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<blockquote data-quote="marcoasalazarm" data-source="post: 2811910" data-attributes="member: 26698"><p><strong>The Setting's Races-Continually Expanding.</strong></p><p></p><p><img src="http://www.aboutfilm.com/movies/t/28dayslater2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>Pre-Vanishing Human wandering London. Photo taken during the 23 Hours.</strong></p><p></p><p><strong>HUMANS: </strong></p><p>They're "meats", "terrans", "monkey-boys", whatever. They're like you: two arms, two legs, opposing thumbs. Look at yourself in the mirror if you still need more. They were here before the Vanishing, they were here after the Vanishing, and they'll be out there forever.</p><p>What you don't know is that some MIGHT have a liiiiiitttle thing in difference.</p><p><strong>RACIAL TRAITS:</strong></p><p><strong>-Post-Vanishing Human: </strong> </p><p>*As per the rulebook, additional +1 to Wealth.</p><p></p><p><strong>-Pre-Vanishing Human: </strong> </p><p>*As per rulebook, with these exceptions:</p><p>* Uses next higher die for rolling starting hit points (1d4>1d6>1d8>1d10>1d12)</p><p>* Has an additional +4 to any saving throws to any magic attacks. Has a -4 penalty to use any magic.</p><p></p><p><u><strong>FICTIONS</strong> </u></p><p></p><p><strong>Remnant Humans:</strong></p><p><img src="http://us.ent4.yimg.com/tv.yahoo.com/images/he/photo/tv_pix/sci_fi/battlestar_galactica_photos/_group_photos/aaron_douglas2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Group of Remnant Human Fictions lounging around. Photo taken 9 Weeks Post-Vanishing.</strong></p><p></p><p>They come from the universes of “Battlestar Galactica”. They are the last of the once-proud 12 Colonies of Kobol, on the run and on the search of the fabled 13th Colony- the shining blue planet we call “Earth”. It was written on their scriptures that it was a sort of paradise, and after the destruction of their homeworlds, it’s their only hope left.</p><p>They are here, and they discovered quite quickly that this was anything but a freakin’ paradise. They have no place else to go, and so, must adapt.</p><p>All of a sudden, the threat of the Cylons is the LEAST of their problems.</p><p><u>Racial Traits:</u></p><p>Remnant Humans are as per the rulebook, with these exceptions:</p><p><u>*They hate Cylons A LOT:</u> +1 (or +2) to any attack roll involving robots (this adds up to any other thing, like the "Down With Robots" ability of the D20F Technosavant). Role-playing-wise, they're very paranoid around robots and A.I.s.</p><p><u>*"If we let them escape, they'll become stronger and come back for revenge. It's in their nature.": </u> A Remnant Human obtains a +1 to any rolls involving rallying Remnant Humans. Charismatic heroes are due to squeeze the life out of this one.</p><p><u>*"Yes, we're tired. Yes, there's no relief. Yes, the Cylons keep coming time after us time, after time, after time-and yes, we're still expected to DO OUR JOBS!":</u>The Remnant Human has a +2 bonus to rolls to avoid exhaustion due to lack of sleep, or sleep-creating effects. Some of them are chronic insomniacs.</p><p><u>*"Hurry up, people! We have only 32 minutes left!": </u> Choosing to climb up the difficulty one step, a Remnant Human can do any kind of repair roll or jury-rigging in half the time (minimum of 30 minutes). If something cannot be battle-ready in 30 minutes or less, they're prone to ditch it.</p><p></p><p><strong>-Kryyn (aka Kryn):</strong></p><p><img src="http://www.cheetaholics.net/bios/gg06.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Photo of acting Prince of the Kyrn, Stryyp "Stripe" 'Gia.</p><p></p><p>The Kryn are a race of anthropomorphs. They are feline-looking in appearance, although they have long-ago "outgrown" some of their most "animal" characteristics. Their only settlement on Earth is a long-ago -crashed cityship in Peru, which has evolved the fable of El Dorado. They have little contact with the exterior.</p><p><u>Racial Traits:</u></p><p>*+2 Dex, -2 Wis: Kryn are very stealthy and have a good sense of balance. Recluded upbringing, however, makes them somewhat naive considering Earth stuff.</p><p>*Medium-sized.</p><p>*Base speed of 30 Feet.</p><p>*+2 racial bonus on Listen, Climb and Run Silent checks: Necessity to avoid humans has giver Kryn a reason to try and be undetected.</p><p></p><p><strong>-Perryverse Atlanteans:</strong></p><p><img src="http://www.cheetaholics.net/bios/gg25.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>Perryverse Atlantean Warrior. Photo taken during the 23 Hours.</strong></p><p></p><p>This particular version of Atlanteans come from the mind of Fred Perry and his "Gold Digger" universe. They live in (duh) Atlantis, a city-ship buried under the Atlantic Ocean (from the same planet as the Kryn). Up until recently, Atlantis and El Dorado were at war.</p><p><strong>-Appearance: </strong> They look humanish in appearance, except that their skin is silver/greenish, and have gills and elf-like ears. Hair tends to be silverish, greenish, or blue, looking more like fine metal strands than hair. And on their forearms they have fin-like razors, warriors having extremely long and sharp ones. They can live above and below water.</p><p><u>Racial Traits:</u></p><p>*+1 Con, +1 Str, -2 Dex: Atlanteans are very resilient, but not very agile, at least on land <u>(NOTE:</u> Negatives don't apply to Atlanteans while underwater in the comic, GM decision, though).</p><p>*Medium-sized.</p><p>*Base speed of 30 feet, swim of 50 feet.</p><p><u>*Blindsight 20 feet:</u> All Atlanteans have a developed sense of echolocation, enabling them to go thru the waters surrounding their city with no problem. They can also use the echolocation to communicate with each other.</p><p><u>*Breathe Underwater: </u> As amphibious creatures, Atlanteans can't drown in water. They also have a +4 species bonus on Swim checks. However, they have a -4 on saves aganist heat.</p><p><u>*Fin-Like Razors: </u> Located on each forearm, these are the Atlanteans' main weapons. Short ("Commoner") versions do 1d4 Slashing damage, while long ("Warrior") versions do 2d6 Slashing damage. Feats and class features that affect weapon damage (Like the D20M Soldier's Weapon Focus/Specialization) can be taken for them.</p><p></p><p><strong>Half Giant </strong> </p><p>*+2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.</p><p><u>*Giant:</u> Half-giants are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.</p><p><u>*Medium:</u> As Medium creatures, half-giants have no special bonuses or penalties due to their size.</p><p>*Half-giant base land speed is 30 feet.</p><p><u>*Low-Light Vision:</u> A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p><u>*Powerful Build:</u> The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.</p><p><u>*Level Adjustment:</u> +1. (maybe.)</p><p></p><p>From "Fallout":</p><p><strong>DEATHCLAWS:</strong></p><p><img src="http://bisik.webpark.pl/obrazki/postacie/szpon.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>CG depiction of Deathclaw, made Pre-Vanishing.</strong></p><p></p><p>These huge, bipedal monsters were derived and created from chameleons. They were created by an unknown faction as shock troops, but for some reason (one can only assume the Vanishing), they were never used and set free. They are subdivided in two main factions with a few offshoots, and so far, are mostly found in North America, although a very few have wandered into other lands, like Central America, Russia and Canada. Deathclaws are one of the fastest and strongest creatures you will find around the Americas.</p><p>These stats are based on their main two factions.</p><p><strong>-Eastern Deathclaws: </strong> They are located on small encampments all over the East Coast up to Maine. They are more human-like in some ways that their Western cousins, bigger and stronger, although they’re not quite as smart, they have founded a cohesive culture.</p><p>They stand between 12 and 14 feet tall, with claws a foot long or more.</p><p>*+6 Str, +2 Dex, +2 Con, -2 Int, -4 Cha.</p><p><u>*Large-Sized:</u> As Large-sized creatures, Eastern Deathclaws have a -1 AC penalty for their size, but gain a +15 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons.</p><p>*Damage Reduction 10/-</p><p>*Darkvision 60 feet</p><p>*Deathclaw base speed is 60 feet.</p><p><u>*Natural Weapons</u>: Claws: 4d8, Bite: 3d8. A Deathclaw adds his Str bonus to this damage. Deathclaws cannot wield any weapons, but can take any weapon-enhancing feats/class features for their natural weapons.</p><p><u>*Improved Grab:</u> If a Deathclaw hits with both claw attacks, it may latch on to an enemy and make bite attacks with an additional bonus of +4. The held creature takes 2d8 points of damage from the claws every round.</p><p><u>*Ram:</u> Deathclaws may charge an enemy and deal 4d6+10 damage with their horns without provoking an attack of opportunity. If the enemy is two or more sizes smaller than the Deathclaw, it may also trample for 3d6 damage.</p><p><u>*Frightening Appearance: </u> Deathclaws receive a +10 circumstance bonus to Intimidate rolls against non-Deathclaws of the same size or smaller.</p><p><u>*Level Adjustment:</u> +5</p><p></p><p><strong>*Western Deathclaws: </strong> Stationed on small villages all over the Americal Southwest and the West Coast out to Alaska, the Western Deathclaws are actually smaller, faster and smarter than their Eastern cousins, and some have managed to make a place for themselves on places like Las Vegas and Denver, hiring out their services as bodyguards, bouncers, or strong-arms.</p><p>They stand between 8 and 10 feet tall, with 6 to 10-inch-long claws.</p><p>Stats-wise, they are the same as the Eastern Deathclaws, except for the following:</p><p><u>*Large-Sized: </u> As Large-sized creatures, Western Deathclaws have a -1 AC penalty for their size, but gain a +10 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons, or weapons that augment their natural weapons.</p><p><u>*Damage Reduction:</u> 6/-.</p><p></p><p><strong>“GHOULS”: </strong> </p><p><img src="http://bisik.webpark.pl/obrazki/postacie/ghul.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>CG depiction of 'Ghoul', made Pre-Vanishing.</strong></p><p></p><p>One thing is for sure: not everybody who is exposed to radiation gets off lucky. These people didn’t got off, even if they DID survived. “Ghouls” had their DNA was mutated to an unknown extent by the nuclear and biological WMDs of their home dimension, making their lifespan extremely long. The mutation, unfortunately, was not without a price. For all extents and purposes, the “ghouls” look like the undead. Their skin peels off and festers, sores and tumors cover their desiccated bodies, and they shuffle slowly. For all this, the mutation and their own expanded lifespans have made them fearfully intelligent and keen-sensed.</p><p>“Ghouls” are the shunned of the Earth, and they accept this fact. They have formed ghettoes and towns for their own, and if they need to go out, they make a point of covering fully. They will NEVER go to London if they can help it (or else Hellsing might get 'em just on principle). Living year after year in a nearly-dead body has made more than one resentful, and so will hold their trust from normal people until it is earned.</p><p>They are divided into two factions: the “normal” Ghouls, and the less-numbered “Glowing Ones”.</p><p><strong>-“Normal” Ghouls:</strong> This is your “standard” Ghoul. They are not strong physically, but are dreadfully sharp in many cases. They tend to go for less stressful positions, such as doctors, advisors, techs or merchants.</p><p><strong>TRAITS:</strong></p><p>*+2 Wis, +2 Int, -2 Con, -2 Str.</p><p>*Medium-Sized.</p><p>*Speed 20 ft.</p><p>*+1 to Spot and Search checks.</p><p><u>*Rad-Resistant:</u> Ghouls gain a +5 to any rolls involving radiation resistance, completely ignore the damage on a successful save, and halve said damage on a failed save.</p><p></p><p><strong>-“Glowing Ones”:</strong> A few poor unfortunate Ghouls were so close to the WMD blasts that they were “infected” with residual radiation that will stay for years to come. They are called “Glowing Ones” because at night they glow very dimly from the residual radiation. They are just like normal Ghouls, except they’re a little less intelligent and can create radiation poisoning by their touch. The Glowing Ones are very dim, prone to wild mood swings, and the awareness that they can’t get close to normal creatures without making them harm makes them feel desperately lonely.</p><p>They are just like normal Ghouls, except for these adjustments:</p><p>*+2 Wis, -2 Str, -2 Cha.</p><p>*Medium-Sized.</p><p>*Speed 20 ft.</p><p><u>*Radioactive:</u> Glowing Ones emit Low radiation within a 5-foot radius of himself. Upon striking a target unarmed, a Glowing One emits a burst of radiation of Moderate strength. (see Radiation Sickness rules in D20F). They usually buy anti-radiation suits to wear around normal people.</p><p>-Level Adjustment: +2.</p><p></p><p><strong>APES:</strong></p><p><img src="http://www.kapowgifts.com/acatalog/planet_apes_desktop.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p><strong>Ape recruiting poster, possible fake, posted on the Internet 23 Weeks Post-Vanishing.</strong></p><p></p><p>Hailing from a parallel dimension that had monkeys develop advanced cognitive capabilities on par with humans’ (and then declaring us their pets), the apes are pretty much a reflection of us-that is, if we were (or still were) like them. They use guns. They have cities. They have a government.</p><p>They just don’t like us “damn, dirty humans”.</p><p>For all means and purposes, there are only two playable classes of ape: the Chimpanzee, which is the most “normal” of the two, and the Gorilla, who is used more normally as a “heavy trooper”.</p><p><strong>-Chimpanzees:</strong></p><p>*+2 Dex, -2 Int.</p><p>*Medium-Sized.</p><p>*They start with the Alertness feat</p><p>*They have the Scent ability.</p><p>*Bite attack of 1d6+1 damage.</p><p>*Speed of 30 ft (40 when moving on all fours). Climb speed of 30 ft.</p><p></p><p><strong>-Gorillas:</strong></p><p>*+2 Str, +3 Dex, -2 Int.</p><p>*Large-Sized.</p><p>*They start with the Alertness feat.</p><p>*They have the Scent ability.</p><p>*Bite attack of 1d6+2, Claw attack (?) of 1d6+5.</p><p>*Speed of 25 ft (35 when moving on all fours). Climb speed of 30 ft.</p><p></p><p><img src="http://www.projectbag.com/outlaw_star/pics/aisha12.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Photo of acting C'tarl-C'tarl ambassador Aisha Clan-Clan, taken off her Core Universe series, 'Outlaw Star'.</strong></p><p></p><p><strong>C'TARL-C'TARL</strong></p><p><strong>Ability Score Modifiers:</strong> +2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma</p><p><strong>Type: </strong> Humanoid (shapechanger)</p><p><strong>Medium:</strong> As Medium creatures, Ctarl-Ctarl have no special bonuses or penalties due to size.</p><p><strong>Speed</strong>: Ctarl base speed is 30 ft.</p><p><strong>Damage Reduction 5/+1:</strong> Ctarl-Ctarl ignore the first 5 points of damage that comes from a non-magic weapon.</p><p><strong>Natural Armor Bonus: </strong> Ctarl-Ctarl receive a +2 natural armor bonus to defense.</p><p><strong>Metamorphosis:</strong> Though some yet to be explained biological process, all Ctarl-Ctarl are born with the ability to undergo a transformation that allows them to assume various “beast forms.” Additionally, a Ctarl-Ctarl may become more powerful depending on what phase the planet’s moon is in; consult the following chart for exact details.</p><p></p><p><strong>Least Beast Shape (Su): </strong> Up to four times per day, a Ctarl-Ctarl may cause themselves to transform partially into an animal. In this form, they gain +4 to Str and +2 to Con, and they gain a +1 bonus to natural armor. They also gain two claw attacks that do 1d4 damage. This ability lasts for 3 + (newly improved) Con modifier minutes.. </p><p></p><p><strong>Lesser Beast Shape (Su):</strong> A Ctarl-Ctarl can cause themselves to transform more fully into an animal, gaining +6 to Str and +4 to Con, and a +3 bonus to natural armor, as well as two claw attacks that deal 1d6 damage and a secondary bite attack that deals 1d8 damage. Their damage reduction also improves to 10/+1. This ability lasts for 3 + (newly improved) Con modifier rounds. Using this ability consumes two uses of Least Beast Shape; a Ctarl-Ctarl cannot use this ability if they have less then 2 uses of Least Beast Shape left. This ability cannot be used at the same time as Least Beast Shape.</p><p></p><p><strong>True Beast Shape: </strong> Once per day, a Ctarl-Ctarl can transform themselves into an animal. While using this ability, they take the form of an animal (always a quadrepedal predator of some sort, such as a tiger, wolf, lion, ect.). They gain +8 to Str, +2 to Dex, and +4 to Con, a +5 bonus to natural armor, two claw attacks that deal 1d8 damage, a secondary bite attack that deals 2d6, and their base movement speed increases to 50 feet. Their damage reduction improves to 10/sliver. This ability lasts for the duration of the encounter, after which the Ctarl-Ctarl is exhausted until they receive 8 hours of rest. This ability cannot be used if Least or Lesser Beast Shape has been used already, and it consumes all uses of Least Beast Shape (and, by extension, Lesser Beast Shape).</p><p></p><p><strong>Lunar Phase Influence</strong></p><p></p><p><strong>New moon:</strong> True Beast Shape cannot be used (Least and Lesser may still be used).</p><p><strong>Waxing crescent: </strong> Least Beast Shape lasts 1 minute less; Lesser Beast Shape lasts 1 round less. </p><p><strong>First quarter: </strong> No bonus or penalties to any of the Beast forms.</p><p><strong>Waxing gibbous:</strong> +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue.</p><p><strong>Full:</strong> +2 Str in all forms, +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue.</p><p><strong>Waning gibbous: </strong> As waxing gibbous.</p><p><strong>Third crescent:</strong> No bonus or penalties to any of the Beast forms.</p><p><strong>Waning crescent: </strong> As waxing crescent.</p><p></p><p><strong>Racial Skills: </strong> +2 racial bonus on Balance, Climb, jump, Move Silently, and Tumble checks.</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>EXTRA TRANSFORMATION [RACIAL]</p><p><strong>Prerequisite: </strong> Ctarl-Ctarl, 16 Con</p><p><strong>Benefit:</strong> You may use Least Beast Shape one additional time per day.</p><p><strong>Normal: </strong> You may only use Least Beast Shape four times per day.</p><p><strong>Special: </strong> This feat may be taken more then once. If it is taken twice, you gain an additional Lesser Beast Shape, since it works off your uses of Least Beast Shape</p><p></p><p>SHAPESHIFTING PROWESS [RACIAL]</p><p><strong>Prerequisite: </strong> Ctarl-Ctarl, Extra Transformation</p><p><strong>Benefit:</strong> You may use True Beast Shape even if you have used some of your uses of Least Beast Shape that same day, but you must have at least 1 use of it left. Using True Beast Shape still uses all of your remaining uses of Least Beast Shape</p><p><strong>Normal:</strong> You may only use True Beast Shape if you have not used Least Beast Shape that day.</p><p></p><p>SHAPESHIFTING MASTER [RACIAL]</p><p><strong>Prerequisite</strong>: Ctarl-Ctarl, Shapeshifting Prowess</p><p><strong>Benefit:</strong> True Beast Shape no longer consumes all your daily uses of Least Beast Shape, although you may only True Beast Shape once per day.</p><p><strong>Normal:</strong> True Beast Shape consumes all daily uses of Least Beast Shape.</p><p><strong>Special:</strong> If it is the night of a full moon, you may use True Beast Shape twice that day.</p><p></p><p>POUNCE [RACIAL]</p><p><strong>Prerequisite:</strong> Ctarl-Ctarl, Dex 15</p><p><strong>Benefit:</strong> When using True Beast Shape, you may make a full attack at the end of a charge. You may also make two rake attacks at your full base attack bonus that deal 1d6+1/2 Str damage.</p><p><strong>Normal: </strong> You may only make a single attack at the end of a charge.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2811910, member: 26698"] [b]The Setting's Races-Continually Expanding.[/b] [IMG]http://www.aboutfilm.com/movies/t/28dayslater2.jpg[/IMG] [B]Pre-Vanishing Human wandering London. Photo taken during the 23 Hours.[/B] [B]HUMANS: [/B] They're "meats", "terrans", "monkey-boys", whatever. They're like you: two arms, two legs, opposing thumbs. Look at yourself in the mirror if you still need more. They were here before the Vanishing, they were here after the Vanishing, and they'll be out there forever. What you don't know is that some MIGHT have a liiiiiitttle thing in difference. [B]RACIAL TRAITS:[/B] [B]-Post-Vanishing Human: [/B] *As per the rulebook, additional +1 to Wealth. [B]-Pre-Vanishing Human: [/B] *As per rulebook, with these exceptions: * Uses next higher die for rolling starting hit points (1d4>1d6>1d8>1d10>1d12) * Has an additional +4 to any saving throws to any magic attacks. Has a -4 penalty to use any magic. [U][B]FICTIONS[/B] [/U] [B]Remnant Humans:[/B] [IMG]http://us.ent4.yimg.com/tv.yahoo.com/images/he/photo/tv_pix/sci_fi/battlestar_galactica_photos/_group_photos/aaron_douglas2.jpg[/IMG] [B]Group of Remnant Human Fictions lounging around. Photo taken 9 Weeks Post-Vanishing.[/B] They come from the universes of “Battlestar Galactica”. They are the last of the once-proud 12 Colonies of Kobol, on the run and on the search of the fabled 13th Colony- the shining blue planet we call “Earth”. It was written on their scriptures that it was a sort of paradise, and after the destruction of their homeworlds, it’s their only hope left. They are here, and they discovered quite quickly that this was anything but a freakin’ paradise. They have no place else to go, and so, must adapt. All of a sudden, the threat of the Cylons is the LEAST of their problems. [U]Racial Traits:[/U] Remnant Humans are as per the rulebook, with these exceptions: [U]*They hate Cylons A LOT:[/U] +1 (or +2) to any attack roll involving robots (this adds up to any other thing, like the "Down With Robots" ability of the D20F Technosavant). Role-playing-wise, they're very paranoid around robots and A.I.s. [U]*"If we let them escape, they'll become stronger and come back for revenge. It's in their nature.": [/U] A Remnant Human obtains a +1 to any rolls involving rallying Remnant Humans. Charismatic heroes are due to squeeze the life out of this one. [U]*"Yes, we're tired. Yes, there's no relief. Yes, the Cylons keep coming time after us time, after time, after time-and yes, we're still expected to DO OUR JOBS!":[/U]The Remnant Human has a +2 bonus to rolls to avoid exhaustion due to lack of sleep, or sleep-creating effects. Some of them are chronic insomniacs. [U]*"Hurry up, people! We have only 32 minutes left!": [/U] Choosing to climb up the difficulty one step, a Remnant Human can do any kind of repair roll or jury-rigging in half the time (minimum of 30 minutes). If something cannot be battle-ready in 30 minutes or less, they're prone to ditch it. [B]-Kryyn (aka Kryn):[/B] [IMG]http://www.cheetaholics.net/bios/gg06.gif[/IMG] Photo of acting Prince of the Kyrn, Stryyp "Stripe" 'Gia. The Kryn are a race of anthropomorphs. They are feline-looking in appearance, although they have long-ago "outgrown" some of their most "animal" characteristics. Their only settlement on Earth is a long-ago -crashed cityship in Peru, which has evolved the fable of El Dorado. They have little contact with the exterior. [U]Racial Traits:[/U] *+2 Dex, -2 Wis: Kryn are very stealthy and have a good sense of balance. Recluded upbringing, however, makes them somewhat naive considering Earth stuff. *Medium-sized. *Base speed of 30 Feet. *+2 racial bonus on Listen, Climb and Run Silent checks: Necessity to avoid humans has giver Kryn a reason to try and be undetected. [B]-Perryverse Atlanteans:[/B] [IMG]http://www.cheetaholics.net/bios/gg25.gif[/IMG] [B]Perryverse Atlantean Warrior. Photo taken during the 23 Hours.[/B] This particular version of Atlanteans come from the mind of Fred Perry and his "Gold Digger" universe. They live in (duh) Atlantis, a city-ship buried under the Atlantic Ocean (from the same planet as the Kryn). Up until recently, Atlantis and El Dorado were at war. [B]-Appearance: [/B] They look humanish in appearance, except that their skin is silver/greenish, and have gills and elf-like ears. Hair tends to be silverish, greenish, or blue, looking more like fine metal strands than hair. And on their forearms they have fin-like razors, warriors having extremely long and sharp ones. They can live above and below water. [U]Racial Traits:[/U] *+1 Con, +1 Str, -2 Dex: Atlanteans are very resilient, but not very agile, at least on land [U](NOTE:[/U] Negatives don't apply to Atlanteans while underwater in the comic, GM decision, though). *Medium-sized. *Base speed of 30 feet, swim of 50 feet. [U]*Blindsight 20 feet:[/U] All Atlanteans have a developed sense of echolocation, enabling them to go thru the waters surrounding their city with no problem. They can also use the echolocation to communicate with each other. [U]*Breathe Underwater: [/U] As amphibious creatures, Atlanteans can't drown in water. They also have a +4 species bonus on Swim checks. However, they have a -4 on saves aganist heat. [U]*Fin-Like Razors: [/U] Located on each forearm, these are the Atlanteans' main weapons. Short ("Commoner") versions do 1d4 Slashing damage, while long ("Warrior") versions do 2d6 Slashing damage. Feats and class features that affect weapon damage (Like the D20M Soldier's Weapon Focus/Specialization) can be taken for them. [B]Half Giant [/B] *+2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble. [U]*Giant:[/U] Half-giants are not subject to spells or effects that affect only humanoids, such as charm person or dominate person. [U]*Medium:[/U] As Medium creatures, half-giants have no special bonuses or penalties due to their size. *Half-giant base land speed is 30 feet. [U]*Low-Light Vision:[/U] A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. [U]*Powerful Build:[/U] The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. [U]*Level Adjustment:[/U] +1. (maybe.) From "Fallout": [B]DEATHCLAWS:[/B] [IMG]http://bisik.webpark.pl/obrazki/postacie/szpon.jpg[/IMG] [B]CG depiction of Deathclaw, made Pre-Vanishing.[/B] These huge, bipedal monsters were derived and created from chameleons. They were created by an unknown faction as shock troops, but for some reason (one can only assume the Vanishing), they were never used and set free. They are subdivided in two main factions with a few offshoots, and so far, are mostly found in North America, although a very few have wandered into other lands, like Central America, Russia and Canada. Deathclaws are one of the fastest and strongest creatures you will find around the Americas. These stats are based on their main two factions. [B]-Eastern Deathclaws: [/B] They are located on small encampments all over the East Coast up to Maine. They are more human-like in some ways that their Western cousins, bigger and stronger, although they’re not quite as smart, they have founded a cohesive culture. They stand between 12 and 14 feet tall, with claws a foot long or more. *+6 Str, +2 Dex, +2 Con, -2 Int, -4 Cha. [U]*Large-Sized:[/U] As Large-sized creatures, Eastern Deathclaws have a -1 AC penalty for their size, but gain a +15 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons. *Damage Reduction 10/- *Darkvision 60 feet *Deathclaw base speed is 60 feet. [U]*Natural Weapons[/U]: Claws: 4d8, Bite: 3d8. A Deathclaw adds his Str bonus to this damage. Deathclaws cannot wield any weapons, but can take any weapon-enhancing feats/class features for their natural weapons. [U]*Improved Grab:[/U] If a Deathclaw hits with both claw attacks, it may latch on to an enemy and make bite attacks with an additional bonus of +4. The held creature takes 2d8 points of damage from the claws every round. [U]*Ram:[/U] Deathclaws may charge an enemy and deal 4d6+10 damage with their horns without provoking an attack of opportunity. If the enemy is two or more sizes smaller than the Deathclaw, it may also trample for 3d6 damage. [U]*Frightening Appearance: [/U] Deathclaws receive a +10 circumstance bonus to Intimidate rolls against non-Deathclaws of the same size or smaller. [U]*Level Adjustment:[/U] +5 [B]*Western Deathclaws: [/B] Stationed on small villages all over the Americal Southwest and the West Coast out to Alaska, the Western Deathclaws are actually smaller, faster and smarter than their Eastern cousins, and some have managed to make a place for themselves on places like Las Vegas and Denver, hiring out their services as bodyguards, bouncers, or strong-arms. They stand between 8 and 10 feet tall, with 6 to 10-inch-long claws. Stats-wise, they are the same as the Eastern Deathclaws, except for the following: [U]*Large-Sized: [/U] As Large-sized creatures, Western Deathclaws have a -1 AC penalty for their size, but gain a +10 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons, or weapons that augment their natural weapons. [U]*Damage Reduction:[/U] 6/-. [B]“GHOULS”: [/B] [IMG]http://bisik.webpark.pl/obrazki/postacie/ghul.jpg[/IMG] [B]CG depiction of 'Ghoul', made Pre-Vanishing.[/B] One thing is for sure: not everybody who is exposed to radiation gets off lucky. These people didn’t got off, even if they DID survived. “Ghouls” had their DNA was mutated to an unknown extent by the nuclear and biological WMDs of their home dimension, making their lifespan extremely long. The mutation, unfortunately, was not without a price. For all extents and purposes, the “ghouls” look like the undead. Their skin peels off and festers, sores and tumors cover their desiccated bodies, and they shuffle slowly. For all this, the mutation and their own expanded lifespans have made them fearfully intelligent and keen-sensed. “Ghouls” are the shunned of the Earth, and they accept this fact. They have formed ghettoes and towns for their own, and if they need to go out, they make a point of covering fully. They will NEVER go to London if they can help it (or else Hellsing might get 'em just on principle). Living year after year in a nearly-dead body has made more than one resentful, and so will hold their trust from normal people until it is earned. They are divided into two factions: the “normal” Ghouls, and the less-numbered “Glowing Ones”. [B]-“Normal” Ghouls:[/B] This is your “standard” Ghoul. They are not strong physically, but are dreadfully sharp in many cases. They tend to go for less stressful positions, such as doctors, advisors, techs or merchants. [B]TRAITS:[/B] *+2 Wis, +2 Int, -2 Con, -2 Str. *Medium-Sized. *Speed 20 ft. *+1 to Spot and Search checks. [U]*Rad-Resistant:[/U] Ghouls gain a +5 to any rolls involving radiation resistance, completely ignore the damage on a successful save, and halve said damage on a failed save. [B]-“Glowing Ones”:[/B] A few poor unfortunate Ghouls were so close to the WMD blasts that they were “infected” with residual radiation that will stay for years to come. They are called “Glowing Ones” because at night they glow very dimly from the residual radiation. They are just like normal Ghouls, except they’re a little less intelligent and can create radiation poisoning by their touch. The Glowing Ones are very dim, prone to wild mood swings, and the awareness that they can’t get close to normal creatures without making them harm makes them feel desperately lonely. They are just like normal Ghouls, except for these adjustments: *+2 Wis, -2 Str, -2 Cha. *Medium-Sized. *Speed 20 ft. [U]*Radioactive:[/U] Glowing Ones emit Low radiation within a 5-foot radius of himself. Upon striking a target unarmed, a Glowing One emits a burst of radiation of Moderate strength. (see Radiation Sickness rules in D20F). They usually buy anti-radiation suits to wear around normal people. -Level Adjustment: +2. [B]APES:[/B] [IMG]http://www.kapowgifts.com/acatalog/planet_apes_desktop.jpg[/IMG] [B]Ape recruiting poster, possible fake, posted on the Internet 23 Weeks Post-Vanishing.[/B] Hailing from a parallel dimension that had monkeys develop advanced cognitive capabilities on par with humans’ (and then declaring us their pets), the apes are pretty much a reflection of us-that is, if we were (or still were) like them. They use guns. They have cities. They have a government. They just don’t like us “damn, dirty humans”. For all means and purposes, there are only two playable classes of ape: the Chimpanzee, which is the most “normal” of the two, and the Gorilla, who is used more normally as a “heavy trooper”. [B]-Chimpanzees:[/B] *+2 Dex, -2 Int. *Medium-Sized. *They start with the Alertness feat *They have the Scent ability. *Bite attack of 1d6+1 damage. *Speed of 30 ft (40 when moving on all fours). Climb speed of 30 ft. [B]-Gorillas:[/B] *+2 Str, +3 Dex, -2 Int. *Large-Sized. *They start with the Alertness feat. *They have the Scent ability. *Bite attack of 1d6+2, Claw attack (?) of 1d6+5. *Speed of 25 ft (35 when moving on all fours). Climb speed of 30 ft. [IMG]http://www.projectbag.com/outlaw_star/pics/aisha12.jpg[/IMG] [B]Photo of acting C'tarl-C'tarl ambassador Aisha Clan-Clan, taken off her Core Universe series, 'Outlaw Star'.[/B] [B]C'TARL-C'TARL[/B] [B]Ability Score Modifiers:[/B] +2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma [B]Type: [/B] Humanoid (shapechanger) [B]Medium:[/B] As Medium creatures, Ctarl-Ctarl have no special bonuses or penalties due to size. [B]Speed[/B]: Ctarl base speed is 30 ft. [B]Damage Reduction 5/+1:[/B] Ctarl-Ctarl ignore the first 5 points of damage that comes from a non-magic weapon. [B]Natural Armor Bonus: [/B] Ctarl-Ctarl receive a +2 natural armor bonus to defense. [B]Metamorphosis:[/B] Though some yet to be explained biological process, all Ctarl-Ctarl are born with the ability to undergo a transformation that allows them to assume various “beast forms.” Additionally, a Ctarl-Ctarl may become more powerful depending on what phase the planet’s moon is in; consult the following chart for exact details. [B]Least Beast Shape (Su): [/B] Up to four times per day, a Ctarl-Ctarl may cause themselves to transform partially into an animal. In this form, they gain +4 to Str and +2 to Con, and they gain a +1 bonus to natural armor. They also gain two claw attacks that do 1d4 damage. This ability lasts for 3 + (newly improved) Con modifier minutes.. [B]Lesser Beast Shape (Su):[/B] A Ctarl-Ctarl can cause themselves to transform more fully into an animal, gaining +6 to Str and +4 to Con, and a +3 bonus to natural armor, as well as two claw attacks that deal 1d6 damage and a secondary bite attack that deals 1d8 damage. Their damage reduction also improves to 10/+1. This ability lasts for 3 + (newly improved) Con modifier rounds. Using this ability consumes two uses of Least Beast Shape; a Ctarl-Ctarl cannot use this ability if they have less then 2 uses of Least Beast Shape left. This ability cannot be used at the same time as Least Beast Shape. [B]True Beast Shape: [/B] Once per day, a Ctarl-Ctarl can transform themselves into an animal. While using this ability, they take the form of an animal (always a quadrepedal predator of some sort, such as a tiger, wolf, lion, ect.). They gain +8 to Str, +2 to Dex, and +4 to Con, a +5 bonus to natural armor, two claw attacks that deal 1d8 damage, a secondary bite attack that deals 2d6, and their base movement speed increases to 50 feet. Their damage reduction improves to 10/sliver. This ability lasts for the duration of the encounter, after which the Ctarl-Ctarl is exhausted until they receive 8 hours of rest. This ability cannot be used if Least or Lesser Beast Shape has been used already, and it consumes all uses of Least Beast Shape (and, by extension, Lesser Beast Shape). [B]Lunar Phase Influence[/B] [B]New moon:[/B] True Beast Shape cannot be used (Least and Lesser may still be used). [B]Waxing crescent: [/B] Least Beast Shape lasts 1 minute less; Lesser Beast Shape lasts 1 round less. [B]First quarter: [/B] No bonus or penalties to any of the Beast forms. [B]Waxing gibbous:[/B] +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue. [B]Full:[/B] +2 Str in all forms, +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue. [B]Waning gibbous: [/B] As waxing gibbous. [B]Third crescent:[/B] No bonus or penalties to any of the Beast forms. [B]Waning crescent: [/B] As waxing crescent. [B]Racial Skills: [/B] +2 racial bonus on Balance, Climb, jump, Move Silently, and Tumble checks. [B]Level Adjustment:[/B] +3 EXTRA TRANSFORMATION [RACIAL] [B]Prerequisite: [/B] Ctarl-Ctarl, 16 Con [B]Benefit:[/B] You may use Least Beast Shape one additional time per day. [B]Normal: [/B] You may only use Least Beast Shape four times per day. [B]Special: [/B] This feat may be taken more then once. If it is taken twice, you gain an additional Lesser Beast Shape, since it works off your uses of Least Beast Shape SHAPESHIFTING PROWESS [RACIAL] [B]Prerequisite: [/B] Ctarl-Ctarl, Extra Transformation [B]Benefit:[/B] You may use True Beast Shape even if you have used some of your uses of Least Beast Shape that same day, but you must have at least 1 use of it left. Using True Beast Shape still uses all of your remaining uses of Least Beast Shape [B]Normal:[/B] You may only use True Beast Shape if you have not used Least Beast Shape that day. SHAPESHIFTING MASTER [RACIAL] [B]Prerequisite[/B]: Ctarl-Ctarl, Shapeshifting Prowess [B]Benefit:[/B] True Beast Shape no longer consumes all your daily uses of Least Beast Shape, although you may only True Beast Shape once per day. [B]Normal:[/B] True Beast Shape consumes all daily uses of Least Beast Shape. [B]Special:[/B] If it is the night of a full moon, you may use True Beast Shape twice that day. POUNCE [RACIAL] [B]Prerequisite:[/B] Ctarl-Ctarl, Dex 15 [B]Benefit:[/B] When using True Beast Shape, you may make a full attack at the end of a charge. You may also make two rake attacks at your full base attack bonus that deal 1d6+1/2 Str damage. [B]Normal: [/B] You may only make a single attack at the end of a charge. [/QUOTE]
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