New World: Dosadi

micr0c0sm

First Post
A couple of quick thoughts I have jotted down. If I have borrowed knowingly or unknowingly inform me of where the credit is due and I will edit accordingly (alternatively I will remove any material if you want me to.

I am looking for ANY comments, critique, or even whole additions. For example if you think an entire country might work in this setting, but never expanded it into a full campaign, post it. Half finished thoughts are my favorite to collaborate with. I DO encourage posts such as "This sucks, as a player I would never want you to DM". This is my first original piece, and I would rather not waste my time on something that sucks. I do ask that you provide why, and perhaps an alternate solution, but unsubstantiated comments WILL be considered (as backwards as it may seem).

With that said, the particular feel of this world is still being formed, so here I present the concrete goals, and general direction that will be taken:


Dosadi Outline

Goals
Races - Strong Races (+1 CR), Strong Racial Ties, Variants by Climate
Classes - Generic Classes, Prerequisite Based
Prestige Classes - Much more powerful, but hard storyline quests to join
Combat - Cinematic, Streamlined
Magic - Can be drawn any way (chant, read, eaten, innate), must have logical reason for effects, only wizards can imbue, magic items are commissioned
Rules - There are always exceptions
Feel - this should be flexable enough for the DM to decide

Setting
Dosadi is an experimental planet set up by the mysterious Drencheti. These frog-people populated the harshest planet that could be found with various intelligent species in addition to the natural predators in hope of breaking limits in technology and personal ability. The level of success has superceded their wildest dreams, and they only realized the monster that they created after it was too late.

In this wasteland of a planet two new "technologies" have emerged - in the Drencheti homeworld equivalent psionics and sorcery has only been seen as extroadinary abilities come from abberations or mutations in certain animals. On Dosadi, through conflict, humans have been able to evolve powerful natural abilities known as psionics. Other races have been able to emulate psionics through more scientific means called Magic. Neither have been able to progress in Mechanical Magery enough to even form inklings of how certain techs have come across to the world, and assume them extremely advanced artifacts.

The Dosadi described in the book by Frank Herbert is the third incarnation of the planet - this is the second incarnation, which ultimately fails in thier main goal (but gets very close). Wether this one is left alone or destroyed like the third was supposed to remains to be seen.

Races
Almaren (Desert Humans) [+2 int, +2 con, -2 str] [Silver tongue] [immune to fatigue] [Psion]
Quick to learn, adapt and conquer any field thrown at them. Very cunning and ecxel at social engineering.

Kender [ +2 dex, +2 cha, -2 str] [small size] [Rogue]
Everyone tolerates the kender, thoughout all the ages have never found a permanent home, so they act as go-betweens.

Shazak [ +2 con, -2 int] [+ 4 balance, jump, swim] [darkvision] [Shaman]
Lizard-folk, hardy, has strong ties to nature (even though there is little nature on Dosadi, what is there is much stronger and more deadly).

Emrudin (Dark Elves) [+2 str, -2 cha, -2 wis] [darkvision] [Warrior]
Early rulers of dosadi. Due to their barbaric nature they easily conquered most races. Because of the tendencies of humans to rebel, many were killed during this time period. Evolution dictated that the only way to survive would be through intelligence, leading to the influx of cunning races. For example the kender were able to mostly talk their way out of work. Until recently the light elves had not encountered this race.

Emrudan (Light Elves) [+2 dex, +2 int, -2 str] [+2 save vs. Spells ] [Wizard]
They conquer under the veil of a better life for everyone, but really are ruthless in their rulings. Think communism. Not brutish but share the same greed as the Emrudin.

Classes
Hero/Grunt, Scout/Spy, Ranger/Scoundrel, Healer/Siphon, Mage/Warlock, Prophet/Witch, Scholar/Corrupter.
Each class actually contains two, depending on the focus of the character into more do-goody or insidious paths. At level 10 a number of things happen. One is the choice of advancement being one or the other of the dual paths. Secondly (as a result) an exclusive, extremely useful ability is developed - by the character himself. A unique signature combat move or spell, the ability to call a major debt in, or forsee extreme circumstances such as death. This has to be related to previous adventures, character choices, and examples will be given. The DM will help all characters in developing this unique ability or trait. Once described it can never be duplicated by any character PC or NPC. This can be like a dragonmark from Eberron!

Combat

In Dosadi, damage done with an attack is set by the user’s proficiency level- it is the wielder that is dangerous, not the weapon itself. Using this system, a trained warrior is more dangerous with a dagger than a wizard is. There are no exotic weapons, just regular weapons used exotically.

Weapons are mainly a descriptive detail in this system. Having a weapon to hand is what allows the user to do lethal damage, and the weapon provides damage type (slashing, piercing, or blunt) and size. Weapons may be enchanted normally. A scimitar and a longsword are equivalent mechanically- they are both slashing, one-handed weapons. The user will determine whether he is using his sword as a 1d6, 18-20/x2, or a 1d8, 19-20/x2 weapon. Weapon size is assumed to be medium, change the die size accordingly.


Die Scale - 1 < d2 < d4 < d6 < d8 < 2d6 < 3d6 < 4d6 < 6d6 < 8d6 < 12d6 < 16d6
Nonproficient - 1d6, 20/x2 (range 10'|30') (1 quality) [none] [Throwable, Projectile, Unarmed]
Proficient - 1d8, 20/x3 (20'|60') (2q) [bab +1] [Settable, Finessable, Reach, Disarming, Tripping]
Improved - 2d6, 20/x3 (30'|90') (3q) [bab +5] [Penetrating, Parrying, Defensive, Bloody, Threatening]
Greater - 3d6, 20/x3 (40'|120') (4q) [Fighter 10] [Touch, Fast, Knockback]
Mastery - 4d6, 20/x3 (50'|150') (5q) [Fighter 15] [Elemental, Aligned, Deadly]
Feats - Quick change grip, Weapon Finesse, Power Attack

Life and Death

Death is permanent, and the threshold if 10+CON modifier. A masterwork healer's kit can, as a full round action that provokes an AoO, heal 2 times the heal check result. In combat, a concentration check of 15+damage dealt is required to heal someone. This removes hitpoint damage. Magical healing converts hitpoint damage to nonlethal damage.

Religion

There are no traditional gods on Dosadi. Although there are elaborate myths, very few are optimistic, and are rather about extraordinary mortals. The Drencheti can be considered gods but only in their involvement of this experiment. Nevertheless there are some who believe in a higher power because it is the only thing that keeps them going.

Character Creation and Advancement

Characters may start at any level up to 3, however for each level need a paragraph describing their history (therefore even first level characters have some history). In addition, for another paragraph, one flaw and one trait may be chosen at character creation. Sometimes these flaws or traits can develop over time, but a paragraph each must be written in explanation (for example paranoia brought on by various assassination attempts). PCs get max HP every level. If, as a class advancement reward, a player character is to receive a feat he already has, he instead picks the next improved feat in the chain, or the next closest related feat.
 

log in or register to remove this ad

Remove ads

Top