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Thursday, August 15th, 2024 06:19 am
So this is a bit different, I suppose, because I'm not writing up a critter or two. Instead, I'm going to toss up the way I (most likely) would describe the various player character species that I added to Lindwyrm in Lindwyrm Lockbox.

Why? Why not? *lol* Space is at a premium in minizines and I didn't want to restrict how folks could apply the info, so I didn't squinch anything in, but I might as well ramble somewhere.

Going in the same order as I squinched them into Lockbox -- but with an important first stop --

Human: Come on folks, I'd hope you know what humans look like and can look like, but for the record -- humanity in Lindwyrm rules covers the entire gamut of human variation on the face of planet Earth, full stop. Also some extra bits like more colourful hair options, sure, but the important part is that there is no exclusion here by design of me. If you try to argue there is, fuck off, Lindwyrm is not for you and your bigoted arse can drown in the abyss.

Additionally, you can assume that all other PC species have the same gamut of appearances as humans do, in addition to whatever particular details get called out for a particular species, unless they're so out there that this is unlikely (which is basically ratfolk).

Beastfolk: Part of a trio, with dhampir and damned, where the mental image tends to default to human but honestly there's no reason they couldn't resemble another species in this list. (it's probably best to decide yes or no per species when putting a campaign together.)

I like to think that there's some marking or other oddity that can identify a beastfolk if you know what you're looking at, but that's just a bit of flavour. Like a cat with a crescent moon mark on its forehead. Lol. Carrying over that mark, or a subtle critter physical trait, is also fun.

You could make this a curse if you wanted, honestly.

Mech: Honestly I'd either allow leeway here, or specifically choose one or a few rough themes or designs for a campaign. It's worth noting that perfectly flesh-and-blood-like is not on the menu though -- whether boxy and on treads, or looking like Mega Man, a mech is clearly a mech even if they can bleed like a reploid. They are machines.

Installing items can have some dramatic effects on the mech's body shape depending on where and how the install is described. Also yes this could effectively give someone a "mega buster".

Esper: Despite their species abilities using words like "spells" and such, I envisioned these as psionic/mind abilities (thus "esper", lol). As a species I tend to give espers some kind of organic brow jewel/pearl/third eye (which can look reeeaaally different) and pointed but not overly elongated ears. Basically "human, until you see the one thing".

Elf: Aah, elves. Sure, we have the slimmer build and the long, tapered ears; having been inspired by a few sources (lol), they also have eyes that are distinctly inhuman in some way (slitted pupils, nictitating membrane, solid colour, what-have-you) and a faint iridescent or greenish tint to their skin depending on their affinity towards arcana or nature. These affinities are drawn from the two fae courts the elves originally descended from.

Orc: Orcs are taller than humans, more muscular than humans, and have an ash-to-steel cast to their skin regardless of their actual skintone. Their ears are pointed, and they sport the teeth of a carnivore, often extended into short tusks. Their muscles are threaded with and their blood runs with imperceptible machine cells; orcs have an affinity for technology that literally runs in their veins. It makes adding metal to their skin easier, besides.

Dwarf: Shorter than humans, stocky, with extremely dense and heavy bones; the eldest dwarves start to get a stony texture to their flesh, showing outwardly the symbiosis with earth and stone that all dwarves possess. Dwarven hair is thick and abundant, but no dwarf in their right mind wears a beard that flows down his or her front; that's a good way to get caught in a cart or snarl one's tools or get set on fire in the smithy. Dwarves feel the pulse of the rock.

Dhampir: Much like beastfolk and damned, the default is human but doens't have to be. Most dhampir look more or less like anyone else, if more wan and with a tendency towards sharper, thinner features; many but not all sport fangs, much like not all vampires do. Many also have eyes that are faintly luminescent, especially in the dark, though their vision is no better than a human's. One who gained their gifts through a pact or an encounter later in life, rather than by birth, may bear a mark or scar to that effect.

Ratfolk: Smaller than humans, sometimes more like child-sized, bipedal rats with larger craniums and a crest or mane of 'hair'. They're also, when I'm writing them, green -- lots of shades of green, and can be particoloured, but there's green fur going on. (you don't need to stick with that, lol.) (I mean, I also write ratfolk as being really keen on chickens and giant chickens and such, but you don't have to do that either. lol.) Ratfolk can walk or run on all fours but it's kind of undignified.

Damned: See beastfolk and dhampir. These are the 'tiefling' analogues but not only that -- someone who made a deal they really shouldn't have, or are actively plagued by the effects of a curse from hell, or the like, these are also damned. There's also not a standard appearance not that I would do that anyway, Planescape represent!; many damned are much more subtle. A brand on the flesh, weeping blood; red or bestial eyes; tiny fangs; a scent of ashes or rotting roses; a spectral shackle, trailing into nothing; a touch that wilts flowers or tarnishes metal or leaves ice particles in liquids. Little, unnerving things.