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

Discuss Freedom City, Paragons, Wild Cards, or your own campaign settings here.
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Post by Psistrike » Mon Oct 15, 2007 8:20 pm

Dwarves have been edited, some additional description for the main race, a new feat and a new power. The Crystal Shaper dwarf sub-race is is the most affected, causing each use of the crystal shaping power to drain 1 Dexterity from them as they slowly change partially more and more into crystal themselves. They recover the lost Dexterity at 1 point per minute.

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Post by Psistrike » Mon Oct 15, 2007 8:34 pm

The gnome race template has been edited, only addition is the Skill Adept feat which applies to the Craft or Knowledge skill they choose as part of the template.

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Post by Psistrike » Mon Oct 15, 2007 9:25 pm

Halfling race template and sub-races update, added some Bluff skill to Halflings along with the Banter feat from Better Mousetrap, made their ranged attacks reliable and gave them extra skill in balance and jumping. Hobbits lack the skills in bluffing and banter, as do the dreamwalker halflings.

Kenders are even better at bluffing, annoying banter and taunts than other halflings. Dreamwalker halflings have great skill at understanding dream imagery and more reliably can sense the motives and emotions of others.

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Post by Psistrike » Mon Oct 15, 2007 9:45 pm

The angel race template has been updated. Added 2 new feats and gave their Mind Reading power an additional flaw, a Sense Motive check required to use it.

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Post by Psistrike » Mon Oct 15, 2007 10:04 pm

The Demon race template has had an update. The addition of a new feat to the template and a big addition at the bottom with a few example powers, flaws for powers and drawbacks which some demons may have.

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Post by Psistrike » Mon Oct 15, 2007 10:57 pm

Goblin race template and sub-races have been updated. Add 4 more ranks to Craft [magical items], gave them 2 new feats to help out in crafting magical items and doing repairs, and gave their Device the Complex drawback, meaning it is harder to work on and repair than a normal device.

Savage goblin sub-race was given the Incompetent [Intelligence skills] since they aren't known for their mental abilities. Imbuer goblins are now more adept with Craft [magical items] than normal goblins and their Empowerment requires some time to build up its strength.

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Post by Psistrike » Tue Oct 16, 2007 3:52 pm

Half-dragon guidelines have been update. Along with 2 examples that show how exotic they can be, even with their other parent being human. Plus updated the dragon race template and sub-templates some more as well.

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Post by Psistrike » Tue Oct 16, 2007 4:17 pm

Fairy race template and example fairy sub-race templates updated. Only added one new feat to the main template. The only example fairy sub-race template updated beyond that is the quicksilver fairies, which have both an Enhanced Reflex Save power and a new feat for their Super-Speed.

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Post by JoshuaDunlow » Tue Oct 16, 2007 4:36 pm

Man your a busy guy :) But that means more for us! :twisted:

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Post by Psistrike » Tue Oct 16, 2007 4:56 pm

And finally the Cursed Races templates have been updated. Each has had a few additions, mainly in feats and drawbacks. Especially drawbacks for The Lost. And with this update I've finished updating all of the previous creations for this thread. I am going to be updating all of my characters and creations for my thread over in Roll Call for now, but will come back to this soon.

Possible additions will include: New sub-races or sub-templates for existing races, all new races and their sub-races, some organizations and headquarters, some example equipment and devices from The Realm, whether they are still there or not, and finally some NPCs based in The Realms currently.

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Post by JoshuaDunlow » Sat Oct 25, 2008 8:48 am

<gives this thread a little bump>

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Plant race template and variants

Post by Psistrike » Fri Nov 21, 2008 8:55 pm

Plant race template
Due to the very nature of the Realm, few plants are seperate from it, most being meerly a part of its form. There are a few plant-based beings which exist in the Realm, living there but not a part of it like normal plants. All have come from other dimensions and realities in the past at one point or another. Forms range from tree-like with branches useable as hands, to lithe female forms with green skin and plant-based clothing. Height can vary greatly, from those the size range of humans to beings the size of large trees. Some traits in common for all plant races are listed below.

Abilities: +2 Wisdom

Skills: Knowledge [nature] 4, Language [Base: Sylvan; English], Notice 3, Stealth 4, Survival 4

Feats: Hide in Plain Sight

Powers: Comprehend 2 [speak to and understand plants], Immunity 3 [poison, starvation, suffocation]

Drawbacks:Lifelinked [either specific tree or plant or home forest; -4 points]

Cost: 10 power points

Guidelines on particular plant race types
To create a dryad simply add on +8 Dexterity, +4 Intelligence, +4 Wisdom, +8 Charisma, Escape Artist 4, Handle Animal 3, +1 Language [Elven], Animal Empathy, Attractive, Plant Control 6 [Alternate Powers: Fatigue 6, Plant Growth 6, Transmit 6 [through trees and large plants]], Protection 5 [Impervious], and Super-Senses 1 [low-light vision]. They are Lifelinked to a specific tree.

Cost: 63 power points total

To create a treant simply add on -2 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom [total +6], +2 Charisma, Diplomacy 2, Intimidate 4, Sense Motive 2, Fast Overun, Improved Overrun, Improved Sunder, Power Attack, Concealment 4 [vision; Flaws: Limited [Only in forest], Passive], Growth 8 [Innate; Permanent], Immunity +23 [Critical hits, mental effects, paralyze effects, sleep, stun effects], Protection 10 [Impervious; Limited: 8 ranks not versus slashing], Strike 9 [Power Feat: Mighty; Flaws: Action [full round], Limited [only versus objects]], Super-Senses 1 [low-light vision] and Vulnerable [fire damage, very common, moderate; -4 points]. They are Lifelinked to their home forest.

Cost: 87 power points total

To create a flower spirit simply add on +2 Dexterity, +4 Charisma, Diplomacy 4, Perform [one of dance, singing or wind instruments] 4, Stealth +4, Attractive, Fascinate [Perform], Concealment 4 [visual, Power Feats: Close Range; Blending], Plant Control 6 [Alternate Powers: Plant Perception 4, Stun 6, Transmit 6 [through plants]], Protection 3 [flexible form], Shrinking 4 [Innate; Permanent], and Super-Senses 1 [low-light vision]

Cost: 50 power points total

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Post by Psistrike » Fri Nov 21, 2008 9:00 pm

Dang, got so distracted by working on my original characters and stuff thread, I forgot about this for over a year. So many ideas, so little time to work on them all. Between the original characters, monsters, organizations and such in my main thread, the MU: Chaos Universe stuff, 2 other settings and stuff I've started working on recently and The Realm, I have so much on the backburner it isn't funny. :D

Will try to have more in this thread soon. Although it would be nice to get some comments on the new stuff in my main thread in the Roll Call. :wink:

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New materials and substance of the Realm

Post by Psistrike » Fri Nov 21, 2008 9:28 pm

Note: All new materials and substances of the Realm will be put in this post, with a new post noting anything added here each time.

Dragonsteel
A metal whose origins are almost as ancient as the Realm itself, it is pure white, light-weight but indestructable in nature. How it is forged into different weapons, armors, etc. is unknown to but a rare few, the secret lost to the ages. Anything made of it is considered a Device and must have the Indestructible feat. Weapons made of it must have the Penetrating extra, as they can pierce the toughest of hides, have at least 1 rank of Accurate and have the ability to ignore the toughest of materials [Drain Toughness 10 [Affect Objects [+0]; Limited [Drained Toughness returns after attack is resolved.]. Armor made of dragonsteel gives Immunity 2 [critical hits], should grant a Toughness bonus at least +4 higher than normal for that type of armor and never hinders the wearer.

This metal is rare, as the secrets of its creation are even rarer than the secrets of how to forge it.

Lifewood
This rare form of wood comes in 3 different colors, each with different properties. All lifewood can only be successfully harvested if the wood is seperated from the tree by a natural source [Lightning strike, wind storm, etc.]. Otherwise it becomes ordinary wood. Each type of lifewood counts as wood and one type of element/energy for the purposes of harming creatures vulnerable to them, along with special benefits in armor form. The blue lifewood acts as water against anything it strikes, even dousing fires and soaking targets struck with a weapon of it. In armor form it gives the wearer Immunity 11 [breath underwater normally, water-descriptor], both absorbing the water into itself and away from the wearer, granting them the power to breath underwater. The red lifewood acts as electricity, strangely enough. Weapons made of it affect those struck as if by electrical energy, even having the power to recharge electrical generators, if any exist in the Realm somewhere. Armor made of it gives the wearer Immunity 10 [electricity-descriptor], absorbing such energy harmlessly into itself.

While the green lifewood is infused with the power of wind. Weapons made of it normally have a few ranks of the Knockback feat added onto the Strike or Blast, as the wind aids knocking them back. Armor made of it provides the wearer with great protection, in the form of Immunity 12 [air/wind-descriptor, suffocation]. It allows harmless, breathable air near them and generate this air when it is absent, but protects them from any harmful air and wind of any sort.

All armors made of lifewood tend to be tougher than normal wood, granting the wearer 4-5 ranks of Protection. Elves, fairies, gnomes and plant races tend to be the ones who craft items of lifewood or possess such items. Due to the vastness of the Realm, when something is called rare it normally means rare within a 500 square mile area.

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Post by Psistrike » Thu Apr 02, 2009 5:42 pm

After reading through Warriors and Warlocks, did some minor edits to the fairy and halfing race templates, along a bigger change on the dwarf templates. Hope to have more to add to this thread soon.

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