Random Discworld D20 stuff.

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Prak
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Random Discworld D20 stuff.

Post by Prak »

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. (Tho this is actually an affectation, and they can speak without it)
Names: All male Igors are named Igor. All female Igors are named Igorina. Somehow, Igors can differentiate between themselves even just by name. Something in inflection or the like that other races can't figure out (at least without careful study).
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.
  • Off Putting Appearance: Igors are often practically covered with surgical stitching and present a fairly disconcerting sight, indeed, surgical stitching is basically a form of tribal marking among Igors (in fact, when they perform surgery on others, hardly a mark is left). As a consequence, most humanoids have an initial attitude one step worse than they otherwise would towards an Igor, but an Igor can attempt a DC 15 diplomacy check as a swift action while speaking to them to negate this (tho the person will still find them off putting, there is no mechanical effect to this feeling if the Diplomacy check is succeeded).
  • Master Graft: Igors have Graft Flesh as a bonus feat, but start only knowing how to attach limbs from the same creature type as the recipient (this can grant a person natural attacks and other extraordinary abilities, provided the Igor has the necessary parts) and cannot make actual magic item grafts. At third level, they may take a day of study to learn to graft flesh across creature types. At fifth level, they may take a day of study to learn to create Undead or Fiend grafts, and every two levels thereafter, may take of day of study to learn to create an additional type of graft.
  • Master's Call: Igors are known for always appearing 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. They may learn the [fiend] feat Greater Teleport as if they were fiends.
  • Automatic Language: Common and Igor (Igor is a secret language that sounds exactly like Common, albeit with more technical language for medical topics than is usually found, and is how Igors differentiate between themselves when they all have one of two names). Bonus Languages: Any.
  • Favoured Class:
If it's blank, I haven't read enough to really know what to put.

more later.
Last edited by Prak on Thu Dec 01, 2022 9:52 am, edited 2 times in total.
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Post by Judging__Eagle »

Something about slavish devotion, and willingness to taunt creatures in it's power.
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Post by Maxus »

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.
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Post by Prak »

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."? :pleased:

I'll have the Nac Mac Feegle up in a bit too.
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Post by Koumei »

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.
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Post by Prak »

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...

Discworld Gnome
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 gnomes of Discworld.
Personality: The gnomes of Discworld's 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. A particular culture of gonomes, the Nac Mac Feegle, 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: Gnomes are tiny humanoids, about 6” tall, though with some ranging between 4 and 8”. 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. The Nac Mac Feegle are covered in blue tattoos and paint, with typically red hair, and they tend to wearing blue pants and hats, though variations are common.
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: Gnomes have their own language, and often also know Common. 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
  • +2 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.
  • Diminutive Size. Gnomes are diminutive sized creatures and receive the standard bonuses for such. Unlike normal diminutive creatures, Gnomes actually range from a stout 4" to a wiry 2' tall. Regardless of their actual height, they are still diminutive (because with their other traits, Fine with Powerful Build, Diminutive, and Tiny with Slight Build work out to basically the same).
  • Gnome base land speed is, somehow, 40’.
  • Expeditious Retreat at will. Gnomes 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.
  • The Crawstep: Gnomes may learn the [Monstrous] feat Greater Teleport as if they were Outsiders, and the [Spelltouched] feat Plane Hopper as if they've been exposed to a Plane Shift effect already.
  • Normal Sized: Gnomes consider themselves to be normal size and everyone else to be giants. Though the "giant" races outnumber the Nac Mac Feegle and thus might be able to claim a better ownership of the term "normal sized," Gnomes behave as if they were medium size in all ways that benefit them. Calculate their carrying capacity and unarmed/natural weapon damage as if they were medium size, and only treat them as fine sized if it would confer a bonus on their roll. Gnomes do suffer improper weapon size penalties, as there is more to that than simple strength.
  • Automatic Language: Gnomish and Common. Nac Mac Feegles speak Pictsie as their primary language, but can make themselves broadly understood in both Common and Gnomish. Bonus Languages: In theory, any, but usually they don’t learn anything but occasionally “legalise”.
  • Favoured Classes: Barbarian, Rogue and Jester.
Last edited by Prak on Thu Dec 01, 2022 9:12 am, edited 5 times in total.
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Post by Prak »

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 on Mon Nov 30, 2009 8:10 pm, edited 1 time in total.
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Post by schpeelah »

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.
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Post by Quantumboost »

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.
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Post by Prak »

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...
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Post by Prak »

I changed the Nac Mac Feegle to just be treated as the more advantageous of Fine or Medium, instead of getting +30 str. They probably still need a level equivalence, though.

Troll (Discworld)
The Discworld troll is an imposing sight...once you realise what you're looking at. No, that's not a boulder, or a really bad sculpture, it's a living creature who is probably quite pissed that your just tried to steal its diamond teeth.
Personality: Trolls are what you might call "thick." Their silicone brains are highly sensitive to ambient temperature, causing them to be sluggish and dull-minded during the day, and prefer night-time activity, when the relatively cooler air allows them to think and move more quickly. That said, they are mountain-dwelling barbarians, at least by origin, and troll tends to be a very physical language.
Physical Description: Trolls typically stand at 8 feet or taller. Discworld trolls are silicone lifeforms, made of living stone, flesh of metamorphical rock that generally resembles the mineral structures around them at the time of their birth, wrapped around various precious minerals, including the diamonds that make their teeth. As Discworld trolls age, they also continue to grow, becoming more sluggish and slow, which trolls refer to as "getting philosophy." Some of the oldest trolls are easily mistaken for mountains, their mouths providing shelter for unwary travelers until their cook fires awaken the slumbering troll.
Relations: As long as anyone can remember, Discworld trolls and dwarves have been bitter enemies. Dwarfs are a race that treat mining stones for precious minerals as a pasttime for all ages, and trolls, when you get down to it, are stones with precious minerals in them. Relations are improving, mostly thanks to the Watch of Ankh Morpork and their habit of recruiting anyone who can do the job regardless of shape, and their habit of messing with everyone else's politics. Trolls and humans have a history of enmity as well, but that was much more a consequence of trolls' habit of eating people, which they have stopped doing (as much).
Language: Discworld trolls speak their own language, trollish, which tends to be rather guttural and, well, physical. Humans are no less able to speak it than trolls, but it can be very dangerous for humans to speak it with trolls. Theoretically, trolls can learn any language, but seldom do so.
Names: Discworld trolls are nearly always named for stones or minerals, and often for the stone or mineral their metamorphical stone flesh resembles.
  • Male Names: Brick, Chrysophrase, Detritus, Emerald, Granite, Jet, Onyx, Topaz
  • Female Names: Agate, Amethyst, Garnet, Pearl, Quartz, Ruby, Sapphire
Adventurers: Trolls adventure for much the same reason anyone else does, boredom, a desire to roam, or want of gold. Of course a discworld troll is just as likely to eat the gold as spend it.
Racial Traits
  • +4 str, -2 dex, +4 con, -4 int, -2 wis, -4 cha. Trolls are physically imposing, and capable of lifting great weights and dealing a lot of damage, even without weapons. However, they tend to be slow, both physically and mentally.
  • Large Humanoid: Trolls start at 8 feet tall (at the shoulders, their hunch puts their head lower), and grow from there. They are also humanoids with the [troll] subtype.
  • Troll base speed is 30 ft.
  • Trolls have Darkvision 60 ft.
  • Trolls have natural armor equal to their Con modifier+3.
  • Silicone Brains: Troll intelligence highly depends on the ambient temperature. As the temperature rises or falls, the troll's mental acuity does the opposite. Each temperature band above Moderate (40-60 F) imposes a -2 cumulative penalty to the troll's intelligence, while each band below Moderate provides the troll a +2 cumulative bonus to intelligence. Every two bands above Moderate imposes a -2 to Wisdom, every two below provide a +2 to wisdom. Troll snowscapers are uncommon, but very dangerous.
  • Height of Mountains: As trolls age, or even gain power, they also grow. Discworld trolls may take the feats Large Size and Huge Size despite not being fiends or elementals.
  • Automatic Language: Trollish, Common. Bonus Languages: Any, theoretically, but it's uncommon for trolls to speak any other languages.
  • Favored Classes: Barbarian and Samurai (cultural weapon- Greatclub)
New Feat: Gargantuan Size
Your size increases to gargantuan
Prerequisites: Character level 15; Be a fiend, elemental or troll
Benefit: If you would normally be Huge size without this feat, your size increases to gargantuan, with all the usual benefits.

New Feat: Colossal Size
Your size increases to Colossal
Prerequisites: Character level 20; Be a fiend, elemental or troll
Benefit: If you would normally be Gargantuan size without this feat, your size increases to Colossal, with all the usual benefits.

New Feat: Immense Size
Your size increases beyond Colossal
Prerequisites: Character level 25; Be a troll
Benefit: If you would normally be Colossal size without this feat, your size increases past colossal. Your new max height is twice the max height of your previous size category (treat the max size of Colossal as 128'). You gain +8 str, +4 con, and your natural armor improves by 1, while your penalty to Attack and AC doubles.
Special: You may take this feat multiple times, but each time you take it, the Character level prerequisite increases by 5.

Not entirely sure how balanced this is, might need to be equivalent to a first or second level character.
Last edited by Prak on Thu Dec 01, 2022 10:00 am, edited 4 times in total.
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Post by Omegonthesane »

Prak wrote: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...
That's already the case if you have to make a Will save against it and the feat stacks with your Will save.
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Post by Kaelik »

Who thought that charaters with Change Shape needed an even bigger Strength bonus again?

Where was I when the memo "Re: Characters Strength Score, are just too damn LOW, need increases ASAP!" was sent out?
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Post by Prak »

Not sure where change shape is coming from, or what it has to do with anything. The Discworld Troll physical abilities are literally just what you get for increasing a human to large size.

Gargantuan Size is in line with the Big Nob PrC, and Colossal and Immense Size are 20th level and beyond, so they really might as well not exist.
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Post by Kaelik »

Prak wrote:Not sure where change shape is coming from, or what it has to do with anything. The Discworld Troll physical abilities are literally just what you get for increasing a human to large size.

Gargantuan Size is in line with the Big Nob PrC, and Colossal and Immense Size are 20th level and beyond, so they really might as well not exist.
Being Gargantuan is a disadvantage, because it means you can't actually be a PC anymore.

Having change shape, a fiend feat, means you can just turn into a medium creature but keep your current stats.

Giving Fiends a feat that increases their size and adds another huge strength bonus on top of everything else they already have, means that they will take it, have a higher str score, and then go back to being medium or large, whichever they wanted.

You basically just wrote a feat called "Fuck abilities! Bigger Numbers for all martial classes!"

That's dumb, and you should feel dumb for doing it.

Since Strength scores can already be in the 50s or higher, there is no goddam reason to make another feat that increases it more, but even if you were going to do that, write it in a way that doesn't give it to medium fucking characters.
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Post by Prak »

Kaelik, you already think I'm dumb. I could go sit in a dark room and not do anything, and you would think I'm dumb, so I don't really care.

I mean, yes, I suppose I can see a reason for the precise wording of Large and Huge Size in Tome, but I'm never going to actually use this shit, so I really don't much care. It was purely "hey, Discworld Trolls. I should add those to the other few Discworld things I wrote for D&D."
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Post by radthemad4 »

I don't think Discworld has Gargantuan or Colossal trolls who're still running around and doing stuff. The only really really big troll appeared in Light Fantastic, I think.
lspace wrote:A really old troll will generally find a nice quite place in the mountains and sit and think. This will go on for years, and as their thoughts get deeper their synaptic processes get gradually slower. Eventually they stop altogether (perhaps because they have reached the conclusion) and the troll is no more than rock. One troll this almost happened to was Old Grandad, but he was rudely woken by some short-lived thugs who had lit a fire in his mouth.
My guess is that trolls keep growing after they grow dormant and I think Gargantuan, Colossal and larger trolls should probably just be monsters without class levels, considering that their thoughts get slower once they grow dormant.
Last edited by radthemad4 on Sun Jan 24, 2016 5:29 pm, edited 2 times in total.
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Post by Prak »

That's a good point. On the other hand, the game is unplayable past, well, about 15th level. Most trolls would not reach colossal until 21st, at which point the game is entirely unplayable. The feats were written because Discworld trolls keep growing until killed. They were given the level requirements to build on Large and Huge in Tome of Fiends, but also because the game is unplayable at those levels.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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