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Creatures of the Corruption, when a group of these hyperintelligent hiveminds decide to become a person, they form an Erudite, a creature closely attempting to mimic the concept of being a person, the concept of mankind, they form a single minded consciousness, while still remaining their previous capabilities whenever they would choose to. The Erudite is an initially fairly weak creature that has the capacity of becoming incredibly powerful.

Characteristics

Erudites appear as corruption typically do, usually mostly gelatinous, a dark, gel-like substance ranging in many colour hues, which are more visible on the outline of the Erudite, usually the colours being red, white, blue, green, or some other strange colour, usually having the characteristics of the Corruption Pillar that controls those of that colour, the insides of this gel appear more like a galaxy of their colours hue.

Erudites exhibit personalities similar to the Corruption Pillar of their associated colour, causing a large diversity in their culture of personalities. Despite developing and co-operating to be a single-minded organism, Erudite are still inherently hive-minded organisms, and can exhibit completely different character traits and spontaneous changes in personality quite often due to their nature and existence.

Native Environments

Erudites are Corruption, while they do not inherently have a natural environment, Corruption itself originates from Void Crystals, which can be found towards somewhere known as Omega Sector. A highly inhospitable and radioactive deadzone, filled with some of the universes most deadliest creatures.

History

Erudite do not have much history beyond themselves, and are more of a recent phenomenon sighted through the Corruption, a highly intelligent hive-mind creature that acts on it’s own volition most times in unpredictable ways and mannerisms.

Society & Culture

Erudites are usually loners who love to travel and explore, their goals are usually to discover and experience new events and come to an understanding their own existence. It is generally unknown to an Erudite as to why they have chosen to be this way, despite this, they tend to be some of the most revered philosophers of their local regions.

Erudite Racial Modifiers

Table: Erudite AP    
Racial Modifiers At Level 1 Every Level After
Ability Points (AP) 500 + Highest Ability Score % 1d20 x 5 + Highest Ability Score %

Erudite Racial Traits

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

Major Traits

Corruption – Erudite are corruption creatures, they do not have HP, MP or SP, and instead use AP for all abilities, for the purpose of any powers or perks that affects their HP, MP or SP, it affects their AP instead. They do not need to breathe, and while resting are completely alert of their surroundings.
Limb Gain – Erudite gain 1 limb per level, they may turn these limbs into any kind of limb (e.g. Wings, Tentacles, Arms, Legs, etc.). It costs 2 TP to change a limb to another kind of limb. They gain all natural abilities associated with that limb.
Only Chance – When Erudite are at 0 AP, they do not go into death’s door, and instead automatically die, all abilities that would send an Erudite to death’s door simply have no effect on them.

Minor Traits

Consumption – Erudite gain the ability to consume a medium sized nonliving target with no HP, corpse, or 1m3 of material for 3 TP, restoring 250 AP for each target consumed. This action provokes exposure.
Affinity – Erudite must choose a type of item, weapon, armour, power or perk, they receive a +40% bonus to all actions to use the chosen type. If what they chose is armour, 40% of the armours DR is added ontop of it’s current value, if they chose a power or perk, they gain the first level of the power or perk.
Crystalline – Erudite can use their crystalline armour an amount of times equal to their level per combat to reduce the damage of an attack or action by 50%, this damage is immediately converted into bonus damage for their next attack.

Erudite 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.

Red

Red Erudites are quite prideful and selfless creatures, with a sense of morals and honour strong to themselves. Red Erudites are incredibly resilient and strong, usually being resolved to melee combat, they can withstand multiple attacks, before taking down targets in a single blow with ease.

Red Racial Modifiers – Red Erudite gain a +10% Fortitude, +5% Vitality, and a -5% Psyche
Warrior – Red Erudite receive a +50% bonus to all melee damage that they deal, they always deal the maximum amount of damage through a melee attack. They may use any sized melee weapon at no penalty. All attacks that hit a target within 3m from the Erudite are affected by this bonus.
Protectorate – Red Erudite double their DR and DT when blocking or defending another, if the attack were to deal no damage, the remaining damage is converted to AP.
Nullifier – Red Erudite may use dispel at no TP or AP cost an amount of times equal to their level per encounter.

Blue

Blue Erudite are quite gentle, calm and hedonistic, enjoying the finer things in life, they keep to themselves and know how to relax. Blue Erudites are summoners, and are known to use souls to summon powerful creatures to work for them, similar to how Blue Corruption contains some of the strongest of all creatures.

Blue Racial Modifiers – Blue Erudite gain a +10% Senses, +5% Psyche, and a -5% Muscle
Summoner – Blue Erudite gain greater summon, even if they did not qualify in using it, they may use this ability at no AP cost an amount of times equal to their level per day. Their summons with this ability last indefinitely, unless they have been banished, and cannot be controlled by any other casters.
Soul Sight – Blue Erudite can see the souls of all creatures within a 100m radius of them, even if living or dead. They can sense if this soul is hostile, the age of the soul and the general health of it.
Soothing – Blue Erudite gain the ability to use calm at no TP or AP cost an amount of times equal to their level per encounter.

Green

Green Erudites are reserved, misanthropic and harsh, exhibiting a charm of stoicism underneath their cold exteriors. Green Erudite are experts at using ranged weaponry, being amazing ranged fighters, they know how to move from area to area quickly after performing insanely long shots.

Green Racial Modifiers – Green Erudite gain a +10% Nerve, +5% Senses, and a -5% Fortitude
Ranger – Green Erudite receive a +50% bonus to all ranged damage that they deal, they always deal the maximum amount of damage through a ranged attack. They may use any sized ranged weapon at no penalty, and they do not use their Dual-Wield action when performing an Aim action.
Super Sight – Green Erudite have an infinite amount of range with all of their ranged attacks. They can see any target from any range as long as they have line of sight with them.
Blending – Green Erudite can use hidden in plain sight at no TP or AP cost an amount of times equal to their level per encounter

Purple

Purple Erudite are cold, calculated and intelligent, relying on their own smarts to elude a sense of confidence and superiority. Purple Erudite are known for being amazing at casting powers and abilities, being able to dominate battlefields with their diversity in casting that they can perform immediately.

Purple Racial Modifiers – Purple Erudite gain a +10% Psyche, +5% Intellect, and a -5% Vitality
Mage – Purple Erudite halve the AP and TP cost of all of their powers, receiving a +50% bonus to the power potency and all actions made with powers. Imbuements last for 1 hour instead of 1 minute, and all enchantment requirements cost no AP to upkeep or enchant.
Magitech Mastery – Purple Erudite can attune to an unlimited amount of artefacts and Magitech Items. All Magitech Items are 50% more effective.
Backup Mana – Purple Erudite can choose to ignore the AP cost of any power an amount of times equal to their level per encounter.

Black

Black Erudite are rebellious fighters with a sense of malicious intent, they are strong and are known to be ruthless in their decisions. Black Erudite are creatures of the void, removing everything they touch from existence, becoming the means to an end for all, they signify death, desolation and destruction to all that see them.

Black Racial Modifiers – Black Erudite gain a +10% Luck, +5% Psyche, and a -5% Social
Void – Black Erudite are immune to all gravity and knockback effects. They may choose to spend 1 TP to remove an object of their size or smaller from existence, and may spend an amount of AP to deal 5x the amount of damage dealt into void damage, if a creature or item was destroyed using this method, they are completely removed from existence.
Destruction – Black Erudite automatically succeed on all actions made to destroy items, armour or anything that can be destroyed.
Apocrypha – Black Erudite gain the ability to use black hole at no AP or TP cost an amount of times equal to their level per day.

White

White Erudite are kind, generous and pure creatures, with a sense of making sure others are safe, being a protective parent-like figure. White Erudite are healers, creators and restorers, being a generally good omen for those who come upon them, they can restore and heal others nearly immediately, all while creating or inspiring life wherever they go.

White Racial Modifiers – White Erudite gain a +10% Vitality, +5% Psyche, and a -5% Nerve
Healer – White Erudite’s automatically succeed on all healing and stabilising actions, and heal for double the amount of HP. All effects created by the White Erudite that restore HP, MP or SP last for double the length and restore for double the amounts. Restoration – White Erudite gain a 10m aura, all creatures or objects that the Erudite chooses in this aura restore 20 HP per round while in this aura.
Creation – White Erudite gain the ability to cast Greater Create at no AP or TP cost an amount of times equal to their level per encounter.