Antinium are a race of sapient humanoid ants that thrive in the wilds of Alethia. Their colony homes are fortresses dug into the mountains and valleys of the world where the Antinium maintain their numbers and war with each other over land and resources.
Antinium are perhaps the most bio diverse of the mortal races, their queens shaping their bodies, striving to improve and one up each other over the centuries.
The below template is that of the Antinium worker, there have been many iterations of the worker and other forms of Antinium developed by the queens allowing for a very flexible racial template for individual's born of the Antinium which could easily be seen as defects or miraculous successes that their queen would never repeat.
If one of these templates doesn't feel right, talk to your GM about adapting them to suite your ideals for your character.
Size Modifier: 0
ST 12 [HP: 14]
DX 11 [Will: 9]
IQ 10 [MP: 11]
HT 12 [FP: 13]
Perception: 9
Speed: 5.25
Move: 5
Base Lift: 45
Language:
Advantages:
Damage Resistance 3 (Can't Wear Armor)
Extra Arms (+2)
Injury Tolerance (No Vitals)
High Pain Threshold
Less Sleep 2
Lifting ST 3
Night Vision 5
Perks:
Hive Mind Sense
Disadvantages:
Appearance (Monstrous)
Clueless
Gullibility
Hidebound
Restricted Diet
Quirks:
Can't Swim
Dense
Skills:
Brawling (DX/A) +2
ST +2 [+20], DX +1 [+20], HT +2 [+20]
HP +2 [+4], Will -1 [-5], FP +1 [+3], Per -1 [-5], Speed -0.5 [-10]
Damage Resistance 3 (Can't Wear Armor) [+9], Extra Arms 2 [+20], Injury Tolerance (No Vitals) [+5], High Pain Threshold [+10], Less Sleep 2 [+4], Lifting ST 3 [+9], Night Vision 5 [+5], Hive Mind Sense [+1]
Appearance [Monstrous] [-20], Clueless [-10], Gullibility [-10], Restricted Diet [-5], Hidebound [-5], Can't Swim [-1], Dense [-1]
Skills: Brawling +2 ranks [+2]
Damage Resistance 4 (Can't Wear Armor)
When you are hit, reduce any damage you suffer by 4 before the damage is applied to your hit points. However, Antinium have unique body shapes, and their chitinous exoskeleton is very rigid making standard armor impossible for them to wear.
Extra Arms
Having extra arms can be helpful but there are limitations. No matter how many arms you have you may only attack once each second (unless you have Extra Attack). However with extra arms you may hold two two-handed weapons, or a two handed weapon and shield, and still have one hand free to manipulate objects or use a potion. Extra arms do help with grappling, you gain +4 to grapple or break free from a grapple.
Injury Tolerance (No Vitals)
Antinium physiology is very different than mammalian humanoids, they have a hard exoskeleton, while there insides are comprised of muscle and organs that are somewhat harder to get at. Treat all strikes to the 'vital organs' or 'groin' as torso strikes for the purpose of determining damage.
High Pain Threshold
Antinium have fewer pain receptors than other creatures, so, while they are just as susceptible to injury as other creatures, they just don't feel it as much. You never suffer shock penalty when injured. Additionally you gain +3 on HT rolls to avoid knockdown and stunning, and gain +3 to resist physical torture.
Less Sleep 2
Antinium require less sleep, sleeping just 6 hours on average a day.
Lifting ST +1
Lifting ST applies a bonus to your Strength score for the sold purpose of determining your Base Lift. This allows you to lift, carry, and throw heavier objects more easily. This has no other benefit and does not apply to the damage you deal with physical attacks.
Night Vision +5
Antinium cannot see in the dark, however they have very good night vision. You reduce the vision penalty for darkness by up to 5.
Hive Mind Sense
This represents a minor, instinctive connection to others of their kind. It does not provide full mental communication or control, but rather a basic, non-verbal awareness or intuition about the presence, status, or simple intentions of nearby hive members.
Possible effects include:
Sense the general location or well-being of nearby hive mates (e.g., “someone is hurt nearby” or “another is close”).
Share simple emotional states or alerts (e.g., “danger!” or “food here!”) through instinct, not language.
Work together more smoothly (e.g., avoid bumping into each other, coordinate basic tasks without speaking).
Appearance (Monstrous)
Antinium are have an alien and sometimes disturbing appearance in the eyes of the greater world. Non-Antinium interacting with Antinium that are unaccustomed to them suffer a -5 to their reaction rolls.
Clueless and Gullibility
Antinium are isolated, living most of their lives within their hives never interacting with the outside world. Those that develop independence and then make their way out into the world find it difficult to read other, leading to social confusion and difficulty discerning truth from deception. Gullibility has a self-control Roll of 12 to resist believing something obviously false or outlandish.
Hidebound
Antinium are a hive mind of sorts, most of their people are not free thinkers able or required to solve problems themselves. Free Antinium gain independent though and the ability to function independent from their hive. However even freed Antinium are rarely imaginative, creative, or skilled with original thoughts. You have a -2 penalty on any task that requires creativity or inventiveness, including most rolls against any Artist or Engineering skills to invent or create new things.
Restricted Diet
Antinium never developed the capacity to digest gluten. Eating food with gluten in it will not harm Antinium but they receive no nourishment from it, additionally eating too much of it can cause discomfort.
Dense
The percentage of their body that is chitin as well as a lack of body fat make Antinium more dense than almost any other humanoid race. Their weight is 1/4 more than is typically appropriate for a humanoid race of the same size.
Can't Swim
Due to their density and the rigidity of their limbs Antinium cannot swim. They sink like a stone, always. They cannot learn the Swim skill, nore use the skill at it's base level, the best an Antinium can do is slowly walk across the bottom of the water or climb something to get out.
Additional Point Cost: 15 points.
The common Warrior Antinium are much larger, stronger, and dumber than their worker brethren and that of the other types of warriors.
Size Modifier: +2
ST 15 [HP: 22]
DX 10 [Will: 9]
IQ 9 [MP: 9]
HT 12 [FP: 12]
Perception: 9
Speed: 5.5
Move: 5
Base Lift: 45
Language:
Advantages:
Claws (Blunt)
Damage Resistance 4 (Can't Wear Armor)
Extra Arms (+2)
Hard to Kill +2
Hard to Subdue +2
High Pain Threshold
Injury Tolerance (No Vitals)
Less Sleep 2
Night Vision 5
Perks:
Hive Mind Sense
Disadvantages:
Appearance (Monstrous)
Clueless
Gullibility
Ham-Fisted -6
Hidebound
Restricted Diet
Quirks:
Can't Swim
Dense
Skills:
Brawling (DX/A) +4
The Stats listed below are the changes made from the Antinium Worker Template above.
Changes: Size Modifier +2 [0], ST +3 [+30], DX -1 [-20], IQ -1 [-20], HP +7 [+14], MP -1 [-3], Per +1 [+5], Damage Resistance +1 (+3), Skill: Brawling +2 ranks [+6]
Additions: Claws (Blunt) [3], Ham-Fisted -6 [-10]
Deductions: Lifting ST +3 (-9)
Claws (Blunt) and Ham-Fisted
Antinium warriors hands are a mitt of chitinous digest that lock together to form a hammer they can use to pummel their enemies. Melee attacks with their fists deal +1 damage per die, but they their hands are thick and unwieldy giving them a -6 to perform High Manual Dexterity skills such as Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork, as well as attempts to Fast Draw. This penalty doesn't apply to larger Dexterity skills or combat.
Hard to Kill 2
You are incredibly difficult to kill.
Warriors have +2 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness. A successful Diagnosis roll reveals the truth.
Hard to Subdue 2
Warriors are very hard to knock out. You have +2 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or weapons – and to resist supernatural abilities that cause unconsciousness.
Additional Point Cost: 15 points.
One of the Antinium's main weaknesses for a long time was their lack of arial combatants. With the addition of the Flying Antinium this weakness has been mitigated. Though true flight is still beyond their grasp, these warriors are able to jump and glide, providing them with mobility and a degree of aerial power.
Size Modifier: 0
ST 12 [HP: 14]
DX 11 [Will: 9]
IQ 10 [MP: 10]
HT 12 [FP: 12]
Perception: 10
Speed: 5.5
Move: 5
Base Lift: 34
Language:
Advantages:
Damage Resistance 2 (Can't Wear Armor)
Extra Arms (+2)
High Pain Threshold
Injury Tolerance (No Vitals)
Less Sleep 2
Flight (Small Wings, Gliding)
Night Vision 5
Super Jump 1
Perks:
Hive Mind Sense
Disadvantages:
Appearance (Monstrous)
Clueless
Gullibility
Hidebound
Restricted Diet
Skinny
Quirks:
Can't Swim
Skills:
Brawling (DX/A) +2
Flight (DX/A) +1
The Stats listed below are the changes made from the Antinium Worker Template above.
Changes: MP -1 [-3], FP -1 [-3], Per +1 [+5], Damage Resistance -2 (-6),
Additions: Super Jump 1 [10], Flight (Small Wings, Gliding) [16], Skinny [-5], Skill: Flight +1 rank [+11]
Deductions:
Super Jump 1
You double the max distance or height you can jump. You can jump at a foe to slam them, figure the slam at your maximum jumping move. If you fall a distance equal to or less than your max jump you take no damage.
Flight (Small Wings)
You use small wings to glide. Your wingspan is equal to no more than half your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled, you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If your wings are crippled in flight, roll against Aerobatics skill (or default) to land safely.
Gliding
You cannot gain altitude. With a running leap, you can launch yourself with an air Move equal to Basic Move.
Each turn, you can change velocity by up to 10 yards/second * local gravity in Gs (Earth’s gravity is 1G). To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move * 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 * local gravity in Gs.
Skinny
You have approximately 2/3 the average weight for your ST. This gives you -2 to ST when you resist knockback. When you're not in an area with a significant. Your HT may not be above 14.
Additional Point Cost: 15 points.
The Antinium's response to cavalry, these warriors are geared towards overland speed and stability at the cost of swapping extra arms for extra legs.
Size Modifier: +1
ST 13 [HP: 15]
DX 10 [Will: 9]
IQ 10 [MP: 11]
HT 13 [FP: 14]
Perception: 9
Speed: 5.5
Move: 5.
Base Lift: 45
Language:
Advantages:
Damage Resistance 3 (Can't Wear Armor)
Enhanced Movement 1 (Land)
Extra Legs x2
Injury Tolerance (No Vitals)
High Pain Threshold
Less Sleep 2
Lifting ST 2
Lifting ST 3 (Lower Body Only)
Night Vision 5
Perks:
Hive Mind Sense
Disadvantages:
Appearance (Monstrous)
Clueless
Gullibility
Hidebound
Horizontal
Restricted Diet
Quirks:
Can't Swim
Dense
Skills:
Brawling (DX/A) +2
The Stats listed below are the changes made from the Antinium Worker Template above.
Changes: HP +1 [+2], Base Move +1 [5], Size Modifier +1 [0]
Additions: Extra Legs x2 (4) [7], Enhanced Move (land) [20], Lifting ST +3 (Lower Body Only -40%) [+6], Horizontal [-5]
Deductions: Extra Arms (4) [-20]
Extra Legs
You have 4 legs instead of 2, if one leg is wounded you can still walk at -1/2 speed. Additionally you receive a +1 bonus to resist being knocked down or tripped, and when calculating knockback, the character’s Strength (ST) is considered 1 point higher.
Enhanced Move (land) 1
Ant-Taur are capable of rapid movement in most environments by utilizing their extra legs. Enhanced Move doesn't change your Base Speed, however it gives you the option of increasing how fast you're moving up to double your base move. To move at speeds in excess of your base Speed you must move at your base Speed for one round before accelerating past that. When moving at speeds above your base speed movement has more rules for handling, changing direction, and slowing down.
Go here for a more in-depth look at how High Speed Movement works.
Lifting ST +3 (Lower-Body Only)
When calculating load capacity and haul strength for an Ant-taur consider their strength at +3 due to their extra legs and horizontal build. This is in addition to the Lifting ST 2 that applies to their whole body giving them a total of +5 ST to their carry and haul capacity with their legs, while only granting +2 to their lift/carry/throw with their upper bodies.
Horizontal
The horizontal nature of the majority of your body makes it so you can't really put your weight into your kicks, as a result damage dealt with your legs is reduced by 1 per die.
Additional Point Cost: 15 points.
This variant of the Antinium warrior are slender and lithe. They lack much of the Antinium's strength though they make up for it with an uncanny ability to blend with shadow, move silently, and striker harder than their frame would suggest. The Silent Antinium are the spies and assassins of the hives.
Size Modifier: 0
ST 10 [HP: 13]
DX 12 [Will: 9]
IQ 10 [MP: 10]
HT 11 [FP: 12]
Perception: 10
Speed: 5.75
Move: 5
Base Lift: 20
Language:
Advantages:
Damage Resistance 2 (Can't Wear Armor)
Extra Arms (+2)
High Pain Threshold
Injury Tolerance (No Vitals)
Less Sleep 2
Night Vision 6
Obscure +2 (Always On, Defensive, Stealthy)
Silence 2
Striking ST +4
Perks:
Hive Mind Sense
Disadvantages:
Appearance (Monstrous)
Clueless
Frightens Animals
Gullibility
Hidebound
Restricted Diet
Quirks:
Can't Swim
Dense
Skills:
Brawling (DX/A) +2
The Stats listed below are the changes made from the Antinium Worker Template above.
Changes: ST -3 [-30], DX +1 [40], HT -1 [-10], DR 2 (Can't Wear Armour) [-6]
Additions: Obscure +2 (Always On, Defensive, Stealthy) [4], Striking ST +4 [20], Silence +2 [10], Frightens Animals [-10]
Deductions: Lifting ST +3 [-9]
Silence +2
You move and breath noiselessly, you gain +4 to your Stealth skill when perfectly motionless, and +2 when moving. These bonuses only apply when a target would require hearing to find you, such as in the dark or with a listening device.
Obscure +2 (Always On, Defensive, Stealthy)
Stealth Antinium have a constant field of obscurement affecting them, blending their black carapace into the shadows. This gives anyone trying to observe them a -2 to their vision rolls to spot them. The Obscuring effect doesn't hinder the Stealth Antinium, and those observing the effect typically don't notice anything amiss, especially in the dark. The affect is applied to a 2 yard radius, affecting the hexes adjacent to the Stealth Antinium.
Frightens Animals
Animals react to you with fear and aggression, your mere scent is enough to panic most animals. You get -4 on all reaction rolls made by animals.