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View Full Version : Race Creation system for Homemade Rpg, Feedback thread



Zakier
2017-01-11, 07:38 PM
Through all your suggestions, advice and noted wants I think I've come up with a workable solution for race creation.

Chosen bonuses are generics. Your descriptions and reasons why the race has the features listed is up to you and the GM.

Please critique. Feedback is welcome.

Adding a Race The Races we've provided here are not the whole of all races available to a player. It may arise that someone wishes to play a Race they find in a different setting or book. As such we have determined Guidelines for adding a Race to the system.

Size: tiny, Small, Medium, Large, Huge The Base factors for each size is as follows.

Size Hight/Grid

Tiny 2'-3'5"/1sq

Small 3'6"-4'5"/1sq

Medium 4'6"-6'5"/1sq

Large 6'6"-8'5"/2sq

Huge 8'6"-12'/3sq

Base Speed: A creatures size determines their base land speed. This is the number of ft they can move During a Single Standard Action.

Size Speed

Tiny 20 ft

Small 25 ft

Medium 30 ft

Large 35 ft

Huge 40 ft

Racial Bonuses Every race receives a number of bonuses.

Size Attribute + Attribute-

Tiny +3 Agi +1 choice -3 str -1 choice

Small +2 Agi +2 choice -2 Str -2 choice

Medium +4 choice can split bonus -4 choice can split

Large +2 Str +2 choice -2 Agi -2 choice

Huge +3 Str +1 Choice -3 Agi -1 Choice

Note* for every size catagory of Difference between you and your opponent, add a +/-2 accordingly.

Example: A medium size creature attacks a huge creature. Medium creature gains +4 to hit.

A medium creature attack a small creature. Recieves a -4 penalty to hit.

Movement Style: Players can adjust their character to gain different styles of movements. These provide benefits and Negatives.

Bipedal: Mortals and Creatures that walk on two legs with normal forward facing knee caps are considered Bipedal. As they gain no special movement type, add 20 to starting Build points.

Quadra pedal: Races with 4 legs, such as Centaurs, gain increased movement speed of plus half base speed for size. 4 legged races cannot climb. Cost 10 build points.

*Note: Quadra pedal Races automatically count as 1 size catagory larger but do not gain the benefits or negatives of this change.

Feral: Races that move on arms and legs like Apes do not suffer movement penalties on rough terrain. Gain increased movement speed of 10ft. However this increased speed requires the character to have both hands free. Feral movement also increases your climbing skill by +4. Cost 15 Build Points.

Slither:

Player can choose to have a snake like lower half. Cost 20 Build Points.

Appearance- Players can define their own colors and patterns.

Movement- Gain +10 base speed, no penalty for rough terrain, Normal movement speed in water rather than Half speed like normal.

Gain Coiled Strike- can coil your lower half and strike like a cobra lashing out 1 square further than normal. Threat radius is now 10ft.

Additionals- Automatically Gain Prehensile tile feature.

Cold blooded- Take -5 to all saves during cold weather and climates. Take additional 1d6 Damage from any cold effect.

Movement Additions:

Wings: Player characters can Build a Race with wings at the cost of 100 Build Points.

Wings Details- Wings allow a player to fly up to Twice their base land speed. Normal Adrenaline point cost apply per 5ft.

Hover-At the cost of 5 Adrenaline per round (during Combat) a player can hover at any height.

Dive bomb-A flying character can attempt to dive bomb. You can dive at a speed of twice your Flight speed. If dive bombing while attacking, add fall damage to your strike for 1d6 for every 10ft of Dive. Appearance- Players can choose their wings appearance. However the wings size will always be proportional to the characters size.

Additional Features: Your Race may have a number of additional features.

Tail: Having a tail comes in various forms, from thick lizard like tails to skinny prehensile tails. These can be forked or devilish or even Animal like.

Prehensile- you can control your tail so exactly that you can use it as an additional hand, able to grab items by wrapping around them and lifting as strongly as you could normally. Cost 10 Build Points.

Tough/Unique Skin: Your Race has a unique surface layer. This can range from Scales to fur or simply being tougher than usual.

Scales- Like a dragon, you are covered in thick scales from head to toe. While you have no hair, your scales shine in a gem like example of whatever color you choose at creation and are much more durable than the fleshy scale less creatures. Like your draconian Ancestors you have a resistance to a similar elemental or metal type. Your resistance type decreases damage by half before adding damage reduction. Gain +5Dr/all to all areas. Choose one metal or element to be resistant to. Cost 40 build points.

Fur- Your Race has a thick coat of fur of which you are all very proud of. Its Color and description is chosen by the player. As you are covered in fur you gain a resistance to cold climates and take no negatives but take Double the usual negatives for Hot climates. You also gain a +3 Dr/Bludgeoning to all areas. Take 1d6 additional damage from Fire effects. Cost 10 Build Points.

Thick/Leathery Skin- Your Race has naturally thick or Leathery skin. This benefit has evolved over a millenia living in extreme climates. Choose either Hit or cold Climates and gain an immunity to the effects of that climate. Take normal negatives for the opposite. No bonus Dr

Metal- See Mechanical below

Senses: Many races gain additional senses or advanced senses.

Sight- (Pick one) Eagle vision: Able to see twice as far in all conditions. cost 10 Build points

Low-light Vision: Treat all light conditions as one step better. Cost 20 Build points

Darkvision: Treat all light Conditions as two steps better. Cost 30 Build points.

Blind-Sense: Able to accurately sense the location of any creature and objects within 30ft regardless of the conditions of your eyes. Cost 40 Build Points.

Scent: Able to track the scent of a target as well as any creature also able to smell the emotional condition of a nearby creature. Granting a bonuses of +5 to all sense motive checks.

Hearing: Your races ears are different than a normal humans. Player defined appearance.

Choose: +5 to listen check cost 10 build Points. -5 to listen checks grants 10 build Points.

Immunities/Specials: Your Race has an immunity to a certain kind of effect or a special feature create your own using the provided examples.

Sleepless- Your Race is immune to sleep effects, when resting you meditate rather than sleep. Cost 30 BP

Breathless- Your Race doesn't have to breathe. You are unable to smell scents at all due to your lack of breathing. Cost 20 BP

Aquatic: Your Race is able to breathe underwater. Take Double damage from Cloud Effects. Cost 15Bp

Machine: Your Race is Mechanical, Built by a mad genius or an inventor with too much time. You are immune to poisons and all Biogrica Spells, including healing. You must repair yourself to heal using an engineering check. Repairing takes half an hour per check. Alternatively you can be healed with a Chymerica Spell that repairs damage. Repairing requires Engineering tools and one bag of spare parts per check.

Mechanical races automatically gain metal skin of a chosen metal type. Different types have different cost and benefits.

Iron- Double normal weight for creature your size, Dr 2/All, Iron takes on the temperature of the Climate it is in. Spells and effects of the opposite type do double damage. Cost 40 build points

Steel- normal weight for creatures of your size. Dr5/all. Cost 60 Build Points

Adamantine- Normal weight for your size Catagory, Dr 10/All. Cost 80 Build Points

Mithril- Mithril is Magically conductive, mechanical races with Mithril bodies have a shard slot embedded in every armor point. These can take medium Sized Shards. Cost 100 Build Points.

Living Metal- Living metal can change its appearance at will. Changing appearance takes at least 1 full round. As with Mithril, Living Metal is Magically conductive. Living metal beings have 2 shard Slots at each armor point and can adjust it's size to accept any size Magic shard at any time. Cost 200 build points.

Mechanical races can modify themselves to add additional components as well as build armor directly onto themselves.

Living metal Races require Living Metal based Addon Components.

Repairs can use parts up to but not exceeding your metal type.

All mechanical races do not need to breathe, are immune to poisons, do not require sleep. Do not require crystals to continuing functioning.

Mechanical creatures take Double damage from rust styled effects and Take damage for 1d6 points per round when hip deep or more submerged in water.

Natural Attacks: Your Race has one or more Natural weapons it can use in Combat.

Horns: Point out: Gain Gore attack for 1d6 peircing

Curved horns (Ram Like): Gain 1d6 bludgeon headbut

Bite: Either by having an animalistic head or simply having fangs your bite is especially potent. Deal 1d6 Peirce damage when biting. Cost 10 Build Points.

Poison: Req Bite, Poison is 1d6 damage for 1d4 rounds. Cost 10 Build Points extra.

Claws: Your Race has natural Claws or talons or both. Deal 1d6 Slash Damage with either. Cost 10 Build Points.

Adding It up Total up the cost and grants from the various features you have chosen to build your race. Subtract this amount from the Your total available Build Points.

Build Points Currently All Characters begins with 300 Build Points to spend. When you created your Race you added up a total cost for creating the race. subtract this amount from your build points. The remaining points is what you have to spend towards raising skills and Magical Ranks. Negative Build Points: Just because your subtracted amount causes you to go into the negative with your build Points does not mean you cannot purchase more. You can go up to 75 points into the negative before you cannot spend any more. To get out of the negative you must pay 25 times that amount in experience later before you begin earning experience normally.

Example: your created races and spent points towards raising the various skills and character ranks has caused you to go 38 points in the negative. To get out of the negative and begin earning normal experience you will have to pay 950 experience


Please feel free to make suggestion or offer things to add to the system.

Your criticism is welcome.

Arkynata
2017-01-12, 04:42 PM
My first thought about this is how all the different creatures would fit in the world. I know it isn't really anything you've posted about, but I think I would find it hard to immerse myself in an RPG setting unless I could make sense of it.

Is this a setting where "chimera"-type creatures are common? Or do they all come from established cultures?

Zakier
2017-01-12, 05:23 PM
I was hoping players would define their races own position in society. I have base races built already with culture info and details.