Stitches are an excitable, emotional and inquisitive race who often find difficulties due to their lack of etiquette, natural deficit of magical abilities and severe shortage of common sense.
Stitches are beings of Material, they contain "Shades". They resemble humans in shape (Head, Torso, Arms, Legs and No other extra limbs or features.) but instead of skin they have 1 of several materials/patterns (Leather, Steel, Wrappings, Patches and (Porcelain, which are not currently a playable race)).
Most kinds of stitches lack a mouth and instead of eyes, most simply have two large holes in thier head where thier eyes would be and two bright orbs inside of these holes, some stiches don't even have this simply having a blank face-like structure without eyes, mouth or nostrils.
These features are shared by all Stitches Regardless of their sub-race. Every Stitches Character must pick a Sub-race.
Void Limbs: When a Stitches limb is cut off (usually via a critical hit upon them) then the limb will reform made out of void and allow for high damage, medium range melee attacks or an increase in movement depending on the limb lost.
Shade Let loose: When a Stitches HP reaches 0 due to hostile actions from another individual then the Stitches' Shade will burst out and be unanimously hostile to everything around it. If the Shade is not pulled back into the Stitches within 4 of the Shades actions (Or the Shade is killed), then the Shade will fade away to the abyss (occurring on the 5th action) and the Stitches will be dead. If the Stitches' body is healed then the Shade will return to the Stitches' body.
No Magic: Due to some unknown reason, Stitches are unable to use internal (or self given) magic and as such can only be one of the following magic based classes: Cleric, Warlock, Paladin, Artificer and Bard. They are able to be these classes because the magic used is provided by an external source such as a god, manipulation of natural magic or the inherent magic of music.
Easy Healing: A Severed Stitches limb can be stuck back on with the help of a sewing kit (With the exception of Steel who require duct tape). Healing a Stitches with a sewing kit will heal the same as a Health Potion. Stitches are unable to consume and use Health Potions.
Technological Understanding: What Stitches lack in Magic they make up for in their ability to make highly unstable and crude machines that are somehow more advanced than anything else on Vallen. Stitches have a natural advantage on any rolls involving Technology, Mechanisms or Explosives in any way. Failure will result in the device exploding.
Gold Allergy: Stitches are unable to hold or touch gold with their bare skin as it will cause them to burn. Use the following calculation for the damage: (Level)+(Class HP Die)+ 4. Killing a Stitches with a gold plated weapon is one of the few known ways to stop the shade from emerging post mortem.
Wiggle Room: +1 Dex score
Jack's of All Trades: Pick 2 more skills to specialize in.
True Optimism: Always look on the bright side. Advantage on resisting emotional attacks and mental damage. Advantage on CHR rolls where the target is extremely emotional.
Suprisingly Perceptive: +2 to passive perception. At will you can roll to see what emotions a character is truly feeling, failing this roll will result in the incorrect emotions being described to the player.
Natural Charisma:+ 2 to Chr Score
Tough Barter: Advantage on rolls when bartering over a price. Gain an extra coin of an item's highest value coin, when selling said item. (e.g sell ruby for 1 gold coin and 1 silver, get 2 gold coins and 1 silver.)
Made of Steel: +4 to AC at all times. Add 350lb (159Kg) to your characters total wieght at all times
Strength to match: +3 to Str Score. Take no movement penalty from heavy armor.
A Bobby in Skill: As a reaction, you may catch an opponents weapon whilst they swing it at you and either throw it away or swing/throw it at them. After performing this action you must take a short rest to perform it again.
Spring-heel's Know-How: Advantage on Stealth Rolls when above creatures. Gain 3 feet of vertical and horizontal Jumping Hieght. You are not disadvantaged by tough terrain.
Jack's Trade of All: Pick an extra Skill to have advantage in. Advantage on rolls when bartering over a price.
Socially Aware: +1 to passive percption. +1 to Chr Score.
Made like Iron: +2 to AC at all times. No movement penalty when wielding massive weapons, heavy weapons or unwieldy weapons.
A Bobby's Wit: +1 to Wis and Int scores.
Through Thick and Thin: Roll with advantage when attempting to help party members with something. Gain Advantage on Con, Str or Dex rolls if it involves saving a party member. You may choose to take damage instead of a party member for an attack, this can be performed once per battle.
Made out of Cloth, Leather, Steel or a combination of the 3, Stitches possess no internal organs. Instead thier insides are simply hollow, this is thought to be how the Shades or thier Soul is commonly stored.
Stitches lack a traditional mouth or eyes. All Stitches (with the exception of Wrapping and Patches) have 2 large holes in thier "skin" where thier eyes would be, inside these holes are 2 glowing orbs which are commonly refered to as eyes. Most Stitches eat and drink in private, use veils if in public or sue straws. It is assumed that most Stitches put food through the holes in thier eyes (or in the case of patches and wrappings stitches, open thier face up) in order to eat/drink.
Stitches, although they lack organs, still need to breath, eat and sleep. They can still be blinded, deafened, poisoned, ect. It is unknown why this still occurs in them.
When a Stitches perishes via hostile means thier Soul or Soul like equivilent will burst from inside of them and attack anything in the nearby area.
Stitches often measure to be slightly taller than most humans, a fact that they often laud over them and any race that happens to be shorter than them. They appear to find short people hillarious for some unknown reason.