You are here: start » weird-wizard » ancestries » vode

Vode

This is an old revision of the document!


Vode

Living primarily in the deepest areas of the ocean floor, Vode are fish-like humanoids whose physiology vary greatly, depending on where they are from.

Vode Traits

  • Size: 1
  • Speed: 5 (Swimmer)
  • Additional Descriptor: Amphibious
  • Senses: Keen Vision
  • Bonus Languages: Vo-da
  • Fluid Evasion: When you dodge, you gain the Slippery trait and impose 1 bane on rolls against your Defense and Agility until the end of your next turn.

Vode Novice Path

Level 1 Vode

Suggested Attributes: Strength 10, Agility 10, Intellect 10, Will 13

Natural Defense: 11

Health: 14

Languages: Common Hand-talk (most vode cannot vocalize the sounds needed to speak common), Vo-da (from ancestral trait)

  • Combat Recovery: You can use an action, or a reaction when harmed, to heal half your damage total and impose 1 bane on rolls to attack you until the start of your next turn. You can use this talent once. You regain the use of this talent after you rest.
  • Triton Weapon Training: You ignore the requirements for using melee weapons. In your hands, the javelin and spear have the Nimble and Piercing traits, while the bident and trident have the Piercing and Thrown 5 traits.

Level 2 Vode

Health: +4

Bonus Damage: +1d6

  • Blood Rage: You roll to attack injured flesh-and-blood targets with 1 boon. When you get a critical success against an injured target, the target takes an extra 1d6 damage.
  • Pinning Attack: You can perform a special attack option when you wield a bident, spear, or trident. If you get a success on a roll to attack, and your roll equals or exceeds the target’s Strength + 5, the target becomes held. This effect lasts until the end of your next turn or until you drop your weapon, move to a position where you can no longer reach the target, or attack a different target with the same weapon.

Level 5 Vode

Natural Defense: +2

Health: +4

Bonus Damage: +1d6

  • Improved Combat Recovery: You can use your Combat Recovery talent twice before resting instead of once.
  • Tsunami Attack: You can use an action to move up to your Speed, or twice your Speed if you are swimming. At any one point during this movement, you can make a vicious attack against any number of creatures in your reach. For each target, make a roll to attack using a weapon you are wielding. Rather than expend Bonus Damage dice, each successful attack deals your weapon damage plus half your supply of Bonus Damage dice. Once you use this talent, you lose access to it for 1 minute.

Lore

Strong Swimmers

Vode are, in most cases, humanoid, with their height ranging slightly beyond human height ranges on both ends. All Vode have prominent tails, which enhances their swimming abilities, supports them when they stand, and can be used as a natural weapon. Their skin is mostly scaled and varies in color, the most common Vode falling somewhere between blue and green.

Vode need to spend most of their time in the water, with the Deep Sea Vode incapable of spending much time at all above water without a wide array of specialized equipment or spells. River Vode from shallower waters can spend much more time above water, but need to return to the water frequently, while Merfolk lack legs and thus are typically incapable of walking on the land. Given the difficulties and expense surrounding a life outside of the water, the Vode are never seen beyond port towns, if they are to be seen on land at all.

Shallow Waters

The Vode that live in more shallow waters are fewer in number, but live in tight-knit communities completely unlike those of the Deep Sea Empire, and are more comparable to most landwelling societies. These 'River' Vode are the ones most likely to be met by other species and often work with surface-dwelling species to trade and protect their waters and environments. River Vode typically live in large lakes, seas or coastal areas in small homes they build in underwater caves and use rope to segment off most areas and store belongings. Vode settlements in shallow waters are often fairly small, tight-knit groups organized in small towns.When River Vode do live in larger groups it is usually due to a large lake being available in the area to live in.

Vode who live in close proximity with other surface species will typically establish relationships and agreements with the local communities. More isolated Vode can have difficulty communicating with surface creatures and vice versa due to the vast differences in their lived experiences and culture with both groups viewing the other as strange, awkward or naive. However, most societies within close proximity to River Vode settlements learn to greatly appreciate their neighbors, as the River Vode's sense of collectivism can grow to encompass the wellbeing and prosperity of their neighbors.

River Vode get along with surface-dwellers better, but tensions can often be high due to competition for fish and a tendency for cities to pollute their homes. As such, River Vode tend to get along with those who live simpler lives and are likely to better treat those who respect the environment. River Vode due to their limited amphibiousness are more likely to be seen wandering the surface. Often working to improve conditions for their rivers and streams. It is common for a River Vode adventurer’s journey to begin with a quest to find the source of a dam or other harm to their community.

Newest Offspring: grown too large too quick. Now deceased; heart over-exerted to death.

INCIDENT REPORT: Genetic combination results in unsatisfactory spawn. Projected dropout rate below standards. Learned information does not justify losses; this lesson is intrinsic to functional design. Hindsight: outcome obvious. Should not have happened. Team too eager to apply new phenotype. Application with DNA from [ABERR.:(W). IXITX.(NS)] of [TRENCH: L(-8) Q(108.54x,57.992y,15z)] gross display of carelessness.

NOTE: At time, [52(t): 9(h), 1®, 5(w), 10©, 27(d)]. 13/27(d) subjects emitted psionic wavelengths above [Ps. C:3] at (estimated) [10×19 λp]. Emitted wavelengths strengthened as physical composition deteriorated. Unintended discovery: Highest observed psionic wavelengths emitted from subjects in genetic pool classified at [Ps. C:7]. Exact estimations unavailable; psionic emissions destroyed relevant equipment (in addition to other damages caused) [Aside: further exploration of psionic potential deems improvement of laboratory's structural integrity and equipment. Damages and findings on said psionic effects outlined in (InRe/D: Sch.#1/IXIXT(T. L-8))].

CONCLUSION: Results; mixed. Highest unofficially recorded psionic emissions created organically by Vode. Success; obvious. Failure, too; obvious. Grey matter endured at above expected levels (no recorded damage). White matter heated to the point of destruction: Outermost layers heated into a gas. Below; ash. At layers furthest away from grey matter, white matter made into a thick sludge. FORMAL REQUEST: relevant findings sourced (DEPT: ZOO) of species naturally resistant to said effects.

Given results; progress: apparent. Enhancement of [CASTE: PSI/MAG] proven possible and promising. Creation of [TIER 10(PORTAL)]: NEAR VIABILITY.

—END REPORT—

—Unknown Project Lead,

Genetic Experiment: Vode/Ixixt. Development Log #1.

Deep Sea Empires

Vode ideology and culture vary incredibly based on what waters they live in. Vode of the Deep Sea Empire represent the largest demographic of the Vode, as the ocean floor is where their species originated. Nearly encompassing the entire ocean floor, the Deep Sea Empire is an oppressive regime enforcing strict rules and hierarchy. Culturally, great value is placed on cooperation and teamwork as well as military service. The empire is often under attack from a variety of deep sea dangers and creatures that slip through from the_realm_beyond_stars or the elemental_plane_of_water. The Deep Sea Vode vary greatly in appearance and some show psionic capability. The harsh conditions of the ocean floor and exposure to powerful aberrations are said to accelerate their evolution.

Deep Sea Vode are particularly distrustful of outsiders as any non-sea creature that manages to make it to their homes in the bottom of the oceans, they must be quite powerful. Even on the rare occasions one sees one outside of the ocean, communication is difficult as their isolation makes both sides very unfamiliar with each other. There are some Deep Sea Vode seen in the_underdark, which is the most likely place for non-Vode to meet them. These Vode often work with the Deep Dwarves trading in rare materials.

If a Deep Sea Vode is seen outside of the ocean depths, it is almost a guarantee that they are involved in a research mission for one of the many secret projects the Deep Sea Academies are constantly working on, typically around psionics. Due to the difficulty of moving about on the surface comfortably, Deep Sea Vode adventurers are rare and are unlikely to be adventuring for adventuring’s sake.

Vode Names

Much like the Vode’s language, Vode names are unpronouncable in common and cannot be understood on the surface. Also since the Vode language has no easily written language, with the Vode using Common for the little writing they need or can do, it is impossible to express their true names to outsiders.

Vode who are on the surface are named through common Handtalk, often going by their job or accomplishments.

Names: He Who Chases Fish, Slayer of Enemies, Sharp Claw, Home Builder, Fish Breeder, Surface Dealer

2026/01/15 17:01 · lwelyk · 0 Comments