Showing posts with label New Race. Show all posts
Showing posts with label New Race. Show all posts

Wednesday, 7 December 2011

Oriental OSRIC PC Race: Hengeyokai

Conversion Notes: Removed alignment restrictions for certain sub-races. Changed the speak with animals ability so that it only works with animals of the same species the Hengeyokai can take the shape of. Allowed Hengeyokai to generate families of their own. Raised racial charisma limit from 17 to 18. While in Hybrid form, the character can no longer use armour, clothing, equipment or other items not specially designed for use in his hybrid form other than weapons. Increased the Drake's Dex modifier to -3 for game balance purposes- Drakes have too many advantages otherwise. Had trouble figuring out why Dog was listed twice on the animal tables (Dog and Raccoon Dog- the "Tanuki" native to Japan). Realized that the "Dog" entry actually referred to Tanuki and inferred that the "Tanuki" entry actually referred to Badgers (as the two terms are sometimes confused).

Hengeyokai Characters:

Hengeyokai is a catch-all term for several shape-changing races found throughout the Oriental D&D setting, often existing on the fringes of human society. They exhibit a natural curiosity that often drives young Hengeyokai to spend several years among human society, learning and experiencing all they can of human society. Their shape-changing ability is entirely a natural feature of their race. Hengeyokai are not lycanthropes in the sense that their shape-changing condition is caused by a disease or racial curse. Their activity is not dependent on lunar phases. They cannot heal wounds by shifting between forms. They cannot transmit their shape-changing ability in any way except to pass the condition on to their children. Nor are they especially vulnerable to silver or magical weapons - at least, no more so than any human.

Hengeyokai belong to any one of a number of sub-species and may often be confused for shape-changing spirits such as the evil Hu Hsien. Consequently, several species of Hengeyokai (fox and rat Hengeyokai in particular) are intensely distruted by humans unable to distinguish them from similar shape-changing spirts. They are frequently attacked on-sight by humans once their dual nature has been revealed. Others, such as the Tanuki (Racoon-Dog) Hengeyokai are often mistaken for spirits of a more mischevous, but no less unwelcome, nature. Consequently, those Hengeyokai sufficiently fascinated by humanity to move amoung mankind for any given period of time would be well advised to kep their racial abilities hidden from their neighbours as much as possible.

Due to their position outside human social structures as well as their somewhat chaotic nature, Hengeyokai are extremely limited in their class selections. Nor do they take on positions of power in human society at name level, for they have neither the patience nor the inclination to rule over humanity. Good aligned Hengeyokai may appoint themselves the protector of a given location or human settlement, however, and expect very favorable treatment in return. Hengeyokai do not acquire followers in the manner of human, spirit-folk or Korobokuru characters. Even if their chosen class would normally permit it.

Common Racial Abilities:

Shape Change: All Hengeyokai possess three forms: their human form, a hybrid form and their animal form. The particular animal form is chosen at character generation and cannot be altered thereafter. Damage, AC, movement rate and stats for the character while in their animal form are outlined in the table below. The character can change forms only once per day per character level. This means that a first level character who changes form from human to animal one day, will not be able to change back to it's human form (or adopt the hybrid form) until the next day.

Changing form is a full round action during which the character can do nothing else. Armour, clothing and equipment do not transform with the character, however. The character must make provisions for the storage and transportation of his gear while in animals form. Armour, clothing and weapons not especially made for the hybrid form may not be worn or used when the character is in hyrbid form. However, in hybrid form the characters hands remain sufficiently human as to use weapons, rings, etc without penalty.

Animal Form: When in animal form, the character appears as a normal animal. Since this is a natural rather than a magical transformation, the characters true nature cannot be detected by spells that detect magic or illusions save for spells such as Wish or True Seeing. In animal form, the Hengeyokai has the  movement rate, abilities, AC, attacks and damage of the animal as shown in the table below. In animal form, the Hengeyokai gains 120ft Infravision and the ability to speak with all normal animals of the same species as his animal form. Given the limitations of animal intelligence, such conversations are likely to centre around the presence of food/predators, weather etc. The animal will not be able to divulge complex information regarding human society or even reliably identify one human as opposed to another. The character retains his ability to understand other, non-animal languages, but cannot speak any language other than his animal language while in animal form.

While in animal form, the Hengeyokai may not case any spells or use any weapons, armour or other items of equipment (with the exception of armour specially made for their animal form). While in animal form, the Hengeyokai has fewer hit points than normal - only 1/2 their usual number of hit points (rounded up). Hit points lost in one form are carried over point for point to the next. Thus a 24 hit point character would normally have 12 hit points in animal form. If, however, he had already lost 8hp, then his animal form would have just four hp left, not 8. A Hengeyokai cannot change to his animal form if doing so would leave the character on 0hp or less. A Hengeyokai reduced to 0hp in his animal form is dead. He does not bleed and then expire at -10 as would other characters (although he expires at -10 in his other forms as usual).

Hybrid Form: When in hybrid form the Hengeyokai appears as an anthropomorphic version of his animal form, standing on two legs (or fins) and with functional hands and arms. A Hengeyokai cannot fly in hybrid form, even if his animal form would allow him to do so. Otherwise the Hengeyokai retains the general features of his animal form including fur, scales, wings. tail etc. In hybrid form the Hengeyokai can speak with animals of the same species as his animal form and can communicate normally with other humanoids. In effect, the Hybrid form character can speak any language he knows. He retains the 120ft infravision of the animal form and can use weapons as normal. He cannot, however, wear any armour, items or other equipment that has not been specially designed for his hybrid form. The Hybrid form has a base movement speed on 120ft and swims as a normal human. Even carp hybrids require air to breathe. Carp Hybrid-forms do not have the ability to breathe water. Hegenyokai in Hybrid form as easily identifiable as being something other than human -even when wearing bulky or concealing clothing. Hybrid form characters may cast spells and otherwise use their class abilities as normal.

Human Form: While in human form a Hengyokai is, mechanically and physically, a normal human character with the exception of one or more minor distinctive features related to his animal form -such as a sharp nose or round, fishy-eyes. To all intents and purposes the character is a human. In this form, the character looses the ability to speak with animals but retains the ability to understand what an animal of the same species as his animal form is saying. Like the animal form, this form is not magical in any way. It is not an illusion. A Hengeyokai in human form cannot be identified for what he is using any magical means short of a wish or True Seeing.

Stat bonuses: Each Hengeyokai sub-type gains different racial bonuses to stats in accordance with the aforementioned table. Characters who wish to be Hengeyokai must have stats that fall within the racial minimum and maximums described below AFTER racial modifiers are applied.

Languages:
Hengeyokai speak their own racial language, the common trade tongue and the court tongue. They do not gain bonus languages for high intelligence scores. They may speak with normal animals of the same species as their animal form while in animal or hybrid forms.

Permitted Class Options:
Residing as they do entirely outside the normal caste structure of the oriental adventures setting, Hengeyokai characters are limited to the following classes: Shukenja, Kensai, Bushi, Wu Jen. If demi-human level limits are in use then the Hengeyokai may advance to 8th level as a Shukenja, 6th level as a Kensai, 9th level as a Wu Jen and unlimited level as a Bushi. If the level-limit are not being used then Hengeyokai suffer a 15% XP penalty for the purposes of advancement in level.

Multi-class Restrictions:
Hengeyokai characters may multi-class as Bushi/Wu Jen or Shukenja Wu/Jen.

Movement Rate: 120ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be Hengeyokai.
Strength: 12/18
Dexterity: 9/18
Constitution: 12/18
Intelligence: 12/18
Wisdom: 12/18
Charisma: 12/18

Hengeyokai Animal Form Stats and Stat Modifiers:
Animal Form    Damage    AC    Movement     Fly      Swim    Stat Modifiers
Badger                 1-6         9                 90ft        n/a     n/a       +2Str, -2 Wis
Carp                      n/a         7                n/a        n/a      120ft    +1Wis, -1Str
Cat                        1-3         9             120ft        n/a      n/a       +1Dex, -1 Wis
Crab                      1-3         8               30ft        n/a      60ft      +2 Str, -2Cha
Crane                    1-2         9               60ft        120ft   n/a       +1 Wis, -1 Dex
Drake                    n/a         7               60ft        120ft    90ft     +1Cha, -3 Dex
Fox                       1-3         6              150ft        n/a       n/a      +1 Int, -1 Wis
Hare                      n/a         5              180ft        n/a       n/a      +1Wis, -1Str
Monkey                n/a         6               120ft        n/a     n/a       +2 Dex, -2 Wis
Tanuki/Dog          1-6         9                120ft        n/a     n/a       +1 Con, -1 Int
Rat                       1-3         5                  90ft        n/a    n/a        +2Con, -2Cha
Sparrow                 n/a        3                  30ft      150ft   n/a       +2Cha, -2 Con

Sunday, 27 November 2011

Oriental OSRIC PC Race: Spirit Folk

Conversion Notes:
Added a fourth sub-group of Spirit Folk- the Mountain Spirit Folk character. Extensively revised the Sea Spirit Folk to make their power levels more comparable with other spirit folk – or rather, more powerful but usable less often. Added a +1 bonus to all dice rolls when in associated terrain. I'm considering expanding this bonus to all terrain that matches the associated terrain type rather than simply the particular geographic location to which the Spirit Folk's parent is linked. Comments on this idea greatly appreciated. Saving throw bonus' for sub-types that benefit from positive modifiers against two elemental types balanced by negative modifiers against a third element. Added Shukenja to list of permitted classes (doesn't make sense that a half-spirit can't commune with the spirits) and moved the Spirit Folks unlimited advancement class from Bushi to Shukenja.

Spirit Folk Characters:

Spirit folk are the product of a direct union between human and Kami, most often a minor Kami who watches over a small geographical area. This semi-divine heritage grants an unearthly beauty to Spirit Folk as well as something of an otherworldly air. Spirit-folk tender to be slender in appearance, possessed of graceful movements and pleasant voices. Both men and woman have sparse -if any- body hair, though the locks upon their heads are often silky and luxuriant. Many have unusual eye-colour or shape.

Kami tend to be attracted to humans of education and culture. Even when attracted to an individual of low birth, the Kami partner often takes a personal interest in improving the human partner's situation. Most Spirit Folk characters are therefore from relatively high status families. Most spirit-folk must balance dual-loyalties. Loyalty to their earthly family as well as to the divine hierarchy of their spirit ancestor. A spirit-folk character must decide for themselves which obligation carries the most weight, though it is generally felt by the Kami themselves that devotion to the spirit-family should be the character's primary interest. Fortunately, the Kami rarely call upon their mortal children to perform a service, yet when they do, these services invariably require a great deal of time, effort and dangerous activity on behalf of the spirit-folk character concerned.

Being half-spirit themselves, Spirit-folk are attuned to nature and the natural world, particularly the element and lands bound most closely to that of their spirit parent. All possess unusual powers derived from their ancestry.

Regardless of character class chosen, all Spirit Folk characters must generate a human family to which they belong. Even if not normally required to do so by the class chosen.

Common Racial Abilities:
  • 120ft Infra-vision
  • Treat all rolls on the Character birth table of less than 10 (Upper Middle Class) as 10.
  • Additional Racial Powers as per sub-type, below.

Languages: 

All spirit-folk characters, regardless of ancestor can speak the Common human language and the language of the Courtier. They gain additional languages by sub-type as listed in the individual entries below. They do not gain bonus languages for high intelligence.

Permitted Class Options:
Kami are attracted only to humans of relatively pure spirit, high social class, and cultured upbringing. Permitted classes include Samurai, Kensai, Bushi, Monk and Shukenja. If the optional non-human level limits are is use, a Spirit Folk character can advance to a maximum of 12th level as a Samurai, Unlimited level as a Shukenja, 9th level as a Kensei, 12th level as a Bushi and 12th level as a monk. If this optional rule is not in use then Spirit Folk characters have a 10% xp penalty.

Multi-class Restrictions: 
Due to their intrinsic ties to the spirits, Spirit Folk characters are able to gain the powers of a Shukenja relatively easily, without having to devote their life to such pursuits. Hence, Spirit Folk characters may multicass as Bushi/Shukenja, Samurai/Shukenja and Kensai/Shukenja, The aesthetic life of a monk does not lend itself well to multi-classing however. Spirit Folk Characters cannot multi-class as a Shukenja/Monk.

Movement Rate: 120ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be one of the Spirit-Folk.
Strength: 6/18
Dexterity: 12/18
Constitution: 6/14
Intelligence: 12/18
Wisdom: 9/18
Charisma: 14/18

Bamboo Spirit-Folk Racial Abilities:
    Bamboo spirit folk are normally the children of a male human and a Bisan, a type of Kami similar to the Dryads of the Occident. They are closely tied to the Bamboo, Camphor, Teak or Mohogany  grove of their parent to the extent that their own health and well-being is entirely dependant on that of the grove itself.
  • 75% chance to identify normal plants and animals.
  • Pass Without Trace: When moving alone through wooded areas, the Bamboo Spirit-Folk leave no discernible trail and cannot be tracked by magical or mundane means. When travelling with a group that includes non Bamboo Spirit Folk, they reduce the likelihood of the party being successfully tracked by 20%.
  • Each time the Bamboo Spirit Folk goes up a level he can learn the language of another forest dwelling animal.
  • +1 saving throw bonus versus all effects related to the Elements of Wood or Earth, including plant-based poisons. However, the Bamboo Spirit Folk character is also slightly more vulnerable to Fire and has a -1 modifier to saving throws versus fire based effects.
  • Tree Grove: The Bamboo Folk character is tied spiritually and physically to the grove of his Kami parent. If the Bamboo Grove is damaged, the character looses a proportionate number of hit points. If the grove is destroyed, the character is killed instantly. If the grove is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character enters his grove for the first time each day, he is affected as though by a heal spell. Inside his grove, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the actual grove itself. Carrying a cutting from the grove or planting a sapling elsewhere counts as creating an entirely new grove and does not confer any benefits to the character.
  • The Bamboo spirit folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any forest or bamboo spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another Bamboo or forest spirit once per week per character level.

Mountain Spirit Folk:
Mountain Spirit Folk are often the product of a union between a human male and a Yuki-onno who has taken pity on a dying mountain traveller.
  • 75% chance to identify mountain plants and animals and natural subterranean animals.
  • Mountain Movement: The Mountain Spirit Folk character does not suffer movement penalties for moving through hilly, mountainous or broken terrain.
  • +1 bonus to all saving throws involving the element of earth, including plant based poisons.
  • Gains the ability to speak the language of subterranean animals such as moles and badgers.
  • Associated Mountain: The Mountain Spirit Folk character is tied spiritually and physically to the mountain inhabited and protected by his Kami parent. If the mountain is damaged or mined, the character looses a proportionate number of hit points. If the mountain is destroyed by a volcanic eruption or cataclysmic earthquake, so too is the character. If the mountain is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character ascends to the summit of his associated mountain for the first time each day, he is affected as though by a heal spell. While standing on his associated mountain, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies on the mountain itself. Soil carried away from the mountain or transported to a home or garden does not confer any benefits to the character.
  • The Mountain Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any mountain spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another mountain spirit once per week per character level.

River Spirit Folk:
River spirit folk are associated with one particular river or other body of fresh water such as a stream or lake. Like other spirit-folk, their physical and spiritual health is tied to that of the water source itself. Such characters are often the children of a Numagozen who encounters a human with a close resemblance to her fallen husband.
  • 75% chance to identify fresh water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply to fresh-water only.
  • Lower the depth of rivers and streams by 10ft once per day for five rounds.
  • +1 bonus to all saving throws involving the element of water, including liquid based poisons.
  • Gain the ability to speak with fresh-water fish and fresh-water mammals.
  • Associated River, Stream or Lake: The River Spirit folk character is tied spiritually and physically to the body of water inhabited and protected by his Kami parent. If the body of water is damaged the character looses a proportionate number of hit points. If the body of water is poisoned, so too is the character. If it dries up, the character will die of thirst. If it is dammed or diverted in any way, the character will weaken proportionately (again loosing a number of hit points). If this body of water is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character immerses himself in his associated body of water for the first time each day, he is affected as though by a heal spell. While swimming, boating or crossing this body of water in any way, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the body of water itself. Water carried away from the associated body of water or transferring it into a large artificial container such as a well or fountain does not confer any benefits to the character.
  • The River Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any fresh-water spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another fresh-water spirit once per week per character level.

Sea Spirit Folk:
Often the child of a human woman and a Shojo. Few of the drunken, red-haired Shojo are willing to accept responsibility for such a child. However, Watatsumi, Kami of the Sea, is quick to adopt such children as his own.
  • 75% chance to identify salt water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply in salt-water only.
  • Once per year the character can call upon the Kami of the Sea for one very powerful favour, such as the creation of a typhoon or a tsunami.
  • +1 bonus to all saving throws involving the elements of water and air, including liquid and gaseous poisons. However, the Sea Kami is more vulnerable to earth based effects such as petrification and spells of the earth element, imparting a -1 modifier to such saves.
  • Gains the ability to speak with salt-water fish and salt-water mammals.
  • Sea Association: The Sea Spirit folk character is tied spiritually and physically to the sea itself. However, while the sea is so vast that any changes are unlikely to affect the health of the character, nor do Sea Spirit folk gain any healing benefits from being immersed in sea-water. However, the character does receive +1 to all dice rolls made when travelling on or under the sea.
  • The Sea spirit folk character can cast the second level Shukenja spell Commune with Greater Spirit once per week for every 3 levels of experience. This ability may only be used to commune with Watatsume, the Kami of the sea.
  • The character has a 75% chance of accurately predicting the weather conditions for the next day.


Thursday, 24 November 2011

Oriental OSRIC PC Race: Korobokuru

Conversion Notes: I changed the modifiers for magic and poison saves to +1 for every 3.5 points of constitution to bring this racial ability in line with OSRIC dwarves. Exchanged the level limits for the bushi class and the barbarian class. If most Korobokuru are Barbarians, it doesn't make sense for them to be limited to level 10 in that class but at the same time have unlimited advancement as a Bushi. Added the yari to list of permitted weapons as the background material in OA explicitly states they favor the weapon despite it not being on their list of permitted pole-arms.

Korobokuru:

The Korobokuru have been driven deep into the wild places of the world by the enchroachment of man. They reside in isolated villages and nomadic camps in remote areas of considerable natural beauty, frequently moving on when human settlement begins nearby.

Though many Korobukuru are hostile to the humans who scorn them and drive them from their homes, others, perhaps unwilling to leave the ancestral spirits of their race to the care of humanity, live in human lands still. Some even strive to become samurai.

Korobokaru stand approximately four feet in height, with arms and legs somewhat larger proportionately than humans. Their body hair is thick and course. Many sport unkempt, leonine hair or tangled beards. Their appearance is considered somewhat unkempt in the eyes of the more "civilized" oriental peoples.

Culturally, their society is considered far less advanced than that of their human neighbors. They subside through hunting, farming and fishing. What little art they produce is considered somewhat crude and artless. Their culture is considered somewhat "backward" as a result. Even those who live among humans are rarely afforded the same respect offered to a human of comparable status. Indeed, they are considered rude, pugnacious and even somewhat comical by the rest of world but, in particular, humanity.

Korobokaru tend towards chaotic or neutral alignments. They can be Barbarians, Bushi, Samurai or Wu Jen. Most are Barbarians. Their preferred weapon proficiencies include the yari, horse-bows, blowguns, shortswords, hand-axes and (when they can get them) wakizashi.

Korobokuru player characters should generate a family as per the normal rules for family generation.

Summary of Racial Abilities:
  • +1 Strength, +1 Constitution, -2 Intelligence.
  • +1 to saves vs magical rods, staves, wands or spells for every 3.5 points of constitution
  • +1 to saves vs poison for every 3.5 points of constitution
  • 120ft Infravision
  • 66% chance to identify any normal plant or animal.
  • +1 bonus to attack rolls vs bakemono, goblins, goblin rats and hobgoblins
  • -4 AC Bonus vs attacks from giants, oni, ogres, ogre magi, and titans
Restrictions:
  • Due to size limitations, Korobukuru cannot use the no-daichi (2 handed-sword). Nor may they use any polearm other than a naginata or yari. Cannot use any bow other than a horse-bow.
Languages: 
Own tribal language, Common, Spirit-Folk, Hengeyokai. They do not know any alignment languages (assuming these optional rules are used) and may not learn any additional languages regardless of their intelligence score.

Permitted Class Options: 
Korobokuru may belong to the Barbarian, Bushi, Samurai or Wu Jen classes only. If samurai, they must serve a human master. If the optional non-human level limits are in use, Korobokuru can advance to level 10 as a Bushi, level 7 as a Wu Jen and level 6 as a Samurai. If the optional level limits are not in use then it instead costs a Korobokuru character 10% more experience points to advance to it's next class level.

Multi-Class Restrictions:
Korobokuru may multi-class as a Barbarian/Wu Jen.

Movement Rate: 90ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be a Korobokuru.
Strength: 8/19
Dexterity: 6/18
Constitution: 12/19
Intelligence: 3/15
Wisdom: 3/17
Charisma: 3/16