Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Friday, July 12, 2013

Experiments part 2 (of 2) - Giants

It took me longer than I intended to finish righitng this up for the Giants, but here it is.



The giants are easily the largest and strongest (in physical strength) of all the humanoid races. Like the doppelgangers they are not a natural race within the galaxy. When the humanoid races had their first major war, it was against the Insectoid races; the reptilian races joined the attack as an individual party during the war also. Although the war was pretty much at a stalemate after a few years, the humanoids were nervous and scared of the Insectoids sheer numbers. In response to this they began trying to create better soldiers. The Doppelgangers were meant to be their spies and assassins, while the original giants were meant to be a stronger soldier.

The original giants were only a foot or two taller than most humanoids, although they were thicker in their bodies. They were about five times as strong as the normal human, and this gave them a big advantage in most situations. But during tests they found out that three to four Insectoids could easily outmatch their strength when they worked together, which was a major advantage for the Insectoids as they naturally worked together better than any humanoids due to their methods of communication.

The scientists working on the project wanted to make the soldiers stronger than the combined strength of the Insectoids. When they started the process of making them stronger, they started slowly like normal. No one knows what happened after that, but the test subject’s strength did improve greatly. While their strength grew so did their size, and although the facilities were equipped with materials specifically designed to contain the stronger subjects, they quickly grew strong enough to break free.

The facility that these experiments were performed was a small planet with a very low population. During the Giants (as the scientists referred to them afterwards) breakout and escape the facility was all but destroyed. Some of the personnel were killed, but the majority escaped the rampage.

In current times Giants still inhabit the planet on which they were created. They live fairly isolated lives as most creatures are scared of their enormous size and strength. Giants physically resemble most humanoids with two arms and two legs. Appearance wise they can vary greatly, some appear to be more human while some resemble elves, while others can resemble orcs. Giant’s height generally ranges between 1000 ft. and 1200 ft.

Due to their enormous size there are very few giants outside of their home planet. A few giants have paid or convinced large enough ships that have stopped at their planet to take them elsewhere, but this is rare. Giants use more primitive technology, which leads most beings to consider them to be unintelligent. This is not the case however, Giants have the same average intelligence as most humanoids, but due to their sheer size it is nearly impossible to find technology they can use without breaking, and it’s even harder to make technology big enough to accommodate them.



Example Giant

Krak

HP: 150                 Initiative: 12                      AC: 5 (natural)

STR: 25
DEX: 8
CON: 20
INT: 2
WIS: 2
CHA: 0

Base Movement: 100 ft.               Run: 200 ft.         Sneak: 50 ft.

Skills:
Athletics (STR/DEX): 10 ranks
Dodge (DEX): 6 ranks
Hand to Hand (STR): 15 ranks
Intimidate (CHA): 10 ranks
Perception (INT/WIS): 10 ranks
Weapons (all melee) (DEX): 10 ranks

Specialty Skills:
Knowledge (geography): 8 ranks
Survival (WIS): 8 ranks
Track (WIS): 8 ranks

Abilities:
Endurance: You have greater endurance than most, when performing a task that is physically taxing (involves STR or CON check) you get to add +2d to your check. (i.e. running for extended periods, holding your breath, or holding someone down for example).
Iron Grip: You gain a +1 bonus to combat and damage rolls involving grapple and chocking. You also gain +2d to avoid being disarmed by an opponent. This can be taken a maximum of 3 times.
Toughness: You gain an additional die of health. (taken 3 times)

Wednesday, June 26, 2013

Experiments Part 1 (of 2) - Doppelgangers

In the past, before the current truce between the major races of the galaxy, some experimentation was carried out that is nowadays considered to be unethical. In the current times if it is found out you are participating in these experiments it generally leads to execution. The races still secretly carry out these experiments, but when they begin to come to the attention of the rest of the galaxy it is quickly shut down, usually with the execution of the members involved directly (a lot of scientists find it worthwhile, but it is not without it is consequences).


Probably the two most significant and noticeable introductions into the galaxy because of this experimentation are two unique races; Doppelgangers and Giants.
  This post is part 1 about the Doppelgangers, and the next will be about the Giants.




Doppelgangers are an extremely small group of beings in the Silver Divinity galaxy. During the galaxies past when the major races were fighting amongst themselves, some of them tried their hands at making their soldiers better. Probably the most successful of these experiments was the Doppelganger. The Doppelgangers came about from an attempt to create a stealth soldier that could withstand various environments and blend in with whatever creature they were sent to watch.

At first the results turned out favorably but the Doppelgangers intelligence started to quickly outpace their creators. There were a few attempts at escape by the Doppelgangers, but none were successful at first. Once the leaders of the organizations working on these experiments noticed the Doppelgangers growing defiance and intelligence they moved to shut down the experiments and dispose of the Doppelgangers already created.

When the first small groups of Doppelgangers were killed the rest rose up in a more concentrated attempt to escape. In the chaos created by the destruction orders and the Doppelgangers natural abilities their attempts at escape were successful. Not all of them made it out, but roughly one hundred escaped. With their natural abilities to change their bodies making their way off the planet was simple enough for them. After getting away the majority of the Doppelgangers found a fairly isolated planet to create a home for themselves. A small group of Doppelgangers however did not like the idea of isolating themselves, especially while staying within close proximity to each other. They thought, correctly, that they would be hunted down and staying together in one place just made them easy targets. Although a few have been found and killed since their escape, the home that the others created has not been found.

Doppelgangers are unique in many ways. They are not a natural creation of the galaxy, and except for the deity in the Galaxy they are the only immortal race. They can still be killed like most anything, but old age will never be a problem for them. Their ability to take on the shape of the other races makes it easy for them to stay hidden, and although the physical transformation is flawless the mannerisms are something they have to learn. The Doppelgangers that are among the other races usually study the race they hope to copy for a few years before they have the mannerisms down perfectly. Languages are easy for them to learn, usually taking a day or two to get a language down flawlessly.

They ability to change form is unique in the sense that they can take any creatures form. Normally this is done within a minute or two depending on the changes having to be made; but when changing form from a humanoid to an Insectoid the transformation takes up to an hour or more. This is mainly to do with the bone structure differences between the two.

In general intelligence Doppelgangers are more intelligent than the majority of the other races, although there are a few individuals around the galaxy who can match their intellect. Doppelgangers are perfectly capable of having children, but this happening is rare. Since their escape there have been only two true Doppelganger children born, with others bearing children that belong to whatever race they are emulating, or whatever race their partner belongs to.

Although Doppelgangers can be extremely powerful compared to the other races of the galaxy due to their abilities and life span, they typically stay in the shadows, preferring to avoid taking part in galactic events. The few Doppelgangers that have been killed is mostly due to their attempts at taking part in grand events that eventually reveled their true identities, even if not to the galaxy as a whole, but to the organizations wishing to exterminate them.




Example Doppelganger

Miller (among his own people, various other names among other races)

HP: 24
Initiative: 17           

STR: 2
DEX: 3
CON: 2
INT: 8
WIS: 6
CHA: 8

Base Movement: 50 ft.
Run: 100 ft.
Sneak: 25 ft.

Skills:
Athletics (STR/DEX): 8 ranks
Bluff (CHA): 8 ranks
Charm (CHA): 8 ranks
Dodge (DEX): 8 ranks
Empathy/Sense Motive (WIS): 4 ranks
Perception (INT/WIS): 8 ranks
Weapons (all ranged) (DEX): 8 ranks

Specialty Skills:
Computers (INT): 8 ranks
Disguise (WIS): 8 ranks
Disarm Mechanical Device (DEX/INT): 8 ranks
Pick Pockets (INT): 8 ranks

Abilities:
Immortal: Doppelgangers never age, and cannot die from old age.

Adaptability: Doppelgangers can survive extreme environmental conditions such as extreme hot or cold. This does not render them immune to cold or fire damage from spells or weapons.

Change form: Doppelgangers can take on the physical form of any creature they have taken the time to study. This transformation usually takes a minute or more depending on the changes involved. If changing form from a flesh and blood creature to an Insect creature the transformation takes an hour or more.

Complications:
Black Sheep: Miller is a black sheep amongst his family, they are not hostile towards him, but he must work with them in order to get them to help him in any way.



Friday, June 7, 2013

Ant (Insectoid)

So I was planning on the Insectoid and Avian racial descriptions to be shorter so I could possibly put them all together in a group (well a group for Insectoid and a group for Avian), but I started writing on this one and it ended up longer that I originally intended. Regardless though, I like how it turned out. So here is the first of the Insectoid races for my game.



The Ant Insectoid race has physical similarities with most earth ants. They stand slightly taller than the average human, and they have 4 legs attached to their lower abdomen that they use for walking. Their upper abdomen has 2 arms (slightly varied legs) that can be used for walking, but are primarily used to perform manipulations much like a humans hands. Their bodies color can vary between different colors, but typically it is some shade of red, or black.

Although large parts of their society have changed from their origins, their physiology has prevents certain things from changing. Ants are social creatures, and prefer the company of people, even if it is not of their own species. The majority of the Ants encountered around the galaxy are females, males are present but it is almost impossible to tell them physically apart from the females. Each colony of Ants has a Queen, which is where all the offspring for the colony come from. The males of the colony are responsible to ensuring the Queen keeps having offspring, although of late more and more male Ants have been able to leave and explore the outside world. Some Ants prefer this method of doing things, seeing it as normal and how their race is supposed to reproduce; but there is a growing faction that is actively trying to change this. Although since it is not a life style choice, but a physiological problem it is slow going to find a way to allow more females to reproduce and change their dependency upon this system.

Although all the Insectoids are looked upon warily by the other races of the galaxy, Ants are probably the most widely accepted species. This is partially due to their social nature, and their general willingness to do what is needed for the community they are living in. A growing population of Ants has started trying to assert their individualism; this is mostly isolated to individuals living outside of the colonies among other races. The easiest way to tell these individuals apart is by their practice of dying their exoskeleton various colors, or by having designs painted onto them instead.

Because of their armor like exoskeleton, and their increased strength most Ants focus on melee fighting when they are forced to fight, although they are more than capable of wielding ranged weapons. Because their physical differences certain equipment has to be special made for them to wield, which makes some of their equipment slightly more costly to obtain.

One similarity between all of the Insectoid races is their inability to speak the other humanoid races languages. They can learn to understand it with no problem, but the differences in their bodies make it impossible for them to actually speak it. The same holds true in reverse also; the dedicated humanoid can eventually learn a rudimentary understanding of the Insectoid races various languages, but they can never speak that language. Humanoids however can have modifications done to their bodies in order to be able to pick up on the chemicals that are used and make up part of the Insectoids languages, making it at least less likely to have a misunderstanding because of communication.





Arlian                    Ant (Insectoid)                          Female


HP: 12
Initiative: 3              
Movement: 40ft.   Run: 80ft.   Sneak: 20ft.

STR: 4
DEX: 1
CON: 2
INT: 0
WIS: 3
CHA: 0

General Skills:
Athletics (STR/DEX): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Hand to hand (STR): 8 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks
Bludgeoning Weapons (STR/DEX): 4 ranks
Improvised Weapons (STR/DEX): 4 ranks

Specialty Skills:
Survival (WIS): 4 ranks

Talents:
Endurance: You have greater endurance than most, when performing a task that is physically taxing (involves STR or CON check) you get to add +2d to your check. (i.e. running for extended periods, holding your breath, or holding someone down for example).
Expert (Hand to Hand): You have a spark of genius in a particular skill. Starting the game you can raise that skill to 8 instead of 4, and later you can spend points to raise that skill up to 12.
Powerful Charge: When you make a charge attack you gain +6d to your damage instead of the normal +3d if you connect. Other penalties still apply.
Unarmed Attack: When fighting unarmed you can add +2d to your combat roll in order to strike an opponent, showing your training in fighting without weapons.

Complications:
None

Racial Abilities:
Bite (Hand to hand): You can attempt to bite an opponent. It is counted as an unarmed attack with +2d to attack, and 2+STR dice in damage.
Improved Grab: If an opponent is hit with your bite you can attempt a grapple automatically.
Natural Armor +1

Tuesday, May 14, 2013

News-Magic-Time

School is finally over and I'm trying to get everything situated now so I can sit down and work on my Silver Divinity project some more. I've got some things planned for it, and some changes to make; and I've asked my brother-in-law to help me with the weapons in the game. He is a veteran and loves to play any kind of tabletop RPG, and I'm hoping he can help me make the weapons work right (i.e. range, damage, ROF, etc...).

Everything has been busy even after school as I am now having to rush to finish working on a couple of websites I've been asked to make for people.

The magic system itself I've not worked up on how it is going to function exactly, but the things I do have in mind are fairly basic and simple.

I'm wanting to have two typed of casters. One type studies to learn how to cast magic spells (like a wizard would), and their spells generally take longer to cast but tend to do more damage since they are generally more focused and refined. Their spell list is going to be defined, although the possibility of creating your own spells will be there I think.

The other caster type mimics a Sorcerer in D&D. They are going to be a free-form (I hope) caster type. Their spells are quicker to cast and they are more versatile in situations but the damage of their spells is going to be slightly lower than the other caster type. Although I'm not positive yet I think I would like to call the more sorcerer style caster Conduits (Silly I know but I like it).

I'm going to try to get something on these worked up soon, along with the last of the racial descriptions.

Monday, April 8, 2013

Deities

Religion is a varied thing in the galaxy as a whole. Many areas, whether there are multiple races or a single race, have many different religious groups within a small area. Generally speaking all religions are both right and wrong in varying degrees. Some religions believe in a truly omnipotent being when they think of a God, while others think of an extremely powerful being that seems god-like. Typically God-like beings share a distinction of being cast down at some point whether they are killed or just driven out varies greatly. The other shared characteristic of these beings, which is also shared by the monotheistic believers, is that the God-like beings either represent specific mortal emotions, or seem to think and act just like the person thinks another mortal would.

The truth behind a lot of these beliefs is something most mortal beings wouldn’t be able to accept easily (especially if their faith is strong in their deity).There is only one true deity in the Silver Divinity galaxy, this being is a truly omnipotent being, unlike the other God-like beings that are worshipped. Some religions are based off of worship of what they believe to be a deity, but the truth is that it is likely a misinterpretation of the true deity of the galaxy with a more mortal perspective added. The other explanation that is true for a lot of other religions is that their worship is directed not towards a true deity, but a once mortal being of immense magical power. As these beings grow powerful enough and their influence expands their true beginnings get twisted until they are believed to be gods themselves (and more often than not they themselves believe this).

Most of the god-like beings are long dead and followers of them are left unknowingly worshiping a long dead being. Some have gained the ability to slow their aging process to the extent that they seem to be a true ageless deity, although most of these tend to stay hidden away from most everyone in order to avoid the fall that is typically associated with their kind.

The true God of the galaxy is genderless, formless and nameless. It has no need for a name or form, because no being in the entire galaxy knows the truth about the true God (to help with confusion I’m going to refer to the true god as a she). She typically stays removed from the galaxy as a whole, preferring to observe the mortal beings running around on all the little planets before her. On rare occasions she has been known to interact with the galaxy, although the reasons behind these interactions are unknown.

There are two events in the mortal world that are probably the most important of her interactions. The first was the introduction of magic use to the mortal races. The second was the introduction of Humans into the galaxy. Although they were not created by her, she did grant them permission (although not that they know or knew at the time that they needed permission) to make their new home in her galaxy. The last major thing she did was associated with humans, in which she blocked the memory of all creatures about how the humans came to be in the galaxy. She did not remove the memory completely, which might show that she is only blocking the information until she thinks the humans and other races are ready for the truth.

Tuesday, March 19, 2013

Reptilian

The Reptilian race varies greatly in their subspecies (if you want to call it that). Most are at least humanoid in boy shape, but usually covered in scales. Some of the race has slowly gained the trait of growing hair on their heads like other humanoid races. The scales on the head of these individuals are usually tiny, making their heads almost indiscernible from flesh. The physical characteristics of the race varies anywhere between snakes and lizards, to turtles even (although the turtle subspecies are rare). The color of their scales varies widely, but usually tend to be a darker color. A lot of the race has been known to have their scales slowly change colors (or darken) to blend into their environment, although this process takes years to happen.

Originally the Reptilian races started out on the same planet as the Insectoid races, this however is no longer the case. The other humanoid races have never been able to get close enough to the Reptilian or Insectoid races to learn the truth about what happened between them. These two races still hold a great hatred for each other. They are not actively at war, but if they end up in the same room fighting normally breaks out (usually beginning with the Reptilians). The Reptilians no longer live on the planet they originally shared with the Insectoid races, and whether or not they were driven out or fled is not known.

Tolrisk is the planet with the largest population of the Reptilian race. They make up 99% of the entire population on the planet. The 1% of the planet that other races can be found in the city of Sorail, which is the only space port on the planet that non-Reptilians are allowed to step foot.

The Reptilians are generally viewed as being evil, or at least very aggressive. Although a lot of the Reptilian’s culture is more forceful than what the other races are used to, the race as a whole is not evil, and violent. They tend to have a hard time working with other races, although this is something they are slowly growing to learn.




Tran                 Reptilian (humanoid-snake)                HP: 15HP                AC: 1             Initiative: 4


Strength: 1
Dexterity: 2
Constitution: 3
Intelligence: 0
Wisdom: 2
Charisma: 0

Base movement speed: 40ft.           Sneak: 20ft.             Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 8 ranks
Conceal (DEX): 4 ranks
Dodge (DEX): 4 ranks
Hide & Sneak (DEX): 6 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks
Ranged Ballistic Weapons (DEX): 8 ranks

Specialty Skills (max rank 4 at level 1):
Animal Handling (WIS): 2 ranks
Medicine (WIS): 4 ranks
Track (WIS): 4 ranks

Talents (max of 4 at level 1):
Amphibian (racial): At home in either air or water, you can breathe in either.
Natural Armor +1 (racial): Gain a bonus of +1 to your Armor Class (AC) due to your scales.
Expert (athletics): can up to rank 8 at level 1, and up to 12 afterwards.
Expert (ranged ballistic weapons): can up to rank 8 at level 1, and up to 12 afterwards.
Stealthy: add +2d to your Hide & Sneak skill.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Missing Limb: Your left arm is missing. It was “lost” during a hunting trip, when your prey got to you first. You can function normally with your other arm, but certain tasks might be deemed harder at the GM’s discretion.

Tuesday, February 26, 2013

Canidae (canine)

The Canidae are a humanoid race that shares many characteristics of canines and/or wolves. Their faces generally look more canine although occasionally a more human looking appearance has been seen amongst them. Their bodies are covered in fur which can vary widely in length and thickness. The color of the fur also varies widely giving each individual a unique physical appearance that usually makes it easy to tell them apart from others of their own race. Their size also varies widely with some Canidae being very small in size while others can easily tower over the general human.


One thing that every Canidae has in common is their enhanced sense of smell. This has led to them being considered excellent trackers. It varies on whether they are tracking a criminal or using their sense to avoid the law. Personalities tend to vary as they do with most intelligent races. Some Canidae are timid and polite, while others may be outspoken and cruel. The one personality trait that seems to stick with them no matter their individual ethical differences is their loyalty to their perceived friends and comrades. Even the cruelest of Canidae take their loyalty to their companions and friends seriously, although it may not come out in the way the companions/friends expect or like. Although Canidae have decent claws, and their teeth give them a nasty bite, the use of their claws or teeth in a fight is frowned upon as signs of immaturity in the young, and being mentally ill in adults. Once an adult Canidae kills another creature with their claws or teeth they are shunned by their own kind; although there are groups of Canidae that see this as a sign of strength instead of weakness and welcome these individuals.

Canidae are generally friendly with any race, of course there are exceptions depending on where you go in the galaxy but that is the same with any intelligent race. Their home planet is shared with both the Felidae (Feline) and Avian races, and they generally have good dealings with both of these races because of this. The Canidae don’t actually have a large governing body of Canidae alone, they are integrated into many governments of the other races. They are generally considered one of the only non-corruptible races, although there are rare exceptions to this of course. The most noteworthy contribution of the Canidae to the galaxy is the creation and maintenance of the largest galactic prison. The prison is called the Frozen Goddess, which seems like a silly name. The prison is on a nameless planet on the outskirts of a small star, which means the planet is frozen. The prison is actually deep in the ice of the planet so as to keep relatively warm. The extreme temperatures on the surface of the planet can easily kill most any creatures which make it highly suited to prevent escape. The Canidae originally built this prison and still make up roughly 70% of the guards there; Orcs make up about 20% of the guard and the last 10% is a mix of the other races.



Tindell Loaper          Canidae (canine)             Male

HP: 18        Initiative: 4

Movement: 40ft.           Run: 80ft                Sneak: 20ft

STR: 2
DEX: 2
CON: 3
INT: 1
WIS: 0
CHA: 1

General Skills:
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 4 ranks
Charm (CHA): 4 ranks
Dodge (DEX): 4 ranks
Hand to hand (STR): 4 ranks
Hide & Sneak (DEX): 4 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Weapon, Bladed (STR/DEX): 4 ranks
Weapon, Ranged Energy (DEX): 4 ranks

Specialty Skills:
Interrogation (CHA): 4 ranks
Medicine (WIS): 4 ranks

Talents:
Acute Sense (smell) (racial): On actions involving your sense of smell you gain +2d to your dice pool.
Loyal (racial): You are loyal to your friends and companions. Any attempt to alter your perception of your allies, is done with +3 black dice.
Combat Sense: Your reflexes are keyed for danger, allowing you to react faster than normal. You get to add 1 to your initiative attribute. This can be taken as many times are your Dexterity value.
Toughness: You gain 1 extra dice to your health.

Complications:
N/A

Wednesday, January 23, 2013

Felidae (Feline)

The Felidae is a humanoid race that have the same physical characteristics as a cat. Their fur can vary in color and length to a great degree. Height wise they are generally shorter than humans, but only by a little. Depending on their line of work, some Felidae have been known to have their tails removed.

Felidae tend to be quiet, although some become more outspoken depending on their environment. They are generally very social, although they tend to quietly observe anyone that is talking to or around them as if trying to analyze them. Most Felidae are more agile than the typical human, although their bodies tend to be physically weaker when it comes to tolerating pain or poisons.

Felidae originated on the same planet as the Canine, and Avian races. In the past there was animosity between these three races, in the current times that has all but vanished, although certain small groups still hang onto old hates. As with the other races there is no centralized government over all Felidae, there are varying governing bodies spread throughout the galaxy. The largest governing body is based on a planet called Aurum. They share this planet with a multitude of other races, and have actually turned the capital city into a major tourist attraction. In the background of the Aurum’s government, there is the largest espionage center in the galaxy. They are not inherently evil or bad intentioned, but they are generally willing to take any job as long as the money is right and the end results won’t harm themselves.

Felidae ships tend to be smaller than most other races ships, besides the dwarves, but they also tend to be the faster and more maneuverable ships in the galaxy.





Alex Grey                            Felidae (Feline)                 HP: 6HP                Initiative: 8

Strength: 1
Dexterity: 4
Constitution: 0
Intelligence: 3
Wisdom: 1
Charisma: 1

Base movement speed:  50ft.                    Sneak: 25ft.                        Run: 100ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 2 ranks
Conceal (DEX): 4 ranks
Dodge (DEX): 4 ranks
Hide & Sneak (DEX): 8 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Bladed Weapon (STR/DEX): 4 ranks
Ranged Energy Weapons (DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Computer (INT): 4 ranks
Forgery (INT): 4 ranks
Pick Pockets (DEX): 4 ranks

Talents (max of 4 at level 1):
Dexterous (racial): Can reduce the black dice penalty of DEX based checks by 1.
Backstab: You can sneak attack with DEX based weapons; you get to add your DEX twice to the attack when you launch a sneak attack.
Expert (Hide & Sneak): can up to rank 8 at level 1, and up to 12 afterwards.
Stealthy: add +2d to your Hide & Sneak skill.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Narcissist (racial): You are obsessed with your good looks (or perceived good looks), and must get at least 1 success on a Wisdom roll to resist flattery of any kind.
Kleptomania: anytime you are near something small enough to steal easily you must get at least once success on a WIS check to avoid stealing it.

Wednesday, November 28, 2012

Fey (Fairies)

Been a little hectic lately with the holiday happening, then me and my wife passing around sicknesses between each other. But after much thought here is another race for my game. This one I like a lot, which I think might be influenced by the fact that I have three daughters.


The Fey, or fairy as some like to call them, are a relatively new race to the galaxy. Although they have been around for a while, they did not become a part of the galactic scene until recently. Originally they could only be found on one planet alone, and their love for nature was so ingrained in their cultures, no matter where on the planet they were, that they had grown fairly stagnant in their society. The events that lead to them being thrust onto the galactic scene, was a mixed blessing for them.

When the crystalline beings made their entrance into the galaxy, the planet they settled on was the Fey home world. Over half of their population was killed when the Crystalline “ships” landed on the planet’s surface, although it was not an intentional action. When the other races came to investigate the occurrence they stumbled upon the Fey as well as the crystalline beings.

Fey society split in different ways with the sudden introduction of so many new creatures. Some wanted to get to know the crystalline beings better, while others wanted only to fight them; still others were more curious by the new races, and some bartered for passage away from their now ravaged homes. It didn’t take long for the Fey to be integrated into the galaxy, although they do not have any centralized government in any regard as most other races do, and they don’t have any major representation amongst the other races, although they can be found most anywhere now.

Physically Fey resemble humans, although they are slightly smaller and thinner than the average human. They also have a long, thin, and semi-transparent set of wings protruding from their upper backs. In low gravity areas, whether a planet, ship, etc…, they can use these wings to fly; although in higher gravity areas their wings do not give enough support to fly, although they can usually glide for a short time.

Fey are physically androgynous appearance wise; they technically have male/female genders although unless they reveal it to you, or you see them unclothed it is hard to tell them apart. Due to the fact that most of the other races genders are generally easily distinguishable and with their sudden access to technology, a lot of Fey have taken to having surgery to enhance their physical differences. Although this is not a very common occurrence, it is starting to gain more support amongst younger Fey. Although very rare, a small group of Fey have taken to even having their wings surgically removed; making it easier to blend in with humans, or sometimes because of the hindrance with some physical labor jobs.



Randolph Erickson                             Fey

HP: 9                     
Initiative: 6

Strength: 1
Dexterity: 2
Constitution: 0
Intelligence: 1
Wisdom: 3
Charisma: 3

Base movement speed:  60ft.                    Sneak: 30ft.                        Run: 120ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Charm (CHA): 4 ranks
Dodge (DEX): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Perception (Spot, Search & Listen) (WIS/INT): 4 ranks
Weapon Ranged Energy (DEX): 4 ranks
Weapon Ranged Ballistic (DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Animal Handling (WIS): 4 ranks
Medicine (WIS): 4 ranks
Specialty Weapon Whip (DEX): 4 ranks
Survival (WIS): 4 ranks

Talents (max of 4 at level 1):
Animal Empathy (bonus): +2d to skills like Charm, Intimidate, Bluff, Diplomacy, and Animal handling when used against animals.
Agility: +2d to Athletics, running, sneaking, and climbing. And +10ft. to movement speed.
Toughness: +1d to your health.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):


Racial Abilities:
Small Wings: You have light wings that can be used to glide 1 minute per CON and break a fall, but you cannot truly fly in normal gravity.
Animal Friend: Gain animal empathy as a bonus talent

Monday, November 5, 2012

Dwarves

Dwarves are short statured beings, with fairly humanoid features. They are generally stubborn, although it has been known for some to overcome this basic urge. The old tradition was for them to grow their beards to long lengths as a show of power. There are a few groups that still practice this, but it is largely ignored by the current dwarven society.

The main resources that dwarves export to the other races are materials from their mining. Barring a few hermits and the like, dwarves don’t live in caves but prefer to build homes away from the mines. Their homes are usually misconstrued as caves because they do like to keep everything close at hand, meaning that their homes and their ships alike are usually built with short ceilings, tight corridors and small rooms.

Dwarves are usually misconstrued as being greedy, hoarders. This is untrue assumption is based upon a few powerful dwarves in the past who were greedy tyrants, who tended to make themselves noticed in their attempt to gain more power. Their current system of government was finally put in place in an attempt to quell any attempts for one person alone to gain control of the people.

Technocracy is the form the government has taken for the largest dwarven nation, although the other countries still use other forms to govern their people. There are many different fields that make up the government, but the largest two groups are mining, and although it is not technological exactly the magical society is the other largest group.

Dwarven magic users are held in high regard among the other dwarves, even if their abilities are extremely limited. Dwarven mages are referred to as Silver Spirits amongst their own, and the majority of their members keep their facial hair shaved, while the hair on their head varies in length by personal preference. The lack of facial hair is by no means a requirement, just a general practice from the past.







Gillian Kierre                      Dwarf                    HP: 12HP              Initiative: 7

Strength: 1
Dexterity: 2
Constitution: 2
Intelligence: 2
Wisdom: 2
Charisma: 0

Base movement speed:  40ft.                    Sneak: 20ft.                        Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Concentration (CON): 4 ranks
Dance (DEX): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Perception (Search/Spot/Listen) (INT/WIS): 4 ranks
Weapon Ranged Energy (DEX): 8 ranks

Specialty Skills (max rank 4 at level 1):
Appraise (INT): 4 ranks
Photography (INT): 2 ranks
Research (INT): 4 ranks

Talents (max of 4 at level 1):
Combat Sense: add 1 to your initiative.
Expert: Ranged Energy Weapons
Deadly Shot (twice): add +2d damage to ranged energy weapons

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Stubborn (racial): When someone disagrees with you, you must get at least 1 success on a wisdom or concentration check or go to extreme lengths to prove you’re correct

Friday, November 2, 2012

Races and Other Thoughts

So sitting down and writing up an explanation behind the races in my world is taking awhile. Between work, school, and three kids it is fun trying to find time to work on personal projects.

It is partially taking me awhile to write things for the races as I am constantly researching and looking things up, about what has been done before, what certain mythologies say, and what each races role in the galaxy would be.

Although some might have similarities to what has been done before, I am trying to steer clear of that too much. One thing I am trying to keep in mind as I'm working on this is that in any race there is bound to be diversity, so I am trying to state the general things that make each race unique so that it does not make it to where a whole race is considered: magical/technological/good/evil/etc...

Dwarves are what I'm working on next and I am finding them to be very interesting.

Tuesday, October 16, 2012

Elves

I had to think on the elves for a bit to figure out where I wanted them to fit into the galaxy. I think I've got it figured out now.


Elves are one of the few races that are blessed (or cursed, depending on your outlook) with long life. Most elves generally live 3 times as long as humans. Mentally elves are fairly reserved when dealing with other races, but when dealing with their own kind they are usually more open.
Physically elves are the same size as humans. The old way of telling identifying elves through their pointed ears has become obsolete, as the breeding between some humans and elves have left elven children having more rounded humanoid ears along with other more human features, while still having true elven blood. There are no true breeding half-elves in the galaxy, although appearances make it seem like there are, the offspring of humans and elfish parents are either humans or elves no matter their physical differences.
Most elves still honor nature as their ancestors did, and they try to find ways to incorporate this into most things they do or create. One of the more noticeable of these, are their ships. They are still made of the same material as most other races ships, the major difference is that they are usually bigger in size than others. They build large sections of their ships only for the purpose of keeping plant life growing close to them. This is mainly for the comfort they are used to, but also has an added bonus of taking some of the strain off of their oxygen based life support systems.



Elion Whisper                   Elf                           HP: 6                      Initiative: 7

Strength: 1
Dexterity: 3
Constitution: 0
Intelligence: 2
Wisdom: 2
Charisma: 1

Base movement speed:  60ft.                    Sneak: 30ft.                        Run: 120ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 2 ranks
Conceal (DEX): 4 ranks
Dodge (DEX): 4 ranks
Hide & Sneak (DEX): 8 ranks
Perception (Spot, Search & Listen) (WIS/INT): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Pick Locks (INT): 4 ranks
Pick Pockets (DEX): 4 ranks

Talents (max of 4 at level 1):
Agility: +2d to acrobatics, Hide & Sneak; and +10ft to your movement.
Backstab: You can sneak attack with DEX based melee weapons, and add your DEX twice to the attack.
Stealthy:  +2d to Hide & Sneak.
Expert (Hide & Sneak): can up to rank 8 at level 1, and up to 12 afterwards.


Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
 None

Racial Abilities:
Dexterous: -1 black dice for DEX based checks.
Low-Light Vision

Tuesday, September 25, 2012

Gnomes

Gnomes are generally more social than the other races. Physically they are about half the height of the average human and are usually thicker around the waist. The majority of Gnomes enjoy social gatherings, and their interests usually have them finding something so that they can be around other intelligent races. A lot of the more widely recognized and honest writings on most races histories and cultures were compiled by Gnomes who took to living with various races.
Gnomes originated on the same planet as Elves, Orcs, and Dwarves. Being so, they don’t hold any special feelings for these races. Gnomes are one of the few races that have, for the most part, stayed the same throughout their history; in the past they were roughly the same, although possibly a tad bit more cautious. Present day Gnomes tend to be reckless when they are pursuing something that interests them greatly, although they do at least attempt to be prepared before endangering their lives.


Christopher Taffle                           Gnome                                 HP: 9                    Initiative: 6

Strength: 0
Dexterity: 3
Constitution: 1
Intelligence: 2
Wisdom: 1
Charisma: 3

Base movement speed:  40 ft.                   Sneak: 20ft.                        Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 4 ranks
Charm (CHA): 8 ranks
Dance (CHA): 4 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Ranged Energy Weapons (DEX): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Research (INT): 4 ranks
Specialty Weapon (Whip – DEX): 4 ranks

Talents (max of 4 at level 1):
Expert (Charm): Can increase charm to rank 8 at first level, then up to rank 12 afterwards. (Racial)
Handsome: +1d to social situations where your looks would be appreciated.
Natural Charisma: Reduce black dice by 2 for social situations.
Polyglot: You are adept at learning new languages.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
None

Sunday, September 16, 2012

Character Talents

Thought I might post a little more about the characters options. During character creation you get points to spend on Skills and Talents. Different Talents cost a different amount depending on how much of a bonus they give. This list is of course still changing as I find things to fix or add.

Acute Senses (Hearing, Sight, Smell, etc...)
Agility
Ambidexterity
Animal Empathy
Backstab
Beautiful/Handsome
Blind Fighting
Combat Sense
Contortionist
Deadly Shot
Deduction
Direction Sense (planet side)
Endurance
Expert
Fast Reload
Feign Death
Flashing Blade
Flight
Glib
Haggle
Ham Fisted
Hawk Eyed Aim
Inspiration
Iron Grip
Iron Will
Lunge
Mana Manipulator
Master of Disguise
Mere Flesh Wound
Mounted Combat
Natural Charisma
Natural Pilot
Night Vision
Point Blank Shot
Polyglot
Powerful Charge
Stealthy
Toughness
Unarmed Attack
Weapon Master
Magical Talents:
Thamaturgy (Learned)
Faith (Innate)

Tuesday, September 11, 2012

Race thoughts and Examples

I started posting information about the races in my setting. Mostly describing how their mentality is racially, or how they are perceived by the other races. I thought I would do something else along with that and start writing up characters for each race as I put their descriptions down.

As I've already put down the Humans and Orcs I'm adding their character examples below. Just as a quick reference: during character creation each race has their own starting ability scores, then you get 3 points to increase your abilities, although you cannot put more than 2 of those on one attribute.
You also get 50 points to purchase your skills and talents with, although you have to spend at least 30 points on your skills alone, but it doesn't matter if they are specialty or general skills.

Human

Therin Willow        Male Human            HP: 9           Initiative: 7

Strength: 1
Dexterity: 3
Constitution: 1
Intelligence: 3
Wisdom: 1
Charisma: 1

Base movement speed:  40ft.          Sneak: 20ft.              Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 4 ranks
Conceal (DEX): 4 ranks
Hide & Sneak (DEX): 6 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Ranged Energy Weapons (DEX): 4 ranks
Ranged Slug Weapons (DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Forgery (INT): 4 ranks
Navigation (INT): 4 ranks
Pilot Medium Vessels (INT): 11 ranks
Pilot Small Vessels (INT): 4 ranks
Tactics (pilot) (INT): 4 ranks

Talents (max of 4 at level 1):
Expert (Pilot Medium Vessel): Allows skill to increase to max of 8 at level 1, then up to rank 12 at level 2 and up.
Natural Pilot (Medium Vessels): Adds +3 to the appropriate skill.
Point Blank Shot: +2d on your attack when shooting from short range or point blank range.
Stealthy: add +2d to your Hide & Sneak skill.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Lecherous: You can't resist grabbing or pawing someone you find attractive, or even making lewd comments if they’re not close enough. You must get 1 success on a Wisdom check in order to restrain yourself in these circumstances.
Criminal: Although you are innocent, you have been accused of rape and murder, and are constantly being pursued by Authorities.
Narcissist: You are obsessed with your good looks (or perceived good looks), and must get at least 1 success on a Wisdom roll to resist flattery of any kind.

ORC

Zindel Thorn       Male Orc         HP: 12                   Mana: 12             Initiative: 2

Strength: 3
Dexterity: 0
Constitution: 2
Intelligence: 0
Wisdom: 2
Charisma: 2

Base Movement Speed: 30ft.     Sneak: 15ft.                        Run: 60ft.

General Skills (max 4 ranks at level 1):
Athletics (STR): 4 ranks
Charm (CHA): 4 ranks
Concentration (CON): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Hand to hand (STR): 4 ranks

Specialty Skills (max 4 ranks at level 1):
Channeling (WIS): 8 ranks
Gamble (WIS): 4 ranks
Medicine (WIS): 4 ranks


Talents (max 4 talents at level 1):
Faith (Channeling): Through your faith in a deity or a purpose you are able to draw on divine energy to cast spells.
Expert (Channeling): allows you to have 8 ranks and level 1 and 12 ranks from level 2 and up.
Natural Charisma: You can subtract 2 black dice from social interactions.
Unarmed Attack: You gain a +2d to your unarmed attacks reflecting your training in fighting without weapons.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Vow: You have an interesting vow. Although you are not against using violence at times, especially during fights, you have vowed to never kill another.

Spells:
Heal: You call upon divine power to heal even the most fatal of wounds. You can add as many black dice as you have ranks in the channeling skill. On a successful casting the target touched heals 1 point for each black dice used in the casting of the spell.

Sleep: Soothing Divine energy floods the area, causing everyone to feel drowsy. A concentration check is required to resist the sleeping affect, and it is made with black dice equaling the amount of successes rolled upon completion of this spell. On a failed save the targets mind succumbs to the affects, causing it to fall into a deep sleep for the rest of the encounter. A successful save does not grant you immunity and you must make a new save every round you stay within its radius.