Fortunates Species in Envious | World Anvil
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Fortunates

Fortunates - Magical Manifestations A Questionably Lucky Encounter
  Humans with heads of flame and crystal, Fortunates strike odd silhouettes indeed. Appearing fully covered with no flesh visible, replaced by flames holding their cloth together powered only by the magic they were made from.
  When too many magical items are placed too close together they can implode into plumes of smoke with a loud BANG and out the rubble a Fortunate will emerge. What exactly counts as "too many" or "together" or even magical is questionable with grand Libraries full of arcane tomes stacked high remaining intact while a personal collection of crystals have crumbled. They tend to name themselves after the situations they were "born" in and dress accordingly but others have more, distinctly human tastes.
  Fortunates seem to have a working knowledge of the world upon creation with specific familiarity with the items they are made from. One made of swords may know a lot about blades, one from an unfortunate shopkeeper may know about the wares they were formed from or how to barter and haggle particularly well.
  It is said that a Fortunates crystal can be used to make incredibly powerful Items from sentient weapons to lucky rings to powders that allow the users to see the future. The evidence behind these claims are sketchy at best and the science is unethical at worst. Unsurprisingly very few Fortunates are willing to let their heads be harvested so they can be literally objectified.
 
Perk Examples
    • Magical Inclination - Being made of magic has its perks - You can tell when something is modified or otherwise magical in nature at a glance (Automatically Succeed PCs related to identifying items.) You cannot tell the exact details without some time and probably a closer look. When looking for magical Items you can sense them in the air (+5 to the CV).
    • Blade Formed - You were made from weapons in some form or another. When you want to make an Unarmed attack you can drop what you are holding and Slash. Your Unarmed attacks count as Close-range Weapons but you can't hold things while doing this.
    • Crystal Brain - You can take your crystal out its flames and place it wherever you want, moving your body independently. You see, hear and talk through this crystal. Other things can move the crystal and damage can be taken by it. The Crystals Strength and Dexterity are both 0, it's movement speed is 0m. It cannot Cast or Modify Items alone. Its defence score is 4.
    • Book Wise - You've been reading since before you were created. You can read and write at x4 the normal speed and can retain information incredibly well. Naturally gain 1 Speciality related to knowing things that starts with a score of 4.
    • Faceless Flame - Having no face and some basic flame control makes you hard to read. Those trying to figure out your feelings have a -3 to their CVs and without careful observation it's impossible to tell if a Mental Status has had any effect on you.
    • Fire Being - You've worked hard to get your fire to work like normal flames. You can set things on fire with your head - how well something catches and remains alight is less up to you and nearly entirely dependent on the material. You can also choose to, not set, things on fire as well.

Example NPC Builds The Following are examples of Fortunates who can be slotted into any world and story. Unlisted Attributes are assumed to have a score of 1. Unlisted Skills and Statuses are assumed to have a score of 0.
  Train Tracks - The Local Conductor Hundreds of Ticket stubs over the years put into bins or otherwise discarded gave birth to this strange uniformed Fellow. His main goal is to study these different pieces of paper and make a child the same way he was created.
  Kind - Curious - Very Rules Conscious.
  Attributes
Dexterity 2 Vitality 3
Intelligence 2 Charisma 4
Wits 3
Skills
Bluff 4 Insight 3
Ride 2 Investigation 5
Performance 3 Technology 1
Magic 4
Status
Calm 2 Persuade 2
Joy 1
Specialty - Trains +3
  Health - 18 Movement - 15m Defence - Light - 5
  Unarmed - Preference to Avoid Fights and instead case using Mental Statuses
  Carrying - Pockets full of Train Ticket Stubs - A Full Flask of Cheap Brandy - A Note book full of information on Trains, times, known issues, Maintenance, etc.
Forged Steel - The cities Greatest The self appointed "Royal Blacksmith" to a monarchy unknown to even themselves. Forge wishes to rise up the ranks within their city and be recognised for their obvious worth, maybe even catching the eyes of some nobles within their rise.
  Arrogant, Eloquent, Posh.
  Attributes
Dexterity 3 Strength 4
Vitality 3 Intelligence 2
Wits 2
Skills
Athletics 3 Acrobatics 2
Brawl 3 Diplomacy 3
Intimidation 2 Technology 4
Magic 2
Status
Electric 1 Fire 3
Piercing 2 Slashing 2
Specialty - Blacksmithing +3
  Health - 30 Movement - 40m Defence - Medium - 6
  Close range Weapons - Prefers to Modify things on the Fly.
  Carrying - Two Short Swords, Hammer, Fancy Rings and Necklaces, Heavy Duty smiths Gloves.
Off Site - The Unseen Off Site was no experiment. Off Site has not been hiding. Off Site's name has no meaning it's just pretty. Please do not ask Off Site about "The Wasp Problem".
  Quiet, To the Point, Careful, Flighty.
  Attributes
Dexterity 4 Vitality 3
Intelligence 3 Wits 2
Skills
Acrobatics 3 Brawl 2
Stealth 3 Survival 2
Bluff 2 Insight 3
Investigate 3 Magic 1
Technology 1
Status
Electric 2
Specialty - "Wasp Problem" Information +3
  Health - 24 Movement - 65m Defence - Light - 5
  Ranged Weapons, Close Ranged Weapons - Prefers to Run from Fights and Hide, Heavy Preference for Range Weapons.
  Carrying - A Loaded Pistol (2d6 rounds), Dagger, A Coded Notebook, Poison Ring (1 Dose), Binoculars, Lighter Slightly Faulty.

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