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<blockquote data-quote="marcoasalazarm" data-source="post: 2868517" data-attributes="member: 26698"><p style="text-align: center"><span style="color: Sienna"><u><strong>GNOMES</strong></u></span></p><p></p><p><img src="http://tn3-2.deviantart.com/fs4/300W/i/2004/225/c/0/Gnome_Power.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>They were also seen in Pre-Vanishing Fiction as a ‘tinkerer’ race, but in contrast to the Dwarves’ ‘AK-47 reliability’, the Gnomes were sophisticated, advanced, and not a little bit unwilling to use said technology as means for some prank. They like a good life-and they’d like nothing less than a smooth trip to get it.</p><p>On Coreline, there’s two versions of the gnomes: the ‘techie’ Gnomes and the ‘magic’ Gnomes. They both represent extremes of the Gnomes’ natural tinkering, because while the ‘techie’ Gnomes have embraced technology to the point of adapting cybernetics to themselves to overcome some biological shortcomings (and in the way, obtain a lot of moolah thru research grants and merchandising), the ‘magic’ Gnomes have developed magic (especially illusionary magic) to a high degree (for which several special effects firm (like ILM) employ them).</p><p></p><p>+’Techie’ Gnomes: they were called this way because they obtained a high degree of technology knowledge, to the point of making cybergrafts almost second nature among themselves. They are located all over Coreline, but have found a niche on the off-world Colonies.</p><p>Racial Traits:</p><p>Size: Small.</p><p>Ability Modifiers: –2 Strength, +2 Constitution.</p><p>Base Speed: 20 feet.</p><p>Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.</p><p>Bonus Feat: ‘Techie’ Gnomes receive the ‘Cybertaker’ Feat for free.</p><p>Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p>Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (mechanical) and Craft (electrical) skills also gain a +2 species bonus on Craft (mechanical) and Craft (electrical) checks.</p><p></p><p>+’Magic’ Gnomes: So called because they have gone the ‘other’ way of the spectrum and forged a heavy amount of advanced magic, although they specialize in illusionary magic. They are located all over the British Isles, especially because they don’t like to wander too far off from their homelands (or where they first appeared during the Hours).</p><p>Size: Small.</p><p>Ability Modifiers: –2 Strength, +2 Constitution.</p><p>Base Speed: 20 feet.</p><p>Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.</p><p>Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes.</p><p>Speak with Animals: Once per day, a gnome can use speak with animals to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this spell-like ability, regardless of his actual level.</p><p>Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p>Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions.</p><p>Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) and Knowledge (Earth and Life Sciences) skills also gain a +2 species bonus on their checks.</p><p>Bonus Feats: Gnomes gain the bonus feat Archaic Weapons Proficiency.</p><p>Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage.</p><p></p><p><span style="color: Gray"><u><p style="text-align: center"><strong>HALFLINGS:</strong></p><p></u></span></p><p><img src="http://tn3-2.deviantart.com/fs5/300W/i/2004/273/1/7/Industrial_Halfling_by_NuttENuttE.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>This particular race is only encountered on one country: New Zealand. This is because they don’t have a large desire (but some would rather call that ‘fear’) to leave their rather comfy lifestyles, and villages, for the search of adventure. Their villages do, however, produce some impressive quantities of food products, enough for the Halfling communities to have a solid grip on the small territory they cover. However, some of the ‘tallest’ races have shown some desire to take the Halflings’ lands (although most of them are just dark jokes), and so, the Halflings’ communities have started to train a small self-defense army for themselves.</p><p></p><p>Size: Small. Halflings gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Halflings must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.</p><p>Ability Modifiers: –2 Strength, +2 Dexterity.</p><p>Base Speed: 20 feet.</p><p>Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.</p><p>Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.</p><p>Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks.</p><p>Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.</p><p> </p><p style="text-align: center"><u><strong><span style="color: Navy">GOBLINS:</span></strong></u></p><p></p><p><img src="http://tn3-2.deviantart.com/300W/fs7.deviantart.com/i/2005/224/c/8/Going_modern_by_littlegoblet.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>On Coreline, they have decided to use their large numbers and become the one thing they can truly be: troops. On every conflict Post-Vanishing, such as the Central-American Wars and the Zero-One raid, there were Goblins there. They have built a reputation as mercenaries, and what determines the loyalty of a Goblin on Coreline might be the size of your wallet as much as your motivation.</p><p>Even then, some of them are not *that* stupid. They are still guns-for-hire, yeah, but not dumb enough to throw their lives away for no reason (or just charge head-long into a fight). It is this (relative) minority that is more sought after by contracting companies and the common street-variety ‘needy person’.</p><p>Racial Traits:</p><p>Size: Small.</p><p>Ability Modifiers: –2 Strength, +2 Dexterity, –2 Charisma.</p><p>Base Speed: 30 feet.</p><p>Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function with no light at all.</p><p>Skill Bonus: Goblins gain a +4 species bonus on Move Silently checks.</p><p>Bonus Feat: Goblins are keenly aware of their surroundings and gain the bonus feat Alertness.</p><p></p><p><span style="color: DarkOrange"><p style="text-align: center"><u><strong>THE ‘HANS’</strong></u></p><p></span></p><p>On Coreline and Fictions universes, sometimes, Humans and other species marry. Sometimes, crimes occur. And sometimes, experiments are performed. Whatever happens, the legacy, however enduring, is easy to see: hybrids between Humans and said species. With special abilities and adaptability gained from both species, they consider their mixed legacy to be both a blessing and a curse.</p><p>On Coreline, the ‘Hans’ (so called because of the Japanese term for ‘Half’ or ‘Hybrid’) are all on the same wagon, especially because sometimes one or other bloodline is misunderstood, and they have to choose which species to try to stand up to. As such, they consider whatever friends they have to be a valuable commodity.</p><p>There’s as many hybrids out there as there are races in Coreline, so this block is made to show a small number of them.</p><p></p><p>Half-Elves: This text describes the “main” half-elf, and although the other elven races have had their share of half-breeds (the half-drow being one of them), its nonetheless the main elf the one who has the majority of recorded cases.</p><p>+ “Main” Half-Elf: </p><p>Racial Traits:</p><p>*Medium-Size: As Medium-sized creatures, half-elves have no special bonuses or penalties due to size.</p><p>*Half-elves speed is of 30 feet.</p><p>*Low-Light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p>*+1 racial bonus on Listen, Search and Spot checks: Half-elves DO NOT have the elf’s ability to notice secret doors by simply passing near them. Half-elves have keen senses, but not as keen as those of an elf.</p><p>*Elven Blood: For all special effects and abilities, a half-elf is considered an elf. A half-elf can, for example, use magic weapons and items with racially-specific elven powers as if they were elves.</p><p>*Immunity to sleep spells and similar magical effects, and a +1 racial saving throw bonus against enchantment spells or effects.</p><p></p><p>+Half-Drow: Seen by the most backwards of elves (and, sometimes, other half-elves) as the result of an unholy matrimony, the half-drow are the other recorded majority for other half-elf births. Although some of them have come from evil drow, the majority of half-drow are from “good” ones, and-thanks to this-it is not a rare occurrence to find small chapels to Elistratree inside hospitals, next to the maternity wards, and for half-drow to be treated as equals (at least by other half-elves).</p><p>Racial Traits are like half-High Elves, except for the following:</p><p>*Medium-Size: As Medium-sizes creatures, half-drow have no special bonuses or penalties due to size.</p><p>*Half-drow speed is of 30 feet.</p><p>*Darkvision: Half-drow can see in the dark up to 40 feet. Darkvision is black-and-white only, but it is otherwise like normal vision, and half-drow can function just fine with no light at all.</p><p>*+2 racial bonus to Will saves against spells and spell-like abilities.</p><p>*Light Blindness (Ex) - Abrupt exposure to bright light like the spell daylight or sunlight blinds a half-drow for 1 round. While operating in bright light, they recieve a -1 circumstance penalty to all attacks, saves, and checks unless using protective devices, such as dark glasses.</p><p></p><p>Half-Orcs: They usually come from far-off areas in Fiction universes and Coreline, where law is a little more lax. And let’s not say that they’re barbarians, but it’s easy to see that they have obtained the impulsiveness for action of their orcish relatives.</p><p>Racial Traits:</p><p>*+2 Strength, -2 Intelligence, -2 Charisma.</p><p>*Medium-Sized.</p><p>*Half-Orc base speed is 30 feet.</p><p>*Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black-and-white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.</p><p>*Orc Blood: For all special effects and abilities, a half-orc is considered an orc. For example, a half-orc can use special orc weapons or magic items with racial-specific orc powers as if they were orcs.</p><p>*Bonus Feat: Half-orcs gain the bonus feat Archaic Weapons Proficiency.</p><p></p><p>Inu-Youkai Hanyous: This particular kind of hybrids, insofar, only exist in Japan. They represent the race that is Rumiko Takahashi’s character, Inu Yasha, and a number of ACCs. They are loud and rather rude, but they are pretty nasty short-range fighters. It is, however, the fact that their demonic blood is just waiting for the right moment to come out and tear everything apart, that keeps a large number of them incommunicado from the world at large. Which –for some- suits them just fine.</p><p>Inu-Youkai Hanyous have the following racial traits:</p><p>*+4 Str. Their Youkai heritage makes hanyou exceptionally strong.</p><p>*+2 Dex. Their youkai heritage also makes Hanyou very agile.</p><p>*-2 Wis. The youkai blood clouds the minds of Hanyou.</p><p>*-4 Cha. Because of their youkai heritage, most people hate and often try and kill Hanyou. This prejudice, combined with the isolation it imposes upon them, make them very bad at social interaction.</p><p>*All Hanyou have extremly sharp senses, and have Scent and receive a +2 Racial bonus on Spot, Search, and Listen checks.</p><p>*Hanyou recover much faster than normal people. Hanyou regain 1 hp/level+con modifier every hour.</p><p>*Claws: All Hanyou deal base 1d6 when fighting unarmed. For Martial Artists and any other class with higher than normal Unarmed damage, the hanyou will always deal one category higher than his level indicates.</p><p>*Human Form: Once per month, at a phase of the moon chosen by the player at creation, the hanyou becomes fully human. He loses the +4 Str, +2 Dex bonuses, and loses his sharp senses [Bonus of Spot, Listen, Search, and Scent feat]. He loses his claw damage. He also gains a +4 Cha bonus as long as he is in human form, because his youkai heritage is not apparent. He also gains a +2 Wisdom bonus because his demonic blood is no longer clouding his mind. This lasts from nightfall till sunrise.</p><p>*Youkai Form: When a Hanyou with 10 HD or more has his life seriously threatened [GM's call], his Youkai blood takes full control. He gains a massive +10 to Str, Dex and Con. He instantly regains full HP, including the addtional HP from his Con modifier. His Int, Wis, and Cha are reduced by (2*number of times transformed)[Special note: This doesn't affect his Will save, but otherwise full effects apply]. His unarmed attack now deals 1d10. The first time this transformation happens, the hanyou will mostly rememeber himself, and can control his actions. But as his Int, Wis and Cha drop with each successive transformation, he becomes more of a mindless killing machine. A strong shock or knocking the Hanyou unconscious can bring him back into normal state.</p><p>*Level Adjustment: +2.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2868517, member: 26698"] [CENTER][COLOR=Sienna][U][B]GNOMES[/B][/U][/COLOR][/CENTER] [IMG]http://tn3-2.deviantart.com/fs4/300W/i/2004/225/c/0/Gnome_Power.jpg[/IMG] They were also seen in Pre-Vanishing Fiction as a ‘tinkerer’ race, but in contrast to the Dwarves’ ‘AK-47 reliability’, the Gnomes were sophisticated, advanced, and not a little bit unwilling to use said technology as means for some prank. They like a good life-and they’d like nothing less than a smooth trip to get it. On Coreline, there’s two versions of the gnomes: the ‘techie’ Gnomes and the ‘magic’ Gnomes. They both represent extremes of the Gnomes’ natural tinkering, because while the ‘techie’ Gnomes have embraced technology to the point of adapting cybernetics to themselves to overcome some biological shortcomings (and in the way, obtain a lot of moolah thru research grants and merchandising), the ‘magic’ Gnomes have developed magic (especially illusionary magic) to a high degree (for which several special effects firm (like ILM) employ them). +’Techie’ Gnomes: they were called this way because they obtained a high degree of technology knowledge, to the point of making cybergrafts almost second nature among themselves. They are located all over Coreline, but have found a niche on the off-world Colonies. Racial Traits: Size: Small. Ability Modifiers: –2 Strength, +2 Constitution. Base Speed: 20 feet. Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too. Bonus Feat: ‘Techie’ Gnomes receive the ‘Cybertaker’ Feat for free. Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (mechanical) and Craft (electrical) skills also gain a +2 species bonus on Craft (mechanical) and Craft (electrical) checks. +’Magic’ Gnomes: So called because they have gone the ‘other’ way of the spectrum and forged a heavy amount of advanced magic, although they specialize in illusionary magic. They are located all over the British Isles, especially because they don’t like to wander too far off from their homelands (or where they first appeared during the Hours). Size: Small. Ability Modifiers: –2 Strength, +2 Constitution. Base Speed: 20 feet. Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too. Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes. Speak with Animals: Once per day, a gnome can use speak with animals to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this spell-like ability, regardless of his actual level. Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions. Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) and Knowledge (Earth and Life Sciences) skills also gain a +2 species bonus on their checks. Bonus Feats: Gnomes gain the bonus feat Archaic Weapons Proficiency. Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage. [COLOR=Gray][U][CENTER][B]HALFLINGS:[/B][/CENTER][/U][/COLOR] [IMG]http://tn3-2.deviantart.com/fs5/300W/i/2004/273/1/7/Industrial_Halfling_by_NuttENuttE.jpg[/IMG] This particular race is only encountered on one country: New Zealand. This is because they don’t have a large desire (but some would rather call that ‘fear’) to leave their rather comfy lifestyles, and villages, for the search of adventure. Their villages do, however, produce some impressive quantities of food products, enough for the Halfling communities to have a solid grip on the small territory they cover. However, some of the ‘tallest’ races have shown some desire to take the Halflings’ lands (although most of them are just dark jokes), and so, the Halflings’ communities have started to train a small self-defense army for themselves. Size: Small. Halflings gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Halflings must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. Ability Modifiers: –2 Strength, +2 Dexterity. Base Speed: 20 feet. Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings. Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear. Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks. Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency. [CENTER][U][B][COLOR=Navy]GOBLINS:[/COLOR][/B][/U][/CENTER] [IMG]http://tn3-2.deviantart.com/300W/fs7.deviantart.com/i/2005/224/c/8/Going_modern_by_littlegoblet.jpg[/IMG] On Coreline, they have decided to use their large numbers and become the one thing they can truly be: troops. On every conflict Post-Vanishing, such as the Central-American Wars and the Zero-One raid, there were Goblins there. They have built a reputation as mercenaries, and what determines the loyalty of a Goblin on Coreline might be the size of your wallet as much as your motivation. Even then, some of them are not *that* stupid. They are still guns-for-hire, yeah, but not dumb enough to throw their lives away for no reason (or just charge head-long into a fight). It is this (relative) minority that is more sought after by contracting companies and the common street-variety ‘needy person’. Racial Traits: Size: Small. Ability Modifiers: –2 Strength, +2 Dexterity, –2 Charisma. Base Speed: 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function with no light at all. Skill Bonus: Goblins gain a +4 species bonus on Move Silently checks. Bonus Feat: Goblins are keenly aware of their surroundings and gain the bonus feat Alertness. [COLOR=DarkOrange][CENTER][U][B]THE ‘HANS’[/B][/U][/CENTER][/COLOR] On Coreline and Fictions universes, sometimes, Humans and other species marry. Sometimes, crimes occur. And sometimes, experiments are performed. Whatever happens, the legacy, however enduring, is easy to see: hybrids between Humans and said species. With special abilities and adaptability gained from both species, they consider their mixed legacy to be both a blessing and a curse. On Coreline, the ‘Hans’ (so called because of the Japanese term for ‘Half’ or ‘Hybrid’) are all on the same wagon, especially because sometimes one or other bloodline is misunderstood, and they have to choose which species to try to stand up to. As such, they consider whatever friends they have to be a valuable commodity. There’s as many hybrids out there as there are races in Coreline, so this block is made to show a small number of them. Half-Elves: This text describes the “main” half-elf, and although the other elven races have had their share of half-breeds (the half-drow being one of them), its nonetheless the main elf the one who has the majority of recorded cases. + “Main” Half-Elf: Racial Traits: *Medium-Size: As Medium-sized creatures, half-elves have no special bonuses or penalties due to size. *Half-elves speed is of 30 feet. *Low-Light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. *+1 racial bonus on Listen, Search and Spot checks: Half-elves DO NOT have the elf’s ability to notice secret doors by simply passing near them. Half-elves have keen senses, but not as keen as those of an elf. *Elven Blood: For all special effects and abilities, a half-elf is considered an elf. A half-elf can, for example, use magic weapons and items with racially-specific elven powers as if they were elves. *Immunity to sleep spells and similar magical effects, and a +1 racial saving throw bonus against enchantment spells or effects. +Half-Drow: Seen by the most backwards of elves (and, sometimes, other half-elves) as the result of an unholy matrimony, the half-drow are the other recorded majority for other half-elf births. Although some of them have come from evil drow, the majority of half-drow are from “good” ones, and-thanks to this-it is not a rare occurrence to find small chapels to Elistratree inside hospitals, next to the maternity wards, and for half-drow to be treated as equals (at least by other half-elves). Racial Traits are like half-High Elves, except for the following: *Medium-Size: As Medium-sizes creatures, half-drow have no special bonuses or penalties due to size. *Half-drow speed is of 30 feet. *Darkvision: Half-drow can see in the dark up to 40 feet. Darkvision is black-and-white only, but it is otherwise like normal vision, and half-drow can function just fine with no light at all. *+2 racial bonus to Will saves against spells and spell-like abilities. *Light Blindness (Ex) - Abrupt exposure to bright light like the spell daylight or sunlight blinds a half-drow for 1 round. While operating in bright light, they recieve a -1 circumstance penalty to all attacks, saves, and checks unless using protective devices, such as dark glasses. Half-Orcs: They usually come from far-off areas in Fiction universes and Coreline, where law is a little more lax. And let’s not say that they’re barbarians, but it’s easy to see that they have obtained the impulsiveness for action of their orcish relatives. Racial Traits: *+2 Strength, -2 Intelligence, -2 Charisma. *Medium-Sized. *Half-Orc base speed is 30 feet. *Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black-and-white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. *Orc Blood: For all special effects and abilities, a half-orc is considered an orc. For example, a half-orc can use special orc weapons or magic items with racial-specific orc powers as if they were orcs. *Bonus Feat: Half-orcs gain the bonus feat Archaic Weapons Proficiency. Inu-Youkai Hanyous: This particular kind of hybrids, insofar, only exist in Japan. They represent the race that is Rumiko Takahashi’s character, Inu Yasha, and a number of ACCs. They are loud and rather rude, but they are pretty nasty short-range fighters. It is, however, the fact that their demonic blood is just waiting for the right moment to come out and tear everything apart, that keeps a large number of them incommunicado from the world at large. Which –for some- suits them just fine. Inu-Youkai Hanyous have the following racial traits: *+4 Str. Their Youkai heritage makes hanyou exceptionally strong. *+2 Dex. Their youkai heritage also makes Hanyou very agile. *-2 Wis. The youkai blood clouds the minds of Hanyou. *-4 Cha. Because of their youkai heritage, most people hate and often try and kill Hanyou. This prejudice, combined with the isolation it imposes upon them, make them very bad at social interaction. *All Hanyou have extremly sharp senses, and have Scent and receive a +2 Racial bonus on Spot, Search, and Listen checks. *Hanyou recover much faster than normal people. Hanyou regain 1 hp/level+con modifier every hour. *Claws: All Hanyou deal base 1d6 when fighting unarmed. For Martial Artists and any other class with higher than normal Unarmed damage, the hanyou will always deal one category higher than his level indicates. *Human Form: Once per month, at a phase of the moon chosen by the player at creation, the hanyou becomes fully human. He loses the +4 Str, +2 Dex bonuses, and loses his sharp senses [Bonus of Spot, Listen, Search, and Scent feat]. He loses his claw damage. He also gains a +4 Cha bonus as long as he is in human form, because his youkai heritage is not apparent. He also gains a +2 Wisdom bonus because his demonic blood is no longer clouding his mind. This lasts from nightfall till sunrise. *Youkai Form: When a Hanyou with 10 HD or more has his life seriously threatened [GM's call], his Youkai blood takes full control. He gains a massive +10 to Str, Dex and Con. He instantly regains full HP, including the addtional HP from his Con modifier. His Int, Wis, and Cha are reduced by (2*number of times transformed)[Special note: This doesn't affect his Will save, but otherwise full effects apply]. His unarmed attack now deals 1d10. The first time this transformation happens, the hanyou will mostly rememeber himself, and can control his actions. But as his Int, Wis and Cha drop with each successive transformation, he becomes more of a mindless killing machine. A strong shock or knocking the Hanyou unconscious can bring him back into normal state. *Level Adjustment: +2. [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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