Showing posts with label new races. Show all posts
Showing posts with label new races. Show all posts

Sunday, July 21, 2019

Namazu

A heretical depiction of the God of Law separates the Noppinese Imperial Family from the teeming hordes of Namazu

"In High Shang we exchanged much of the beautiful paper money of Cathay for passage to the island nation of Noppin. [Molo digresses here, yet again, to describe the currency of Cathay. This description is the third such in the text and is once again completely contradictory to his earlier digressions. I have omitted it because scholars interested in such things are unlikely to look to a translated text.] Noppin is said to have been originally inhabited by a race of Froglings [sic] that were displaced by the arrival of humans. Despite the protestations of the locals, it is clear that the Noppinese inherited a great deal from these Froglings. Their style and manner of dress, when different from the Cathayans, is identical to that of these creatures, which the locals call Namzu [sic]. Indeed, even their High Pontiff is an exceptionally large member of this race. [Some scholars have translated the title as Emperor, but Molo clearly uses the same form he gives to Pontiff Molestius II, his contemporary] 
"The religion overseen by the High Pontiff of Noppin is also clearly influenced by whatever paganry the Namzu engaged in before their coming, as it is unlike that of Cathay or the Land of a Thousand Idols. Lawful monks from Cathay have brought their heretical from of the Law to Noppin and now the High Pontiff is head of a kind of hybrid Church. Due to the influence of the Law and perhaps in imitation of the First Emperor, the people of Noppin emphatically insist that their large namzu pontiff is a human, noting his 'mustache' instead of his whiskers, and his 'lovely' 'hydrated' skin instead of his oily hide.
"The smaller Namzu are relegated to the fringes of Noppin, living in the cold north or in the forests of Kokushi. It was in the Suicide Forest of Kokushi that our expedition had a most strange encounter with them. A frogling merchant we had picked up in the Land of a Thousand Idols stated many times that he was very confused at our attempts to communicate with his Noppinese cousins.  He claimed they were merely catfish dressed up by the locals as a prank. When we were able to speak to them in a crude form of Cathayan dialect, the frogling still insisted that they were mute animals. The namzu, too, said that we must have dressed up the frogling as a joke and talked it to walk upright. They said that the frogling could not speak and only croaked.
"Locals accused the Namzu of a great many ills. They claimed they were mischievous, prone to larceny, and even known to cuckold fishermen.  This first accusation may explain our encounter, but we saw no evidence of the other two and the idea of a woman giving herself to such a creature beggars belief." - Excerpt from The Travels of Parco Molo, 5th Edition, Evan Van Elkins trans. and ed.


A Namazu in traditional dress.

Namazu are small, catfish who walk and talk in the manner of men and are native to the islands of Noppin. While superficially similar to Froglings, and in many ways occupying the same social niche, the two races do not recognize the each other's person-hood.

Namazu are said to be quite stealthy.

Ability Score Increase: Your Dexterity increases by 2 and your Charisma increases by 1.

Age: Namazu reach adulthood around age 20 but can live to be several centuries old.

Alignment: In the five-fold system of the World of Nightwick, Namazu are usually Neutral and are never Lawful or Chaotic. In the nine-fold system of other worlds they tend towards Chaotic and Good alignments.

Size: Namazu are usually no taller than 3 feet. Your size is small.

Speed: Your speed is 25ft for both walking and swimming.

Amphibious: You breathe both air and water.

Sensitive Whiskers: Namazu can feel the vibrations of the air and earth with their whiskers. You gain advantage on Dexterity Saves made to avoid pit traps, sudden collapses, unseen precipices, or any other effect that would cause the ground to suddenly not be beneath your feet.

Resilient: Namazu's bodies are compact and strangely pliant. You never take bludgeoning, thunder, or force damage on a successful saving throw even if the effect would normally deal half damage.

Small and Barely Noticed: Namazu are used to avoiding the Big People. You are not blocked by any creature that is a size or more larger than yourself, and you may always hide if only other large creatures are looking for you - even if you are not initially obscured.

Thursday, February 21, 2019

5e Froglngs Take 2

I've made some minor changes based on playtesting.


Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Ability Score Increase. Your Dexterity increases by 2 and your Constitution score increases by 1.

Age. Froglings reach maturity by age 10 and live to be as old as 60.


Alignment.  Most Froglings are neutral, caring more about profit and hedonism than the fight between good and evil.  In worlds with the full nine point alignment they sometimes tend towards Law, because of their belief in personal honor, but often still seem capricious and madcap to the other races.


Wary. You have proficiency in the perception skill.


Size. Froglings grow between 3' and 4'.  Your size is considered small.


Speed. Your have a walk and swim speed of 25'.

Amphibious.  You may breath both air and water.

Resilience. You receive advantage on saving throws made against poison and disease. You also have resistance against poison damage.


Standing Leap. You may long jump 25 feet and high jump 15 feet from a standstill.


Sticky. You have advantage on athletics and acrobatics checks made to climb, slow your descent, or hold on to an object.


Water Dependency. If you are unable to immerse yourself in water for at least 1 hour a day, you suffer one level of exhaustion.  You may only recover from this exhaustion through magic or by being immersed in water.


Languages. You can speak, read, and write Common and Croakish. You may speak the language of Bullywugs.



Wednesday, January 10, 2018

5e Froglings


Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Ability Score Increase. Your Dexterity increases by 2 and your Constitution score increases by 1.

Age. Froglings reach maturity by age 10 and live to be as old as 60.


Alignment.  Most Froglings are neutral, caring more about profit and hedonism than the fight between good and evil.  In worlds with the full nine point alignment they sometimes tend towards Law, because of their belief in personal honor, but often still seem capricious and madcap to the other races.


Wary. You have proficiency in the perception skill.


Size. Froglings grow between 3' and 4'.  Your size is considered small.


Speed. Your have a walk, climb, and swim speed of 25'.


Amphibious.  You may breath both air and water.


Resilience. You receive advantage on saving throws made against poison and disease.


Standing Leap. You may long jump 25 feet and high jump 15 feet from a standstill.


Water Dependency. If you are unable to immerse yourself in water for at least 1 hour a day, you suffer one level of exhaustion.  You may only recover from this exhaustion through magic or by being immersed in water.


Languages. You can speak, read, and write Common and Croakish. You may speak the language of Bullywugs.

Thursday, June 15, 2017

Froglings for Castles & Crusades



Froglings
Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Racial Traits and Abilities

Dusk Vision
Froglings can see in starlight and moonlight just as a human can see at dusk.  They retain the ability to distinguish color and some detail under these circumstances, though everything is cast in shadows.  They have no enhanced vision underground, in torchlight, or under similar conditions of poor illumination.

Hop
Froglings can leap 30 feet horizontally or 15 feet vertically.  Since their body is built to withstand leaps of this  sort, they ignore the first thirty feet of falling damage, treating a fall of 40 feet as though it were only 10.

Amphibious
Froglings may also swim as fast as they can walk unless encumbered.  They need less oxygen than other characters while swimming.  The effects of this must be determined by the individual Castle Keeper.  However, if they are in a dry climate, such as a desert, or a cold climate, such as a high mountain top, they take a -2 penalty to all actions due to their inability to function properly in such environments.

Resistant to Poisons (Constitution)

Languages: Common, Croakish

Size: Small

Movement: 20 feet

Typical Classes: Fighter, Ranger, Rogue, Bard, Wizard

Attribute Modifiers: +1 Constitution, -1 Strength

Ranger Modifier: +2 Scale, +2 Track

Thief: +2 Climb

Wednesday, April 10, 2013

Demi-Humans of the Wilderlands of Swords and Deviltry


The Wilderlands as presented in 3e had a number of demi-humans that appeared as normal humans except with funky colored skin.  I’m going to be keeping them because I still have a few oddly colored minis in my box.  “Common” versions of these - which are essentially humans descended from these demi-humans - are made using the normal rules for humans.  “True” versions are made using the rules below.

Altanians
Altanians are a strong and hardy race that gave their name to Barbarian Altanis.  Their skin is a deep red, and they commonly appear in slave markets throughout the Wilderlands.  It is said by some that the blood of demons courses in their veins.

Altanian Abilities
Ability Prerequisite: Altanian characters must have both a Strength and a Constitution of 15 or greater.

Character Advancement: Altanians may reach any level as a fighter or rogue.  They may only advance as high as 4th as a druid, but may advance further if their Wisdom is 16 or greater.

Weapon and Armor Restrictions: Regardless of class Altanians are not trained in the use of any armor higher than chain.

Blood Rage: An Altanian may enter a rage for 1d6 rounds. During this period they gain +2 to to hit and damage rolls and -2 to AC. They can only attack with melee weapons in this state and will not allow opponents to flee and will not accept surrender. Regardless of how many rounds are left, the effect ends when combat is over.

Stealthy: Altanians who are not in a blood rage suprise opponents on a 3 in 6 instead of the normal chance.  Note that this does not ignore the normal penalties incurred from carrying lightsource in a dungeon.

Saving Throws: Altanians use the saving throws of their chosen class.

Avalonians
Avalonians are descendents of a mating between a northern elf and a human.  This occurred so often in the North that they now have a substantial population.  Due to their elf heritage, their skin is a pale blue and their hair is either platinum blonde, white, or silver.

Avalonian Abilities
Ability Prerequisite: Avalonians must have a Intelligence of 13 or greater and a Constitution of no higher than 9.

Character Advancement: Avalonians may reach up to 6th level as a Fighter, and may advance further if their Strength is 16 or greater.  They may advance without restriction as a rogue or magician.

Keen Detection: Avalonians can detect secret doors on a 1-2 regardless of their class.  If they are a rogue their chance to find secret doors increases by 1, but may not go higher than 5.

Saving Throws: Avalonians gain a +2 to saves made against cold and charm effects.

Languages: Avalonians begin play knowing both Common and Elven.

Ghuls
Ghuls are humanoids with transparent skin that haunt the northern parts of the Wilderlands.  They delight in the taste of human flesh, but they can put this aside long enough to have fairly stable relations with humans.  While many live in semi-nomadic tribes, there are some who dwell in cities and a few have even made a living as wizards and scribes.

Ghul Abilities
Ability Prerequisite: Ghuls must have a Constitution of 18 and a Charisma of no higher than 9.

Character Advancement: Ghuls may advance up to 6th level as a fighter and 4th level as a magician, though they may advance beyond this if their Strength or Intelligence is a 13 or greater, depending on class.  Ghuls may advance as a rogue without restriction.

Weapon and Armor Restrictions: Regardless of class, Ghuls may not wear armor heavier than leather - which is always in the form of a harness.

The Hunger: Once per day, Ghuls may spend a full round eating human flesh.  If they do so, they gain regeneration 1 for the next 1d6.

Stealthy: Regardless of class, a Ghul’s surprise chance is 1-3.

Saving Throws: Ghuls possess the saving throw bonuses of their chosen class.

Viridians
Viridians are descended from the great fish-god Armadod-bog.  Their skin is a bright green and their hair is universally black.  They are few in number today, with most being members of the family of the World Emperor.  They are often known to bear scars along their back, since they scourge themselves in apology to their god for not being more fish-like.

Viridian Abilities
Ability Prerequisite: Viridians must have a strength and intelligence of greater than 12.

Character Advancement: Viridians advance as a blend of fighter and magician using the table below.  Viridians with an intelligence and a charisma of 18 may use the magician spells per day chart instead of the one below.

Viridian Advancement
XP
Level
HD
ST
0
1
1
14
5,000
2
2
13
10,000
3
3
12
20,000
4
3+1
11
40,000
5
4
10
80,000
6
5
9
160,000
7
6
8
320,000
8
6+1
7
640,000
9
7
6
1,280,000
10
8
5

Weapon and Armor Restrictions: Viridians may use any weapon and wear any armor, but must have a free hand to cast spells.

Spell Casting: Viridians may cast a number of spells based on the chart below.  Viridians with an intelligence greater than 15 gain an extra first level spell per day.  Otherwise, they function identically to a Magician.

Spells Per Day
Viridian Level
Level 1
Level 2
Level 3
1
--
--
--
2
1
--
--
3
2
--
--
4
2
1
--
5
3
2
--
6
4
2
--
7
4
2
1
8
4
2
2
9
4
3
2
10
4
4
3

Saving Throws: Viridians gain a +2 to saves made against magical effects.

Thursday, August 23, 2012

Froglings for WFRP 2e

Froglings
Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Frogling Characters
A Frogling character gains the following skills and talents:
Skills: Common Knowledge (Froglings), Gossip, Speak Language (Croakish), Speak Language (Common), Trade (Brewer), Swim
Talents: Jump (see below), Luck, Night Vision, and Sixth Sense

Jump
You gain the ability to make incredible leaps. When making a running leap, the maximum distance you can cover, in yards, equals your Movement times your Strength Bonus on a successful Strength Test. When making a standing leap, your maximum height equals your Movement plus your Strength Bonus.

Frogling Characteristic Generation

CharacteristicStarting Score
Weapon Skill (WS)20 + 2d10
Ballistic Skill (BS)20 + 2d10
Strength (S)10 + 2d10
Toughness (T)20 + 2d10
Agility (Ag)30 + 2d10
Intelligence (Int)20 + 2d10
Will Power (WP)20 + 2d10
Fellowship (Fel)30 + 2d10
Attacks (A)1
Wounds (W)Roll 1d10 and consult the table below
Strength Bonus (SB)Equal to the first digit of your Strength
Toughness Bonus (TB)Equal to the first digit of your Toughness
Movement (M)4
Magic (Mag)0
Insanity Points (IP)0
Fate PointsRoll 1d10 and consult the table below.


Frogling Wounds and Fate Points

d10Woundsd10Fate Points
1-391-42
4-6105-72
7-9118-103
1012--


Frogling Starting Career

Careerd% rolll
01-02Agitator
03Apprentice Wizard
-Bailiff
-Barber-Surgeon
04-09Boatman
-Bodyguard
-Bone Picker
10Bounty Hunter
11-15Burgher
12Camp Follower
13Charcoal Burner
14-19Coachman
20-22Entertainer
-Envoy
-Estalian Diestro
23-24Ferryman
-Fieldwarden
25-26Fisherman
27Grave Robber
28Hedge Wizard
29Hunter
-Initiate
-Jailer
-Kislevite Kossar
-Kithband Warrior
-Marine
30Mercenary
31-32Messenger
33-36Militiaman
-Miner
37-38Noble
-Norse Berserker
39-41Outlaw
42-47Peasant
-Pit Fighter
-Protagonist
48-49Rat Catcher
-Roadwarden
50-52Rogue
-Runebearer
53-54Scribe
-Seaman
55-60Servant
-Shieldbreaker
61-66Smuggler
67Soldier
-Squire
68-69Student
70-75Thief
76Thug
77-79Toll Keeper
80-81Tomb Robber
82-87Tradesman
-Troll Slayer
87-92Vagabond
93-98Valet
99-00Watchman
-Woodsman
-Zealot