Dodkul
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In addition to those listed in the racial info, dodkuls also possess the traits [[Awareness (trait)|Awareness]], [[Hebetude]], [[Anhumouricity]], [[Anagonia]], [[Aphobia]], and [[Anhedonia]]. | In addition to those listed in the racial info, dodkuls also possess the traits [[Awareness (trait)|Awareness]], [[Hebetude]], [[Anhumouricity]], [[Anagonia]], [[Aphobia]], and [[Anhedonia]]. | ||
- | Dodkul can move if they have [[Wingless Flight]] - they cannot move with only wings granted by something like [[Welkin wings (Ordo Zephyrius Mutatoris spell)|OZM spell Welkin Wings]]. | + | Dodkul have been updated so they cannot move even with [[Wingless Flight]] or wings granted by something like [[Welkin wings (Ordo Zephyrius Mutatoris spell)|OZM spell Welkin Wings]]. |
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+ | Dodkul no longer can be warped by a warpstone. | ||
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+ | Dodkul lack the cognitive capabilities to set normal specialty degrees, think, concentrate, subvocalize, will, or understand language. They can set their autodidactic specialties. | ||
[[Category: Races]] | [[Category: Races]] | ||
[[Category: Playable Races]] | [[Category: Playable Races]] |
Revision as of 15:41, 8 November 2022
The Dodkul Race
Rarity: Very Exotic Plural: Dodkuls Collective Term: a lattice of dodkuls Anatomy: Spheroid Sexes: Indeterminate Harm Skills: Masonry 33% Mineral Lore 33% Carving 17% Sculpture 17% Dodkuler are a magickal curiosity -- sentient spheres possessed of telekinetic powers and strange minds, which do not interact with knowledge or information in the same way as most anthropic sentiences. Though lacking in most of the capabilities of normal thought, dodkuler possess an unusual capability to assimilate information without external assistance -- though what use they can put such knowledge to is questionable, lacking as they do the ability to exercise volition or creativity. Legends of the origin of dodkuler are numerous; some claim they were created by mages, while others assert that they are the lost children of the lothari's first ill-fated pact which transformed them into their current forms. Scholars continue to debate the possibilities, but the dodkuler offer little assistance. In order to create a dodkul character, one of your other characters must have advanced to level one thousand.
It would cost you 20 lux to make a character of this race.
┌──────────────────────────────────────── The Dodkul Race ────────────────────────────────────────┐ │ Attributes Strength 50 to 50 │ │ Intellect 30 to 90 │ │ Vitality 100 to 100 │ │ Agility 30 to 30 │ │ Willpower 30 to 90 │ │ Ego 30 to 90 │ │ Perception 30 to 90 │ │ Size 30 to 30 │ │ Typical Sexes Indeterminate │ │ Resistances Poison immunity │ │ Disease immunity │ │ Temporal immunity │ │ Traits Sentience Homeostatic │ │ Immotility Yes │ │ Unrecuperativity Yes │ │ Unregenerativity Yes │ │ Muteness Yes │ │ Numbness Yes │ │ Anosmia Yes │ │ Ageusia Yes │ │ Autodidaction 30 │ │ Assimilativity 30 │ │ Diet Ametabolic │ │ Respiration None │ │ Cultures and Homelands Freeholder Freehold │ │ Losthavener Losthaven │ │ Lowlander Halfmoon Bay │ │ Sanctuari Sanctuary │ │ Talantonite the Shadow Tower │ │ Physical Characteristics Anatomy Spheroid │ │ Natural Armour Extremely Heavy │ │ Natural Weaponry Ordinary │ │ Mental Characteristics Psi Psychically Alien │ └─────────────────────────────────────────────────────────────────────────────────────────────────┘
In addition to those listed in the racial info, dodkuls also possess the traits Awareness, Hebetude, Anhumouricity, Anagonia, Aphobia, and Anhedonia.
Dodkul have been updated so they cannot move even with Wingless Flight or wings granted by something like OZM spell Welkin Wings.
Dodkul no longer can be warped by a warpstone.
Dodkul lack the cognitive capabilities to set normal specialty degrees, think, concentrate, subvocalize, will, or understand language. They can set their autodidactic specialties.