The Institue (5e Race)
The Institute[edit]
You feel a tingling sensation as the needle enters your body. The sensation spreads, and someone tells you not to worry, that this will be completely painless, that there is nothing to fear. You feel your arm twitch, and you suddenly see your own body, pinned down on the bed, from a dozen angles, and something seems to crawl under your skin. You feel the warm mental embrace of a thousand minds, and your conciousness slides to the back of your head.
Physical Description[edit]
The memebers of the institute hail from many races and ethnicities, but within a year of joining, all bodies begin to look the same. The Institute in a colleciton of microscopic parasitic organisms that are able to mentally assimalate any being they choose. Once it enters the host, it begins to stifle any growth that would dfferentiate it from it's other hosts, giving the members of The Institute eerily similar faces. However, it cannot destroy every defining charachtaristic. Elves retain slightly pointed ears, dwarves are noicably shorter than their peers, and dragonborn, though stripped of their scales, are noticebaly rough skinned. Those it integrates gain black hair and grayish eyes, and The Institute does its best to cur any physical impediments. Also, those under its controll stil retain thier deep-rooted personality traits, such as phobias, nervous tcks, and, occasionally, and occasionally love intersts. All members of The Institute wear their red and white uniforms whenever on official duty.
History[edit]
Even the central mind of the institute, with all it vast stores of knowlidge cannot trace its origins. However, it's inherited memorys hint that it evolved from a bloodborn virus of some sort. After its host race, a group of subterainian amphibians, began to go extinct it managed to transfer itself into stirges. There it began its ascent to conciousness, until humans drove the striges out of their territory. By then The Institute was intelegent enough to infect humans, but only managed to infect a few. These few started a medical orginization that soon became the largest and most esteemed on the continent. The doctors became an intergral part of society, hoarding most of the medical knowlidge that exists. Now, it plans to expand to the broader population and eventually, all life on earth. The Institute firmly belives, however, that this is for the greater good. After all, once your mind is part of a larger whole, you will never be alone, and you will have all the knowlidge you could possibly posses.
Society[edit]
To call The Institute a society would be wholy inacurate. It is, after all, a single being, spread across multitudes of bodies. They are hidden under the guise of medical practicoiners. The Institute does however, have a distinct "centeral mind", with its own personality and idelas. The institute belives thet all human beings are inherently evil and foolish, and that it would be better for evil actions to be borne by one soul (its own) than billions of others. The Institute also belives in a divine being whom is the culmination of all dietys it has found in the minds of its victims. They are hidden under the guise of medical practicoiners, but The Institute has agents in town and city. When a being catches it iterest, it will do anything within its power to bring them back, with minimal physical damage, to its city headquarters (Inultus) and inject them with a culture of itself. After the process of transformation is comlete, it purges their mind and body of wahtever distinctive features it can. Under the reare circumstancce that a host is cleared of its cells, The Institute will hunt down and reintegrate it by any means to keep them from spilling its secret.
A Note On Names[edit]
As a single being with one mind and no name, The Institue would rather discard names. However, for the sake of leagal documents and keeping appearences, the institute keeps the names of it victims carefully cataloged. Your charachter keeps their name from before they were assimilated.
Institute Assimalee Traits[edit]
A microscopic hvemind parasite, under the guise of a kindly physician
Ability Score Increase. Your Wisdom, Intelligence and one score of your coice increases by 1.
Age. The aging process of those assimilated into The Institue is slowed down, so your charachter will live about 2 times their races normal lifespan.
Alignment. Once you are under the infuence of the institute, your alignment becomes lawful neutral
Size. Your height will most likely range from 4 to 7 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Mental council. You are connected to several conciousnesses and can communicate freely with them to call for rescources (one week of provisions, and up to 70 gp, before a mission) or aid (what aid they send is up to the DM) Because you have many brains at your disposal, many of whom spend their time noting down signifigant thoughts, you may as an action, call to have a bit of information noted down. This process takes around one minute, breaks concentration on spells, and should only be used to note information The Institue would care about. In certain conditions, such as being to far from other members, or deep underground, you may not be able to use this ability. Additionally, you gain proficency in a skill of your choice.
Uns.
Languages. You can speak, read, and write Common and one other language of your choice.
<Subrace Name>[edit]
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
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*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
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d6 | Bond |
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d6 | Flaw |
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6 |
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