Post by Frederic Bourgault-Christie on Nov 21, 2005 1:50:36 GMT -5
Races
Human
You may wonder why anyone would want to be a human. Many other races have natural abilities and higher statistics. However, humans have few Classes that they cannot access, start with 12 Class Points, learn Classes faster, as well as having a lot of base attribute boosts. They have few internal weaknesses, and they grow faster than other classes, having more potential. Humans require a little work, but they can be excellent.
Subraces:
Amazon:
Banbar:
Twanchen:
Default Attributes:
All attributes start at Moderate Human.
Rank Boosts: The character can distribute 12 rank boosts. From this alone, one attribute can be boosted to Low Supernatural (1 + 1 + 2 + 1 + 1 + 1 + 1 + 3).
Affinities are all 10.
Class Points: 12.
Zengz
Zengz are natural martial artists born on the light side of a planet in solosynchronous orbit. They are intuitive masters of combat, biologically capable of learning new martial arts in a fraction of the time it takes humans.
Str: Low Superhuman
Reflex: Low Superhuman
Keenness: Low Superhuman
Endurance: Very High Human
Intelligence: Low Human
Charisma: Moderate Human
Paranormal Ability: High Human
Willpower: Moderate Human
Affinities: Ki: 30
Magic: -10
Psi: -10
Technique: 20
Rank Boosts: 8.
Class Points: 4! The Zengz are pretty much martial artists.
Traits:
Intuitive Combat: Zengz are amazing fighters, capable of learning martial arts within a small fraction of the normal time, spontaneously responding to opponent’s techniques with their own, and so on. However, this means that they rarely are able to go very far into an art. A Zengz player character can pick a certain number of martial arts or ki/technique based Classes (my call) as the knowledge they have taken, but they are always at the minimum in those Classes.
Demon Form: When infected by negative ki/cursed, Zengz lose control of their bodies and transform into a horrific demon form. Every Zengz’s form is uniquely chosen, and when transformed, they become insane marauders, almost incapable of differentiating between friend and foe. There is a school of Zengz that intentionally infect themselves with negative ki so as to transform into their demon form, and they practice alongside the Skairbcee in learning the techniques.
Attention Deficit: Zengz suffer a –20% to all non-combat oriented skills, and –10% to all skills that are somewhat related to combat (such as demolitions). Zengz also have a distaste for automatic weaponry, explosives, etc.
dar Nass
The dar Nass are natural pilots and mechanics. They are from an aquatic planet, and have a heavy coral armor plating. Their tentacles are essentially a massive toolpack, as they are capable of molecular transformation at the tips.
Sasquatch
Lycanthrope
This character is a beast usually capable of transforming most anytime, but nonetheless affected in temperament and power by astrological effects (mostly the phases of the moon, but also equinoxes/solstices, alignment of planets, the works). Available are:
Weredragons: The character will transform into some sort of draconic creature. Stages include normal human or slightly pale blue-skinned alien, half-dragon, dragon standing on two legs and dragon on four legs. Weredragons can either emphasize bestial fury or ancient wisdom, sometimes both.
Weremollusk/crustaceans:
Wererats: Wererats are surprisingly one of the most direct combat oriented lycanthrope types, and also happen to work well in groups.
Werereptiles:
Weresharks:
Werewolf: The classic.
Forosa
The Forosa are of a planet that was naturally infused with magic. They are an herbivorous race that eats a plant that is a biological catalyst and storage unit for magic. They are heavy set scholarly individuals with phenomenal paranormal abilities and a very sagely attitude.
Intelligence: Very Low Superhuman
Willpower: High Human
Charisma: Moderate Human
Endurance: Moderate Human
Keen: Low Human
Reflex: Low Human
Strength: Moderate Human
Paranormal Ability: Low Superhuman
Affinities: Magic 30
Ki 0
Psychic 10
Technique –10
Rank Boosts: 10
Class Points: 10
Traits:
Magic Focus: Forosa understand magical skills with a +10%, but are somewhat alien to technology, suffering a –10%. Technological classes cost an additional Class Point to garner.
Innate Magic: All Forosa can attempt a Wild Cantrip as if they were a Wild Mage, unleashing a random effect of the type desired. They also choose a spell college to gain spells from.
Herbivorous: The Forosa’s ponderous body only can chew and digest plant matter.
Entan
The Entan are a strange race indeed. They are naturally gaseous, forming into pseudo-solid facsimiles of various races in order to do business. They rely on quick talking, charm, beauty and glamour to get them by. They are capable of speaking a language that relies upon a combination of pheromones, subtle motions, gestures, voice modulations, and a slight paranormal touch to communicate with most any sentient creature.
Strength: Very Low Human
Charisma: High Superhuman
Reflex: Moderate Human
Intelligence: High Human
Mutant Animal
Skairbcee
The Skairbcee are lycanthropic beetles. They come from the planet of the Zengz, Vashau and Entan, a planet with a solosynchronous orbit in which one side is almost always in the sun and one almost always in the dark. The other side of the planet was populated by creatures from the Shadow Realm, including the Vashau. The Skairbcee learned to survive by becoming slow and ponderous and hiding in various quicksand pits or antlion-style nests. They would then attack when an animal was in close enough sight, killing them. However, the Skairbcee might have been butchered by the various Shadow Beasts if they had not developed another evolutionary counterbalance. Every year on the Zengzi Planet, the sun does strike the entire shadowy side, while darkness strikes the bright side. At this time, the Shadow Beasts are in hiding, and the Skairbcee transform into winged, light-manipulating warriors. The process is painful, but it allowed them to butcher untold numbers of Shadow Beasts.
Of course, Skairbcee living anywhere else nowadays must contend with the frequent sunlight. They thus have learned to avoid transforming, though sudden flashes of intensely bright light or radiation (a flashbang, for example) could transform them. Skairbcee are massive creatures, and are thus much in demand for physical labor and combat. They do have a wry intelligence and humor, a calm counteract to the brash and energetic Zengz.
Vashau
Vashau are shadow beings who evolved on the planet of the Zengz, having to compete with various sophisticated organisms. They evolved psionics and intelligence and became one of the dominant predators. Later, the Entan brokered a deal between the Zengz, Skairbcee and Vashau, and the four races formed Zengz Corp, later adding the Tentata.
Str: Very High Human
Keen: Very Low Superhuman
Int: Low Human
Cha: Very Low Human
Willpower: Very High Human
Reflex: High Human
Endurance: Moderate Human
Paranormal Ability: Very High Human
Affinities: Psychic: 30
Magic: 0
Technique: 0
Ki: 0
Rank Boosts: 8. This is relatively low due to their supernatural nature.
Class Points: 8. This is due to their innate psionics.
Traits/Flaws:
Shadow Self: In shadows, Vashau are very hard to detect, and have an ambient source of psychic power. However, in bright light, their attributes suffer (losing two classes in Keenness, one in Strength, -10% to skills). When overcast but still light, they simply suffer a loss of a class in Keenness.
Supernatural Vulnerability: Any weapons or abilities that harm Shadow Beasts, the supernatural, etc. can work against the Vashau. They also suffer additional damage from gold or silver weapons.
Innate Psychic: The character naturally picks two psionic abilities from any three categories, as well as getting Telekinesis, Telepathy, Sense Evil, and Sense Magic. They can pick two psionics from Legendary if they choose none from any lesser categories.
Dwarf
Elf
P. Ability: High Human
Charisma: Mod Human
End: Low Human
Str: Low Human
Keen: High Human
Will: Mod Human
Reflex: High Human
Int: Mod Human
Affinities:
Magic – 20
Psi – 10
Tech – 10
Ki - 0
Class Points: 11
Rank Boosts: 11
Tentata
The Tentata are a rare oddity indeed: an entire race of living cyborgs!
Branx
The Branx are alien parasitic creatures, capable of interstellar travel and survival. They are partnered with a race of symbiotes that allow them to drain energy, feasting on ambient sunlight, passing merchant ships, and so on.
Ateng
Ateng are related to the tengu of Japanese mythology. They are usually white to beige feathered/skinned, with a variety of wing colors (black, red, blue, etc.) The Ateng live on a distant gaseous planet with a small metallic core. The planet is prone to electromagnetic disturbance and high gravity. The Ateng have adapted to their harsh environment through stringent Oriental-style philosophy and through letting themselves get possessed by transcendental forces through complex motions (known as “dances”).
Stormdance: The character will be capable of calling down lightning, attacking with a shocking grasp, and eventually using powerful abilities such as the Stormdancer’s Enrapture (which turns an opponent’s paranormal energies into an effective tesla cannon under the control of the Ateng).
Fabricdance: The character will be capable of manipulating
Neuro-Troll
Neuro-Trolls resembles ordinary trolls fairly well. Some look like Cave Trolls, with hideous, pale skin and hairless faces. Other more resemble the traditional troll, with massive tusks and a giant body. All Neuro-Trolls are huge and ponderous, yet intensely strong. Yet their true strength lies in their tremendous intelligence and paranormal ability.
They did strike a limit of brainpower. The Troll brain is very small, and even with evolutionary increases in size, the Neuro-Troll still must contend with a substantially reduced mass. In order to solve this problem, they create small essence projections that house their paranormal energies and some of their paranormal abilities and intelligence. These essence projections may resemble teddy bears, eyes or small Grim Reaper statuettes.
Affinities: All 10.
Tomodo
The Tomodo are a black-skinned, frail looking race. They are typically meditating in a lotus position, and yet quite aware of their surroundings. Natural magicians and psychics, they have applied their innate intelligence and quiet charisma to mediation and diplomacy. Tomodo are frequently asked the difference between them and the Entan. “A ship salesman, no matter how fast he may speak, is still a ship salesman. A diplomat, no matter how fast he may speak, is still a diplomat.” This is not to say that Entan and Tomodo don’t cross into each other’s respective fields, but that the disposition of a Tomodo is less to convince and more to placate, less to choose appealing words and more to not offend. They are masters of ascertaining interests and coming up with an acceptable deal.
Nebruyin
The Nebruyin are meek-looking beings of all shapes and sizes, with a purple-pinkish body, a prehensile tail, soft skin, mostly vegetarian teeth, and so on. They were renowned as a peaceful race who mostly kept to their own affairs, masters of architecture, agriculture and the other civilized arts. However, they were besieged by the X’lklek, a race similar to the Zerg in many respects, and were almost wiped out. A famous Nebruyin, Deynar, sacrificed his life to channel a portion of the sun’s energy, upgrade it to a transcendental destructive force, and wipe out a massive portion of the invading X’lklek.
All Nebruyin have an ability, such as channeling destructive energy (Deynar), transforming into a massive abomination (Bufo), or creating ghostly blades of energy imbued with ancient warriors and with pure elements (Nijrik). Aside from this, Nebruyin are capable of learning combat abilities like any other race, but their focus is upon peaceful arts.
Renn-Mitte
The Renn-Mitte are master theoretical scientists and mathematicians. While other races (Grackle Tooths, dar Nass, etc.) may outshine the Renn-Mitte in the actual construction of devices, very few can match their knack for science. They are tall, lanky, blue-skinned creatures with green and black speckles and brightly colored hair. They have vestigal claws and sharp teeth from when they were omnivorous predators.
Mirror People
The Mirror People were some of the premier soldiers of the All Monster. They retained the capacity to not precisely invert or mimic an opponent, but rather to selectively do both, producing a new and unique fighter. When the All Monster was destroyed, some Mirror People survived, though they did remain a relatively rare race. The Mirror People are usually silvery beings with the appearance of liquid glass. They flow and float, and will arrange themselves to be vague humanoid facsimiles. The best they can accomplish are translucent glass-skinned humanoid shapes.
A player character may have mimicked virtually any combination of people, anything from Old Guard Members (at appropriate Positive Trait costs) to random warriors. The Mirror Person may have one identity that she prefers, or a few. The Mirror Person does not get the same power level as the person they copy; they can be drastically stronger or weaker.
The transformation process does require a few props or preparation. Special spheres, known as Mirror Spheres, can be broken on the ground, and when the target steps upon them, they form into spheres, capturing the essence, and then rocket back into the awaiting body of the Mirror Person. They can also carefully observe someone, copying them after a goodly time. The Mirror Person must spend time in their new transformation to gain anything resembling mastery of the abilities.
Treants/Ents
The classic massive tree people, Treants stand anywhere from 8 to 30 feet tall, sometimes larger. The Old Guard used several Treants, and thus they achieved a level of respectability. “City-dweller” Treants tend to buy a plot of land in the suburbs and essentially turn said plot into a garden which they’ll take care of. They also are employed as Rangers for public parks. They tend to be fiercely environmentalist, and several are sufficiently articulate and well-informed that they have become Nader-esque public policy advocates.
Treants tend to be Druids, Rangers, magicians of various types, and sometimes martial artists (Aikido and similar tend to be quite popular).
Human
You may wonder why anyone would want to be a human. Many other races have natural abilities and higher statistics. However, humans have few Classes that they cannot access, start with 12 Class Points, learn Classes faster, as well as having a lot of base attribute boosts. They have few internal weaknesses, and they grow faster than other classes, having more potential. Humans require a little work, but they can be excellent.
Subraces:
Amazon:
Banbar:
Twanchen:
Default Attributes:
All attributes start at Moderate Human.
Rank Boosts: The character can distribute 12 rank boosts. From this alone, one attribute can be boosted to Low Supernatural (1 + 1 + 2 + 1 + 1 + 1 + 1 + 3).
Affinities are all 10.
Class Points: 12.
Zengz
Zengz are natural martial artists born on the light side of a planet in solosynchronous orbit. They are intuitive masters of combat, biologically capable of learning new martial arts in a fraction of the time it takes humans.
Str: Low Superhuman
Reflex: Low Superhuman
Keenness: Low Superhuman
Endurance: Very High Human
Intelligence: Low Human
Charisma: Moderate Human
Paranormal Ability: High Human
Willpower: Moderate Human
Affinities: Ki: 30
Magic: -10
Psi: -10
Technique: 20
Rank Boosts: 8.
Class Points: 4! The Zengz are pretty much martial artists.
Traits:
Intuitive Combat: Zengz are amazing fighters, capable of learning martial arts within a small fraction of the normal time, spontaneously responding to opponent’s techniques with their own, and so on. However, this means that they rarely are able to go very far into an art. A Zengz player character can pick a certain number of martial arts or ki/technique based Classes (my call) as the knowledge they have taken, but they are always at the minimum in those Classes.
Demon Form: When infected by negative ki/cursed, Zengz lose control of their bodies and transform into a horrific demon form. Every Zengz’s form is uniquely chosen, and when transformed, they become insane marauders, almost incapable of differentiating between friend and foe. There is a school of Zengz that intentionally infect themselves with negative ki so as to transform into their demon form, and they practice alongside the Skairbcee in learning the techniques.
Attention Deficit: Zengz suffer a –20% to all non-combat oriented skills, and –10% to all skills that are somewhat related to combat (such as demolitions). Zengz also have a distaste for automatic weaponry, explosives, etc.
dar Nass
The dar Nass are natural pilots and mechanics. They are from an aquatic planet, and have a heavy coral armor plating. Their tentacles are essentially a massive toolpack, as they are capable of molecular transformation at the tips.
Sasquatch
Lycanthrope
This character is a beast usually capable of transforming most anytime, but nonetheless affected in temperament and power by astrological effects (mostly the phases of the moon, but also equinoxes/solstices, alignment of planets, the works). Available are:
Weredragons: The character will transform into some sort of draconic creature. Stages include normal human or slightly pale blue-skinned alien, half-dragon, dragon standing on two legs and dragon on four legs. Weredragons can either emphasize bestial fury or ancient wisdom, sometimes both.
Weremollusk/crustaceans:
Wererats: Wererats are surprisingly one of the most direct combat oriented lycanthrope types, and also happen to work well in groups.
Werereptiles:
Weresharks:
Werewolf: The classic.
Forosa
The Forosa are of a planet that was naturally infused with magic. They are an herbivorous race that eats a plant that is a biological catalyst and storage unit for magic. They are heavy set scholarly individuals with phenomenal paranormal abilities and a very sagely attitude.
Intelligence: Very Low Superhuman
Willpower: High Human
Charisma: Moderate Human
Endurance: Moderate Human
Keen: Low Human
Reflex: Low Human
Strength: Moderate Human
Paranormal Ability: Low Superhuman
Affinities: Magic 30
Ki 0
Psychic 10
Technique –10
Rank Boosts: 10
Class Points: 10
Traits:
Magic Focus: Forosa understand magical skills with a +10%, but are somewhat alien to technology, suffering a –10%. Technological classes cost an additional Class Point to garner.
Innate Magic: All Forosa can attempt a Wild Cantrip as if they were a Wild Mage, unleashing a random effect of the type desired. They also choose a spell college to gain spells from.
Herbivorous: The Forosa’s ponderous body only can chew and digest plant matter.
Entan
The Entan are a strange race indeed. They are naturally gaseous, forming into pseudo-solid facsimiles of various races in order to do business. They rely on quick talking, charm, beauty and glamour to get them by. They are capable of speaking a language that relies upon a combination of pheromones, subtle motions, gestures, voice modulations, and a slight paranormal touch to communicate with most any sentient creature.
Strength: Very Low Human
Charisma: High Superhuman
Reflex: Moderate Human
Intelligence: High Human
Mutant Animal
Skairbcee
The Skairbcee are lycanthropic beetles. They come from the planet of the Zengz, Vashau and Entan, a planet with a solosynchronous orbit in which one side is almost always in the sun and one almost always in the dark. The other side of the planet was populated by creatures from the Shadow Realm, including the Vashau. The Skairbcee learned to survive by becoming slow and ponderous and hiding in various quicksand pits or antlion-style nests. They would then attack when an animal was in close enough sight, killing them. However, the Skairbcee might have been butchered by the various Shadow Beasts if they had not developed another evolutionary counterbalance. Every year on the Zengzi Planet, the sun does strike the entire shadowy side, while darkness strikes the bright side. At this time, the Shadow Beasts are in hiding, and the Skairbcee transform into winged, light-manipulating warriors. The process is painful, but it allowed them to butcher untold numbers of Shadow Beasts.
Of course, Skairbcee living anywhere else nowadays must contend with the frequent sunlight. They thus have learned to avoid transforming, though sudden flashes of intensely bright light or radiation (a flashbang, for example) could transform them. Skairbcee are massive creatures, and are thus much in demand for physical labor and combat. They do have a wry intelligence and humor, a calm counteract to the brash and energetic Zengz.
Vashau
Vashau are shadow beings who evolved on the planet of the Zengz, having to compete with various sophisticated organisms. They evolved psionics and intelligence and became one of the dominant predators. Later, the Entan brokered a deal between the Zengz, Skairbcee and Vashau, and the four races formed Zengz Corp, later adding the Tentata.
Str: Very High Human
Keen: Very Low Superhuman
Int: Low Human
Cha: Very Low Human
Willpower: Very High Human
Reflex: High Human
Endurance: Moderate Human
Paranormal Ability: Very High Human
Affinities: Psychic: 30
Magic: 0
Technique: 0
Ki: 0
Rank Boosts: 8. This is relatively low due to their supernatural nature.
Class Points: 8. This is due to their innate psionics.
Traits/Flaws:
Shadow Self: In shadows, Vashau are very hard to detect, and have an ambient source of psychic power. However, in bright light, their attributes suffer (losing two classes in Keenness, one in Strength, -10% to skills). When overcast but still light, they simply suffer a loss of a class in Keenness.
Supernatural Vulnerability: Any weapons or abilities that harm Shadow Beasts, the supernatural, etc. can work against the Vashau. They also suffer additional damage from gold or silver weapons.
Innate Psychic: The character naturally picks two psionic abilities from any three categories, as well as getting Telekinesis, Telepathy, Sense Evil, and Sense Magic. They can pick two psionics from Legendary if they choose none from any lesser categories.
Dwarf
Elf
P. Ability: High Human
Charisma: Mod Human
End: Low Human
Str: Low Human
Keen: High Human
Will: Mod Human
Reflex: High Human
Int: Mod Human
Affinities:
Magic – 20
Psi – 10
Tech – 10
Ki - 0
Class Points: 11
Rank Boosts: 11
Tentata
The Tentata are a rare oddity indeed: an entire race of living cyborgs!
Branx
The Branx are alien parasitic creatures, capable of interstellar travel and survival. They are partnered with a race of symbiotes that allow them to drain energy, feasting on ambient sunlight, passing merchant ships, and so on.
Ateng
Ateng are related to the tengu of Japanese mythology. They are usually white to beige feathered/skinned, with a variety of wing colors (black, red, blue, etc.) The Ateng live on a distant gaseous planet with a small metallic core. The planet is prone to electromagnetic disturbance and high gravity. The Ateng have adapted to their harsh environment through stringent Oriental-style philosophy and through letting themselves get possessed by transcendental forces through complex motions (known as “dances”).
Stormdance: The character will be capable of calling down lightning, attacking with a shocking grasp, and eventually using powerful abilities such as the Stormdancer’s Enrapture (which turns an opponent’s paranormal energies into an effective tesla cannon under the control of the Ateng).
Fabricdance: The character will be capable of manipulating
Neuro-Troll
Neuro-Trolls resembles ordinary trolls fairly well. Some look like Cave Trolls, with hideous, pale skin and hairless faces. Other more resemble the traditional troll, with massive tusks and a giant body. All Neuro-Trolls are huge and ponderous, yet intensely strong. Yet their true strength lies in their tremendous intelligence and paranormal ability.
They did strike a limit of brainpower. The Troll brain is very small, and even with evolutionary increases in size, the Neuro-Troll still must contend with a substantially reduced mass. In order to solve this problem, they create small essence projections that house their paranormal energies and some of their paranormal abilities and intelligence. These essence projections may resemble teddy bears, eyes or small Grim Reaper statuettes.
Affinities: All 10.
Tomodo
The Tomodo are a black-skinned, frail looking race. They are typically meditating in a lotus position, and yet quite aware of their surroundings. Natural magicians and psychics, they have applied their innate intelligence and quiet charisma to mediation and diplomacy. Tomodo are frequently asked the difference between them and the Entan. “A ship salesman, no matter how fast he may speak, is still a ship salesman. A diplomat, no matter how fast he may speak, is still a diplomat.” This is not to say that Entan and Tomodo don’t cross into each other’s respective fields, but that the disposition of a Tomodo is less to convince and more to placate, less to choose appealing words and more to not offend. They are masters of ascertaining interests and coming up with an acceptable deal.
Nebruyin
The Nebruyin are meek-looking beings of all shapes and sizes, with a purple-pinkish body, a prehensile tail, soft skin, mostly vegetarian teeth, and so on. They were renowned as a peaceful race who mostly kept to their own affairs, masters of architecture, agriculture and the other civilized arts. However, they were besieged by the X’lklek, a race similar to the Zerg in many respects, and were almost wiped out. A famous Nebruyin, Deynar, sacrificed his life to channel a portion of the sun’s energy, upgrade it to a transcendental destructive force, and wipe out a massive portion of the invading X’lklek.
All Nebruyin have an ability, such as channeling destructive energy (Deynar), transforming into a massive abomination (Bufo), or creating ghostly blades of energy imbued with ancient warriors and with pure elements (Nijrik). Aside from this, Nebruyin are capable of learning combat abilities like any other race, but their focus is upon peaceful arts.
Renn-Mitte
The Renn-Mitte are master theoretical scientists and mathematicians. While other races (Grackle Tooths, dar Nass, etc.) may outshine the Renn-Mitte in the actual construction of devices, very few can match their knack for science. They are tall, lanky, blue-skinned creatures with green and black speckles and brightly colored hair. They have vestigal claws and sharp teeth from when they were omnivorous predators.
Mirror People
The Mirror People were some of the premier soldiers of the All Monster. They retained the capacity to not precisely invert or mimic an opponent, but rather to selectively do both, producing a new and unique fighter. When the All Monster was destroyed, some Mirror People survived, though they did remain a relatively rare race. The Mirror People are usually silvery beings with the appearance of liquid glass. They flow and float, and will arrange themselves to be vague humanoid facsimiles. The best they can accomplish are translucent glass-skinned humanoid shapes.
A player character may have mimicked virtually any combination of people, anything from Old Guard Members (at appropriate Positive Trait costs) to random warriors. The Mirror Person may have one identity that she prefers, or a few. The Mirror Person does not get the same power level as the person they copy; they can be drastically stronger or weaker.
The transformation process does require a few props or preparation. Special spheres, known as Mirror Spheres, can be broken on the ground, and when the target steps upon them, they form into spheres, capturing the essence, and then rocket back into the awaiting body of the Mirror Person. They can also carefully observe someone, copying them after a goodly time. The Mirror Person must spend time in their new transformation to gain anything resembling mastery of the abilities.
Treants/Ents
The classic massive tree people, Treants stand anywhere from 8 to 30 feet tall, sometimes larger. The Old Guard used several Treants, and thus they achieved a level of respectability. “City-dweller” Treants tend to buy a plot of land in the suburbs and essentially turn said plot into a garden which they’ll take care of. They also are employed as Rangers for public parks. They tend to be fiercely environmentalist, and several are sufficiently articulate and well-informed that they have become Nader-esque public policy advocates.
Treants tend to be Druids, Rangers, magicians of various types, and sometimes martial artists (Aikido and similar tend to be quite popular).