The Create-a-Setting Thread: Dinopirates of Ninja Island!

Here's the Very Rough Draft (TM) of the race ideas. It's not exactly balanced yet, but it does give us something to hang future ideas on.

HUMANS
Be they Pirates or Ninjas, they rule the seas and the seven isles! These can be similar to the core; no great differences. They come in a few different forms:
Humans of the Ninja Islands: Oriental-flavor; they are secretive and mysterious, and v. dangerous. Also, they have domestic hippos.
Humans of the Jungle Islands: Polynesian-Pulp flavor (they are cannibals, head-hunters, witch-doctors, voodoo-workers, etc.)
Humans of the Empire: Western, circa 1700s-1800s ish. It's Empire, Elitism, and Exploitation!
Humans of the Pirate Nation: They rebel against the Empire, but their true hatred is reserved for the Ninjas, who once flipped out and killed their Admiral.
DARWINIANS
These are teh monkey people, they've got long tails, and bushy face-hair, and are v. mischievous. They like to steal and are savage and live for the moment. A monkey doesn't care about the future! They live for the here and now and will steal your money and throw poop. They are all over the Archepeligo.
Alignment: Chaotic Neutral. Monkeys are wild!
Ability Scores: +2 Dexterity, -2 Intelligence, -2 Wisdom (they are quick, but they live for the moment, and are not educated)
Speed: Darwinians have a climb speed of 40, and a land speed of 20.
Monkey Skillz: +2 Jump, Balance, Slieght of Hand, Bluff. They are v. agile, and v. sneaky.
Favored Class: Rogue. They live fat on the efforts of others, with sneakiness and agility. Few can touch them. Fewer can catch them, b cuz they are so talented.

SHELLBACK
They are honorable, noble turtle-people that live in caves beneath the mountains near the Ninja Lands. The ninja respect them, but think they are boring sticks in the mud, so they have a grudge. The shellbacks help out the pirates, because they are angry that the ninja's rocking disrupts their training.
Alignment: Lawful Good. They honor the code of the warrior!
Ability Scores: +2 Constitution, -2 Dexterity (they are tough, but always are carrying weight)
Withdrawl: When on Full Defense, AC bonus is +8.
Shell: +4 Armor Bonus to AC
Favored Class: Fighter. Shellbacks honor the codes of chivalry and bushido and crap like that.

SQUEAKMASTER
One of the oldest races of the Archepeligo, the Squeakmasters are rat-people who are ALSO famed scholars and legendary teachers. Many seek them out at their secluded dojos, but they favor the trianing of the Shellbacks, though they do not like the Pirates at all. It is said they know many of the legends of the ruins.
Alignment: Lawful Good. They are great and benevolent teachers.
Ability Scores: +2 Wisdom, -2 Strength (they are sagely, but small)
Vision: Squeakmasters have low-light vision.
Small size: They are small, because they are rats. This means their speed is 20, usually.
Rat Skills: +2 Listen, +2 Knowledge (any one). Sqeakmasters are knowledgeable, and have big ears.
Natural Weapon: They have a bite attack that deals 1d4 points of damage with sharp pointy teeth.
Better Unarmed: They are treated as a creature of Medium size for their unarmed strike damage, and for the following manuevers: Bull Rush, Grapple, Overrun, Trip
Favored Class: Monk. Squeakmasters are l33t.

BOT
They are descended from alien technology, and are as much flesh as metal. They are enslaved to the Moonfolk and the Humans of the Empire, but wish not to be. The Ninjas fight for their freedom. They are built, not born, but they know how to build each other.
Alignment: Neutral. They follow the laws, but wish not to, and may resort to not pleasant means to get there.
Ability Scores: +2 Strength, +2 Intelligence, -2 Charisma, -2 Dexterity (They are tough, and know a lot, but lack personal magnetism, and have rigid limbs)
Darkvision: Bots do not have normal vision, but have darkvision out to their normal range of sight.
Bio-mech: They do not need to eat or breathe. They need to have the sun shining on them when they rest, or they cannot function the next day (they are solar powered). They cannot naturally or magically heal -- a 'healing potion' for them is a nonmagical kit that has patches, oils, fuel, etc. One 'potion' that 'heals' 1d8 hp costs 100 gold dubloons, and takes one minute to apply.
Really Tough: +2 bonus to Fortitude saves
Lasers & Crap: They may select one zero- and one first-level spell that they can use once per day as a spell-like ability. This choice defines what robot sect they are from. The robot sects always fight and want to kill each other, gladitorial-style (mostly because their makers program them that way, to make sure they do not work together)
Favored Class: Fighter. Robots are trained gladiators!

SAUROIDS
Sauroids are lizard-people who rule the islands with an iron fist. They are the main enemies of the campaign, but some choose to fight on the side of Awesome instead of on the side of Evil! They are built like a human-T-rex combo, with big jaws and a long tail and big legs, but hands, and a face, and lips that can talk. Everyone else except some humans hate them, but the Sauroids don't care, because they eat them all anyway, and they have a volcano on their island, roxxors!
Alignment: Chaotic Evil; they will eat babies, even if they are not cooked. But some are Awesome and choose Chaotic Good instead (or Chaotic Neutral)
Ability Scores: +4 Strength, -4 Intelligence (they are very strong but very stoopid).
Large size: They have a speed of 30, still, but get a reach of 5 ft.
Natural Weapons: Bite 1d6 (sharp teeth), and/or Claw 1d4 (sharp nails!)
Cold-Blooded: For every 1 point of cold damage a dinofolk sustains, they are slowed for 1 round after. When they rest, they must rest in the sun, or else do not gain any benefits from resting, and are considered fatigued when they get up.
Favored Class: Barbarian. Sauroids are big and tough and angry a lot of the time.

FINFEET
They have a v. bad reputation in the ocean, because they are a race of gamblers, sneaks, and thieves. They rule the reefs around the Archepeligo, and so the Empire and the Pirates have to deal with them a lot, or get eaten by a fish-dinosaur. But they don't like it, because Finfeet rip them off. They are humans, but have scales and gils and fins on their limbs, plus they have a long tail of some sort of fish (the type varies on the tribe -- eel or shark or ray or angelfish or barracuda, etc.).
Alignment: Neutral. They are v. self-interested, and don't care 'bout no one.
Ability Scores: +2 Intelligence, +2 Charisma, -2 Constitution (they have trouble in the air, but are v. cunning and convincing).
Natural Weapon: They can slap with their long tails (1d6 damage)
Speed: Land = 20; Swim = 40
Amphibious: Fishfolk must rest immersed in water; they also need to wet their gils with water at meals, using up twice the normal amount of water that needs to be drunk. This must be pure water, not beer, grog, ale, or creepy voodoo potion.
Favored Class: Rogue. They naturally are knowledgable, but deceptive and sneaky about it. Some also become Rockers, or Pirates, or even Ninjas.

MOONIDS
They are a thin, small, fragile race, from The Moon, that would be totally wussy if it wasn't for their lasers and thermal bombs and crap. They made the Robots first, and they were perhaps at the Archepeligo in prehistory, because their crap is still laying around in the ruins, and now they've come back for it!
Alignment: Neutral. They look out for other Moonids, but don't very much care about the Planet.
Ability Scores: +2 Intelligence, +2 Charisma, -2 Constitution (they are kind of nerds, but they look sw33t).
Small size: They are 'little green men' after all!
Freaky Lights: They can cast light or dancing lights. They can use Freak Lights 3x per day, whichever effect they choose.
Low-Light Vision: They can see in the night light.
Dark and Mysterious: Moonfolk do not like the sunlight, that is why they come out only at night, when their lights are scary. They are nocturnal, and suffer fatigue if they are exposed to sunlight for more than one hour.
Telepathic: Moonfolk cannot speak, but they can 'talk' empathically, through emotions. They can also detect surface emotions of others, and, if they touch the person for at least 1 minute, they can gain the use of one feat that person possesses (that they also have the prerequisites for) for one day afterward.
Favored Class: Professor. Moonids know a lot of stuff.
 
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Kamikaze Midget said:
Here's the Very Rough Draft (TM) of the race ideas. It's not exactly balanced yet, but it does give us something to hang future ideas on.

Well, obviously this isn't compatible with my previously proposed races... oh well, viva fragmentation & variants!

-- N
 

Yeah, one challenge we're going to have is incorporating ALL the good ideas and keeping things REASONABLY coherent. If everbody goes in their own direction it can get frustrating and demotivating for people, but everybody needs to feel like their ideas are getting included or again -- less fun and ergo less motivating.

We'll have to decide how much we care about stuff like this and how we're going to get things working to the degree we care. I'll be presenting a list of decisions people involved in the project need to make so that we have enough of a common framework to get going on. Yay. I love this stuff.
 


thullgrim said:
is the discussion going to continue here or be moved to the yahoo group?

"Yes". :p

One really can't stop a discussion... especially one involving the Dino-Pirates of Ninja Island.

-- N
 

People who have posted to this thread who have NOT declared their contributions open:

dreaded beast
Inconsequenti-AL
Whisper72
Kamikaze Midget
talinthas
Spatzimaus
CrusaderX
Calico_Jack73
Snoweel
Olgar Shiverstone
James Heard
rounser

I am moving contributions of those who have given the okay to the dinopirates-discussion Yahoo! group. As other people check in, their contributions will be made available there as well.

Whee!
 



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