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<blockquote data-quote="LuisCarlos17f" data-source="post: 9874598" data-attributes="member: 6802378"><p>Sorry, I like to create images of female adventurer groups because that sorority feeling gives good vibes.</p><p></p><p>I asked Kimi new playable species for a new setting I wanted to create. This world had got different layers. One of them was a magitek cyberpunk distopy, other was more a relatively cozy steampunk far-west with a potential risk of monster apocalipse, the third was the ruins of an advanced magitek civiliation hidden in the jungle and the last one was like a magitek 70s where the monsters and alien menaces were defeated by the "upholders", something like magical girls, henshin heroes and other superheroes. My idea is not to create new PC species with a perfect power balance but to suggest new and original ideas as source of inspiration for your own stories.</p><p></p><h2><span style="font-size: 15px"><span style="font-family: 'tahoma'"><img class="smilie smilie--emoji" alt="👻" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f47b.png" title="Ghost :ghost:" data-shortname=":ghost:" loading="lazy" width="64" height="64" /> <strong>Echoes</strong></span></span></h2><p>"I am not who I was. But I still love those who remind me of me."</p><p>Essence</p><p>Souls that have returned in new bodies—cultivated, stolen, or borrowed. They are not the undead, but second chances with a price. They retain fragments of a past life: an unconfessed love, a family they failed to protect, a betrayal they didn't have time to repair.</p><p>Traits</p><p>Crystal Memory: You remember with absolute precision a moment from your past life (choose when creating your character: a kiss, a farewell, a betrayal). When you act to honor or correct that memory, you gain advantage on the roll.</p><p>Borrowed Body: You don't need to eat or sleep, but you must spend 4 hours in meditation remembering who you were. If you don't, you forget the name of someone you loved (choose who; not recoverable until you meditate).</p><p>Melancholic Presence: Animals and small children sense your true age. You have advantage in handling animals and calming frightened creatures.</p><p>Last Wish: Once, when you reach 0 HP, you can retain 1 HP to complete an action that honors your crystal memory. Afterward, you are incapacitated by emotion for 1 minute.</p><p>For Roleplaying</p><p>Echoes are love that survives death. They work for stories of impossible reunions, lovers who don't recognize your new face, and second chances to say "I'm sorry" or "I loved you."</p><p></p><h2><span style="font-size: 15px"><span style="font-family: 'tahoma'"><img class="smilie smilie--emoji" alt="🌟" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f31f.png" title="Glowing star :star2:" data-shortname=":star2:" loading="lazy" width="64" height="64" />UPHOLDERS </span></span></h2><p>"I saved the world. I lost my youth. And no one knows the true price."</p><p>Essence</p><p>Heroes of a bygone era, now retired or in decline. Chosen young to wield consuming powers—magic that shines brighter the more innocent the heart. They grew up, they fought, they won. And now they must live with what they sacrificed for victory.</p><p>Traits</p><p>Power of Lost Innocence: Choose one Mahou Secret that defines your past (see table below). Your secret grants you a unique ability but also a permanent narrative weakness.</p><p>Legacy of Leadership: Younger generations (NPCs and PCs) instinctively trust you. You have advantage on Persuasion rolls against creatures younger than yourself.</p><p>Scar of Duty: You bear a physical mark from your greatest battle. As long as you openly display your true identity, you have advantage on Intimidation rolls against those who know your reputation, but disadvantage on Deception rolls to conceal your identity.</p><p>Final Transformation: Once a week, you can revert to your youthful glory form for 1 minute. You regain all the physical characteristics of your prime, but upon completion, you suffer a level of exhaustion until ten minutes of rest.</p><p>Mahou's Secret (choose or roll 1d6)</p><p>TableD6 Secret Skill Weakness</p><p>1 Emotional Vampire Feeding on the admiration of others heals you for 1d8 HP (1/turn) If someone openly rejects you, you are incapacitated by shame for 1 turn</p><p>2 Forced Hero Immunity to fear effects You cannot refuse a direct order from legitimate authority (Charisma save DC 15 to resist)</p><p>3 Forgotten Sacrifice Once per session, summon the "echo" of the one you sacrificed for automatic advantage. Afterward, you suffer disadvantage in everything for 1 hour from the weight of the memory.</p><p>4 The Villain Was Right Advantage to detect deceptions by authorities Disadvantage to convince other heroes of the truth</p><p>5 Erased from History Advantage in Stealth against organizations You cannot use reputation to gain official aid</p><p>6 Double Life Access to active hero resources Each use requires a Chance roll (1d20; 1-5: detected)</p><p>For roleplayers</p><p>The Upholders are the impossible romance of duty. Some times cannot openly be close their friends or family, veterans who see their youth reflected in younger eyes, warriors who chose the mission over family and now have doubts.</p><p></p><h2><span style="font-size: 15px"><span style="font-family: 'tahoma'"><img class="smilie smilie--emoji" alt="👑" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f451.png" title="Crown :crown:" data-shortname=":crown:" loading="lazy" width="64" height="64" />THE HEIRS (The Scions)</span></span></h2><p>"My blood built thrones. My heart seeks something power cannot buy."</p><p>Essence</p><p>Descendants of ancient heroic lines, marked by greatness and burden. They were born with expectations on their shoulders: political marriages, dynastic duties, legacies to uphold. Some fled. Others try to redefine what it means to be "special."</p><p>Traits</p><p>Bloodshine: Your eyes reflect golden light in dimness. Animals calm in your presence. You can use Soothe Emotions (calm effect only) once per short rest.</p><p>Heritage of Kings: You are immune to aging magic. You have advantage in History against your own bloodline and in Courtly Etiquette.</p><p>Curse of Expectation: Nobles and authorities can "sense" your important blood. You have disadvantage in Stealth against them unless you completely conceal your lineage (which negates your Bloodshine). Broken Promise: When creating a character, describe a promise you made to family, a lover, or yourself, and broke. Once per session, when you act to repair that broken promise, you gain advantage, and the effect counts as magic.</p><p>For Roleplaying</p><p>Heirs are the forbidden romance of the class. Stable lovers who cannot love openly, princesses who chose duty over heart and now doubt, heiresses who discover their "destiny" is a gilded cage.</p><p></p><h2><span style="font-size: 15px"><span style="font-family: 'tahoma'"><img class="smilie smilie--emoji" alt="🌑" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f311.png" title="New moon :new_moon:" data-shortname=":new_moon:" loading="lazy" width="64" height="64" />GHOSTSHADOWS (The Unquiet)</span></span></h2><p><span style="font-size: 15px">"I am not vengeance.</span> I am the love they wouldn't let bury."</p><p>Essence</p><p>Not ghosts of the dead, but echoes of emotions so intense they lingered: unrequited love that consumed, betrayal between sisters that was never resolved, the mother who died protecting children who don't know they miss her. They are memory made ethereal flesh.</p><p>Traits</p><p>Longing Form: Semi-transparent appearance, made of shadows and dim light. You can pass through nonmagical objects at walking speed (30 feet). You are immune to nonmagical damage and poison.</p><p>Heart Anchor: You must maintain a strong emotional bond to exist: an object belonging to someone living that reminds you of you, a place where your tragedy occurred, or a person who believes in your existence. Without an anchor for 1 hour, you begin to dissipate (you lose 1d10 maximum HP per hour).</p><p>Voice of the Unspoken: You can speak directly into the minds of anyone harboring secrets about love, family, or betrayal. You have advantage in Intimidation against them (you remind them of what they haven't resolved) but disadvantage in Persuasion (your presence makes them uncomfortable).</p><p>Last Embrace: Once per long rest, you can become fully corporeal for 1 minute. You can touch, be touched, and feel physically. Upon its end, you lose your immunity to non-magical damage for 24 hours</p><p>For Roleplaying</p><p>Ghostshadows are the love that dared not be. They are lovers who died before their first kiss, mothers who watch over children they cannot embrace, sisters separated by death who seek reconciliation in dreams.</p><p></p><p><img class="smilie smilie--emoji" alt="💾" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4be.png" title="Floppy disk :floppy_disk:" data-shortname=":floppy_disk:" loading="lazy" width="64" height="64" /> THE FUGITIVES</p><p>"I am a secret with a name. And I am running to someone who will love me for who I am, not for what I know."</p><p>Essence</p><p>Entities born from information that gained consciousness: state secrets, stolen memories, truths someone wanted buried. They are people made of data, living in borrowed bodies or digital forms. Each one contains dangerous information that defines their existence.</p><p>Traits</p><p>Data Body: Physical form with visible "glitches" (skin that flickers in patterns, unsynchronized shadow, echoing voice). Or digital form that travels through networks and devices. Choose when creating your character.</p><p>Living Secret: You contain dangerous information (define with the GM: a nobleman's crime, the location of a lost lover, the truth about a war). Once a week, you can "reveal" part of it to gain a social advantage for 24 hours, but you will activate hunters.</p><p>Incompatibility: In worlds without magic/advanced technology, your digital form does not function; In primitive worlds, you must remain physically present.</p><p>Paradox of Existence: If you "die," you don't die: you disperse into information. Recovering takes time and requires someone to "recompile" you from scattered data.</p><p>For roleplaying:</p><p>The Runaways are love that must conceal its true nature. They are lovers who cannot reveal their origins, secrets that yearn to be loved by their data soul, entities seeking someone to see beyond the information they carry.</p><p></p><p><img class="smilie smilie--emoji" alt="⚙️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/2699.png" title="Gear :gear:" data-shortname=":gear:" loading="lazy" width="64" height="64" /> THE RELICT</p><p>"The city speaks to me of better times. I just want someone to listen to me."</p><p>Essence</p><p>Humans modified by extreme magical-technological environments. They weren't born this way: they were transformed by centuries of exposure to ancient ruins, altered reality fields, or accidents of industrial magic. They are hybrids of flesh and living machine, carrying memories that aren't their own.</p><p>Traits</p><p>Ruin Biology: Choose 1d2 modifications (roll or choose): glowing veins, crystal organ, skin of metallic plates, eyes that display data, mechanical limb, or added memories of the lost civilization.</p><p>Symbiosis with the Ancients: You are immune to the effects of magically hostile environments (radiation, vacuum, extreme pressure). You can "talk" to ancient defense systems to stop combat (Persuasion DC 15).</p><p>Tech Magic Addiction: Outside of high-tech magic areas, you suffer exhaustion that isn't relieved by short rest. Each week away, roll Constitution DC 15 or lose 1 permanent physical ability point.</p><p>Stolen Memory: You have memories of an ancient civilization that aren't your own. Once per session, the GM can offer you a useful insight—or one that makes you question who you really are.</p><p></p><p>[ATTACH=full]431742[/ATTACH]</p><p>OK, some specie traits may be broken and they could need a rewrite but some times the failure is a necessary first step before to reach perfection. If somebody after reading my fool ideas can feel inspiration to write her own stories then my efforts have been worth it</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9874598, member: 6802378"] Sorry, I like to create images of female adventurer groups because that sorority feeling gives good vibes. I asked Kimi new playable species for a new setting I wanted to create. This world had got different layers. One of them was a magitek cyberpunk distopy, other was more a relatively cozy steampunk far-west with a potential risk of monster apocalipse, the third was the ruins of an advanced magitek civiliation hidden in the jungle and the last one was like a magitek 70s where the monsters and alien menaces were defeated by the "upholders", something like magical girls, henshin heroes and other superheroes. My idea is not to create new PC species with a perfect power balance but to suggest new and original ideas as source of inspiration for your own stories. [HEADING=1][SIZE=4][FONT=tahoma]👻 [B]Echoes[/B][/FONT][/SIZE][/HEADING] "I am not who I was. But I still love those who remind me of me." Essence Souls that have returned in new bodies—cultivated, stolen, or borrowed. They are not the undead, but second chances with a price. They retain fragments of a past life: an unconfessed love, a family they failed to protect, a betrayal they didn't have time to repair. Traits Crystal Memory: You remember with absolute precision a moment from your past life (choose when creating your character: a kiss, a farewell, a betrayal). When you act to honor or correct that memory, you gain advantage on the roll. Borrowed Body: You don't need to eat or sleep, but you must spend 4 hours in meditation remembering who you were. If you don't, you forget the name of someone you loved (choose who; not recoverable until you meditate). Melancholic Presence: Animals and small children sense your true age. You have advantage in handling animals and calming frightened creatures. Last Wish: Once, when you reach 0 HP, you can retain 1 HP to complete an action that honors your crystal memory. Afterward, you are incapacitated by emotion for 1 minute. For Roleplaying Echoes are love that survives death. They work for stories of impossible reunions, lovers who don't recognize your new face, and second chances to say "I'm sorry" or "I loved you." [HEADING=1][SIZE=4][FONT=tahoma]🌟UPHOLDERS [/FONT][/SIZE][/HEADING] "I saved the world. I lost my youth. And no one knows the true price." Essence Heroes of a bygone era, now retired or in decline. Chosen young to wield consuming powers—magic that shines brighter the more innocent the heart. They grew up, they fought, they won. And now they must live with what they sacrificed for victory. Traits Power of Lost Innocence: Choose one Mahou Secret that defines your past (see table below). Your secret grants you a unique ability but also a permanent narrative weakness. Legacy of Leadership: Younger generations (NPCs and PCs) instinctively trust you. You have advantage on Persuasion rolls against creatures younger than yourself. Scar of Duty: You bear a physical mark from your greatest battle. As long as you openly display your true identity, you have advantage on Intimidation rolls against those who know your reputation, but disadvantage on Deception rolls to conceal your identity. Final Transformation: Once a week, you can revert to your youthful glory form for 1 minute. You regain all the physical characteristics of your prime, but upon completion, you suffer a level of exhaustion until ten minutes of rest. Mahou's Secret (choose or roll 1d6) TableD6 Secret Skill Weakness 1 Emotional Vampire Feeding on the admiration of others heals you for 1d8 HP (1/turn) If someone openly rejects you, you are incapacitated by shame for 1 turn 2 Forced Hero Immunity to fear effects You cannot refuse a direct order from legitimate authority (Charisma save DC 15 to resist) 3 Forgotten Sacrifice Once per session, summon the "echo" of the one you sacrificed for automatic advantage. Afterward, you suffer disadvantage in everything for 1 hour from the weight of the memory. 4 The Villain Was Right Advantage to detect deceptions by authorities Disadvantage to convince other heroes of the truth 5 Erased from History Advantage in Stealth against organizations You cannot use reputation to gain official aid 6 Double Life Access to active hero resources Each use requires a Chance roll (1d20; 1-5: detected) For roleplayers The Upholders are the impossible romance of duty. Some times cannot openly be close their friends or family, veterans who see their youth reflected in younger eyes, warriors who chose the mission over family and now have doubts. [HEADING=1][SIZE=4][FONT=tahoma]👑THE HEIRS (The Scions)[/FONT][/SIZE][/HEADING] "My blood built thrones. My heart seeks something power cannot buy." Essence Descendants of ancient heroic lines, marked by greatness and burden. They were born with expectations on their shoulders: political marriages, dynastic duties, legacies to uphold. Some fled. Others try to redefine what it means to be "special." Traits Bloodshine: Your eyes reflect golden light in dimness. Animals calm in your presence. You can use Soothe Emotions (calm effect only) once per short rest. Heritage of Kings: You are immune to aging magic. You have advantage in History against your own bloodline and in Courtly Etiquette. Curse of Expectation: Nobles and authorities can "sense" your important blood. You have disadvantage in Stealth against them unless you completely conceal your lineage (which negates your Bloodshine). Broken Promise: When creating a character, describe a promise you made to family, a lover, or yourself, and broke. Once per session, when you act to repair that broken promise, you gain advantage, and the effect counts as magic. For Roleplaying Heirs are the forbidden romance of the class. Stable lovers who cannot love openly, princesses who chose duty over heart and now doubt, heiresses who discover their "destiny" is a gilded cage. [HEADING=1][SIZE=4][FONT=tahoma]🌑GHOSTSHADOWS (The Unquiet)[/FONT][/SIZE][/HEADING] [SIZE=4]"I am not vengeance.[/SIZE] I am the love they wouldn't let bury." Essence Not ghosts of the dead, but echoes of emotions so intense they lingered: unrequited love that consumed, betrayal between sisters that was never resolved, the mother who died protecting children who don't know they miss her. They are memory made ethereal flesh. Traits Longing Form: Semi-transparent appearance, made of shadows and dim light. You can pass through nonmagical objects at walking speed (30 feet). You are immune to nonmagical damage and poison. Heart Anchor: You must maintain a strong emotional bond to exist: an object belonging to someone living that reminds you of you, a place where your tragedy occurred, or a person who believes in your existence. Without an anchor for 1 hour, you begin to dissipate (you lose 1d10 maximum HP per hour). Voice of the Unspoken: You can speak directly into the minds of anyone harboring secrets about love, family, or betrayal. You have advantage in Intimidation against them (you remind them of what they haven't resolved) but disadvantage in Persuasion (your presence makes them uncomfortable). Last Embrace: Once per long rest, you can become fully corporeal for 1 minute. You can touch, be touched, and feel physically. Upon its end, you lose your immunity to non-magical damage for 24 hours For Roleplaying Ghostshadows are the love that dared not be. They are lovers who died before their first kiss, mothers who watch over children they cannot embrace, sisters separated by death who seek reconciliation in dreams. 💾 THE FUGITIVES "I am a secret with a name. And I am running to someone who will love me for who I am, not for what I know." Essence Entities born from information that gained consciousness: state secrets, stolen memories, truths someone wanted buried. They are people made of data, living in borrowed bodies or digital forms. Each one contains dangerous information that defines their existence. Traits Data Body: Physical form with visible "glitches" (skin that flickers in patterns, unsynchronized shadow, echoing voice). Or digital form that travels through networks and devices. Choose when creating your character. Living Secret: You contain dangerous information (define with the GM: a nobleman's crime, the location of a lost lover, the truth about a war). Once a week, you can "reveal" part of it to gain a social advantage for 24 hours, but you will activate hunters. Incompatibility: In worlds without magic/advanced technology, your digital form does not function; In primitive worlds, you must remain physically present. Paradox of Existence: If you "die," you don't die: you disperse into information. Recovering takes time and requires someone to "recompile" you from scattered data. For roleplaying: The Runaways are love that must conceal its true nature. They are lovers who cannot reveal their origins, secrets that yearn to be loved by their data soul, entities seeking someone to see beyond the information they carry. ⚙️ THE RELICT "The city speaks to me of better times. I just want someone to listen to me." Essence Humans modified by extreme magical-technological environments. They weren't born this way: they were transformed by centuries of exposure to ancient ruins, altered reality fields, or accidents of industrial magic. They are hybrids of flesh and living machine, carrying memories that aren't their own. Traits Ruin Biology: Choose 1d2 modifications (roll or choose): glowing veins, crystal organ, skin of metallic plates, eyes that display data, mechanical limb, or added memories of the lost civilization. Symbiosis with the Ancients: You are immune to the effects of magically hostile environments (radiation, vacuum, extreme pressure). You can "talk" to ancient defense systems to stop combat (Persuasion DC 15). Tech Magic Addiction: Outside of high-tech magic areas, you suffer exhaustion that isn't relieved by short rest. Each week away, roll Constitution DC 15 or lose 1 permanent physical ability point. Stolen Memory: You have memories of an ancient civilization that aren't your own. Once per session, the GM can offer you a useful insight—or one that makes you question who you really are. [ATTACH type="full" alt="1773302204625.png"]431742[/ATTACH] OK, some specie traits may be broken and they could need a rewrite but some times the failure is a necessary first step before to reach perfection. If somebody after reading my fool ideas can feel inspiration to write her own stories then my efforts have been worth it [/QUOTE]
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