Warpwolf16
2012-07-03, 01:38 AM
Numerian
Karamoss was the first, we are the next step in the Numerian Evolution of Perfection.~a Technic Adept before entering Silvermount.
Physical Description:Numerians resemble humans, their hair may be grey with age or they may have small metallic protrusions from their skulls or chest but what many dont notice is their articulated movements, and their torsp and limbs at some places have a thickness to them. This is in fact their internal protection built of metal from Silvermount, the metal protrusions are often this protection jutting from the skin or seen under it. Their bodies are often thin and weak looking but they are indeed more then meets the eye if observed. The internal structure takes many forms ranging from harden metallic plates to hard studs set along the spine and scalp. It is believed to be nanites that multiply within their host feeding off energy, it is even unknown to League members what exactly makes Numerians what they are
Society: Numerians are rarely seen outside of Numeria and most are members of the Technic League or members who went rogue, they’re often untrusted outside the decadent order of arcanist if their nature is discovered. Numerians who dwell in Red Redoubt are considered by those of the Technic League as inferior compared to their own 'perfect' design of Silvermounts mysterious blessing.When a Numerian discovers Shory or Azlanti knowledge in anyones library they will often attempt to trade for these devices or tomes to add to their library in attempt to discover Numeria's past secrets and possible involvement of the two races of Golarion that while humans were still trudging in the mud they were using strange magics and creating advanced constructs and items. The Technic League has even went as far as send Numerians to the Sun Temple Colony in attempt to discover their secrets believing technology taken from the past may have been invloved in its construction.
Relations: Numerians have a strange air to them, a aberrant quality, and many races cannot trust them. Kellids see Numerians as horrors of perversion and will often kill them on sight. Though for those who see Numerians as they truly are they seem to be more then what they seem, and in truth there is more to them that meets the eye. Upon first sight many races think the studs and bumps in their skin are simple body modifications.
Alignment and Religion: Numerians are often of a Lawful nature following the laws of their own people and that of the League, though it is not uncommon for a small faction to be of Chaos often those who go into Exile from going rogue or living in Red Redoubt. They often share similar to religious veiws even though few take upon themselves the mantle of divinity because the idea of serving a divine entity often seem unnatural to them. They will admit worship of gods of magic, Great Old Ones, and the Outer Gods because they are entities who are scientific concepts incarnate.
Adventurers: Numerians often venture out of their order to discover more lost knowledge or stolen relics from Silvermount, few found among the ruins of Red Redoubt of Karamoss are the result of Karamoss experiments on organics in attempt to make better soldiers with his servants. Alchemist, Wizards, and Sorcerers are common among the Numerians.
Male Names:Obsidian, Garakane, Blotch, Bane
Female Names: Silver, Lin, Valve, Noxious
---
RACIAL TRAITS
+2Intellegence -2 Strength, +2 Con, -2 Charisma . Medium Normal Speed: 30 Feet Languages:Common; Bonus Language: Draconic, Hallit, Azlanti Arcane Science: Numerians may cast Identify 1/day as a spell like ability with a caster level equal to half their hit die Technic Taught: Numerians treat Spellcaft as a class skill; If Numerians have Spellcaft as a class skill they then gain a +2 bonus to Spellcraft checks to identify technological* items and their abilities, as well as how to activate them.
*If your DM does not use the technology rules for Numeria, the bonus is used in its usual way.
---
Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
15 years|
+1d4 years(16 - 19 years)|
+1d6 years(16 - 21 years)|
+2d6 years(17 - 27 years)[/table]
Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
years|
25|
50 years|
+2d12 years[/table]
Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4 ft. 10 in.|
+2d10 in.(5 ft - 6 ft. 6 in.)|
120 lbs.|
+(2d10×5 lbs.)(130 - 220 lbs.)
Female|
4 ft. 5 in|
+2d10 in.(4 ft. 7 in. - 6 ft. 1 in.)|
85 lbs.|
+(2d10×5 lbs.)(95 - 185 lbs.)[/table]
Karamoss was the first, we are the next step in the Numerian Evolution of Perfection.~a Technic Adept before entering Silvermount.
Physical Description:Numerians resemble humans, their hair may be grey with age or they may have small metallic protrusions from their skulls or chest but what many dont notice is their articulated movements, and their torsp and limbs at some places have a thickness to them. This is in fact their internal protection built of metal from Silvermount, the metal protrusions are often this protection jutting from the skin or seen under it. Their bodies are often thin and weak looking but they are indeed more then meets the eye if observed. The internal structure takes many forms ranging from harden metallic plates to hard studs set along the spine and scalp. It is believed to be nanites that multiply within their host feeding off energy, it is even unknown to League members what exactly makes Numerians what they are
Society: Numerians are rarely seen outside of Numeria and most are members of the Technic League or members who went rogue, they’re often untrusted outside the decadent order of arcanist if their nature is discovered. Numerians who dwell in Red Redoubt are considered by those of the Technic League as inferior compared to their own 'perfect' design of Silvermounts mysterious blessing.When a Numerian discovers Shory or Azlanti knowledge in anyones library they will often attempt to trade for these devices or tomes to add to their library in attempt to discover Numeria's past secrets and possible involvement of the two races of Golarion that while humans were still trudging in the mud they were using strange magics and creating advanced constructs and items. The Technic League has even went as far as send Numerians to the Sun Temple Colony in attempt to discover their secrets believing technology taken from the past may have been invloved in its construction.
Relations: Numerians have a strange air to them, a aberrant quality, and many races cannot trust them. Kellids see Numerians as horrors of perversion and will often kill them on sight. Though for those who see Numerians as they truly are they seem to be more then what they seem, and in truth there is more to them that meets the eye. Upon first sight many races think the studs and bumps in their skin are simple body modifications.
Alignment and Religion: Numerians are often of a Lawful nature following the laws of their own people and that of the League, though it is not uncommon for a small faction to be of Chaos often those who go into Exile from going rogue or living in Red Redoubt. They often share similar to religious veiws even though few take upon themselves the mantle of divinity because the idea of serving a divine entity often seem unnatural to them. They will admit worship of gods of magic, Great Old Ones, and the Outer Gods because they are entities who are scientific concepts incarnate.
Adventurers: Numerians often venture out of their order to discover more lost knowledge or stolen relics from Silvermount, few found among the ruins of Red Redoubt of Karamoss are the result of Karamoss experiments on organics in attempt to make better soldiers with his servants. Alchemist, Wizards, and Sorcerers are common among the Numerians.
Male Names:Obsidian, Garakane, Blotch, Bane
Female Names: Silver, Lin, Valve, Noxious
---
RACIAL TRAITS
+2Intellegence -2 Strength, +2 Con, -2 Charisma . Medium Normal Speed: 30 Feet Languages:Common; Bonus Language: Draconic, Hallit, Azlanti Arcane Science: Numerians may cast Identify 1/day as a spell like ability with a caster level equal to half their hit die Technic Taught: Numerians treat Spellcaft as a class skill; If Numerians have Spellcaft as a class skill they then gain a +2 bonus to Spellcraft checks to identify technological* items and their abilities, as well as how to activate them.
*If your DM does not use the technology rules for Numeria, the bonus is used in its usual way.
---
Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
15 years|
+1d4 years(16 - 19 years)|
+1d6 years(16 - 21 years)|
+2d6 years(17 - 27 years)[/table]
Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
years|
25|
50 years|
+2d12 years[/table]
Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4 ft. 10 in.|
+2d10 in.(5 ft - 6 ft. 6 in.)|
120 lbs.|
+(2d10×5 lbs.)(130 - 220 lbs.)
Female|
4 ft. 5 in|
+2d10 in.(4 ft. 7 in. - 6 ft. 1 in.)|
85 lbs.|
+(2d10×5 lbs.)(95 - 185 lbs.)[/table]