Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Thursday, August 14, 2025

Thor's Day: Trandas for Barrows & Borderlands and Swords & Wizardry

 

TRANDA for Barrows and Borderlands

+1 DEX, +1 INT

Infravision 60'.

2:6 Bushcraft or Hear Noises

2:6 Find or Remove Traps or Move Silently


TRASH PANDA. AC 6 | HD 1 | #E 1-4 | MV 40’ | THAC0 19 |  
#A 1 (by weapon) | SV15 | ML 8 | AL Varies | XP 10 | T (I) Description:
 Trandas are humanoid raccoons that stand 3-4 feet tall and tend to settle close to civilization, often underground and well-hidden. They scavenge detritus for food and supplies, and they typically loathe to enter a conflict if escape is at all possible. Lairs are made up of men, women, and children with 2-12 guards armed with axes (30%), bolas (10%), crossbows (40%), and warhammers (20%). There is a 40% chance that adults who are not guards are armed.

Thursday, December 29, 2022

Dragonbane or Drakar och Demoner: Tiefling Kin

  



Appearance: Choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.


Ability: Devil's Tongue
• Willpower Points: 3
You gain a Boon on a Bluffing or Persuasion skill roll. This is a free action.

Ability: Infernal Resistance
• Willpower Points: 3
You reduce the number of dice rolled for fire damage by 1. This is a free action.

Names 
1d6
1 Lucien
2 Lilith
3 Malice
4 Fortunato
5 Erebus 
6  DyTyllio

Monday, December 5, 2022

Kzin for Dragonbane or Drakar och Demoner

 



Kzinti are bipedal digitigrade felines with orange fur, yellow eyes, pronounced fangsears resembling bat wings, four-fingered hands, and long tails. Males stood over two meters tall, with broad hunching shoulders and comparatively slender waists and limbs. Their internal anatomy included ribs with vertical bracing and multiple hearts. They breathed atmosphere similar to that of Humans. As carnivores, they were acutely averse to the consumption of plants. Their physical attributes made them powerful combatants.

Ability: Forceful
• Willpower Points: 3
You can use this ability to roll your melee weapon damage twice and take the best result (not an action).

Ability: Claws
• Willpower Points: -
Your unarmed attacks deal 1d8 damage.

Names 
1d6
1 Ayow
2 Liram
3 Raf
4 Vilo
5 Lyw 
6 Ferfi


Sunday, August 8, 2021

Star Wars: Zabrak Origin for Stars Without Number

    

Zabrak Species COMPLETE Breakdown (Iridonian & Dathomirian) - YouTube

Zabrak
They were a species of near-humans that had evolved to be tough due to the nature of their homeworld Iridonia. The species was carnivorous and had two hearts, which allowed them to pump oxygenated blood around their systems more quickly than other species meaning they could go faster for longer. Some Zabraks possessed a ring of small, vestigial horns that ran from high on their brow round to the back of their head. The horns of males were generally more developed than those of females, although horn placement, length, and thickness varied enormously across the species. Zabraks could be Force-sensitive. 

Level 1
A Zabrak gains a +1 bonus to their Constitution modifier, up to a maximum of +3 and Sneak or Survive as a bonus skill.

Level 2
They gain Cast Magic or Sunblade as a bonus skill and they can split their Move action, such as taking part of it before using their Main Action and the rest afterwards

Friday, May 7, 2021

Known Space: Kzin for Cepheus Quantum

 






Kzin for Cepheus Quantum 
Kzinti were bipedal digitigrade felines with orange fur, yellow eyes, pronounced fangs, ears resembling bat wings, four-fingered hands, and long tails. Males stood over two meters tall, with broad hunching shoulders and comparatively slender waists and limbs. Their internal anatomy included ribs with vertical bracing and multiple hearts. They breathed atmosphere similar to that of Humans. As carnivores, they were acutely averse to the consumption of plants. Their physical attributes made them powerful combatants.

They gain an unarmed damage of 2D and +1D Endurance.

Note: Per the Known Space stories most female Kzin were bred for childbearing and a low intelligence. I'm ignoring that for the purposes of simply enjoying the game.


Tuesday, April 20, 2021

The New World: Dhampyr Non-Human for Barbaric!


Mobius Final Fantasy- Dhampyr by Laura SavaMobius 

Dhampyr for Barbaric!

Dhampyr: The offspring of a human and a vampire who has the best traits of both the living and the undead. They gain Advantage on throws when fighting undead and heal 2 points of lifeblood per day, however they do not cast a shadow of any kind.


 

Monday, April 5, 2021

Star Frontiers: Dralasites for Cepheus Quantum





Dralasite for Cepheus Quantum
They are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the dralasite's two eyespots. The internal structure of a dralasite is very different from the other races. The dralasite's central nerve bundle (brain), numerous small hearts, and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines. 

At the beginning of each turn they may choose to benefit from one of the following options: gain the Contortionist trait, gain the Runner trait, gain unarmed damage of 2D, or gain a natural armor rating of 3.

Friday, March 26, 2021

Burnt World: Behemoth Non-Human for Barbaric!


Behemoth for Barbaric!

Behemoth: In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically crossbred with humans. They may attack from the rear rank and gain +1D Endurance.


 

Friday, March 19, 2021

Dark Sun: Thri-Keen for Barbaric!

 

Thri-Keen from the burnt world of Dark Sun for Barbaric!

Thri-Keen: These hulking mantis warriors are six-limbed insectoids with a tough, sandy-yellow exoskeleton. They have a natural armor rating of 3. Due to their number of limbs they can make an additional attack each round but gain Disadvantage on both Combat Skill throws. 


 

Wednesday, March 17, 2021

Barbaric!: Moks

Moks from the world of Thundarr the Barbarian for Barbaric!

Moks: A race of primitive lion-men, who talk in grunts and growls, who are aggressive and tenacious. They gain Advantage with improvised weapons and gain an unarmed damage of 2D.


 

Thursday, January 31, 2019

Savage Worlds: Manaconda Race



• Imposing: Manacondas start with the Brawny edge.

• Serpentine: Manacondas are particularly large in a world where 

   most others aren’t. A manaconda subtracts 2 from Trait rolls 
   when using equipment that wasn’t specifically designed for his 
   race and cannot wear their armor or clothing. Equipment, food, 
   and clothing cost double the listed price.

„• Toughness: Manacondas have hardened scales that increases 
   their base Toughness by +1.

Saturday, December 15, 2018

Duergar Part 2



The Duergar or gray dwarves were physically separated from their people around 4,000 years ago, when Pel Thorin, the greatest underground fortress in dwarven history fell to an Illithid incursion. 

Queen Nori Ironhearth had just fallen and her sons, Dwaren and Dueren were arguing about how to proceed. Dwaren thought they should lead the survivors away, to retreat from Pel Thorin. Dueren, calling his brother a coward, felt they should live or die there in the great fortress. Finally, their uncle, Nagar Stonefist separated the two and chastised them for in-fighting.

It was there that the brothers said their farewells as Dwaren led his followers to safety and Dueren led a final charge against the Mind Flayers It was a doomed and desperate act that saw most of Duren's followers die and the rest wished that they had.

The Illithid experimented on the survivors and used them as slave stock. For decades as they toiled, the Mind Flayer bred them like a common dog, even experimenting upon them in horrific ways. However, the Duergar, as they came to call themselves, had a talent for psionic abilities and soon, two gifts of the Mind Flayers bred true.  First was the ability to grow to double their size and the second was the power of invisibility and within three generations the Duergar fought for and won their freedom from their Illithid tormentors. For whatever reason, the Illithid underestimated the tenacity of the Duergar and they rose up and fled from the ruins of Pel Thorin, now known as Illithome.

They were led by Anga Smokestone and she convinced her kin to find Dwaren's children in order to reunite with them once again. However, once reunited bad blood still remained and the Duergar had experienced too much pain not to view their cousiins as cowards. The schism was reinforced by the physical changes that divided the Dwarven people now and the strange new abilities the Duergar were born with.

Anga led her people back into the Underdark in the hope that they could wrestle Illithome from the Mind Flayers that had tormented their people and restore it to Pel Thorin.

Soon, they found and took a small drow outpost and they interrogated their prisoners for intelligence on the Drow, their Gods, and the other intelligent peoples that dwelt with them in the dark. From there they began annexing more areas of the Underdark, moving inexorably toward Illithome, toward revenge.

However, their conquest led them to Nir Thorin, a Dwarven outpost established to assess the who could be counted upon as an enemy or an ally in their plans to liberate Pel Thorin from the Illithid.

Sadly, when the Duergar came upon it, a blood madness overtook them and they made siege upon it, slaughtering every Dwarf within its halls. They sent an envoy to deliver the news and a warning, the Dwarves had forfeited their rights to the Underdark when they fled Pel Thorin and the Duergar would always remind them of their cowardice and make them pay for it. To this day they uphold that vow.

In the last 50 years, a smallish cult of devil worshippers has sprung up amongst Duaren's children. Their cult, known as the Hellfire Path, teaches that the time has come for the Duergar to explore the surface and seek out allies to aid them in the genocide of the hated Dwarven cousins. Many who have joined the cult have willingly left their places in the Underdark and found ancient and sometimes abandoned places to begin reaching out to new allies. While the Duergar have little respect for gnolls or orcs, they have found kinship amongst hobgoblins, who seem drawn to the Hellfire Path almost as much as they are drawn to helping to end their Dwarven foes.

In the Hells, Mephistopholes laughs as his plans unfold, he knows in his old bones that the Duergar have not yet realized that they have simply found a new master to replace the Illithid and he yearns for the day that those that have damned themselves will look upon him with fear, acknowledging too late that he ruined them. The Archdevil wonders if, on that day, the Duergar will finally shed a tear as they stand upon the skulls of their Dwarven cousins, victorious and rotten with corruption.

Wednesday, December 12, 2018

Duergar Part 1




I recently used a One Page Dungeon for my DnD campaign and for whatever reason populated it with duergar.

I'd never really used the gray dwarves before and I liked them as an alternative to say, drow.

I won't lie that I don't know much about their back story or the cosmology they might worship.

In my game, they happened to serve Mephistopholes and guarded a huge gem that housed an ancient and horrible aberration.

One thing I found amusing is that underground dwellers can grow. It seems a bit odd, but it and invisibility was a nice way to terrorize my players, so I went with it.

I like that 5E presents several different options for antagonists and I used as many as a I could.

My hope is to showcase the gray dwarves farther down the line of my campaign.

Some questions I'll be asking is wether devil worship is peculiar for duergar?

Have duergar learned to use psionics due to their encounters with illithid?

Why are the duergar separated and angry at the other dwarves?

When did that schism occur?

How do they feel about other surface dwellers?

Part 2 will explore those subjects.

Tuesday, November 6, 2018

Labyrinth Lord: Blue Elves Race-As-Class


Blue Elf
Requirements: DEX 12
Prime Requisite: DEX and INT
Hit Dice: 1d6; +2 HP per level starting at 10th level
Maximum Level: 10
Class Abilities
Blue elves have blue, red, or purple skin and hair. They have two fingers and a thumb on each hand and three opposable toes on their feet, a prehensile tail, pointed ears, and fangs. They typically weigh about 150 pounds and are between 6 and 6 1⁄2 feet tall.
   They can wield any weapon and use any armor, in addition to casting spells as a magic-user. Because their tail is prehensile, they may wield a weapon with it.
  An elf must have at least 13 in both prime requisites in order to get the +5% to experience. They must also have an INT of 16 and a STR of 13 to get the +10% bonus. 
   Blue Elves have infravision of 60 feet, and have keen eyes that allow them, when actively searching, to detect secret doors with a roll of 1-2 on 1d6.
   Blue Elves my teleport up to 30’ feet to a spot they can see 2 x Day. At 4rd level the distance increases to 45’ and they may do so 3 x day. At 7th level the distance increases to 60’ and they may do so 4 x day.
   They may Climb Walls, Move Silently and Hide In Shadows as a Thief of their level.
   Elves can speak, common, elvish, goblin, and hobgoblin
   Reaching 9th Level: Elves can establish a fighting school. Blue elven headmasters can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be enrolled. 



Elf Level Progression
Level    XP        AC0*  
1            0            19
2        4,065         19    
3        8,125         18
4      16,251         17   
5      32,501         16
6      65,001         15   
7    130,001         14
8    200,001         13   
9    400,001         12
10  600,001         11   
*Amor Class 0


Elf Saving Throw Progression
Level   BrA    Po/D   Pe/P   W    Sp/D    Tr/Sk  Un/Sk  
1           13        12      13       13     15         13       16 
2           13        12      13       13     15         13       16     
3           13        12      13       13     15         11       16
4           11        10      11       11     13         11       14     
5           11        10      11       11     13           9       14
6           11        10      11       11     13           9       14    
7             7          8       9          9     11           9       13
8             7          8       9          9     11           7       13     
9             7          8       9          9     11           7       12
10           5          6       7          7       9           6       12     
*Breath Attack, Poison or Death, Petrification or Paralysis, Wands, Spells, Spell-like Devices, Trained Skills, Untrained Skills

Wednesday, August 29, 2018

B/X Essentials: Thundercat Racial Class




Thundercats for B/X Essentials

Requirements: Minimum DEX 9
Prime Requisite: DEX 
Hit Dice: 1d8
Maximum Level: 12
Allowed Armour: Leather and shields
Allowed Weapons: Any
Languages: Alignment language, Common, Thunderan


Thundercats are humanoids cats from the planet Thundera. They weigh about 170 pounds and range in height from 5 to 7 feet. They are as diverse in appearance as humans. Thundercats are noble and benevolent. They seek to establish a new home here.
Abilities
Roll a d6 and gain the following special ability at 1st level:
1: Find and Remove Traps as a Thief of half your level (round up).
2: Move Silently as a Thief of half your level (round up).
3: Climb Walls as a Thief of half your level (round up).
4: Hide in Shadows as a Thief of half your level (round up).
5: Hear Noise as a Thief of half your level (round up).
6: Gain a -1 to AC.

A Thundercat cannot wear armor heavier than leather, but may use a shield. Additionally, they can use any weapon.



Thundercat Level Progression Chart





Saving Throws***
Level
XP
Hit Dice
AC0**
Death
Wands
Paralysis
Breath
Spells
1
0
1d8
19
12
13
14
14
17
2
2,200
2d8
19
12
13
14
14
17
3
4,400
3d8
19
12
13
14
14
17
4
8,800
4d8
17
10
11
12
12
15
5
17,000
5d8
17
10
11
12
12
15
6
35,000
6d8
17
10
11
12
12
15
7
70,000
7d8
14
8
9
10
9
13
8
140,000
8d8
14
8
9
10
9
13
9
270,000
9d8
14
8
9
10
9
13
10
400,000
9d8+2*
12
6
7
8
7
9
11
530,000
9d8+4*
12
6
7
8
7
9
12
660,000
9d8+6*
12
6
7
8
7
9










* Hit point modifiers from CON no longer apply.

** Modified attack roll needed to hit Armour Class 0.
*** “Death” also includes poison, “Paralysis” also includes petrification, “Spells” includes magic rods and staves.



Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...