09-21-2022, 03:56 PM | #31 |
Join Date: Jun 2006
Location: On the road again...
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Re: [DF] Race Option Suggestions
Hmm... I have gargoyles in my setting, but they're not a PC race.
My setting's PC races: Aeralon (Winged Folk) Centaur Dwarf Elf Goblin (fully integrated into human society) Half-Elf (Human-Elf hybrid) Halfling Half-Orc (Human-Orc hybrid) Hobgoblin Human Kobold (leettle leezards) Minotaur (gentle giants with wanderlust) Mohani (large lizardfolk) Ogre (a RP challenge as they have Bestial) Orc Orf (Orc-Elf hybrid!) Vulpten (fox folk) The trick so far has been to separate the racial from the cultural. The orcs are generally found in the Northern Frontier while the elves are generally found in the sub-tropical not-Atlantis-really island continent, but there are orcs who live among the desert nomads and elves who live in the gold rush region of the Northern Frontier. Most hobgoblins rule the western breadbasket plains, but can be found anywhere including among the raised forest villages of the not-Atlantis island continent and the mountain monasteries of the far east.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
10-02-2022, 03:22 AM | #32 |
Join Date: Mar 2013
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Re: [DF] Race Option Suggestions
So I've got some stuff for this worked out, there's some custom Talents that I still need to type up and get nailed down properly, here's the Elf, Orc, and Plane-Touched templates:
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]. 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]; 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. These all need what little lore I'm going to give them. Close to the Source gives bonuses to skills that deal with magic/the supernatural that Aren't covered by Magery, Tunnel Rat gives bonuses to skills dealing with living under ground, and Forgeborn for making things in a forge. A † denotes traits that are included on a half-breed template. |
10-09-2022, 07:57 PM | #33 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: [DF] Race Option Suggestions
As human is generally conceived as a adaptable race, maybe a Jack of All Trades talent could fit well.
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