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Wednesday, August 26, 2020

Natives of the Yggdrassil Star System

 Natives of the Yggdrassil Star System



The idea for this star system first came to me soon after Starfinder was originally released. Giants are one of my favorite things from fantasy settings, and it wasn't until more recent Alien Archive volumes that the Starfinder team added those giants into the game. 

My goal was to give them a real home, kind of like Elves got, rather than just making them yet another refugee from Golarian. I studied Giant myths from a bunch of cultures and settled on Norse mythology, because it was almost entirely giants. The gods were giants, their opponents were giants, their rivals were giants, and even their predecessors were giants. My plan is to eventually work other mythologies into this one, but to star with, I needed the star system, and I needed the people who live there. 

With that journey in mind, I present to you the Varjag, a race of giants that have a similar spectrum from the traditional d20 fantasy giants (IE fire giants, stone giants, etc.) but rather than linking them to basic fantasy elements, I felt it was best to link them to their birthplaces in the star system. This decision was also informed by the mythology. Jotunn are after all residents of Jotunnheim. 

The Varjag are meant to represent in a single species all the residents of Norse mythology, even the humans. I decided my vikings could be their own species instead of being human, and like their gods, and all the giants they have to worry about, they call came from the same root, and have similar potential. 

Some of the decisions I made about each group might surprise you, and I welcome comments and ideas for other ways to go, because I think it's great to allow exeptions to the rules, and all your ideas could comprise the exeptions that could arise throughout the averages represented in the rules below. 

I hope you all enjoy.



Varjag

Humanoid (Giant)

Size: Most Varjag are medium sized, however like many biological creatures, they grow to fit their environment. In the case of a sentient speice with that trait, their environment encompass all the places their experiences have brought them. In game mechanics, this is represented by gaining size as you gain levels. Up to level 10, Varjag are medium sized. Above level 10, they grow to large size with a space and reach of 10 ft. At level 20 they reach huge size and gain a space and reach of 15 feet. 


Speed: Medium sized Varjag have a base speed of 30 ft. Each additional size category above that increases their base speed by 10 ft. They gain a climb speed equal to half their base movement. 


Senses: Varjag have Darkvision 60 ft,, Low-light Vision, and Blindsense (Scent) equal to half their base move speed. 


Ability Score Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis


Abilities

Thrown Weapon Experts - The traditional weapons of the Varjag, taught from one generation to the next, has always been thrown weapons. At the dawn of time it was large rocks, but as the weapons of war advanced so did their chosen weaponry... but the tradition of muscle-powered ranged weaponry always remained. Varjag are always proficient in any thrown weapon or grenade (including improvised thrown weapons, but not Grenades or weapons with the “Throwing” fusion). At 3rd level they  gain weapon specialization for those weapons.


Hardy Adaptation - One of the evolutionary advantages Varjag possess is the ability to burn away afflictions. Their body and immune system simply attacks impurities voraciously. Sometimes this burns away the health and life of the Varjag before medical help can be found. More often than not though, this results in poisons or diseases that would last days, weeks or longer being burned out of their system in minutes. Any time a Varjag has to make a save against an effect that will apply (or advance) an affliction track, they can roll twice and take the better result. Any affliction with a frequency greater than 1 round affecting them has its frequency set to 1 round. 


Morphic: Varjag gain one additional trait based on where they were born. 


Starborne - Those born on the Egg of Jormungandr, the star of the Yggdrasil system are considered both blessed and cursed. They seem to be utterly without fear. In reality they are born with only the fight half of the fight or flight instinct. When one of these Varjar suffer the effects of a fear ability, rather than the normal results, the Starborne Varjag expresses that fear in an attack frenzy against the object of fear. They must use any weapon, or improvised weapon to destroy the object of their fear, and cannot stop until the effect ends or the target is destroyed or killed. This leads many from this world to master a variety of weapons and even unarmed combat, regardless of which class they become.


Treeborne - Those born on the world tree Yggdrasil are born with an unquenchable wanderlust. They spend their lifetimes travelling from planet to planet in the system as nomadic traders, raiders, and/or entertainers. In zero gravity they gain a fly speed of 50 ft with perfect maneuverability as long as they are adjacent to a structure they can use to guide their movements, like a wall, ceiling or floor. While in such a position they gain immunity to the off target and off kilter conditions. Many treeborne Varjag become Envoys. 


Muspelheim - The most dangerous of the planets due to heat and radiation of the nearby star, and the pollution from the industry built on the world. Those born to this nightmare landscape gain a bonus on saves against radiation and inhaled poison affliction tracks equal to the stage they are on in that track. Many enhance their bodies with colonies of nanites to help them survive and earn the reputation as craftsman the world has earned. Those who do almost invariably become Nanocytes. 


Midgard - This is a fairly mundane world compared to the rest of the system. And while it’s  inhabitants are not the artisans or magical powerhouses the other world’s produce, they are some of the craftiest, cunning, and imaginative Varjag. Any skills that use this character’s key ability modifier gain a +1 bonus and any use with a base DC of 15 or less may be used even untrained. Many of the Vargar born on this world become broadly skilled Operatives valued across the spectrum of their society. 


Asgard - This world is a focal point of power. A convergence of leylines from across the entire universe focuses on this planet. Some are so powerful they are visible to the mundane eye even from orbit. Those born here are intimately connected with that magical power. They may use Detect Magic and Token Spell at will. Many go on to become mystics, especially with the Allfather mystic connection. 


Vanaheim - There are very few differences between this world and the First World. One of those is that while the First World is untamed, Vanaheim is organized into gardens and orchards. Those born here are born with an innate sense for how things are meant to grow. They gain medicine and life science as class skills. If they already are class skills they gain a +1 bonus racial in each. Many Varjag born here become Biohackers experimenting in their own gardens and orchards to create new medicines or intoxicants. 


Jotunheim - Though a persistently arctic world, Jotunheim is full of life. Though it is almost like that life is as frozen as the world. Varjag born on this world potentially live much longer than others, doubling the range of each age category. They also automatically stabilize when dying, and remove any bleed effects the round after they start. Most Jotun become soldiers.


Niflheim - Niflheim is a chaotic place caught between the eternal storm named The Well of Hvergelmir and the singularity Ginnungagap and constantly battered by stellar impacts from the ice belt Elivagar. It is the source of all water in the system as chunks of ice are drawn off to other planets. Those borne there, like the world they are from, are connected to the universe in more ways that most understand. Mysticism is a class skill for them. If they already have it as a class skill they may also gain acrobatics as a class skill. If both are class skills already, they gain a +1 bonus in each. Many become Witchwarpers, developing the ability to make sense of their chaotic home. 


Spaceborne/Elivagar - Also known as Belters or Spacers. These Varjag are born with an instinctive understanding of the movements of celestial phenomena. Piloting is considered a class skill by them. Any check to navigate in space, or any check to deal with Space Hazards gets a +2 racial bonus. Many of these Varjag become Solarians. 


Alfheim - Alfheim lies too far from the system’s star to get enough light to be habitable. To alleviate this problem those Varjag who settled on this world used the magics within Yggdrasil to put a portion of the star’s corona around the world. That light is then reflected and refracted through the crystalline structures all over the planet. This has given those Varjag born here an instinct for the manipulation of light. Any lasers fired at them are treated as if they have cover and concealment from them. Many born here become technomancers, specializing in hologram spells and other illusions. 


Svartalfheim - The exterior of the artificial world is home to Varjag who are born with an innate sense for the imperfections around them. That is why that world is kept so rigidly perfect. They may select one profession skill to gain a +2 racial bonus in. Most Varjag from this world become vanguards, with their affinity for entropy. 


Nidavellir - The hollow interior of Svartalfheim is called Nidavellir by those who are aware it even exists. Those born there lack the same capacity to grow as the rest of their species. Instead they grow denser, their flesh hardening, as they grow in power and experience. They always remain medium sized. Any time they would increase in size, permanent or temporary, they instead increase their constitution score by +2 for the duration they would have increased in size (at 10th and 20th levels these bonuses are permanent, but otherwise use the duration of the effect that tried to increase size). Those born in this interior world also quite often develop an affinity for the machines that help run the planet, becoming Mechanics.  


Helheim - This world is a place looked down upon by the rest of Varjag society. It is part prison world, part retirement home, and part hedonistic carnival. Some say it is the home of the living dead, meaning warriors who should have died in battle but grew old and infirm instead. Some say it is the prison of the living dead, meaning those who were cast there because they were found honorless and betrayed their clans. Some say it is the playground of the living dead because those who visit it’s carnivals abandon themselves to vices while they are there, and can’t truly be alive until they return. And some whisper that it’s ruled by the actual undead. Conspiracies abound about the place, grown from ancient traditions. One thing is sure though: those born on this world might as not exist to the outer planes. Any ability or power based on alignment passes them by as if they don’t exist. Their alignment cannot be divined by any means. They are immune to alignment based damage. They ignore all equipment restrictions based on alignment. Etcetera. Some even whisper that their souls simply return to Helheim to be reborn, because the afterlife doesn’t recognize that they ever existed. It doesn't help the consiracies that many born here dabble with necromancy or undeath.


Bonus Content: Xenometric Androids - Varjag
The only androids that have been made in the image of the Varjag came from Helheim as well. The traits they gain as Xenometric Androids are the Thrown Weapon and Helheim traits. They do not gain the size, speed, senses, or Hardy Adaptation traits other Varjag get. Varjag Xenometric Androids are treated as any other native of Helheim. 






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