Foreword
WHY The Ouphes
The design goal that I attempted to tackle while making this race came out to fill a niche - creating a flexible Small race that was unburdened of preconceptions about its temperament, society and, most importantly, narrative role. The challenge was making it both memorable and resonant, but also easily customizable and able to fit in any role. Their racial traits - of gameplay and lore - are my best shot at it. Please take all illustrations to be, well, illustrative - just ideas on how to apply the race.
Introduction
WHAT The Ouphes
Ouphes are plane-touched, mysterious creatures. Their origin is the stuff between planes, a place they call the Twixt, the chaotic undercurrent that streams between worlds. When an event of great magical significance takes place - such as the death of a king, a massive earthquake or a particularly heated encounter between lovers - a window appears for Ouphes to materialize in a plane.
Ouphes that cross over into a plane this way appear as Motes, tiny creatures that drift away with the wind. In this stage, they draw from the plane they have appeared in and develop their features to adapt to it. In the Material Plane, this usually means a developed anatomy with proper limbs and orifices. However, many aspects of the mutations they take to adapt themselves to their environment can be tied to their progenitive event (which Ouphes call a “tarry-time”). For example, an Ouphe borne of the birth of a great dragon might grow horns or scales to evoke its tarry-time.
A mote never fully develops, as even an adult Ouphe can continue mutating and adapting itself, although in a more restricted manner.
Physical Appearance
Ouphes are short creatures, with a strong frame for their size. Their appearance varies greatly as their adaptations can give them fur or scales, claws or fingers, long tails or none. The have a great variety of skin colorations too.
What is most common is the color of their eyes - a pale yellow. They also universally have fanged mouths, adapted to consume fruits and meats primarily. It is known too that they come in four recognizable body-types: the defenseless and formative stage of motes; in a shorter and stockier build they call “plump”; in a more raptor-like shape they call “stalk”; or in an upright and long-limbed body type they call “lank” (although the latter rarely breaks 3’6 ft in size).
Sexual dimorphism is little, although it is much more common to see stubby horns on the heads of females, and longer ears too.
Society and Personality
There are two main castes on Ouphe society: tarriers and flitters. Tarriers are those Ouphes who have just appeared in a plane thanks to an extraordinary event. Flitters are the offspring of two tarriers, who have never visited the Twixt, that place between planes.
Since Ouphes have long-lasting life spans - about 1.000 years in average -, some tarriers choose not to breed and ostracize flitters. The animosity comes from a popular belief between tarriers - that each individual tarrier is actually a proto-plane in itself, waiting to grow into a fully fledged world once they mature, and that staying within a single plane for too long causes them to wilt and die. For this reason, some tarriers dedicate their lifetimes to travelling between one plane to another - handily achieved - and then modifying their essence to become completely attuned to that plane - a nearly impossible feat.
Ouphes that share this viewpoint are prone to scavenging and squatting, as they are uninclined to producing their own goods from a land that they considered transitional. This leads many Ouphes into other carrion-based economic activities, such as crime and finance.
Some tarriers clearly do not share this Weltanschauung, as they settle down and breed to have their own flitters. Flitters form societies with different levels of integration with local races, although they tend to be nomadic.
The Ouphe family unit can be chaotic, as it is not uncommon to an Ouphe to just up and leave - their paternal instincts are very undeveloped, and mostly a reflection of what they learn from the societies they see in their planes of residence.
For this reason, parenthood is a transitive office - any Ouphe that is eager enough can offer its services as a parent. When an Ouphe cannot find a suitable child among its brethren, they are prone to resort to baby-snatching. This, of course, carries the difficulty of Ouphes not being quite sure what is an infant of other species, which occasionally leads to adult, full-grown Orcs discovering starry-eyed Ouphes in their quarters claiming to be their mothers.
As for organized society, Ouphes are easily bored with stable social orders, so they are not keen to legislate. Lawfulness is a concept that is very hard to grasp for them. However, in the extremely dire case that they assimilate a body of law, they become fiercely zealous to it.
The reason for this is the difficulty for Ouphes to properly distinguish the abstract from the material. An Ouphe that is taught the rules of a society comprehends them as a world of its own that resides in her head, and in carrying on these rules, that world expands and commences to engulf their plane of residence. This feeling can be overwhelming for Ouphes and quite a power-rush. Civilized Ouphes are considered to be the most dangerous and aggressive of their kind.
Religion and Alignment
As noted, Ouphes are commonly chaotic, and generally too self-involved to be good, but also unlikely as overtly vicious to be evil. Their views of morality tend to be quiet nuanced, and easily justify violence.
As for religion, Ouphes tend to fetishize the events that allow their kind to come forth from the Twixt into a plane - the events called tarry-times. An Ouphe that owes its existence to the summoning of an arch-demon into a material plane might have an obsession with demons - and either admire or despise them.
Another relevant belief of Ouphes is considering the First World not to be a plane - but rather, a growth between planes. Many Ouphes inhabit it, but once they are there, it becomes quite easy for them to travel out of that plane into another.
Interactions
Ouphes are drawn to other interplanar races - such as fey or outsiders -, and those races in turn are interested by the questions posed by the existence of these creatures.
Mundane races consider Ouphes curious and inscrutable, and viceversa.
War-prone and aggressive races - such as humans or orcs - tend to welcome Ouphes into their societies, as Ouphes are unlikely to turn against them or try to seize political control through economic power. However, long-lived races tend to be wary of Ouphes, as they know that their apparent lack of material ambition can be quick to change.
Ouphes know the following mutations:
Racial Points: 10
During character creation, an Ouphe make choose to replace their standard mutations for any of the following. Once the change has been made, they cannot be replaced again.
Replacing Chromascales
Replacing Extraplanar Eye
Replacing Mystic Might
Replacing Stalker Spine
From left to right, an Ouphe using Extraplanar Eye, another using Elastodermis, and another using Everlung
The following racial traits may be selected in place of any of the Ouphe racial traits.
Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
3 | +1d6 (4 - 9) | +2d6 (5 - 15) | +3d6 (6 - 21) |
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 2’2 | +2d8 (2’4-3’6) | 40 lbs | +2d8x5 lbs (50-120) |
Female | 2’2 | +2d8 (2’4-3’6) | 40 lbs | +2d8x5 lbs (50-120) |
New Feats
Your ties to the Twixt is still strong, unlocking your mutative potential.
Prerequisites: Ouphe; no other exposure feat; can only be taken at 1st level
Benefit: Once per day as a swift action, you can reassign your mutation slots between your mutations. Once per week, while resting, you may switch a single mutation by an alternative mutation that could replace it. (For example, you could switch Chromascales for Cacophonous Cornet.) This change is permanent.
You are a native to this plane, and you’ve become more familiar to its peculiarities.
Prerequisites: Ouphe; no other exposure feat; can only be taken at 1st level
Benefit: You gain proficiency with any weapon of your choice and gain a +2 racial bonus to untrained Knowledge checks.
You are a traveler of the Twixt, and you are skilled reshaper of reality.
Prerequisites: Ouphe; no other exposure feat; can only be taken at 1st level
Benefit: Whenever you make an attack, use an ability or cast a spell, you may “lose” one or two mutation slots. If you do, you alter reality, gaining a +2 luck bonus to attack for each mutation slot “lost”, or increasing the DC of that spell or ability by +1 per mutation slot “lost”. Losing these mutation slots makes all mutations assigned to them inactive until you rest for the day.