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<blockquote data-quote="Knightfall" data-source="post: 2087598" data-attributes="member: 2012"><p><strong>Another Gamma World race, converted from both AGW and Omega World</strong></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Hoop</strong></span></span></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 50 ft. (10 squares)</p><p><strong>AC:</strong> 16 (-1 size, +1 Dex, +4 natural, +2 scout armor)</p><p><strong>Base Attack/Grapple:</strong> +3/+11</p><p><strong>Attack:</strong> +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle)</p><p><strong>Full Attack:</strong> +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Matter manipulation, psi-like abilities</p><p><strong>Special Qualities:</strong> Psi-like abilities</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +5</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 9 (-1)</p><p><strong>Skills:</strong> Climb +4, Hide -3*, Jump +12, Listen +5, Spot +5, Survival +4, Swim +4</p><p><strong>Feats:</strong> Iron Will, Power Attack, Technical Proficiency [sup]B[/sup]</p><p></p><p><strong>Climate/Terrain:</strong> Anywhere in known space; any desolate land</p><p><strong>Organization:</strong> Solitary, gang (3–8), warren (20–50 plus 100% noncombatants plus 1 7th-level leader)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>Hoops are a race of white-furred, rabbit-like bipeds that stand over 8 feet tall. They are naturally curious (some would say annoying) humanoid creatures with large, white rabbit ears and saucer-like eyes with black pupils and red irises. They are known for their outlandish appearance, such a piercings, having their fur dyed, and ritually scaring their hides, and overbearing nature.</p><p></p><p>Hoops are considered a nuisance by some and a “pain in the ass” by most. They love gadgets of all sorts and will as likely steal some new technologic “toy”, as try to barter for it. Hoops aren’t usually welcome in the worlds of the Dragon Empire, especially those of the Asamet. They are somewhat “tolerated” by the Qesemet, but are usually encouraged to keep traveling by regional governors. Hoops, as a result, tend to gravitate towards settling on Outlands worlds.</p><p></p><p>Hoops don’t conflict with others over racial distaste. Their arguments with other races tend to be more personal in nature. If an elf slights a hoop, the rabbit-kin, as they’re sometimes called, will do almost anything to get the elf back. This doesn’t always result in bloodshed, as hoops prefer to humiliate and/or steal from those they consider enemies.</p><p></p><p>Hoops get along with dabbers and gnomes, as they appreciate those two races’ sly nature and wit. They consider elves to be pansies but give drow a wide berth. They respect most Iscin races, although they aren’t an Iscin race, for the hardships they’ve had to endure. For members of most other races, hoops let a being’s actions dictate whether or not he or she shows them respect. The one race hoops have trouble relating too are the insect-like scatti. The presence of a scatti makes hoops nervous.</p><p></p><p>Hoops speak Common.</p><p></p><p><strong>Combat</strong></p><p>A hoop usually has many personal enemies and they always look for any advantage in a fight. They don’t have time for codes of honor or rules of engagement. They begin a fight by using their psi-like abilities from a distance to gauge an enemy’s intentions. If they succeed in muddling an opponent’s mind with <em>false sensory input</em>, they will quickly close and “slice & dice” with their high frequency swords. If a battle starts out more equally then they will attack with plasma rifles from cover.</p><p></p><p><em>Matter Manipulation</em> (Su): Hoop can affect the structure of metals by touch. This ability is exactly like the psionic power, of the same name, in the <em>D&D Expanded Psionics Handbook</em> (page 115) – except that the hoop may use the ability a number of times per day equal to half his Constitution score (rounded down). This is innate, supernatural ability.</p><p></p><p><em>Psi-Like Abilities</em>: At will – <em>false sensory input</em> (4 targets within 15 ft. of each other, DC 12**), <em>mindlink</em>, <em>read thoughts</em> (DC 11). Manifester level 6th. The save DCs are Charisma-based. **Includes augmentation for the hoop’s manifester level.</p><p></p><p><em>Skills</em>: Hoops gains a +2 racial bonus on Listen, Spot, and Survival checks. Hoop gains a +8 racial bonus on Jump checks. *While traveling through desolate terrain a hoop’s scout armor provides a +2 on Hide checks.</p><p></p><p><strong>Hoops as Characters</strong></p><p>Hoops favor the mechanist class. Hoops make excellent fighters, psions, psychic warriors, rangers, rogues, and wilders. They are too large to fit inside most cockpits so they tend to shy away from becoming pilots. Hoops favor technology over magic, but many of their kind have taken too the druidic way of life. Hoops don’t have much patience for learning arcane magic and rarely become bards, sorcerers, or wizards. Hoops have a starting ECL of +6</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2087598, member: 2012"] [b]Another Gamma World race, converted from both AGW and Omega World[/b] [COLOR=DarkOrange][SIZE=3][B]Hoop[/B][/SIZE][/COLOR] [B]Large Monstrous Humanoid[/B] [B]Hit Dice:[/B] 3d8+3 (16 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 50 ft. (10 squares) [B]AC:[/B] 16 (-1 size, +1 Dex, +4 natural, +2 scout armor) [B]Base Attack/Grapple:[/B] +3/+11 [B]Attack:[/B] +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle) [B]Full Attack:[/B] +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Matter manipulation, psi-like abilities [B]Special Qualities:[/B] Psi-like abilities [B]Saves:[/B] Fort +2, Ref +4, Will +5 [B]Abilities:[/B] Str 18 (+4), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 9 (-1) [B]Skills:[/B] Climb +4, Hide -3*, Jump +12, Listen +5, Spot +5, Survival +4, Swim +4 [B]Feats:[/B] Iron Will, Power Attack, Technical Proficiency [sup]B[/sup] [B]Climate/Terrain:[/B] Anywhere in known space; any desolate land [B]Organization:[/B] Solitary, gang (3–8), warren (20–50 plus 100% noncombatants plus 1 7th-level leader) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 Hoops are a race of white-furred, rabbit-like bipeds that stand over 8 feet tall. They are naturally curious (some would say annoying) humanoid creatures with large, white rabbit ears and saucer-like eyes with black pupils and red irises. They are known for their outlandish appearance, such a piercings, having their fur dyed, and ritually scaring their hides, and overbearing nature. Hoops are considered a nuisance by some and a “pain in the ass” by most. They love gadgets of all sorts and will as likely steal some new technologic “toy”, as try to barter for it. Hoops aren’t usually welcome in the worlds of the Dragon Empire, especially those of the Asamet. They are somewhat “tolerated” by the Qesemet, but are usually encouraged to keep traveling by regional governors. Hoops, as a result, tend to gravitate towards settling on Outlands worlds. Hoops don’t conflict with others over racial distaste. Their arguments with other races tend to be more personal in nature. If an elf slights a hoop, the rabbit-kin, as they’re sometimes called, will do almost anything to get the elf back. This doesn’t always result in bloodshed, as hoops prefer to humiliate and/or steal from those they consider enemies. Hoops get along with dabbers and gnomes, as they appreciate those two races’ sly nature and wit. They consider elves to be pansies but give drow a wide berth. They respect most Iscin races, although they aren’t an Iscin race, for the hardships they’ve had to endure. For members of most other races, hoops let a being’s actions dictate whether or not he or she shows them respect. The one race hoops have trouble relating too are the insect-like scatti. The presence of a scatti makes hoops nervous. Hoops speak Common. [B]Combat[/B] A hoop usually has many personal enemies and they always look for any advantage in a fight. They don’t have time for codes of honor or rules of engagement. They begin a fight by using their psi-like abilities from a distance to gauge an enemy’s intentions. If they succeed in muddling an opponent’s mind with [I]false sensory input[/I], they will quickly close and “slice & dice” with their high frequency swords. If a battle starts out more equally then they will attack with plasma rifles from cover. [I]Matter Manipulation[/I] (Su): Hoop can affect the structure of metals by touch. This ability is exactly like the psionic power, of the same name, in the [I]D&D Expanded Psionics Handbook[/I] (page 115) – except that the hoop may use the ability a number of times per day equal to half his Constitution score (rounded down). This is innate, supernatural ability. [I]Psi-Like Abilities[/I]: At will – [I]false sensory input[/I] (4 targets within 15 ft. of each other, DC 12**), [I]mindlink[/I], [I]read thoughts[/I] (DC 11). Manifester level 6th. The save DCs are Charisma-based. **Includes augmentation for the hoop’s manifester level. [I]Skills[/I]: Hoops gains a +2 racial bonus on Listen, Spot, and Survival checks. Hoop gains a +8 racial bonus on Jump checks. *While traveling through desolate terrain a hoop’s scout armor provides a +2 on Hide checks. [B]Hoops as Characters[/B] Hoops favor the mechanist class. Hoops make excellent fighters, psions, psychic warriors, rangers, rogues, and wilders. They are too large to fit inside most cockpits so they tend to shy away from becoming pilots. Hoops favor technology over magic, but many of their kind have taken too the druidic way of life. Hoops don’t have much patience for learning arcane magic and rarely become bards, sorcerers, or wizards. Hoops have a starting ECL of +6 [/QUOTE]
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