel), also the Dimensional fog don't work exposed to sunlight, fade within 1d4 minutes.
Royal Air force of Albion/Lutwaffe of German PrincipatesThe Albion RAF is very peculiar. While it does include Airship operators and flying beast riders as other armies does, it does employ peculiar units called the Dragoons(albeit is worth nothing that other armies responded fast creating other similar corps to counter-engage the Dragoons) present only in England and Germany, in fewer number also in France, due to previous English dominance as well as later protestant presence within the nation, due the strong tie betyween Dragons and Protestant Religion, as Protestant were eager to accept the draconic dogma.
The Dragoons, nicknamed Pegasi, Harpies, Griffons, Battle Angels or other similar names, derive their powers from a symbiotic bio-mechanical implants derived directly form the blood of Dragons. Now to say the truth dragons had the knowledge to do something similar since the begin of times, especially in the Celestial Empire, where the eunuch Beurocracy HAD to bond with a Simbiont derived from the very blood of the dragon emperor allowing him almost a perfect control over his subjects(there were some methods that allowed eunuch to numb such control through drugs). But the Dragoons were different. They were born during the great religious war, when Dragons supported the Schism against Catholic Church in order to enforce their request for acceptance of a fifth Vangel in the Dogma, or at least some part of it, the legitimated the Dragons as chosen race of the Lord, allowing them access to the highest Political and Religious roles. Legitimacy. Catholic Church wanted to hear nothing of this, while they politely said that yes, Dragons can be accepted as anyone within the ranks, but only at certain conditions, and always on case by case basis. But as norm they are vicious fiend that any Catholic should fight on sight. Of course this means war, and when Calvin, Luther and of course ol' good Henry VIII started to split from Rome, the Dragons saw an opportunity. With Albion it was much easier, while the protestant princes were still doubtful over the real motivation of the Dragons and were not too keen in granting the reform they asked. At least not all of them.
The Dragons did not wanted to get involved too directly in the battles, as their number were low and once a Dragon choose a side another will appear on the battlefield in the opposite ranks, so they opted for a different form of help. Financial, as they were crazy rich, of course, albeit their greed made this a much more limited help that Albion hoped, but then thank also to the Tarlok technology present in Albion, they come up with something different. Using their old symbiosis practice and applying the alien bio-technology to it they managed to create the Dragoons skin. These skin in their dormant state look like colorful body marks, the ink created from the very blood of a dragon, on the back of the body of the chose wielder. The color reflect the donor Dragon. The Mark when activated grow and wrap the whole body, with sole exception of body hair. This second “skin” offer some powers, the most obvious is the ability to fly manifesting wings(type vary depending on dragons but see below).
Has Tattoo marking covering the back of the body starting from the base of the neck and ending shortly before the coccyx. The process is done at young age amongst the most promising kids, found amongst all social classes(mostly lower classes and orphans as there is quite an high rate of rejection and death during the proicess, we wouldn't want to waste the precious life of Noblesse future, wouldn't we?).
Prerequisite: PE: 10 or better, At least 20 base PPE, Conversion age 12 years at best.
Bonuses when the mark is not activated: +40 SDC after the conversion and +1d6 PE, see Psionic below. +2d4x10 PPE +10 PPE per level
Psionic: Considered Minor Psionic, can select 1d4+2 psionic powers from Healing, Sensitive or Physical Psionic ISP: 6d6+ME +5 per level(generally these psionic match those of the donor dragon)
Powers available upon activation: spending 2 PPE the mark grow and wrap whole body, except hair, from the back and form a pair of bio-mechanical appendix on the back. These appendices generate a pair of energy wings while the rest of the body undergo different type of augmentation, depending on the donor dragon and the host biologies and DNA traits.
Powers: Energy Wings Major Power (special Speed is 3d6x10 plus host speed (25mph to 130 mph usually) plus can temporary increase speed by 10 mph per 5 PPE/10 ISP spent - The energy blast included in the power is expelled as a breath weapon), Natural Armor rating 13 plus had the equivalent of 1d4 million worth of Eugenic enhancements (note the Base Natural armor is a second skin but any further increase make the thin scales thicker and overall look much more dragon/gargoyle like. Is more common amongst German Lutwaffe and Wales RAF members, much less in England
Egyptian Scarab Warriorsthe scarab Warriors, or mummy riders as they are often nicknamed from the traditional bandages they wear for protection(albeit in modern times is being replaced by more conventional armor) is a type of human augmentation devloped in egypts by the hands of scientist-priest during the war against roman invaders (actually the war between Augustus and Anthony). While proving formidable opponents, the creation of this powerful soldier was forbidden after the pacification and the period of being a Roman province instead of a indipendent alied nation. Years later the old project was resurrected and further upgraded during the crusades, and helped Egypt remaining relatively safe, as well as making their name known in all europe. Tales of these bug masked warrriors of powerfull might and unbelievable combat ability reached even the kingdom of Franks.
Their numbers had alway been quite low due the difficult process of their creation.In recent times almost all of them work for the Egyptian Pharon Guard, despite them name is the Egyptian Intelligence Service, taking care of every special mission, sometimes working way outside the Egyptian borders.
Scarab Warriors
Scarab warriors are created thourgh a complex process derived from the mummification combined with the latest discoveries in medicine, surgery, mechanical engineering and mysticism. The subject is placed , through the use of a very specific cocktail of herbs and sythetic components, in a death like coma, later main vital organs, wiht the excpetion of the brain, are removed and placed in canopy vase, and replaced by bio-mechanical replacement. Then the bone are coated , through the use of mechanical scarab operated through the mental impulse of the priests, with a special gold looking alloy, that increast strength and endurance as well as making the skeleton near impossible to break.
Finally the entire body is bathed in special regenerative fluids and wrapped in bandages to allow the multiple surgery to heal properly. After 3 weeks the Scarab solider is awake and ready to fight.
In game terms they are supersoldiers falling into endoskeletal replacement but with some differences:
the ability 6 - Cosmetic disguise is replaced by the following
Ka - combat assistant: +2 initiative, +15% to piloting/horsemanship, Intelligence and Detect Ambush skill rolls or a base of 30% if the no skill is possessed, +1 to strike, parry and dodge.
The Biomechanical eyes have 20/20 vision, Nightsight(as per bionic eye), and automatically see aura as per psionic power at no cost
Vulnerabilities: Kepher warriors are very sensible to sunlight, are near blind in strong light, and their skin start to suffer painfull ulceration with prolonged exposure to intense sunlight(1d6+4 damage each 1d4x10 minutes of exposure). This weakness had to to with the chemicals used in the final phase of the transformation process. Also their body skin turn shade of grey and hair become stark white(albeit most males shave completely)
Special Equipment: Kepher armor, A.R. 10 SDC 100 Helmet AR 14 SDC 80. Once time was made of bandages an a simple gilded helmet sculpted as a scarab head or other egyptian deities head. Nowaday is made of padded material, while the reinforced helmed has now built-in scrambled radio receiver and transmitter and H.U.D. system(is bio-organic based, lifespan 30 years. Technology unique to Egypt kingdom.)
Kepher Bike: This motorized bike is relatively recent invention, born in Italy by the had of an elderly Leonardo Da Vinci, albeit there had been discussion that it was actually the work of one of his disciples. Whatever the case it had become quickly widespread in the world, expecially amongst the organized armies. Egypt version is slightyl slower (75 mph) but has better performance on sand and uneasy terrain (no penalties for off road at all), consume much less elixir Ignis(25% less than normal Italian and French bikes) and has rocket boost that allow it to jump 50 ft high/100ft lengthwise 4 times before needing to refill the boosters.
Regenerative Sarcophagus: Is the equivalent of the minor power of hibernation, but cannot createa cocoon, rather they sleep into a techno-sarcophagus in the temple of anubis. Those that go the mercenary route try to bring their sarcophagus with them, somehow. But is kind of complicated.