Foulkin (4e Race)

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Scales.png This page is of questionable balance. Reason: Farspeech is not a 4e language, "attacks that dominate your mind" is undefined: do you mean "immune to the Dominated condition"? In which case this is overpowered. "Working in direct opposition of your symtiote's will" is undefined, and races templates should not give penalties. Large size. An encounter power that gives a bonus until the end of the encounter, so effectively gives the character a permanent +3 bonus to attacks and defenses. No explanation of the "corruption" mechanic.


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Foulkin[edit]

Humanoids that have been tainted and altered by the power of the Far Realm

Racial Traits
Average Height: 6'6" - 7'6"
Average Weight: 200 lbs. - 400 lbs.
Ability Scores: +2 Strength +2 Intelligence
Size: Medium - Large
Speed: 5 squares
Vision: Low-light vision
Languages: Common, Farspeech
Skill Bonuses: +2 Arcana +2 Athletics
Aberrant Awareness: You have a +2 bonus to perception do to your foul nature.
Foul Symbiote: You are immune to attacks that dominate your mind. After all, there is already a monster in your head.
Foul Symbiote II: You lose 3 squares of movement speed when working in direct opposition of your symbiote's will.


Aberrant Augmentation Foulkin Racial Power
You feel the power of the Far Realm course through your core as the foul taint in your body comes forth.
Encounter
Minor Action Personal
Effect: You immediately gain a +3 to all attack and defense rolls until the end of the encounter.
Special: +1 Corruption


Special Rule: Corruption

Like their cousins the Foulspawn, the Foulkin have been tainted by the Far Realm. Unlike their cousins, they somehow found the strength of will to resist the madness. If only temporarily...

MORE LATER

Play a Foulkin if you want...

  • to play a character forever in a battle for his/her own sanity
  • to be a member of a unique race with special rules
  • the pleasure of roleplaying a mad-man
  • To be a member of a race that favors the psionic classes.

Physical Qualities[edit]

The Foulkin can appear like any other humanoid race with a few minor differences. However, when they begin to tap into their aberrant powers, their forms shift and bubble. Their skin sheds and they become terrible monsters, much like the Foulspawn, if only with a small amount of self control. Their size increases and they become monstrous to behold. As a simple rule, the normal form of a Foulkin appears to be sickly and disturbed. Their eyes are surrounded by thick black rings and their skin is pale and usually marred by scars. Their nails are usually chipped and chewed upon. Their hair is either completely gone or falling out in clumps from the Foulkin's constant worry and anxious clawing. It's common for Foulkin to have removed a limb or a sensory organ, usually the one that forces the most aberrant information into their already damaged mind.

Playing an Foulkin[edit]

The Foulkin are a bastardized race of half insane mutants. At some point in their normal life they were touched by the power of the Far Realm. It may have started with a few odd dreams. Voices speaking in a language that hurt your ears to hear. Then again, it may have started when a hulking monster ripped a hole into your home and killed your entire family. Either way, you're not what you used to be. When you're taken, you find yourself using a different name. A name you've never heard before, but you know is the name of the monster in your head. No. You're a monster. You feel the foul, evil, chaotic power of the Far Realm pulsing in your mind. Taking control. You're fighting a losing battle, but what else can you do?

Foulkin Characteristics: Nervous, anxious, mad, verbose, violent, frightened, gloomy, cross, fatalistic.

Male Names: Fhfragn, Rgarlas, Pjsarew, Vnerasrg.

Female Names: Gssartlss, Bgsasrt, Vfrwylt, Nsgnro.

Foulkin Adventurers[edit]

Three sample Foulkin adventurers are described below.



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