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

Wednesday, August 3, 2016

Mythos Space: The Tcho-Tcho of the 51st Century

Tcho-Tcho
Type: Humanoid
Size: Medium
Intelligence: Average (9-11)
Hit Dice: 2
Movement: 30/170
Armor Class: 12
Attacks: 2 claws (1d4) or by weapon
Saving Throws: F12, R15, W16
Environment: Underground
No. Appearing: 1d20
Alignment: Lawful Evil
XP Value: 50 (CL 1) 
"It is true that strange legends had reached us even before we had left Ho-Nan province of a weird race of little people, to whom the natives applied the odd name, "Tcho-Tcho."' -August Derleth & Mark Schorer, The Lair Of the Star Spawn
The Tcho-Tcho, or Tcho-Tcho people, are a human-like race of cannibals that can be found across the Empire. It is said that the Tcho-Tcho aren't even fully human - old myths have it that they interbred in ancient times with the amphibious species called the Miri Nigri. The Tcho-Tcho are loyal to the Tsan-Chan Empire, and often act as agents for the government. It is said that they worship some of the Old Ones and the less human Elder Gods such as Aion, Kthanid or the plant-like Buna Klaaktuk.
Tcho-Tcho are thickly built (curvaceous in the females) beings, between 4 and 5 feet tall with dark skin, elongated skulls, overlarge eyes, no body hair, and nails overgrown to claws. They are always hungry and need to consume human flesh (or receive gene therapy) every so often to hold off manifesting traits from their non-human kinfolk. Gene therapy can also be used to retain human appearance.
Tcho-Tcho can see perfectly well even in total darkness; however, their over-sensitive eyes are easily blinded by lights.

CHARACTER CREATION
Tcho-Tcho modify their starting ability scores as follows: Con +2, Str -1, Cha -1. They have darkvision to a range of 120 feet. Tcho-Tcho have a movement rate of 30 feet and have a +3 to all saves vs poison and disease. They have a natural claw attack that deals 1d4 damage. Tcho-Tcho are blinded in bright sunlight or by a strong artificial lights.
Tcho-Tcho speak Common and Naacal. As with humans, they might learn virtually any other language.
Tcho-Tcho can advance to 8th level in most classes, and can advance to 11th level as assassins (rogue subclass) or occultists (scholar subclass).


The Mythos Space setting uses the delightful Grit and Vigor RPG system by John Stater. Grit and Vigor uses a variation of the D20 system, but brings it back to an "old school" feel. Fast paced and action packed with plenty of crunch for strong character builds, but not so much as to overwhelm new players. Check it out!

Friday, April 11, 2014

Voidjammer: Minoi (Tinker Gnomes)

Minoi (Tinker Gnomes)
Minoi are a race of gnomes who are widely represented throughout Wildspace. Unlike other gnome races, the Minoi are not particularly skilled in illusion, preferring to pursue invention and natural philosophy.
The gnomes of wildspace are a gadget-happy race that will invent something to solve a problem, then invent a second item to solve the problems caused by the first invention, a third invention to solve the problems of the second, and so forth ad infinitum and ad nauseum. It is little wonder that these inventive creatures came across methods to hoist themselves (willingly or no) beyond the atmosphere and into wildspace.
Minoi have incorporated well into interstellar society. They have a fairly loose structure in space, no more than a scattering of ships and a growing number of gnomes living in human settlements.
Minoi are about three feet tall and weigh 45-50 lbs. Gnomes have round ears and large noses. They tend to dress in outlandish garb, preferring function over style. They often wear leather aprons with many pockets bristling with tools, notes, papers, pencils, and various other gadgets.
Minoi are small creatures with a base speed of 20 feet. They have darkvision to a range of 60 feet and have a knack for find traps and remove traps.
Minoi are quick of body and mind, adding one point to their starting Dexterity and Intelligence scores. Unfortunately the Minoi often get a bit carried away, and so lose two points of their starting Wisdom scores. These ability modifications cannot increase a score above 18 or reduce it below 3.
Minoi are always proficient in the use of crossbows (Hand, light and repeating), pistols and arquebuses. Minoi receive a +2 bonus on Reflex saving throws against fireballs, traps and explosions.
Minoi speak Common and Gnome. They might also speak Dwarven, Elven, Halfling, Orc.
Minoi can multi-class as Cleric/Scientists, Scientist/Thief or Magic User/ Leech.


Minoi Technology
The minoi are obsessed with learning through action and full immersion in a subject. Careful research and planning is for sissys in the mind of a tinker gnome, who prefer to roll up their sleeves and get to work. This does not mean that they are incapable of planning and research, far from it. But it does mean that they love complexity and experimentation for the sheer love of it. Often to the detriment of the final product.
Most inventions of the Minoi are Rube Goldberg like gadgets that are unnecessarily complex, but some are actually quite brilliant. Pulleys, wheels, whirring and ticking, all painted in the bright colors so adored by the gnomes. The end result often looks like an otherwise functional device, home or vehicle mixed with an amusement park or circus.
Voidjammer vessels made or altered by Minoi are amazing affairs, and are often much larger than necessary. All Minoi vessels have sidewheels that look like riverboat paddlewheels that house Giant Space Hamsters (no really) whose energetic running supplies considerable power to the vessel.
To make the mechanically crazy atmosphere of a Minoi community or vessel, Gamemasters should make liberal use of mechanical Animated Objects, Automatons, Living Statue (Iron), Shield Guardians and variations on the Apparatus of the Crab (doesn't have to look like a crab). Visitors should feel like they are in a potentially deadly amusement park.

Tuesday, December 31, 2013

Alien Race: Blyntzyns


The Blyntzyns are a race of diminutive would-be conquerors that ran afoul of the Voltamen shortly after Earth, though they avoided being conquered only through luck and the Voltamens preoccupation with the rebellion on Earth. Now they are valued members of The United Planets, finding the cutthroat world of business and especially industry more to their liking than direct warfare.
The Blyntzyn homeworld is mineral and energy rich, allowing the Blyntzyns to construct a potent fleet of ships and robots. Due to earlier disasters in their home system, the Blyntzyn System is very poor in plant and animal life, making biomass of any kind highly valued.
Blyntzyns are very small by human standards, standing roughly two feet in height. They have a "goblin-like appearance, including huge pointed ears and horns. Though small and not very strong, they are brilliant technologists, and are highly resistant to toxins due to their highly (even overly) industrialized homeworld. 
Robotics is very important to the Blyntzyns, as they build a wide arrangement of highly advanced robots to run their industry, fight their wars, and explore the universe for them. In the United Planets, Blyntzyn-built robots are a regular sight in dangerous industrial zones, and are employed in the United Planets Navy as shock troops, pilots and robotic weapons platforms. 
Representative Names: Shlep and Blep.
First Appearance:  Amazing Adventures (July, 1951)
Blyntzyns are veritable wizards at building robots, gaining a +10 bonus at Robotics skill rolls. They also have the following characteristics:
+1 Intellect
-1 Strength
+1 Toxins
-1 Endurance

Monday, July 15, 2013

Pangea: Man-Kin Monster Stats Pt 1

Front to back; Awani, Ruhin, Dakkati, and Kabiri.
Pangea is a vast, mostly untamed world with only small enclaves of civilization, often closed off from the modern world. Ancient races, many of whom are pre-human and hostile, force the varying races of man and man-kin into close proximity. This closeness in many cases causes distrust and hostility, but can also make for intriguing dynamics of family and friends (or at least allies of necessity).
So I have written up the not-strictly-human races of man-kin as monsters for use by the GM. More to come.

AWANI
Medium Humanoid, Chaotic (CN), Low Intelligence; Squad (1d20)*
HD: 1
AC: 14 (cured hide and shield)
ATK: By weapon
MV: 30
SV: F 13, R 15, W 16
XP: 50 (CL 1)
The Awani are a primitive race of people closely related to both the Adamu and Kabiri. Awani are as tall or taller than the Adamu, averaging six feet in height in males and five and a half feet tall in females. Awani have ape-like faces, with heavy brows and large jaws. The Awani are a brutish, short-sighted people who prefer violence and action to higher pursuits, and are notorious as raiders and thieves. On their own they live simple lives of hunter-gatherers, but will take on a raiding culture when they encounter other people who are weaker than themselves.
Awani are organized into tribes of 1d10 x 30 warriors plus non-combatants equal to 150% of the warriors. The tribe has one additional 2 HD sub-chief for every 30 warriors and is led by a 3 HD chief who keeps a personal bodyguard of 5d6 2 HD warriors. There is a 50% chance that a family of 1d4 kabiri dwells with the awani.

More information on the Awani can be found in Races Pt 2.

DAKKATI (Homo sapiens neanderthalensi)
Medium Humanoid, Neutral (N), Average Intelligence; Band (1d12)*
HD: 2
AC: 12
ATK: By weapon
MV: 30
SV: F 12, R 15, W 15
XP: 100 (CL 2)
The Dakkati are an ancient people who dwell in the wild mountains and in cold lands. They are renowned hunters, survivors and regarded as nearly magically skilled at working stone, bone and ivory. Dakkati are considered short by Adamu standards, ranging between five and five and a half feet in height, but very stocky and with thick bones.
Dakkati organize into clans of 1d10 x 20 warriors and additional non-combatants equal to 3 times the number of warriors. For every 20 warriors, there is an additional sub-chief with 3 HD. Clans are commanded by chiefs with 4 HD, and usually keep 3d6 dogs as hunting companions and guard animals.

More information on the Dakkati can be found in Races.

KABIRI (Meganthropus)
Large Giant, Chaotic (CN), Low Intelligence; Band (1d8)
HD: 4
AC: 16
ATK: Slam (1d6) or by weapon
MV: 40
SV: F 10, R 14, W 15
XP: 200 (CL 4)
The Kabiri are a race of hairy giants who dwell in the hills and mountains. They are kin of the great Giants, though this relationship is strained at best, with only Hill Giants, Ettins and other brutish giant-kin having any sense of kinship with the Kibiri. When standing fully erect, an adult Kabiri stand from eight to ten feet in height on thick, short legs. Their powerful arms are slightly longer than their legs, this along with their brutish jaws and low brows give them an ape-like appearance.
Kabiri are not liked by most other races, largely due to the Kabiris huge appetites and predilection to stealing livestock and violent natures. Most Kabiri live in wild tribes or among mixed bands of bandits, especially Awani, where their great strength comes in handy.

More information on the Kabiri can be found in Races

RUHIN (Homo floresiensis)
Small Humanoid, Neutral (N), Average Intelligence; Gang (1d10)*
HD: 0
AC: 13 (leather armor and buckler)
ATK: By weapon
MV: 20
SV: F 14, R 16, W 16
XP: 25 (CL 0)
The Ruhin are a small race of people that share a close relation to the Awani and distantly to Adamu. Ruhin average only three feet in height and have a distinctly ape-like look. Despite appearances the Ruhin are a cunning and organized people that are excellent trackers, hunters and thieves. These skills serve them well in the wild and in dealing with other peoples.
Ruhin tribes include 1d20 x 20 warriors plus additional non-combatants equal to 100% of the warriors and 6d6 giant monitors. For every 40 ruhin there is a sub-chief with 1 HD. Tribes are commanded by a 3 HD chief who has a bodyguard of 2d10 elite ruhin warriors with maximum hit points. The usual composition of a ruhin army is as follows:
35% Leather and buckler (AC 13), club, 3 darts
25% Leather and buckler (AC 13), short bow, club
15% Leather armor (AC 12), heavy flail
10% Cured hide (AC 15), spear
10% Leather (AC 12), short bow, dagger, giant monitor lizard
5% Studded leather and shield (AC 15), light mace, giant monitor lizard

More information on the Awani can be found in Races Pt 2.

Friday, February 22, 2013

Pangea: Races Part 2

Across the vast expanse of Pangea are a great number of peoples, races and creatures. As a Sword and Sorcery setting (with some High Fantasy leanings), Pangea focuses on humankind. But for the full feel and scope of the setting to hit home, numerous human "races" are presented as player characters. In the last installment I presented the Adamu (Homo Sapiens), Dakkati (Neanderthals) and the mighty Kabiri (Meganthropus). All of these races are more-or-less human, or at least close enough that they have similar habits, tastes, needs and desires.
Below are two more races of human-kin that help make the world of Pangea a more interesting place. Even though they do occasionally live alongside one another, more often than not differing races do not get along. Even in mixed communities friction and even open hatred is common.

Awani (Homo Erectus)
Awani warrior with a fire-hardened spear.
The Awani are a primitive race of people closely related to both the Adamu and Kabiri. Awani are as tall or taller than the Adamu, averaging six feet in height in males and five and a half feet tall in females. Awani have ape-like faces, with heavy brows and large jaws.
The Awani are a brutish, short-sighted people who prefer violence and action to higher pursuits, and are notorious as raiders and thieves. On their own they live simple lives of hunter-gatherers, but will take on a raiding culture when they encounter other people who are weaker than themselves.
Awani are often used as cheap minions and soldiers for powerful wizards and warlords. However this requires a firm hand as the Awani are a lazy and dirty people, and prone to picking fights at very bad times.
Awani prefer warm lands, particularly forests and rough hills where there is ample game. Awani are usually nomadic, but set up temporary villages of hide, wood and bone. Such communities are ruled by the biggest, toughest Awani (male or female), who rules through force and cunning.
Awani have a deep respect and reverence of fire, and all of their chief spiritual beliefs all revolve around this element. Fire gods such as Cacus The Galloping Flame, and Belos the Bull are favored over other gods.
True Clerics of Heaven are extremely rare among the Awani, with Druids or Sorcerers taking the place of spellcasting priests.
The Awani are Stone Age people, using simple tools, fire-hardened spears, and hide and bone clothing and devices. They must trade and/or steal more advanced tools and armor, however such items usually fall apart due to disrepair. Most Awani think metal-working is magic, and are deeply respectful of blacksmiths.
Awani modify their starting ability scores as follows: Str +2 (max 18), Int -1, Wis -1 and Cha -1. Awani have darkvision to a range of 60 feet. They speak their own clan language, and might also learn Common, Dakkati, Ignam and Hill Giant. Awani can multi‐class as assassin/clerics, assassin/fighters and assassin/ magic‐users.

Ruhin (Homo floresiensis)
Ruhin family along the forests edge.
The Ruhin are a small race of people that share a close relation to the Awani and distantly to Adamu. Ruhin average only three feet in height and have a distinctly ape-like look. Despite appearances the Ruhin are a cunning and organized people that are excellent trackers, hunters and thieves. These skills serve them well in the wild and in dealing with other peoples.
Ruhin are a quiet and clannish people who prefer to operate unobserved by the "giant races" who the Ruhin see as needlessly loud and smelly. Amongst themselves of close friends, the Ruhin are a clever and witty people who love games, food and strong drink.
In mixed communities, the Ruhin are often night workers, vermin catchers and thieves.
Ruhin love warm forests, and areas near trees where they can make use of shadow and cover. They have a deep fear of flying predators, as their small size makes them easy prey for aerial attackers. Airdragons (Pterasaurs) and giant serpents are both considered major enemies and are seen as evil by the Ruhin.
Like the Awani, the Ruhin are Stone Age people, though they are better able to use and maintain equipment bought, stolen or traded from other peoples than the Awani. Ruhin prefer slings, spears and other thrown weapons, and make ample use of traps, nets and other weapons that trip up larger creatures.
Religious traditions are well-developed among the Ruhin, with Druids and Adepts being central figures in Ruhin communities, though true Clerics are very rare. Reverence of a wide host of gods and goddesses such as Tsetse, the Darting Wrath (Raptor Goddess), and Nyonye Ngana (Ant God) to name only a few.
Ruhin characters modify their starting ability scores as follows: Str ‐1, Dex +1, Int ‐1. Ruhin have a land speed of 20 feet and have darkvision out to 60 feet. Ruhin have a knack for hide and moving silently. Ruhin speak their own language and might also learn Common, Dakkati, Draconic, Awani and Hill Giant. They can multiclass as druid/thieves, fighter/thieves and magic-user/ thieves.


Whats Next?
Coming up is more cultural details of the lands of the Adamu and their kin, as well as info on the local flora and fauna. Pangea is a big place, and a great many interesting people and places are to be found in its vast terrain. Lots to come, so stay tuned!

Friday, February 15, 2013

Pangea: Races

The land of Pangea is savage, and haunted by many dangers. Great beasts, wild spirits, and ancient evils all lurk right around the corner. And so the people of this world need to be rugged, versatile but still essentially human (or human enough). So below are the three primary races of player characters of Pangea. There are other intelligent races, who will be detailed in later posts, but the ones below are the most organized and human friendly in the central campaign region.


Adamu (Humans)
The Adamu are a versatile, and widespread people who can be found in a number of different colors and shapes. In the Middle Lands of Pangea (the beginning campaign region), the Adamu are a predominantly brown-skinned people, with dark-brown to black hair and dark eyes.
Adamu culture is usually based around families, clans and towns and city-states which are ruled by a council of wealthy elders. City States are ruled by ruling families who preside over a council of city fathers. Though laws among clans, towns or nomadic bands are usually simple, those in the city-states are a bureaucratic nightmare, with bribes, corruption and betrayals being common. A wise man steers clear of the law in the city.
The Adamu of Pangea are at the late Bronze Age/Early Iron Age of development. Houses are timber and stone, with nomads using hide tents supported with reed and bone.
In the past hundred years, the rise of the Church of Heaven has united a number of Adamu clans and city-states under a New Religion. This faith reveres the gods of the sky, the Sun, the Moon (more on this very soon!), The Starry Sky and other luminous lords and ladies. This church, centered in the Holy City of Meru is the greatest unifier of the Adamu that Pangea has seen in many ages. What the bodes for the future is anyones guess...
Adamu are rolled up as Humans as per the rules in Blood and Treasure pages 3 and 4.


Dakkati (Neanderthals)
The Dakkati are an ancient people who dwell in the wild mountains and in cold lands. They are renowned hunters, survivors and regarded as nearly magically skilled at working stone, bone and ivory. Dakkati are considered short by Adamu standards, ranging between five and five and a half feet in height, but very stocky and with thick bones.
Dakkati are a softly spoken people with a great love of nature, stories, music (particularly the bone flute) and family. Hunting, herding, beekeeping and stone-working are major parts of their societies, and so the more nature oriented classes are favored. Druids and storyteller Bards are the central religious leaders and primary spellcasters of the Dakkati. Other, more modern religions and magic users (such as Clerics) are deeply distrusted. Among the Old Gods  Uta the Bear Mother is deeply adored, with Druids and Adepts presiding over services to this "Bear Mother".
Dakkati prefer stone settlements, particularly ones with underground levels. In the mountains, Dakkati will build clan holdings incorporating cave networks and adding on with additional stone and earthworks. Though rough-hewn, these dwelling are always snug and surprisingly comfortable and clean. Most Dakkati prefer stone, bone and horn weapons, though some are starting to trade for metal weapons and tools.
Dakkati modify their starting ability scores as follows: Str +1, Con +1, Cha -1. Dakkati have a knack for survival. Dakkati speak their own unique clan language and might also speak Common, Giant, Terran or Troglodyte. Dakkati may advance in any class, though they prefer nature oriented classes. Dakkati can multi-class as druid/bards, druid/fighters, fighter/magic-users and fighter/ thieves (scout).


Kabiri (Meganthropus)
The Kabiri are a race of hairy giants who dwell in the hills and mountains. They are kin of the great Giants, though this relationship is strained at best, with only Hill Giants, Ettins and other brutish giant-kin having any sense of kinship with the Kibiri.
When standing fully erect, an adult Kabiri stand from eight to ten feet in height on thick, short legs. Their powerful arms are slightly longer than their legs, this along with their brutish jaws and low brows give them an ape-like appearance.
On their own, Kabiri are a tribal people, having family bands centered around a grand matriarch. These clans live in the harshest wilderness, living in near constant conflict with large predators and harsh conditions. Because of this, Kabiri admire strength and endurance over intelligence.
Magic is greatly feared among the Kabiri, with only the wilder sorts of Druid and Adepts existing as spiritual leaders in their communities, though more often than not such Kabiri mystics live alone. Kabiri worship fierce gods of the wilds such as Oanoe Razorfang, Kuvana Mountain Mother and Uta the Bear Mother, and have little use for the Church of Heaven.
Kabiri are a stone-age people, stealing, trading or even earning better made equipment and weapons, though they often take some time to learn how to properly tend to such items. As they produce nothing worthy of trade, Kabiri clans often sell their services as mercenaries in return for quality goods, food and a chance to see the wider world.
Kabiri modify their starting ability scores as follows: Str +4 (max. 20), Dex -1, Con +2, Int -2, Cha -2. They are large creatures, so must pay double the normal price for armor. Kabiri have darkvision to a range of 60 feet. They speak Giant, but smart Kabiri often speak Common or other local tongues. Their thick hides give them a +2 bonus to Armor Class. Kabiri can advance as barbarians, druids, fighters, thieves and fighter/druids up to a maximum of 7th level.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...