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Switch to Forum Live View Races for Video Game-inspired campaign setting (PEACH)
4 years ago  ::  Feb 26, 2009 - 5:55AM #51
M-bark
Date Joined: Jan 2, 2008
Posts: 1,535

WebJiCi wrote:

Let's see what other games you get crack our heads on...

Okami: the Ainu tribe, Imps, Pon'cles and Dragonians
Rogue Galaxy: Deego's and Jupis' alien races
The Last Remnant: the four-armes bipedal cats
Shining Force/Tears/Wind: half-beasts

That's all I can think of right now ?


In all honesty, Okami is the only one out of those four I have played, and I have only gotten the game about a month ago, so I'm not very far. (That is, if you mean the Okami game with the white Amaterasu wolf for the Wii, in case there is another game called like that...) Feel free to post ideas though.

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4 years ago  ::  Feb 26, 2009 - 12:50PM #52
Webjici
Date Joined: Oct 10, 2007
Posts: 277

M-bark wrote:

In all honesty, Okami is the only one out of those four I have played, and I have only gotten the game about a month ago, so I'm not very far. (That is, if you mean the Okami game with the white Amaterasu wolf for the Wii, in case there is another game called like that...) Feel free to post ideas though.


Well, Okami is the same game, whether it's on the PS2 or Wii, so either version does the trick. I'll see what I can do, and try to find for races.

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4 years ago  ::  Oct 26, 2009 - 7:54AM #53
M-bark
Date Joined: Jan 2, 2008
Posts: 1,535

Uber bump for great justice!


I am going to pick this up again and make me some more original races, like a few elves or planetouched maybe, and of course the Koopa race I wanted to do in the very beginning. I might even add in a Toad or Goomba race, or merge those two together somehow...


 


Also, here is a repost of the first ever race I created (original, so not based off any video game, sorry), which I intend to use at some point in our (still-ongoing) campaign:


 


The Mashlings


History: Mashlings are quite religious beings and praise any form of knowledge. Hailing from the great city-state of Vaar, Mashlings possess an ancient lineage that is filled with beings that differ in just about any aspect of being. Due to this, the Mashlings’ blood has become extremely mingled, and a great many years of isolation allowed them to develop into an actual race. They trace their lineage back to outsiders and dragons, elementals and giants, and fey and undead.


Personality: From the early days of their race, Mashlings have known what it is like to be different from others, to be part of a minority. Even though they have since grown to be a majority, their culture still has preserved certain values from those early days. Mashlings value tolerance and acceptance of differences between people. They value hospitality. Even an evil Mashling would rather deny people access into its home than to let them in and let evil befall them. They are a curious and inquisitive people who can adapt easily to their environment, and are exceptionally loyal towards those close to them. However, Mashlings also possess a certain wariness towards strangers, and they build relationships slowly.


Physical Description: Mashlings vary greatly amongst one another. Skin, hair and eyes can be of practically any colour, although a reddish-greyish peach-like is the most common skin tone, bronzish crimson is the most common eye colour, and grey the most common hair colour. Mashlings can be exceptionally beautiful, or exceptionally hideous. They possess a strange aura about them that feels weird, but not necessarily good or bad. They have retractable claws on both feet and hands, and their canine teeth are more pronounced. Some Mashlings also possess horns, and – in rare cases – even wings. Their ears look like those of a Bugbear, and a Mashling's legs and feet most resemble those of a great tiger. Their bodies have a thin layer of soft hair covering their skin, save in a few places, such as the soles of the feet and palms of the hands. The face, chest and stomach areas sometimes are also hairless. Mashlings also possess tails that are between 1/2 to 3/4 their body height in length. Their tails are mostly hairless, often with a small bony ridge running down it, and with a spade-like shape at the end. A Mashling's tail is often much different in colour from the rest of its body.


Alignment: Mashlings, being a mish-mash of pretty much anything. Their loyalty and adaptability pull them both ways on the law-chaos axis, and some more readily commit evil and selfish or good and altruistic acts than others. Mashlings are, however, prone to committing evil acts for the greater good, or committing good acts for the greater evil.


Relations: Mashlings sometimes have trouble to get along with others. Their relations can especially be far apart if the other knows of their heritage, because this may drive the other into distrusting the Mashling due to bearing a hatred towards some other race they suspect the Mashling to descend from or to be allied with. However, there are also those who recognize that the Mashlings have grown beyond being merely descendants of races X and Y and so and so, and accept them alongside them. Mashling sages are especially valued in other civilizations, and can be found amongst pretty much any humanoid race, even the savage ones.


Religion: Mashlings can be found worshipping a wide variety of deities, but they mostly appear to revere one called J’Ner’kchod and Fristlay-deh, a pair of deities who take value in knowledge – particularly of oneself – and in one’s control over things.


Names: Mashling names are great in variation, and they take pride in possessing unique names. Their names typically are of at least two syllables, and often are a mixture of words from other languages.


Language: Mashlings, like their genetic heritage, have a vastly variable language, a linguistic mix of those of whom their genes are a mix. It makes use of a unique alphabet that is based partly on the Common, Dwarven, Elven, Draconic, Celestial and Infernal alphabets, and their language – called Mishpush – reflects that as well.


Adventurers: Mashlings can be found in practically any profession, and they enjoy travel. Their curious nature drives them to pursue a trade that allows them to discover as much as possible.


Mashling Racial Traits


Mashlings Traits (Ex): Mashlings possess the following racial traits.


—Str -2, Con +2, Int +6, Wis +2, Cha -2. Mashlings are incredibly smart and inquisitive and aware of the world around them, and they are quite a healthy race.


—Medium size.


—A Mashling’s base land speed is 40 feet. Their speed is reduced to 30 feet when wearing medium or heavy armour or while carrying a medium or heavy load.


—Humanoid (dragonblood, planetouched) type.


—Darkvision out to 60 feet.


—Racial HD: Mashlings start out with 2 levels of Humanoid, giving them 2d8 HD, and base saves of Fort+0, Ref+3 and Will+3.


—Racial Skills: Mashlings start out with 2 levels of Humanoid, giving them (2 + Int modifier, minimum 1) x 5 skill points. Their class skills are Listen, Spot, Move Silently, Hide and Knowledge (any). A Mashling can pick one extra language as a bonus skill.


—Racial Feats: A Mashling's Humanoid levels give it one feat. It further gains feats as it advances in class levels.


—Natural Armor +1: A Mashling’s skin is naturally quite tough, possibly due to descending from an incredibly tough ancestor, such as a kind of dragon.


—Natural Attacks: Mashlings have two claw attacks, dealing 1d4 plus their strength score. These are its primary attacks.


—Weapon Profiency: Mashlings are automatically proficient with the short sword, longsword and bastard sword. However, Mashlings with a Strength score below 13 cannot wield a bastard sword in one hand.


—Disfavoured by Life and Death (Ex): Whenever a Mashling is within the range of a cleric when he or she uses his or her Turn Undead ability or Rebuke Undead ability (i.e.: when the Mashling stands closer to the cleric than the furthest rebuked/turned undead), the Mashling is stunned for one full round. This weakness does not apply if the Mashling is the Cleric doing the Turning/Rebuking. The Mashling itself does not count towards the limit of undead that can be turned/rebuked.


—Ancestral Power (Ex): A Mashling has a +1 racial bonus to saving throws against spells and spell-like abilities and effects. This bonus increases by +1 for every 3 levels the Mashling has.


—Prehensile Tail (Ex): A Mashling possesses a prehensile tail, A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine manipulation. A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.


—Spells: Mashlings cast spells as a 2nd-level wizard. If a Mashling character takes any additional class levels of wizard, these levels stack with the Mashling's base spellcasting ability for the spells known, spells per day, and any other effects dependent on caster level. For example, a Mashling 5th-level wizard has the same spells known, same spells per day and caster level as any other 7th level wizard. A Mashling also has access to all other 0 level and 1st level arcane and divine spells, not just wizard spells.


—Automatic Languages: Common, Mishpush. Bonus Languages: Any.


—Favored Class: Wizard/Rogue, a multiclassing Mashling's wizard and rogue classes don't count when determining XP penalties.


—Level adjustment +2.


Table: Starting Age


Adulthood Simple Average Complex 15 years +2d6 +4d6 +6d6


Table: Aging Effects


Middle Aged Old Venerable Maximum age 100 years 178 years 275 years +10d20 years


Table: Random Height and Weight


Base Height Height Modifier Base Weight Weight Modifier  Male 4'10" +3d6 130 lb. X(2d6) lb.  Female 4'08" +3d6 100 lb. X(2d6) lb.


Originally posted here: community.wizards.com/go/thread/view/758...

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4 years ago  ::  Oct 26, 2009 - 11:23AM #54
The-Mage-King
Date Joined: May 19, 2008
Posts: 2,912

M-Bark! You're back!


 


 


 


Anyway, good to see that you're still alive. This time I'm shamelessly plugging my new Magic Item Requisition Thread, where any are welcome to request magic items. Any are welcome to complete requests, as well.

ResidentDie-hard 3.x supporter!


12833.png

I don't resent 4E. I just see its players as... misguided by its oversimplicity.

I DO resent the original marketing for it, though.
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4 years ago  ::  Oct 26, 2009 - 3:31PM #55
M-bark
Date Joined: Jan 2, 2008
Posts: 1,535

Why yes, Mage King, I be back! Having waded through the rivers of undeath and trekked through the savannahs of collegework and boring chores, I have found my way back here! And therefore I come bearing you and any others willing to take it this gift:


 


Tonight the Koopa Troopa lights are gonna find me
Shining like the sun; smiling, having fun
Feeling like a number one
Tonight the Koopa Troopa beams are gonna blind me
But I won't feel blue, like I always do
'Cause somewhere in the crowd there's you


 


Koopa



—+2 Str, -2 Dex, +2 Con, +2 Int, -2 Wis, -2 Cha
—Medium Humanoid (reptilian)
—Base speed of 20 ft, however, Koopa can move at this speed even when wearing medium or heavy armour or carrying a medium or heavy load.
—+1 natural armour
—Shell Retreat (Ex): a Koopa has the ability to retreat back into its shell with its limbs and head for extra protection. They must drop everything they have in their hands when they do this, but their natural armour increases by 2 when this is done. The Koopa cannot move while using Shell Retreat as its legs are pulled in. However, it can spend a full-round action to start to spin. The turn after that they can move at 40 ft, but they can only move in a straight line for every move action they take. If they want to move in a different direction, they have to end their move action first. They can also make use of the run action while using Shell Retreat. If a Koopa uses the run action while using Shell Retreat they can move up to 160 ft in a straight line every turn (200 ft if they have the Run feat).


 


The creature before you stands slightly hunched due to the shell it wears, covering its entire torso. Its bald, reptilian, turtle-like head has a set of large, intelligent eyes set into it that try to seize you up. The beak-like mouth moves slowly as if the creature is mumbling, talking to itself. Its shoed feet tap lightly on the hard earthen floor to a rhythmic beat that you cannot hear. Then, suddenly, it retreats into its shell and begins to spin into a green whirlwind. David, make a Will save or suffer from a backlash to your old acid trips…


 


NEW WEAPON: Koopa Brother Throwing Hammer.


Cost: 9 gp. Damage (Medium): 1d6. Critical: x2. Range: 30 ft. 3 lbs. Bludgeoning.


Perfectly balanced and with a pointed and somewhat hollow head, it makes a great throwing weapon. It counts as a light martial weapon for Koopas, and as a light exotic weapon for all others.

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4 years ago  ::  Oct 26, 2009 - 4:00PM #56
The-Mage-King
Date Joined: May 19, 2008
Posts: 2,912

Care for some assistance with those creatures? I can probably whip up a... Namekian fairly quickly, as I have the source materials at home...


 


D' ya want racial HD with that?

ResidentDie-hard 3.x supporter!


12833.png

I don't resent 4E. I just see its players as... misguided by its oversimplicity.

I DO resent the original marketing for it, though.
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4 years ago  ::  Oct 27, 2009 - 1:46AM #57
M-bark
Date Joined: Jan 2, 2008
Posts: 1,535

Sure, if you would like to post some game-related (or even anime/manga-related) races here, go ahead. I think with Namekians you should try to stay at LA+0 or LA+1, at least that was my idea, so that they would be easily playable characters, no matter the class. The regeneration would be tough to get in there though... maybe start with Fast Healing 1 at a certain amount of HD, and have a racial feat that makes it Regeneration? Like go from Fast Healing 3 to Regeneration 1, since Regeneration is quite some stronger than Fast Healing. Or just exclude that entirely. The limb-stretching would be easier to put in, either standard or with a feat.

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4 years ago  ::  Oct 28, 2009 - 6:08AM #58
The-Mage-King
Date Joined: May 19, 2008
Posts: 2,912

 


Namekians


"They say these slimy Namek gastropod guys possess strange powers even beyond their extraordinary fighting abilities... Even sorcery..."


-Vegeta, DBZ Vol 2


Gastropodic aliens from the planet Namek, Namekians are a unique race that appears to have two subspecies.
What? You want a description? Google Image 'Piccolo from DBZ'. That should get you at least one good picture...


All Namekians share the following traits:
Type: Aberration (Namkian). Namekians are not natural creatures on this earth, and are not affected by most spells that target humanoids.
Abilities: Wisdom +2. All Namekians have a fairly good head on their shoulders, and act rationally at most times.
Medium Size.
Quick Healer: A Namekian's natural healing occurs at twice the normal rate for living beings. Furthermore, at sixth hit die a Namekian gains Fast Healing 2. At tenth, a Namekian's fast healing improves to Fast Healing 5. At twelfth, this allows a Namekian to regenerate lost limbs by taking one negative level per limb regenerated in this manner.
Automatic Languages: Namek. Bonus Languages: Any. 


The sub-types of Namekian are Healer and Warrior.


 


Healer Namekains have the following traits, in addition to the common Namekian traits above.


Abilities: Str -2, Con -2, Int +2, Wis +2. Smarter and wiser than the warriors, healers aren't as tough or as strong.
Lay on Hands: A healer Namekian has the ability Lay on Hands, as a Paladin of their character level. This stacks with any Paladin levels they may gain.
Favored Class: Healer (Miniatures Handbook). If the Healer class is not available, a healer Namekian's favored class is Cleric, and they may choose from the following domains: Community, Good, Healing, or Mysticism.
LA +3


 


Warrior Namekian's have the following traits, in addition to the common Namekian traits described above.


Abilities: Str +2, Cha -6. A warrior Namekian is a fighter, pure and simple. Though it (for Namekian's are genderless) can beat almost anything into the ground, it's gruff and abrasive in terms of personality.
Favored Class: Swordsage (Tome of Battle: Book of Nine Swords; unarmed strike variant). If the Swordsage class is unavailable, a warrior Namekian's favored class is the Frank and K redone monk class. If that's unavailable, you don't deserve to play one of these guys. These guys should be able to kick all kinds of ass, damnit!
LA +2


  


 


Beastmen


"Human eradication forces, far east theatre commander Viral!"


-Viral Human Eradication Forces, Far East Theatre Commander, Tengen Toppa Gurren Lagann.


 



A beast man is a bio-engineered being that combines traits from humans and animals. Their appearance varies as much as the animal kingdom does, and it shows. As a guideline, the more human a Beastman looks, the more powerful it is. 


Beastman Racial Traits
Type: Monstrous Humanoid.
Abilities: Str +2, Int +2. Strong and bright, Beastmen are all that is in the Spiral King's army.
Medium size.
Base Land Speed: 35 feet. Beastmen are slightly quicker than humans. Some Beastmen have a swim speed of 20 feet and gills, some have 20 foot burrow speed, and some have a 20 foot fly speed. In ta order,he variant Beastmen level adjustments are: +2, +2, and +3.
Non-Spiral: A Beastman cannot generate Spiral Energy. Ever. If your campaign does not include Spiral Energy, then this has no effect on play, save a noticable lack of glowy green energy around them. If it does, increase the Beastman base land speed to 40 feet, and add +2 Con to their abilities.
Automatic Languages: Common. Bonus Languages: Sylvan, Draconic, Elemental languages.
Favored Class: Swashbuckler.
LA +1


 


Namekians are from DBZ, Beastmen from Gurren Lagann. I haven't even given any thought to making Spiral Energy mechanics yet...

ResidentDie-hard 3.x supporter!


12833.png

I don't resent 4E. I just see its players as... misguided by its oversimplicity.

I DO resent the original marketing for it, though.
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4 years ago  ::  Oct 28, 2009 - 12:10PM #59
M-bark
Date Joined: Jan 2, 2008
Posts: 1,535

That reminds me I found ways to make Ganmen on the GiantITP forums. I don't think you need to make mechanics for Spiral Energy anyhoo.


The Namekians would definately require an LA, since their ability scores are unbalanced and their Fast Healing goes up pretty fast. How about these for LA+0 variants?


 


Namekian


—+2 Wis, -2 Cha


—Medium Aberration (Namekian)


—Base speed of 30 ft


—Quick Healing (Ex): When a Namekian reaches 5 HD, they awaken their ability to heal their body faster than other creatures can. They gain Fast Healing 1. This can be increased by taking a certain Monstrous feat that they are allowed to take but I forgot the name of. ( D: )


—Extend Arm (Ex): A Namekian can extend its arm to attack creatures further away without needing to move from their spot. They can attack unarmed, or they can use a weapon, but in the latter case they take a -2 penalty to their attack roll. They can increase their reach this way by 10 feet, but they do not threaten this area.


—Favoured class: Healer or Swordsage.


 


I took out the Lay on Hands ability as that may as well just be taken from a class rather than a racial ability. I did not differentiate between ability scores for Healer and Warrior Nameks, as it did not seem necessary to me. Healer Nameks could still fight to some degree and all, and human warriors and healers aren't that much different from one another either. A difference in ability point distribution could just do that. I could try make an LA+0 Beastmen race, but since they are more varied that'd be tougher to do, and I wouldn't quite have them as just a single race, perhaps. But now you've made me want to have my players face the wrath of the Dai-Gurren Brigade...


 

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4 years ago  ::  Oct 29, 2009 - 8:10AM #60
The-Mage-King
Date Joined: May 19, 2008
Posts: 2,912

Hm... Your version seems a bit better than mine for LA +0.


 


And I forgot to put the LA on those races, too...

ResidentDie-hard 3.x supporter!


12833.png

I don't resent 4E. I just see its players as... misguided by its oversimplicity.

I DO resent the original marketing for it, though.
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