Available Races (Influx)

Here are the current races available that players in this D&D Campaign can choose from. These Races are all custom made and edited by the dungeon master. The races can be improved or weakened as time progresses. All Races have a small Backstory and Languages to speak with. Most of the Races included have traits ingrained to them These traits are abilities, both active and passive and may influence the player. Depending on the race, at time of creating the character, there will be advantages and disadvantages to each of the 6 basic Stats. Those being Strength (Physical ability), Dexterity (Agility/Proficiency), Constitution (Health), Intelligence (Knowledge/Reasoning), Wisdom (Willpower/Intuition) and Charisma (Personality/Persuasion).

## Android

Androids are a popular Race and are manufactured, androids can look like and other species but with a colored square on there forehead, the color represents what they where made for..., Androids all run on a server system called the collective or Helix, they can be hacked into and can be modified, androids have a server physios which allows them to do different things that normal humans or other species cannot do.

(+4 Intelligence, -3 Charisma, -2 Strength.)

**Traits**

* Cybernetic Sense - Allows the user to enter the server's sketchpad and gain information off of other electronics or know what move or item an enemy has, but the Android must be in an area with Internet in order to use. (Roll 1d12 + Intelligence to use)
* Built to Serve - Allows the User to complete any order without rolling. (2 per day)
* Emotion does not compute - User does not feel any sort of Emotion unless programmed, when in this state user can commit any act without getting hungry, losing mana, or wasting ammo.

*Square Colors (Only one per character)*

* Green: House Keeping = +2d6 Strength
* Yellow: Guard - +24 Armor (Light hollow) (Armor Regenerates after combat)
* Red: Waiter (Restaurant) = +2d6 Charisma
* Blue: Police = +2d6 Intimidation
* Purple: Doctor/Nurse = +2d6 Medicine
* Orange: Rouge = Enemies with Manufacturer and other androids, +3d30 HP
* Turquoise: Scholar = +2d6 Intelligence
* Brown: Architect = +2d6 to building checks
* Magenta: Explorer = +2d6 to Travel checks

## Animatronic

Unlike Androids the Animatronics are much deceptive and are mostly regular machinery but gifted intelligence or life through “other” means, While not being as versatile as the Androids the Animatronics have better durability and more complex systems within their bodies as they can supply extra construction and extra utilities while still having a simple form or heavy looking complex, most Animatronics are old and damaged from being unused and have had time to “Learn”.

(+4 Intelligence, +16 Constitution, +4 Strength, -6 Charisma)

**Traits**

* Reinforced Casing - User gains 3d23mi10 Armor every 5 Sessions that Pass, User has a SD:25.
* Built to Serve - Allows the User to complete any order without rolling. (2 per day)
* Outdated Software - User has a -6 to utilizing or doing any action against advanced technology.
* Remnant - User May select 3 of the following Soul Types from the list below, User will then gain Mana based off the listed soul effects.
	+ (Cannot change soul typing when finalized/after)

*Remnant Types*

1. Red Remnant - User starts with 1d10 R.Remnant Tokens, If user decides user can Subtract -1 R.Remnant Token & -1d20 Mana to give +6d3 to a Selected Ally/Player’s Roll (Cannot be used on User), If selected Player/Ally wins roll with your added bonus than user gains +1d15 Temporary HP. (R.Remnant Tokens refresh after 2 Days)
2. Yellow Remnant - User starts with 3 Y.Remnant Tokens, If user decides user can Subtract -1 Y.Remnant Token to reduce an afflicted status effects Turn/Time Limit by 1d8. (Y.Remnant Tokens refresh after 2 Days)
3. Blue Remnant - User starts with 1d15 B.Remnant Tokens, If user decides user can Subtract -1 B.Remnant Token & -2d15 Mana to give a Fellow Player 6d12 Temporary HP and for 1d3 Turns a DT:77. (B.Remnant Tokens refresh after 3 Days)
4. Green Remnant - User starts with 2 G.Remnant Tokens, If user decides user can Subtract -1 G.Remnant Token to give an Ally/Player the Vital Green Effect. (G.Remnant Tokens refresh after 10 Days)
5. Orange Remnant - User starts with 1d20 O.Remnant Tokens, If user decides user can Subtract -2 O.Remnant Tokens to give themselves +1d100 to their next 1 selected skill check (Must be Survival/Sleight of Hand/Nature/Intimidation/or Athletics). (O.Remnant Tokens refresh after 13 Sessions)
6. White Remnant - User starts with 1d20 W.Remnant Tokens, If user decides user can Subtract -2 W.Remnant Tokens to give themselves a +1d100 to their next 1 selected skill check (Must be Arcana/Religion/Insight/or Medical). (W.Remnant Tokens refresh after 13 sessions)
7. Black Remnant - User starts with 1d20 B.Remnant Tokens, If user decides user can Subtract -2 B.Remnant Tokens to give themselves a +1d100 to their next 1 selected skill check (Must be Deception/Persuasion/Stealth/or Investigation). (B.Remnant Tokens refresh after 13 sessions)
8. Purple Remnant - User starts with 1d30 P.Charges, If user decides user can Subtract 1d10 P.Charges & 1d20 Mana to surround themselves with a shadowy aura and conceal themselves from All Aura & Regular detecting Devices/Magic for 1d3 Turns. (P.Charges Refresh after a long Rest)
9. Pink Remnant - User starts with 1d30 P.Soul Charges & 1d3 P.Remnant Tokens, If user decides user can Subtract 1-5 Soul Charges & -1 P.Remnant Tokens to surround themselves with a Plasma based Aura, While Aura is active user cannot take damage from Bullet/Physical/Energy/Nova/Or Piercing attacks and when something hits the user the item has a 23% chance to melt or be destroyed. (Active 2d3 + How Many Soul Charges Used Turns) (P.Soul Charges & P.remnant Tokens refresh after 3 Sessions)

**Languages Known**

Beep-Boop (Damaged Voice Box)

## Arachnids

Arachnids, the Civilization within the Forest. The Arachnids are a Insect type race, they focus on survival and preserving their race, Arachnids are a mutated Insects formed into human like figures but with the ability to shoot Acid. They have a better perception, than those of other races. Most of the Arachnids want nothing to do with peace and only hunt and preserve their land.

(+1 Wisdom, +2 Constitution)

**Traits**

* Spidey Sense - Allows the user to detect incoming danger, User gains +1 Bonus Reaction (1d20 + Wisdom)
* Average Flight - Gives the User the ability of Flight. (Roll 1d12 + Dexterity for Flight)
* Bug Abilities - Each bug type has a different ability.

***Bug Types***

* GrassHopper - +25 Acrobatics, +4 Athletics
* Beetle - +54 Armor (Light), Recovers Listed Armor after a long rest
* FireFly - User gains the Night-Vision Status permanently, User produces a small light that they cannot see (-3 Stealth), User gains a +15% Resistance to Fire based status effects.
* Spider - +3 Deception, +3 Nature, +3 Stealth, -12 Survival, +1 Bonus Action
* Roach - -3 Intelligence, +20 Max HP, User has a 13% Resistance to all forms of damage.
* Scorpion - 40% Resistance to Poison damage, All unarmed attacks deal the Bleeding status effect, Cannot be Disarmed without more then 3 NPC’s/Enemies/Players.
* Tarantula - +3 to Hit, User takes 3% more damage but recovers 3% more HP from HP healing Items.
* Mosquito - User when dealing unarmed combat damage deals the Life-Link status effect.
* Centipede - User gains +1 extra Turn in combat, & gains a +2d5 to Sleight of Hand checks

**Languages Known**

Common, Buggery, and one chosen by Player

## Behind the Mirror

Have you ever looked in a Mirror and wondered if someone else that looked exactly like you was looking back, Planning on how they can escape and utilize your life for their own gain... well from myths told in the DM's Plain their exists such a world as the Mirror World where these copies lay, doesn't mean that your safe though with the current events that have just passed seems the Dimension Federation can't handle the storm of broken glass raining upon their...I mean our worlds....

(+8 Intelligence, +5 Wisdom, +2 Charisma, -9 Strength, -7 Investigation)

**Traits**

* Mirror Mirror on the wall... - User can channel a mirror and enter it into either the Mirror world or the Existing Plane, as Long as the user has a vassal to swap out into than they can do this as much as they want, if user doesn't have a vassal than while in the Existing Plane -55 Mana each turn (If user runs out of mana start subtracting HP).
* Shards follow... - When user attacks with a Ranged/Melee/or Area based weapon the weapon automatically gains the Adv. Bleeding Status effect applies to it.
* Glass Cannon - User can Activate this trait and subtract 1 Charge, when activated user gains the R.Crit Status effect for 15 Turns, but also while active user takes \* 8 to all damage sources done towards the User. (3 Charges)
* Mirror Reflection - User can sense the Aura of their counterpart when in/out of the Mirror World.

**Languages Known**

Common, Hellion

## Entity Beast

While in the Entities Realm for when it was still there most of these monsters were set free, people who were tortured and mutated by the Entities Force changing them into Fearful or Vengeful Monsters, Great power and magic are forced into these people making them the most feared beasts that could possibly exist as long as they sit and mutate for long enough. (+10 Strength, +10 Dexterity, +10 Constitution, -3 Intelligence, -8 Wisdom, -10 Charisma) ~

**Traits**

* Fallen from Magic - User only gains +3 Mana every time they level up.
* Entangled in Fear - User projects a dim orange light or either produces small embers floating up from their body, User gains a choice on what they can become.
* Empathy in the Way - User must Flip a coin over Every action. (Active for every 2 Sessions) (After 2 Sessions needs a cool down for 4 Sessions ((Disabled Trait until after 4 Sessions))
	+ Heads - User gets to do their action of choice
	+ Tails - User does the opposite or stops themselves from doing this action
* Wishes for the Past - User has a +30 to History relating to their past life before they became a monster. Language - Grunts (User cannot speak properly unless when creating this character rolls for the DM a regular 1d20 over 15 than user gains Common)

*Beast Forms*

* Blind Beast = User cannot see regularly and can only see certain object or beings, User can see the Auras of their surroundings similar to a thermograph, +Max Mana to Aura Reading/Sensing, +5 to Dodging Stealth/Opportunity Attacks, +18 to Survival, Those trying to use Insight against you roll Double Disadvantage.
* Feral Beast = User cannot control some of their body as it’s control by another point of their mind, user can switch points by making a constitution check over 31. (Switch Names: Calm/Feral/Consuming/Decaying) User must associate each part of their body with each name.
	1. Calm - Parts gains Advantage towards regular actions (Not Attacking, Dodging, Building, or Healing
	2. Feral - Parts gains Advantage towards complex actions (User must attack every turn in this form
	3. Consuming - Parts gain +20% Extra from Healing/Status effects, -20 to every Action that will not heal or give a status effect
	4. Decaying - User gives Wither/Poison/Other Chosen/Listed Status effects to enemies when doing an action towards Allies/Enemies, but -10 HP every turn while in this form
* Behemoth Beast = User is a larger Mutated Beast which has trouble getting in small spaces but mostly breaks in and causes destructions, +40 to Strength while in Combat, +20 to Strength while outside of Combat, +9 to Break-ins, User starts with a DD:
* Brain Beast = User still has consciousness and which uses its intelligence against it’s enemies, User’s Intelligences goes to +10 while not in Combat, +40 Intelligence while in Combat, User has Advantage towards thinking/constructing, If user ever takes over 80+ damage in a fight user can cast a spell (If they have one) free without depleting their mana.

Languages Known

Grunts (User cannot speak properly unless when creating this character rolls for the DM a regular 1d20 over 15 than user gains Common)

## Entity Fractured Human

Human is the dominate Race in this world, smart, strong, and able to think for themselves, Humans have made up most of this world, some of them wants to destroy it, some have mastered the aura around the earth named Mana, some have mastered technology, as with the Entity collapsing some people where mutated and ensnared by the Entities power painting their skin bright Neon Black, inside their body you can see orange glows of fire.

(+3 to all stats, +3 to Class trait, +3 to Stealth, -6 Religion & Arcana)

**Traits**

* Stained in ash - User cannot be seen in light at all, user cannot interact with anything in the light, user gains **Advanced Roll** when it's Night time.
* Fallen from Magic - User only gains +3 Mana every time they level up.
* Boogeyman's best friend - User has resistance to all Bleeding/Mangled/Cripple/& Hemorrhage Status effects.

**Languages Known**

Common, and one chosen by Player

## Gem

Gems are an extraterrestrial species of magical beings that play a key role in Earth, After they tried to colonize Earth, most of them abandoned the planet and returned home. Some of them stayed and tried to form relationships with the other races, but sadly a group of 6 heroes mistook their offerings as threats and they almost killed every last one.
(+3 Wisdom, +4 Charisma, -2 Dexterity)

Traits

* Gem Shell - Allows the user to regenerate but the user must retreat back to their Gem. (1d12 + PlayerLevel HP per turn while in Gem) (Roll 1d20 + Constitution to access Gem)
* Gem Weapon - User is allowed a magical weapon that can be summoned at will, the weapon will be scaled on power by the use of a 1d20.
	+ (Weapons damage increases by 5 every 5 Level Up to a max of 2% damage)
* Fusion - If the User has an emotional bond with another being they can fuse, or if the user encounters another Gem they can fuse without a Skill Check. Fusion gives great bonuses and will make two turns one
	+ (When Fused both Users add their current HP together, Both of their turns count as one but they just count as bonus actions, the More fused the more growth in height and more the bonus actions.)
	+ If any User’s go below 10 HP while fused they will unfuse and be counted as prone. (Requires Constitution based skill check)

* Reactive Adrenaline! - User once per **Long Rest** the User can activate “Reactive Adrenaline”, when activated the User gains a bonus +2d40 to their next 15 checks & gains the Haste Status effect for the next 15 Turns.

Languages Known

Common

## Ghosts

All Ghost variants speak the languages Common and Celestial, and have Ghost powers (Listed Below)

***Ghost Powers***

1. Ecto-Plasum Shot - User fires a shot of blue or green glowing ectoplasm. (2d22mi3 Ranged, Phasing, Scared)
2. Intangibility - User when skipping their turn they turn Intangible. (While Intangible user cannot take damage from Physical, Brutal, Area, Ranged, Surge, Stuipid, Homing, or Almighty unless the attack does Mental or Phasing damage) (Can be used 6 times per session before needing a long rest)
3. Accelerated Healing - User recovers +10 HP at the beginning of their turn only if they have been damaged last turn.
4. Overshadowing - User can possess a selected creature, object, or location and control it’s actions. (-10 Mana for each turn user posses a target)
5. Ecto-Energy Absorption - When every user takes damage from a Plasma based attack they automatically recover 20 Mana.
6. Ecto-Manipulation - User can create small constructs out of ectoplasm. (Constructs last for 1d16 Turns)

### Spud Ghost

Spud Ghosts are a race of Ghosts but with more of a physical form. They are imbued with starch giving them more of a physical prowess over other races. The reason they stay in a ghostly form is because of most reasons, either they have not finished thier goal, done something they regret, or have been killed in process of their goal. Either way most Spud Ghosts have the ability to focus and manipulate pure mana giving them an advanced move set with mana, most Spud ghosts look like people or other races but with a brown tint, they could look distorted or beautiful depending on the user.

(+1 Dexterity, -3 Constitution, -1 Strength)

**Traits**

* Mastered Invisibility - User can turn themselves & nearby ally’s invisible for as long as they wish. (Dexterity Skill check) (2 Mana)
* Spiritual Calling - User can see auras of other ghosts or undead creatures.
* Ghosty Spud Prowess - Being imbued with more physical forms from other spirits, phantoms, & ghosts the user gains the ability to control magic, If a magic spell is being targeted against just the user they automatically dispel it. (3 Times per session)
* Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
* Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

### Phantom

A version of the Ghost but ranked higher in the ghost based afterlife, Phantoms hunt for bigger gain as they remain to accomplish more then one goal or set out to set some goals for those who have wronged them in the material plane, Phantoms can take any appearance but most of the time look far different from Spirits and Spud Ghosts.

(+3 Dexterity, +3 Constitution, -10 Strength)

Traits

* Mastered Invisibility - User can turn themselves & nearby ally’s invisible for as long as they wish. (Dexterity Skill check) (2 Mana)
* Spiritual Calling - User can see auras of other ghosts or undead creatures.
* Phantom Opera - Being just a Phantom a higher ranked ghost you gain some extra skill when using your ghost based powers, User as a free action can use any ghost power before doing their main action. (3 Times per session before needing to take a long rest)
* Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
* Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

### Poltergeist

Also known as Ghosts the Poltergeists are a unknown and legend filled race, most take the forms of those who died and didn’t finish what they had to do in the material plane, Ghost can look like anyone or anything as they mostly take the form of who they once were.

(+3 Dexterity, +4 Constitution, +5 Wisdom)

**Traits**

* Weak Invisibility - User can turn themself invisible for 4 turns. (Dexterity Skill check) (2 Mana)
* Spiritual Calling - User can see auras of other ghosts or undead creatures.
* Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
* Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

## Ghoul

Ghouls have been around on the planet when the Entity first arrived, they just where hidden for so long in tombs and underground bunkers, now that most of every race has been leveled they realized it's the Ghouls time to rule this Wasted Planet, they mostly travel in packs, some of them are insane and will attack anything, while others still have a mind and try to get to fame despite the lack of a nose.

(+4 Wisdom, +5 Constitution, -3 Strength, -4 Intelligence)

**Traits**

* Radiation...? - User is immune to the Radiation status effect
* I have taken enough... \_ User starts with a DM: 86
* Long Travels - User has a -4 to Travel checks but user has a +29% chance of having a good encounter (only active when user is Party Leader)
* Long Living - Every time user Levels Up user can now roll 2d20 instead of 1d20 for HP

**Languages Known**

Common, and one chosen by Player

## Hell Spawns

Hell Spawns are the many different forms of demons. Ranging from deadly giants to friendly runts, these creatures rely on Deception to either capture a life of their own or to free their souls from the contract of Satan. They roam many different worlds and could be found in most mana filled places, Hell Spawns can have spiked arms or a goat like appearance. Currently there are three different types, all of which have unique traits. However all speak Common and Hellion.

### Death Dealers

(-1 Strength, +6 Charisma, -1 Dexterity)

**Traits**

* Devious Contracts - This allows the user as long as they have paper to make up a contract, the contact can be based off anything as long as someone else signs it, depending on the skill check score it will depict if it will backfire or not, once one contract is created other contracts cannot be created until the 1st one is signed, contracts cannot be signed by people who already signed a contract. (1d20 + Deception, -2 HP to maximum pool)
* Devils Work - A Hell Spawn is always prepared for a deal, if you fail a charisma skill check you may re-roll it once but if it was lower than the last roll you must take a 2.
* Devil's Deal - User gains Advantage towards Persuasion based checks.
* Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.

### Enforcers

(+4 Strength, +3 Dexterity, -6 Charisma)

**Traits**

* Ungodly Strength - User having been formed or morphed in the Hellscape's mana gains advanced enhancements to their body, User gains a +2d10mi5 to strength based checks, User gains a DT:20, User if they fail a strength based check then their next strength based checks gains an extra +1d10mi5. (Does not stack)
* Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.
* Devils Damage Dealers - User when dealing damage automatically deals Brutal Damage for any physical or unarmed based attack. (When dealing damage user deals an extra +1d30 Brutal damage)
* Grit - All bad effects applied on User are reduced by 1.

### Lustfuls

(-3 Strength, -2 Dexterity, -1 Intelligence, +9 Charisma, +6 Wisdom)

**Traits**

* 1. Deceitful Lust - This allows the user to be able to charm enemies easily, user targets an enemy and reveals a bit about themself or inserts a gesture, Upon doing that specific action the user will roll a charisma check, if passed the user charms the enemy for as long as they want. (User can only charm 2 people at a time, If the targets rolls a constitution check over 12 + Charmers Level and passes then they break out of being charmed) (User when charming a target gains a bonus action if done successful)
* Devil's Deal - User gains Advantage towards Persuasion based checks.
* Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.
* Ungodly Body - A well trimmed and glorious body formed by the sins of the material plane, user when in combat gains a +3 in the turn order.

## Human

Humans are the dominate Race in this world, smart, strong, and able to think for themselves, Humans have made up most of this world, some of them wants to destroy it, some have mastered the aura around the earth named Mana, some have mastered technology.

(+1 to all stats, +3 to Class trait)

Languages Known

Common

## Hyprolixes

Hyprolix is a type of War Machine that was constructed years prior, they where powerful and could modify themselves into any weapon imaginable, the Hyprolix where the ultimate Hunting and destroying Machines until the 6 Heroes came along and destroyed almost every single one, some may still live on but who knows, The Hyprolix are giant 8 cubs bots, they start with a large exoskeleton with 8 large Metal cubes which supply power and tools on each part of the exoskeleton, their head's are every different between each model, some are just vents, others are a digital pixel face.

(-4 Charisma, +2 Strength, +2 Constitution)

**Traits**

* Built to Kill - Your a killing machine, every time you kill a enemy you gain +10 Armor
* Elemental Spark - Hyprolix are Metaliers who've been melted down and formed into war machines, they may look different but they still have their spark, you can harness these ability's by rolling 1d6, each number does something different (2 per in-game day) ***Sparks***
	1. Rock, create rock walls or manipulate stone.
	2. Ice, create Ice walls, freeze water, or freeze enemies.
	3. Fire, melt down doors, burn enemies.
	4. Electricity, Paralyze enemies, shut down electronics.
	5. Air, Create an air shield that keeps away all projectiles & explosions, or clear out smoky areas.
	6. Plasma, Control energy or produce energy.

**Languages Known**

Beep-Boop (Damaged Voice Box)

## Magic Enhanced Vampires

Vampires are assumed to be fake, just Myth but Vampires are real as you and me, they have live since the world just began, some of the oldest beings on the earth that are feared by many, some Vampires only hunt while others try to blend into human culture, all Vampires have a sort of gray tone to their skin, the normal things come with being a vampire such as no reflection, the craving for blood, and the allergies from garlic, but these forms of Vampires come from a new spring of genetic evolution, instead of consuming blood these versions of Vampires have evolved to consume Mana or the lifeforce of creatures instead of their own blood.

(+2 to all stats)

**Traits**

* Soul Scry - User needs to consume or steal some form of Mana every Day, User needs to consume or acquire 100 + Player Level Mana every day, If user does not acquire amount within listed time then user goes into a Rage until acquiring the listed source.
* Garlic Allergy - User cannot consume or be near Items which contain or hold Garlic or Garlic based spices, If user is near or consumes such Item then they gain the Weakened Status effect for 13d12 Turns. (Pierces through Immunities & Resistances)
* Fallen from Magic - User only gains +3 Mana every time they level up.
* Selected Draining (Mana) - User when near an enemy can either piercing a vital area to drain their Mana from their veins or from a range by using the ways of the arcane.
* Transformation - User can change into a bat and have the ability of Flight.

*Bat Form*

* Flight - Allows the user to fly. (Roll 1d8 + Dexterity to determine how well you fly)
	+ Echolocation - User gains a +1d10 to Hearing/Sight/& Aura based checks (Wisdom/Perception/Aura)
	+ Small but Dangerous - User while in this form gains a +2d10 to Evasion/Dodging based checks.
	+ Delicate - User takes X2 more damage while in this form.

Languages Known

Common, Ancient, Romanian

## Plagues

A Virus has been awoken under the planet's surface as it has now started slaying and infecting millions, the problem is there is so many versions of this one virus, like parasytes but this time different, they take many forms and imitate many different versions of virus in told fiction such as the Green Flu or the T-Veronica, or the countless many version the collective have been saving until well the true final outbreak…

(+9 Intelligence, +6 Constitution, -17 Dexterity, Strength, & Charisma)

* Requiring Infected = User acts as a parasyte in a form or way but instead can survive outside of the body for much longer than a normal parasyte. User can Infect any NPC/Player/Ally/Enemy/Etc, Infected subject must make a constitution check to see if their body fights against the User
	+ If they pass then the User must fight through the subjects body and claim it,
	+ if the subject fails the check then they automatically are claimed as a host, when claimed as a Host user can then either choose to make the Host a regular common infected
	+ Player can wait up to (26 - Player Level (Cannot go under 3)) Turns to Mutate the Host into Special Infected. (User may choose on how they travel in a genetic form based on chart below) (Cannot be Disabled) (Pathogen Transmissions cannot be changed once chosen)

*Pathogen Transmissions*

1. Contact (Cell to Cell) Transmission - User gains a +1d8mi3 to Travel checks while utilizing Hosts/Infected, User Infects others by Biting/Scratching/or Touching non-Infected with Infected, non-infected gain a +10 to Constitution checks to resist Infection this way.
2. Airborne (Gas to Cell) Transmission - User gains a +2d4 to Travel checks while gas/toxins/spores is utilized, User Infects others by having non-infected breath in gases containing you inside spreading a long distance, acting as a form of radiation afterwards infecting a large area that lasts for 1d5 days, non-infected gain a +7 to Constitution checks to resist Infection this way.
3. Droplet (Water to Cell) Transmission - User gains a +3d2 to Travel checks while water/fluids is utilized, User Infects others by having Infected Hosts puke or bite non-infected, non-infected gain a +5 to Constitution checks to resist Infection this way.

* Horde Hivemind = User can control any amount of Infected, and can let the Infected have control if the User wishes, but those who wish to break out of control roll at Triple Disadvantage only if they failed the constitution check when being Infected, User’s HP is based on the Infection and not the HP of the People that is controlled by the DM and gear equipped to the Infected.
* Special Infected = User when Infecting and waiting a set amount of turns (26 - Player Level ((Cannot go under 3))) User can choose to Mutate a set or specific Infected into their own Idea of Infected. (User can have only a set few special infected Ideas and cannot change these Ideas when finished.) (User gains Infections Slots as they level up which allows for more Special Infected Ideas) (The Number of Slot indicated on how powerful and how many of this type can be used. Lower = Weaker but Much more quantity) (Higher = Stronger but less Likely).

*S.Infected Slots*

1. Given Free Upon user leveling up to Level 2.
2. Given Free Upon user leveling up to Level 5.
3. Given Free Upon user leveling up to Level 10.
4. Given Free Upon user leveling up to Level 20.
5. Given when User goes over the Max HP of 100
6. Given when User goes over the Max Mana of 200
7. Given when User gains over the Max HP of 1%

Languages Known

Common, Uncommon

## SkullGirls

Human is the dominate Race in this world, smart, strong, and able to think for themselves, Humans have made up most of this world, some of them wants to destroy it, some have mastered the aura around the earth named Mana, some have mastered technology, as with the Entity collapsing some people where mutated and ensnared by the Entities power painting their skin bright Neon Black, inside their body you can see orange glows of fire.

(+3 to all stats, +3 to Class trait, +3 to Stealth, -6 Religion & Arcana)

**Traits**

* Bring Out Your Dead! - User can draw on the Skull Heart’s power to summon 1d15mi5 Undead Minions to assist in combat/other tasks which will be reanimated for 3d10mi5 turns. After Undead Minions have returned to the afterlife, user can use their power to remove the skulls of 1d5 Undead Minions and use them as projectiles.
	+ (Bring Out Your Dead Redux: In the occasion that a Skullgirls ally is ultimately killed in a fight, she can resurrect them as an Undead Ally\*\* for 2d15mi5 turns. The ally will be able to choose how they fight, but will be otherwise directed on where/who to fight by the User before again succumbing to death. This can only be done once per ally, and requires the User to pass a Performance and Arcana check (separately). User cannot use Undead Ally skulls as projectiles.)

* Double Trouble - User can enact the help of Double, a shape-shifting servant of the Trinity, and manifest their power. User can then shapeshift into any physical form for up to 7d15 turns. However, the Skull Heart’s aura can still be detected if the enemy passes a Religion check at disadvantage. Double will refuse to help the User if they have not killed someone in the last 50 turns, citing that they haven’t met The Trinity’s goals. (Can be used only 5 Times every 6 sessions)
* Blessings of the Gods (Trinity's Marks) - User has been blessed by The Trinity. They gain a +1d25 in all Arcana, History, and Religion based checks.
* S.S.S (Spooky. Scary. Skeleton) - As they transform into the Skullgirl and the Skull Heart is further cemented into their being, the user’s physical form takes a toll. User takes twice as much physical damage, but only half as much magical damage.

***Extra Info***

Undead Minions - Undead Minions manifest as skeletons or otherwise decrepit beings. Each Undead Minion has 10HP and attacks by removing their own limbs/appendages and using them as weapons. For each attack, they do 1d20 - 1d4 damage.

Undead Allies - Undead Allies have 25HP + Current Player Max HP and attack depending on the ally’s preferred methods. Damage depends on these methods. Skull Projectiles do 1d[Player Level] Scary damage each upon hitting the enemy

**Languages Known**

Common, Uncommon, Celestial

## The Swarms

When those who feel weak and small wish to rise up against something greater well they work together and this defines the swarms, the swarms are such little creatures of either technological or organic origin, millions of a selected kind of insect or cells are formed together and clash with one another to make a physical form. (+3 Constitution, +4 Intelligence, +2 Dexterity, -4 Charisma) ~

**Traits**

* Cracks = Doorways - If user comes to a doorway/entrance that is not air tight or has cracks/openings/or a key hole user can swarm into the opening and pass through the doorway/entrance without counting as a break-in. (Requires Slight of Hand skill check over 16 + Player Level)
* Hive Mind - User gains Can Times Nature to their Checks during or before their turn. (3/4 Sessions)
* Collected Strength - User gains +(Amounts of kills) during a fight towards Strength checks, User adds +1 for every kill user successively does during a battle, All bonuses are reset/nullified after a fight.
* Deviated Health - User has 3 HP bars instead of 1, 1 for the insides of the form, 2 for the outside of the form, 3 for the protective layer. (User distributes HP how ever they like...) (EX. HP is 10 = 1-3, 2-4, 3-3)
* Change Form - User can reshape their form into a different structure. (Requires DM's Help) (Requires a Intelligence + Nature Skill check over 25) (8 Mana)

**Languages Known**

Common, and one chosen by Player