12-28-2022, 08:29 AM | #11 |
Join Date: Aug 2007
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Re: Would You Play These Races?
That just gives you more places to spend your CP rather than more CP. With mandatory expenditures on something that doesn't look very useful you actually can end up in a "more is less" situation.
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Fred Brackin |
12-28-2022, 10:24 AM | #12 | |
Join Date: Jun 2013
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Re: Would You Play These Races?
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*Or, if using Delvers to Grow, one of these templates would work well as an Upgrade Module.
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GURPS Overhaul |
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12-28-2022, 12:15 PM | #13 |
Join Date: Apr 2005
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Re: Would You Play These Races?
At 25 points, these templates might work better as Power Ups than racial templates.
That would open them up to most PCs at any point in the campaign rather than limiting them to character creation. The ability to somehow become "partially infused" with elemental energies would be highly appropriate for spellcasters and certain Holy Warriors. Last edited by Pursuivant; 12-28-2022 at 07:51 PM. |
12-28-2022, 04:32 PM | #14 |
Join Date: Jul 2008
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Re: Would You Play These Races?
I'm not going to pick a race that doesn't do anything actively interesting for me unless that describes every option available. (No, human-as-default is not an exception to that.) These fall under that.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-29-2022, 02:40 AM | #15 | |
Join Date: Mar 2013
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Re: Would You Play These Races?
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As for starting point totals, I'm working on a setup that allows you to start at level 1 (50 points) but within a frame work that ensures that you should have the common needed skills (normally a 50 point package brought with Disad points, but a cheaper option costing 25 points would allow for buying templates like these) and a 50 point race and background combo, because there's nothing that says you can't try and have more complexity in a DF game. |
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05-13-2023, 05:27 AM | #16 |
Join Date: Mar 2013
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Re: Would You Play These Races?
So getting back to this after far too long I've added a list of possible powers after each template because someone wanted/suggested it. Note that a few don't actually have the Planear modifier, that's because they represent your connection to your patron Plane permanently altering your body. Also this route's only advantage is that you don't have to spend points on ER (Planaer), in all other respects the pesudo-magic path is better. Finally the various Innate Attack options can really vary, including surrounding you and your friends with Walls to protect them.
Plane-Touched: Gnome: Advantages: Damage Resistance 6 (Limited, Earth and Stone, -40%; Planear, -10%) [15]; HP +1 [2]; Planaer Connection‡ [3]; Reputation +3 (Earth Elementals) [5]. Possible Powers: Binding (Engulfing, +60%; Environmental, -20%; Planear, -10%) [2.6/level]; Burrower [1]; Clinging (Specific, Stone -40%; Planear, -10%) [10] Lifting ST 1-3 [3/level]; Permeation (Earth; Extended, Stone, +20%; Planear, -10%) [44]; 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]. Possible Powers: Burning Attack 1d (Planear, -10%) [Varies] 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]. Possible Powers: Catfall (Planear, -10%) [9]; Crushing Attack 1d (Planear, -10%) [Varies] or Cutting Attack 1d (Planear, -10%) [Varies]; Flight (Planear, -10%) [36]; Walk on Air (Planear, -10%) [18]. 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]. Possible Powers: Amphibious [10]; Doesn’t Breathe (Planear, -10%; Oxygen Absorption, -25%) [13] or Doesn’t Breathe (Gills, -50%; Planear, -10%) [8]; Innate Attack 1d (Planear, -10%) [Varies] Speak Underwater (Planear, -10%) [5]; Walk on Liquid (Limited, Water, -40%; Planear, -10%) [8]; ‡ 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. So I also want to know what the two base/core races I've almost finished writing up, just a couple of Talents I forgot to write down the details of. A dagger (†) after a trait means forms part of the races (and sub-races) corresponding half-whatever Template. Elf: Advantages: Appearance (Attractive)† [4]; High Manual Dexterity 1† [5]; Night Vision 5 [5]. Perks: Elven Gear† [1]. Select One of these racial lenses: Plains Elf: Attribute Modifiers: IQ+1 [20]. Advantages:: Close to the Source 1 [5]; Magery 0† [5]. Disadvantages: Sense of Duty (Magic) [-15]. Wood Elf: Attribute Modifiers: DX+1 [20]. Advantages:: Forest Guardian 1† [5]; Telescopic Vision 1 [5]. Disadvantages: Sense of Duty (Nature) [-15]. Cave Elf: Advantages: Danger Sense [15]; Silence 1† [5]. Disadvantages: Callous [-5]. Sea Elf: Advantages: Amphibious [10]; Breath Holding 2† [4]. Nicitating Membrane 1† [1]. Ork: Attribute Modifiers: ST+1 [10]. Advantages: Resistant to Metabolic Hazards (+3)† [10]. Disadvantages: Ham-Fisted [-5] Select One of these racial lenses: Stoneskin: Advantages: Night Vision 5 [5]; Pickaxe Penchant† [5]; Tunnel Rat [5]. Ironskin: Advantages: Acute Taste and Smell 2 [4]; Damage Resistance 1 (Tough Skin, -40%) [3]; Forgeborn† [5]; Temperature Tolerance 2 (Heat) [2] Perks: Alcohol Tolerance [1]. Greenskin: Advantages: Fit [5]; Green Thumb† [5]; Rapid Healing [5]; |
05-13-2023, 07:35 AM | #17 | |
Join Date: Aug 2007
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Re: Would You Play These Races?
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Beyond points efficiency though, the Sea Elf simply does not have enough Breath Holding for an aquatic lifestyle. Even with slow swimming they have less than 3 minutes of capacity (HT 10 x4 x4). If there was a "Human" Template that didn't saddle me with unwanted stuff that would look very appealing. Note that this is not a call to add equally rarely used stuff to a Human Template.
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Fred Brackin |
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05-13-2023, 07:37 AM | #18 |
Join Date: Apr 2019
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Re: Would You Play These Races?
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05-13-2023, 08:43 AM | #19 | |
Join Date: Jun 2022
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Re: Would You Play These Races?
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Granted the Plane-touched might be the only way to get some nice supernatural abilities, and if so, that increases their attractiveness. |
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05-13-2023, 12:40 PM | #20 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Would You Play These Races?
My reaction to the original post is "No." I'm in it for the RP, and playing an unusual race that doesn't seem to have much scope outside of DF doesn't have much appeal to me.
Now whether the packages are well-balanced or not, there's been a good deal of commentary on that front; nothing I could add to that.
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Tags |
character design, elemental powers |
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