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<blockquote data-quote="AncientSpirits" data-source="post: 6282043" data-attributes="member: 55778"><p>IMMORTALS</p><p>aka "monster classes" or "monster templates" for PCs</p><p></p><p>A while back I posted the "lamp genie" as an example of how a PC can play as a "monster". (Well, I posted it at RPG.net; I think I posted it here too!) I've made and our group has tested a bunch more.</p><p></p><p>A 4-level "immortal template" is basically 30 design points worth of abilities plus -10 design points worth of challenges, for 20 dp total. The PC gains more vitality, saves, and wealth with the new levels, but no abilities from his class, race or theme (if any).</p><p></p><p>After more play testing -- which has been REALLY fun -- the following "immortals" are pretty much in shape:</p><p></p><p>aspirant angel</p><p>broken gargoyle</p><p>evergreen dryad</p><p>false dragon</p><p>franken golem</p><p>immortal hunter</p><p>lamp genie</p><p>mystic werewolf</p><p>restive vampire</p><p>tyro devil</p><p>unbound ghost</p><p></p><p>There will likely be a few more. Each one links to a different constellation (portal, skull, lute, star, wolf, etc)y. Not sure if I'll stick with that, but just holding myself to the constellations has been a great inspiration for design. Also, each one is more than a monster. It is immortal, either automatically, or can become so just by doing what it does naturally. Another criterion is that the template must look like a person and be able to function in society *most* of the time. So no sentient psionic squid monster PCs, unless said squid can polymorph for long periods into a person (to further the cause of Cthulhu?).</p><p></p><p>Each template is broken down into discrete levels, to be taken as a prestige class if one wishes. So basically, "monster class".</p><p></p><p>One of the challenges during play-test, with a group of 6 PCs, all monsters, was ensuring they all suffer through their challenges over the course of an adventure. For example, the angel and devil have "Oath of Unharm", similar to their counterparts in the Masters Guide, and these are actually quite easy to remember to play and encourage quite a bit of social r-p with persons (the PCs were still free to kill monsters as they like). Others, such as the dryad and gargoyle, have less obvious challenges, such as needing to spend vitality points to stray from their home base (the dryad's garden, etc). Probably another play-test is in order to firm up how to best implement the challenges. And BTW, happy to say, the ghost was not overpowered, even with incorporeality, because it has to spend vitality to materialize and dematerialize. Alas, the player with the unbound ghost is off to far away Oxford soon.</p><p></p><p>Anyway, I'll post the mystic werewolf in a moment. The "mystic" part sets the PC apart from other generic werewolves and helps explain why the PC is immortal (as traditionally, werewolves die of old age).</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6282043, member: 55778"] IMMORTALS aka "monster classes" or "monster templates" for PCs A while back I posted the "lamp genie" as an example of how a PC can play as a "monster". (Well, I posted it at RPG.net; I think I posted it here too!) I've made and our group has tested a bunch more. A 4-level "immortal template" is basically 30 design points worth of abilities plus -10 design points worth of challenges, for 20 dp total. The PC gains more vitality, saves, and wealth with the new levels, but no abilities from his class, race or theme (if any). After more play testing -- which has been REALLY fun -- the following "immortals" are pretty much in shape: aspirant angel broken gargoyle evergreen dryad false dragon franken golem immortal hunter lamp genie mystic werewolf restive vampire tyro devil unbound ghost There will likely be a few more. Each one links to a different constellation (portal, skull, lute, star, wolf, etc)y. Not sure if I'll stick with that, but just holding myself to the constellations has been a great inspiration for design. Also, each one is more than a monster. It is immortal, either automatically, or can become so just by doing what it does naturally. Another criterion is that the template must look like a person and be able to function in society *most* of the time. So no sentient psionic squid monster PCs, unless said squid can polymorph for long periods into a person (to further the cause of Cthulhu?). Each template is broken down into discrete levels, to be taken as a prestige class if one wishes. So basically, "monster class". One of the challenges during play-test, with a group of 6 PCs, all monsters, was ensuring they all suffer through their challenges over the course of an adventure. For example, the angel and devil have "Oath of Unharm", similar to their counterparts in the Masters Guide, and these are actually quite easy to remember to play and encourage quite a bit of social r-p with persons (the PCs were still free to kill monsters as they like). Others, such as the dryad and gargoyle, have less obvious challenges, such as needing to spend vitality points to stray from their home base (the dryad's garden, etc). Probably another play-test is in order to firm up how to best implement the challenges. And BTW, happy to say, the ghost was not overpowered, even with incorporeality, because it has to spend vitality to materialize and dematerialize. Alas, the player with the unbound ghost is off to far away Oxford soon. Anyway, I'll post the mystic werewolf in a moment. The "mystic" part sets the PC apart from other generic werewolves and helps explain why the PC is immortal (as traditionally, werewolves die of old age). [/QUOTE]
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