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10 years ago ::
Sep 07, 2003 - 3:09PM
#31
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Date Joined:
Jun 30, 2002
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Gnolls eh? I suppose that could work, would they use the same stats as regular gnolls, even though they were rat-faced?
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10 years ago ::
Sep 07, 2003 - 3:25PM
#32
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Date Joined:
Aug 10, 2009
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Not gnolls, goblins! Or Kobolds. But they look like rat people.
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10 years ago ::
Sep 07, 2003 - 5:10PM
#33
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Date Joined:
Sep 19, 2001
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Kobolds are good. The story could be Walmart was trying to create slave labor before they created the robots. Scientists used gene therapy to evolve rats into humanoids and give them limited intelligence. Now, years later they have formed a simple tribal hunter gatherer society in the service and waste systems.
Dreams settle to become grass. Where once the world created me, I am now creating the world. And I have become so very, very aware
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10 years ago ::
Sep 07, 2003 - 6:01PM
#34
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Date Joined:
Mar 24, 2003
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Although it's not my setting so I can't speak FOR LotN, I will say that from what I can see, the idea of Kobolds and Goblins doesn't really... fit. It would seem like you're trying too hard to fit them into the setting, one in which they don't belong.
Gnolls would use the same stats, yes. Although I'd change just a few things.
Better Ref saves and worse Fort saves. They are rat-people, after all.
Climate: Storerooms, Warehouses and the like.
Etc etc. Just change anything setting specific.
Anyway.. that's just an idea. Depending on how fantastic or realistic you want the world to be, they may or may not fit. But I think it's a good idea if you're looking for monsters of some kind, they fit better than most others I can think of.
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10 years ago ::
Sep 07, 2003 - 6:58PM
#35
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Date Joined:
Aug 10, 2009
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Imagine a world where Walmart is allowed to ignore any rules banning monopollies, and then it spreads itss corporation and its interests until it controls much of the world.
After time they take on a sort of surreal quality, growing so large that they need their own small police forces and militias to maintain order. Eventually all other business are replaced by Walmart and they are able to raise prices without any sort of limit because they are the only show in town.
This causes most of the world to sink below the poverty line. Several rebel groups thinking that the management of Walmart is the root of their problems assault the main headquarters and slay the board of directors, along with everyone else involved in the management of Walmart.
...economists have long known that business (that is, non-governmental) monopolies are short-lived. - Peter Drucker, INNOVATION AND ENTREPENEURSHIP Given that these events would not happen, and that if there were such large city-stores, they would more likely become the Kingdom of Prester John, the Atlantis, the Xanadu, for a generally typical post-apocalyptic world.
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10 years ago ::
Sep 07, 2003 - 7:31PM
#36
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Date Joined:
Sep 19, 2001
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Originally posted by Vahenir Although it's not my setting so I can't speak FOR LotN, I will say that from what I can see, the idea of Kobolds and Goblins doesn't really... fit. It would seem like you're trying too hard to fit them into the setting, one in which they don't belong. I just explained how to fit kobolds in, and they are closer to rats than gnolls are.
Dreams settle to become grass. Where once the world created me, I am now creating the world. And I have become so very, very aware
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10 years ago ::
Sep 07, 2003 - 8:51PM
#37
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Date Joined:
Aug 10, 2009
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Hmm, rat-people...
How about making a few modifications to Nezumi from D&D's Oriental Adventures. They literally are rat people. And the fit in could be something like this: board demands profit, so they invest in workers that would work for food (seriously), and thought that mixing humans with rats could work, since rat people would be smaller, require less food, and in case of last resort, could be dumbed down a little to fall for rat poison. The last resort measure was not inacted so the current rat people, living in the spaces between aisles, or even among some aisler tribes, are as smart as aislers or the closest humans, and either take on the "social" traits of their human allies, or take unique ones for living apart. Dog people (overt dog moreaus), could also exist, mainly for the experiment's early tests, trying to breed the extreme loyalties of canines into workers.
Something completely weird like that would add to the surrealism, and maybe could only be in games as rumors, stories, and legends. Then later, as the PCs move further from where they start, these legends and myths could actually appear. Foreshadowing like that will make it even more fun, especially if the campaign is run as lighthearted as it appears at a read.
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10 years ago ::
Sep 07, 2003 - 9:03PM
#38
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Date Joined:
Jun 30, 2002
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Well yeah, 'cept their lizards. At least gnolls are mamals. I say if you want rat-people why not do this?
Lesser ratman Lesser ratmen are truely pathetic creatures, they evolved from humans who hid undergound and ate rats, often in areas where nuclear waste was being dumped. Over time they grew to resemble their food, becoming smaller and less human. They are the dregs of the post-Walmart society.
Species traits
•Size: Small. lesser ratmen recieve a +1 bonus to all attack rolls, and a +1 size bonus to defence, they also receive a +4 bonus to hide checks but ahve smaller carrying capacities than medium creatures and must use smaller weapons. •Ability modifiers: -2 strength, +2 dextarity, -2 intelligence, +2 wisdom, -4 charisma •Base Speed: 20 ft. climb 20 ft. •+1 natural armor bonus to defence. •darkvision 60 ft. •Immunity to disease and a +2 bonus on saves vs. poison. •Lesser ratmen gain the Scent ability •+2 bonus to escape artist and move silently checks. •Lesser ratmen have a LA of +0
Greater ratman Greater ratmen are larger cousins of the their lesser kindred, they were born of stronger stock, but still have many of the less desireable qualities of their cousins. They are often found as leaders of lesser ratmen.
Species traits
•Size: Medium. greater ratmen gain no bonuses or penelties due to size. •Ability modifiers: +2 strength, +2 constitution, -2 intelligence, -4 charisma •Base Speed: 30 ft. climb 20 ft. •+2 natural armor bonus to defence. •darkvision 60 ft. •Immunity to disease and a +2 bonus on saves vs. poison. •greater ratmen gain the Scent ability •+2 bonus to hide and move silently checks. •Greater ratmen have a LA of +1
As for them being the result of intentional genetic manipulation, I don't think so, that's what the Unemployed are for (see first post). Walmart already has a slave race, their supposed to be kind of like the Underfolk from Dune: House Atreides, or maybe just certain visions of dwarves.
D'oh! I completely forgot about Moreaus. But then again overt rat moreaus don't really work because they have a bonus to intelligence (and cats have a penelty, where'd they get that from? Loony Toons?). But Moreaus would most likely exist, as a precursor to the Unemployed, especially dogs.
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10 years ago ::
Sep 07, 2003 - 9:32PM
#39
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Date Joined:
Aug 20, 2003
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And as for
"I'd much rather see a world where the four political directions battle against each other; or, at least, a world where the anarcho-capitalists face off against the fascists/communists."
In my world it was more like capitalist/faschists, who eventually became stealth communists under a totalitarian government (which then erupted into revolution and then anarchy). And if you want to play during that era that's fine by me. Fascism is socialistic, not capitalistic. It is based on the forcable denial of property rights for certain segments of it's citizens: In Nazi Germany these segments were the Jews and others whom the Nazi party viewed as "undesirable".
Slavery too is a socialist idea, as it is a state-supported denial of the personal property rights of the slave (who ownes his/her body and labour by natural law).
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10 years ago ::
Sep 08, 2003 - 3:15AM
#40
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Date Joined:
Aug 10, 2009
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Those are awesome rat people. They really add some good option into the game. BTW Lord, did you get my PM?
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