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The World of Edean


Enforcer84

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Players Guide:

Races:

- Phebeians - Wetland beings - Post 2

- Tigeons - Cat-like race - Post 3

- Al-Seraph - Winged humans - Post 7

- Maurr - Dog-like race - Post 8

- Priodon - Gigantic armadillo humanoids - Post 9

- Yggridsil - Race of nigh-immortal plant people - Post 15

- Brin - Race of aquatic hyper commerce oriented "fish-men" - Post 20

- Goren - Race of Lizard People - Post 22

- Boveen - Race of Ox or Buffaloo People -Post 28

- Shu - Race of monkey style humanoids - Post 30

- The Dragon Clans - A race of "humans" descended from dragons - Post 62

Jobs:

- Strategist - Master of Mass Combat - Post 34

- Swordmaster - the master of the blade - Post 78

- Summoner - Calls down the Gods (or Demons, or elementals...) - Post 79

- Knight of the Azure Shield - Noble defender of the meek - Post 80

- Warrior Monk - Classic hand to hand fighter - Post 81

- Imperial Paladin - Holy Fighter for the Myrran Empire - Post 83

- Warrior Priest of Thurakles - Post 119

- Knight of Leshenta - Seabourne Knightly Order - Post 125

Options:

- MANA and Magic Defense - Optional Characteristics - Post 36

- Optional Modifiers (or Perks) - Somethings I've been playing with in my head - Post 37

Magic:

Example Magic: Fire Suite - Post 93

Discussion on Elements (Part1) - Post 128

Equipment:

- Some sample magic items - Post 112

- Wonderous Materials of Edean - Post 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

- Lord Auric Vaynard - Baron of the Dragon Mountains - Post 84

- Alluette Drakeshire - Aid De Camp of King Alric Yelir - Post 85

- Brother Viard - Post 110

- Errk Osbane - my protagonist for NaNoWriMo - Post 118

- Imoth the Bear - Post 120

- Brandor the Ranger - Brandor

- Luric Hagen, Spear Saint - Post 139

- The Holy Myrran Empire - Post 99

- The Republic of Gondollore - Post 101

- The Draconic Empire - Post 102

 

 

Deities and Religions:

- The Althonic Pantheon - Post 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

--Hyrod - The Tyrant Lord of Edean. Iron Fisted ruler of the "Dark Pantheon" - Post 49

--Thurakles - Rough and tumble God of Strength and Sport. - Post 53

--Thukeal - God of Victory at any costs. Eternal Foe of Thurakles - Post 56

--Deias - Goddess of Magic and Protection. Daughter of Althor - Post 57

--Myrra - Fickle, devious, self-absorbed, and incestuous, Goddess of ME ME ME... - Post 58

--Gainer - God of Community - Post 107

--Ragnar - Paranoid God of Isolation and Jingoism - Post 108

--Mandori - God of Nature and Earth - Post 116

 

Magic Items & Artifacts

Secrets and Lore

 

Creature Catalog:

Creatures Silly :D

- Blob - Post 63

- King Blob - Post 64

- Earth Dragon - Post 136

 

Thanks Zornwil for giving me the "Index" ability! Cool spell to have around. :D

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Races: Phebians

 

My first post to whet your appetite until the new year.

 

 

Phebians:

 

 

The average Phebian is between 5’7†and 6-3â€, 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

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Tigeon

 

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 “Trueâ€, 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 +4â€

Leaping +2â€

+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 +2â€

Leaping +2â€

+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 +2â€

Leaping +2â€

+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 +2â€

Leaping +2â€

+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 Clawsâ€, even though many of the abilities are not attacks. A practitioner can purchase any combination of the “Clawsâ€. 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.

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Re: The World of Edean

 

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)

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Re: The World of Edean

 

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

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Re: The World of Edean

 

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

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Re: The World of Edean

 

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. :)

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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.

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Re: The World of Edean

 

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 “adventurersâ€, 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

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Re: The World of Edean

 

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 - Post 2

- Tigeons - Cat-like race - Post 3

- Al-Seraph - Winged humans - Post 7

- Maurr - Dog-like race - Post 8

- Priodon - Gigantic armadillo humanoids - Post 9

- Yggridsil - Race of nigh-immortal plant people - Post 15

 

(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)

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Re: The World of Edean

 

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 - Post 2

- Tigeons - Cat-like race - Post 3

- Al-Seraph - Winged humans - Post 7

- Maurr - Dog-like race - Post 8

- Priodon - Gigantic armadillo humanoids - Post 9

- Yggridsil - Race of nigh-immortal plant people - Post 15

 

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.

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Re: The World of Edean

 

I wish I'd done this with the New Circle from the start. As things stand' date=' Post #1 is screwed up looking from tacking on the ToC as an afterthought.[/quote']

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.

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Re: The World of Edean

 

Brin:

 

The Brin are a race of aquatic “Fish-menâ€. 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 “Landersâ€. 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.

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Re: The World of Edean

 

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 - Post 2

- Tigeons - Cat-like race - Post 3

- Al-Seraph - Winged humans - Post 7

- Maurr - Dog-like race - Post 8

- Priodon - Gigantic armadillo humanoids - Post 9

- Yggridsil - Race of nigh-immortal plant people - Post 15

 

(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.

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  • 3 weeks later...

Re: The World of Edean

 

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.

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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.

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Re: The World of Edean

 

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).

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