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Potatomade
2016-12-24, 02:20 AM
I'm trying to come up with a new player race that is sort of a "prestige race," something like what Paladins are for classes. As indicated by the title, I want to make a race that is mechanically reminiscent of John Carpenter's The Thing. Obviously it's going to be overpowered, but I would appreciate any help in balancing it as much as is possible while retaining its flavor, and in making its rules clear. I have dubbed the race the Thingling (stupid name, I know).



Alignment Restrictions:
Any alignment allowed, but True Neutral is preferred, as the Thingling is primarily concerned with keeping its true nature a secret to those around it.

Racial Ability Requirements:
3 Str
14 Dex
6 Con
10 Int
10 Wis
10 Cha

Ability Score Adjustments:
+2 Dex
-2 Con

Classes Allowed: Any non-caster (must pass a Wild Talent check to play a Psionicist (does not get the Wild Talent if this class is chosen))

Advantages:
-Infravision, 60 ft

-Handedness is always treated as ambidextrous.

-May perform an unarmed attack using a proboscis formed for the attack, which deals 1d4 damage and reduces the target's Con by 1 per hit (cured after 24 hours). Alerts witnesses.

-May absorb dead creatures with the proboscis. If a creature is fully absorbed, the Thingling may store its genetic information for later use with other abilities. Takes 1 turn per size category of creature (1 for tiny, 2 for small, 3 for medium, and so on). Alerts witnesses.

-Can change its body as casting the spell Alter Self; can only assume the physical attributes of creatures it has previously absorbed. Unlike a normal Alter Self spell, if fangs or claws are chosen, unarmed attacks do 1d6 damage instead of 1d2. Additionally, any equipment that would be harmed by the transformation is either dropped or destroyed. Takes 1 round (1 minute) to transform, is permanent as long as the Thingling wishes, can only alter one aspect at a time, and alerts witnesses.

-Can polymorph into a creature of the same size as if casting the spell Polymorph Self; can only polymorph into creatures it has previously absorbed. Unlike a normal Polymorph Self spell, if a creature with a bite or claw attack is chosen, unarmed attacks do 1d6 damage instead of 1d2. Additionally, any equipment that would be harmed by the transformation is either dropped or destroyed. Takes 1 turn (10 minutes) to transform, is permanent until another form is chosen, and alerts witnesses.

-Can grow in size by absorbing a creature one size larger than itself. It must then take the form of the new creature, unless another creature of that size category has already been absorbed. Can also spend 2 turns expelling excess biomass to reduce its size by one category; this may only be done if a creature of the new size category has already been absorbed. Either ability alerts witnesses.

-When absorbing a creature, instead of satisfying hunger, the Thingling may use the added biomass to regrow or repair limbs, organs, etc. Alerts witnesses.

-Does not count as humanoid for the purposes of Backstab. No organs are necessary for the survival of the Thingling, and even a decapitation does not necessarily result in immediate death. Alerts witnesses if the Thingling is still moving after a normal creature would obviously have died.

-May enter Beast Form, which is described at the end of this document. Alerts witnesses, obviously.

Disadvantages:
-Alerted witnesses: If someone sees the Thingling performing any of the noted actions, it will be outed as an unholy, unnatural abomination, and will be treated as hostile. This can lead to entire towns being mobilized to hunt the beast down. Player characters may choose how to react, but hostility and distrust are recommended for anyone not extremely aberrant themselves.

-Regardless of the actual alignment of the creature, the Thingling is always treated as Evil for the purposes of spells and abilities. For example, Protection from Evil spells always bar the Thingling.

-May only feed by absorbing creatures. Hunger and starvation may be delayed by the size of the creature consumed. A grace period of 5 days is added for each size category above Tiny. Thus, a small creature gives a grace period of 5 days, Medium 10, and so on.

-All experience gain is halved.

-Cannot gain followers, though hirelings are allowed.

-Any creature with truesight sees the Thingling as a writhing mass of flesh, akin to its Beast Form.

-Most magical items used by the Thingling have a 50% chance of failing and becoming mundane. If this check is passed, that item is safe for the Thingling to use from then on, but any item made mundane remains mundane even if used by other races. Only extremely powerful artifacts can resist this.

Beast Form:

At will, a Thingling may choose to abandon its current shape, and become a writhing mass of claws, eyes, tentacles, and teeth. This is the closest thing a Thingling has to a true form, and it is a terrible sight to behold. When the Thingling chooses this form, the following applies:

-The Thingling may maintain this form for a number of rounds equal to its level. After this point, for any round spent in this form, the Thingling must pass a System Shock check or immediately die, with a recursive -20% penalty (so for a level 6 Thingling, -20% to System Shock survival on round 7, -40% on round 8, etc.)

-All carried items are dropped, and all worn items are destroyed.

-In Beast Form, there is no rear arc for the Thingling, as it grows eyes and limbs in all directions.

-In Beast Form, the Thingling takes half damage from all sources, as its flesh surges and regenerates.

-All unarmed attacks deal 1d12 damage, and count as +3 magical weapons for the purposes of overcoming resistances.

-The Thingling gains one size category for the duration of the form.

-The Thingling gains an extra attack, and one additional attack for each size category above Medium.

-A Thingling that drops to 0 HP in this form immediately dies.

-Upon leaving this form, the Thingling must pass a System Shock check or immediately drop to 0 HP and begin bleeding out. Additionally, this form cannot be taken again for at least one week, as the Thingling rests and reconstitutes itself. Any grace period from hunger is immediately removed.