Languages

< All Topics
Print

Sandon

Description

The “regenesis” of the dying universe and the new existence that was born was not totally homogeneous nor did it obliterate the entire matter and energy of the old reality. This meant that fragments of consciousness and psychic impressions from the broken universe “survived” and continue to exist in the world of If. We call such sad psychic manifestations “remnants”. They are neither undead nor ghosts, but residual mental energy expressed in erratic spectral silhouettes.
The Aspect of the Weaver was moved by the suffering and soulless desire of these apparitions and wove a material existence into them, imbuing them with spirit and consciousness, and then sent them to the material plane so that they would gain a second chance at life to resolve their outstanding issues.
A Sandon is a magical living fabric doll of humanoid shape, with two glass beads in its sockets and a functional mouth. Their bodies are filled with sand and their internal structure (which would be equivalent to their skeleton) is made of wood. Their exact shapes vary greatly, as does the color of the fabric that makes up their bodies. Their personality varies according to the residual psychic impression that animates them.

Ancestry traits

Artificial Humanoid Subtype(ex): A Sandon is not a construct, but a life form created by a Divine Aspect that is in a gray area between an artificial being and a living creature. It has the following characteristics:

• Has Constitution value.
• Has vision in the dark (in black and white).
• Is affected by spells and mental abilities normally.
• Is healed by positive energy and takes damage from negative energy.
• It needs to feed on earth, sand or wood sawdust just as a human being needs food. If you do not do so, you will suffer the same conditions and penalties that a human would suffer from starvation. The matter feeds the vital spark in their chest, as well as recomposing the filling of their bodies that may have been lost (sand) or damaged (wooden structure).
• Does not breathe.
• Immunity to poison, paralysis, fatigue, exhaustion, disease, but not energy drain or sleep effects.
• If eating and resting correctly, a Sandon is able to recover hit points by resting in the same way a human would.
• Vulnerable to bleeding effects (Sandon leaks the sand that fills it, instead of blood). Common wounds are closed in the same way as human wounds. Its magical sand is capable of coagulating like blood.
• Is affected by spells that target living creatures.
• You need a short rest of 4 hours a day during which you will be unconscious.

 

Hit points: 10
Attribute improvement: Two free.
Attribute Flaws: One free.
Age: A Sandon already appears in the world of If in its definitive form and can live up to 100 years. They refer to death as “the return”. When their life expectancy ends, they fall inert.
Alignement: Any.
Size: Medium. Their height varies from 1.50m to 2.10m and they weigh between 100 and 220 kg.
Speed: Your base walking speed is 20 feet.
Mental Compulsion (Ex): The psychic imprint that forms the core of your spirit was injected into a material body by the Weaver so that you could fulfill some desire, accomplish a life goal, or overcome a trauma. Or this obsession is so strong in you that it defines your psyche. Choose a compulsion that the GM agrees with. When you come across what awakens your compulsion, you must succeed in a Will test with a DC ranging from 15 (simple) to 30 (very difficult). If you fail, you must do everything possible to fulfill your compulsion.
Example 1: Sandon with a “greed” compulsion comes across a pile of gold as tall as he is. The GM sets a DC 20 check. Sandon fails and must do everything he can to get that pile of gold and take it with him.
Example 2: Sandon with a “magnum opus” compulsion comes across a collection of rare sheet music in a dungeon about to collapse, which could contribute to composing his masterpiece. The GM establishes a DC 30 test. Sandon fails and must do everything possible to take the collection with him, even at the risk of being buried.
Example 3: Sandon with “Samaritan” compulsion comes across a peasant being offended (but not physically attacked) by a guard. The GM sets a DC 15 check. Sandon fails and must do everything possible to defend the peasant’s honor, confronting the guard’s legal authority.
Languages: Choose a starting language of your choice (as long as the GM agrees).

HERITAGES

Sandons do not have heritages in the sense of specific cultures or ethnic groups, however they all have unique individual characteristics.

Choose a single characteristic below:

Robust (ext): the sand that makes yoy up is denser, as is the wood that forms your structure. Your weight is 20% greater. You gain 2 additional life points per character level. You gain a +2 bonus on checks to knock or push, as well as to avoid being targeted by these maneuvers.

OR

Small: Your size is small rather than medium. You gain a +1 size bonus to AC, a +1 size bonus to attack rolls, a -1 penalty to Combat Maneuver Bonus and Defense against
Combat Maneuver and a +4 size bonus on Stealth checks. Your weight is 20% less.

OR

Malleable (ext): the sand that makes you up is fine and the wood in your structure is flexible. Your weight is 20% less. You gain a +2 bonus on stealth and acrobatics checks. When you fall, reduce the damage taken to as if you fell only half the distance.

OR

Magic Doll: All Sandons are magical in nature, but magic is especially powerful in you. Choose an arcane, divine, occult, or primal magic trick. You can cast the cantrip as an innate spell at will. A magic cantrip is raised to a spell level equal to half its level rounded up. Additionally, you gain a +2 circumstance bonus to Identify Magic and Decipher Writing of a magical nature. These skill actions generally use the Arcana, Nature, Occult, or Religion skills.

Society

Each Sandon appears in the world of If somewhere different and has divergent goals. Thus, they do not have a concept of a single cohesive people. However, groups of Sandons that have common values or compulsions can form clans to enhance their ability to achieve their goals. The Sandons exhibit personalities of a gender determined by the psychic fragment of who they were in the previous universe, although they retain no memory of their past life. They do not have sexual organs and are unable to reproduce.

Religion

Every Sandon appears in the world of If hearing a single sentence from the Weaver. This is your first memory. Some Sandons consider this an extremely powerful experience, becoming fervent followers of the Aspect of the Weaver. Others do not attach much importance to this and ignore metaphysical issues. There are still those who find the faith that represents them in other Aspects.

Relationships with other species

Due to their extremely variable behavioral nature, Sandons’ interactions with other species in the world of If are a box of surprises. Two Sandons may react in diametrically opposite ways to the same interaction with another creature.

Sandon Adventurers

There is a poignant desire for something very specific that guides your life. And your steps will follow where this internal compass points. Some Sandons become adventurers by accident during a journey of personal fulfillment of great importance. For others, adventure itself is the burning desire of their hearts that makes them feel alive.

Consider making a donation

 

Leave a Reply

Your email address will not be published. Required fields are marked *

Sumário