 |
The Gaming Den Welcome to the Gaming Den.
|
| View previous topic :: View next topic |
| Author |
Message |
Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9017
|
Posted: Sun Nov 29, 2009 8:26 am Post subject: Just some random stuff I've been inspired to stat recently |
 |
|
Igors
Personality:
Physical Description: The typical Igor is a well built human. Literally. They are a human subrace and are typically a combination of several people’s parts, usually their family or clan. They are quite proud of the scars that decorate their bodies, and while certainly many are used for holding various bits on, others are decoration or clan markings. Their skin, hair and eyes have natural colouration that spans the standard human spectrum. They may, of course, have other colours if those parts are harvested from other species, and their skin is commonly a bit of a patchwork of coulors.
Relations: Igors are held in a decent regard amongst their neighbours. It’s a lot easier and cheaper to take uncle Jimmy to the Igors when he falls of the turnip truck than to the priests. However, amongst those unfamiliar with Igors, they tend to be regarded as utterly strange, and more than a little frightening.
Alignment: Igors tend towards the neutral good alignment, despite the alignments of their masters.
Lands: Igor clans are native to Uberwald in Discworld. In worlds other than Discworld, they are found in any region well known for vampires, werewolves, and spooky castles.
Religion:
Language: Igoth thpeak common with a thtrong lithp. Femaleth leth tho.
Names: All male Igors are named Igor. All female Igors are named Igorina.
Adventurers:
Racial Traits
- +2 to any one stat. Igors typically make sure their body is well suited to their profession, whatever it may be, through their surgical alterations.
- Medium Size
- Igor Base Speed is 30 ft. 20 ft. when faking a limp.
- +2 on all heal checks. This bonus increases to +4 when performing surgery, and +6 when implanting a graft or replacing a part.
- Dimension Door at will. An igor will always appear at the side or behind his master when called, be right behind a door when knocked upon, and has a knack for reappearing in a room when he previously left via the door.
- Automatic Language: Common. Bonus Languages: Any.
- Favoured Class:
If it's blank, I haven't read enough to really know what to put.
more later. |
|
| Back to top |
|
 |
Judging__Eagle Prince

Joined: 07 Mar 2008 Posts: 3873 Location: Lake Ontario is in my backyard; Canada
|
Posted: Sun Nov 29, 2009 8:36 am Post subject: |
 |
|
Something about slavish devotion, and willingness to taunt creatures in it's power. _________________ The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board. |
|
| Back to top |
|
 |
Maxus King

Joined: 07 Mar 2008 Posts: 5669
|
Posted: Sun Nov 29, 2009 8:41 am Post subject: |
 |
|
Igors are polite, helpful, knowledgeable about the 'undead' in general...
They live for the medical work and surgery, for anyone. "A thpare hand when needed."
This also factors into a religion of sorts. If an Igor helps you out, helps you replace a body part, it's sort of expected that, when you die, you allow an Igor to harvest whatever bodyparts he thinks would be useful, for other people. "What comes around goes around."
They also should have an ability to make some bitchin' Heal checks to do grafts and the like. _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
|
| Back to top |
|
 |
Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9017
|
Posted: Sun Nov 29, 2009 8:58 am Post subject: |
 |
|
Thanks guys, I'll organize that into the entry in a bit
"They also should have an ability to make some bitchin' Heal checks to do grafts and the like."
you mean something like: "+2 on all heal checks. This bonus increases to +4 when performing surgery, and +6 when implanting a graft or replacing a part."?
I'll have the Nac Mac Feegle up in a bit too. |
|
| Back to top |
|
 |
Koumei Overlord
Joined: 07 Mar 2008 Posts: 8969 Location: South Ausfailia
|
Posted: Sun Nov 29, 2009 9:11 am Post subject: |
 |
|
Just to throw it out there, when I was working on "the Discworld d20 game" (I completed the races, started on the classes), I made Igor a human-only feat:
Racial Feat: Igor
You come from a proud line of Igors. You are, in fact, an Igor. Your name is Igor, your race is arguably Igor. Provide your own lisp and sewing kit.
Requirements: Human, must be taken at first level
Benefits: You are an Igor. That’s your name. You are somewhat horrifying, and generally don’t get to go to functions or be part of the upper class. But on the other hand, with some chemicals and a sewing kit, you can recover in an hour as though you had rested for a full day, and you can do this to others too. You also gain a +3 racial bonus on Heal checks, and can reattach limbs and the like, even if they’re not your own. Also, because your heart may or may not be in the right place, you gain 25% immunity to critical hits and similar effects.
Humans were statted up differently, enjoying bonuses to bullshit people as well as an innate racism speciesism benefit in the first class they take. The other races (the game being set in Ankh-Morpork) were Dwarf, Troll and Vampire and likewise all differed from the PHB/MM versions.
That all being said, I like your take on it even more. It really makes them the proper Igor, complete with the ability to appear from nowhere. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
|
|
| Back to top |
|
 |
Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9017
|
Posted: Sun Nov 29, 2009 9:24 am Post subject: |
 |
|
yeah, when I sat down to work on them and thought about that ability, it instantly had "dimension door" written all over it. I'm just not certain what their favoured classes should be, other than maybe "expert".
So, the Nac Mac Feegle, and yes, that strength bonus is correct, that's how much you need in order to steal cows with three friends.
edit:well, now it is... forgot size penalties...
Nac Mac Feegle (Pictsies)
Imagine boisterous, drunken soccer hooligans with few scruples. Now physically shrink them to six inches, but give them strength sufficient to lift cows by the hooves and carry them off with just three buddies (one of them under each hoof). There you have the Nac Mac Feegle.
Personality: The Nac Mac Feegles’ favorite things are Drinking, Fighting, and Stealing. Often at once. They are, however, good people, so long as they’re on your side and you have plenty of spare booze you don’t mind them drinking. They live in clans led by the Kelda, essentially a chief, always female, and her husband, the Big Man, who takes care of the “fine details.” Recently they’ve learned the value of law and lawyers, specifically how much they can screw people by having some of their own. Beware the fine print of a six inch tall race.
Physical Description: Nac Mac Feegle are tiny humanoids, about 6” tall, though with some ranging between 4 and 8”, who are covered in blue tattoos and paint. Their hair is typically red, and they tend to wearing blue pants and hats, though variations are common. Despite their small size, they are immensely strong, and possessed of great fortitude. Four Nac Mac Feegle can steal a full grown cow, simply by each lifting one of its legs and then moving with great celerity.
Relations:
Alignment: Usually Chaotic Neutral. They are brash thieves, but abide by a sort of honour (usually keeping promises, repaying favours, and not stealing from the truly poor)
Lands: Originally, the Nac Mac Feegle hailed from Uberwald. However they were driven out and forced to seek other lands.
Religion:
Language: The Nac Mac Feegle speak a sometimes incomprehensible mixture of common and their own language which can be called simply “Pictsie”. A person who speaks either language but not the other may make a DC 20 Int check to decipher their speech. A person who knows both need merely succeed at a DC 10 Int check.
Names: The Nac Mac Feegle usually have human names with some sort of modifier.
Male Names: Rob Anybody, Daft Wullie, Big Yan, Awfully Wee Billy Big Chin, Hamish, William the Gonnagle, No’-As-Big-As-Medium-Sized-Jock-But-Bigger-Than-Wee-Jock Jock, Wee Dangerous Spike
Female Names: Big Aggie, Jeannie, Fion
Adventurers:
Racial Traits
- +30 str, +6 Con, -2 Int, -2 Wis. The Nac Mac Feegle are ludicrously strong for their size. They also have prodigious stamina, and can withstand the strongest alcohols, or at least remain standing (and fighting) after drinking them. Despite this physical prowess, they are not the most intellectual of people, except their Keldas and Gonnagles.
- Fine Size. Nac Mac Feegle are fine sized creatures and receive +8 size bonuses to ac and attack, a -16 to grapple checks and +16 to hide checks.
- Nac Mac Feegle base land speed is, somehow, 40’.
- Plane Shift and Expeditious Retreat at will. Nac Mac Feegle are known for their ability, called the “crawstep” to cross into any dimension, even those that exist only in one’s imagination. However, this ability does not aid them in moving within these dimensions, for that they have “feets”. They also move very, very fast when necessary. If ever you see a very surprised cow speeding through a field without moving it’s legs, get the hell out of the way.
- Automatic Language: Pictsie. Bonus Languages: In theory, any, but usually they don’t learn anything but occasionally “legalise”.
- Favoured Classes: Barbarian and Jester.
I'm thinking they should have a level equivalence or LA or whatever we want to call the RoW set up, but I have no clue what level a 40 str would be innocuous at.
Also, there must be a better way to let them lift that much without just flat out giving them a 40 str... Maybe an ability that says "they are considered medium size for the purposes of lifting"? I'm comfortable with fine creatures with a 26 str, a lot less so with fine creatures with a 40 str...
as a non-sequitor, I'm considering dressing as a nac mac feegle for halloween... the fact that I'll have blue designs rather than plain blue skin and will be carrying the biggest sword I can construct should tell people that, no, I'm not a smurf.
Last edited by Prak_Anima on Mon Nov 30, 2009 8:39 am; edited 2 times in total |
|
| Back to top |
|
 |
Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9017
|
Posted: Mon Nov 30, 2009 8:32 am Post subject: |
 |
|
Two Minds About Everything
Everyone has that little voice in their head that occasionally tells them not to do certain things. You gave yours a name so it argues with you a bit more.
Benefit: Your mind contains two personalities, you and an alter-ego. Give your alter ego a name and decide it's alignment, which shouldn't match your own. Whenever you're affected by a mental effect, if your first save fails, roll a second one for the alter ego, if this is succesful your alter-ego is unaffected and acts as an observer incapable of acting. It can remember things you'd otherwise forget, or catalogue every detail of an otherwise obscured event.
Will Save +2: Your alter-ego may use the aid another action when you engage in a mental or sensory action.
Will Save +4: Your alter-ego may now occasionally take control of your body. If you're on good terms with it, it will usually do so with permission or when you have been mentally deactivated*. If you're not on such good terms, it may try to take control when it decides it'd rather be doing something else. Make a will save, if you fail, your alter-ego is now in control, and you should play your character as such until your main personality can re-establish control, in the same way the alter-ego took control.
Will Save +7: not sure
Will Save +9: not sure
this is meant to simulate Agnes/Perdita and Mightly Oats, but I have no clue what to do for the last two abilities, other than letting people add twice their Wis mod any time they'd normally add their wisdom modifier to something...
Last edited by Prak_Anima on Mon Nov 30, 2009 8:10 pm; edited 1 time in total |
|
| Back to top |
|
 |
schpeelah Master
Joined: 08 Jun 2008 Posts: 215
|
Posted: Mon Nov 30, 2009 12:48 pm Post subject: |
 |
|
| In the first part, change it to "if your first save fails, roll a second one for the alter ego", otherwise you are reducing your chance of making the save due to rerolling. |
|
| Back to top |
|
 |
Quantumboost Knight-Baron
Joined: 07 Mar 2008 Posts: 966
|
Posted: Mon Nov 30, 2009 3:59 pm Post subject: |
 |
|
| If you're going to base it off of the Will save modifier, note that by default people can get base Will +9 by 5th level. It's not a guarantor of character level at all the way BAB and skill ranks are. |
|
| Back to top |
|
 |
Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9017
|
Posted: Mon Nov 30, 2009 8:15 pm Post subject: |
 |
|
Schleepah: done. Thanks. Wording was not coming easily to me last night.
Quantum: Yeah, I know, but I couldn't think of anything else to base it off of logically. Concentration, maybe, but then you'd get better at resisting your alter ego the more powerful it got... |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|