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

Sunday, November 20, 2022

[Now Available] Expanded Races: Thanians - A Shadowdark Supplement

Designed for use with the Shadowdark RPG
By James Mishler and Jodi Moran-Mishler

Expanded Races: Thanians includes 41 new races for use with the Shadowdark Role-playing Game.

Thanians, also known as Beastfolk, are anthropomorphic animals, including insect, amphibian, reptile, avian, and mammals, and including the following races:

Antfolk
Apefolk
Badgerfolk
Batfolk
Bearfolk
Beefolk
Birdfolk
Boarfolk
Butterflyfolk
Catfolk
Cattlefolk
Corvidfolk
Crabfolk
Cricketfolk
Deerfolk
Dogfolk
Duckfolk
Fishfolk
Foxfolk
Frogfolk
Gatorfolk
Goatfolk
Horsefolk
Lionfolk
Lizardfolk
Locustfolk
Mantisfolk
Monkeyfolk
Mousefolk
Otterfolk
Pigfolk
Rabbitfolk
Raccoonfolk
Raptorfolk
Ratfolk
Roachfolk
Serpentfolk
Sheepfolk
Skunkfolk
Tigerfolk
Wolffolk

Each has a brief description of common physical characteristics and typical societal systems, along with one or more special abilities.

16 pages (13 pages of content). 

$1.99 -- A steal!


 

Wednesday, October 16, 2019

[Now Available] Marilith-Kin and Nalfeshnee-Kin Racial Classes for Labyrinth Lord

Just in time for Halloween, we are pleased to present you with the Marilith-Kin Racial Class and Nalfeshnee-Kin Racial Class for Labyrinth Lord!


The Marilith-kin are cousins of the Marilith Demons of great infamy. They have many of the same powers, but no two Marilith-kin are alike, as is befitting their Chaotic Demonic origins!

Marilith-kin have the following abilities:
  • Armored Skin
  • Creatures of Infernal Darkness
  • Creatures of Magic
  • Movement
  • Multi-Armed Warriors
  • Natural Magicians (can use spell-like powers of 1st to 4th level).
  • Serpent Form

The Marilith-kin racial-class has 8 levels, each more fiendishly powerful than the last.

Click here to buy the Marilith-Kin Racial Class on DriveThruRPG


The Nalfeshnee-kin are cousins of the Nalfeshnee Demons of great infamy. They have many of the same powers, but no two Nalfeshnee-kin are alike, as is befitting their Chaotic Demonic origins!


Nalfeshnee-kin have the following abilities:
  • Armored Skin
  • Creatures of Infernal Darkness
  • Creatures of Magic
  • Movement
  • Natural Attacks
  • Natural Magicians (can use spell-like powers of 1st to 4th level).
  • Tough

The Nalfeshnee-kin racial-class has 10 levels, each more fiendishly powerful than the last.

This Halloween, get ready to get your demon on!







Sunday, October 13, 2019

[Now Available from JMG] Balor-Kin Racial Class for Labyrinth Lord

Balor-Kin Racial Class for Labyrinth Lord

Just in time for Halloween, we are pleased to present you with the Balor-Kin Racial Class for Labyrinth Lord!

This is your chance to finally play a “young balor,” as has often been described in early gaming!

The balor-kin are cousins of the Balor Demons of great infamy. They have many of the same powers, but no two balor-kin are alike, as is befitting their Chaotic Demonic origins!

Balor-kin have the following abilities:
  • Armored Skin
  • Creatures of Fire and Shadow
  • Creatures of Magic
  • Dual Wield Warriors
  • Immolation
  • Inhuman Stature
  • Movement
  • Natural Magicians (can use spell-like powers of 1st to 4th level).

The balor-kin racial-class has 10 levels, each more fiendishly powerful than the last.

This Halloween, get ready to get your demon on!





Tuesday, December 16, 2014

[Kvin Mondöj] Iron-Men

Long ago, before the Metal Wars, the Scientists of the day discovered a way to merge man and machine. Though subsequently used for many reasons, this science today is mostly used only to create fearless, strong, lethal warriors. While some of these Iron-Men result from volunteers, most are created unwillingly, resulting from being kidnapped by the Iron-Men and Mandroids of still-running Robotic Factories (some are stationary, others mobile, vast vehicles on great wheels or treads or flying citadels in the skies). Usually these Iron-Men are from Men of Earth or Gith stock, as the factories were designed to transform the most common two races into Iron-Men. Some races cannot be transformed, such as the Men of Wyld or Fey, whose bodies reject the metal implants (killing them in the process).

Survivors, in any case, are transformed, losing any special abilities they formerly possessed (psychic powers and mental mutations are lost; physical mutations are “excised” as non-standard to the required unit).

Their minds are implanted with cybernetic neural implants that enable their flesh-bodies to communicate with the metal portions of their bodies. In the process, they gain immunity to all forms of natural, magical, or psychic fear. They also gain a +2 bonus versus any other effect (magical or psychic) that tries to affect their mind, especially but not limited to sleep, charm, and hold spells and psychic effects.

Their eyes are replaced by bionic eyes; these look like normal eyes for their race, but give the Iron-Man 60’ Infravision (glowing red when their Infravision is active). Their skull is also reinforced with advanced metals, giving their head an Armor Class equivalent to a great helm (ACB -6/+6).

The Iron-Men have cybernetic reinforcements inserted into their musculature and along their skeletal structure; this is for mounting further attachments onto the Iron-Man. This reinforcement also provides the Iron-Man with a pool of 25 structure points. When the Iron-Man suffers damage, he can split it in any way he wishes between his regular hit points and these structure points (this pool cannot fall to less than 0). Structure points cannot heal naturally or be healed by magic, only repaired by a scientist/mechanic or robotic factory.

At 1st level an Iron-Man can choose two of the following additional upgrades:

Cybernetic Arm: An Iron-Man with this ability has had one of his arms replaced by a mechanical equivalent. This adds +1 to his Strength (or increases his Strength to the lowest point of the next highest category if he has Exceptional Strength). This ability may be taken twice (once for each limb replaced).

Fingerblades: The Iron-Man’s hands are implanted with retractable razors. He is able to attack twice per round, once with each hand, doing 1d6 damage (plus Strength bonus) per hand. The Iron-Man can also combine a single off-hand fingerblade attack with a melee attack, though in this case both attacks suffer a -2 penalty to hit.

Light Armor: Further reinforcement to chest, arms, and legs provides the Iron-Man with an ACB -2/+2; if they wear armor of greater protection than this, the reinforcement provides them with a -1/+1 bonus to their AC.

Suturepede: The suturepede is a bio-mechanical centipede-like creature surgically implanted within the Iron-Man’s body. When he falls to or below 0 hit points, the suturepede exits through a wound and grafts itself to the injuries, using its legs as sutures if necessary. This immediately restores 3d8 hit points. The suturepede dies and falls off within 1d4 days of use, and the character must visit a scientist, mechanic, or mechanized factory to have a replacement suturepede implanted.

Targeting Reticule: One of the Iron-Man’s bionic eyes has been upgraded to include an improved targeting lens in a cylindrical black housing. He now has a +2 bonus to hit with lasers, guns, and other techno-missile weapons, and detects secret doors on a roll of 1-3 on 1d6. Only one eye may be replaced with a targeting reticule – two reticules would only cause migraine headaches with no improvement in accuracy.



Iron-Men have the ability to assimilate another cybernetic upgrade every odd level (3rd, 5th, 7th, etc.) with no danger to their mental state. While they can take on other upgrades, each upgrade beyond their allotted safe number has a chance of driving them insane… and afterwards, if they successfully maintain their sanity, they have a chance to lose it temporarily when exposed to extreme stress. Upgrades are available through friendly scientists, mechanics, and robotic factories.

Iron-Men, due to their cybernetic neural implant can never learn to use spells or psychic powers. Iron-Men are limited to taking the Fighter, Champion (i.e., Paladin), and Ranger classes. They are unlimited in advancement in Fighter, limited to 8th level as a Champion, and 7th level as a Ranger. Due to the programming in their neural implant, they can take proficiency in techno-weapons at 1st level. If they have access to a friendly or allied robotic factory, they can switch out any of their weapon proficiencies through re-programming.

The neural implant also enables robotic factories as well as scientists and even some mechanics to take over the mind of the Iron-Man. The Iron-Man’s bonus to save does not apply to this kind of super-science based mind control… a reason why even allies of the Iron-Men never quite fully trust them.


Note: I am using the Scientist class from Henchman Abuse, with some modifications.

Also, though the race is titled "Iron-Men," there are also "Iron-Women." And on that note, if anyone knows of any good sources for pictures of female cyborgs that are not essentially excuses for soft-core porn, please let me know!

Sunday, March 31, 2013

[Vanth] Moth-Man Race and Racial Class


MOTH-MAN
Ability Requirements: Dexterity 9+, [Charisma 12+ (female only)]
R&C Racial Base XP: 1,500

Moth-Men are a race from an altogether different dimension. Even they do not know their ultimate origin, as their race has travelled the worlds, planes, and dimensions since time immemorial. They arrived in Vanth through the use of their Portal Power. They are found in small clan-based settlements (5d4 males, 5d4 females, and a number of children equal to both) in out-of-the-way places, usually in deep forests, jungles, mountains, or wastes, often near ruins, centered on a location where the boundaries in time and space are weak.

Male Moth-Men are regarded by other races as appearing quite hideous, being 6’ to 7’ tall humanoids (though appearing shorter due to their hunched posture) with scrawny, boney builds; hairless, cadaverous, bald skull-like heads with large bulbous eyes that glow like headlights; clawed three-fingered hands and feet; dark grayish powdery skin; and dull grayish-white tattered moth wings.

Female Moth-Men are, on the other hand, quite beautiful by human and elven standards, being 5’ to 6’ tall humanoids with slender but buxom build; possessing beautiful human heads with fair skin and luxurious hair; lovely almond-shaped eyes with glowing red irises; cute feathery antennae; clawed three-fingered hands and feet; and beautiful, colorful, glittering moth wings.

Male Moth-Men fear and loathe other, more handsome races of men, as they fear that their females will prefer them. However, they have little to fear as female Moth-Men find their own males most attractive, and believe “handsome” men of other races are quite ugly. If anything, male Moth-Men only have to fear from ugly men of other races, as they may more resemble male Moth-Men than their own race.

Most Moth-Men are distrustful of other races, as they are usually hunted as an aberrant or mutant species on many of the worlds, planes, and dimensions they have lived; ergo, their continual nomadic way of life. Thus, they tend to live in out-of-the-way places by preference as much as by necessity. Some clans trade or even deal more regularly with other races, but these are few and far between, and usually only found where many different races congregate and thus they are not considered unusual. If attacked, Moth-Men prefer to flee, either elsewhere on their world or to another.

Moth-Men subsist off of nectar, leafy vegetation, and small animals, preferring small insects, lizards, and mammals. They are usually fairly primitive in technology, requiring few tools as their claws are lethal weapons. They prefer to lair in tree-huts, tall ruined buildings, or in caves high on mountain peaks. The only product that they tend to make is silk; they raise silk-worms and the like, and weave fine silks, which are usually reserved for their females to wear. They trade silks for fine jewelry, which again, the females like to wear.

Female Moth-Men lay silky eggs in their lairs, which after six months hatch, opening to reveal a wingless Moth-Man child. The child rarely leaves their home lair for their first six years. At about six years, the child forms a cocoon, and after another six months emerges in a winged form. Moth-Men achieve full adult size and social adulthood at age 12.

Claw Attack: A Moth-Man can make two claw attacks per round, in a combination of hands or feet, each dealing 1d4 points of damage. These attacks may be made “on the fly,” in the midst of the Moth-Man’s full flying movement, though if the Moth-Man misses an attack by less than 4 he must stop and engage the target in melee.

Detect Portal: A Moth-Man can detect any rifts or weakness in the time-space continuum. If it merely passes by one, at a distance depending on the strength of the rift, the LM should make a d6 roll for the character. If the roll is less than or equal to 1 plus the Wisdom bonus of the Moth-Man, the Moth-Man detects it. He can always spend time actively searching for a rift or weakness, in which case discovery is automatic, but this requires one minute of searching for a 10’ by 10’ area.

Flight: A Moth-Man can fly at double its normal ground movement rate.

Hypnotic Eyes: A Moth-Man’s large, glowing red eyes are quite hypnotic to most races. If the Moth-Man has surprise, those within 30’ who look directly at the Moth-Man must make a saving throw versus Spells or become stunned and unable to move for 1d6 rounds. Those who fail the save with a Natural 1 are stunned for 1d6 minutes. The only race immune to this effect is the Klengon race; if they fail their save they become enraged and must attack the Moth-Man with a bonus of +2 to hit for 1d6 rounds.

Infravision: A Moth-Man has 60’ Infravision.

Open Portal: A Moth-Man can open an inactive rift in time and space; however, this requires much time and concentration. Every hour a Moth-Man concentrates on opening the portal it rolls a d6; if the roll is less than or equal to 1 plus the Intelligence bonus of the Moth-Man, the portal opens. Every hour it tries to open a portal, successful or not, the Moth-Man suffers 1d6 points of damage. Once the portal is open, it remains open as long as the Moth-Man concentrates, plus 1d6 rounds thereafter.

Radioactive Eyes: A Moth-Man can loose a pulse of radiation from its glowing red eyes, This burst is instant, the radiation very short lived and such that remains being noted on a Geiger counter but not of any real consequence. However, any being within 10’ of the Moth-Man, within a 90’ arc from its eyes, suffers a Radiation attack; roll the Radiation Class randomly for each attack (d6): 1-3 Class 1, 4+5 Class 2, 6 Class 3. The Moth-Man can perform this attack once per day, plus one time per day per point of Constitution bonus. Moth-Men are immune to their own personal radiation, if it is somehow reflected back on them, but have no immunity to other forms of radiation. 
MOTH-MAN PROPHET RACIAL CLASS
Racial Class Base XP: 3,000
Hit Dice: d6
Fight As: Rank III
Strong Saving Throws: 5, 6
Weak Saving Throws: 2, 3
Prohibited Multiclass: None

Moth-Men Prophets are the natural-born leaders of the Moth-Men clans. It is they who lead their clans to new worlds, planes, and dimensions, seeking a new home. Both males and females may be Prophets. Other than in time of migrations, Prophets only lead their clans in major, long-term decisions; more martial Moth-Men are usually elected as war chiefs, and more earthly chiefs are elected for day-to-day issues, though both usually defer to their Prophet should he or she choose to intervene. Clan Prophets also train the new, young Prophets who are destined to lead new clans to new lands.

Augury: A Moth-Man Prophet may use the augury spell three times per day, plus once per day per level above 1st.

Charming Eyes: If a victim is stunned by the Moth-Man Prophet’s Hypnotic Eyes, the Moth-Man Prophet may attempt to charm the victim, as per the charm person spell. It may do so no more than once per day, plus once per day per level above 1st.

Contact Other Plane: A 5th level Moth-Man Prophet, if near a rift or weakness in the time-space continuum, may contact other plane as per the spell. Use of this ability more than once a week is dangerous; each use after the first in a 7-day period adds 5% to the Moth-Man Prophet’s chance of going insane.

Exodus: At 9th level and thereafter, a young Moth-Man Prophet has the ability to lead an exodus of his people, gathering followers from his home clan and other nearby clans to travel to and settle in a new world, plane, or dimension. The Prophet attracts 1d4 Moth-Men, equally divided among males and females, to his new clan per point of Charisma. Once the clan is settled in its new land, as long as the clan thrives, a new Prophet shall be born to the clan every few years, to continue the process of migration and colonization anew.

Moth Dust: A Moth-Man Prophet is covered in a fine, glittering dust or powder. It can release this powder by shaking, distributing it in a cloud in a 5’ radius around itself. Those caught in the cloud must make a saving throw versus Poison or become confused, as per the spell, for 1d6 rounds plus one round per level of the Moth-Man Prophet. The Moth-Man Prophet can release this dust once per day, plus one time per day per point of Charisma bonus.

Improved Open Portal: A Moth-Man Prophet can open any local inactive rift or weakness in the time-space continuum after one round of concentration and making a successful saving throw versus Spells. If the attempt fails, he may attempt to do so every round. Once the portal is open, it remains open as long as the Moth-Man Prophet wills it to remain open.

Improved Radioactive Eyes: A Moth-Man Prophet’s radioactive eye attack has a range of 20’ and deals Class 1d6 Radiation damage.

Terrifying Shriek: A Moth-Man Prophet can let loose with a terrifying shriek. All non-Moth-Men within 60’ must make a saving throw versus Spells or be affected as though by a cause fear spell. The Moth-Man Prophet may perform this shriek once per day, plus once per day every three levels (twice at 3rd, three times at 6th, etc.)

Saturday, March 30, 2013

[Vanth] Dwarf Race and Racial Class


DWARF
Ability Requirements: Strength 9+, Constitution 12+, Charisma 16-
R&C Racial Base XP: 1,250

Dwarfs are stout, short, bearded demi-humans who average a height of approximately 4 feet and weigh about 150 pounds. Their skin, hair, and eye color ranges in all varieties of the Human norm, and they may exhibit physical characteristics of varying human ethnic types. Dwarfs spend much of their time underground, in their mines, singing and mining gems, metals, and minerals. They usually live above ground, often in a cottage or barracks with their brothers and cousins. The Dwarfs of Fantasia have the duty of mining the special diamonds found in that realm in order to provide magic dust for the Faeries.

All dwarfs are male; there are no female Dwarfs. Dwarfs reproduce in one of two ways. Most Dwarfs are hatched from eggs. These eggs are found in rich veins of minerals, metals, and gems; thus, Dwarfs mine not merely for the joy of gathering the metals, but also to find their children! All Dwarf eggs are found in clutches of 2d6 eggs; all Dwarfs from the same clutch are considered to be brothers. All Dwarfs hatched from eggs from the same mine shaft are cousins. Dwarfs can also reproduce, after a fashion, by adopting a human child and raising it on Dwarf food; the child so raised grows up to become a Dwarf. Usually, only outcast Dwarfs raise such children, but it is not unknown for kindly Dwarfs to adopt a lost child or orphan.

Darkvision: Dwarfs have the ability to see in the dark up to 60 feet.

Hardy: Dwarfs are a hardy race, and gain the following bonuses to saving throws:
+2 save versus Breath Attacks
+4 save versus Poison
+4 save versus Petrify or Paralyze
+3 save versus Wands
+4 save versus Spells or Spell-Like Devices

Short: Due to their short height, Dwarfs cannot use two-handed swords or longbows.

Stonecraft: From their experience underground, Dwarfs have a 30% chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarfs must be actively searching for these abilities to function.
DWARF FOREMAN RACIAL CLASS
Racial Class Base XP: 2,250
Hit Dice: d8
Fight As: Rank II
Strong Saving Throws: 2, 4
Weak Saving Throws: 1, 5
Prohibited Multiclass: Fighter

Bossy: A Dwarf Foreman is born, not made; his name naturally reflects his leadership status, and as such, together with his earth-born allure, he has the ability to charm Dwarf once per day per level. This ability operates as per the charm person spell cast at the Dwarf Foreman’s level, though it only works on Dwarfs. At 9th level he gains the ability to mass charm Dwarfs, as per the mass charm spell, once per day, and gains an additional use per day for every two levels above 9th (twice at 11th, three times at 13th, and so forth).

Craftsman: In addition to a random Secondary Skill, a Dwarf Foreman may choose one of the following Secondary Skills as his Primary Profession.  The Dwarf Foreman’s skill in his Primary Profession begins at 50% and increases 5% per level after 1st level. Choose one: Armorer, Blacksmith, Engineer, Jeweler, Miner, Prospector, Stonemason, Tinker, or Tunnel Runner. If he is multi-classed as a Warlock, he can instead choose from Alchemist, Dirge Singer, Lorekeeper, or Runecaster.

Pick Specialist: A Dwarf Foreman gains a bonus to hit and to damage with a club as per the weapon specialization of the Fighter class. The bonuses apply to both light and heavy picks. He does not gain the ability to choose other weapons for specialization at higher levels, and may only improve his ability with the pick.

Improved Stonecraft: From their experience underground, a Dwarf Foreman has a 50% chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. This ability can also be used to identify raw minerals, metals, and gems, and evaluate them. This chance improves by 5% every level after 1st level. A Dwarf Foreman must be actively searching for these abilities to function.

Thane: At 9th level a Dwarf Foreman is eligible to found his own Dwarf mine and settlement and settled down as Thane (Lord) of that settlement. If it is in lands already inhabited by Dwarfs, he must get the permission of other Dwarf Thanes in the area before he digs his mine and builds his settlement. As long as he has been a successful Foreman and is well-liked by the other Dwarfs of the community, he will be able to attract 5d8 Dwarfs to his banner who will be the founding core of his settlement.