Lix Lorn
2010-05-31, 05:39 PM
THE ONOKA
The Onokan appear to be members of other, ‘normal’ races when you first see them, although they are their own race entirely. The thing that separates them from other sentient races is their dual nature: Every Onokan alive has a twin, an opposite. They share some very basic things in common-often an aspect of their morality, or an ideal-but in most aspects are totally opposite. If one side is dark haired, pale skinned and a masterful sorceress with an aversion to authority, the other may well be a blonde, dark skinned swordsman who obeys every command he is given. But they might both share a desire to do what is right.
Onokan legend tells that the first Onokan was a powerful arcanist, who split his being into two to improve his abilities in a desperate battle, and found that his children retained the split nature. The population increased quickly when a high fertility rate presented itself, and the newly forming race seemed to breed true with all the races they encountered. Their very nature allowed them to safely breed with each other from the very beginning, and it wasn’t long before a culture and society began to form.
TYPICAL ONOKA
Most pairs of Onoka are as different as night and day, and somehow complement each other. Even if they believe utterly different philosophies, they will get on like the proverbial burning house. Commonly, one will practice some form of magic or psionics, while the other protects them with simple martial skill. They tend to find an equilibrium of ideals: If one hates following orders and the other relies upon them, the former will simply give the orders. If one is a being of evil and the other good, one inevitably overpowers the other.
One of the aspects of the Onoka that seems odd to many other cultures is the regularity in which a pair of Onokan opposites end up falling in love. The differences between them preclude any biological danger from these relationships, and the race as a whole considers it wholly normal. Odd is that while a relationship with your opposite is fine, your other siblings are just as out of bounds as for other species.
PHYSICAL DESCRIPTION
In appearance, Onoka vary wildly. They can have hair and eyes of almost all shades, and their skin tones range from pale white all through to dark skin and black skin. A single Onokan is all but indistinguishable from the race they are descended from, but when a pair of opposites are seen, the total disparity between them leads to the realisation of their true nature.
Relations With Other Races
Onoka tend to be treated just as if they were members of their ‘normal’ race, although some people will be discomforted by the presence of an Onokan pair.
Alignment
Onoka lean towards Neutral on the Good/Evil axis, purely because constant compromise is necessary between a good and evil Onokan pair. More common are the alignments of Chaotic and Lawful Neutral.
Onokan Lands
Most of the Onoka live among their parent races, although some small communities exist. The largest is one within a mountain valley containing a city, the centre of which is the Fortress owned by the Wizard who inadvertently created them several hundred years back.
Religion
Religious views among the Onoka tend to mirror those of their parent race, although rumours of exclusive gods within the pure-Onoka communities are becoming more frequent.
Language
Onoka most regularly speak common.
Common Names
Names among the Onoka tend to match those of the community they live in. In pure Onoka communities, names are often picked seemingly at random from any language or culture that takes the parents fancy. One custom that seems standard is that of giving Onokan pairs matching forenames, beginning with the same letter.
Adventures
Onoka can become adventurers for any number of reasons. To seek out power, to form friendships, to discover knowledge, or simply through boredom.
Onoka Racial Traits
-2 Constitution: Although the Onoka can draw on their partner’s vitality, alone they are physically weaker than normal members of their race. These abilities are in addition to their standard racial traits.
Size: Onoka retain the same size as the base creature.
Movement Rate: An Onoka retains the same movement rate as the base creature.
Dual Nature: Every Onoka has a partner, an opposite who completes them. Both sides can be played by the same player, though this requires DM permission. They add their hit points together, and share this total. However, if dealt damage or nonlethal damage in excess of the hitpoints they contribute, they are knocked unconscious as normal. If one would be killed by an effect other than hitpoint damage, then, if the effect allowed a save, the other is entitled to a will save with a DC equal to that of the original save. If this save is passed, the effect is negated. If it is failed or no save was allowed, both sides die.
If an Onokan is killed be a method not dealing damage, but not allowing a save-for example, they perform a ritual to attain undeath-the other twin must make a Will save with DC 10+Their character level each hour, or suffer a point of permanant ability drain to all ability scores. If the twin is later returned to life or intelligent unlife, all ability drain taken in this way is healed.
The two sides are almost always of opposite gender, but this is up to the player. In addition, they must remain within one mile of each other per hit die they possess. If they do not, they suffer 1/mile in excess of the limit nonlethal damage per hour for each hit die they possess, with a minimum of 1 point per mile per hit die.
They use the same ability scores, although the scores can be applied to different attributes.
These two sides are rarely if ever the same in outlook. Each side must have a different alignment. However, despite their innate differences, they always share something in common. Because of this, they must share at least one alignment component. For example, if one side is Lawful Good, the other must be any Lawful alignment, or any Good alignment, but not both.
If one component is neutral, then the other component must be any other neutral alignment. If one side is Neutral Good, the other can be any alignment other than Neutral Good, Chaotic Evil, or Lawful Evil. If one side is True Neutral, the other may be of any alignment-even True Neutral.
As befitting creatures with such close bonds, the Onokan twins may communicate telepathically as long as they are within 1 mile/hit die.
The two sides rarely share common interests. Because of this, they may not use the same discipline of class: If one side is a spellcaster, the other must be an initiator, manifester, martial class or any class other than a full spellcaster. For this purpose, Paladins, Rangers and other half-casters are considered martial classes.
In the case of multiclass characters, it becomes slightly more complex. At any given level, the two sides must take classes of different disciplines.
In a game using the Gestalt games, the similarities an Onokan has shows itself. A Gestalt Onokan pair must have one differing class at any given time.
Automatic Languages: Same as base creature.
Bonus Languages: Same as base creature.
Favoured Class – Any: An Onoka’s highest level class does not count when determining if the Onoka takes an experience penalty due to multiclassing. However, the two sides may never have the same favoured class. This is instead of the core race’s standard favoured class.
Level Adjustment/CR: An Onoka has the same Challenge rating or ECL as a non-Onoka creature of it’s type. However, they always come in pairs.
This race is being done in collaboration with Gicko. We plan to combine our ideas together.
His version is here. (http://www.giantitp.com/forums/showthread.php?p=8608030#post8608030)
The Onokan appear to be members of other, ‘normal’ races when you first see them, although they are their own race entirely. The thing that separates them from other sentient races is their dual nature: Every Onokan alive has a twin, an opposite. They share some very basic things in common-often an aspect of their morality, or an ideal-but in most aspects are totally opposite. If one side is dark haired, pale skinned and a masterful sorceress with an aversion to authority, the other may well be a blonde, dark skinned swordsman who obeys every command he is given. But they might both share a desire to do what is right.
Onokan legend tells that the first Onokan was a powerful arcanist, who split his being into two to improve his abilities in a desperate battle, and found that his children retained the split nature. The population increased quickly when a high fertility rate presented itself, and the newly forming race seemed to breed true with all the races they encountered. Their very nature allowed them to safely breed with each other from the very beginning, and it wasn’t long before a culture and society began to form.
TYPICAL ONOKA
Most pairs of Onoka are as different as night and day, and somehow complement each other. Even if they believe utterly different philosophies, they will get on like the proverbial burning house. Commonly, one will practice some form of magic or psionics, while the other protects them with simple martial skill. They tend to find an equilibrium of ideals: If one hates following orders and the other relies upon them, the former will simply give the orders. If one is a being of evil and the other good, one inevitably overpowers the other.
One of the aspects of the Onoka that seems odd to many other cultures is the regularity in which a pair of Onokan opposites end up falling in love. The differences between them preclude any biological danger from these relationships, and the race as a whole considers it wholly normal. Odd is that while a relationship with your opposite is fine, your other siblings are just as out of bounds as for other species.
PHYSICAL DESCRIPTION
In appearance, Onoka vary wildly. They can have hair and eyes of almost all shades, and their skin tones range from pale white all through to dark skin and black skin. A single Onokan is all but indistinguishable from the race they are descended from, but when a pair of opposites are seen, the total disparity between them leads to the realisation of their true nature.
Relations With Other Races
Onoka tend to be treated just as if they were members of their ‘normal’ race, although some people will be discomforted by the presence of an Onokan pair.
Alignment
Onoka lean towards Neutral on the Good/Evil axis, purely because constant compromise is necessary between a good and evil Onokan pair. More common are the alignments of Chaotic and Lawful Neutral.
Onokan Lands
Most of the Onoka live among their parent races, although some small communities exist. The largest is one within a mountain valley containing a city, the centre of which is the Fortress owned by the Wizard who inadvertently created them several hundred years back.
Religion
Religious views among the Onoka tend to mirror those of their parent race, although rumours of exclusive gods within the pure-Onoka communities are becoming more frequent.
Language
Onoka most regularly speak common.
Common Names
Names among the Onoka tend to match those of the community they live in. In pure Onoka communities, names are often picked seemingly at random from any language or culture that takes the parents fancy. One custom that seems standard is that of giving Onokan pairs matching forenames, beginning with the same letter.
Adventures
Onoka can become adventurers for any number of reasons. To seek out power, to form friendships, to discover knowledge, or simply through boredom.
Onoka Racial Traits
-2 Constitution: Although the Onoka can draw on their partner’s vitality, alone they are physically weaker than normal members of their race. These abilities are in addition to their standard racial traits.
Size: Onoka retain the same size as the base creature.
Movement Rate: An Onoka retains the same movement rate as the base creature.
Dual Nature: Every Onoka has a partner, an opposite who completes them. Both sides can be played by the same player, though this requires DM permission. They add their hit points together, and share this total. However, if dealt damage or nonlethal damage in excess of the hitpoints they contribute, they are knocked unconscious as normal. If one would be killed by an effect other than hitpoint damage, then, if the effect allowed a save, the other is entitled to a will save with a DC equal to that of the original save. If this save is passed, the effect is negated. If it is failed or no save was allowed, both sides die.
If an Onokan is killed be a method not dealing damage, but not allowing a save-for example, they perform a ritual to attain undeath-the other twin must make a Will save with DC 10+Their character level each hour, or suffer a point of permanant ability drain to all ability scores. If the twin is later returned to life or intelligent unlife, all ability drain taken in this way is healed.
The two sides are almost always of opposite gender, but this is up to the player. In addition, they must remain within one mile of each other per hit die they possess. If they do not, they suffer 1/mile in excess of the limit nonlethal damage per hour for each hit die they possess, with a minimum of 1 point per mile per hit die.
They use the same ability scores, although the scores can be applied to different attributes.
These two sides are rarely if ever the same in outlook. Each side must have a different alignment. However, despite their innate differences, they always share something in common. Because of this, they must share at least one alignment component. For example, if one side is Lawful Good, the other must be any Lawful alignment, or any Good alignment, but not both.
If one component is neutral, then the other component must be any other neutral alignment. If one side is Neutral Good, the other can be any alignment other than Neutral Good, Chaotic Evil, or Lawful Evil. If one side is True Neutral, the other may be of any alignment-even True Neutral.
As befitting creatures with such close bonds, the Onokan twins may communicate telepathically as long as they are within 1 mile/hit die.
The two sides rarely share common interests. Because of this, they may not use the same discipline of class: If one side is a spellcaster, the other must be an initiator, manifester, martial class or any class other than a full spellcaster. For this purpose, Paladins, Rangers and other half-casters are considered martial classes.
In the case of multiclass characters, it becomes slightly more complex. At any given level, the two sides must take classes of different disciplines.
In a game using the Gestalt games, the similarities an Onokan has shows itself. A Gestalt Onokan pair must have one differing class at any given time.
Automatic Languages: Same as base creature.
Bonus Languages: Same as base creature.
Favoured Class – Any: An Onoka’s highest level class does not count when determining if the Onoka takes an experience penalty due to multiclassing. However, the two sides may never have the same favoured class. This is instead of the core race’s standard favoured class.
Level Adjustment/CR: An Onoka has the same Challenge rating or ECL as a non-Onoka creature of it’s type. However, they always come in pairs.
This race is being done in collaboration with Gicko. We plan to combine our ideas together.
His version is here. (http://www.giantitp.com/forums/showthread.php?p=8608030#post8608030)