Setting:Unified Setting/Mechanics: Difference between revisions

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'''Racial abilities''':
'''Racial abilities''':
*Perfection: Sidhe may raise a skill two higher than their level would normally allow. Which skill this is may change, however at no point may two skills be higher. (thus, to raise a different skil higher than the maximum allowance, the sidhe must gain levels until all skills are within the normal maximum.)
*Perfection: Sidhe may raise a skill two higher than their level would normally allow. Which skill this is may change, however at no point may two skills be higher. (thus, to raise a different skil higher than the maximum allowance, the sidhe must gain levels until all skills are within the normal maximum.)
*+2 Being a Dick: Elves are notoriously arrogant and butt-hurt. Elves gain a bonus to any Cha-based test where acting dismissive, outraged or otherwise trollish would grant a benefit.
*+2 Elitism: Elves are notoriously arrogant and butthurt. Elves gain a bonus to any Cha-based test where acting dismissive, outraged or otherwise assuming a superior role would grant a benefit.


'''Sidhe Feats''':
'''Sidhe Feats''':

Revision as of 15:24, 17 February 2010

This page is intended as a place-holder for unified setting mechanics. Due to it's popularity mechanics development is focusing on D20 system, hawever there are also GURPS stats.

Races (System mechanics)

The following is a mixture of suggestions from a unified setting thread and reference to the D20 SRD. It is currently a work in progress. It has not been rule-checked or play-tested, and only reflects the direction the unified setting is taking.

Corgyn

  • The Corgyn are blessed with an innate understanding of the unspoken laws on which their world operates. On the other hand, their short limbs greatly hinder their adroitness of movement. +2 Wis, -2 Dex
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A Corgyn’s base land speed is 20 feet.
  • +1 racial bonus to attacks with bows.
  • +2 racial bonus to Knowledge checks involving the Gentry. (Note that Corgyn are not subject to the -4 penalty on such checks that outsiders are subject to. Those wishing to negate this penalty without playing a Corgyn may take the Corgyn-Born feat.)
  • Low-Light Vision: The Corgyn spend much time during the twilight hours, or in the light of torch and moon, and they see well in these conditions.
  • Keen scent: +2 to spot or search checks involving smells. Corgyns may take scent as a feat when they have Wis 13 or higher.
  • Favoured class: Cleric.

Corgyn Feats

  • Feytouched-

You take a -1 penalty against fey effects, but may cast Daze three times per day as a spell-like ability.

Doobies

Stat adjustments: It is difficult for those un-doobie to appreciate this magnificent race. By the standards of the unenlightened they appear clumsy and stupid, reflected in their diminished stats. -2 Dex, -2 Cha. Racial abilities:

  • +2 Perform (Banjo or Tambourine) -Note, this is a grave choice, fraught with peril, for Doobie society is terribly divided over an ancient war. Choose wisely.
  • Iron Stomach- Doobies can eat anything they can chew. This even gives them a +2 bonus vs. ingested poisons.
  • Regeneration 2 (Vulnerable to Fire and Acid.)

Favored Class: Bard.

Doobie Feats:

  • Swiftly Returning Perfection- Doobie

Your natural Regeneration ability increases by two. Additionally, you may replace severed limbs by holding them to the stump.

Dwarf

Stat adjustments: Dwarves are physically stout and pretty sturdy. They are quite intelligent, they often devise elaborate setups to slaughter their enemies, and their forts are full of complicated pipeworks of magma and water. Dorfs tend to be somewhat crazy, as well as gruff and often have difficulty relating to other races. They tend to build excessively complicated things when a much simpler design would be easier and safer. +2 Con, +2 Int, -2 Cha, -4 Wis

Racial abilities:

  • +2 on saves vs. magic, poison, disease, and faggotry.
  • Darkvision 60 ft
  • Iron Mastery:
  • Dorfs reduce the armor check penalty of metal armors only by one point.
  • Dorfs get a +2 on craft checks involving iron or similar metals.
  • Dorfs take a -1 penalty on will saves unless they are wearing or carrying at least one pound of iron. Steel doesn't count.
  • Dorfs get a +2 bonus on sunder checks and damage rolls against metal objects, due to their phenomenal ability to sense the weaknesses in metal.

Favored Class: Fighter

Dwarven Feats

  • Iron in the Blood - Dwarf

You get a +2 bonus to Fortitude saves. This increases to a +4 when the save in question stems from a Fey effect.

  • Iron in the Soul - Dwarf

You get a +2 bonus to Will saves. This bonus increases to +4 when the save in question stems from a Fey effect.

  • Iron Frenzy - Dorf

You fight with renewed vigor with iron weapons, or weapons you've crafted yourself. Prerequisite: Craft: Weaponsmithing 4 ranks, Dorf You get a +1 damage bonus with iron or cold iron weapons. (Note that iron is not steel, and has less hardness.) You get a +1 bonus to attack rolls with weapons you have crafted yourself. Increase the Hardness of any weapon you wield by 2.

  • Scent of Iron - Dorf

You are extraordinarily sensitive to metals. Prerequisite: Wisdom 13+, Dorf You gain a variation of the Scent ability, except that it only allows you to detect metals, rather than creatures. Your knowledge of metal's locations is not actually based on scent, and as such you do not need open air to smell metals. In addition, wind does not effect the range at which this functions. Creatures may be tracked as is normally allowed with scent if they have any significant amount of metal with them. Someone with this feat can be deprived of this sense by throwing metal dust in their face or by removing their beard.

Gnolls (LA +1)

Stat adjustments: Incredibly strong for their frame, gnolls are also hardy creatures. Their rapine tendencies and poor hygiene generally put them in poor regard with other species, however. +2 Strength, +2 Constitution, -2 Charisma

Racial abilities:

  • Illiteracy- Every class except for wizard. Double the buyout cost for barbarians. Most tribes will have an oral tradition of songlines and stories, but most don't have a written tongue.
  • -2 on Knowledge checks other than The Planes and Nature. Songs and stories can only go so far.
  • +2 Survival, +2 Hide (In wilderness environments only), +2 Knowledge: Nature
  • Darkvision 60 ft.
  • Gnolls add their constitution bonus to the number of days they can go without water and food.

Favored Class: Ranger.

Gnoll Feats:

  • Moonwarrior - Gnoll

When outside during nighttime, you get a +1 bonus to attack rolls. If the moon is out, you also add +1 to damage. If the moon is full, increase these bonuses to +2.

  • Nose of the Gnoll - gnoll

gain Scent.

Goblins

Stat adjustments: Goblins are nimble creatures, climbing through the rigging of their ships or the slums of the cities. Despite their acuity of movement, they aren't particularly strong, as they are set on particularly light frames. +2 Dex, –2 Str, –2 Cha, +2 Wis.

Racial abilities:

  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
  • A goblin’s base land speed is 30 feet.
  • Low-light Vision
  • Rage of Penance: Goblins do +2 damage to undead.
  • +4 racial bonus on Move Silently checks and Climb checks.

Favored Class: Rogue.

Kobolds

Stat adjustments: Weak but quick, dim but adorable, kobolds face all challenges with a ready smile and a sense of impending doom. -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma.

Racial abilities:

  • +2 Survival - Natural talent, not training. Kobolds are used to hostile environments.
  • +1 Natural bonus to AC. Kobolds are used to hostile environments.
  • Innocent's Luck- +1 to all saves. Did we mention kobolds are used to hostile environments?
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.

Kobold Feats:

  • Innocent's Veil - Kobold

You gain immunity to magical fear, but take a -2 on saves against nonmagical fear.

Sergal

Stat adjustments: Sergals possess deft agility and quick movements, but usually eschew intellectual pursuits. +2 Dex, -2 Wis

Racial abilities

  • Base speed 35
  • Low light vision
  • Racial bonus of +2 to Intimidate, Climb, and Jump
  • Weapon proficiency with shortspears and halberds
  • Double swords count as martial weapons for sergals

Racial Feats

  • Dancing spear - Sergal

When wielding a shortspear or Halberd, you may add your Dexterity modifier instead of your strength modifier on attack rolls.

Sidhe

Stat adjustments: Quick but frail, elves lack the pressure cooker upbringing that makes their drow cousins feared across the world. Dex: +2, Con: -2.

Racial abilities:

  • Perfection: Sidhe may raise a skill two higher than their level would normally allow. Which skill this is may change, however at no point may two skills be higher. (thus, to raise a different skil higher than the maximum allowance, the sidhe must gain levels until all skills are within the normal maximum.)
  • +2 Elitism: Elves are notoriously arrogant and butthurt. Elves gain a bonus to any Cha-based test where acting dismissive, outraged or otherwise assuming a superior role would grant a benefit.

Sidhe Feats:

  • Focused Perfection - Sidhe

Sidhe may raise a skill four higher than their level would normally allow

  • Diverse Perfection - Sidhe

An additional skill may be raised as per perfection. This feat may be taken multiple times.

Toltecatl

Stat adjustments: Toltecatl are slow, but think deeply. Dex: -2. Wisdom: +2.

Racial abilities:

  • Immunity to nonmagical toxins.
  • One knowledge skill as a class skill, regardless of class. If it's already a class skill, +2 to it instead.
  • Swim Speed 20.
  • Hold Breath: A Toltecatl can hold its breath for a number of rounds equal to five times its Constitution score before it risks drowning.

Wila

Stat adjustments: Drow are notoriously quick, clever and cunning, but less hardy than other races. Dex: +2, Con: -2, Cha: +2.

Racial abilities':

  • +2 Hide, (Handle Animal OR Diplomacy), and Sense Motive.
  • Base land speed 30 ft.
  • Bluff always class skill.
  • SR 5+1/2 HD.
  • Low-Light Vision.

Favored Class: Rogue.

Racial Feats:

  • Magic Eater - Wila

Increase your natural SR by four.

  • Thaumovoric Euphoria - Wila

Whenever a spell or magic effect fails to penetrate your SR, you get a +2 bonus to attack rolls and saving throws for one round per level of the spell.

  • Retribution of the Deniers - Wila

Whenever a spell fails to penetrate your SR, you may return it upon its caster. They are allowed a save against their own *spell as normal. You become Fatigued for one minute after using this ability. Using it while Fatigued causes you to become Exhausted until you rest.

Racial Feats

The following are optional D20 feats available to players in the unified setting. While intended to reflect racial upbringing it is possible that other races, raised amongst the race in question, can take these feats.

These are also known as "Boos" from the term weeaboo meaning japanophile. If I was less drunk I'd hunt down the etymology of the terms, but suffice to say these were originally presented as burmeciaboo, etcetera.


  • Faestir-born: All the stairclimbing and scrambling you had to do in Bejwaer toughened your legs. You count as being twice as tall for the maxes on high jumping. You also recieve a +2 bonus to diplomacy checks involving the Favored of Bahamut.
  • Corgryn-born: Due to your extended experience with the highlands of the Corgyn-Bre, you ignore the -4 penalty for outsiders on Knowledge (Fey) checks. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Corgyn-Bre.
  • Dwarf-born: Due to long hours in the depths of Everoc, you've picked up a little bit of everything. You get a +2 bonus to all Craft checks. You also get a +2 bonus to Diplomacy checks involving the denizens of Everoc.
  • Doobie-born: You get a +2 bonus on saves versus diseases and poisons endemic to the tropics, as well as saves versus the sonic attack of the Siren Lizard. You also gain a +2 bonus on diplomacy checks with the Perfect Denizens of the Swamp of Death (As well as anyone else with this feat.)
  • Drow-born: The Wila are tricksy bastards, and living among them imprinted this on you. You get a +2 to Sense Motive checks to avoid being conned. You also get a +2 bonus to Diplomacy checks when dealing with the people of Zirnitraog.
  • Elf-born: Due to your extended time around the experts of Vanawill, you get a +2 Perfection bonus to the profession skill of your choice. You also receive a +2 bonus to Diplomacy checks involving the inhabitants of Londerfell (Generally elves and others with this feat.)
  • Gnoll-born: The wilds of Vilous and Lindwurm are harsh places, unfit for the unprepared. For those that know them however there is a bounty of life just within reach. You get a +2 bonus on Survival checks made to get along in the wilderness, and can go one additional day without water. You also get a +2 bonus to Diplomacy when dealing with the Tribes of Vilious, as well as anyone else who has this feat.
  • Goblin-born: You gain a +1 bonus to attack and damage rolls against undead, from special training obtained with the Ugly Folk. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Sundered Isles, the Tribes of Furnshakt, or anyone else who has this feat.
  • Kobold-born: You get a +1 luck bonus to the save of your choice, due to the innocent's favor bestowed on you. You also get a +2 bonus to Diplomacy when dealing with the people of any Home.
  • Lizardfolk-born: The libraries of Rs are closed to pretty much everyone. Some lucky few manage to get a foot in the door, and find the experience very rewarding. You get a +2 bonus to any three knowledge skills (Chosen when you take this feat). You also get a +2 bonus to Diplomacy checks when dealing with the Followers of PROGRESS! (and anyone else who has this feat.)
  • Sergal-born: You get a +2 bonus to AC vs. touch attacks made to establish a grapple, due to roughousing with the inhabitants of the Tatola Plains. You also get a +2 to Diplomacy rolls with Sergals of both varieties, as well as anyone else who has this feat.

Monsters

Dullette

Huge Magical Beast



Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares),
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Qualities: Darkvision 60 ft., low-light vision,
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +9, Spot +3
Feats: Alertness, Iron Will, Weapon Focus (bite)
Environment: Temperate hills
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Level Adjustment: —