View Full Version : The World of Edean
Enforcer84
Nov 23rd, '04, 12:36 AM
Players Guide:
Races:
- Phebeians - Wetland beings - Post 2 (http://www.herogames.com/forums/showpost.php?p=520456&postcount=2)
- Tigeons - Cat-like race - Post 3 (http://www.herogames.com/forums/showpost.php?p=557973&postcount=3)
- Al-Seraph - Winged humans - Post 7 (http://www.herogames.com/forums/showpost.php?p=575976&postcount=7)
- Maurr - Dog-like race - Post 8 (http://www.herogames.com/forums/showpost.php?p=575984&postcount=8)
- Priodon - Gigantic armadillo humanoids - Post 9 (http://herogames.com/forums/showpost.php?p=576004&postcount=9)
- Yggridsil - Race of nigh-immortal plant people - Post 15 (http://www.herogames.com/forums/showpost.php?p=576878&postcount=15)
- Brin - Race of aquatic hyper commerce oriented "fish-men" - Post 20 (http://herogames.com/forums/showpost.php?p=576961&postcount=20)
- Goren - Race of Lizard People - Post 22 (http://herogames.com/forums/showpost.php?p=597317&postcount=22)
- Boveen - Race of Ox or Buffaloo People -Post 28 (http://herogames.com/forums/showpost.php?p=607946&postcount=28)
- Shu - Race of monkey style humanoids - Post 30 (http://herogames.com/forums/showpost.php?p=607992&postcount=30)
- The Dragon Clans - A race of "humans" descended from dragons - Post 62 (http://herogames.com/forums/showpost.php?p=703032&postcount=62)
Jobs:
- Strategist - Master of Mass Combat - Post 34 (http://herogames.com/forums/showpost.php?p=608014&postcount=34)
- Swordmaster - the master of the blade - Post 78 (http://herogames.com/forums/showpost.php?p=724857&postcount=78)
- Summoner - Calls down the Gods (or Demons, or elementals...) - Post 79 (http://herogames.com/forums/showpost.php?p=724870&postcount=79)
- Knight of the Azure Shield - Noble defender of the meek - Post 80 (http://herogames.com/forums/showpost.php?p=724874&postcount=80)
- Warrior Monk - Classic hand to hand fighter - Post 81 (http://herogames.com/forums/showpost.php?p=724876&postcount=81)
- Imperial Paladin - Holy Fighter for the Myrran Empire - Post 83 (http://herogames.com/forums/showpost.php?p=742073&postcount=83)
- Warrior Priest of Thurakles - Post 119 (http://www.herogames.com/forums/showpost.php?p=901979&postcount=119)
- Knight of Leshenta - Seabourne Knightly Order - Post 125 (http://www.herogames.com/forums/showpost.php?p=935498&postcount=125)
Options:
- MANA and Magic Defense - Optional Characteristics - Post 36 (http://www.herogames.com/forums/showthread.php?p=624102&postcount=36)
- Optional Modifiers (or Perks) - Somethings I've been playing with in my head - Post 37 (http://www.herogames.com/forums/showthread.php?p=624113&postcount=37)
Magic:
Example Magic: Fire Suite - Post 93 (http://herogames.com/forums/showpost.php?p=796920&postcount=93)
Discussion on Elements (Part1) - Post 128 (http://herogame.dans.cust.servlets.net/forums/showpost.php?p=1017332&postcount=128)
Equipment:
- Some sample magic items - Post 112 (http://www.herogames.com/forums/showpost.php?p=844000&postcount=112)
- Wonderous Materials of Edean - Post 134 (http://www.herogames.com/forums/showpost.php?p=1047777&postcount=134)
GM'S Guide:
Campaign World Overview
People, Places, and Things of Interest:
- The City of Mathisia - a city of religious, political, and commercial intrigue - Post 82 (http://herogames.com/forums/showpost.php?p=737195&postcount=82)
- Lord Auric Vaynard - Baron of the Dragon Mountains - Post 84 (http://herogame.dans.cust.servlets.net/forums/showpost.php?p=742103&postcount=84)
- Alluette Drakeshire - Aid De Camp of King Alric Yelir - Post 85 (http://herogames.com/forums/showpost.php?p=742120&postcount=85)
- Brother Viard - Post 110 (http://herogames.com/forums/showpost.php?p=831875&postcount=110)
- Errk Osbane - my protagonist for NaNoWriMo - Post 118 (http://herogame.dans.cust.servlets.net/forums/showpost.php?p=880706&postcount=118)
- Imoth the Bear - Post 120 (http://www.herogames.com/forums/showpost.php?p=901981&postcount=120)
- Brandor the Ranger - Brandor (http://herogames.com/forums/showthread.php?t=43581)
- Luric Hagen, Spear Saint - Post 139 (http://www.herogames.com/forums/showpost.php?p=1048099&postcount=139)
- The Holy Myrran Empire - Post 99 (http://herogames.com/forums/showpost.php?p=826313&postcount=99)
- The Republic of Gondollore - Post 101 (http://herogames.com/forums/showpost.php?p=830128&postcount=101)
- The Draconic Empire - Post 102 (http://herogames.com/forums/showpost.php?p=830137&postcount=102)
Deities and Religions:
- The Althonic Pantheon - Post 44 (http://herogames.com/forums/showpost.php?p=625571&postcount=44)
- Deities & Demi-Deities -
--Althor - King of the Gods and God of Kings. Rival of Hyrod and champion of the great kingdoms of Edean. - Post 46 (http://herogames.com/forums/showpost.php?p=630491&postcount=46)
--Hyrod - The Tyrant Lord of Edean. Iron Fisted ruler of the "Dark Pantheon" - Post 49 (http://herogames.com/forums/showpost.php?p=631421&postcount=49)
--Thurakles - Rough and tumble God of Strength and Sport. - Post 53 (http://www.herogames.com/forums/showpost.php?p=632403&postcount=53)
--Thukeal - God of Victory at any costs. Eternal Foe of Thurakles - Post 56 (http://herogames.com/forums/showpost.php?p=635796&postcount=56)
--Deias - Goddess of Magic and Protection. Daughter of Althor - Post 57 (http://herogames.com/forums/showpost.php?p=635951&postcount=57)
--Myrra - Fickle, devious, self-absorbed, and incestuous, Goddess of ME ME ME... - Post 58 (http://herogames.com/forums/showpost.php?p=637256&postcount=58)
--Gainer - God of Community - Post 107 (http://herogames.com/forums/showpost.php?p=831809&postcount=107)
--Ragnar - Paranoid God of Isolation and Jingoism - Post 108 (http://herogames.com/forums/showpost.php?p=831816&postcount=108)
--Mandori - God of Nature and Earth - Post 116 (http://herogame.dans.cust.servlets.net/forums/showpost.php?p=872388&postcount=116)
Magic Items & Artifacts
Secrets and Lore
Creature Catalog:
Creatures Silly :D
- Blob - Post 63 (http://herogames.com/forums/showpost.php?p=703053&postcount=63)
- King Blob - Post 64 (http://herogames.com/forums/showpost.php?p=703056&postcount=64)
- Earth Dragon - Post 136 (http://www.herogames.com/forums/showpost.php?p=1047820&postcount=136)
Thanks Zornwil for giving me the "Index" ability! Cool spell to have around. :D
Enforcer84
Nov 23rd, '04, 12:39 AM
My first post to whet your appetite until the new year.
Phebians:
The average Phebian is between 5’7” and 6-3”, males and females tend towards similar sizes with the males being a bit bulkier 125lbs. – 230lbs for females add about 10lb to the males. They are hairless save for eye lashes and brows and their skin tends towards greens, with a lighter “underbelly” that goes from their chin to their groin. They very a bit in color from a pale, mint green with a yellow underbelly to a dark Lincoln green with an aquamarine underbelly. Their eyes tend towards the cooler colors of the spectrum. They live in swamps and heavy moisture areas and thus tend to have a slight moist sheen to their skin. It is because of this that they tend to suffer in extremely hot, dry climates.
Although they gain no attribute benefits, the Phebians have natural abilities that make up for it. In the world of BOF, they suffer from a lack of attractiveness (-2 COM.)
Abilities:
Cost Powers END
4 Amphibious: Life Support (Extended Breathing)
4 Leapers: Leaping +4" (6" forward, 3" upward) 1
8 Skilled Climbers: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)
2 Strong Swimmers: Swimming +2" (4" total) 1
-5 Dependence (Water for skin) 2d6 after one hour (-5 only in arid conditions i.e. a desert)
-10 DF: Phebian (Concealable w/Effort)
As to what “Classes” they favor, the Phebians aren’t choosy, they tend to follow their hearts and the ideal of a gallant knight traveling the countryside protecting the innocent appeals to a great many of them. They also like Bards, Rogues, and occasionally Mages but they often lack the discipline (save for the Gorbundic and Hathaor; see below).
Variants:
There are two major exceptions to the Phebian norm; the Gorbundic Barony and the Hathaor of the northern mountains. The Gorbundic Barony is located south of Wyndia and close to the desert. The Gorbuns are red with a yellow underbelly and yellow or black markings on their backs. While loyal to the crown of Simafort, they are also tradesmen (possibly having Manillo blood in them) and tend to be a bit more somber than their northern cousins. They worship Hastar, the Phebian god of trade and often take the Merchant Class, in addition to Knight, Mage, Monk, and Priest. They also have drier skin and suffer not when in the heat.
The Clan Hathaor is another variant. They live in the mountains of the North; have Black skin with gray underbellies and yellow markings on their back as well as yellow eyes.
The Clansmen are tireless champions to the Phebian cause, loyal to the King and often populate his body guard. They tend to revere Jean the Guardian (god of Princes amongst the Phebians). They are typical physically save for their appearance but they tend to be much more serious. They tend towards Knight, Paladin, Monk, Ninja, Priest, and Rogue classes. They are credited with the development of Kyivalt, the acrobatic Martial Arts style of the Phebians and its Taijutsu equivalent, Flying Shadow Style practiced by the Shadow Wing clan Ninja dedicated to the King of Semifort.
Martial Arts:
Phebians tend to use the following Martial Arts styles:
Kung Fu
Fencing
Weapons Combat
(All from UMA)
Kyivalt
Flying Shadow Taijutsu
Tae Ch’i
They favor Medium and light armor, or Orchilium Heavy Armor which is much lighter than similar armor made of Iron, Steel, or even Mithril.
Kyivalt
Maneuver OCV DCV Notes
5 Acrobatic Dodge -- +4 Dodge All Attacks, Abort; FMove
5 Axe Kick -2 +1 STR +4d6 Strike
4 Block +2 +2 Block, Abort
3 Jab/Cross +1 +0 STR +2d6 Strike
3 Leaping Charge +0 -1 STR +v/5 Strike; You Fall, Target Falls; FMove
3 Leg sweep +2 -1 STR +1d6 Strike, Target Falls
4 Medium Kick +0 +2 STR +2d6 Strike
5 Roundhouse Kick +1 -2 STR +4d6 Strike
5 Spinning Leap Kick +1 +0 STR +v/5; FMove
Skills
3 Acrobatics 11-
3 Breakfall 11-
3 Defense Maneuver: I
2 KS: Kyivalt 11-
Optional Powers
12 1) Superior Leaping: Leaping +2" (4" forward, 2" upward) (Accurate, x4 Noncombat) 1
10 2) Kick Swarm: Hand-To-Hand Attack +2d6, Autofire (5 shots; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) 1
20 3) Whirlwind Roundhouse: Hand-To-Hand Attack +4d6, Area of Effect (2" radius; +3/4) (35 Active Points); Hand-To-Hand Attack (-1/2), Concentration (1/2 DCV; -1/4) 3
Taijutsu; Flying Shadow Style
Maneuver OCV DCV Notes
5 Back Kick/Jab +1 +3 STR Strike
4 Dagger Fist -2 +0 HKA 0 1/2d6
4 Disarm -1 +1 Disarm; +10 STR to Disarm roll
5 Dodge -- +4 Dodge All Attacks, Abort; FMove
4 Escape +0 +0 +15 STR vs. Grabs
4 Eye Gouge -1 -1 Flash 4d6
3 Leg sweep +2 -1 STR +1d6 Strike, Target Falls
4 Sand Strike -1 +1 2d6 NND
4 Soaring Shadow Kick +2 -2 STR +v/5; FMove
4 Strike +0 +2 STR +2d6 Strike
9 Weapon Element: Blades, Chain & Rope Weapons, Clubs, Empty Hand, Garrote, Ninja Weapons, Off Hand, Polearms and Spears, Staffs, Three-Section Staff
Skills
3 Acrobatics 11-
3 Breakfall 11-
5 Defense Maneuver: I-II
3 Fast Draw 11-
2 KS 11-
2 KS: Shadow Wing Clan 11-
3 Lockpicking 11-
3 Shadowing 11-
3 Stealth 11-
3 Tracking 11-
13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Boomerangs and Throwing Clubs, Bows, Garrote, Off Hand, Staffs, Three-Section Staff, Thrown Chain & Rope Weapons, Thrown Knives, Axes, and Darts, Thrown Sword
Optional Powers
6 1) Acute Senses: Enhanced Perception (+2 to PER Rolls for All Sense Groups)
26 2) Shadow Dagger Fist: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4), Penetrating (+1/2) (26 Active Points) 3
20 3) Shadow Walking: Invisibility to Sight Group, No Fringe (30 Active Points); Only When Not Attacking (-1/2) 3
13 4) Shadow Gate: Teleportation 5" (No Relative Velocity) (20 Active Points); Only through Shadows (-1/2) 2
Enforcer84
Dec 25th, '04, 03:58 PM
Tigeon
The Tigeon are cat like humanoids found mostly on the plains of Edean. They can adapt to anywhere naturally, but the homelands are in the plains. Tigeon differ from the Maurr in that while the Maurr are humanoids with canine heads and tails, Tigeon are humans with fur, pointed ears, catlike eyes and tails. Their more human appearance has makes them (at least to the human population) more appealing. The Tigeon race also differs in that only four species of cat are represented.
The Tigeon mythology is a simple pantheon of eight deities, a Male and Female for each of the Great Tribes. Their society is based on rule by Chiefs; the Chief is aided by a council of elders (secular advisors) and the clerics (religious advisors). The Tigeon are a warrior people, they respect strength in battle and personal and clan honor. Each Tribe has two “Generals” no matter what their size, the Generals are the military advisors to the Chief (as can be seen, the Chiefs get a lot of advice)
The Tigeon are not a patriarchal people, there are both male and female Chieftains, and the tribal generals are most often one of each gender. Tigeon spell casters are uncommon, as the people have had bad experience with magic in the past, but they are not rare. Clerics or shamans depending on the tribe’s level of “culture” are far more common.
Centuries ago, a cabal of dark wizards attempted to control the four great tribes of the Tigeon as their personal armies. The Tigeon sought and received aid from several heroes of different back grounds and the wizards were repelled. Not content to let the Tigeon be, the cabal tried to make “True”, cat-headed leaders to take control of the various cat peoples. This was successful to a point; the “True Tigeons” used their magic to command large groups of the Tigeon peoples, but were unable to bring them all under their sway. Then the True Tigeons turned on their masters and slew them to a man to gain their freedom. The True Tigeon found that they did not necessarily breed true and died out, though there has since been an occasional birth of cat headed Tigeons.
The four Great Tribes are: The Leonne, The Chee, the Tigeor, and the Pantero. The Tigeor are the most common and from them the name is born.
Attribute Bonuses:
Chee:
+4 DEX
Running +4”
Leaping +2”
+1 to Smell/taste PER Rolls
Night Vision
Tail: Extra Limb, Inherent (+1/4); limited manipulation (-1/4)
The Chee have spotted hair patterns on their short fur and long hair.
Leonne:
+2 STR
+2 DEX
+2 CON
+2 PRE
+1 BODY
Running +2”
Leaping +2”
+1 to Smell/taste PER Rolls
Night Vision
Tail: Extra Limb, Inherent (+1/4); limited manipulation (-1/4)
Golden fur with a darker mane of hair on their heads
Pantero:
+3 DEX
+2 to Concealment (Only in Shadows, Self Only)
+2 to Stealth
Running +2”
Leaping +2”
+1 to Smell/taste PER Rolls
Night Vision
Tail: Extra Limb, Inherent (+1/4); limited manipulation (-1/4)
Night black fur with long, luxurious, black hair on their heads; their eyes are often yellow or brilliant green
Tigeor:
+3 STR
+2 DEX
+2 CON
+1 BODY
Running +2”
Leaping +2”
+1 to Smell/taste PER Rolls
Night Vision
Tail: Extra Limb, Inherent (+1/4); limited manipulation (-1/4)
Tiger stripes on their fur, long hair, often red, golden, or bronze in color.
The Tigeon are often credited with developing the systematic fighting styles and the Edean word often associated with it is Arga’ash (Ar-GAR-rash), which is Tigeon for "Way of the Claw". Arga’ash is analogous to Kung Fu. The same maneuvers can be used from Kung Fu as for Arga’ash. The special maneuvers for Kung Fu are also appropriate, but here are a few set for the Edean setting:
The Sun-Drenched Claws of Pan Guar: Pan Guar, one of the greatest Tribal Generals of Tigeon lore, developed his spirit powers to such an extent that he could summon and command fire in various forms. These are all known as the “Sun-Drenched Claws”, even though many of the abilities are not attacks. A practitioner can purchase any combination of the “Claws”. To master them all makes one a truly formidable opponent.
The Sun-Drenched Claws of Pan Guar:
The First Claw: 1d6 RKA (Fire), No Range (-1/2), Trigger (successful Hand to Hand Attack) (+1/4) (Active Points: 19 real cost: 13) A nimbus of flame surrounds the hands of the warrior.
The Second Claw: 2d6 RKA (Fire) (Active Points: 30, Real Cost: 30) A claw shaped bolt of fire is launched from the warriors hands.
The Third Claw: Force Field (+12 rED), Costs END Only To Activate (+1/4), Invisible to Normal Hearing, and Single Sense (Normal Vision; +1/2) (21 Active Points); Only Works Against Fire/Heat (-1/2) (Active Points: 21, Real Cost: 14) A field that can be seen with certain types of special vision, but is undetectable by normal sight or hearing, protects the warrior from fire and heat.
The Fourth Claw: LS: Immune to extreme Heat (Active Points/Real Cost: 2 pts) completely comfortable in extreme heat
The Fifth Claw: Flash Defense 10pts (Sight); only vs. Light/Heat based flashes (-1/2) (Active Points: 10, Real Cost: 7) eyes are protected from light or head based attacks
The Final Claw: Energy Blast 12d6, Personal Immunity (+1/4), Area of Effect (2" radius; +3/4) (120 Active Points); Increased Endurance Cost (x4 END; -1 1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), requires a Martial Arts Tricks Roll (-1/2) (Active Points: 120, Real Cost 30) With this strenuous attack, the warrior leaps into the air, spinning 360 degrees and landing with a flaming strike at the Earth. Flames leap up in a 12’ diameter gout damaging all in the area save the warrior himself.
The Shadows of Nina Hayep-Tan: A series of abilities developed by a Pantero practitioner who took the art towards a shadowy, stealthy direction. Nina Hayep-Tan was an assassin who long admired the abilities shown by the fabled Ninja of the humans and phebians. These abilities are for the most part merely stealth and defense oriented. The terrifying Strike of the Wight is the only attack form.
The Moonlit Walk: Invisibility to Sight Group, Normal Sight Only (Active Points: 20 Real Cost: 16 pts) Warrior become invisible to the naked eye.
The Silent Running: Invisibility to Hearing Group (Active/Points/Real Cost: 10 pts) Warrior’s movements and actions become absolutely silent.
The Night's Caress: Darkness to Sight Group 2" radius, Personal Immunity (+1/4), Difficult To Dispel (x2 Active Points; +1/4) (30 Active Points); Requires A Martial Arts Tricks Roll (-1/2) Warrior summons a field of shadows around her. She can see through the shadows.
The Strike of the Wight: Transfer 2d6 (BODY to CON), Can Transfer Maximum Of 20 Points, Does Knockback (+1/4) (42 Active Points); Increased Endurance Cost (x2 END; -1/2), Requires A Martial Arts Tricks Roll (-1/2), Extra Time (Delayed Phase, -1/4) (Active Points: 42, Real Cost: 19) Warrior leeches the life force from their target and makes themselves more durable.
OddHat
Dec 25th, '04, 04:10 PM
Woot! I'm looking forward to this. :)
Enforcer84
Dec 25th, '04, 04:53 PM
I'll see if I can keep it worthy of your praise. :D
Enforcer84
Jan 10th, '05, 10:24 PM
Frist Post of the new year. Thanks to Blue Jogger, Oddhat, Lightray, and NuSoardGraphite for their help with martial arts stuff for these guys. I am a little behind schedule for me, but that's always the case, turns out I am kinda lazy.
Enforcer84
Jan 10th, '05, 10:34 PM
Al-Seraph:
The Al-Seraph is a race of winged humans. Born of wizards who broke from the Holy Empire of Khrushas Millennia ago, the first Al-Seraph families used their potent magic to create a mountain born city. From there, they began their rather isolated kingdom amid the peaks and plateaus of the Kouregart Mountains. Deciding early on to stay “above” the troubles of the world, they used strong magic to give themselves an easy way to fly, great feathered wings. The wings bred true and with in 200 years they were no longer a rare sight on Edean. Like many of the demi-humans, the Al-Seraph are a relatively young race and have sought to carve out a niche for themselves. They are one of the most potently magical races on the planet. They have founded the five great magic colleges (three in their kingdom of Ascentia, one in the Principalities of Beroun, and one in the Kingdom of Leos). Other colleges exist but these are considered the "Best of the Best".
Attribute Bonuses:
+2 DEX
+5 INT
+1 EGO
+2 PRE
+4 COM
Wings: Flight 8" (16 Active Points); Restrainable (-1/2) (Cost: 11pts)
Wings: Extra Limbs (2), Inherent (+1/4) (6 Active Points); Restrainable (-1/2), Limited Manipulation (-1/4) (Cost: 3 pts)
As far as martial arts go, the Al-Seraph have not set the world on fire. They have developed a style that is best represented with the winged folk MA in The Ultimate Martial Artist. Their art is called Mina-Harutha which is Al-Seraph for Life Defense. The Art looks like this:
Mina-Harutha
1) Aerial Dodge: ½ Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
2) Bi-Wing Clap: ½ Phase, -2 OCV, +1 DCV, 6d6 Strike
3) Escape: ½ Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
4) Evasive Strike: ½ Phase, +1 OCV, +3 DCV, 2d6 Strike
5) Flying Strike: ½ Phase, +1 OCV, +0 DCV, 2d6 +v/5; FMove
6) Flying snare: ½ Phase, -2 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on; FMove
7) Sacrifice Dive: ½ Phase, +2 OCV, -2 DCV, 2d6 +v/5; FMove
8) Single Wing Slap: ½ Phase, +2 OCV, +0 DCV, 4d6 Strike
9) Snare: ½ Phase, -1 OCV, -1 DCV, Grab Four Limbs, 10 STR for holding on
10) Strike: ½ Phase, +0 OCV, +2 DCV, 4d6 Strike
11) Weapon Element: Blades
12) Weapon Element: Chain & Rope Weapons
13) Weapon Element: Nets
Total Character Points: 49
Special Abilities include, various “Energy Fists” developed to personal taste (usually simply an HA with specific energy SFX, or an energy KA liked to martial strike), strengthening wings to act as defense (this locks out flight though).
Samples include:
The Blinding Winds of Penn Wyatt: Sight Group Flash 7d6, Personal Immunity (+1/4), Explosion (+1/2) (61 Active Points); Restrainable (-1/2), Requires A Martial Arts Tricks Roll (-1/2), Limited Range (4"; -1/4)
Notes: The warrior uses his or her wings to kick up dust or other small objects to obscure the vision of their opponents.
The Bloody Feather of Kigara Hulyrr: Killing Attack - Ranged 1d6, Armor Piercing (+1/2) (22 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4), 10 Charges (-1/4)
Notes: With Bloody Feather the Al-Seraph warrior takes a feather from one of his wings and throws it like a throwing knife or dart to impale the enemy from a distance. Even though he has a great number of feathers at his disposal, he will never pluck more than 10 or so from his wings because doing so could possibly destroy his flight stability.
The Winged Gale: Telekinesis (20 STR), Area Of Effect (13" Cone; +1 1/4) (67 Active Points); Only to Push (-1), Extra Time (Full Phase, -1/2), No Range (-1/2), Affects Whole Object (-1/4)
Notes: Winged Gale is a technique used to push multiple opponents around a field of battle. The Al-Seraph flaps his wings vigorously and generates a strong wind that pushes those caught in its affect away from the warrior. This can be deadly if the wind pushes an opponent into a wall of spikes or over a sheer cliff! The effect starts from just in front of the Warrior and extends in a 13" cone! This attack can be pushed and Haymakered for greater effect (which increases the STR to 45)
Enforcer84
Jan 10th, '05, 10:46 PM
Maurr
The dog-like Maurr come in three subtypes and dozens of "ethnic types". Humanoids with Canine heads and tails, they otherwise conform to human in shape (i.e. no extra joint in the legs, five fingers and opposable thumbs). The Subtypes, basically called True (or Standard), Great, and Fey; are merely size determinates. The ethnic background is the "breed" of dog. Maurr tend to blur the lines between the traditional Elf roles (protectors of the forests and nature) and Dwarf roles (an ordered and law abiding structure). It is said by the sages that the Maurr were a servitor race created by the ancient Mage Lords as guardians and servants. This, the sages say, is why the Maurr have such deep and long lasting ties with humanity, they were bred to remain loyal to their human masters. Maurr religion and mythology claims they were created by Pagaus (Pay-Gauss) (the Maurr All-Father) who sent them forth to watch over the Natural world and the fledgling human race.
The Maurr have a rather complex culture. They are ruled by a handful of Kings, beneath them Princes, Barons, and Clan Patriarchs (and their female counterparts). Small villages often are simply led by a "council" of Patriarchs and Matriarchs, occasionally a single clan will comprise the entire town. The clans, often named for the breed of dog they resemble (Clan Dane, Clan Wolvund (Wolf-Hound), Clan Collier (Collie), etc.), intermingle and often "mutts" are produced, a "Pure" member of one of the Clans (particularly in the bigger cities where the Clans act as nobility) is generally aristocratic and treated with great respect by other Maurr.
Variants:
The Great Maurr stems from the larger breeds, between 6'6'' and 8' tall, weighing 300-400 lbs. they make great warriors; they tend to (for unknown reasons) be drawn to the colder climates. They also tend to be wilder and less disciplined than their smaller kin and tend towards Warrior or Barbarian professions.
The True Maurr range in height from 5’6’’- 7' tall, and from about 200-300lbs. in weight. They make their homes in any climate, in any locale. They are stronger and healthier than your average human, and more disciplined and gregarious than their Great cousins. They prefer Ranger and Rogue type professions.
The Fey Maurr, called thus more for their size than any supernatural ability. They were created from the "Toy" breeds, Intelligent, witty, and friendly, they range from 3'-5' tall and 100lbs. - 200lbs. They are agile fighters and keenly intelligent, they are the Maurr most likely to enter into a magical profession.
Priest professions are equally popular with all three subtypes.
Attributes:
Great Maurr: STR +5, CON +2, EGO -2.
True Maurr: STR+2, Dex +2, Con +2.
Fey Maurr: STR -1, Int +3, Ego +1.
All:
+1 to normal Smell
+1 to normal Hearing
+1" running
Great:
+1" Running (+2" total)
Fey:
+1 DCV
+1 to Concealment (Self Only)
+1 to Stealth
Like many of the races on Edean, the Maurr have developed their own martial arts style. On Edean, the martial arts are often referred to as Fighting Arts or Arga’ash (Ar-GAR-rash), which is Tigeon for "Way of the Claw". The Maurr contribution is an organized, highly linear and structured art, akin to what we would consider Karate. The Maurr call it Padarath (Pah-DARE-ith). The main style was developed several centuries ago, prior to the Great Fall, and has spawned numerous "Schools" since then.
Cost Martial Arts Maneuver
Padarath
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Fierce Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
5 Jaw lock: 1/2 Phase, -1 OCV, -1 DCV, Grab, One Limb, HKA 1/2d6 (2DC's)
3 Leg sweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
3 Palm Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike
4 Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
5 Swipe: 1/2 Phase, +1 OCV, +3 DCV, 2d6 Strike
3 Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2d6 +v/5 Strike; You Fall, Target Falls; FMove
1 Weapon Element: Blades
1 Weapon Element: Clubs
1 Weapon Element: Polearms and Spears
1 Weapon Element: Staffs
Skills associated with Padarath are:
3_Breakfall
2_KS: Padarath
2_KS: The Fighting Arts World
2_WF: Common Melee Weapons
1_WF: Staff
Notes:
The KS Fighting Arts World stems from the fact that the Maurr are a very competitive and communal people. Their fighters get along and develop friendly rivalries with almost anyone. They keep tabs on other fighters, eager to test themselves.
The Jaw lock maneuver is really a grab, using one arm and tearing at their opponent’s throat. It is said in ancient times the Padarath master actually used their jaws to rend their opponent’s throat, but civilized warriors find that distasteful. (If you'd like to have a particularly brutal fighter actually use their teeth, make the maneuver -2DCV and reduce the cost to 4pts)
Optional Rules: The Swipe and Palm Strike take hit location rolls of 2d6+1. The Snap kick, Tackle, and Fierce Kick take rolls of 3d6, and the Block, Leg sweep, and Jaw lock take no hit location rolls. (The Jaw lock automatically targets the throat but gets no extra damage for it)
Special Abilities: This being an anime style fantasy campaign fancy martial arts special attacks and abilities are going to be common. Padarath has a few notable abilities.
The Iron Jaw Strike of Brojandir: this is a clawed hand strike (reminiscent of the Tigeon styles claw strikes) and the blow is so fierce that it’s been known to destroy armor as it drives into the victims flesh. The originator of the maneuver, Brojandir, was a legendary general and warrior during the first Draconic Era. He developed the strike as much for its intimidation purposes as for anything else. He never really took "students" per se, but was willing to teach the strike to those who could give him a good fight. He was not particular that they were Padarath students either. The Iron Jaw strike or variants of it could pop up in any style.
The Iron Jaw Strike of Brojandir: 1d6HKA plus +2 OCV plus1d6 HKA, Penetrating, Only vs. Armor worn by target
Active Points: 47
Real Cost 36
Degal's Shields of Bravery: Developed in no more than two decades ago, Degal's Shields represent a toughening of the spirit and will, protecting the wearer from all manner of "exotic" attacks. They are fatiguing, though it is said that Degal no longer requires exerting his will to enact them.
Degal's Shields of Bravery: Force Field +5 PD +5 ED +5 MD +5 Pow Def, invisible to sight
Active Points: 30
Real Cost: 30
Kreagul's Howl: Developed by a mercenary leader with a love of inspiring fear in others, Kreagul's Howl is both a weapon of sonic power and psychological warfare.
Kreagul's Howl: Energy Blast 4d6, No Normal Defense (Being Deaf, Hearing Flash Defense of any kind), Increased Endurance Cost (x2 END), Limited Range (10") plus +20 PRE, Only for Fear Inducing Presence Attacks, Only against foes who can hear him
Active Points: 60
Real Cost: 32
Enforcer84
Jan 10th, '05, 11:21 PM
PRIODON:
The Priodon are an odd race. Gigantic armadillo humanoids, which make their way through life as laborers and farmers; the priodon are gregarious and helpful of their fellow beings. Although peaceful, they are highly competitive and enjoy physical sport tremendously. They favor the God Thurakles, god of strength, physical prowess and heroism. They emphasize his sport aspects and many priodon are excellent martial artists, using a hard style, reminiscent of some unholy union of Sumo wrestling and Boxing.
Excellent farmers, miners, ranchers, and any labor intensive job, they are highly sought after for these occupations.
The Priodon have a small kingdom in the fertile southern crescent of the Great Continent.
All peoples are accepted and welcomed there, as long as they behave and the Kingdom of Aggaran provides foodstuffs for several times their native population. It is a trade center and they have no known enemies.
Attribute Bonuses:
Size: Large
+20 STR (Massive Build)
+3 BODY
+3 ED
-3” Knock Back
+1” Reach (see large characters in the HERO Bestiary or Ultimate Brick)
+3” Running (proportionally smaller legs than normal for size large)
-2 DCV
4x Normal Weight
+2 to other’s per Rolls
Armor Plate: +3 rPD +3rED armor
Massive Build: + 3 CON
Priodon Wrestling
Cost Martial Arts Maneuver
4 1) Bend Joint: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Break Bone: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 6d6 Crush, Must Follow Grab
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
5 7) Fist Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 8) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
3 9) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
5 11) Overhead Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
3 12) Punch: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike
3 13) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike; You Fall, Target Falls
3 14) Slam: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls
5 15) Stone Breaking Blow: 1/2 Phase, +1 OCV, -2 DCV, 6d6 Strike
4 16) Tsunami Strike: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to Shove
4 17) Unyielding Stance: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
1 18) Weapon Element: Cestus
Martial Arts Cost: 66
The Stone Form of Ur Parak: Armor (3 PD/3 ED) (9 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: By summoning up his inner Strength, the practitioner can strengthen his muscle and sinew to resist damage.
Iron Roots of the Great Tree: Clinging (15 STR) (12 Active Points); Costs Endurance (-1/2), Only When In Contact With The Ground (-1/4)
Notes: Summons his inner strength to become truely immovable.
Avalanche Strike: Area Of Effect (up to One Hex; +1/2) for up to 40 Active Points of STR (20 Active Points); Can Be Blocked (-1/4)
Notes: A sweep attack that effects all in the targeted hex.
Lionbear Hug: EB 4d6, NND (defense is Life Support [Self-Contained Breathing]; +1) (40 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Martial Arts Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4)
Notes: Simply a crushing bear hug
Hailstorm Strike: Naked Modifier: Autofire (5 shots; +1/2) for up to 40 Active Points (20 Active Points)
Notes: The warrior rains down a lightning fast series
Enforcer84
Jan 10th, '05, 11:24 PM
There's not a whole lot of uniformity to my race layouts are there?
Curufea
Jan 10th, '05, 11:36 PM
You could make a template to use in HTML. Best for a website though, than a messageboard.
Enforcer84
Jan 11th, '05, 12:15 AM
yeah, if I could just use the same format for all of them it would work too. I'll guess I'll tinker with it.
OddHat
Jan 11th, '05, 05:06 AM
I like all of your races, especially the kung-fu Chinese frog men. :)
I think you may underestimate how terifying those winged men would be in open combat, even with magic added to the mix. More mobile than the best cavalry and traditional siege tactics just pen their foes into a killing zone; give them greek fire and a Mongol attitude and watch the other races bow and scrape.
The cat men are well done, but for some reason their described culture just doesn't sound cat-like to me. Of course, the frog culture isn't frog-like and that didn't bother me. ;) Still, I dunno. Maybe Something on the lines of females rising to higher positions generally in civil and merchant society but the top positions paradoxically held by a minority of males, while many young males go to war and into adventuring professions in order to prove themselves?
The dog-headed men have potential, and mythological precedent. Might be interesting to hear more of their mythology.
I love the Priodons. :)
Lightray
Jan 11th, '05, 06:51 AM
Yee-ikes, those armadillo-giants are gonna be rude.
You might want to consider Nonselective for their Avalanche Strike, since as is they'll be attacking against the DCV of the hex, not the DCV of the opponents in the hex -- so it's more likely they hit a lot of targets than just one target, which seems odd.
Enforcer84
Jan 11th, '05, 07:19 PM
Yggridsil
The Yggridsil (pronounced on Edean as Yad-GRID-cell), are a race of nigh immortal plant men and women. They have three major “Kingdoms” in the three great forests of Edean. They are the self appointed guardians of the forests and nature in general. Deceptively heavy, strong, and unbelievably hearty, the Yggridsil (often simply called the Forest People by the other races) lifespan arcs on forever, eventually however most feel the need to enter “the council of trees” and transform themselves into giant, immobile, sentient trees. The Yggridsil have a low birth rate, twins are rarely known and most families have one child only. They have set themselves apart from the rest of the world, rarely interfering in the lives of Edean’s other citizens, but there are “adventurers”, rogues, tyrants, and “socialites” in their history so they are rarely seen but it isn’t unheard of.
Yggridsil are easy to identify, having brown, bark like skin, smooth to the touch, but cool and hard. Their hair and eyes are generally green, orange, yellow, think the spectrum of leaves and flowers. They have pointed ears and slender, deceptively heavy physiques. They move with an uncommon grace, but seem to lack speed.
Attribute Bonuses:
2 +2 STR
20 +10 CON
4 +2 BODY
3 +3 INT
6 +3 EGO
2 +2 ED
2 +2 PD
3 Bark-like skin: Damage Resistance (4 PD/4 ED) (4 Active Points); Visible (-1/4)
5 Darksight: Nightvision
2 Surprisingly heavy and "rooted": Knockback Resistance -1"
3 Thicket Master: Environmental Movement (Undergrowth)
4 Yggridsil Immortality: Life Support (Longevity: 1600 Years)
The Yggridsil have developed the Way, a meditative martial art that appears, in practice, very similar to the Human art of Tai Ch’i Ch’uan. It is a deceptive style seeming more dance-like and slow than an effective art should be. It is hauntingly beautiful to watch.
The Way
Maneuver OCV DCV Notes
4 1) Block +2 +2 Block, Abort
4 2) Disarm -1 +1 Disarm; +10 STR to Disarm roll
5 3) Escaping Throw +0 +0 15 STR vs. Grabs; Target Falls
3 4) Grab -1 -1 Grab Two Limbs, 52 STR for holding on
5 5) Joint Break -1 -2 Grab One Limb; HKA 1/2d6, Disable
5 6) Palm Slap/Kick -2 +1 +4d6 Strike
3 7) Punch/Backhand strike +1 +0 10d6 Strike
3 8) Retributive Strike +1 +2 +2d6 Strike, Must Follow Block
4 9) Root +0 +0 +15 STR to resist Shove; Block, Abort
4 10) Thorn Strike -1 +1 2d6 NND
3 11) Throw +0 +1 STR +v/5, Target Falls
3 12) Uproot +2 -1 +1d6 Strike, Target Falls
4 13) Vine Choke -2 +0 Grab One Limb; 2d6 NND
1 14) Weapon Element: Blades
1 15) Weapon Element: Staffs
Special abilities for “the way” include:
Rooted: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2)
Notes: The master of the Way gains impressive balance and cannot bemoved against his or her will.
Vine Limbs: Stretching 3" (15 Active Points); Always Direct (-1/4), Limited Body Parts (Arms and Legs; -1/4), no Noncombat Stretching (-1/4)
Notes: This is a bizzare looking ability. The Master of the Way can literally stretch their arms and or legs to attack their foes. Giving them a "Reach" of about 3"
Choking Spores: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4)
Notes: The Master of the Way can summon spores that cause spasms of choking and sneezing.
Poison Thorn Strike of Brean Sheafwood: (Total: 97 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Armor Piercing x1 (+1/2) (15 Active Points) (Real Cost: 15) plus Drain CON & STUN 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Two Powers Simultaneously (+1/2), No Normal Defense (LS: appropriate Immunity; +1) (82 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), HKA Must Do Body (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 20)
Notes: This is a strike that causes tremendous damage to the victim's health if it manages to break the skin.
Strength of the Trees: +30 STR (30 Active Points); Increased Endurance Cost (3x END; -1)
Notes: The Master of the Way can summon Strength from the forests themselves. It is very tiring however.
Tangling Growth: Entangle 4d6, 4 DEF (40 Active Points); OIF (plants of opportunity) (-1/2)
Notes: The Master causes the local plants to obey his will.
Thorn Armor: Killing Attack - Hand-To-Hand 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (30 Active Points); Activation Roll 14- (-1/2), No STR Bonus (-1/2), No Knockback (-1/4) Notes: The Master can summon large, sharp thorns to surround his body, making attacking him a risky proposition
OddHat
Jan 11th, '05, 07:43 PM
I love the image of the Forrest People, but should they have families at all? Might be interesting if they grew from seeds, especially if the soil could no longer support them as once it did.
zornwil
Jan 11th, '05, 07:57 PM
Is there a map or master layout working in the background? It'd be nice to get just a sketchy, broad context to the world they're in, although perhaps that's intuitive to people who know this source material.
I like the various races. I'm not fussy when it comes to races, though I tend to favor more original ones, like the armadillo-people. Do you intend to do non-humanoid races? I think the Yggridsil, whom I also like very much, would be even cooler if they weren't human at all in form.
One organizational suggestion - you might want to edit your first post as you go along, making it a table of contents perhaps with a sort of brief entry info, with either hyperlinks to each post or at least a post reference - such as below:
Players Guide:
Races
- Phebeians - Wetland beings - <a href="http://www.herogames.com/forums/showpost.php?p=520456&postcount=2" target="_blank">Post 2</a>
- Tigeons - Cat-like race - <a href="http://www.herogames.com/forums/showpost.php?p=557973&postcount=3" target="_blank">Post 3</a>
- Al-Seraph - Winged humans - <a href="http://www.herogames.com/forums/showpost.php?p=575976&postcount=7" target="_blank">Post 7</a>
- Maurr - Dog-like race - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=8" target="_blank">Post 8</a>
- Priodon - Gigantic armadillo humanoids - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=9" target="_blank">Post 9</a>
- Yggridsil - Race of nigh-immortal plant people - <a href="http://www.herogames.com/forums/showpost.php?p=576878&postcount=15" target="_blank">Post 15</a>
(PS - edited to make it open new windows, that way someone can just work from the index, hence the "target="_blank"" references in HTML above)
OddHat
Jan 11th, '05, 08:01 PM
Is there a map or master layout working in the background? It'd be nice to get just a sketchy, broad context to the world they're in, although perhaps that's intuitive to people who know this source material.
I like the various races. I'm not fussy when it comes to races, though I tend to favor more original ones, like the armadillo-people. Do you intend to do non-humanoid races? I think the Yggridsil, whom I also like very much, would be even cooler if they weren't human at all in form.
One organizational suggestion - you might want to edit your first post as you go along, making it a table of contents perhaps with a sort of brief entry info, with either hyperlinks to each post or at least a post reference - such as below:
Players Guide:
Races
- Phebeians - Wetland beings - <a href="http://www.herogames.com/forums/showpost.php?p=520456&postcount=2">Post 2</a>
- Tigeons - Cat-like race - <a href="http://www.herogames.com/forums/showpost.php?p=557973&postcount=3">Post 3</a>
- Al-Seraph - Winged humans - <a href="http://www.herogames.com/forums/showpost.php?p=575976&postcount=7">Post 7</a>
- Maurr - Dog-like race - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=8">Post 8</a>
- Priodon - Gigantic armadillo humanoids - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=9">Post 9</a>
- Yggridsil - Race of nigh-immortal plant people - <a href="http://www.herogames.com/forums/showpost.php?p=576878&postcount=15">Post 15</a>
I wish I'd done this with the New Circle from the start. As things stand, Post #1 is screwed up looking from tacking on the ToC as an afterthought.
zornwil
Jan 11th, '05, 08:28 PM
I wish I'd done this with the New Circle from the start. As things stand, Post #1 is screwed up looking from tacking on the ToC as an afterthought.
I was inspired by your thread, learning from those "mistakes" (really no biggy), if that helps. :)
PS - also yours was almost impossible to control as it was so collaborative, Chad can control his thread as it's his stuff.
Enforcer84
Jan 11th, '05, 08:33 PM
Brin:
The Brin are a race of aquatic “Fish-men”. Hairless, with “fins” for cranial decoration, they are an odd looking race. Their skin is smooth often with a darker dorsal colour and a lighter belly. They have large eyes and run the gamut from flabby to fit. The females tend to be taller and slimmer on average and a lot more pleasant to look at. Females often have long hair on their heads as well, not always, but often. Many suspect some sort of cosmetic magic transformation to make them more appealing to the other races.
The Brin are gregarious and talkative, they are intelligent, grasp languages and cultures quickly and are by and large considered the consummate businessmen on the planet. They can survive equally well underwater and on the land. The Brin seem to have a genetic need to be salesmen and store owners. Their culture is based on commerce and they own (at least in part) over 70% of all shops, trade stations, shipping lines, and banks in Edean’s known kingdoms. They have great relations with all races and rumors of their fabulous wealth in their undersea kingdom have become legend over the millennia.
Attribute Bonuses:
+2 CON
+2 PRE
+10 END
Aquatic Based Life Form: Life Support (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold)
Consummate Salesperson: +1 with Bureaucratics
Consummate Salesperson: +1 with Conversation
Consummate Salesperson: +2 with Persuasion
Unbelievable Swimmers: Swimming +4" (6" total), Reduced Endurance (0 END; +1/2) (6 Active Points)
The Brin developed Atakambi to protect their caravans, shipping lines, and persons. The art is fairly straight forward, was originally developed to fight underwater but has been adapted for use by and against “Landers”. The best and brightest practitioners compete in all manner of tournaments to win praise and bring in paying students. The Specialists, as all true masters are called, have developed astounding and flashy special maneuvers. The maneuver is always named after the developer. Most maneuvers have many names as each specialist wants to be associated with it. So the “Electric Eel Strike” is probably known as “Akambi’s” Electric Eel Strike, “Pansura’s” Electric Eel Strike, “Koburo’s” Electric Eel Strike, ad nauseum.
Atakambi
Maneuver OCV DCV Notes
4 1) Block +2 +2 Block, Abort
4 2) Disarm -1 +1 Disarm; 20 STR to Disarm roll
3 3) Dolphin Tackle +0 -1 2d6 +v/5 Strike; You Fall, Target Falls; FMove
5 4) Fin Over Assault +1 +0 2d6 +v/5; FMove
5 5) Flying Side Kick +1 -2 6d6 Strike
4 6) Front Kick +0 +2 4d6 Strike
3 7) Grapple -1 -1 Grab Two Limbs, 20 STR for holding on
4 8) Knifehand Spearhand -2 +0 HKA 1d6 +1
4 9) Octopus Grapple -2 +0 Grab One Limb; 2d6 NND
4 10) Punch/Elbow Strike +2 +0 4d6 Strike
5 11) Side or Roundhouse Kick -2 +1 6d6 Strike
3 12) Takedown +1 +1 2d6 Strike; Target Falls
1 13) Weapon Element: Blades
1 14) Weapon Element: Clubs
1 15) Weapon Element: Staffs
Skills
3 Acrobatics 11-
3 Defense Maneuver I
2 KS: Atakambi 11-
1 Language: Brin (basic conversation)
2 WF: Common Melee Weapons
Atakambi Special Abilities:
Dolphin Leap: Leaping +6" (2" forward, 4" upward) (Accurate) (11 Active Points); Upward Movement Only (-1), no Noncombat movement (-1/4)
Notes: The Specialist can summon his inner strength to leap great heights. Forward movement is not possible. Often used in conjunction with flying kick.
Electric Eel Strike: Energy Blast 6d6, Armor Piercing (+1/2) (45 Active Points); Limited Range (3"; -1/4), Gestures (-1/4)
Notes: The Atakambi specialist can summon a bioelectric charge that he can launch from his fingers approximately 18ft (3").
Atakambi Training: Swimming +2" (8" total)
Notes: This art was originated under the seas. Though maneuvers have been added to accommodate land use, much of the training still takes place in the water. Specialists become much faster swimmers.
Stringray Strike: Entangle 4d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Standard Defenses apply; +1) (120 Active Points); No Defense (-1 1/2), No Range (-1/2), Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4)
Notes: The signature strike for Atakambi; the Stingray Strike (practically every teacher will name it after themselves) paralyzes its target, only through force of will can they escape.
Enforcer84
Jan 11th, '05, 08:38 PM
Is there a map or master layout working in the background? It'd be nice to get just a sketchy, broad context to the world they're in, although perhaps that's intuitive to people who know this source material.
I like the various races. I'm not fussy when it comes to races, though I tend to favor more original ones, like the armadillo-people. Do you intend to do non-humanoid races? I think the Yggridsil, whom I also like very much, would be even cooler if they weren't human at all in form.
One organizational suggestion - you might want to edit your first post as you go along, making it a table of contents perhaps with a sort of brief entry info, with either hyperlinks to each post or at least a post reference - such as below:
Players Guide:
Races
- Phebeians - Wetland beings - <a href="http://www.herogames.com/forums/showpost.php?p=520456&postcount=2" target="_blank">Post 2</a>
- Tigeons - Cat-like race - <a href="http://www.herogames.com/forums/showpost.php?p=557973&postcount=3" target="_blank">Post 3</a>
- Al-Seraph - Winged humans - <a href="http://www.herogames.com/forums/showpost.php?p=575976&postcount=7" target="_blank">Post 7</a>
- Maurr - Dog-like race - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=8" target="_blank">Post 8</a>
- Priodon - Gigantic armadillo humanoids - <a href="http://www.herogames.com/forums/showpost.php?p=575984&postcount=9" target="_blank">Post 9</a>
- Yggridsil - Race of nigh-immortal plant people - <a href="http://www.herogames.com/forums/showpost.php?p=576878&postcount=15" target="_blank">Post 15</a>
(PS - edited to make it open new windows, that way someone can just work from the index, hence the "target="_blank"" references in HTML above)
Thanks for the idea on the page one. I'll swipe that most assuredly.
As to the nonhumanoid races it's true that they would be cool and different but the subgenre that I am emulating (Computer RPG's) don't often use them. I canl think of two or three characters who were non humans. Perhaps I'll add them in later. The main "Stable" will be humanoid for the most part.
Thanks for the feedback guys.
Enforcer84
Jan 29th, '05, 04:43 PM
Goren:
The Goren is the name for a race of lizard like humanoids. They claim to be descended of the legendary Naga or the Dragons. It depends on who you ask. As a people they are string, agile, and low key. They vary from 5’6’’ to 7’, and weigh between 175-400lbs. This is for both males and females of the species; though the males tend towards the higher ranges and the females towards the lower ranges. Their scales have a multi-hued color scheme. Their dorsal scales are darker and their fronts are lighter, generally from the neck down. The various tribes are noted via their colorings. These colors range from greens, and blues, to reds and yellows, and black and grays. Gorens have a tribal government and each tribe considers itself its own nation.
Attribute Bonuses:
+3 STR
+1 DEX
Aquatic Based Life Form: Life Support (Extended Breathing (1 END/20 Min), Safe in High Pressure; Safe in Intense Cold)
Unbelievable Swimmers: Swimming +3" (5" total)
Tail: Extra limb (1), inherent, limited manipulation
Swift: +2” Running
Underwater Vision: Ultraviolet vision
Scaly Skin: Armor (+1rPD, +1rED)
The Gorens have a martial arts, developed long ago. They claim that their Nagan ancestors trained them in its ways. Akurto is not a finesse style; it is a fast and hard style. Practitioners are athletic, aggressive and yet they strive to achieve ultimate self control.
Akurto
Maneuver OCV DCV Damage
Arm Block +2 +2 Block, Abort
Disarm -1 +1 Disarm; 23 STR Disarm roll
Flying Side Kick +1 -2 4d6 Strike
Front Kick +0 +2 2d6 Strike
Silver Claw -2 +0 HKA 0 1/2d6
Punch/Elbow Strike +2 +0 2d6 Strike
Side or Roundhouse Kick -2 +1 4d6 Strike
Tail Block +1 +3 Block, Abort
Tail Sweep +2 -1 1d6 Strike, Target Falls
Takedown +1 +1 STR Strike; Target Falls
Weapon Element: Blades
Weapon Element: Clubs
Weapon Element: Staffs
Skills
3 Breakfall 11-
3 Climbing 11-
2 KS: Akurto 11-
2 KS: Meditation 11-
2 Survival (Tropical) 11-
3 Tracking 11-
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Akurto Special Abilities:
Hydrokinetic Wave Blast: Energy Blast 9d6 (45 Active Points); Requires A Martial Arts Techniques Roll (-1/2); 4 END
Notes: The practitioner summons his spirit, condensing the water out of the air and forming it into a crushing wave of force.
Celestial Aura of the Grand Goren: Aid STR, DEX, CON, PD, ED, SPD, END, STUN, and Ch'i Powers 4d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), all Ch'i/Warrior powers simultaneously (+2) (140 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Visible (-1/4)
Notes: This involves the warrior drawing on the spirits of his draconic or nagan ancestors to increase his abilities in combat.
Swirling Dust Cloud: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); No Range (-1/2), only in sandy/dusty areas (-1/2), Does not work in High Winds or Rain (-1/4); 4 END
Notes: The warrior summons a dust cloud, formed by slamming his tail on the earth. His spirit then forms the cloud so that he can see where as his opponents cannot.
Hand over Foot over Tail strike: HA +6d6, Autofire (3 shots; +1/4), Penetrating (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/2); 5 END
Notes: this is a lightning array of strikes involving a fist strike, a kick, and a tail smack.
Lightray
Jan 29th, '05, 06:35 PM
I'd recommend adding the point values for the Attribute Bonuses -- it's helpful on the ones where you've got that summarized.
I must have a minmaxer soul, because I had a :nonp: moment seeing the Priodon and Yggridsil packages. But then I had a :) moment seeing that the Tigeons weren't the uber-est (I've been scarred by homebrew cat-races, I tell ya...).
There is something very cool and weird about giant armadillo people... Unfortunately, I've yet to figure out a way to sneak them into my Champions campaign. Yet.
Enforcer84
Jan 29th, '05, 08:15 PM
I'd recommend adding the point values for the Attribute Bonuses -- it's helpful on the ones where you've got that summarized.
I must have a minmaxer soul, because I had a :nonp: moment seeing the Priodon and Yggridsil packages. But then I had a :) moment seeing that the Tigeons weren't the uber-est (I've been scarred by homebrew cat-races, I tell ya...).
There is something very cool and weird about giant armadillo people... Unfortunately, I've yet to figure out a way to sneak them into my Champions campaign. Yet.
Well, thank Capcom for that. The Armadillo people came from Breath of Fire (more specifically, the 2nd, 3rd, and 4th games in the series).
Enforcer84
Jan 29th, '05, 08:17 PM
Actually, most of the races I'm using came from the Breath of Fire Series.
Hisho
Feb 5th, '05, 03:24 AM
My rep to you, super source of inspiration. Do we have to wait for the GM-part to see Campaign Guidelines... house rules to make hero more anime-videogame like?
One of my questions is would you use Hit-Locations in such a game? At the moment I'm doing a write-up of a Goo-type monster for playtesting purpose, will try it today with a player that is totaly new to hero...
The write-ups for the races are super, damn I'm a big fan of the BoF series... can anyone here remember the different colours of Goo and the elemental-attacks
I can only remember
Blue=cold
Red=fire
Green=physical?
Orange=?
Red=?
Gold=?
Enforcer84
Feb 5th, '05, 08:39 PM
My rep to you, super source of inspiration. Do we have to wait for the GM-part to see Campaign Guidelines... house rules to make hero more anime-videogame like?
One of my questions is would you use Hit-Locations in such a game? At the moment I'm doing a write-up of a Goo-type monster for playtesting purpose, will try it today with a player that is totaly new to hero...
The write-ups for the races are super, damn I'm a big fan of the BoF series... can anyone here remember the different colours of Goo and the elemental-attacks
I can only remember
Blue=cold
Red=fire
Green=physical?
Orange=?
Red=?
Gold=?
Hit locations probably would be fine, but they don't really fit the consol game type. I plan on introducing a few House Rules, mostly options, such as the "Learn" option from BOF 3&4, basically allowing a character to learn an opponent's Skill if they are willing to a) Take the attack without trying to stop it and b) spend 1 Character point to have an 8- roll to do so. It could potentially disrupt games though.
I also want to fiddle with:
Masters (also from BOF 3&4)
Castle Building (Suikoden, BOF)
Tactical Mass Combat (Suikoden)
Limit Breaks (FF, Grandia, many games)
"Job" Classes (FF, Dragon Quest/Warrior)
Monster Raising
As well as:
Bloodlines (D&D)
The Elemental Tree (Seven or nine "Elements" (Fire, Cold, Water, Stone, Wind, Thunder, Light, Dark, Life(trees))
But I'll be posting them later. I want to get the las two or three races done and belive me the Dragon Bloodlines are going to take a while, then work on some specific Profession Packages (Tinker, Strategist already being posted once but will be posted again)
Hope there's something you like in there!
As to the goos. I always thought it was
Green - base model Physical attacks only
Red - Fire Goo. Could use a FIRE spell
Blue - Mage Goo, uses LIGHTING and FIRE spells, has some intelligence
Orange - "Earth" Goo, attacks with EARTHQUAKE
Silver - Metallic Goo, very nervous (Prone to running) but very very hard to hurt and worth many xp if you can defeat them
King Goo - Large, lots of HP casts magic, summons other goos.
Enforcer84
Feb 6th, '05, 03:39 PM
Boveen
The Boveen, or The Lost, as they refer to themselves; are a race akin to Minotaurs. However, they bear a greater resemblance to Oxen and Bison, than Cattle. Why they refer to themselves as “The Lost” is actually something of a mystery to the other races of Edean.
The Boveen are among the finest craftsmen in the world and their weapons and armor routinely sell at significantly higher values than others. Artists, craftsmen, and next to the Al-Seraph, the most innately magical people on the great continent; the Boveen find their services constantly sought after. They can be seen in almost every kingdom. This doesn’t even take into account their huge, muscular frames and skill with the weapons they create. A typical Boveen is between 6’6’’ and 8’ tall and weighs between 400 and 500 lbs. Females being a bit more slender and “feminine”.
There are three main Boveen territories: The Skyscrape Mountains, the Plains of Derath, and White-forge Valley. The three territories are ruled by monarchs, who are backed by a council of clan leaders. The three Kings also meet once a year to discuss business and gossip.
Boveen Attributes:
5 Strong: +5 STR; 1 END
10 Hardy: +5 CON
2 Big: +1 BODY
2 Large and in Charge: Knockback Resistance -1"
6 Gifted Craftsmen: +2 with any three Craft/Art Related Skills
10 Horns: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR); 1 END
The Boveen have developed a martial arts style that suits their powerful frames, horned heads, and cautious natures. They don’t really have a name for it, but in the last century or so, since martial arts tournaments have become more and more popular, they have taken steps to standardize and ritualize it. Most people simply call it Boveen Boxing, but the Lost simply call it Warfare. Since the Boveen consider themselves artists, each practitioner adds and subtracts stances, maneuvers, and weapons elements at their leisure to personalize it. This explains the vast number of options on the art. This also makes the art less recognizable. A practitioner cannot take the “Style Limitation” disadvantage.
Warcraft (Boveen Boxing)
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Bone Breaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 / HKA 0 1/2d6 , Disable
4 Bullrush: 1/2 Phase, +0 OCV, -2 DCV, 4d6 / 2d6 +v/5 Strike, FMove
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 6d6 / 4d6 Crush, Must Follow Grab
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR / 10 STR to Disarm
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR / 15 STR vs. Grabs
4 Head Butt: 1/2 Phase, +2 OCV, +0 DCV, 4d6 / 2d6 Strike
3 Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR / 10 STR for holding on
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
5 Mule Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 / 4d6 Strike
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 2d6 Strike
4 Return Fire: 1/2 Phase, +2 OCV, +2 DCV, 4d6 / 2d6 Strike, Must Follow Block
4 Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR / 15 STR to resist Shove; Block, Abort
5 Roundhouse/Lunging Kick: 1/2 Phase, +1 OCV, -2 DCV, 6d6 / 4d6 Strike
5 Shoulder Block: 1/2 Phase, +0 OCV, +0 DCV, 2d6 / 0d6 +v/5; Target Falls; FMove
3 Skyborne Crash: 1/2 Phase, +0 OCV, -1 DCV, 2d6 / 0d6 +v/5 Strike; You Fall, Target Falls; FMove
1 Weapon Element: Axes, Maces, Hammers, and Picks
1 Weapon Element: Chain & Rope Weapons
1 Weapon Element: Clubs
0 Weapon Element: Empty Hand
1 Weapon Element: Polearms and Spears
1 Weapon Element: Staffs
3 Analyze: Style 11-
3 Breakfall 11-
1 KS: Rune Magic 8-
2 KS: Warcraft Style 11-
2 Language: Boveen (fluent conversation)
4 Survival (Arctic/Subarctic, Temperate/Subtropical) 11-
Special Maneuvers:
There are many maneuvers associated with Warcraft, these presented are only the most common.
Agorlrand's Thundering Step: EB 7d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (-1 DC/2"; +3/4) (70 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4)
Notes: This maneuver creates a localized tremor where the warrior stomps his foot. It is good for knocking opponents to their feet.
Elemental Strike: Hand-To-Hand Attack +4d6, Variable Special Effects (Limited Group of SFX; Must be one of the Ten Elements of Edean (Air, Cold, Darkness, Fire, Life, Light, Stone, Thunder, Water, Wind; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2), Requires A Martial Arts Tricks Roll (-1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)
Notes: The Warrior aligns his inner spirit with one of the Ten Elements that holds the world together. A wearer may substitute an Elemental Magic Roll for the Martial Arts Tricks Roll.
Goryen's Rage: Aid Strength 4d6 (40 Active Points); 3 Charges (-1 1/4), Self Only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Acts as if 'Enraged' Recovers after 4 turns; -1/2), Loses benefits after 4 turns (-1/4)
Notes: The Warrior summons his inner strength, focusing his anger and adrenaline and giving himself tremendous strength for a limited time. Unfortunately it makes him less thoughtful in combat and more likely to simply throw himself at his target with abandon.
Mountain Stance: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points); User must remain rooted to the ground (-1), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2)
Notes: Using this ability, the warrior vastly increases his strength and durability, while making him nearly impossible to move. Unfortunately, he himself cannot move either.
Rune of Iron: Damage Resistance (8 PD) (4 Active Points); Does not work against firearms (-1/2), Costs Endurance (-1/2)
Notes: This is only marginally a "martial arts" secret. The Boveen have mastered Rune Smithing. The Rune for protection can be tattooed on an individual granting them the ability to harden their flesh against killing attacks. The bearer of the Rune must sacrifice a bit of vitality to maintain the rune.
OddHat
Feb 6th, '05, 04:02 PM
Great work on the Boveen. :)
How common will firearms be in this setting?
Enforcer84
Feb 6th, '05, 04:33 PM
Shu
The Shu, a race of monkey-like men, are native to the north east part of the main continent of Edean. The Shu range in size from 4’6’’ to 6’ tall and 90 to 200 lbs. Females and Males have an equal chance to find these ranges. This leads to a varied group of people. Their coloring ranges from black and dark brown, to reds, yellows, even blue and green Shu have been seen. Though their features greatly resemble apes, and monkeys, they have more in common with humans than one would expect.
The Shu have a long cultural history of martial prowess. They are considered amongst the finest soldiers, spies, war priests, wizards, and martial artists in the world. For all of their prowess, their empire is struggling to rebuild following several generations of decline.
The Shu were involved in a great war centuries ago with the Republic of Parn, as allies of the Holy Myran Empire. Their Myran “allies” used the Shu’s locality to the Parn Republic as an excuse to keep the Shu on the front lines. During a decisive battle on the boarder between the Shu Kingdom and Parn, the Myrans attempted to assassinate the Shu royal family and take the entire country for themselves. It might have been worse if not for General Sten Hargrove, the general, a cousin of the king and paramour of his eldest daughter Yvette, recognized one of the mercenary assassins hired by the Myrans, he and his elite guard managed to protect the royal family though they were slain almost to a man, including General Hargrove. After that, the Shu found themselves fighting a war on both sides, it wasn’t until the Kingdom of Argund and Draconic Empire backed them that they were able to keep from losing any more of their land.
Thanks to the “Treaty at Phyros”, the Kingdom of the Shu is still independent. However, for decades, their only real source of income was the hiring out of their armies as mercenaries. It has only recently begun to change.
Attribute Bonuses:
12 Agile: +4 DEX
3 Clever: +2 INT
6 Prehensile Tail/Feet: Extra Limbs (3) (inherent +1/4)
2 Forest People: Environmental Movement (Treetops)
2 Strong Athletes: +2” Leaping
2 Fast Athletes: +1” Running
Martial Arts:
The Shu are the default “Oriental” race in the world of Edean. They are ruled by a King, but their trappings, artistic endeavors, and appearance greatly resembles that of a romanticized feudal Japan with dashes of other Asian cultures (notably Chinese, and Korean) cultures thrown in. With this in mind, they have developed martial arts that greatly resemble the real world styles of Karate, Kung Fu, Tae Kwon Do, Taijutsu, Jujutsu, Kenjutsu, etc. using any real world style from The Ultimate Martial Artist and special maneuvers from Ninja Hero or the Yeng Tao Maneuvers from Champions Universe should be plenty.
Notes: It might seem like laziness on my part, but as I come up with more ideas for powers I'll post them...
Enforcer84
Feb 6th, '05, 04:39 PM
I am almost done with the Major Races of Edean (The Player Ones). Save for the most diverse and powerful, the People. Known by the rest of the world as the Dragon Clans, they are potent, the starting package seems to be about 60 pts... we'll see.
But I am a bit bored with the races. I'll post them tomorrow.
I'm going to repost my Strategist, and Tinker classes here, as well as a few more that I have thought of.
See you soon.
Enforcer84
Feb 6th, '05, 04:41 PM
I'm probably going to start skipping around soon. Focus has never been my strong point so be sure to check out the first post/table of contents. It will keep everything in order as I update.
OddHat
Feb 6th, '05, 04:41 PM
Monkey leap! Monkey break dance! Monkey steals peach!
Enforcer84
Feb 6th, '05, 05:02 PM
Strategist
The Strategist is a career path that gained notariety in the Suikoden game series. In the world of Suikoden, military strategists gain tremendous influence and notariety, schools dedicated to the craft exist. In the world of Edean, politics has as much to do with warfare as steel. The Strategists take this into accounts. These men and women are more advisors to generals than warrirors. They can learn to fight if need be (not much fun as an adventurer if you can't. Mass combat is where they shine. If you plan on any mass combat in your campaign, this would be a good job class to include.
Strategist
Cost Skill
3 Analyze: Combat 11-
4 KS: Military Strategy 12-
3 KS: Military Insignea & Colors 11-
3 KS: Military World 11-
3 PS: Strategist 11-
3 Tactics 11-
9 Choose 9pts worth of the Following
0 1) Bribery 11-
0 2) Bureaucratics 11-
0 3) Conversation 11-
0 4) Cryptography 11-
0 5) Deduction 11-
0 6) High Society 11-
0 7) Interrogation 11-
0 8) Oratory 11-
0 9) Persuasion 11-
0 10) Seduction 11-
0 11) KS: Choice 11-
0 12) AK: Choice 12-
0 13) Language: Afrikaans (Completely Fluent, w/Accent)
0 14) WF
Skills Cost: 28
Total Character Cost: 28
Pts. Disadvantage
5 Optional: Rivalry: Professional (Other Strategists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Disadvantage Points: 5
Optional Abilities:
Master of Strategy (OPTIONAL)
Strategists should be key players in your' mass combat systems. If you use them they should provide bonuses to your armies. Any round in which a Strategist has an acting phase he can make a PS: Strategist Roll (Allowing Tactics as a complementary skill) For every 1 pt they make the roll by, their units, until their next phase, get +1 to either OCV, DCV, DMG, or DEF, as chosen by the Strategist himself. Additionally, for every 3pts they make the roll by, they can increase their units' movement by 1.
Lightray
Feb 6th, '05, 06:08 PM
Monkey leap! Monkey break dance! Monkey steals peach!
No kidding.
Plus, the opportunity to have Druken Monkey kung-fu actually taught by a drunk monkey is, well, priceless.
And since they're Oriental, there's all the Monkey King, Stone Monkey, etc. mythology to draw upon.
Enforcer84
Feb 6th, '05, 09:16 PM
No kidding.
Plus, the opportunity to have Druken Monkey kung-fu actually taught by a drunk monkey is, well, priceless.
And since they're Oriental, there's all the Monkey King, Stone Monkey, etc. mythology to draw upon.
Indeed.
Citizen Keen
Feb 14th, '05, 11:27 AM
And when, good sir, will we see more?
Enforcer84
Feb 14th, '05, 08:59 PM
um...soon?
Enforcer84
Feb 19th, '05, 11:33 AM
Haven't visited Edean in a while. Thought I'd discuss one of the "Optional Rules"
New Characteristics:
These are optional characteristics that are appropriate for Consol Style Campaigns and more traditional HERO options as well:
MANA
The Mana Attribute is akin to Spell Points, Magic Points, or what have you.
Mana is similar to END in function. It serves as the basis for Magical Spells, Special Maneuvers, Psionics, etc. This is present in almost every consol RPG.
For the purpose of Edean, this would function similar to END. The Base MANA score is ((INT/5) + (EGO))*2; it costs 1 CP for 2pts MANA. It uses REC score to recover. Alternately you can say it simpy recovers after 8 hours rest.
Alternately you can simply use an END Reserve. Give the REC a limitation so that it does not simply recover as the time passes and voila! This is more expensive of course since you get none free like you would with a new attribute but it does keep the number of Attributes to the managable 14.
MagDef
This is a defense, much like PD & ED, save that it only effect magic. It is used instead of PD & ED in these cases. Sword? PD, Magic Sword? MagDef. See? Struck by Lightning? ED, struck by lightning bolt? MagDef.
This is a relatively complicated attribute, to tell the truth. Base score (INT/5)+(EGO/5); costs 1pt per 1pt. It's considered non-resistant. But needs to be bought resistant...so add another 1pt per 2 points of MagDef. Guh. This is for the hardcore simulator.
Magic Defense, the HERO way.
Armor +xrPD +xrED, ony vs Magic. This is again a bit more expensive (depending on the amount ofcourse) but it works a little better. Sadly, It stacks with normal defenses when dealing with Magic Attacks, but it's easier to deal with. GM needs to arbitrate whether natural attacks by magical or supernatural creatures, or "Breath weapons" and similar special attacks count as "Magic" or not.
Enforcer84
Feb 19th, '05, 11:58 AM
Optional Modifiers
Here are a few Optional Modifiers I have been playing around with. These are mostly "Flavour" items. These are either +0 Modifiers. or 0 Pt disads...or both.
Supernatural Being This modifier can be applied to STR or BOD and allows the character to bypass defenses that don't work vs magic or supernatural creatures.
example: In Edean, Vampires have Armor AND DR that doesn't work vs Magic attacks or supernatural creatures. Congrat's you are one! However by taking this you also have to deal with defenses, attacks, and effects secifically keyed to Supernatural. Circles against Supernatural creatures, God Slaying swords, etc.
Bloodlines Very similar to the Supernatural being, is Bloodlines. This is more of a D&D style thing than a Consol Thing. But Consol games often include weapons and armor only worn by certain beings, genders, etc.
If a character takes a +0 Bloodline modifier on their BODY; they are considered to have that racial bloodline.
example: Giant Bloodline, you can weild "Giant" Weapons (weapons that have abilities that only work when weilded by Giants) and devices. Unfortunately you also take more damage or effect on Giant Targeted spells and items. Simple See?
I thought of making these perks...5 pts for being supernatural or having a specific bloodline, but I think the pros and cons are fairly balanced... what do you all think?
Captain Obvious
Feb 19th, '05, 12:32 PM
Interesting ideas. I may swipe them some day.
Citizen Keen
Feb 19th, '05, 04:59 PM
I don't know if they're balanced. Would I be allowed to build Maurr targeting spells? If so, you're charging me for the benefits, but I'm not being reimbursed for the fact I can be targeted as a Maurr. If I have Giant-blood, unless Giants are unusually persecuted, I think I should have to pay for the ability to weird giant-stuff.
Maybe.
Enforcer84
Feb 20th, '05, 10:09 PM
That's why I decided on the +0 Modifier.
Because building an attack that affected Only Muarr would be cheaper, even Extra Damage only vs Maurr is going to be more cost effective. Personally I think the benefit and the disadvantages balance out. It's more of a "Special Effect" that has tangeble benefits and limitations.
Enforcer84
Feb 21st, '05, 01:33 AM
This is my pantheon for Edean. It's convoluted and unnecessarily large. Just like I like them. :D
And then there were two.
The Holy cosmology of the world of Edean comes in three eras. Each era lasting millennia; they represent the changing of the guard pantheons that have held sway over the peoples of Edean.
The first pantheon to command worship of the people of Edean was the Ancient Ones. These completely selfish entities lorded over the earliest civilizations of man. They created the first offshoot races (according to the Yggrdsil, they themselves and the Brin were the other races created at this time). The Ancient Ones chose their priests from those easily bought with riches and power. They treated the peoples of Edean as slaves, pets, and occasionally livestock.
Eventually, several powerful men and women arose from the common chattel. Where they came from and how they gained such power in a short time is unknown; historians have opined that it might have been Edean herself, attempting to protect her peoples. These heroes were led by Baram. Baram, a warrior mage of exceeding strength led the peoples against their alien masters. When they had freed their peoples, the heroes were looked upon as leaders and guides. They continued to grow in power and were eventually looked upon as divine in their own right.
Baram and his followers found themselves seemingly immortal and possessing of great powers. They had risen to godhood themselves. The Baramic Pantheon was a more noble, less domineering pantheon. Churches had varying amounts of power in the young civilizations. Baram’s chosen priests were powerful sorcerers. It is during this time that the other races were born. Baram grew uneasy as the millennia wore on. His pantheon, which had slowly grown since its inception, was beginning to grow faster. Divine beings from each of the races appeared and began to attract followers of their own. Baram and his original allies decided to take rather drastic measures. They began to imprison their younger “cousins” in a dimensional prison. One of his most loyal followers, the God of Guardians, Gulzor, was chosen to be responsible for maintaining the gate. Over the centuries he became known as Gulzor the Jailor.
Baram had erred however. Gulzor, while loyal, had disagreed with his king over the treatment of the younger gods. He took pity on his charges and tried to make their lives as comfortable as possible.
The imprisoned godlings studied their prison. They grew slowly in power as their most loyal followers worshiped in secret, wishing to avoid the wrath of the “established” churches. Eventually, they decided to escape and dethrone the Baramic Pantheon as Baram and his followers had disposed of the Ancient Ones.
Precious little that happened in the prison dimension escaped the notice of Gulzor the Jailor. However, he had grown increasingly philosophical, over the millennia and felt that the Baramic Pantheon was no longer truly representative of the peoples of Edean. Seeing these young gods as the further evolution of Edean’s Divinity, he simply deactivated the gate and calmly stepped aside as they made their way to claim the heavenly kingdom for themselves.
This third generation of deities was led by Althor. The struggle between the two generations of divine beings set fire to the heavens and their followers on Edean followed suit. At first the Baramic Pantheon held fast. They were older, individually more powerful, and had far more followers. The new gods however, were united in a way their forefathers were not. Aside from Gulzor, other members of the Baramic Pantheon were uninterested in the war. They sought to take over themselves after the two main sides had exhausted themselves. Most notable among these were the Goddesses Gylacia (Lady of Winters) and Ferona (The Wild Princess), and Maranthor, the Lord of Iron.
Gylacia stayed in her arctic keep at the peak of the tallest mountain of Heaven, Ferona simply disappeared into the wilds of Edean’s lesser continents, and Maranthor, the lord of technology, who had turned his church into a theocratic monarchy and powerful (if secluded) nation in it’s own right; traveled to his Kingdom of Karsus and waited for the confrontation.
The great continent of Edean was being shattered during the Gods War. The great nations were beginning to buckle under the strain of such a long, drawn out war. The rebellious peoples were slowly starting to gain ground. Seeing that things were getting “out of hand” two of the Baramic Pantheon sought to end the war quickly. Brae, the Light Goddess and her brother, the former Jailor, Gulzor, secretly met with Althor and his most trusted followers. The two older deities told Althor of the Ritual of Kazz, it was Baram’s great secret and his “super weapon” against them. According to the information they had divined about the Ritual, it would increase the power of Baram’s followers two fold.
Althor and his followers decided to attempt to disrupt the Ritual. However, unknown to them (and Gulzor), Brae had betrayed them. The Ritual was not for increasing Baram’s power it actually functioned to split Althor and his followers into two sets of diametrically opposed beings. Baram theorized that the “Evil” versions of Althor and his followers would either immediately attack their “Good” sides or they would abandon them, diminished in power to Baram’s mercy.
What happened was obviously not what Baram had planned. The Ritual seemed flawless. The affected Godlings were split into yin-yang versions of themselves and almost immediately began fighting each other. However, they did not, as Baram had assumed, been reduced in power. They were two sets of identically powered Gods. He and his followers noticed this far too late. Shortly after the fighting began, Althor and his double (who had proclaimed himself Hyrod, the Tyrant), agreed that their efforts would be better spent trying to defeat the Baramic Pantheon instead of each other.
The final battle was joined. The Old Kingdoms fell. The Baramic Pantheon was destroyed. Althor and Hyrod gave their defeated predecessors a choice, death or exile. Baram and his followers chose the latter and, save for Gulzor, were allowed to use their waning powers to open a gate to the Prison Dimension. Gulzor closed it. He “retired” to a small island in the Heavens.
Their chief enemies gone, Althor and Hyrod once again regarded each other. Deciding that enough damage had been done, they agreed to coexist peacefully for ten thousand years. This truce has been in place ever since.
The Twin Pantheon was born.
Enforcer84
Feb 21st, '05, 01:41 AM
I'm really starting to Jump around aren't I?
:D
Enforcer84
Feb 24th, '05, 05:22 PM
Althor: The King
Althor appears as a good king should. He is youthful, but wise, his hair just starting to gray. He appears, most often clad in golden armor with a white tabbard.
His symbol is a gold crown surrounding the sun. He is often depicted weilding "Gangrosh" A spear with a piece of the sun for a tip, or "Azuul" A flaming sword with a roaring dragon for a pommel.
He rides into battel on the back of the Patriarch of the Light Dragon Clans, Ishuraan.
Citizen Keen
Feb 25th, '05, 10:48 AM
You do jump, and I like it.
Enforcer84
Feb 25th, '05, 11:59 AM
:)
Enforcer84
Feb 25th, '05, 12:14 PM
Hyrod the Tyrant
Hyrod is the god of Tyranny. He is all about power, but he is relatively honorable about it. Over the milennia he, like the other "created" gods, has altered his appearance from a darker image of Althor to something more his style. Hyrod appears to his followers as a flawlessly handsome young man with steel blue eyes and jet black hair. His skin is fair and he wears ornate black plate armor with a blood red cape and tabbard. His weapon is a pole axe, dubbed Tormentor that he weilds one handed and he carries a shield. His church concerns itself primarily with obtainin power and using that power. His mount is often a great winged Behemoth, known as Gun (Pronounced Goon)
TheQuestionMan
Feb 25th, '05, 02:26 PM
;) Don't you have a VOIVE of DOOM list to do?
Great stuff, I am going to transport some of it into my Fantasy Campaign Setting.
Cheers
QM
zornwil
Feb 26th, '05, 02:26 AM
Enforcer84, are you considering doing "formal" write-ups for these figures?
Enforcer84
Feb 26th, '05, 11:29 AM
actually, I'm thinking not. Moreso than D&D these gods, though I want to make them feel unique and real, are probably not going to interact with the mortals of Edean. Perhaps I'll go the "Avatar" route and post a herald of someosort that represents a fraction of the god's powers. They are going to be by and large, Plot devices...
Of course I am fairly addicted to character creation....so who knows?
Enforcer84
Feb 26th, '05, 12:36 PM
Thurakles, the Champion
Thurakles is the god of strength, bravery, and competition. A jovial and kind hearted Deity he feels that the persuit of physical perfection is the pinnical of human achievement. He also feels that the strong should protect the weak and that the work it takes to become strong is as important as being strong.
Thurakles is a popular deity among the Priodons. As a matter of fact he often appears as a Priodon when he manifests. When he appears to others, he is a tall, hulking man with a clean-shaven baby face, long black hair, and ever present smile. He wears breeches and uses reinforced Guantlets (he calls them the Gorrung) as weapons. Technically, Thurakles has a mount. A great Lion named Bhurak, but he rarely rides. The two companions most often walk side by side. Thurakles' symbol is a silver wreath arouind a golden medallion (a champions medallion)
You probably guessed this guy is a bit of Marvel's Thor and Hercules thrown together. Me am clever. :) If you didn't guess, I have blown my cover...:(
Citizen Keen
Feb 26th, '05, 01:40 PM
Enough with the Patriarchy! Give us some goddesses!
Enforcer84
Feb 26th, '05, 03:53 PM
Enough with the Patriarchy! Give us some goddesses!
Keep yer panties on girlie keen! :D
They are on the way.
Enforcer84
Mar 1st, '05, 12:15 PM
Thukeal, the Victor
Thurakles' opposite number; Thukeal governs bullies, abusers, and strongmen. He is a brutish thug, but wraps himself in the titles Victorious, Champion, and Winner. Whereas Thrakles lives for competition, Thukeal only counts victories. He seeks any and all advantage. Originally, he was blindingly overconfident; however his first meeting with Thurakles ended that, the God of Strength bested the God of Victory. In their second meeting, Thukeal edged his opponent, using dishonest tactics. However, he managed to hide the fact that he cheated from his enemy and Thrurakles took the loss good naturedly. Their third contest, which has been their last for thousands of years, Thukeal made the mistake of not covering his cheating. When the God of Strength found he'd been cheated, his rage was unsurpassed. Thukeal was defeated quite soundly and made haste to find himself elsewhere. The churches of these two deities are at near constant warfare.
Thukeal appears as a tall, bronzed, blonde god, with a perfect physique. His skin literally glows. He appears flawless, only his eyes show him to be the hollow, honorless being that he is. He most often wears reds and gold, wields a great war club he calls Prothar. He rides a beautiful winged stallion Hymon.
Enforcer84
Mar 1st, '05, 02:23 PM
Deias, The Dragon's Daughter
Eldest child of Althor, the Dragon's Daughter is a guider of men and the guardian of Magic. Beautiful with long hair the color of lilacs, she tends to dress in light, summer gowns of varying opulence. Deias often is depicted as having soft white wings, linking her patronage of magic to the highly magical Al-Seraph. She loves the people of Edean and sees her self as their guardian protector (much like her father does). She loathes her "Twin" Myrra, the petulant and violent daughter of Hyrod. Deias (DAY-as) wields a staff of gleaming mithril with inlaid golden runes; a Golden Crescent Moon tops the staff and hovering in it's space a brilliant blue gem, completely smooth. She calls her staff Tok. She rides a great Thunder Dragon named Elices.
Edit: it should be noted that the Clan of the Thunder Dragons have marvelous relations with the Al-Seraph and often serve as guardians for the winged peoples emissaries and ambassadors
Enforcer84
Mar 2nd, '05, 01:10 PM
Myrra, the Despot
Myrra, the petulant, spoiled "Child" of Hyrod, is a conniving, seductive, perverse and depraved goddess. Fickle and deranged, she can appear anywhere from demure hostess, to raging murderess. Tall and beautiful, she has long steel blue hair and gray eyes. Her skin is flawless and fair; she typically wears black "armor" which is basically a series of revealing metallic pieces strapped with leather and covered in translucent cloth. The armor is decorated with ice blue inlays. She is a strong warrior but refuses to give her weapons, mounts, or tools names; as naming them would give thme an identity. She is the goddess, not them.
Enforcer84
Mar 2nd, '05, 01:50 PM
This weekend, I will be posting creatures, spells, and maybe the last two races. God descriptors will be doled out during the week since it's something I can do at work....
Enforcer84
Apr 3rd, '05, 02:17 PM
And that was four weeks ago...I suck.
Enforcer84
Apr 23rd, '05, 04:30 PM
Took a while but I decided to post what I had and then fix it as I go.
Enforcer84
Apr 23rd, '05, 04:32 PM
The Dragon Clans
The most stable empire in Edean (though this is not saying all that much) is the great Draconic Empire. The Empire is ruled by the nine great clans, each dedicated to and descended from one of the great species of dragons. The People claim that their draconic forefathers were chosen by Kurish himself, from the oldest, greatest, and noblest of their breeds to begat a great people who would guide Edean to its grand destiny. Though others scoff at their pretentiousness, the power possessed by the greatest of the People is enough to convince much of the world of their divine heritage. The Draconic Empire dominates the south west of the great continent. The Empire is led by King Alric Yelir (yeeLEER), a young king who recently lost his father Gorun, to conflicts with the Holy Myran Empire. King Alric is aided by the Council of Nine, representatives from each of the Great Clans who also serve as generals, mages, doctors, and spies for the kingdom. He is yet single.
Each of the Great Clans has distinctive bloodlines. They have features, abilities, and attributes to the Great Dragon who was their founder. For the most part, The People look like their human ancestors, a little taller, a little stronger of build, but still human. They take after their patron however in coloring and temperament. Each Clan has a signet, a symbol that appears somewhere on family standards.
Below are the attribute bonuses and powers commonly associated with each of the great clans: (The powers are broken down further to incorporate abilities shown by exceptional members of the clan but not all members of the clan; these are “Optional” abilities.)
Clan Asharis (The Dark Dragon Clan)
Ashrin (as they are called by the other clansmen) are tall, fair skinned and dark haired. They tend to have dark eyes as well. Though there is several negative connotations associated with their Clan and there has been historical fact to back some of these up, the Ashrin are not all evil schemers seeking to elevate themselves to Godhood over all.
There are enough of them that are, however to make the world a tad nervous. The typical Ashrin is smart, strong, and willful. They often study magic, swordplay, and tactics. They make excellent diplomats as they often enjoy the intrigues of court. Naturally they favor dark colors and expensive jewelry. Their Clan signet is a Dark Dragon with its tail forming a circle around a black sun.
+2 STR
+2 INT
+1 EGO
+2 PRE
Black Magicians: +2 with KS: Necromantic or Unholy Magic
Divine Grace: Damage Reduction 25% vs rED
Nighteyes: Nightvision
Optional:
Darkness: Darkness to Sight Group 1" radius, Personal Immunity (+1/4) (12 Active Points)
Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-1/4)
Clan Ozeaand (the Sea Dragon Clan) (o-ZHI-and)
Most commonly known as the Sea Clan; the Ozeaand have blue or green tinted skin and hair. Their eyes tend towards “cool” colors, green, blue, etc. However it is not uncommon to have Coral Pink eyes or hair, and truly the fantastic colors of tropical fish are also represented now and again. The Sea Clan is the most distant of the great dragon clans. Although equally at home above or below the surface of the oceans, seas, and rivers of Edean, they prefer there solitude, they tend to live their lives beneath the waves. Their greatest cities are marvels akin to icebergs, with large portions built beneath the water. They have a few “Lander” trade cities, mostly on Islands. They favor cool colors and jewelry made from coral, pearls, and similar materials. Their signet is a golden Sea Dragon on a white field. The Dragon is wrapped in an “O” shape.
+3 STR
+3 CON
Water Magi: +2 with KS: Water Magic
They know the waves: +2 with Navigation (Marine)
Aquatic Adaptation: Life Support (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold)
Sea Life: Environmental Movement (Underwater)
Strong Swimmer: Swimming +6" (8" total)
Water Resilience: Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Water Based Attacks Limited Type of Attack (-1/2)
Optional:
Royalty of the Seas: +5 with Survival (Marine)
Have A Drink: Life Support (Eating Character does not eat), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 8 people at once; +1) (6 Active Points); Only To Provide Water To Drink (-1)
Water Walkway: Flight 6", Usable Simultaneously (up to 8 people at once; +1) (24 Active Points); Only In Contact Of Surface Of Water Of Designated Body Of Water (-1/4)
Clan Sundaar: (The Storm or Thunder Dragon Clan)
The Sundaar are the rough, tough, warriors and warrior mages of the mountains. Descended from the great Storm Dragon Seandroth, they have taken it upon themselves to guard the Throne of the Draconic Empire. A Sundaar Clansman is generally tall and muscular, with hair ranging from the black of the storm clouds to a brilliant blue of the cloudless sky. Oddly enough, Red hair is not unknown to them either. Their eyes tend to be blue, gray, black, or golden. They live in great mountain fortresses and the towns built around them. They get along well with the Sky Clan, also known as the Ishiraan. The Sundaar Clansmen are also considered the backbone of the Empire’s warriors. Guardians, Bodyguards, elite military units often are manned or at least lead by Sundaar warriors. The Sundaar Sigil is a circle with a dragon head on the left, mouth open; on the right, a bolt of lightning. It is gold on a blue background.
+5 STR
+2 DEX
+3 PRE
+3 REC
Storm Magi: +2 with KS: Storm Magic
Acute Senses: +1 with PER
Lightning Resistance: Energy Damage Reduction, Resistant 25%; Only vs electrical attacks – ½
Optional:
Deadly Lightning: RKA 2d6 (Electrical)
Power Device: Aid Endurance 4d6; Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2)
Weather Eye: Precognitive Clairsentience (Sight Group); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2)
Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2)
Clan Sherazar: The Flame Clan, friendly rivals with Clan Sundarr. The Sherazar are as fiery as the Sundarr are explosive. The Flame Clan, whose holdings in the south, near the Everbright Desert, has raised some of the most skilled warriors in the empire. Naturally drawn to fire magic, their mages have quite the reputation for destruction and mayhem. The Sherazar tend to have red, orange, gold, and even white hair. Occasionally coal black or smoke gray hair is found, but this is often streaked with red, orange, or yellow. Their eyes tend towards the warm colors as well. The Sherazar Sigil is a gold dragon on a red field.
+ 3 DEX
+3 INT
+3 ED
Fire Magi: +2 with KS: Fire Magic
Desert People: +2 with Survival (Desert)
Fire Resistance: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Fire Limited Type of Attack (-1/2)
Heat Sensing: IR Perception (Sight Group)
Heat Resistant: Life Support (Safe in Intense Heat)
Optional:
Fiery Warmth: Life Support (Safe in Intense Cold)
Fire Blast: Killing Attack - Ranged 2d6
Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4)
Clan Ishiraan: The high born Sky Clan, the Ishiraan are fair skinned and pale haired. Tall and graceful, they live, like the more volatile Sundaar in high mountains or floating citadels. The Ishiraan make up the bulk of the scholars and priests of the draconic empire. They see their magnificent abilities as making them akin to gods. They get along marvelously with the Al-Seraph, and the Ishiraan city of Brezeal has one of the top non Al-Seraph magic colleges in Edean. The Ishiraan sigil is a coiled serpent dragon of silver on a pale blue background. The background is in the shape of a diamond.
+3 Dex
+3 Int
Air Magi: +2 with KS: Air/Wind Magic
Cold enough for you?: Life Support (Safe in Intense Cold)
Wind Resistance: Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Wind Attacks (-1/2)
Let me catch my breath Life Support (Extended Breathing: 1 END per 5 minutes)
Optional:
I can breathe just fine: (Increase Life support to: Life Support (Self-Contained Breathing)
True Flight: Flight 10"
Gale Blast: Energy Blast 4d6, Double Knockback (+3/4) (35 Active Points); Does Not Work Under Water Or In Vacuum (-1/4)
Swift as the Winds: +1 SPD
Clan Rhanne: The Forrest Clan, the Rhanne (Pronounced Rain) are staunch allies of the Yggridsil and the Priodon, and often serve as the guardians of the great Forrest of Dragons. The clan holdings are generally cities built in, around, or on the high branches of trees. Notable exceptions include the exquisitely carved wooden city of Groveport on the Irongate River. The Rhanne are an exotic looking people, dark skinned, hair and eyes the various shades of leaves from Greens (the most common) to the bronze, red, yellow, and purple of the fall leaves. They tend to be sturdy if not exactly graceful.
The Rhanne excel at agriculture and along with their “aloof” cousins the Ishiraan, form the backbone of the clergy. They also make up a great deal of the Empire’s scouting and commando corps. Their symbol is a green dragon on a bronze field.
+3 STR (Strong as oaks!)
+3 Con (Steadfast as a redwood!)
-3 Dex (Quick as a…tree)
Druids : +2 with KS: Wood Magic
Bark-like skin : Damage Resistance (2 PD/2 ED)
Thicket Master : Environmental Movement (Undergrowth)
Optional:
Brachiating : Swinging 15" (15 Active Points); Only In Forests (-1)
Forest Wardens: +5 with Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests)
Rooted : Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2)
Tangling Growth : Entangle 4d6, 4 DEF (40 Active Points); OIF (plants of opportunity) (-1/2)
Clan Onyx : The Earth or Stone Clan, like the Sundaar, the Onyx Clan is known for the strength and durability of its people. Large and powerful of build the typical Onyx Clansman stands over six feet tall, and has a broad, thick build, even their women tend towards brawny rather than svelte. Their skin tends towards darker tones, their hair and eyes are the colors of various metals and gems. The Clan Holdings, the steppes in the north, near the Sundaar’s mountain homes. Expert Miners and craftsmen, they are also a backbone of the military. Their cities tend towards great stone buildings. They are surprisingly artistic and introspective. The Clan Onyx symbol is a black dragon on a brass background
+10 Str
+5 Con
Stone Mages : +2 with KS: Earth Magic
Monolithic Presence : Knockback Resistance -1"
Earth Resistance : Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Earth/Stone Based Limited Type of Attack (-1/2)
Optional:
Body of the Earth Dragon: Armor (3 PD/3 ED)
Divine Miner : Tunneling 6" through 8 DEF material (36 Active Points); OIF (Any Digging Tool; -1/2)
Earthquake Fist : Energy Blast 8d6, Hole In The Middle (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4)
Mountaineers : +5 with Survival (Mountain)
Clan Glyziir: The Ice Clan, prounounced Glacier, live in the highest peaks of the northern mountains and, the only Dragon Clan to leave their homelands, have a significant presence in the frozen north, near the Holy City of Parohne. Tall and lean, with pale skin and hair, the Ice Clansmen are very tough and hardy. They have an undeserved reputation as aloof or “cold” simply because they tend not to waste their time with bluster. Their sigil is a white dragon on blue background.
+5 CON
+3 BOD
+2 PD
+2 ED
Frost Mages: +2 with KS: Ice Magic
Temperature Adaptation: Life Support (Safe in Intense Cold; Safe in Intense Heat)
Heat Sensing: IR Perception (Sight Group)
Ice Walking: Environmental Movement (Ice)
Cold Resilience: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Cold (-1/2)
Optional
Ice Darts: Killing Attack - Ranged 1d6
Sense Temperature: Detect Temperature 11- (Unusual Group), Sense
Summon Snow Storm: Change Environment 64" radius, -3 to Hearing Group PER Rolls, -3 to Sight Group PER Rolls, -3 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects (79 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4)
Tundra Walkers: +5 with Survival (Arctic/Subarctic)
Clan Luminus: The Light Clan. This is the “Royal Family” so to speak. The Light Clan is the greatest and most mythic of them all. Every King; save for Pharos the Tyrant, came from the Clan of Light. The Clansmen of Luminus tend towards perfect appearance as befitting a king. Their features vary as far as eyes and hair go, though golden blonde hair with brilliant blue eyes is considered common. Their Sigil is a great golden dragon on a field of white.
+1 STR
+1 DEX
+1 CON
+1 BODY
+3 INT
+2 EGO
+8 PRE
+4 COM
Light Magic: +2 with KS: Holy Magic
Elemental Resistance: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points)
Long Live the Kings: Life Support (Longevity: 200 Years)
Touched by Gods: Luck 2d6
Optional
Create Light: Sight Group Images x4" Radius (+1/2), +4 to PER Roll (33 Active Points); Only To Create Light (-1)
Blinding Soul: Sight Group Flash 3d6, Personal Immunity (+1/4), Explosion (+1/2), Penetrating (+1/2) (34 Active Points)
Holy Beam: Killing Attack - Ranged 2d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Beam (-1/4)
okay, I was right. There were only nine elements and nine clans. I had one too many.
Enforcer84
Apr 23rd, '05, 05:26 PM
Blobs
Val**Char**Cost**Roll**Notes
0****STR*****-10******9-****Lift 25.0kg; 0d6
3****DEX*****-21******10-****OCV:**1/DCV:**1
13****CON*****-20******12-
5****BODY****-10******10-
0****INT*******-10******9-****PER Roll 9-
0****EGO*****0******9-****ECV:**0
5****PRE******-5******10-****PRE Attack:**1d6
0****COM*****-5******9-
3/4****PD*********9******Total:**3/4 PD (0/1 rPD)
4/5****ED*********9******Total:**4/5 ED (0/1 rED)
1****SPD*******0******Phases: 7
3****REC*******0
26****END*****0
******Total Characteristic Cost:**-67
Movement:
Running:**5"/10"
Cost**Powers**END
13**Smash:**Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
2**Digestion:**Killing Attack - Hand-To-Hand 1 point, Personal Immunity (+1/4) (6 Active Points); Only vs organic material (-1), No STR Bonus (-1/2), No Knockback (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 1
60**It's a blob of goo:**Automaton (Takes No STUN)
9**Gooey:**Armor (1 PD/1 ED)
10**Small:**+2 with DCV
27**Body of Goo:**Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2)
**Mage Blob
6**1) Quicker:**+2 DEX
3**2) "Smarter":**+3 INT
15**3) Elemental Strike:**Killing Attack - Ranged 2d6 (30 Active Points); 4 Charges (-1) [4]
\tab Notes:**The possible types are:
Blue - Lightning
Red - Fire
White - Ice
Brown - Acid
Green - Water
18**4) Better Defended:**Armor (2 PD/2 ED)
\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.
**Greater Blob
\tab Notes:**Greater Blobs do not get the DCV bonus. They are not small.
5**1) Stronger:**+5 STR 1
6**2) Quicker:**+2 DEX
10**3) Tougher:**+5 CON
6**4) Bigger:**+3 BODY
18**5) Better Defended:**Armor (2 PD/2 ED)
\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.
30**6) Acid Lash:**Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); No Range (-1/2) 4
24**7) Acid Spittle:**Killing Attack - Ranged 1/2d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points); Limited Range (8") (-1/4) 3
**Metal Blob
8**1) Stronger:**+8 STR 1
9**2) Quicker:**+3 DEX
16**3) Tougher:**+8 CON
72**4) Better Defended:**Armor (8 PD/8 ED)
\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.
27**5) Retreat!:**Running 11", x4 Noncombat 3
180**6) Tough As Molten Metal:**Energy Damage Reduction, Resistant, 75%
180**7) Tough As Molten Metal:**Physical Damage Reduction, Resistant, 75%
Skills
12**Smashy Smashy:**+4 with Smash
**Mage Blobs
15**1) Elemental Strike:**+5 with Elemental Strike
**Greater Blob
12**1) +4 with Smash, Corrosive Spittle, Corrosive Lash
**Blob "Knight"
24**1) Combat Monster:**+3 with All Combat
Total Powers & Skill Cost:**817
Total Cost:**750
25+ Disadvantages
20**Physical Limitation: No manipulatory limbs (All the Time, Greatly Impairing)
25**Distinctive Features: Blob (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
5**Physical Limitation: Small (Infrequently, Slightly Impairing)
675 Experience Points
Total Disadvantage Points:**750
Background/History:**Blobs are common in the consol games. They are generally the first monsters you face. Yet with the magic of "Palette Swapping" you can fight Blobs all the way to level 100!<br>So this is a basic blob with options on improving it.
Personality/Motivation:**The lowest form of blobs have no motivation beyond eating and reproducing. Heck the second one is a stretch. The artificially evolved blobs are geared towards serving their masters and guarding items. The naturally evolved blobs tend to try to continue this trend by reproducing and securing safety. Blob Kings seek to create an empire of slime somewhere in the world.
Quote:**...
Powers/Tactics:**Low blobs merely punch at foes and then try to digest them.<br>Mage Blobs use their elemental attacks...then punch and digest<br>Metallic Blobs punch and digest, but they are timid and if assaulted they will often run<br>Greater Blobs will team up on an individual and try to wear them down. Use of corrosive attacks is common.<br>Blob Kings summon other types of blobs to serve as knights. Then they will use thier own elemental and physical attacks. Not quite as tough as Metallics they are none the less quite tough for Blobs.
Campaign Use:**Early encounters followed by the occasional first level dungeon monster.
Appearance:**Gumdrop shaped or teardrop shaped puddles of translucent goo. Evolved Blobs often have brains floating in their centers. King Blobs actually have facial features as well. Metallics look like tear drops of molten gold or silver.
Enforcer84
Apr 23rd, '05, 05:30 PM
King Blob
Val**Char**Cost**Roll**Notes
55****STR*****0******20-****Lift 51.2tons; 11d6 [5]
12****DEX*****6******11-****OCV:**4/DCV:**4
25****CON*****30******14-
26****BODY****14******14-
13****INT*******3******12-****PER Roll 12-
17****EGO*****14******12-****ECV:**6
40****PRE******15******17-****PRE Attack:**8d6
6****COM*****-2******10-
21****PD*********0******Total:**21 PD (10 rPD)
24****ED*********0******Total:**24 ED (10 rED)
4****SPD*******18******Phases: 3, 6, 9, 12
16****REC*******0
50****END*****0
67****STUN***0******Total Characteristic Cost:**98
Movement:
Running:**18"/36"
Leaping:**11"/22"
Swimming:**2"/4"
Cost**Powers**END
**King Blob
30**1) Acid Lash:**Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); No Range (-1/2) 4
24**2) Acid Spittle:**Killing Attack - Ranged 1/2d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points); Limited Range (8") (-1/4) 3
30**3) Better Defended:**Armor (10 PD/10 ED)
52**4) Body Of Goo:**(Total: 142 Active Cost, 52 Real Cost) Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2) (Real Cost: 27) plus Killing Attack - Ranged 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1), Affects Physical World (+2) (62 Active Points); Only vs or