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  1. #1
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    Cutpurse (Lvl 5)



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    My Miscellaneous Homebrew Work

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    VRUSK

    Size: Large

    Attributes: AGI +2, LOG +2, REP +1

    Skill choices: perception, bureaucracy, [vehicle], computers, accounting, [artistic], running

    Exploits:
    Ambidexterity. All Vrusk are ambidextrous. They use both hands equally well, suffering no off-hand penalties.

    Carapace. The Vrusk body is covered by a chitinous exosleleton, granting SOAK 5.

    Comprehension. Due to the complicated nature of Vrusk society they are able to understand complex social interactions. They gain +1d6 bonus to social skill checks.

    Multiple legs. Opponents suffer -2d6 penalty to attempts to knock down or trip a Vrusk.

    Corporate Drone. Vrusk start with four species skills rather than three. The bonus (fourth) skill must be either [technical] or [scientific].
    Last edited by M3woods; Sunday, 31st December, 2017 at 03:42 AM. Reason: Altering Thread Title
    XP Morrus, Brian I gave XP for this post

  2. #2
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    Cutpurse (Lvl 5)



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    DRALASITE
    Size: Small

    Attributes: STR +1, END +1, INT +1, LUC +1

    Skill choices: wrestling, hardy, [trivia], comedy, [social], philosophy

    Exploits:
    Scent. Dralasite's breathe through their skin and are highly sensitive to odors. They gain 3 ranks (2d6) in scent, which acts as perception, but only where smell is involved.

    Lie Detection. A Dralasites keen sense of smell allows it to 'read' pheromones, giving them the ability to discern a lie. They gain a +1d6 bonus when detecting lies or deceptions.

    Steady. The short stature and complex muscular structure of the Dralasite gives it a sturdier stance. Anytime a Dralasite would fall or be rendered prone it can spend a LUC die to remain standing.

    Additional limbs. A Dralasite can create a number of additional limbs equal to its Agility score divided by 2, rounded up. Each additional arm pair gives the Dralasite an extra action, though extra actions may not be used to repeat actions more than once. Growing or absorbing new limbs takes two turns, during which the limb is effectively useless.
    XP Morrus gave XP for this post

  3. #3
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    Cutpurse (Lvl 5)



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    YAZIRIAN
    Size: Medium

    Attributes: AGI +2, END +1, INT +2

    Skill choices: [combat], perception, bravery, climbing, intimidation, survival

    Hollow-boned. A Yazirian's bones are hollow, making it more vulnerable (+1d6) to blunt damage.

    Winglike Membranes. The thin membranes along the Yazirian's sides grant it +10' JUMP (applied to both horizontal and vertical distances.) The Yazarian also takes no damage from falls. Both bonuses require heights greater than 10'.

    Battle Rage. Yazarians train themselves to slip into a frenzy during battle, attacking the nearest enemy. This frenzy may last a number of turns equal to the Yazirian's WIL score. At the end of the Battle Rage, the Yazirian must succeed on a Difficult [16] END check or fall unconscious. Raging Yazarians gain SOAK 5 and a +1d6 bonus to attack.

    Low-light Vision. Yazarians can see clearly in low-light conditions as though it were daylight. They suffer a -1d6 to all checks in bright light.

    Life Enemy. Yazirians may choose a life enemy, and dedicates his life to destroying, overcoming, or outdoing that enemy as completely as possible. A Yazirian might choose a living being, a company, an ideal, or any other concept the Yazirian has strong feelings against. Any time a check is made against a Life Enemy the Yazirian gains a +2 bonus to that roll.
    Last edited by M3woods; Tuesday, 25th July, 2017 at 08:10 PM.

  4. #4
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    A 1e title so awesome it's not in the book (Lvl 21)



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    Very cool.

  5. #5
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    Quote Originally Posted by ccs View Post
    Very cool.
    Thanks. Hopefully, I'll have time to finish up and post the Sathar stats this evening.

    Sent from my SM-N910V using EN World mobile app

  6. #6
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    Minor Trickster (Lvl 4)



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    Nice! I was just thinking of this the other day!

  7. #7
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    FAEBRAND [1d6 years]
    The last thing you can remember with any certainty is being lost in the forest. Occasionally, a vague recollection floats to the surface and sinks back into the depths of memory quicker than you can make a grab for it. But, little by little, the scraps of flashback coalesce into a greater whole. You had been spirited away to the realm of the fairy folk. Your time there is barely a vague remembrance, and how you managed to escape is a complete mystery. But, upon your return, you find yourself changed, skilled in the lesser abilities of your former host.

    Attributes:
    STR +1, INT +1, WIL +1, LUC +1

    Skill choices: persuasion, [defensive], survival, brawling, [lore], bluffing, [combat]

    Bleak Fortune. You can inflict an enfeebling curse on a target within 10'. On a successful WIL vs MENTAL DEFENSE check, the target suffers a -1d6 die penalty to all checks for the next two rounds.

    Magic Resistance. The years spent among the Fey has conditioned you to the eldritch energy that flows throughout that realm. You gain SOAK 5 (magic).

    Fey Mysteries. You've retained a bit of fey magic. You learn the skills abjuration, hex, and compulsion at 1 rank (1d6), if you do not already have them. You also learn the Secret of Beasts.

    Shadowstride. Once per round, as a reaction to an attack you are aware of, you can instantly step through the Fey Veil to avoid the strike. You gain a +10 bonus to DEFENSE and move along the Shadowroad, teleporting up to 10' from your prior position.

    Bonded Weapon. You begin play with a high-quality weapon of your choice. This weapon exists within the mists of the Fey Veil and can be summoned to your hand (and dismissed) as a free action.

    Adumbrative Aura. You summon a roiling shroud of shadow around yourself like a cloak, obscuring your features. You gain a +2 bonus to hide in shadow or darkness. Opponents in combat suffer a -1d6 penalty to hit you.

    Patron's Grace. Once, when you would ordinarily die, you do not. Instead, you are granted a boon from a Fey benefactor that keeps you at 0 HEALTH until healed. When you have used your extra 'life' you cannot use it again.

  8. #8
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    +10 DEFENSE once per round is almost +10 DEFENSE permanently. That's crazy powerful! I'd drop the bonus and the frequency on that one. Compare it to Dodge which is -2d6 (effectively +7 DEFENSE) to the attack, and no free teleport.

    +2 bonus to hide - is that +2d6?

  9. #9
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    Cutpurse (Lvl 5)



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    Quote Originally Posted by Morrus View Post
    +10 DEFENSE once per round is almost +10 DEFENSE permanently. That's crazy powerful! I'd drop the bonus and the frequency on that one. Compare it to Dodge which is -2d6 (effectively +7 DEFENSE) to the attack, and no free teleport.

    +2 bonus to hide - is that +2d6?
    I was trying to mimic Blink from N.E.W. but failed to remember the requirement costs of the exploit. How's this?


    FAEBRAND [1d6 years]
    The last thing you can remember with any certainty is being lost in the forest. Occasionally, a vague recollection floats to the surface and sinks back into the depths of memory quicker than you can make a grab for it. But, little by little, the scraps of flashback coalesce into a greater whole. You had been spirited away to the realm of the fairy folk. Your time there is barely a vague remembrance, and how you managed to escape is a complete mystery. But, upon your return, you find yourself changed, skilled in the lesser abilities of your former host.

    Attributes: STR +1, INT +1, WIL +1, LUC +1

    Skill choices: persuasion, [defensive], survival, brawling, [lore], bluffing, [combat]

    Bleak Fortune. You can inflict an enfeebling curse on a target within 10'. On a successful WIL vs MENTAL DEFENSE check, the target suffers a -1d6 die penalty to all checks for the next two rounds.

    Fey Mysteries. You've retained a bit of fey magic. You learn the skills abjuration, hex, and compulsion at 1 rank (1d6), if you do not already have them. You also learn the Secret of Beasts.

    Fae-touched. The years spent among the fey have infused you with the eldritch energies that flow through their realm, aligning you to the Fey Veil. You gain a resistance to magic (SOAK 5 (magic)).

    Bonded Weapon (requires Fae-touched). You begin play with a high-quality weapon of your choice. This weapon exists within the mists of the Fey Veil and can be summoned to your hand (and dismissed) as a free action.

    Veil of Shadow (requires Fae-touched). You summon a roiling cloak of shadow over yourself, rendering you nearly invisible in low-light/dark environments. It takes one action to draw the shroud from the Fey Veil and you gain a +2d6 bonus to checks made to hide.

    Shadowstride (requires Veil of Shadow). You can sidestep reality through the Fey Veil, along the Shadowroad, and return, instantaneously, up to 10' from your prior position. If you take this exploit a second time, you can teleport as a reaction to an attack.

    Patron's Grace. Once, when you would ordinarily die, you do not. Instead, you are granted a boon from a Fey benefactor that keeps you at 0 HEALTH until healed. When you have used your extra 'life' you cannot use it again.
    Last edited by M3woods; Monday, 1st January, 2018 at 03:53 AM.

  10. #10
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    Cutpurse (Lvl 5)



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    I've been playing around with Signature Moves. I'm not sure all of these are valid combinations but I've enjoyed designing them.

    Dimensional Wrench (combines Psychokinesis, Arm Lock, and Dimensional Step). As an action, pay 2d6, telekinetically grab your opponent, and apport the target to within melee range. The target appears with a reduced DEFENSE of 10 due to disorientation.

    Sundering Flame (combines Pyrokinetic Blast, Aim, and Disarm). Once per turn, for a cost of 3d6, you can superheat the air surrounding an opponents weapon. Make a PSI vs. MELEE DEFENSE attack at a -2d6 penalty with an intent to cause the air to combust, doing 3d6 heat damage, and the target to drop its weapon.

    Kinetic Reversal (combines Cannibalize and Psi-blast). Immediately after being hit by a melee or ranged attack, as a reaction, you absorb the kinetic energy of the attack, converting it to psychokinetic energy. Make a PSI vs. MENTAL DEFENSE attack to blast your opponent with a psychokinetic burst that does 1d6 per 4 points of converted damage. The blast has a range increment of 10.

    Telekinetic Slam (combines Psychic Leap, Levitation, and Pile Driver). For 3d6, you can leap 20 vertically and telekinetically lift a single creature of size Medium or smaller up, over your head, and then slam them back down to the surface. Make a PSI vs. DEFENSE check. Your opponent takes 3d6 blunt damage and gains the Dazed condition.

    Dynamic Projectile (combines Sidestep, Psychic Push, Throw Anything). When charged by an attacker, you casually step aside, causing him to rush past. As the target passes, you grab a limb, spin about, and, with a psychic shove to aid you, throw him at a second target. Make an attack vs RANGED DEFENSE. If successful, both opponents, thrown and targeted, are knocked prone and each takes 1d6 damage. This costs -2d6 of your attack dice.

    Indomitable Last Stand (combines Die Hard, Biofeedback, and Lightning Flurry). Pay 2d6, when you drop to negative HEALTH you remain conscious. Your mind reacts and psychically hardens your skin, giving you a SOAK equal to your PSI score. Making a final stand against the enemy, you make one melee attack on every adjacent target. At the end of your turn you fall unconscious; form your countdown END dice pool.

    Missile Reflection (Missile Deflection, Ricochet, and Aim). Whenever a ranged attack misses you, you may, as a reaction, reflect the attack against another opponent. Make a ranged attack with a +1d6 bonus to hit with a range increment of 10. This costs 4d6.

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