Friday, 31 May 2013

pokemon fusions

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So I don't hate everything popular. Fusing 2 different pokemon randomly and then drawing the results. Its a thing , now I have done it too and am including the monstering thereoff. I think I made my work difficult by choosing fusions that already looked completely perfect.
                                                                               Voltsian

Voltsians are like panther catfish. Their hide is rubbery and red from a coating of rust and their own freaky secretions. As a defense or a predatory action they generate a red cloud that is extremely conductive. They then send a powerful electric charge via the cloud, stunning all in it.
They are smart, but avaricious , self-centred and lazy to a fault. Their hide is non-conductive , making them resistant to electricity unless the hide is bypassed
Magnaler
Magnaler are pony sized  crabs with self assembled shells of metal. They are shy and reclusive , hiding in vast alien junkyards, wary of being hunting for their shells. They can sculpt metal easily , unnaturally softening it with just a touch of their claws. The claws also possess great strength , capable of slicing a dude in half.
If one can get their trust and friendship they can make armour like no other.
Vilemander
Vilemanders  are oily looking radiative salamanders-people, flickering with balefire and calling to each other across war-blasted moors with their inflating dewlaps.  Territorial  and viscous , flicking unnatural fire from their tales , then slinking off again. The fire they produce feeds on fear and panic and is unable to be extinguished unless the victim is calm.

Goloom
Golooms are mood sensitive flowers , normally cultivated in courts and regal gardens, that have grown on graveyards reserved for outcasts and blasphemers. They have absorbed all the bitterness and rage and  burst out the ground screaming and releasing maddening pollen. Also they drink blood any round when they are not running in circles screaming (1 in 4). If they make it to century in age the flower blooms releasing a hydraesque Rage ghost.
 Beetoise 
Beetoise are a particular type of bee that takes residency in a certain giant turtle corpses The bees have specialized castes , one forming long chains to act as tendons and muscles to animate the turtle. Others make use of the weird cannon like tubes in the shell the former turtle used to breathe from. They use these as cannons, firing a living guided missile bee at threats to the hive. This bee explodes in mass of sticky poison honey. When the Beetoise runs out of these (normally has 1d12 in reserve) it results to swarms instead.
Lickimoth




Lickimoths are a variant on the lemure, formed from parasitic souls, who in life fed on the misery of others, under the guise of a care-giver. They now hunger for the taste of tears, each lick bringing up the worst memories in the licked



Saturday, 25 May 2013

I love the smell of khemistry in the morning

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Players spending money on explosives/incendiary  research.

What could go wrong?


Well letting "you can have cheap, safe and effective. Pick 2" be my guide, here is how I'm resolve this.

Currently available options are:

Flaming oil (1d6 dmg, keeps burning on 6 on the damage die), full round action to prepare and throw.

Fire Lance 1d10 dmg in a 10 by 5 feet cone, dex safe for half. One shot.

Bomb , classic blackball with wick. Cut wick length to control delay. Well, "control". The size of wick is represented by a number from zero and 4. On the moment it's lit roll a d4 , add that number to it. 6 or higher it explodes immediately. Immediately upon its landing and at the start of every round roll a d6 and add that number. 6 or more and it explodes.
Explodes for 2d8 (fire/concussive) damage, dex save for half. (10 foot blast radius)



 SO what happens when you pay a bunch of madmen/geniuses to invent something worse/better?

Choose what you are paying them to work on. Then a die is rolled and compared  the difficulty of the item.
A 1000 gold gets you a d8
2000 gets you a d10
4000 gets you a d12
10,000 gets you a d20

In addition if you hire a risk taking visionary , roll a d8
1:they die in an explostion, money and research wasted.
2: they attempt to make something else instead, randomly determine what
3: Add 3 to the roll, but if the device is successful , it will catastrophic fail when a  1, 2 or 3 is rolled to attack.
4: If the roll is succeeded the device is more sturdy and reliable than usual.
5-8 add this number unto to the roll.

Flamethrower :More in the style of a weed sprayer.  Requires 2 rounds pumping to build the pressure required to propel the fluid. Will maintain the pressure for an hour. When tank has pressure any violent jolting will ( explosively) rupture the tank. 1d10 ranged touch attack (10 feet). Sets people on fire if does 6 or more points of damage. Has enough fuel for 12 shots.


DIFFICULTY 8 (1 will be made)

Cluster Bomb : like the bomb , but after the intial explosion 1d6 bomblets (1d8 damage) are scattered around the area. Explode as per Bomb rules

DIFFICULTY: 6, 6 will be made

Dragons blood:
basically petrol.  As burning oil but 1d10 damage and keeps burning if it does 6 or more damage.

DIFFICULTY: 4  6 vials will  be made

Rockets
Like fireworks but more explodey. Use int/savvy bonus to hit with  , do 1d8 damage and set things on fire if they do 6 or more damage.
DIFFICULTY: 4   10 rockets will be made

Dainty Bomb as a bomb but does not have fuse, has a pin , after removing pin , any impact will set it off.

DIFFICULTY :10 6 dainty bombs will be made

Sticky Bomb
as bomb but glues itself to the first thing it hits. Requiring a successful strength and then dexterity check to remove it (as in you pull it off your head but then it sticks to your hand unless you are careful)
DIFFICULTLY :5  4 sticky bombs will be made


Sunkiss
an incendiary bomb. Pull a pin then throw it. Breaks on impact, releasing  expanding cloud of flame Everything within 30 feet takes a d6 damage and is on fire (taking a d6 damage each round

DIFFICULTY 10 2 will be made


Incendiary Rounds
as per normal shot, bolts or arrows , but target is ablaze as well as damaged. (1d6 damage each round)
DIFFICULT: 4 for sling shot 5 for bolts and arrows, 10 for shot.
Makes 10.

Now I could get more complicated and set up a research tree style system, but I needed something from tomorrows game, and this should do.

A research tree would be good , as alchemists don't share research and so if a sponsored alchemist blows themselves up, poof goes all the items they have discovered.
Note: Might half the gold cost for repeat requests.

Note: If this is going to be regular thing in the campaign, I will have to come up with some weirdo creepy research trees that have more in common with this http://middenmurk.blogspot.co.nz/2013/05/alchemy.html
than is happening right now.


 EDIT: I'm going to need this
Random alchemists:
name , title, quirk, pet project
1Zues |the shining | mumbles| animating erotic statues
2 Gizzard| the Stinky| Smokes toad skins | discovering additional dimensions
3 Mad Jill| the Mad| Calm, methodical, tidy| destroying all life
4 Zimmer| the chromatic| absurdly dressed| impossible pigments
5 Zug| the fool hardy| looks like a pit fighter| platonic solids
6 Zhuck| the lucky| blind, seeing eye squid | crisis theory
7 Zhillidale| the drunk| made of liquid| destructive resonance
8 Zwan| the unwieldy| arm coming out of his forehead| transhumanism
9 Kieser| The lobotomizer| cruel| eugenics 
10 Prussian | "old smokey"| part bear| talking to insects
11 Jacksticks| "monkey"| paranoid| flying machines
12  Quasar | "shakey"| bipolar| restoring the dead to life

Tuesday, 21 May 2013

Horror People Asked For

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Requests served like vegemite icecream.

This guy. Tom Fitzgerald asked about a Gorgonopsia. Well they are pretty hard to make any more monstrous  They are basically like a pitbull/lizard/hyena cross. If you want something like a dragon but bestial and mythologically disposable ,  look to these guys. This one here is a Lurking Pulverine. Which means it is surprisingly stealthy and if you look at it and fail a save, you then believe you haven't seen it and rationalize away any evidence of its existence.

Sanctious Lope-Lope

 Patrick Stewart asked about Pituriaspida (and/or one of the Ostracoderms) . (basically really early proto fish which were a helmet with a tail) Which I had surprising trouble drawing (because they already look interesting but not in a dynamic way). Anyway the above and below are the ones I liked the best. The above is avenging angel of a dead long forgotten subterranean God. It fliess and shoots freezy beams.
The below (a glooming) is something that swims around the astral plane and makes fate tunnels when jumps out of the astral plane (to elude predators). A fate tunnel is a zone that can contaminate people spending too much time there, linking them to each other, so coincidence will conspire to intertwine their lives together.
Glooming
 "You are bound together.... by FATE"
"but why? for what great cause"
"Astral Fish Escape Witness"
"So.. for no reason then" -Patrick Stuart

Krytox! and SnickHound
 Krytox! is obviously an transplanar bounty hunter and his dog. (Request from Joey Lindsey).
Krytox! is far far far too old for this shit. He was too old for this shit when the gods were an itch in the loins of a Titan. He is a battered, jaded , and inexorable veteran, relentlessly plodding away at a vocation he loathes, out of sheer bloody mindedness.
Squelch 
 Reynaldo Mandrinan  said I should do something called a Squelch. Which is obviously a hagfish hag. Empowered by squalid magics (even by hag standards) it can secrete enough mucus to form a powerful external body , like an exoskeleton of necrotic fluid. They are given to periods of chronic catatonia and hibernation and their lairs can be mistaken for being abandoned and therefore safe, until the Squelch , rubber-boned emerges from a small, over-looked box in an attic or closet to restate her claim.




 These are the giant amphibians that ruled the earth before dinosaurs. The immediate monster appeal is from the ones that were like crocodiles but with even bigger mouths, and the ones with a disturbing human looking yet  quadrupedal gait. The big mouthed ones are for making swamps and gladiatorial pits worse and should be given names like Guzzler, Miremaw , Globber-whole, and Hellmouth.  Their character should combine the manic depressive energy of the crocodile and the gross physical proportioning of a toad. A fist with a mouth.
The weird human walking ones should be a cross between Old Ones of Innsmouth and Fey, with certain nights in which they roam and baby swapping and odd offerings hung from trees. The "Cousins".
(reference picture by someone else)

The Eye Phantasmagoric
Mike Evans asked for this. It a giant floating eye , the only part existing in this plane of some godling voyeur. A bug torturing child on a cosmic scale. Attracted to Summonings.   Sometimes it just observes. Other times it makes something to observe.   The baneful magics it inflicts on you are actually just the effects of the godling thinking of you. Its ideas of you are realer than you are.
Gobbledegook

and he asked for this. It is a Gobbledegook. Which of course climbs down your chimney, eats half of your children , and ties your arms and legs together. Its form suggests not something originally human, but something mimicking human form in an alien and obscene caricature. Unfathomably malign. 



Here is some reference pictures I am including because I don't think I did them justice.








Friday, 17 May 2013

Burgess Shale

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Look it's some critters based off critters from burgess shale fossils.


 This one is based off Hallucigenia. It is called a "Gizzery".
It's a cheery old war weapon that can impale sounds on its spines. If someone says all the words in a spells title (Say "Cure" "light" and "wounds") it can immediately cast that spell. The person will not be able to use those words for a week.  Can be dangerously aggressive about maintaining the "aural hygiene"  around its lair.



Quank
(based off a Wiwaxia), was harvested for arrow and spear heads. Is now sullen and paranoid. Can shoot off  its spikes as a random magic arrow or bolt. 


Zag.
Just your typical deluded bioweapon that believes it is from the future and trying to destroy a particular lineage of tyrants.
Based off “Anomalocaris”

Based off Opabinia, Kun are cruel and wanton and sad and reflective.
Former space warping assassins and historians for the Jummerlng, now half-heartedly hire their services out .


Jummerlng are space wizards.
Based off Crinoid(s)

Jummerlng can store "time" as use it as weapon, like "an aging beam" and an "evolution beam" (ignoring how evolution actually works). They are responsible for making all of the above , they think. They kinda went mad due to dabbling into possibility harvesting and lost everything and now are deluded solipsists living in coral towers drifting on the surface of underground lakes.

Monday, 6 May 2013

Rogue Die

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I have been having trouble thinking about how to do rogue skills.
Like you have a system for them to sneak, and the question is how do you resolve people other than the rogue sneaking? Then oh noes skills can sneak it in and they can be a pain.

Anyway I like how Lamentations of the Flame Princess and 52 pages rules do it, BUT decided not to do it that way. Kinda of.

Skills are done with a stat check. If you do not have a skill it will be a half stat check.
 Rogues additionally will have a rogue die for each skill. This is a d6. There rogue die is rolled at the same time as a stat check. If it gets the value or under you have in it  , you get either a reroll (you must take the new result however ) or a bonus. So if you have a value of 2 in your stealth you would get a reroll or bonus if you rolled a 1 or a 2 on the die.
Rogues start with 6 points to spend at level 1. The skills are Stealth, Sleight of Hand,  Deceit (a mixture of disguise , bullshiting , and charm) , Climb, Acrobatics, Tampering (find/remove/modify traps).
Spending a point firstly gets you the skill (not having a skill means the stat check required for successful use of the skill is done with the stat halved. Some things cannot be attempted without the required skill) , and additional points are the value that you need to roll on the rogue die.
So a first level rogue could have all the skills without a rogue die in them, or have 3 of the skills with a rogue die of 1 , or one skill with a rogue die of 6.

Examples of bonuses : Flamboyantly (affects the morale of npc), Undetectably , Quickly (takes only a moment to perform), Thoroughly (nothing left behind),  etc.

Each time you gain a level you get +1 to either purchase a new skill or increase a rogue die by one.  
A point spend on a rogue die after it reaches 6, starts a new die. So the skill has an automatic bonus or reroll, and you are now rolling the rogue die to see if you have an additionally reroll or bonus. 

I'm still undecided on how to do skills for the other classes. I think it will be something like 3+int modifier and you can choose them in play  ("wait does your guy know how to swim? Umm sure..") if at all.
 There is some good "background" systems floating around which replace skills. Basically you count as having training in something if your background would cover it. I was playing around with making big tables that had your background how much money and equipment you had and what skills. They were not so good.
Although having the background table weighted by if you belonged to the "right sort of people" or not was kinda cool.

Saturday, 4 May 2013

The mulplicity of being in planescape

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Being rejiggering the character creation stuff.  Here is the race stuff.
Tried to make each race feel unique , and sheered off as "much +1 to a thing" abilities as I could. Also tried to keep each races abilities strictly to the core of the race and not worry too much about if dwarves are better or worse than halflings at picking locks etc.

Class notes in next post. I'm still in the air about how to treat thief skills.
Ratatosk are giant squirrels from Yggdrasil.  Muggin are crows with arms and wings.
Ghuls are half dead people and ragdolls are fabric people with human organs. That should explain everything.

character creation for planescape/redlands version 3.2324

3d6 assign as you go.
modifiers as 3rd ,

2-3 (-4)
4-5 (-3),
6-7 (-2)
8-9(-1)
10-11(0)
12-13(+1)
14-15(+2)
16-17(+3)
18-19(+4)

Stat modifiers are applied mostly the same:

Strength adds to hit and damage for melee weapons and some thrown weapons
Dexterity adds to armour class, and to hit with deft weapons (both thrown and melee)
Constitution adds to hit points
Wisdom adds to hit rolls with projectile weapons and sorcerer spells known and quota.
Intelligence adds to spells known and quota for wizards and is added to the 3d6 you roll (before multiplying by 10) to determine starting gold (along with your charisma modifier)
Charisma add the modifier to the 3d6 you roll (before multiplying by 10) (along with the intelligence modifier) to determine starting gold. For clerics its added to your spells quota
Spells Known:
For wizards they will have their intelligence modifer (minimum of one) written in their spell books +2 randomly selected. To successfully understand a spell they have copied in their spell book requires an intelligence check modifed by the spells level. They can try once per spell per level.
Sorcerers will have 1+wisdom modifer (if this is zero or negative they get one randomly choosen spell instead) known to them.
Clerics will have available to them all the cleric spells of two of their god's domains.

Spells quota:
Means how many spells you can cast before needing a recharge. You recharge your quota as you would hitpoints, ie with a short rest.  Wizards also need to spend a minute per level of spell memorizing each spell. Sorcerers pick their spells as they cast them
Start with: 1+relevant stat modifier 1st level. If this would give less than zero or less you get one spell but have to roll to get it to work.
Roll an exploding d6 subtract the level and apply the stat modifer
If it's postive the spell works.
If it's zero it comes out mutated.
If less than zero nothing happens, the spell is not wasted you can try again..
(Spell Failure  from 52 page rule book (Link)
1: Spell has no effect and is used up
2: Spell target chosen at random from possible targets (if cast at place, random direction and distance from caster)
3:Spell cast, caster stunned a number of rounds= spell level
4:Different spell known by caster cast (even if already cast)
5:Random spell of same level not known by caster is cast
6:GM adds or changes 1 word in spell effects (or rolls on a different spell mishap table)

CHOOSING YOUR KIND:
(index)
Concentrating means while as such you can attack,or do full move instead of attack and move. Out of combat any stat checks fumble on 18,19,20.
Bulk: adds on to strength and con where size and weight would matter (including carrying capcity). Adds directly onto damage. For every 2 points you get 1 point of damage resistence. Every 1 is about one half as big as the last. (human  (0)-> bug bear(1) -> ogre (2)-> something bigger than ogre but smaller than an elephant(3), elephant (4).
If you have bulk 1 you take up as much space as 2 people on the battle field for getting in each others way purposes( only one of you could fight comfatable in a 5 foot tunnel for example)
Sturdy is like bulk, but does not give damage resistence , but does add on strength and con for saving throws and opposed checks.
Gangly is like bulk but only for the purpose of taking up room.
Small: adds to armour class, subtracts from damage.
Reroll <stat>: means reroll that stat and choose either result.
Advantage/Disadvantage: I was using the mechanic from D&D next without realizing it, now that I do , I'm just going to use the name of it to. Basically means roll twice pick best (or worst in the case of disadvantage)
Choose race:

Aasimar: Celestial (count as such for spells and effects), Unforgettable (for better or worse people always remember your face), Armoured in Life (reroll one save per session) Idealistic (if you are trying to disguise your motives you do not receive your Drive exp). Reroll charisma or con

Bariaur: Natural weapons (head butt as club), canter (move is 16 rather than 12), gangly (bulk 1 for when it's inconvenient for you), orneriness (if you turn down a challenge you do not receive your Drive exp)

Elf: sylvan : low light vision (as a cat), feral (one free reroll per session in the environment of your upbringing, roll must somehow relate to environment, includes combat), passions! (Choose from anger, empathy, joy, curiosity. If an opportunity comes up to follow your passion and you do not take it, you do not get your drive exp) , Rustic (you have Disadvantage when it comes to technical or city stuff) reroll dex or wis

     high : Low light vision, passions! (Choose from anger, empathy, joy, curiosity. If an opportunity comes up to follow your passion and you do not take it, you do not get your drive exp), reroll dex or int

     drow: infravision (120 feet) , wyrdling (pick three 0 level spells you can naturally cast. You have a quota of 3), photosensitivity (disadvantage to all rolls in bright light), paranoid (you cannot rest around anyone you don't truely trust or have complete power over) reroll dex or int

     outlander: Feral,  Stride (move is 14 instead of 12), fuck head, (disadvantage any rolls to do with getting trusting or making a good impression) reroll dex or con

Dwarf: generic: Sturdy (bulk 1 for resisting stuff and carrying stuff), infravision (60 feet), stoneken (advantage with any rolls to do with understanding stone or stonework), slow (move is 10 rather than 12), swim like a rock (you can't swim and sink like you are made from rock),vertigo (you have disadvantage around heights (above ground) reroll str or con

         derro: infravision (120 feet), wyrdling(pick three 0 level spells you can naturally cast. You have a quota of 3), batshit (You have advantage against mental effects including social . if you a 1 on any stat check resisting a mental effect the intiator is effected by it instead), photosensitivity (disadvantage to all rolls in bright light) reroll , con or int

         duergar: infravision (120 feet), black lung (advantage against smoke or air born toxins) , photosensitivity (disadvantage to all rolls in bright light),  Sturdy (bulk 1 for resisting stuff and carrying stuff), , bitter hearts (advantage against any emotion effects) reroll con or str

         clay: inorganic (but still eats and and breathes), heavy, cold/heat resistance (2), natural armour (4), numb (disadvantage in sense based tasks) reroll con or str. Reroll dex and take the new roll if worse.

Gensai:
Earth: may have 3 faces like weird stone idols or some other earth type creature thing. Heavy builds, and or grey skin. Protruding angular bones. damage resistance against physical attacks 1 , +2 per die damage from falls.
Fire: Veins appear to burn underneath skin or  appear like ash or coal with beards or hair like (or in some cases actually) thick smoke that bursts into flame when they are angry or excited fire resistance 5, use up twice the amount of oxygen a human of their size would. Means can only hold breathe   for half as long
Water: Marbled eel skin, rows and rows of evil fish teeth, fish or octopus eyes, frills, gills, body seems to ripple and flow. Can breathe underwater, must drink 3 times as much as a human of their size, and suffering deprivation damage accordingly.
Air: hair moves slowly as if in wind, small sylph   wings, clouds are seen in eyes weight a tenth of what they should, take fall damage only after 100 feet Feeble (you count as having 3 strength for the purpose of encumbrence)
Salt: Skin cracked like a river bed in a long drought, eyes shriveled up to little sullen raisins , hair    bleached white or very pale. inherent: any liquids ingested or injected (helpful or harmful) are half as effective                                
Ash: Grey skin, sunken in look , mouth cavity always pitch black, teeth like coal, any deprivation damage is halved (round down, minimum of one), you have no sense of taste (food/drink wise) or smell.
Dust:Skin like sandstone, raspy voices, sweat dust, hair falls out all the time, grows back and breaks down real fast.  When anyone with 20 feet of you rolls a 1 on a d20 you get to choose a mundane object that breaks (within 20 feet). If you roll a 1 , in addition to the normal results of a fumble, something on your person breaks (randomly determined)       
                      
Vacuum: cracks in skin lets show a void that seems to suck at the light. Eyes pour out darkness. Always seem quieter around them. All rolls to do with hearing things within 10 feet are at a Disadvantage.

Ooze: Always looks wet and sick. Eyes leak weird fluids, weird rubbery boneless movements. If you are effected by a poison,gas, spore or slime, you heal 1d4 hitpoints. If you fail the save the effects last twice as long but anyone you touch must safe or be effect as per the original effect

Ice: Look like you froze to death. d.r 5 vs cold. If you take damage from fire or heat you must make a con sav or be confused for one round per point that you failed the save.

Smoke: Burnt black lips, glowing eyes, dark or grey hair that moves slowly like smoke Not effected by gas or smokes. Take twice as much deprivation damage.

Magma: Flowing movements, no outlines of bones, light shines out of mouth and eyes.  4 fire resistance, but suffering 5 or more points of cold damage , or suffering stat damage from exposure acts like a slow spell on you until the damage is healed.

Mineral: Hair like spun silver or gold, eyes like gemstones, quartz shimmers in skin .lucky, can reroll one dice each day, but 1d6X100 g.p worth of precious metals and gems can be retrieved from your corpse, and this is widely known.

Steam: skin seethes and ripples, little vents open up releasing little puffs of steam. Always wet look. Can make an Obscuring Mist effect once before needing recovery, drink twice as much as regular human, any metal on your person rusts steadly unless constant oiled and polished.

Lightning: Eyes crackle with lightning, sparks play along skin. HAir stands up like near a telsa coil 5 damage resistance vs lightning, but any electrical attack coming within 10 feet of you has 1 in 3 chance of arcing into you instead of its original target. If you are the target for an electrical attack there is a 1 in 3 chance it will arc to someone else randomly within its normal range, and effect them as well as you.
Radiance: Coloured light pulse from under skin depending on mood. Its like light has been jammed under your skin. YOur   hair is freaking rainbow. Always producing light, like that of a light spell.

                                  
Goblinoid: goblin (small 1), scavenger (you advantage on any rolls to do with scavenging), fuckhead (disadvantage any rolls to do with getting trusting or making a good impression) infravision 60 feet reroll dex

                orc: garbage guts (advantage on resisting poison or disease from ingested materials, fuckhead (disadvantage any rolls to do with getting trusting or making a good impression), infravision 60 feet , reroll str or con

               bugbear:  big  (bulk 1) , fuckhead (disadvantage any rolls to do with getting trusting or making a good impression), infravision 60 feet,  reroll str or con

Githzerai: opportunities other face( you have advantage the next time you make a roll you just fumbled on), must change drive every session , reroll dex or wis

Ghul: semidead (undead for purposes of magic healing hurts you, undead effecting effects, but live because you still need to eat (rotten food only) , sleep and breath, plastic form (if you have access to fresh corpse and half an hour per point, you can modify any physical stat, your move, or armour class. You must lower another stat(s) by a totally of  2 for the first point, 4 for the 2nd , 8 for the 3rd. 3 points is the limit.)


Halfling: short (small 1), low light vision, lucky(one free reroll each session), slow (10 rather than 12) reroll dex or cha

Human:Unattuned (you have to concentrate to not resist desired magic effects. IF you do not concentrate you have to make a save as you would hostile magics. Once under the effects of a spell you do not have to keep concentrating), reroll two stats.

Muggin (crow): flight (you can fly if unencumbered for 2 rounds per point of con), feeble( you have 3 strength for the purposes of encumbrance) , scavenger (you have advantage when it comes to rolls to do with scavenging )

Modron(rogue): orthodox (you neither crit nor fumble), heavy, numb(disadvantage when it comes to sense based rolls), inorganic (need no breath, or eat), hardpoints (lower dex by 2 and spent exp = half the item original cost to build something directly onto you. If it require ammunition before you now generate 30 of it per day depend) , natural armour (4)

Ratatosk: rustic (disadvantage when it comes to anything technical or city related), feral (one free reroll per session in the environment of your upbringing, roll must somehow relate to environment, includes combat)), bat shit climbing (you move your full move when climbing), small (1), reroll dex, pretty much broke (start with one mundane item and one basic weapon and no gold)

Ragdoll: boneless (you may count as small 3 for attempting to fit in somewhere), feeble (your strength is 3 for the purposes of encumbrance), strange healing (must have access to needle and thread +fabric to heal) reroll dex

Tiefling: tainted (roll 3 mutation pick 2), fiendish, wyrdling(pick three 0 level spells you can naturally cast. You have a quota of 3), moody (you must Concentrate if you are angry or feeling spiteful and wish to not act upon it)

Thri Kreen: Rustic, natural armour (2), natural weapons , Gangly (bulk 1 for the purpose of getting in the way of stuff), Bug mind (disadvantage on all rolls to do with understanding other people) reroll dex or strength, Broke (start with one basic weapon and that's it)

Lizard folk: natural weapons (claws and teeth as dagger), armour(2), rustic (disadvantage when it comes to anything technical or city related) , aquatic, slow metabolism (you are at disadvantage to all rolls an hour after you wake), bulk (1), pretty much broke (start with basic weapon and one mundane item) reroll strength

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