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12-25-2022, 02:28 AM | #1 |
Join Date: Mar 2013
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Would You Play These Races?
So several races, or really racial add-ons have been sitting in my 'slush' pile for a few months now and as I stumbled upon them looking for something else a few days ago, each of these is supposed to be 25 points (Yeah, need to figure out a new ability for the Gnome) and is taken in addition to your normal race.
The Planear Power Modifier means you take whatever modifiers are for traveling to the Planes at your current location as modifier. Plane-Touched: Gnome: Advantages: Damage Resistance 6 (Limited, Earth and Stone, -40%; Planear, -10%) [15]; Damage Resistance 1 (Tough Skin, -40%) [3]; Planaer Connection‡ [3]; Reputation +3 (Earth Elementals) [5]. Salamander Advantages: Damage Resistance 6 (Limited, Fire and Heat, -40%; Planear, -10%) [15]; Planaer Connection‡ [3]; Reputation +3 (Fire Elementals) [5]; Temperature Tolerance 2 (Heat, Planear, -10%) [2]. Sylphs Advantages: Damage Resistance 6 (Limited, Air and Weather, -40%; Planear, -10%) [15]; Planaer Connection‡ [3]; Reputation +3 (Air Elementals) [5]; Temperature Tolerance 2 (Cold, Planear, -10%) [2]. Undines Advantages: Damage Resistance 6 (Limited, Dehydration and Water, -40%; Planear, -10%) [15]; Planaer Connection‡ [3]; Reputation +3 (Air Elementals) [5]; Temperature Tolerance 2 (Cold, Planear, -10%) [2]. ‡ Planear Connection: This allows you to cast spells from the College with the same name as the Plane from which you connected, the Recover Energy spell, spells pertaining the planear travel to you're patron plane, and Enchantment College spells to make magic items. These spells take modifiers for the casting of Planear travel spells and not modifiers for magic, they also can't be affected directly by magic, a Fireball spell cast via this talent by a Salamander is not affected by a Counterspell spell, but is affected by a Reverse Missiles spell and it's damage is negated by a Resist Fire spell. |
12-25-2022, 04:58 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Would You Play These Races?
Maybe. Some of these limited damage resistances (Fire) are distinctly more useful than others (Earth/Stone). Finding a way to get Waterbreathing into the Undine would make it much more attractive, since that eliminates a way of dying.
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12-25-2022, 05:56 AM | #3 |
Join Date: Jun 2013
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Re: Would You Play These Races?
As noted, some of the DR's are more useful than others, although a lot will depend on what capabilities opponents are likely to have (and exactly what counts). DR 6 vs weather is generally well beyond what would be necessary... but if that also applies to lightning bolt spells, it might be worth it.
Would having one of these metatemplates qualify you to be able to get further thematic Advantages? Things like Burrowing for Gnome, a Burning Innate Attack Aura for Salamander, Walk on Air for Sylph, and Amphibious/Water Breathing for Undine? I might be tempted to pick up one of the metatemplates largely to serve as an Unusual Background of sorts (but a functional one) to get normally-unavailable Advantages. As for Water Breathing, you can get something akin to that for fairly cheap - Doesn't Breathe (Gills -50%; Oxygen Storage x100 -30%) [4] makes it so that you can breathe underwater, but only for a limited span at a time (100x as long as you could hold your breath without this trait) - basically you can breathe underwater, but you don't get quite enough oxygen from it and thus need to surface from time to time. If you want to make the trait worth an even [5], the progression for Oxygen Storage implies x150 would be -25%, for net -75% and [5].
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12-26-2022, 01:20 AM | #4 | |||
Join Date: Mar 2013
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Re: Would You Play These Races?
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12-27-2022, 11:15 AM | #5 | ||||
Join Date: Jun 2013
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Re: Would You Play These Races?
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It took me a moment to see what you did there, but I approve.
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12-28-2022, 02:34 AM | #6 | |||||
Join Date: Mar 2013
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Re: Would You Play These Races?
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Water becomes an infinite expanse for underwater adventures, Earth gets the Underdark, and Air becomes like Xen from Half-life, full of floating rocks. All four Elemental Planes also have three competing, contradictory arrangements in Planear space, all of which are true (People are very much advised not to think too hard about it) Quote:
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12-26-2022, 11:01 AM | #7 | |
Join Date: Apr 2005
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Re: Would You Play These Races?
Overall, the templates are reasonable attempts to create "elemental infused" humans. Compare them to the Infused races from DF 3 - The Next Level with a cost of 75 points. Effectively, they're "Half-Infused", with reduced advantages.
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Water-based creatures could have reduced DR, and Vulnerability to fire or dehydration, which would provide points for necessary advantages like Amphibious and Doesn't Breathe. Reduced Move (Land) could allow increased Move (Swimming). Appropriate mental disads are reduced Will, Absent-Minded, Impulsiveness, Indecisive, and Lazy. The novel thing about the templates is the inherent Limited Magery, which is slightly expanded Single College Magery, but with several perks. If I'm reading the proposed perks correctly, I get: * Better Modifiers - Spells take modifiers for Plane-Shifting rather than Regular spells." This might be better than a perk if you've using the distance modifiers for Warp or Information spells. Alternately, it's a Quirk if the modifiers are worse than standard magic spell modifiers. * "Counterspell doesn't work vs. Planear magic, but the appropriate Resist [Element] spell works like Counterspell." This might count as a Feature, but since the prerequisite tree for the various Resist [Element] spells is much greater than that for Counterspell and there's potential surprise value, it's probably a Perk. Per RAW, One-College Magery is a -40% limitation, add an Elemental Power Limitation of -10% (on top of the implied Magical limitation), and Accessibility (Only on appropriate elemental plane, or places strongly associated with it) -30% to drop the cost to the maximum -80% cost reduction. That gives you a RAW cost of 6 for Magery 1, 4 for Magery 2+. The reason I'd allow the Elemental limitation is because you might need a fair bit of the appropriate element as a "material component" to perform magic, and because spells and powers which specifically counter your element are more effective at neutralizing it. Additionally, anything which blocks a link to the appropriate elemental plane also messes with your magic. For example, if you're a Salamander ("Half-Fire Infused"), you don't just need to be in an area linked to the Elemental Plane of Fire (e.g., near a forest fire or active volcano), you also have to be actively waving torches around, or immolating yourself, to cast spells. Last edited by Pursuivant; 12-26-2022 at 11:10 AM. |
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12-26-2022, 07:00 PM | #8 | ||||
Join Date: Mar 2013
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Re: Would You Play These Races?
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12-26-2022, 09:43 PM | #9 |
Join Date: Jul 2008
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Re: Would You Play These Races?
So to the original question, probably not. The only ability they have that is interesting to me is the planar connection, and a mono-element pseudo-mage isn't something I'd be very likely to want to do. (And if I did, it probably wouldn't be fire, which makes the costly DR buy pretty much wasted.)
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12-26-2022, 10:20 PM | #10 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Would You Play These Races?
Do these templates lay a groundwork that fires the imagination, breathes life into a campaign and washes away doubts about the setting?
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Tags |
character design, elemental powers |
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