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Post by Sir Not Appearing on Forum on Jun 7, 2008 10:45:10 GMT -5
Got new ideas for jobs you want to see in the game or races? Then post your ideas on this thread and I'll review them for you to see if they make the cut.
For races be as detailed as possible, lisitng the sub-races for each and also their racial abilities.
Jobs are easier to do, so just follow the setup that is in the manual.
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Post by Sir Not Appearing on Forum on Jun 7, 2008 13:36:15 GMT -5
Heres a quick list of some of the new jobs you can expect to see in the "Magical University" sourcebook. Magic Based- Templar
- Weather Wizard
- Conjurer
- Divinator
- Hypnotist (Removed)
- Support Mage
- Machine Priest
- Bard
Rogue BasedWarrior BasedNew Races- Anarchists (Crovax invented)
- Mol
Theres a little taste
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Post by crovax on Jun 9, 2008 23:48:39 GMT -5
This is a new job/ fighting skill based on brandon's idea for a spell.
Fire Brawler: The fighter can surround any part of his body with fire turning it into a weapon. (e.g. Fire punches or kicks) if you like this idea i can try and come up with some fighting skills to go with it.
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Post by Brandon "Big B" Rice on Jun 18, 2008 7:33:07 GMT -5
Shahkor(Lizards) The Shahkor are a race of lizards that have lived all around the world in caves, but where they spawned from were Palidia. Before the host were created the Shahkor were offered the women Neko to use as entertainment, sex slaves, or as a meal as a deal for the Shahkor to not destroy the Neko village. One day their payment had not come. This angered the Shahkor as they made a plan to destroy the Neko population. But instead, they met the Host and were brutally killed. Even though there are some Shahkor out there, many believe that the Shahkor race are extinct. Some believe there is an amazing Shahkor village somewhere down in the caves of Palidia, though no one has ever seen it. The Shahkor look just like humans except for their head, which is more of a lizard shape, and their skin have scales along with a tail. They can be any color they wish to be. Though they have no hair, they can have small or big spikes on their head, acting like hair. Racial AbilitiesThick skin-The scales act as a tough hide, giving the Shahkor an armor save of 4+ Regeneration-If the Shahkors tail gets ripped off during a combat or during any situation, a new tail will regenerate within 1d4 days. Fangs/Claws-The Shahkor have fangs and claws giving them a +4 weapon bonus Tail-The Shahkor's tail can be used as a weapon, giving a +10 weapon bonus or can be used as another arm, able to hold certain weapons. Looks-At the character creation, the lizards looks go down -2 Heightened Hearing/Night Vision-The Shahkor can see in the dark and have great hearing. SUB RACES Komodo (Hunter)The Komodo species of Shahkor are the more hunters of the race. They are efficient hunters and can be very aggressive. Racial AbilitiesRegeneration-Since the Komodo are more fierce, they lose this ability. Speed-The Komodos quick reactions to get their kills gives them a +3 to their dex at character creation. Heightened Hearing/Night Vision-The Komodo's lose this ability. Poison/Disease-Their sharp teeth make it so that the Shahkor can bite, a chance to poison their victim or give them a bad disease. ChameleonThe Chameleon race are skilled at stealth. They use their abilities to either hide or flee from enemies, or for thievery. Racial AbilitiesChameleon-The Shahkor Chameleon have the ability to blend in any environment and hide stealthily, making both themselves and whatever clothes or items they have on them blend as well. Thick Skin-Since the Chameleon are usually stealthy, their skins aren't as developed as the other races, so they lose this ability. GeckoThe Gecko race are very acrobatic, making them able to climb up walls or even ceilings, being able to get around almost any obstacle. Racial AbilitiesSuction-Geckos are excellent climbers, making it so that they can climb walls and ceilings with suction cups on their hands and feet. Regeneration-The Gecko's keep this ability, but take longer to regenerate their tails. Their regeration rate is 1d10 days. Looks-The Geckos have a better look than the other sub-races, so they lose this ability. Fangs/Claws-They lose this ability IguanaThe Iguana are the vegetarians of the group. They can live in trees or the ground and are able to dig. Racial AbilitiesTail-They lose this ability. Spiked Tail-The Iguanas have sharp spikes along their tail, which they use as a weapon when they feel threatened, giving the tail a weapon bonus of +15. They cannot wield weapons with their tail. Perceptive-The Iguanas are smarter than the other sub races of Shahkor, giving them a +10 bonus to intelligence at character creation. Focusing Strength-Since Iguanas can percieve things better than other Shahkors, they can focus their strength, giving them a +5 to strength at Character creation. Racial Mortality Life Span:2000 years Child:1-200 Adult:201-1500 Elderly:1501-2000
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Post by Sir Not Appearing on Forum on Jun 20, 2008 22:28:44 GMT -5
Badass sir
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Post by Brandon "Big B" Rice on Jun 22, 2008 12:28:03 GMT -5
They are completely finished sir. Check it out and tell me what you think. I did try my best.
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Post by Brandon "Big B" Rice on Oct 6, 2009 13:44:39 GMT -5
Vampires Creatures of the night. They feed on the blood of the living to survive. They praise their only god that is just like them, Kairn. Their Fangs and claws do not show until they are about to attack or are weakened by seeing blood.
Racial Abilities Strength: since Vampires are strong, they get a +6 to character creation Blood Craving: Vampires must feed at least once a day to stay alive. Speed: Since vampires are so quick and agile their dexterity becomes unnatural to other beings. (25% extra dice when moving, for attacks, etc.) Alluring: Vampires can use their charm to make other beings do things for their benefit, or to help them feed. It is usually tough to resist a vampire.(+25% charisma against beings of the same sex, +50% towards opposite sex.) Because of this, most people think of vampires as a 12 in appearance even if they aren’t. Something lures them in. Vampiric Senses: Vampires can see in the dark, hear a good distance, has a good smelling(since they are relatively good trackers.), can hear nearby heartbeats. The Curse: Since they are undead creatures, they can’t live in sunlight. They will burn. In turn this makes them weak to white magic. Immortal: Since Vampires can survive until they cannot feed they are considered immortal. Regeneration: Vampires can regenerate faster than other beings. After each round of combat, they regain 10% of their intelligence in hitpoints back. If they’ve fed during battle, they regain 25%
Sub-Races
Screamers Screamers are mortal vampires whose life span is only two hundred years. Their skin becomes a strange yellowish orange color. These are considered a plague by other vampires and are more dangerous because they usually come to feed in groups, usually large groups. They search for ways for them to become immortal, one that believes that if an immortal vampire would bite them, they would become immortal.
Racial Abilities Strength: Screamers have usually come in numbers, and they usually attack a victim with their numbers to subdue them, so they lose this ability. Alluring: Since they just attack when the opportunity is right, they lose this ability. Immortal: Since they are mortal, they lose this ability. Regeneration: Since there are a lot of them and they can seem to die easily, they lose thise ability. Bloodlust: Whenever a person is bleeding, Screamers go into a frenzy and find it hard to resist and go berserk, attacking anyone who is bleeding, then everyone else.
Daywalkers Daywalkers are a strange race of vampires. They are extremely rare and are hated by all other vampires. They are hated because they can walk in sunlight without being hurt, and not be hurt by white magic. The only downside for daywalkers is that they are usually made by other vampires mating with non vampires, thus they dies at a certain age and will have memory loss. They also stay the age they are when they died.
Racial Abilities The Curse: Since they can heal with magic and not be harmed by the sun, they lose this ability. Strength: Since they are considered to better thinkers, they lose this ability. Blood Craving: Since they can survive for three or four days without blood, they lose this ability. Alluring: They lose this ability. Memory Loss: Upon waking up and becoming a daywalker, they lose their memory of their mortal life, but throughout their immortality, they may do things that brings some of their memories back. Hatred: Other vampires hate Daywalkers because of them being able to walk in sunlight the other vampires will try to kill them if they’ve figured out who they are.
Wrektors Wrektors are vampires who use the darkness to their advantage. They live in town or nearby and often migrate every few months, so that they are not noticed. Their skin color is a pale reddish color. They use their abilities to seduce people in any way possible to lure them in before they kill them.
Racial Abilities Strength: Since they use their abilities to seduce victims, they lose this ability. Vampiric Senses: since they are usually in the open, they lose this ability. Speed: They aren’t very quick, so they lose this ability. Flight: Wrektors have wings that attach from their body to their arms. When they are on the ground the wings disappear.
Kordek The Kordek live in populated towns where they own a building(Like a brothel, tavern, or theater) where they use it for an advantage to their victims. The Kordek are able to hide their victims easily and are able to hide their presence easily.
Racial Abilities Alluring: Since they use other methods to attract their victims they lose this ability. Strength: Kordeks don’t need strength to lure their victims, they lose this ability. Regeneration: They don’t heal like normal vampires, so they lose this ability. Speed: They use something else to help get their ability, so they lose this ability. Illusion: Their Charisma rolls get a +50% to make people do things, including believing that their stars. This also helps control people so that they can suck their blood and make them not feel pain, etc. Levitation: This counts as flight. Kordeks can float in the air and move around. But they focus on their intelligence to stay afloat.
Grand Elders Grand Elders are the oldest vampires in existence. They are considered ones with most knowledge of the vampire races and most dangerous. They have an ability to help them survive. Their skin ranges from a light gray to black. They have other servants who send them food or can even feed on other vampires.
Racial Abilities Hard Skinned: Since they have lived for a long time, they have a hard skin, which they have a natural armor save of a +3. Regeneration: Since they have hard skin, they lose this ability. Speed: Since they are an elder race, they lose this ability. Strength: They have lived for long periods of time, having them lose this ability. Control: Grand Elders can pick a magic school and be able to buy spells from that school without paying extra, and using intelligence and if they pass can deal double the normal damage and can be able to have a bigger radius(25% intelligence in feet radius) or have a stronger kinetic control. Blood Knowledge: Whenever Elders drink blood from anyone, they get knowledge from that person, knowing everything about them, among other things.
Turning Vampires have the chance to turn people into creatures of the night itself. If they did not drink their blood, there is still a chance that they will turn into vampires. The player biting has to roll a percentage and if they get over their percentage they do not get it. If they do, they start losing hit points slowly and not being able to recover those hit points.
Percentage All but Screamers-35% Screamers-70%
Fangs and Claws When vampires are attacking because they are feeding or because of someone bleeding their fangs and claws can be used as +6 weapons.
Special option: Newborn Vampire If someone wants to become a newborn vampire, now they can! They can roll their stats as normal but as a half breed, with one half being of another race, and then the other will be filled as Newborn for the time being. The GM will roll a roll for which race they will become but does not tell the player which until they’ve reached a certain stat point decided by the gm their racial abilities begin to change.
Racial Abilities for Newborn Newborn: Upon becoming a newborn, their strength and dexterity rolls increase 50% Regeneration: Newborns regenerate at a faster rate than normal vampires. During combat, they restore hit points by 50% of the intelligence and the end of each round. Sunlight: The sun slowly hurts Newborns, so during the sunlight sometimes it may hurt them, other times it may make them weak, which all depends on the GM. Blood Frenzy: Whenever the Newborn sees blood, the character rolls a 1d6, and depending on how hungry they are, they will either attack or stand still, which will be based on by the GM.
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Post by Brandon "Big B" Rice on Oct 11, 2009 20:02:55 GMT -5
Like I told Jason, I could probably come up with other races, and so I put myself to the test. I'm working on a race that are literally like Indians, which Shannon gave me the idea.
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Post by Brandon "Big B" Rice on Oct 18, 2009 13:54:56 GMT -5
Halihako (The Wild Ones) The Halihako are rumored to be a hidden race, who’ve supposedly had been here since Gaia was created. The Halihako look like humans but with a different colored skin. They usually wear clothes they’ve made from the animals they’ve hunted or from trades from people who have accidentally stumbled upon them. The Halihako believe that they are descendants from animals. The are able to transform into a creature at will. Most are territorial and won’t hurt other races unless they have done something to upset their traditions. Most of the time these races sometimes live nearby with other people but most of the time they may go at war with each other.
Racial Abilities Wild Heightened Hearing: Since the Halihako live in wooded areas, they get a 1d10 bonus to perception rolls. Transformation: Since they can transform into creatures, they roll their magical power and if they pass they transform into the creature. When transformed they get bonuses on their rolls. The Ritual: If the Halihako has killed a creature, they may perform a ritual. In this ritual they lay out a fire and sing a prayer to their god, all the while painting symbols in the creatures blood, and then drinking the blood. If it works, the Halihako will be granted with the ability to transform in that creature as well as any other creatures they already have. Craftsman: Since the Halihako use everything(including bones from creatures they’ve eaten) to make items, they gain a 1d12 for all crafting rolls. War Paint: Halihako are able to use items to make special glowing paints that when put on, give the Halihako a power that they can use in battle.
Sub-Races
Chakonuma The Chakonuma are a relatively peaceful race who do allow others through their territory, but with watchful eyes. They make a tribute to their god once a week, whether it be an item of theirs or blood or sacrifice into a fire. Their skin color is a greenish color and live in forested areas.
Racial Abilities War Paint: Since the Chakonuma are peaceful, they don’t usually fight. Because of this, they aren’t able to make War Paints, so they lose this ability. Wild Heightened Hearing: Since they are peaceful and don’t expect an attack, they lose this ability. The Hunt: Since the Chakonuma are excellent hunters, they get a 1d6 bonus to tracking rolls as well as a 1d10 bonus to their firing dex with bows only or throwing with spears.
Piokohna They Piokohna are a cannibal race that will eat anything other than their tribe. They have light orange skin and live in the desert normally, but the scarce amount of food in the desert may make them migrate to other places.
Racial Abilities The Ritual: Since the Piokohna are hard at getting food, they lose this ability. Craftsman: Since it is hard for them to find stuff to make, they lose this ability. Battle: Since the Piokohna love to fight, they get a 1d12 bonus to skills while fighting. Transformation: The Piokohna can only transform into one creature. So in turn, they can pick a creature.
Quijekt The Quijekt live in the mountains and in some caves. They usually stay away from others and hunt during the night. Their skin is usually black or splotches of black.
Racial Abilities Wild Heightened Hearing: Since they have a lot more than hearing, they lose this ability. Craftsman: They lose this ability. Wild Senses: The Quijekt have heightened abilities of smelling, hearing, sight, etc. Because of this, they gave a 1d12 bonus for perception rolls. Night Vision: The Quijekt can see in the dark since they live in caves, allowing them to adapt.
Transformation The Halihako transform into creatures at will. When they transform their clothes just seem to disappear and reappear when they transform back. When they transform their stats get boosted according to what they transform into. This can be decided by the gm. The stats the get boosted is their strength, dexterity, and stamina.
War Paint The Halihako make paints using any material they have over a fire, they can even use some other items that could melt. They pray and the paint will glow a color. It’s a magical property that when they put it on them it glows that color. It’s magic properties can be random and be chosen by the GM. Whenever they attack the magic glows brighter. Whenever they attack with a weapon, fists, firearms or throwing weapons the magic glows brighter and shoot out, giving extra damage based upon the gm, along with other things. For instance, if it’s a fire spell, the gm can decide whether or not that whatever the Halihako hits could set it on fire.
_____________________________________________ Whenever we come over to game this week I will do resistances for this race and the vampire race
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Post by Sir Not Appearing on Forum on Oct 18, 2009 14:32:34 GMT -5
Definitely digging the new race man. Shapeshifters that require them to perform a ritual to transform?? LOVE IT.
Going in the new book, hands down.
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Post by Sir Not Appearing on Forum on Oct 23, 2009 21:00:41 GMT -5
Updated 3.0 race list (excluding Brandons for now for editing purposes) - Humans
- High Elves
- Grand Elves
- Wind Elves
- Wood Elves
- Dark Elves
- Sea Elves
- Dwarves
- Gnomes
- Neko
- Lupine
More later...Im at work
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Post by Sir Not Appearing on Forum on Dec 4, 2009 14:21:35 GMT -5
Dalrosian Humans The humans of Dalros are the most populous race currently found on the continent. While not as physically strong as a large majority races, or as magically attuned of others, humans seem to be a lot more adaptable to their surroundings and are capable of great feats that the other races would not necessarily expect them to be able to accomplish.
First appearing in the southern areas of the continent during the reign of the High Elven Empire, humans were at that time very primitive, living in small tribal communities and moving to new locations based upon where the animals they hunted traveled. Barbaric and violent, these early humans attacked caravans of elves and dwarves and quickly became a real threat to their more advanced neighbors. Regarded for centuries as mindless beasts that could barely be tamed, the Empire eventually hired and trained several tribes of humans for use in their war against the invading drakul, who were dangerously close to invading the Empire’s capital city. After the drakul were beaten back to the south and the Empire was saved, the elves began to see the humans as allies and even began to inter-marry with them on some occasions. As they began to integrate into elven culture, the humans started to quickly adapt to this new way of life and eventually began to create permanent settlements for them as a result.
Present day Dalrosian humans have many different ethnicities and sub-cultures depending on where they make their homes. Since the fall of the Empire thousands of years ago, the descendants of the tribesmen from days past have risen as the main rulers of Dalros and control their seat of power with the understanding that they only reached that peak due to the help of the other races before them.
Appearance Humans stand an average of 5-6 feet in height and come in a variety of different weight classes. Their hair colors are usually browns, blacks, reds and blondes. Based upon where they were born and raised different ethnic groups of humans may look different then other ones, this is due to their body’s ability to adapt to its surroundings.
General Alignment Humans can be of any alignment, but tend to either be good natured or neutral. This of course is all based upon their personality, and humans tend to be materialistic and self-absorbed at times.
Religion Humans worship all sorts of Gods and Goddesses and their religious views are as diverse as their ethnic groups. Most Dalrosian humans, however, tend to worship either the Celestial God of Light, Avodent or the Celestial Goddess of Nature, Gaia. Humans also worship a myriad of different Demi-Gods. Mortality Humans are the second most short lived of all the other races on Gaia besides the rat-like Kib. Their life cycle has allowed them to mature a lot quicker than most other races and they have evolved as a people because of it. Most humans can live to be at least 120 years of age.
Racial Abilities Basic Human characters receive the following racial abilities upon character creation. Expert Craftsman Human Nature Proficiency The Human Spirit
Expert Craftsman Boost: +25% to crafting rolls. Summary: Some human societies have developed wondrous crafting methods and so are much more efficient at crafting then some other races. This bonus adds onto the overall statistic point total of the craft roll, and counts as skill bonus dice.
Human Nature Boost: None Summary: Humans have a tendency to judge others before they truly know them. Humans with this trait will always not fully trust members of another race and will only be able to have a maximum emotion level with other races of a 9. This counts towards half-race characters as well even if that character is half human.
Proficiency Boost: +25% to attack rolls with named weapons. Summary: Humans, especially those that follow the path of the warrior, tend to train long hours to hone their skills. This training is usually focused on a single type of weapon, allowing the character to be especially masterful in using it. This ability gives the character a success dice bonus to their attacking statistic based upon the weapon type that is named.
The Human Spirit Cost: 10 Racial Points Boost: Re-roll Stamina Summary: Humans are known for their eagerness and their ability to always move forward even when a situation seems hopeless. The elves have tried to dig deeper into the reason for this, especially since they cannot understand the willingness of a people to go on when their lives are so short. If a human has a purpose they usually get it accomplished, even it means certain death. A character with this ability is able to choose to re-roll a stamina roll meant to absorb damage if the player is not happy with the result. This can only be done once per stamina roll.
Bretoonian Humans The widespread kingdom of Bretoon was at one point in time a major portion of the High Elven Empire. After the collapse of the Empire thousands of years ago, the kingdom was taken over by various Human tribes, which eventually over time joined together to form the single country of Bretoon.
Bretoonian Humans have a long and rich history, and stay close to their traditions and past in order to enrich their modern lives. Bretoon contains the largest ground force armies on Dalros, with the majority of their population being Humans and Wood Elves. Bretoonians often enjoy the little things in life, such as sitting down to enjoy a nice glass of wine on a summer night, listening to a minstrel sing a tale of times past, or wandering the city streets of the many towns and villages on the lookout for possible adventure.
Since the majority of the knightly orders of Avodent reside in Bretoon it is no surprise that the kingdom is very religious and dedicated to the Celestial Gods, especially Avodent, Gaia and Asphodeus.
Racial Abilities Bretoonian Humans receive the following racial abilities upon character creation. Chivalrous Enjoy the Little Things
Chivalrous Boost: +25% chance to gain Piety Summary: Some humans, especially the knights of Bretoon, live by a code of handed down to them by the church of Avodent that teaches them to always protect the weak and to honor women. A character with this ability has a higher chance at gaining piety, but the character must also worship Avodent, Gaia or Asphodeus for it to function.
Enjoy the Little Things Boost: +10% to basic action rolls Summary: Since Bretoonians tend to take their time noticing and enjoying the basic traits of life, they also tend to be slightly more skilled at normal everyday things they may come across. This ability grants a +10% success dice bonus to basic action rolls such as brewing, identifying types of music, locating a particular place on a map based upon what it is known for, and other such details.
Enerian Humans The nation of Eneria follows a long tradition of fishing towns, rice fields and legendary smithies that are known throughout the entirety of Dalros. The people of this kingdom are kind and generous, preferring to offer all forms of hospitality to perfect strangers, but are also not beyond protecting themselves like merciless warriors when the need arises.
Eneria is ruled over the an Emperor, an individual said to be the son of the Demi-God Timin, whom the Enerians worship as their patron deity. The Emperor is given the full power to lay down any law he desires, and in the past this has been both a very successful as well as a very unfortunate system of government.
Since metallic ores are not widespread in this area of Dalros, the Enerians over time have developed alternatives to combat, and have created the martial arts. Martial Arts come in different forms and techniques and all deal with the use of the human body as a weapon in its own right.
Enerians have an obsession with honor, and will use this code of honor in everyday situations throughout their entire lives.
Racial Abilities Enerian Humans receive the following racial abilities upon character creation. Honor Code Unarmed Master Strive for Excellence Craftsman (Loses)
Honor Code Boost: +25% experience if enemy is killed in depicted way. Summary: The honor code of bushido is commonly found in Eneria, the kingdom of the samurai. The samurai see all forms of combat as a type of measurement to their own spirit, and will not battle an enemy if they have an advantage over them. If a character with this ability defeats an enemy on equal ground (decided in the end by the Game Master), then that character will receive the boost.
Unarmed Master Boost: *Special Summary: Since they developed the first forms of martial arts, most Enerians are trained in one form of martial art or another. This ability grants them the ability to use three named fighting style skills during combat at the same time rather than the normal two.
Strive for Excellence Boost: None Summary: An Enerian wishes to perfect themselves in any way possible, and will look for new challenges in order to do this. When another character appears to be better than the Enerian character at the same skill the Enerian will then focus on that particular skill in order to match or become better than the other character. This means that the Enerian will spend experience points of skills that the character feels they are inferior in.
Craftsman (Loses) Boost: None Summary: Since they spend the majority of their time honing their combat prowess, Enerians lose this general racial ability.
Aranian Humans The arid kingdom of Aran to the far south contains a lot of desert and rocky landscape, and little else. The Sultans of Aran rule this kingdom with their wealth and power, and judge people based upon their social status rather than any skills they may possess. Since most of the population is in a state of poverty, a lot of Aranians choose to live away from cities and towns ruled over by the Sultans and instead choose to live nomadic lives within the deserts. Over time these people have developed close bonds with their mounts, the famed Aranian Mustangs, whom they use for transportation as well as a means to escape attack from the various monsters Aran contains.
Racial Abilities Aranian Humans receive the following racial abilities upon character creation. Superb Rider Horse Archer
Superb Rider Boost: Additional +1 to animal control rolls Summary: The nomads of Aran have developed a way to bond with their mounts, and are so good with them that they can literally use them as an extension of their own bodies. This ability gives the character an additional +1 success dice bonus to every skill being used corresponding to control rolls for mounts.
Horse Archer Boost: Extra Bonus Dice while mounted Summary: The Aranians love horses, and use them as their allies in combat. Aranians use hit and run tactics on enemies, choosing to strike out with their bows and retreat when faced with retaliation. Since they are always mounted on their steeds when making attacks they have become very skillful with missile weapons while riding. This ability grants an Aranian a +1 additional success die bonus to all relevant firing dexterity skills used when attacking while riding on a mount.
Duremation Humans Considered to be the scum of Gaia, Duremations are a collection of fugitive outlaws and criminals from the other kingdoms of the continent who have escaped to Durem to seek refuge and to start new lives. Since the majority of them have shady backgrounds, usually ones of a violent nature, the other kingdoms of Dalros tend to shun these people and keep a safe distance away from them.
Racial Abilities Duremation Humans receive the following abilities upon character creation. Severe Greed Dirty Fighter
Severe Greed Boost: None Summary: Duremation humans are well known for being self-serving and back stabbing. Always wanting to make as much money as they can, they are willing to go to any heights to become rich, and this include murdering those they would consider their friends. A character with this disability must always roll for ownership of found loot as long as it has a rating of a three and above on the table. They will also never hand out items to other characters and will hoard items they carry.
Dirty Fighter Boost: Extra Bonus Dice to Brawling Summary: Since they have no honor or regard for a fair fight, Duremations are masters at using just about anything as a weapon during a fight. This grants the character an additional +1 success die when making an attack using an object as an improvised weapon, and increases the damage done with such weapons of opportunity by +25%.
Galantian Humans The high steppes of Galantia are known for their legendary monsters and their barbaric inhabitants. While most human tribes have become civilized over time, the humans in Galantia have for the most part remained the same. Choosing to live by old customs and secluding others from their homes in order to retain their culture, Galantians are viewed by other humans as violent and outspoken. Since their ancient history includes many encounters with giants of some variety due to where they live, the Galantians have grown a strange attraction to large objects, especially to their weapons. Expert warriors all, Galantians train as soon as they can pick up a weapon to become the best swordsmen possible. The swords they wield; colossal great swords that are so large it is seemingly impossible how they can use them, are feared throughout not only Dalros but also throughout the known world as well. While easily angered and rude, there are a lot of adventurers and mercenary groups that end up hiring Galantians for their abilities.
Racial Abilities Galantian Humans receive the following abilities upon character creation. Cloud Striker Giant Slayer Craftsman (Lose) Barbaric
Cloud Striker Boost: *special Summary: Since they train at birth to wield impossibly large weapons into battle, a Galantian is able to instinctively use the weight of the object itself to lighten the load and strike out with the weapons on strength rather than their own. This ability allows the character to wield Large, Very Large, Huge and Gargantuan weapons without having to use both hands and without any penalties.
Giant Slayer Boost: +25% damage against large foes Summary: Since the monsters in Galantia are usually huge beasts such as feral dragons, giants and ogres, Galantians have developed better ways to defeat them and know their physiology and weaknesses very well. This ability allows the character to deal an additional 25% damage to creatures that are considered large.
Craftsman (Lose) Boost: None Summary: Spending every waking moment training with their swords or going on perilous adventurers in the mountains, Galantians lose this ability.
Barbaric Boost: None Summary: Since they retain their ancient customs and culture, Galantians tend to be archaic and have a hard time understanding the customs of other races in modern Dalrosian society. This disability gives the character a -25% penalty to charisma rolls affecting persuasion, bargaining or appraisal when it centers around cultures different than their own.
Paltrinithian Humans Paltrinith is the sister kingdom of Galantia, contains the highest peaks of the mountainous region both kingdoms are located within, and are just slightly more civilized then their neighbors. While the Galantians are expert swordsmen, the Paltrinithians are expert spearmen and lancers, and are usually hired out by mercenary groups as elite troop options.
While mainly still tribal and archaic, the Paltrinithians have opened their borders to both Durem and Bretoon for trade and commerce, and their capital city, Valagrant, is a huge bustling metropolis that reveals this trade.
Racial Abilities Paltrinithian Humans receive the following abilities upon character creation. Lancer Multiple Uses
Lancer Boost: *special Summary: Paltrinithians are expert acrobats as well as spearmen, and show off this talent by mixing both when fighting. In combat, a character with this ability can use defensive based skills as bonuses for attacking, as long as they are wielding a spear in combat. This bonus does not take mastery levels into consideration and will only give an additional +1 success die for each relevant skill.
Multiple Uses Boost: Different Damage Types Summary: Paltrinithians are able to use their spears as multiple use tools, such as clubs, slashing weapons like knives, and even as a hacking tool such as an axe. This ability allows the player to decide what sort of damage their weapon deals in combat, as long as they are armed with a spear.
Stigian Humans The northern peninsula of Stigen is renown for its close ties to the Shadow Realm. It is said that many thousands of years ago, a vile demon had attempted to open a portal directly into Hell in order to bring forth Marr into the mortal plane. During an epic confrontation this demon was defeated and sealed away, but not before his plans were halfway successful. Ever since this time, since Stigen was used as the demons base of operation, the country has been flooded with evil energy, and along with it, creatures that are attracted to dark forces as well.
Since they are used to bloodshed and death on a regular basis due to this negative energy and the effects it has on the human body, Stigians tend to be melancholy and depressing people, although the Church of Avodent has found them to be the most profound of Witch Hunters due to their first hand experience with evil beings.
Racial Abilities Stigian Humans receive the following racial abilities upon character creation. Depressing Natural Martyr Foe of Darkness
Depressing Boost: None Summary: Since they rarely are given a chance to be happy, Stigians tend to be extremely depressing and macabre around others. This disability lowers the emotional rating of the character to distrust levels on any character when they first come into contact with them.
Natural Martyr Boost: Can always Martyr Summary: Since they don’t really see the worth of their own lives, Stigians tend to put all other forms of life above their own, as long as it is the life of someone they know. This ability allows the player the option of martyring automatically for any character they have an emotion rating of at least a 2 with on the emotions chart. Rules for Martyr rolls are listed in the combat section of this manual.
Foe of Darkness Boost: +25% Damage to evil Summary: Since they are well versed in how evil creatures work and operate, a Stigian Human is able to deal a lot more damage to such beings. This ability allows the character to deal an additional +25% damage to evil creatures than normal. Creatures considered evil include demons, undead, vampires, werewolves and evil aligned characters.
Human Starting Resistances Human character receive the following resistances on character creation. What sort of attacks covered by these resistances can be found listed in the combat section of this manual.
Resist Type Percentage Magic 25% Cold 30% Heat 30% Poison 20% Intoxication 30%
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Post by Sir Not Appearing on Forum on Dec 4, 2009 14:22:18 GMT -5
^ . . . . .
All the new crap for Humans. Tell me what you think ;D
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Geozo
New Member
MOD
Creditable Creater of Confusing Characters
Posts: 16
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Post by Geozo on Dec 8, 2009 22:40:58 GMT -5
Artifact Races- With the free flow of ether happening so easily on the planet of Gaia, and the use of magic being so unpredictably powerful, its not surprising that some magical items can become artifacts. With that in mind its also obvious that artifact cannot be the greatest level of enchanted item to exist. This has been proven time and time again by creatures known as the Artifact Race. While they are not a race themselves, and cannot reproduce. They are however imprinted with a personality, more often than not, the personality of their creator (the process being quite fatal in most cases). The object then awakens, having received all the powers it was enchanted with, and more. Unfortunately when an Artifact Creature is created, it is broken. This gives the Artifact Race the unusual ability to manipulate the souls of other, non artifact races. In some cases the artifact will only crave slaughter, or justice of some sort. In other cases the Artifact needs to be reunited with someone, or something. Sometimes other artifacts, that contain other parts of its broken soul. An Artifact Race can come in the form of any object, however some are more impractical than others.
Racial Abilities (I intended for these to be purchased rather than inherited, like the new racial abilities in Gaia Saga 3.0)
Animate- For whatever reason, your artifact is capable of locomotion on it's own. If this ability is purchased then the Artifact Race in question must have a means for moving, such as an Artifact suit of armor, or other humanoid figure.
Spells- Most artifacts are enchanted with spells. The Artifact Race are no different, and can have anywhere from 1 to 5 spells. These spells should be looked over by the GM prior to play. Evolution- This Artifact Race has a mission, and at certain junctions in that mission it will become more powerful. At these junctions the Artifact can also change shape/size/material/ and in some cases spells. Examples include slaying 10,000 enemies of its creator, or gathering together certain other magical artifacts. It is the GM's final decision what the way points are. They should always be long goals that will take many game sessions to achieve.
Allure- Most artifacts have the ability to prey on the desires of the beings around it. Causing them to desire the artifact above anything else, including their own safety.
Ether Drain- Artifacts with this racial ability can suck the ether right out of a spell. The ether can be used to do many things including; healing the artifact, redirecting the spell at an enemy or ally, replenishing mana, or even XP if the GM allows.
Ether Armor- Artifacts with this ability are essentially indestructible. Each time they are damaged instead of being applied to their structure points, it is applied to the artifacts Mana. Once depleted, this ability deactivates, and damage is taken normally. At least until the Artifact can regenerate its mana.
Yes, no, maybe?
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Post by Sir Not Appearing on Forum on Dec 15, 2009 16:32:30 GMT -5
I may add them as a pseudo-race Geoff. I've decided to actually go with the same racial ability system as 2.0, but with the option of purchasing other racial abilities if you want to. What I'll do is give them their own entry and make it so that SOME racials you get off the bat while others you need to still buy if you want the total package. New races going into 3.0 - Gnomes (own race)
- Gargoyles
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