Charlatan's Sub-Race Extravaganza!

This forum is for any small member projects (new monsters, magic items, etc.). Members may request a full forum for special large projects, and this will be considered.

Charlatan's Sub-Race Extravaganza!

Postby Charlatan » Sat Apr 09, 2011 12:25 pm

Hey, here are some sub-races I've cooked up for a laugh. :D They're all over the place power-wise, so obviously the whole party rolls on this table, or not at all. :lol:
I think it would make a for a fun few sessions, lets see what you think!

==========

1. Forest (+1 Wis, -1 Str)

Born of wood, your blood is aligned to the sap of trees!

The forest races are often earthy, with rough, tanned skin, wavy hair ranging from extremely fair to ginger and commonly hazel eyes. They are set in their ways but good natured to strangers, so long as they abide by what they feel are simple, obvious rules. They are in tune to their home, rarely becoming lost in sea of trees.


2. Mountain (+1 Str, -1 Dex)

Born of stone, your blood is aligned to the rock of ages!

The mountain races are always steadfast, with ruddy skin, thick, coarse hair and sunken, grim eyes. They are set in their ways but good natured to strangers, so long as they abide by what they feel are simple, obvious rules. They are boastful, indeed, much of their society revolves around respect and the gaining of it by committing to quests and defeating great beasts.


3. Desert (+1 Con, -1 Wis)

Born of sand, your blood is aligned to the shifting dunes!

The desert races are darker, with smooth brown skin, tightly curled hair and usually brown or occasionally steely grey eyes. They live by a basic code, which they bend whenever needed to continue surviving in the harsh lands they call home. Most are nomadic, moving between oasis and merchant camps.

Desert races can go without water for two more days than usual.


4. Coastal (+1 Dex, -1 Cha)

Born of brine, your blood is aligned to the seven seas!

The coastal races are often swarthy, with heavily tanned, wind burnt skin and a run the gambit of facial features, hair and eye colour. They live in rabbles in anarchic shanty towns and periodically leave to set sail to plunder and to fill their need for exploration and adventure. They take what they can from life, often harming others in the process.

Coastal races movement is not slowed by swimming as long as they are not encumbered by heavy armour or treasure.


5. Tundra (+1 Con, +1 Str, -1 Dex, -1 Int)

Born of ice, your blood is aligned to the frozen North!

The tundra races are wind swept, with pale skin, commonly blonde, choosing to grow beards and are often tall. They are stern and prideful, arrogant at their worst and usually live nomadic lives following herds of caribou or rain deer. They following old religious, and even when converted to other religions, they usually keep their old gods around in fabled form as hearth spirits or minor demons.

Tundra races are unaffected by snowy weather conditions.


6. Deep (+1 Dex, -1 Wis)

Born of bleak cavern, your blood is aligned to the lightless tunnel!

The deep races are albinos, with white, veiny skin, little hair, if any, and squinted, pale eyes. They are naturally isolated which breeds xenophobia and the horrors of the depths have forced them to become hard and unusually cold to death and violence. They often have dark senses of humour and a daredevil approach to problems.

Deep races gain 30' infravision or double their existing infravision.


7. Weird (+1 Int, -2 Con)

Born of an arcane coupling, mana flows in your veins!

The weird are not a race entire, but rather a bloodline descending from the union of two powerful magic-users. They are much like the race they hail from, but their eyes glimmer with magic. It is uncommon, but some may be born with magical sigils covering their bodies, especially their hands and foreheads. They are drawn to utilising magic, whether they be rune-blade wielders or follow their ancestor's footsteps directly as wizards and warlocks.

They may cast the spell Read Magic and one level 1 magic-user spell per day, chosen at character creation.


8. Mongrel (-1 Cha, -1 Wis)

Born of scum, your blood is beholden to no one!

The mongrel races are a patchwork of skin colours, odd birthmarks, frizzy hair and often have mismatched eyes, such as one dark blue and one light green eye and many other physical oddities. The races come about in a variety of ways, such as several races forced to live behind closed walls by tyrants or from the dark couplings of cultists. They are whimsical and liberated, but often naive and find themselves in trouble with the law. While known as shady folk, they are rarely behind bigger crimes, preferring smuggling or even ordinary careers

Mongrel races gain a +1 bonus to all saving throws.


9. Imperial (+1 Int, -1 Str)

Child of an Empire, your upbringing has honed you for civilisation!

The imperial races are perhaps slightly paler than their cousins, but do not stray far from the norm. It is their education that sets them apart, they are far more skilled in their chosen profession than those from smaller, isolated kingdoms and they are also more worldly and far less superstitious. They are patriotic and look down on many other societies.

The imperial races may speak one additional language, but suffer a -2 penalty when speaking with any race the imperial deems lesser. At their best, they will at least look down on neanderthals, troglodytes, ogres, all goblinoids and orcs.


10. Savage (+1 Str, -1 Int)

Child of a tribe, your upbringing has honed you for brutality!

The savage races are unkempt and often crudely scarred or pierced in some ritualist fashion. They are feared for their cannibalism, whether true or merely rumour, their pillaging of passing wagons and strange, ancient religious practises. Having been hunted to near extinction by more expansive groups, they are paranoid of strangers and will not take orders or listen to reason from someone that claims to be from a better society.

The savage races may only speak the language of their tribe, which may or may not be spoken elsewhere. They can learn any language that is befitting their race and class at a later point.


11. Heroic (+1 of your choice, -1 of your choice)

Beholden to mighty ancestors, the blood of champions stampedes through your veins!

The heroic are not a race as such, but rather an extended lineage, which are known to be larger than life, with broad backs, long flowing locks and brooding eyes. They are known for their mood swings and sheer determination. They are usually open, honest and have little care for social norms or racial tensions. When not simply raiding ruins, they are knights of the realm or even barbarian war leaders.

Slayer's Wrath
Heroics gain a +2 bonus on all attacks and damage rolls against either dragons and gain a +2 saving throw against fire or giants and a gain +2 saving throw against cold.

The heroic-blooded are compelled to take up any quest offered to them, even if deep down they know they may be being conned or that the price may be too high.


12. Fae (+1 Dex, -1 Str)

Touched by the Fair Folk, the blood of fairies shines true in you!

The fae races are often glamourous in appearance, with such traits as leafy green skin, curly red hair that moves as if under a constant breeze, long fingers and glowing eyes with long, curved lashes. The fae are always half-mad, whether it be an obsession with counting or a irrational fear of birds. That said they make friends easily and universally love to party, especially outdoors.

Maddening Insight
At level 6 a fae may cast the spell True Seeing as if they were a caster of the same level. However, every time the spell is successfully cast the Labyrinth Lord must roll 1d6; if the die lands on 1, the fae actually casts False Seeing. The fae must rest for a full night before it can be cast again.


13. Dhampir (-3 Cha)

Warped by Death, your blood is dark and still!

The dhampir races are sickly, with pallid flesh, dry hair and deep, tired eyes as well as sharp canine teeth. The dhampir are wild cards, moving from serenity to action as the moment calls for, they are pragmatic and always hate theatrics, preferring just to get the job done. They have been twisted by some crossed path with death, be it a ravaging necromantic spell or a vampiric relative. They tend to avoid crowds, becoming drawn to the life of hunters, thieves, assassins and spies.

The damper races are immune to charm and sleep spells.

If a creature attacks the party through hunger alone, the dhampir will be ignored completely.


14. Infernal (+1 Int, +1 Cha)

Tainted by the Hells, the blood of devils cools your heart!

The infernal races are usually sharp in appearance, with ivory skin, straight jet black hair, thin black lips and icy eyes. They have an aura of villainy about them, but still manage to drag others into their schemes. If they are not attempting to seize political power they can be found working for a given society's justice system, either dealing severe justice or as sly rule-bending lawyers.

Hell's Forked Tongue
At level 4 an infernal may cast the spell Charm Person as if they were a caster of the same level. The infernal must rest for a full night before it can be cast again.


15. Celestial (+1 Cha, +1 Wis)

Blessed by the Heavens, the blood of angels enlightens your soul!

The celestial races often are metallic; with such traits as bronze skin, silver hair and golden eyes, however, they can look just like their mortal kin or somewhere in between. They have a commanding presence and are often thought of as lion-like, or much larger than they truly are. Their lineage precedes them, and societies often desire them as priests, advisors or even leaders. If they avoid these careers, they will gravitate to goodly duties such as healer, diplomat, knight or teacher.

Heaven's Flaming Blade
At level 8 a celestial may cast the spell Magic Sword as if they were a caster of the same level. The celestial must rest for a full night before it can be cast again.

If a celestial falls, it is as if the spell Feather Fall is in constant effect, unless the celestial desires it not to be.


16. Fire (-)

Scorched by elemental fire, your blood is enflamed!

The fire races are vibrant, with skin ranging from orange to burnt umber, spiky hair of red, blue, green or even brilliant white and eyes which seem to be alight with flame. They are prone to anger and hold a grudge, but also enjoy practical jokes, dance and song. They have no true society of their own, and often become travellers, some as entertainers, others as bounty hunters. They are feared by lesser folk due to the ease at which they can burn buildings down, but this reputation is unwarranted.

Flame Thrower
At level 4 a fire-blooded may cast the spell Fireball as if they were a caster of the same level. The fire-blooded must rest for a full night before it can be cast again.

The fire races suffer +2 extra points of damage from cold and water based attacks. The fire races can not swim.


17. Water (-)

Flooded by elemental water, your blood is tempestuous!

The water races serene in appearance, with permanently slick hair that clings to the body, light blue or silver skin, often with gill-like markings on their necks and eyes of sea froth and tides. They cool and calm, and go with the flow of life and very slow to anger, but once angered they not calm for days. They have no true society of their own, and so are known to become hermits or monastery monks, few take to the waves as a crew's "lucky water-blood". People are uneasy around them, but this soon fades as they show no aggression and show they can provide fresh water.

Life's Wellspring
At level 1 a water-blooded may cast the spell Create Water as if they were a caster of the same level. The water-blooded must rest for a full night before it can be cast again.

The water races suffer +2 extra points of damage from electricity and fire based attacks. The water races must submerge themselves in water once a week else their constitution will drop by -1 point per day until they do.


18. Air (-)

Blown by elemental air, your blood is windswept!

The air races have a youthful look so them, with smooth, olive skin, windswept, crisp black hair that reveals a rainbow of highlights in the sun and eyes full of gale and breeze. They are renegades by nature, forever butting heads with authority and usually seek freedom for themselves and others. Infamous for their great deeds and known rebel instigators, they are loved by many and hated by the powerful few.

Masterful Blow
At level 4 an air-blooded may cast the spell Gust of Wind as if they were a caster of the same level. The air-blooded must rest for a full night before it can be cast again.

The air races suffer +1 penalty to hit with melee weapons. However, the air races gain a +1 bonus to hit with ranged weapons.


19. Earth (-)

Ground by elemental earth, your blood is as immovable stone!

The earth races often rocky; usually with skin the texture and pattern of a stone, their are commonly bald with hard protrusions around the back of their heads and have eyes like polished marble. They are grim and dour, humourless but resilient and loyal. They find themselves bound to tradition and honour, they usually stay in their homelands and become enforcers, priests or town guards. Most leaders enjoy their presence, assured of a mighty ally. If they do leave their homes, it is to protect it.

Marching Mountain
The earth races can not be knocked back by strong wind or attacks, and can not be knocked down either.

The earth races must rest on stone or earthy ground and require one more hour of sleep than others.


20. Storm (-)

Born of lightning, your blood is might!

The storm races are often deep purple or royal blue in colour, which is eerie uniform throughout their body, their hair is most often unkept and large, like a cloud, and their eyes crackle with power. They are drawn to the gods, and indeed they claim to have links to the divine smiters of men, their ancestors perhaps forged the very lightening bolts they use. They are expressive and full of wonder, seeing the divine in all things, especially themselves. At their best they are inventive and philosophical, but many create cults around themselves or false idols. They live like the forces of nature they represent; loud, dangerous and fast.

Blood & Thunder
Once per week (every seventh day) a storm-blooded may create a thunderstorm overhead for 4d12 hours, but will not be able to control it or direct it in any way.

At level 4 a storm-blooded may cast the spell Call Lightning as if they were a caster of the same level. The storm-blooded must rest for a full night before it can be cast again.

The storm races are immune to electrical attacks and effects.


==========

Alas, but were there spoiler boxes to put each sub-race in. ;)

Would any of you mind rolling on this table and posting a character? I'd be interested in the results!
Last edited by Charlatan on Mon Apr 11, 2011 7:04 pm, edited 1 time in total.
Everything I say is true!
User avatar
Charlatan
 
Posts: 88
Joined: Thu Dec 16, 2010 8:01 pm
Location: Lost Woods

Re: Charlatan's Sub-Race Extravaganza!

Postby Dyson Logos » Sun Apr 10, 2011 6:27 pm

It's a lot like my own subrace tables (actually, some of them look VERY similar). I should remember to include them in my goblin caves re-write when I PDF it. I love this kind of thing, and tried to make them fairly balanced in my own version. Random character creation is awesome.

Of course, the end results can still include things like "mountain dwarves".

And of course "Weird Deep Elves" = Drow.
Dyson's Dodecahedron
an RPG blog with a butt-load of maps
User avatar
Dyson Logos
 
Posts: 550
Joined: Wed Dec 15, 2010 5:12 pm
Location: Canada, eh!

Re: Charlatan's Sub-Race Extravaganza!

Postby Victorian » Mon Apr 11, 2011 6:03 pm

Really awesome! I love the flavour texts.

I rolled a d20 and got Air, I really want to make a Air Human Monk named Aang now. :3
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: Charlatan's Sub-Race Extravaganza!

Postby Charlatan » Mon Apr 11, 2011 7:02 pm

Don't leave us hanging Dyson Logos, link it!

And I believe Victorian, that is a conversation for another time...

Having used this character generator: http://truculent.org/llchar/

plus a quick roll of the dice gave me an Imperial Human Fighter (Roman Legionnaire?), a Dhampir Dwarf (Viking Grave Guardian?) and lastly, a Mongrel Human Magic User (Rincewind!?)
Everything I say is true!
User avatar
Charlatan
 
Posts: 88
Joined: Thu Dec 16, 2010 8:01 pm
Location: Lost Woods

Re: Charlatan's Sub-Race Extravaganza!

Postby Dyson Logos » Tue Apr 12, 2011 4:29 pm

Here it is:

http://rpgcharacters.wordpress.com/2011 ... -subtypes/

I also posted it to the old forums, and it's on the back page of issue 2 of Dyson's Dodecahedron.
Dyson's Dodecahedron
an RPG blog with a butt-load of maps
User avatar
Dyson Logos
 
Posts: 550
Joined: Wed Dec 15, 2010 5:12 pm
Location: Canada, eh!

Re: Charlatan's Sub-Race Extravaganza!

Postby netherwerks » Wed May 04, 2011 7:57 pm

Nice! We're putting together something parallel for Wyrmspittle, for the lineages and so forth, but we really, really like how you set this up. A good blend of various editions boiled down to a plug-and-play optional rule that looks eminently fun and workable. Very cool!
netherwerks
 
Posts: 4
Joined: Fri Feb 04, 2011 7:19 pm


Return to Open Workshop

Who is online

Users browsing this forum: No registered users and 1 guest