Sunday, August 28, 2016

Welcome to my night city, see all the bright lights.

What strange and wonderful beings live here. Art By: Quique Alcatena

Divine lust move their creators, and in doing so, these souls became manifest. Far weaker than the gods that spawned them, yet their nobility exceeds the meagerness of their parents' hearts. They burned bridges linking them to their parentage, cutting all ties, and erasing what history they had together. To be Breksta is to hate the beings that created your race, and to live in fear of what the world would do if they had an inkling of your heritage. Breksta tell non-kin a simple history, they emerged from a forgotten part of the city, refugees from a war so terrible that even the history of it was killed in the carnage. Embodiments of celestial spheres, they seek to shed light on a world that would have been consumed in the darkness of their creators' hunger.

A Diurn out with his friends.

We are all in the gutter, but some of us are looking at the stars. - Oscar Wilde
The Breksta were created by the god and goddess Burakuma and Consos, two monsters held prisoner by the Priests of Plenty to ensure they do not eat the world. They possess the bodies of humanoids, usually rather comely, and heads of celestial bodies. Men and women who go about their lives, giving the citizenry a close view of planets, moons, and stars.

Breksta have divided their culture into two castes, neither held in higher regard than the other, though bickering often due to opposing natures. Diurns embody the vivacity of the day, energetic and filled with undiluted emotion. They focus their energies on the arts and expressing themselves, or acting as the expressive voice of others. Diurns can be easily pushed into manic states, becoming untiring crusaders or unrestrained destroyers. It is the Nocturns who embody the contemplative aspect of their race, being prone to few words and brooding natures. They embody patience and deliberate action, which can put them at odds with the Diurns of their kind. It is the goal of Breksta matchmakers to create 'balanced pairings' where a Diurn and a Nocturn are paired together. Ideally, these matings are meant to last for the life of the couple, but the reality of such pairings does not meet perfections. As with their style of dress and other affectations, the Breksta have adopted the human institution of divorce. Seeking to blend in as much as possible, the Breksta have mimicked human culture, having abandoned and forgotten their own. While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny being spawned from such unions. Breksta who do not wish to be shunned by their own people, purposely end 'monstrous' pregnancies. Those who are born of the union of a Breksta and another race are called Fracti, and are shunned more so than their parents.

There are so few Fracti that most knowledge about them comes in the form of rumor. Whispers have it that these sad souls are not born with the heads of celestial bodies, but rather their heads take the form of complex machines, tools, clouds of gas, or even books. According to talk shared over booze and food, these Fracti possess strange powers over odd forces: giving life to machines and speaking the language of books are just a few of the powers attributed to them. But such rumors are best left for another time. (And another post.)

A Nocturn skulking about at night.

Physicality
Their heads take the form of stars, planets, and moons that float a few inches above their shoulders. The space where their neck would attack to the body is smooth, and is very sensitive to touch. Breksta bodies take the form of fit humanoids, with skin tones usually matching the color their celestial head. Their bodies are fit, despite any level of physical activity, and tend not to age once they reach physical maturity. Height of an average Breksta being much taller than the average human. Lifespans are usually triple that of human beings, with their heads disintegrating into mist upon their death.

OSR/AD&D/LotFP
Diurns
+/- 0 Strength (3 / 18)
+/- 0 Dexterity (3 / 18)
+1 Constitution (3 / 18)
+/- 0 Intelligence (3 / 18)
-2 Wisdom (3 / 18)
+2 Charisma (8 / 18)

Nocturns
+/- 0 Strength (3 / 18)
+/- 0 Dexterity (3 / 18)
+1 Constitution (3 / 18)
+/- 0 Intelligence (8 / 18)
+2 Wisdom (8 / 18)
-2 Charisma (3 / 18)

Diurns tend to be impulsive and very charming, while Nocturns tend to be perceptive and taciturn. Due to their larger than average size, Breksta tend to be more hardy than the average human.

Both races possess 360 degree vision and are immune to gaze attacks. Both require +5% more experience to level up as compared to other races.

Diurns
Cannot be blinded by bright light.
Can cast Light a number of times per day equal to their level. The caster level is equal to their character level. This spell cannot be reversed.
Take 1.5x damage from Onyx weapons.

Added Abilities
These grant the character additional abilities in exchange for needing greater levels of experience to level up.

Greater Light: The character can cast the spell Light at will. Requires +5% extra experience to level up.

Continual Light: The character may cast Continual Light instead of the Light spell. The number of times per day is equal to the character's, and caster level is character level. Requires +10% extra experience to level up.

A female Nocturn. Art by: Emile Bayard

Burning Light
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Yes vs. Magic/Spell
Spell Resistance: Yes

Focusing power like a ray of the sun, you project a blast of light from your open palm. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

This power may be used once per day, the number of times increases by 1 every 4 levels after the first. Requires +10% extra experience to level.

Nocturns
They can see perfectly in any darkness.
Can cast Darkness a number of times per day equal to their level. The caster level is equal to their character level. This spell cannot be reversed.
They take 1.5x damage from gold.

Added Abilities
These grant the character additional abilities in exchange for needing greater levels of experience to level up.

Greater Darkness: The character can cast the spell Darkness at will. Requires +5% extra experience to level up.

Continual Darkness: The character may cast Continual Darkness instead of the Darkness spell. The number of times per day is equal to the character's, and caster level is character level. Requires +10% extra experience to level up.

Shadow Monsters
Components: V, S
Range: 15'
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 10' x 10'

The shadow monsters spell enables the Breksta to create semi-real phantasms of one or more monsters. The total hit dice of the shadow monster or monsters thus created cannot exceed the level of experience of the Breksta; thus a 10th level Breksta can create one creature which has 10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc. All shadow monsters created by one spell must be of the same sort, i.e. hobgoblins, orcs, spectres, etc. They have 20% of the hit points they would normally have. To determine this, roll the appropriate hit dice and multiply by .20, any score less than .4 is dropped - in the case of monsters with one (or fewer) hit dice, this indicates the monster was not successfully created - and scores of .4 or greater are rounded up to one hit point. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armour class and attack forms. If the viewer or viewers make their saving throws, the shadow monsters are armour class 10 and do only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points. Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2 (.2 x 5 = 1, .2 x 8 = 1.6 = 2, 2 x 11 = 2.2 = 2) and 5 hit points of real damage are scored upon the victim.
This power may be used once per day, the number of times increases by 1 every 4 levels after the first. Requires +15% extra experience to level.