Showing posts with label Character race. Show all posts
Showing posts with label Character race. Show all posts

Tuesday, October 9, 2018

Fantasy AGE - Gargoyles

Had a random thought today about how would Disney's Gargoyles look like if written for Fantasy AGE. After about 10-20 minutes of writing based solely from my memory of the show, this is the result. I could of spent more time writing a full description, including details on the different forms and sizes gargoyles can take. But I thought it would be best to make a short post and spend time on other projects...like AGE of Tamriel.

For those wondering about that, I am still writing it but I am also trying not to completely burn-out on it. Just having a hard time fighting the urge to write up new mechanics for every little thing. But it is slowly coming along.



GARGOYLE


  • Add 1 to your Constitution ability.
  • Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage).
  • You have Dark Sight out to 20 yards.
  • You have Glide Wings and a Glide Speed of 10 yards (minus armor penalty if applicable). While gliding you have access to Flying actions. You can glide up to 10 minutes before needing to land and rest. However, you can push yourself and continue gliding for an extra 10 minutes with a TN 15 Constitution test, up to 60 minutes. After 60 minutes or on a failed test, you got 1 minute to land before you fall out of the sky from exhaustion. You cannot glide again until you take a "Breather" (see "Health & Healing" on page 39 in the Fantasy AGE basic rulebook).
  • You have Talons that allow you to deal 1d3+1 damage with your brawling attacks. In addition, you can choose to either deal non-lethal or lethal damage with your brawling attacks.
  • You are Threatening. You can perform the Threaten combat stunt for 1 SP.
  • You enter into Stone Hibernation at dawn every day. You turn into a solid stone statue, regardless of wherever and in whatever position you are currently in. While in this state, you are unaware of your environment and cannot move, and you do not need to breathe, eat, or drink. Your Defense is 10 and have an Armor Rating of 6. After awakening from this hibernation you fully recover all lost Health and from any natural poisons that were affecting you. If you are reduced to 0 Health while in this state, you die.
  • You can speak and read the Common Tongue and Gargoyle.
  • Roll twice on the Gargoyle Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

2d6 RollBenefit
2+1 Strength
3–4Focus: Perception (Smelling)
5Focus: Strength (Climbing)
6Focus: Strength (Might)
7–8+1 Willpower
9Focus: Strength (Jumping)
10–11Focus: Accuracy (Brawling)
12+1 Fighting

Friday, April 14, 2017

Fantasy AGE - The Inkvasion has come!

As I was writing up the miqo'te for Fantasy AGE, I spent time looking though my old files and trying to see if I had already done so. As I was looking I ran across my notes for a “squidian” character race. This character race was written purely for fun and not meant to be remotely serious. And I thought it would be interesting to see people think of it.

Squidian

Standing four-foot-nothing, squidians are a small humanoid race that dwell under the seas and oceans of the world. They resemble half-sized humans with tentacles for hair and other traits similar to squids.

If you choose to play a squidian, modify your character as follows:

• Add +1 to your Strength.
Amphibious: You can breathe both in and out of water. However, you have a -2 penalty on Constitution tests when in a dry and/or hot environment, like a desert or in a hot spring.
Bio-Luminescence: You can produce a bio-luminescent light from your body. Your normal state is a dull glow, but with a Minor action, you can raise its intensity to light up a 6-yard radius for 1 + Constitution minutes. If you are under stress or subject to a jump-scare, you have to make a TN 13 Willpower (Self-discipline) test or temporarily lose control of your bio-luminescence for 1d6+1 rounds. Regaining control requires another Willpower (Self-discipline) test. If you are knocked unconscious or otherwise incapacitated (or sleeping), your bio-luminescence drops to a dull glow.
Ink Jet: You can spew forth an inky liquid. When underwater you can produce a 6-yard radius cloud of inky darkness that obscures sight for anyone inside. Outside of water, you can blind an enemy with ink to the face for 1d6+1 minutes. This is a ranged attack that uses Accuracy (Ink jet) focus against the enemy's Defense, and has a range of 4/8. While Blind, they automatically fail Perception (Seeing) tests and have a -2 penalty to Defense and attack rolls, but they can remove the ink with a Major action. However, each time you use this ability you lose 5 Health.
Underwater Dark Sight: You can see in the dark out to 20 yards while underwater.
Natural Swimmer: You start with the Constitution (Swimming) focus.
Speed: You have a Speed of 10 + Dexterity (minus armor penalty if applicable) while on land, but have a Swim Speed of 12 + Strength (minus armor penalty if applicable).
Tentacle Hair: Your hair is really tentacles! With a Major action, you can stretch out your tentacles to manipulate an object or perform a brawling attack out to 6 yards. When using your tentacles in this manner, you suffer a -2 penalty to any ability tests made. If used in combat, your tentacles have a Defense equal to yours -2, and Health equal to one-half your total Health. When your tentacles reach 0 Health, you cannot use them until they grow back in 1d6+1 days.
All-Thumbs: Living underwater isn't like life on land, so you suffer a -2 penalty on Communication tests when interacting with non-squidians, and on any ability tests when dealing with more complex non-squidian technology (cars, computers, etc). Gaining the Communication (Non-squidian) focus eliminates the Communication penalties, while the Intelligence (Non-squidian lore) eliminates the technology penalty.
• You speak and read Squiddle and the Common Tongue.

Thursday, April 13, 2017

Fantasy AGE - Final Fantasy XIV Miqo'te


( Image Source: http://sandracharlet.deviantart.com/art/FFXIV-Gally-329637161 )

Miqo'te

The Miqo'te are a humanoid race with feline characteristics that immigrated to Eorzea during the Age of Endless Frost, a time when the seas turned to ice and passage over them became possible. Since their arrival, the Miqo'te have diverged into two physically distinguishable groups: the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon.
The miqo'te have diverged into two separate ethnicities: the Seekers of the Sun and the Keepers of the Moon. While the diurnal Seekers of the Sun worship Azeyma the Warden with their culture revolving around the sun, the nocturnal Keepers of the Moon prefer the shroud of night and offer their piety to Menphina the Lover.
Comparatively few in number, miqo'te maintain an insular mentality within their clans, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when living in the more populous cities.
The Seekers are widely regarded as quickwitted and prone to action, and many bore easily. The Keepers are known for their reticent and brooding personalities, but are also respected and sometimes feared for their tenacity.
Their natural dexterity and quick wit makes them outstanding archers and pugilists.

Seeker of the Sun

The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma, the Warden, goddess of the sun.
Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.

Playing a Seeker of the Sun

If you choose to play as a Seeker of the Sun, modify your character as follows:
• Add 1 to your Dexterity.
• Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Hearing).
• Your Speed is 12 + Dexterity (minus armor penalty if applicable).
• You can speak Miqo'te and Common Tongue.
• Roll twice on the Seeker of the Sun Benefits table for additional benefits. Roll 2d6 and add together. If you get the same result twice, re-roll until you get something different.

SEEKER OF THE SUN BENEFIT TABLE
2d6 Roll   Benefit
------------------
   2       +1 Willpower
  3-4      Weapon Group: Bows*
   5       Focus: Perception (Seeing)
   6       Focus: Constitution (Running)
  7-8      +1 Perception
   9       Focus: Communication (Persuasion)
 10-11     Weapon Group: Spears*
  12       +1 Constitution
* If the class you choose provides this already, you can take the appropriate weapon focus instead.

Keeper of the Moon

The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina, the Lover, goddess of the moon. The Keepers of the Moon have a custom of applying war paint to their faces, as it is believed the vivid colors grant lunar powers.
Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city.

Playing a Keeper of the Moon

If you choose to play as a Keeper of the Moon, modify your character as follows:
• Add 1 to your Perception.
• Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Hearing).
Dark Sight 20 yards
• Your Speed is 10 + Dexterity (minus armor penalty if applicable).
• You can speak Miqo'te and Common Tongue.
• Roll twice on the Keeper of the Moon Benefits table for additional benefits. Roll 2d6 and add together. If you get the same result twice, re-roll until you get something different.

KEEPER OFF THE MOON BENEFIT TABLE
2d6 Roll   Benefit
------------------
   2       +1 Willpower
  3-4      Weapon Group: Bows*
   5       Focus: Perception (Tracking)
   6       Focus: Dexterity (Stealth)
  7-8      +1 Dexterity
   9       Focus: Intelligence (Natural lore)
 10-11     Weapon Group: Light blades*
  12       +1 Constitution
* If the class you choose provides this already, you can take the appropriate weapon focus instead.

Thursday, March 3, 2016

New Blog, Old Files

Here is a list of files that I linked to on the old blog, or at least as many as I could remember.


5TH EDITION FANTASY


Final Fantasy XIV Miqo'te, 5th edition
.PNG file
.JPG files: #1, #2, #3
PDF

Santa Clause, 5th edition
.PNG file
.JPG files: #1, #2, #3
PDF


D20 SYSTEM

• (PDF) Battle Sorcerer base class


SAVAGE WORLDS

• (PDF) Mad King Thorn from Guild Wars 2


TRUE20 ADVENTURE ROLEPLAYING

• (PDF) Brave Gaming! Character write-ups of characters from Disney-Pixar's Brave
• (PDF) Culinary Magic
• (PDF) Witch-Hunter heroic role

AGE of Tamriel - Character Races, part 2

Here is the second post for the remaining character races.

Tuesday, March 1, 2016

AGE of Tamriel - Character Races, part 1

With the recent site issues, I've been rather unenthusiastic about re-starting the blog, again. In hopes of re-kindling this enthusiasm I plan on posting more frequently, and to help with that I will focus on posting snippets of one of my game projects: the AGE of Tamriel (kudos to vincegetorix from the Roninarmy.com forums for the name suggestion). The first snippet were two posts back in September of last year on the various character races of the Elder Scrolls setting.

Below is an updated version of those posts.