Dralnu
2015-07-25, 04:02 PM
I'm launching a new free adventure module set in Magic: the Gathering's plane of Zendikar. I will be releasing a Player's Companion that will include new playable races appropriate for the setting, since traditionally Zendikar does not have many of the standard races such as dwarf / tiefling etc.
I will release new races: Merfolk, Kor, Goblin. I don't think Vampires are traditionally adventurers, but maybe I can make a toned down version for them as well, since Zendikar vampires are hardly as powerful as traditional D&D vamps.
I need help getting the crunch right. The fluff I can take care of easily.
Merfolk
Source Material (http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/stf/67#one)
+2 INT +1 (???): Merfolk naturally have a knack for scholarly pursuits.
Amphibious: Merfolk can breathe air and water.
Travel Speed: The merfolk of Zendikar have adapted for life on the surface world and are bipedal creatures. They have a travel speed of 30 ft. on the surface and a swim speed of 30 ft. if they aren't wearing medium or heavy armor.
Alignment: tend towards neutral
Other Stuf???
Kor
Source Material (http://archive.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/stf/55) (shockingly little considering this is an original race that we've never learned much about)
+2 DEX +1 WIS: Most kor live and die by their quick reflexes and steady aim of their hooks. They are also a deeply spiritual people.
Alignment: tend towards chaotic good; Kor value the portability of individual skill and strength of character over more "static" virtues.
Hooked Rope Proficiency: New weapon? Kor are proficient with them.
Travel Speed: 30ft.
Other stuff: ???
Goblin
Source Material (http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/stf/69)
+2 DEX (zzzz) +1 (???):
The one thing I don't like is +DEX makes sense for a lot of races but the end result is just boring: Human, Kor, Merfolk, Goblin, Elf, are the typical races of Zendikar adventurers, Elves get +2 DEX, Kor get +2 DEX, Goblins get +2 DEX...
I will release new races: Merfolk, Kor, Goblin. I don't think Vampires are traditionally adventurers, but maybe I can make a toned down version for them as well, since Zendikar vampires are hardly as powerful as traditional D&D vamps.
I need help getting the crunch right. The fluff I can take care of easily.
Merfolk
Source Material (http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/stf/67#one)
+2 INT +1 (???): Merfolk naturally have a knack for scholarly pursuits.
Amphibious: Merfolk can breathe air and water.
Travel Speed: The merfolk of Zendikar have adapted for life on the surface world and are bipedal creatures. They have a travel speed of 30 ft. on the surface and a swim speed of 30 ft. if they aren't wearing medium or heavy armor.
Alignment: tend towards neutral
Other Stuf???
Kor
Source Material (http://archive.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/stf/55) (shockingly little considering this is an original race that we've never learned much about)
+2 DEX +1 WIS: Most kor live and die by their quick reflexes and steady aim of their hooks. They are also a deeply spiritual people.
Alignment: tend towards chaotic good; Kor value the portability of individual skill and strength of character over more "static" virtues.
Hooked Rope Proficiency: New weapon? Kor are proficient with them.
Travel Speed: 30ft.
Other stuff: ???
Goblin
Source Material (http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/stf/69)
+2 DEX (zzzz) +1 (???):
The one thing I don't like is +DEX makes sense for a lot of races but the end result is just boring: Human, Kor, Merfolk, Goblin, Elf, are the typical races of Zendikar adventurers, Elves get +2 DEX, Kor get +2 DEX, Goblins get +2 DEX...