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Deep in multiple swamps, rainforests, and hills reside the Dungol, a race of creatures that can turn invisible at will, known as a myth to most, they live peacefully away from most, choosing to avoid most others that are unlike themselves, to prevent unnecessary stress in their life to retain their invisibility, which was gifted to them. These peaceful, calm and sneaky people are some of the best infiltrators to ever exist.

Characteristics

Dungol typically are fat-faced, having large seal-like eyes, they are built quite lanky, with an elastic-like bone structure and body, covered with a layer of blubber, these creatures walk on two legs and remain invisible, being nearly undetectable to most creatures due to their great camouflage.

Dungol are relatively quiet and peaceful creatures, trying not to burden others in their society, as stress causes their invisibility to vanish, which would embarrass most other Dungol. They love relaxing activities more then active combat, and tend to remain non-confrontational.

Native Environments

Dungol reside in shady, isolated locations, mainly in forests, swamps and hillsides, staying secluded and in a peaceful area, such as near a waterfall, is highly important to Dungol, who take their mental health very seriously. They tend to blend in with their environments, building homes hidden in plain sight.

History

Dungol have a long history of attempting to communicate with others initially, before others are alarmed by their invisibility. They have stayed far away from most due to this, keeping to themselves, spending their days mostly foraging, fishing, and enjoying their identity and time in their homes.

Society & Culture

Dungol are a people that greatly value their invisibility, seeing it as a blessing to have, those that don’t have such invisibility are looked at weirdly, not in a form of shame, but more of a pity, due to the rage and anger required to remove your invisibility being substantial, their glands produce an invisibility pigment which allows them to remain invisible, which goes away once they exhibit any signs of stress.

Dungol Racial Modifiers

Table: Dungol HP, MP and SP    
Racial Modifiers At Level 1 Every Level After
Health Points (HP) 75 + Vitality % 1d6 x 5 + Vitality %
Magic Points (MP) 125 + Psyche % 1d10 x 5 + Psyche %
Stamina Points (SP) 125 + Fortitude % 1d10 x 5 + Fortitude %

Dungol Racial Traits

Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Dungol range from Small, Medium and Large sizes.
Movement Speed – Dungol move at 2m/TP.
Languages Known – Dungol start knowing Wilderspeak, for every +5% Intellect Modifier they have, they may learn an additional language.

Major Traits

Natural Invisibility – Dungol can naturally turn completely invisible, they may turn their invisibility on and off for 2 TP. While invisible, they are affected with Greater Invisibility. This invisibility automatically deactivates when the Dungol faces extreme emotions or loses focus on this ability.
Rubber Limbs – Dungol’s limbs are stretchier and elastic, all attacks performed with melee weapons are doubled in range, and their throwing range is increased by x2. All fall damage they receive is reduced by 50%, and they must fall twice as far to receive fall damage.
Blubber – Dungol have a layer of blubber over their body, granting them a +10% Damage Reduction boost to all attacks, and are resistant to fire and frost damage. They cannot be detected by thermal vision due to this blubber.

Minor Traits

Cool-Headed – Dungol receive a +20% bonus to all Composure actions and actions made to keep focus.
Buoyancy – Dungol float on all liquids naturally, they are affected twice by knockback effects and receive double the effects of lower gravity environments.
Thermal Sense – Dungol gain the ability to sense creatures through the heat they emit or lack within a 20m radius.

Dungol Subraces

Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.

Dreamweaver

Dreamweaver Dungol are known to tell stories, relying on their invisibility to remain hidden as they be a fly on the wall for most situations, they are entertainers at heart, in their own way, and are known to have the gift to infiltrate others dreams, allowing them to have nightmares or dreams, should the Dreamweaver Dungol choose.

Dreamweaver Racial Modifiers – Dreamweaver Dungol gain a +10% Psyche, +5% Intellect, and a -5% Fortitude
Storytelling – Dreamweaver Dungol receive a +25% bonus to all actions made that involve telling a story, either fictional or factual.
Sleep Travel – Dreamweaver Dungol can enter and alter others dreams, and can take movement actions at half of their movement speed while resting. Dreamweaver Dungol can also enter the dreams of others, automatically succeeding in all actions to enter other’s dreams. They have full control over these dreams.
Sandman – Dreamweaver Dungol gain the power Sleep, even if they do not meet the prerequisites.

Sightstalker

A Sightstalker Dungol is one that remains completely still, waiting for the right opportunity to strike. They consistently remain invisible and attack when the moment is right, having quiet footsteps, the Sightstalker is an expert assassin and hunter.

Sightstalker Racial Modifiers – Sightstalker Dungol gain a +10% Nerve, +5% Senses, and a -5% Muscle
Cloak and Dagger – While remaining entirely still and not attacking, Sightstalker Dungol do not lose their invisibility and cannot be noticed.
Stalking – Sightstalker Dungol have their footsteps muffled and altered, receiving a +25% Stealth bonus against all actions made to detect their footsteps through sound or sight.
Long Sighted – Sightstalker see at double the range of other creatures, and increase the range of all of their one-handed and two-handed weapons by x2.

Adrenawarrior

When a Dungol loses their invisibility, most Dungol become Adrenawarriors from the guilt and shame of losing their gift. Gaining a new gift of anger, the Adrenawarrior are some of the most revered individuals in Dungol society, due to their combat prowess and rage being unmatched by other creatures, fighting at the highest power possible.

Adrenawarrior Racial Modifiers – Adrenawarrior Dungol gain a +10% Muscle, +5% Agility, and a -5% Nerve
Adrenaline Surge – Adrenawarrior Dungol replace their Natural Invisibility with pure anger and determination, they gain the ability to use Rage and Flow at the same time for no TP or SP cost. They may activate this ability once per combat, and lasts for one minute.
Deep Rager – Adrenawarrior Dungol do not need to keep focus of abilities to keep using them.
Mentally Defiant – Adrenawarrior Dungol receive a +50% bonus against all actions made to resist mental effects.

Buglic

Appearing more frog-like, the Buglic Dungol tend to stay near rivers, being more amphibious with their frog appearance, they have long tongues, and can secrete poison from their skins. They remain in trees in rainforests, and love to eat bugs.

Buglic Racial Modifiers – Buglic Dungol gain a +10% Vitality, +5% Luck, and a -5% Agility
Frog Tongue – Buglic Dungol gain a froglike tongue that they can use as an unarmed weapon.
Suction Climbers – Buglic Dungol gain a 2m/TP climb speed.
Poison Skin – Buglic Dungol gain a skin that has poisonous secretions, functioning as if it were Nightshade Poison. All creatures that touch the bare skin of a Buglic Dungol receive this poison. Buglic Dungol are immune to all kinds of poisons.