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Magibrutes

Description

Essentially, Magibrutes are also human. However, having been born in regions rich in Arcanium ore, they suffered unique magical mutations. This only occurs with humans born in these regions. An ordinary human who enters a territory rich in Arcanium will suffer the effects of radioactive poisoning. They tend to be taller than the human average and have a noticeable muscular build, and it is common for them to reach 1.90 m in height and weigh more than 100 kg. Their skin tends to be gray or very pale, with bluish-green veins very evident across the entire surface of their bodies. No Magibrute is identical to the other and their random mutations tend to make each individual’s appearance unique. They often present disproportions and body asymmetry. Some magibrutes are completely bald, while others have a vast mane.
Magibrutes are rejected by humans and treated with great prejudice as inferior savages, when in fact it is human societies themselves that deny them access to education and citizenship. When found in human cities, Magibrutes are employed as bodyguards, dockworkers, or hired assassins. In other words: their presence is only tolerated when they can be used for human benefit. They do not have an ancestral home and are spread across the world, whether in their own communities far from the “civilization” that fears and hates them or being exploited in large cities.
Due to their resistance to the magical radiation of Arcanium, they are often employed as miners of this extraordinary resource.

Ancestry traits:

Hit points: 10
Attribute Improvements: Strength or Constitution and a free one.
Attribute Flaws: Dexterity.
Age: A magibrute can live as long as a human, although the unsanitary conditions to which they are constantly subjected reduce their life expectancy.
Alignment: Magibrutes tend toward neutrality often. They just want to live in peace without being disturbed and therefore avoid getting involved in conflicts of any kind. Other groups seek to respond in kind to the injustices suffered and will often be chaotic good or chaotic and neutral.
Size: About 1.90m tall and 120kg. Its size is Medium.
Speed: Your base walking speed is 25 feet. Despite their height, their asymmetrical corpulence hinders their agility.
Sight: Unless he chooses the “Arcane Eyes” feature, the magibrute sees normally like a human, having no benefits in dim light and being unable to see in darkness.
Arcanium resistance(ex): Magibrutes are resistant to arcanium poisoning. When exposed to this type of radiation, they receive a +4 bonus on resistance tests. If they fail the test, consider the degree of poisoning one step less serious (although if the degree is “mild”, it is not eliminated, but maintained). So severe poisoning becomes medium, and medium becomes mild.
Anti-Magic Vulnerability (Su): Spells that cancel magic (such as Dispel Magic) deal damage to a Magibrute equal to twice the level of the effect. Damage can be halved with a successful Fortitude save. If the Magibrute enters an anti-magic area, he will suffer a -2 penalty on Fortitude saves and tests that use Strength as a key attribute until he leaves the area.
Languages: Magibrutes speak the Brutish, which is a truncated dialect derived from the common language.

MAGIBRUTE’S HERITAGES

Magibrutes do not have heritages in the sense of specific cultures or ethnic groups, however they all have some mutation that varies from individual to individual, with “Disproportion” being the most common, “Arcane Eyes” uncommon and “Absorption” being the rarest. If you wish to make your character’s mutation generation random, roll 1d8 and acquire the corresponding number mutation.

Choose a single mutation below:
1-Disproportion (ext): You have one limb that is considerably larger and more robust than the other (usually one of the arms). The damage die from your hit with this limb increases by 1 category and deals real damage instead of contusion. You apply a +2 bonus to damage with weapons used with this member.

OR

2-Arcane Eyes (Ex): You gain night vision with a range of 120 feet and are able to see normally in magical darkness or fog conditions (magical or mundane).

OR

3-Absorption (Su): 1 time per day for every 4 character levels, you are able to convert a spell you are the target of into hit points to heal your wounds. To do so, the spell level must not exceed ¼ of your character level. To do so, the Magibrute must be aware of the attack in advance and cannot use this ability if he is surprised. If you succeed on a check whose DC is 10+half the caster’s level+caster ability modifier. He heals the equivalent of 2 hit points per spell level. “Detect Magic” identifies your character as a source of active magic even if they do not have any active magical items or effects. The Magibrute is unable to suppress this condition. This is due to the high concentration of arcanium in its body.

OR

4- Natural armor: your skin displays bony calluses on its surface that grant you +2 natural armor, but you are only able to wear light or medium armor.

OR

5- Vital corpulence (ex): His mutation gave him a unique physical constitution that makes him more resistant to physical punishment. You gain 1 extra life per character level.

OR

6- Mental Noise(Su): Arcane radiation in your body interferes with attempts to control your mind. You can reroll tests to resist mind control or compulsion effects and choose the best result 1 time per day for every 4 character levels.

OR

7- Additional eye (ext): you have an additional eye on your face. The third eye is generally located in the center of your forehead, but it is also common for Magibrutes with this characteristic to present asymmetry in its distribution, having 2 eyes on a single side of their face. You gain a +2 bonus on Perception checks and to resist blinding and dazzle effects.

OR

8- Cranial spikes (ext): you have no hair. Instead, short bony spikes erupt from the skin of your head all over your scalp. You gains an unarmed headbutt attack that deals 1d4 piercing damage. This natural weapon is in the pugilato group and has the acuity and unarmed traits. You cannot use this attack if you are wearing a helmet.

Religion

Magibrutes have no formal religion and are usually too busy trying to survive to worry about metaphysical matters, but those who do often devote themselves to the Aspect of justice, crying out for the day when they will see their oppressors punished for the mistreatment they are constantly subjected to.

Relationships with other species

Humans: they fear and hate us freely, without us having done them any harm. Their hatred must be met with proportionate contempt. If they use violence against us, they will learn to respect us through force.

Floti: It must be very nice to belong to your own home and awaken the smile and admiration of others, instead of repulsion and hatred. The magibrutes envy the Floti’s simple and serene life, especially their ability to make new friends quickly.

Tarkal: a giant spider that talks in your head. That’s a monster, not me. They are arrogant and weird, better stay away.

Phaemon: they have everything I would like to have: respect and admiration. Their presence seems to make the environment lighter. It’s like a rest for my battered spirit.

Sandon: What is this thing? Is this people? It doesn’t matter, it doesn’t bother me and it doesn’t cause me problems, I don’t care.

Magibrute Adventurers

Life is often very hard with a magibrute. Therefore, there is nothing to lose in a risky venture, other than the possibilities of acquiring the desired wealth and glory. Becoming a pirate or standing out in a feared company of mercenaries is better than spending your life as a brothel bouncer.

MAGIBEASTS

A magibrute that achieves a degree of arcanium poisoning severe enough to kill it has a 5% chance of becoming a magibeast instead of dying. When this occurs, the narrator must roll a D100. If the result is 1 to 5, the character suffers 1 point of permanent damage to all of his mental ability scores (Intelligence, Wisdom, and Charisma) per day, until these scores reach 3. He then no longer has control of his actions and will become an irrational and highly hostile monster that exists solely for his own subsistence. The creature will begin to consume three times its daily food intake and after a month its size will increase by at least one category, in addition to gaining new mutations. There are rumors of a magibeast of enormous size that prowls the Serpent Passage on the continent of Teahon, blocking this important trade route to Balibalur, as well as the underground source of drinking water that exists in its midst. A royal reward is offered to those brave enough to bring the beast’s head to the authorities, proving the end of this hideous threat. There is no known treatment capable of reversing a magibrute’s transformation into a magibeast, although learned clerics and arcanists theorize that it is possible, although extremely difficult.

Article: Magibeast

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