Realm of Legends [fantasy world, link to any other campaign]

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Psistrike
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Angel race template

Post by Psistrike » Sat Sep 01, 2007 3:48 pm

Angel race template
Angels can appear to be from any human or humanoid race, but tend to be tall for the race they appear to be and have a majestic bearing. One thing which always marks them as angels instead of another race is both their pure golden or silver eyes and their large white bird-like wings. When using any of their angelic powers they are surrounded by dim white light, except for when they fly or use their superhuman physical abilities. They are always clean and dirt seems to be driven away from their forms. Most angels have additional powers beyond those given by the template, as the stats given here are the basics which all angels have.

For some reason unknown in most other planes of existance, in the Realms even fallen angels retain all of their powers and angelic status. It is only by their actions and attitude you can tell a fallen angel from a normal one. This makes a fallen angel one of the most dangerous individuals next to a dragon.

Abilities: +2 Strength, +4 Constitution, +4 Wisdom, +2 Charisma

Skills: Concentration 4, Diplomacy 4, Knowledge [theology and philosophy] 4, Medicine 4, Sense Motive 4

Feats: Attractive, Diehard, Eagle Eyes, Immunity to Aging, Disease and Poison, Interpose, Low-Light Vision, Reliable Attack [unarmed], Specialization [Sense Motive: detect lies], Trance

Powers: Comprehend 6 [Innate; Languages [speak, be understood, understand and read], Animals [speak to and understand], Features 1 [always clean], Flight 4 [Power Loss: if wings are bound or disabled, -1pp], Immunity 10 [Innate; starvation and thrist, life support], Mind Reading 6 [Limited: Check required [Sense Motive], Emotions only], Regeneration 6 [Innate; Recovery Bonus +2; Recovery Rate: Bruised 1, Injured , Staggered 1, Disabled 1], Super-Senses 11 [Innate; Mental Divine Awareness; True Sight]

Cost: 81 power points

Common additional powers Blast or Strike [warrior or guardian angels], Emotion Control [Limited-Hope only], Healing, "Holy Fire Control", Additional ranks of Immunity, Invisibility, Light Control, Mind Shield, Nullify, Obscure, Protection, Snare, Sonic Control [normally from angelic choirs], Speed, Super-Movement, more ranks of Super-Senses, Super-Strength, Telepathy, Teleport. A rare few angels of the warrior sect have the Marksman or Weapon Master powers from Better Mousetrap.

Also keep in mind this template doesn't include combat stats, as these vary from equal to an average human to superhuman levels.
Last edited by Psistrike on Thu Apr 02, 2009 5:38 pm, edited 2 times in total.

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Demon race template

Post by Psistrike » Sat Sep 01, 2007 3:51 pm

Demon race template
Demons vary in appearance and capabilities more than any other beings of the Realm. They can be as small as a bug to several hundred feet tall, have human looking appearances, classical demon appearance and anything in between. They vary in power from minor bug-like demons that whisper into the ears of mortals to towering behemoths of destruction. Due to this, any stats or powers can be given to a demon if given a good reason. This template only shows some common traits for demons which all share.

Skills: Intimidate 4

Feats: Diehard, Skill Adept [Intimidation]

Powers: Immunity 11 [Innate; aging, life support, starvation and thrist], Protection 2 [Innate], Regeneration 6 [Innate; Recovery Bonus +2; Recovery Rate: Bruised 1, Injured 1, Staggered 1, Disabled 1], Super-Senses 3 [Innate; Mental Awareness, Darkvision]

Cost: 31 power points

Additional powers vary so much it would take pages to list them all. Just give them anything which fits your concept of the particular demon and what his appearance suggest about abilities. They normally have at least 50 more power points worth of powers. A powerful warrior demon whose has fought in many battles could have Weapon Master to represent their skill with any melee weapon. A few examples of dangerous powers or flaws and drawbacks which some demons may have are: Mind Control [Addictive extra +1], Blast [Weakens [ranged] flaw -1], drawbacks of Bad Luck, External Power Source [representing a power whose source is another demon or energy source], Lifelinked to some object, or being a Slow Learner in some area. There so many variations of powers combined with extras and flaws from all of the M&M books and PDFs out there it would be impossible to figure them all out without a lot of free time.
Last edited by Psistrike on Mon Oct 15, 2007 10:02 pm, edited 1 time in total.

JoshuaDunlow
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Post by JoshuaDunlow » Sat Sep 01, 2007 4:04 pm

Psistrike wrote:Have templates for goblins, angels, and demons to create, along with a detailed explaination on half-dragons from the Realm. Trying to think up some other stuff to make for the Realm as well.
Its nice to see you still working on this. Its been awhile. :lol:

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Goblin race template and sub-races

Post by Psistrike » Sat Sep 01, 2007 5:24 pm

Goblin race template
Goblins tend to be short, green-skinned humanoids, standing around 4 to 5 feet tall and between 70 to 140 pounds. They have large, pointed ears which give them exceptional hearing, reptilian eyes, a large nose from their days as all being hunters, and sharp canine teeth. Despite their appearance, they are highly intelligent and are known as one of the greatest magical craftsmen in the Realm. Most goblins are drawn to working in the crafts or as scholars with a knowledge in ancient items. Their clothing isn't made for appearance but for functionality, as they tend to wear tough leather or cotton clothing with patches on them, many having leather aprons for their line of work. Their one major drawback is their brunt nature with other races and not budging on prices for a deal. Goblins are virtually immortal, as they never seem to age after they hit 50 and the oldest one known in the Realm lived during the time of the dark tyrant.

Magical items made by goblins tend to really tough and enduring, tougher than their design would suggest. Their skills in the art of both creating magical items and performing repairs upon them and normal items is legendary. The oldest goblin alive is known for crafting the item known as "The Phoenix Gem", making the holder immortal and unable to be killed. Unfortunately their designs for magical items and the magical matrices used in them are very complex, making repairing them by others difficult at best.

Abilities: -2 Strength, +2 Dexterity, +4 Intelligence, -2 Charisma

Skills: Craft [magical items] 8, Craft [any one] 4, Knowledge [arcane lore] 4, Knowledge [any one] 2, Language [Base: Goblin; English, Runes], Profession [choose one] 4

Feats: Artificer, Luck, Skill Adept [Craft [magical items], Specialization [Craft [magical items]: repair], Speed of Thought, Ultimate Effort [Craft [magical items] skill]

Powers: Comprehend 2 ["psychometry"; Objects], Device 2 [easy-to-lose, magical item; Complex drawback [uncommon, minor; -1 point] Healing 6 [Innate; Objects only; Requires Craft [magical items] check], Immunity 2 [Innate; aging, heat], Power Resistance 6 [Innate; Magic Descriptor], Super-Senses 5 [Innate; Mental Detect [magic], Ranged; Extended Hearing, Ultra-Hearing; Scent]

Cost: 52 power points

Note: All sub-races [with the exception of savage goblins] have all of the abilities of the basic goblin race template unless noted otherwise. Cost for them includes the cost for the base goblin race above.

Savage Goblin race template
These savage throwbacks of over 3000 years ago are different than their modern relatives. They tend to stand between 5 to 6 feet tall, weighing between 150 to 300 pounds. They have dark green skin, larger pointed ears, a large nose and large, sharp canine teeth. They wear loin clothes and simple outfits made out of animal and beast hides, only keeping clean enough so they can sneak up on their prey. Powerfully built, these beings are nowhere near as intelligent as their modern cousins and their brutish nature tends to be offputting to other sentient beings, though animals are drawn to them. They tend to fight either with their own claws and teeth or make crude weapons, such as spears, axes and clubs.

Abilities: +4 Strength, +4 Constitution, -2 Intelligence, -4 Charisma

Skills: Acrobatics 4, Climb 2, Handle Animal 4, Intimidate 4, Language [Base: Savage Goblin; Sign Language], Notice 4, Stealth 4, Survival 5

Feats: Animal Empathy, Challenges 3 [Mass Intimidation, Powerful Intimidation, Accelerated Stealth], Combat Awareness, Immunity to Disease, Iron Stomach, Low-Light Vision, Withstand Damage, Brute Style [All-Out Attack, Attack Specialization [natural weapons] 2, Chokehold, Fearsome Presence 4, Improved Critical [natural weapons], Improved Pin, Power Attack, Prone Fighting, Startle, Uncanny Dodge [olfactory]]

Powers: Container 6 (Savage Goblin race) [Innate; Permanent]

Savage Goblin race Traits:
Comprehend 2 [Animals]
Leaping 1
Mind Shield 5
Protection 2 [tough hide[/b]
Regeneration 7 [Recovery Bonus +2; Recovery Rate: Bruised 1, Injured 2, Disabled 2]
Strike 3 [natural claws and teeth; Mighty; Damage Restriction [lethal], -1 point]
Super-Movement 1 [Sure-Footed]
Super-Senses 4 [Extended Hearing, Ultra-Hearing; Scent, Tracking [scent]
Super-Strength 1

Drawbacks: Incompetent [Intelligence skills, uncommon, 3 points],

Cost: 60 power points

Imbuer Goblin race template
These are like normal goblins in appearance, except for their hands, which appear to be coated in gold. They have an unusual power to imbue living beings with magical powers, although they have a limit to how much at one time. They love gold not for its value but for its magical nature and ability to hold enchantments well. Almost all imbuer goblins have many minor magical items made of gold and appearing as simple objects [watches, badges, tools, etc.]

Skills: Craft [magical items] +4 ranks, Knowledge [history] 4, Language [Add Enochian], Search 3

Feats: Second Chance [Search checks], Skill Adept +1 rank to existing

Powers: Remove Power Resistance, add Empowerment 4 [innate; Continuous Duration; Distracting, Priming [-1], Gadgets 2 [easy to lose, magical items and trinkets]

Cost: 65 power points
Last edited by Psistrike on Thu Aug 06, 2009 6:38 pm, edited 2 times in total.

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Post by Psistrike » Sat Sep 01, 2007 5:27 pm

JoshuaDunlow wrote:
Psistrike wrote:Have templates for goblins, angels, and demons to create, along with a detailed explaination on half-dragons from the Realm. Trying to think up some other stuff to make for the Realm as well.
Its nice to see you still working on this. Its been awhile. :lol:
Thanks, had writer's block for the longest time on this but today it all just came to me. Made all of the templates today in a few hours, except for the Gnome race template which I made last night but didn't get a chance to post. :D

And with the Goblin race template and sub-races done I need to think up something more to create for this setting now. :?

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Half-dragon guidelines

Post by Psistrike » Mon Sep 10, 2007 2:25 pm

Half-dragon guidelines
Within the Realm there are many races, and just many of them can interbreed. Dragons in particular are a case of being able to interbreed with almost any other living beings, thus making stats for all the types of half-dragons out there nearly impossible. The truth is that half-dragons inherit some traits from both parent races, but it is never predictable. One half-dragon child of a human and red/fire-breathing dragon could gain scaled skin, dragon wings and fire breath, while their sibling could gain talons, a small dragon tail and the speed of a dragon. There is no set template to deal with these beings, as each are unique even if they come from the same two parents.

When thinking of a half-dragon you wish to stat out, figure out which traits of a dragon you wish to give them. Some even gain the innate magical powers of the dragon parent's human form. Don't forget that some dragons have additional traits beyond the base dragon race template, which they can pass onto their offspring. Appearance can also vary, having more traits from their other parent race than their dragon parent, having obviously dragon-like traits or none at all but the powers of a dragon, etc. For one example half-dragon character from the Realm, check out Dragonblade in my character thread [Rebooted version more accurate to The Realm, will create eventually.].

2 example half-dragons show the powers they gained from their dragon parents, which can sometimes be stronger than the dragon parent's powers are.

Half-dragon, half human child of a silver scaled dragon with wings and elementally aligned with cosmic energy
Abilities: +2 Constitution, +2 Intelligence

Powers: Blast 5 [cosmic energy breath weapon; Area [Cone]; Touch Range], Immunity 5 [Cosmic Energy damage], Magic 6 [Base: Mystic Blast; Dynamic; Wide [+1]; Dynamic Alternate Powers: Choose any 2]

Cost: 40 power points

This child inherited the stamina and intelligence from their dragon parent, along with their cosmic energy breath weapon, immunity to damage from cosmic energy and some of the innate magical power from their human form.

Half-dragon, half-human child of a gold scaled giant snake dragon with a line of black acid as its breath weapon

Skills: Intimidate 4

Feats: Crushing Pin, Fearsome Presence 2, Improved Grapple, Improved Initiative

Powers: Blast 6 [Line of black acid breath weapon; Area [Line]; Touch Range], Growth 4 [Innate, Permanent; +8 Strength, +4 Constitution, -1 Atk/Def Modifier, +4 Grapple Modifier, -4 Stealth Modifier, +2 Intimidation Modifier, Size: Large, Space 10 ft, 10 ft. Reach, +5 Strength Carrying Capacity], Protection 3 [scaled hide; Innate; Impervious; Noticeable [golden dragon scales, -1 point], Strike 2 [bite, tail strike; Extended Reach 1 [+5'], Innate, Mighty], Super-Movement 1 [Innate; Slithering], Super-Senses 10 [Blindsight [mental], Darkvision, Low-Light Vision, Scent, Tracking [scent], Ultra-Hearing]

Cost: 56 power points

This child gained a snake-like lower body, golden dragon scales without a weak point, a large body, the bite of such a dragon along with the ability to strike with its large tail, a full strength acid breath weapon, and the dragon's golden eyes along with its senses. It has a fearsome presence and can use its snake-like lower body to wrap around a target for a crushing pin like a boa constrictor. Some may mistake this being for a deviant snake person or yuan-ti until they face its breath weapon.
Last edited by Psistrike on Tue Oct 16, 2007 3:51 pm, edited 1 time in total.

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Re: Half-dragon guidelines

Post by JoshuaDunlow » Mon Sep 10, 2007 2:35 pm

Psistrike wrote:Half-dragon guidelines
Within the Realm there are many races, and just many of them can interbreed. Dragons in particular are a case of being able to interbreed with almost any other living beings, thus making stats for all the types of half-dragons out there nearly impossible. The truth is that half-dragons inherit some traits from both parent races, but it is never predictable.

One half-dragon child of a human and red/fire-breathing dragon could gain scaled skin, dragon wings and fire breath, while their sibling could gain talons, a small dragon tail and the speed of a dragon. There is no set template to deal with these beings, as each are unique even if they come from the same two parents.

When thinking of a half-dragon you wish to stat out, figure out which traits of a dragon you wish to give them. Some even gain the innate magical powers of the dragon parent's human form. Don't forget that some dragons have additional traits beyond the base dragon race template, which they can pass onto their offspring. Appearance can also vary, having more traits from their other parent race than their dragon parent, having obviously dragon-like traits or none at all but the powers of a dragon, etc. For one example half-dragon character from the Realm, check out Dragonblade in my character thread.
I did something like this as well, the dragon blooded. And yeah its pretty much impossible to stat up anything of particular. Though a few examples might come in handy. In my variation, they look human enough except for the eyes. And can modify their body, to take on a draconic property. Any power they called upon would cause a physical change of sorts.

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Fairy race template

Post by Psistrike » Mon Sep 10, 2007 3:22 pm

Fairy race template
Like dragons, fairies are a diverse race with many forms and abilities. There are the classical fairies who are only up to 6" tall with gosamer wings, there are human-sized versions of such fairies who live in treetop houses, silver-skinned fairies who live in caves or by mountains, fairies composed of living elements and energy, etc. Due to this diversity it would be almost impossible to give stats for all of the types of fairies within the Realm. Thus below you will find the traits they all have in common, along with some guidelines on which additional traits to use to come up with a particular type of fairy. One thing should be noted here first, there are no such things are dark fairies within the Realms. Each individual fairy can choose to be good or evil, it doesn't affect their abilities or appearance at all.

Abilities: -2 Strength, +2 Dexterity, -2 Constitution, +4 Charisma [All fairies are not that strong or tough, not matter what their size. But they are all graceful and outgoing by nature.]

Skills: Bluff 4, Handle Animal 4, Knowledge [arcane lore] 4, Language [Base: Fairy; English], Stealth 4, Survival 3

Feats: Animal Empathy, Attractive, Low-Light Vision, Second Chance [Stealth check], Skill Adept [Stealth]

Powers:Comprehend 2 [Innate; Animals, speak to and understand], Concealment 2 [all visual senses; Close Range, Innate; Passive], Immunity 1 [aging; Innate], Super-Movement 1 [Trackless; Innate]

Cost: 26 power points

Optional Traits: Super-Senses 5 [magic awareness, precognition [Uncontrolled]; "second sight"] [3pp]
Weakness [cold iron; -1 point]

Guidelines on particular fairy types
To create a classical fairy, simply add on Flight 2 [Power Loss [If wings are bound, -1 point] and Shrinking 12 [Innate; Diminutive size; +4 Atk/Def Modifier, -12 Grapple Modifier, +12 Stealth Modifier, Space: 1 ft., Reach: 0 ft., Carrying Capacity: x1/4; Permanent]. Total Cost: 42 power points. To make human-sized versions of such fairies, simply remove the Shrinking ranks for a total cost of 30 power points.

To create a quicksilver fairy [the silver-skinned fairies mentioned above], simply add onEnhanced Reflex Save 6 [Innate, Critical Save], Protection 3 [quicksilver skin, Innate; Noticeable [quicksilver skin, -1 point], Super-Senses 2 [Darkvision; Innate], and Super-Speed 3 [High Speed Dodge, Innate, Wall Run]. Total Cost: 57 power points These faires are on the low end of Medium size, averaging heights of 4' to 4'6" tall.

To create a water dwelling fairy, simply add on Immunity 3 [Innate; high pressure, drowning and cold] and Swimming 3 [Innate]. Total Cost: 34 power points.

Innately magical fairies of any type should be given ranks of Magic with appropriate spells, possibly having some as Dynamic.
Last edited by Psistrike on Thu Apr 02, 2009 5:40 pm, edited 2 times in total.

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Cursed races

Post by Psistrike » Mon Sep 10, 2007 5:03 pm

Cursed races
Out of the all the races within the Realm and those which have shown up over the countless centuries, it was bound to happen to at least a few. Some races were cursed by the very Realm itself for their actions, others cursed by powerful and ancient magics or evil wizards. These cursed races retain the original curse down through the generations and as such are changed from the normal members of their races. Below are a few such cursed races, but not by far all of them. Some day these curses may be broken for some, but not all.

Cursed Dwarf race template
The cursed dwarves of the Realm are limited to one particular curse, placed upon a particular clan long ago by a cruel wizard. Cursed forever more to only be able to live in forest and wooded areas, they can never go to the mountains or underground like their ancestors had a choice to. Leaving the forest slowly drains them, til they die if they don't return to a forest or wooded area after a time. Their appearance is similar to normal dwarves, standing 4 to 4 1/2 feet tall and with compact builds. Their skin though is always of a light tan, living beneath the trees and not deep within the earth. Their eyes tend to be light blue, green or yellow and their hair is always of a light color, from light blond to a dull gray color. They have adapted to living in forests, including learning from elves and making tree-top villages.

Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma [Strong and tough, they are unused to dealing with others due to their forced isolation.]

Skills: Acrobatics 4, Climb 6, Craft [structural] 5, Language [Base: Dwarven; Choose one other], Notice 4, Stealth 4

Feats: Blind-Fight, Breakfall, Challenges 4 [Accelerated Climb, Fighting Climb, Secured Climb, Vanishing], Defensive Roll 2, Dodge Focus 4, Endurance, Favored Environment 2 [woodlands], Headquarters [treetop home], Immunity to Disease, Second Chance [Climb checks], Specialization [Craft [structural]: treetop buildings], Ultimate Skill [Climb], Uncanny Dodge [auditory]

Powers: Immunity 1 [aging; Innate], Leaping 2 [x5 distance; Innate], Super-Movement 3 [Innate; Sure-Footed 2, Swinging], Super-Senses 2 [Innate; Low-Light Vision, Ultravision]

Drawback: Weakness [leaving forests and wooded areas, cumulative -1 drain on all ability scores every 20 minutes; Common, Major, -5 points]

Cost: 40 power points

Note: If using the normal Headquarter rules instead of the new ones from Better Mousetrap, replace the Headquarters feat with the Equipment feat for building the treetop home.

Blood-Cursed Elf race template
These elves long ago betrayed their own race, trying to become the masters of all elves by mind control. They were banished by the elven tribes but the Realm itself was so enraged it cursed them for all time. Tougher and stronger than other elves were now, they carry the mark of their curse in the form of blood-red skin and eyes. They no longer have any need for sleep, constantly wandering without rest and without a home to call their own. Any magic they use has the appearance changed to include a blood-like appearance, no matter how benign it is. The curse will only be lifted when all of the other elves can forgive them and then the Realm will restore them to normal elves once again.

Abilities: +2 Strength, +2 Constitution, +2 Intelligence, -4 Charisma

Skills: Craft [structural] 3, Diplomacy 4, Disguise 4, Knowledge [history] 4, Language [Base: Blood Elvish; English], Notice 4, Profession [choose one] 4, Stealth 4, Survival 8

Feats: Challenge 2 [Face in the Crowd, Vanishing], Diehard, Hide in Plain Sight, Immunity to Poison, Improvised Tools, Skill Adept 2 [Survival], Time Sense

Powers: Immunity 2 [Innate; aging, sleep], Protection 3 [Innate; Noticeable [blood-red skin], -1 point], Super-Senses 3 [Innate; Darkvision, Ultra-Hearing; Noticeable [blood-red eyes and large, pointed ears], -1 point]

Complications: Reputation [Blood-Cursed Elf]

Drawbacks: Incompentent [Charisma skills; very common, -5 points]

Cost: 24 power points

The Lost race template
Ages ago a group of humans sought to subjugate the Realm to their power and with it invade other realities/dimensions. The Realm placed upon them a curse so powerful, it will never be removed. All of the decendants of the humans who tried to do this are known as the Lost, never to find a home and never to find their original city ever again. They appear like other humans except for one major details. A black X mark on their forehead marks them as one of the Lost and this can't be removed or covered up by any means known.

Abilities: +2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma

Skills: Bluff 6, Craft [choose one] 4, Intimidate 6, Knowledge [arcane lore] 4, Knowledge [history] 4, Medicine 4, Notice 4, Profession [choose one, normally gather or hunter] 4, Search 4, Sense Motive 4, Sleight of Hand 4, Stealth 4, Survival 4, Swim 4 [Raised to be self-sufficiant and taught many skills, they are all naturally untrusting of others, skilled liers and natural thieves.]

Feats: Challenge 5 [Durable Lie, Fast Craft [chosen Craft skill] 2, Lip Reading, Vanishing], Eidetic Memory, Improved Trick, Improvised Tools, Second Chance [Bluff checks], Skill Adept [Intimidate], Sneak Attack, Taunt

Powers: Super-Movement 1 [Innate; Trackless], Super-Senses 2 [Innate; Low-Light Vision, Time Sense]

Complications: Obsession [regaining lost power], Reputation [The Lost], Temper [when faced with good magic users]

Drawbacks: Cursed [Common, major, -4 points; Cannot use Disguise skill or hide curse mark in anyway. Can never stay in one area for longer than a month.], Incompetent [Charisma skills, very common, -5 points], Poor Healer [very common, moderate, -4 points]

Cost: 22 power points
Last edited by Psistrike on Tue Oct 16, 2007 4:52 pm, edited 1 time in total.

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Post by JoshuaDunlow » Mon Oct 15, 2007 12:02 am

Bumps this, lets see some more ;)

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Post by Psistrike » Mon Oct 15, 2007 12:43 am

Heh, after reading 3 PDFs recently I'm going to rework a lot of stuff in this thread and my character thread as well. The 3 PDFs: Iron Age, Unearthly:Cosmic Heroes, and Better Mousetrap [especially a lot of stuff from the last PDF.]. Better Mousetrap rules on a lot of stuff, especially organizations, headquarters and several new feats have given me ideas on how to rework some of the race templates here.

Plus I realized that stating most individuals fall between PL 6 to PL 8 and then making the power point totals of several of the templates so high worked against that. Plus the Dragon race template, made it where you have to be PL 10 just to take the race due to the high Attack, Save DC, Toughness and Defense stats they get in all. Going to be reworking it so the default PL minimum is PL 7-8 instead.

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Post by JoshuaDunlow » Mon Oct 15, 2007 6:52 am

Excellent :twisted:

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Post by Psistrike » Mon Oct 15, 2007 7:01 pm

Dragon race template edited big time. I've completely redone the description, included a basic dragon form with 4 limbs but no wings, and sub-templates to add on wings, make a giant snake like dragon, aquatic dragon, elementally infused or based dragon, and even a dragon that exist in dimensional flux, always partially out of phase with the dimension they are currently in and able to travel to other dimensions and realities at will.

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Post by Psistrike » Mon Oct 15, 2007 7:44 pm

Elves were the least changed of all the races and sub-races. Only added some additional description for the race and added on Check Required [Knowledge [runes] for their Magic power.

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Post by JoshuaDunlow » Mon Oct 15, 2007 7:45 pm

Well i look forward to seeing them :)

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