21 July 2010

Vikosei

Vikosei (plural, singular: (m/f/n) Vikoseu/Vikosea/Vikose) are a race discovered and taught language by the Nyane. Their alphabet is similar to the Nyane alphabet, but they have adapted it to fit their jaw structure and muscle capabilities better (they're tongues can't bend backward very well). They speak slowly and use a few simple hand gestures.

Vikosei are humanoid in a sense. They have two arms, two legs, and stand upright, but their heads (and skulls) are inside their bodies, with non-existent shoulder blades, as their arms connect directly to their skull. The entire surface of the skin above their heads is covered in tessellated spikes. Their flesh is an olive green color and their spikes are reddish brown. Their feet are cat-like in shape and end in furry paws. They also have a shaggy, dog-like tail. Their arms are nearly skeletal and end in mole-like claws. Their mouths are mere slits in their bodies, just under their pig snouts. Their eyes are on retractable stalks that they keep inside their skulls most of the time. They have no discernible genitals, as these are kept inside their bodies except during procreation.

Vikosei can reproduce with any sexually-reproducing race, but reproducing with any race other than another Vikose will simply result in a clone, as their genes dominate those of any other race. Nyane-Vikose relationships are very common in the areas where they live near each other (the Nyane also taught them that they had to expand their population in order to survive. Some volunteered, for the sake of science, to "assist" them).

<Incomplete>.

24 June 2010

Matyar and Arva

The Matyar are a nomadic race of insects. They move with their herds of Arva all across the plains of the continent. They are very social among their own kind, but suspicious of other races, especially humans and races that look like them (except Nyane, which they adore).

Matyar are similar to a giant praying mantis in structure, but not overall the same. Internally, there is little difference. Externally, the differences are clearly visible. Other than size alone (females grow up to 13 feet tall, mostly from leg height, and males grow up to 10 feet tall), matyar also have 6 walking legs and four scythe-like claws. They have evolved to use one set like a shepherd's crook from thousands of years of herding and the other set is used as weapons or other arm-like uses. Their heads are exactly like those of ants, but with a cockroach's long antennae (each has antennae exactly equal to their height).

Matyar are somewhat intelligent, but not as intelligent as most other races. They have developed simple tools and can use most devices given to them as long as they don't require incredibly difficult combinations of button presses to use (such as password protection with a password that's longer than 4 characters). If it's too difficult, they'll abandon it on the ground. They are incapable of playing games with complicated rules, but games with simple rules they can play for hours. They enjoy patterns and use them as often as possible as tools for memorization.

Matyar eat only Arva, as their migrant nature doesn't allow planting and they believe that you should only eat when you are ready to watch your food die for you (which is literally what happens, as Arva can die on command and are perfectly willing to do so for their Matyar masters).

Arva

Arva are similar to cows, except with red, lobster-like exoskeletons. They also have a series of three slits, one on either side and one underneath, that they open when they are ordered to die by the Matyar. When these open, all their internal organs and muscles are expelled out, leaving an empty husk. Most races find this entirely disgusting. One Arva can feed an entire tribe of Matyar for a year, as they eat almost nothing. Arva, on the other hand, need grasses that only grow in specific Matyar nomadic stops. Arva have the intelligence of the average dog and are occasionally stolen by those who do not think they should be eaten or mind-controlled to kill themselves (though it was them who did it to feed the Matyar originally thousands of years ago) to keep as pets. These kidnappers usually end up triggering the Arva "suicide response" not long after they take them in.

<
Incomplete>

31 May 2010

Tomarai

Tomarai are vaguely human in appearance, but are biologically and genetically a different race entirely. Tomarai, like consati, could also be classified as sentient plants, but share more traits with humans. They have gender in a sense (they're all female, explained later) and are nearly completely human visually. Distinguishing features include a rounder face with no lower jaw. Their teeth are all equally as long and are all those of large cats. They do not use them to eat, however, as tomarai do not eat (they use photosynthesis to create food for energy). These teeth are purely for use as natural weapons.

Tomarai base their entire society around gambling. They are not greedy, however, which most races find confusing. They gamble only for what they need, not for greed, because they know that the more they gamble, the more likely they are to lose what they have. They gamble often for food and power, with their leaders making decisions, sometimes literally, based on the roll of a die. Their television stations air 24 hour game shows (if the setting is after the advent of the television), often with sun deprivation as a penalty for losing and a month of leadership as a prize. This sounds minor to most other races, of course, who prefer having a reliable leader for years, but the tomarai despise excess and ruling for too long can cause corruption of their values. Thankfully, they can gamble their way out of the deprivation (and most do).

Although tomarai gamble over everything, they are completely honest and never cheat. In fact, they value fair play over everything else (making the duelist the most common class for a tomara) and torture those who cheat them or destroy the ability to play fairly. This isn't to say they don't have games based entirely on deception. If it's the purpose of the game to deceive and everyone is given the same opportunity to do so, they will deceive each other until one comes out on top. None of them take it personally, so groups of friends having their own "liar games" (with one as a "referee" to keep play fair) are very common.

Tomarai wear the same clothes as humans, but prefer to wear yellows and reds.

Tomarai reproduce sexually in exactly the same way as plants, though structurally, they would be able to go through the actions of reproducing with any other race (though they would, quite literally, bear no fruit). The result of reproduction is literally a fruit at the end of their "hair" (which, while it LOOKS like dreadlocks are actually vines). These fruits are pear-shaped and orange with red swirls. They taste nearly identical to limes, but are the texture of a papaya inside (with a similar skin, as well). This fruit falls after a week and then must be cared for like a chicken's egg.

Tomarai have green eyes that vary from nearly black to nearly white. Their "hair" is usually the same color, though it is occasionally the inverse (i.e., dark hair with light eyes). Their skin tones are the same as those of humans, though they darken or lighten based on their sun exposure over the previous 24 hours (darker with more exposure).

30 May 2010

Kalabatzi

The kalabatzi have four legs that look like human legs arranged in a circle around their pelvis, but instead of ending in feet, they end in tips that look like exactly like those of a spider.

Their torsos have a central spine and have floating ribs that go in a circle around their bodies. Their organs are arranged in a tight spiral inside their ribs, with the exception of their reproductive system, which is located at the center of their pelvis. The external part moves and looks similar to a sea anemone's tentacle, while the internal part is similar to a frog's cloaca; however, it is not used for urine and feces like that of a frog; those processes occur through the kalabatzi's toxic sweat. They reproduce similar to frogs, but outside of water and with larger eggs that males carry attached to their "waist" (under the ribs, but above the pelvis).

They have four circularly symmetric arms. The arms again look human, but end in pincers and are unusually skinny near the elbows.

Their heads are a simple pillar with three eyes arranged in an equilateral triangle on each of four sides, each between two of the arms, so they are located directly above the legs. Their mouth is on the top of their head, but because they breathe through it as well, unless they are eating, they cover it with a breathable, but impermeable hat developed by their scientists in the event of sudden rain (thus cutting drowning deaths by nearly 73%). They wear no clothes, have only recently developed the ability to "speak" (sounding more like sighs, screams, and steam whistles), and have no significant scientific inventions other than the previously mentioned hat. Their skin burns the same as human skin, so they spend very little time in the sun. Occasionally, they are found wandering Dar Mien Cu, but not even the Dar Mien can explain their presence there, as no one has ever found a kalabatz's home.

They eat mostly small animals like bunnies, rats, and mice and when a kalabatz is found, they are usually hunting in fields for these creatures. This does not explain their presence in Dar Mien Cu, however, and there is no logical other reason for them to be there.

There is a superstition among certain consati tribes that seeing a kalabatz in your village is a sign that something terrible (usually a fire) will occur and kill at least half of the village's people. Whether this is true or not has yet to be verified, but most rule it as mere racism and fear of things that are different.

Kalabatz cannot be any normal class, but can be their own class of warriors that are physically strong or very fast, but nothing else unusual. They cannot use any tools not of their own design due to the shapes of their "hands" and "feet" (however, they do not use tools as of yet, anyway, being "pre-stone age" in technology.

13 May 2010

Type 5 Character Creation

This is a completely separate game from the other one. This one is even MORE simple; fewer things to pay attention to and such.

Attributes
There are two attributes: Body and Mind. These are determined by class and race.

Races
Each race has a base body or mind score.
Race
Human
Elf
Dwarf
Faerie
Minotaur
Body
10
8
12
5
15
Mind
10
12
8
15
5

Classes
Each class adds to at least one of the attributes and grants a skill that can be used once per turn in place of an attack. It also determines HP.
Class
Fighter
Mage
Knight
Spellsword
Rogue

Body
+6
+0
+4
+2
+3

Mind
+0
+6
+2
+4
+3

HP
25
15
35
30
20

Skill
Double Strike (Attack Twice)
Fire (Ranged, deals 10 damage)
Heal (Restore 15 HP to an ally)
Hold (Target misses next turn)
Steal (Steals an item or gold if available), Backstab (+1 damage per level if behind the target)


Money and Equipment
Each class starts with a set amount of money. Fighters and Spellswords get 100 Gold, Mages get 40 Gold, Rogues get 80 Gold, and Knights get 150 Gold.
Weapon
Dagger
Greatsword
Longsword
Short Sword
Spear (Reach)
Bow (Ranged)
Shields
Small Shield
Medium Shield
Large Shield
Armor
Robe
Padded Armor
Leather Armor
Studded Leather
Chainmail Shirt
Chainmail Armor
Breastplate
Plate Mail
Food
Light Meal
Dry Meal
Nutritious Meal
Clothing
Standard Clothing
Feminine Clothing
Masculine Clothing
Decayed Clothing
Price
4
50
20
12
18
16
---
5
10
15
---
5
10
15
25
50
75
150
400
(daily)
1
2
1
---
5
10
10
0
Damage
4
20
15
10
17
17
Armor
1
2
3
Armor
1
2
3
4
5
7
9
14
---
---
---
---
---
---
---
---
---
Restrictions
None
Knight
Fighter, Knight, Spellsword, Rogue
Fighter, Rogue
Fighter, Knight
Fighter, Rogue
---
Fighter, Spellsword
Fighter, Knight, Spellsword
Knight
---
Fighter, Mage, Spellsword, Rogue
Fighter, Mage, Spellsword, Rogue
Fighter, Knight, Spellsword, Rogue
Fighter, Knight, Spellsword, Rogue
Fighter, Knight, Spellsword, Rogue
Fighter, Knight, Spellsword
Fighter, Knight, Spellsword
Knight, Spellsword
---
---
---
---
---
---
---
---
---


Level
Characters start at level 1. At each level afterward or at certain levels, each class gains a bonus: Fighters deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.) and gain 4 HP; Mages deal 2 more damage with Fire for each level past 1 (+2 at Level 2, +4 at Level 3, etc.) and gain 2 HP; Knights deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.), they heal 1 additional point of HP with Heal for each level past 1 (16 at Level 2, 16 at Level 3, etc.) and gain 5 HP; Spellswords' Hold lasts for one turn per level (1 turn at Level 1, 2 turns at Level 2, 3 turns at Level 3) and gain 3 HP; Rogues deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.) and gain 2 HP.

Levels are gained at the GMs discretion after an adventure. If a GM chooses, they may decide to implement some sort of experience system. The GM must be fair and would choose which characters to level up wisely; the decision should be balanced with the current adventure: if healing is frequently needed, the Knight should level up quicker than the others (to restore more HP with Heal); if there are swarms of enemies, the Fighter should level up quicker (to take out two at a time), etc.

Battle
If the players find themselves in a combat situation -which they inevitably will-, they will need to determine the order of the turns. For players, it is a consensual decision among them; they may choose a turn order in the very beginning of the game and pick up in the order where they left off or any other method. Enemies, unless they managed to ambush or surprise the party, go after the players in whatever order the GM chooses.

Attacks automatically hit unless the GM wants to add flare to the story ("You swing at the goblin, but miss, your sword getting stuck in the wooden statue.").

Attacks deal the base damage listed plus any class, environmental, or situational bonuses, then armor is subtracted from this number. If a Level 10 Knight with a Greatsword attacks another Knight wearing Plate Mail, the attack will deal 16 damage (20 + 10 - 14). The GM may choose to vary the damage by some means (such as subtracting 2 from the damage and rolling a four sided die, adding the roll to the damage). They may wish to add a method to inflict critical hits, which will generally deal between 150% and 300% damage (200% or 2x being the most common).

Hunter

The hunter is a highly advanced soldier. In addition to genetic enhancement and biotechnology, they are also all permanently equipped with a PRE (Personal Reality Enhancer), which allows them to detect heat, pulse, and nerve impulses in what they see, meaning they can almost see intent when another is speaking. It also allows them to feel light as a mild warmth (like sunlight, but the heat is based on how bright a light is). The PRE does not function perfectly in extremely bright light; at that point, the hunter can only see heat.  The PRE can be turned on and off by will, allowing for normal sight, as well. In addition to being able to see new things, the PRE also makes the irises react instantly to light changes, whether it (the PRE) is active or not, so a hunter cannot be blinded by quick light change.

PRE Abilities The PRE also gives a form of telekinesis (PREkinesis), with the hunter able to lift up to 300 lbs of objects within 50 feet. They can also fling an object or objects weighing up to 100 pounds with 900 newtons of force, 200 lbs at 700 newtons, and up to 300 at 500 newtons. When used to lift things, PREkinesis can only be maintained for about twenty seconds before the PRE requires a cooldown of 10 seconds. Flinging objects requires 1/10 of a second per pound thrown for cooldown before any lifting or flinging can be done again.

PRE Notes The PRE is internally implanted in the brain, though the eyes are also fitted with special contact lenses. These can be seen clearly if one looks closely while the PRE is active; the irises appear to rotate and emit a faint glow in whatever color they happen to be. If viewed in the dark with light irises or in the light with dark irises and the hunter moves, it causes a trailing effect. There is also a fitted glove to control the PREkinesis, but there is nothing remarkable about its appearance. The PREkinesis can still be used without the glove, but it instead lifts things in a circle around the hunter and flinging shoots them outward.

Genetic Enhancement The hunter's genes have been enhanced significantly, making them highly attractive and immune to almost every disease and illness. They can also take quite a beating (damage is reduced by 33%).

Biotechnology The hunter's biotech gives them regeneration, with flesh wounds healing in seconds and lost limbs growing back and fully functional within the hour. They also have really high strength. These abilities, however, cannot be used in magnetic areas or for a minute after a giant EMP.

Weapon Training The hunter is perfectly capable of using any weapon, though they tend to specialize in either sniper rifles, assault rifles, and tactical machine pistols. Occasionally, a hunter will use a heavy pistol, but this is fairly uncommon.

08 May 2010

Type 4 Character Creation

Stats: (from 3 to 18, or 3d6)

Strength
Flexibility
Stamina
Magic
Spirit
Intimidation
Charm

Classes: (followed by bonus class skillsets (or a skill in italics, or something else underlined))

Fighter (Str + 1, Int + 1) - Bonus Feat
Barbarian (Str + 2, Sta + 2, Int - 2) - Rage
Light Paladin (Str + 1, Spi + 1) - White Magic
Dark Paladin (Str + 1, Sta + 1) - Black Magic
Thief (Fle + 1, Cha + 1) - Steal, Pick Locks, Move Silently
Assassin (Fle + 1, Spi + 1) - Critical Plus, Shadowstep
Wild Mage (Mag + 1, Cha + 1) - Wild Magic
Necromancer (Fle + 1, Mag + 1) - Black Magic
Priest (Sta + 1, Cha + 1) - White Magic
Bard (Spi + 1, Cha + 1) - Song and Dance

Skills

Critical Plus (Chance to critical goes up 1% per rank, up to 5 ranks)
Rage (Lasts 1 round per rank (up to 5 ranks), HP + 10% per rank, Str + 1 per rank, Sta + 1 per rank, Int + 1 per rank)
Steal (Pick someone's pocket with 50% success + 5% per rank - 3 per point of target's spirit + 15% if currently unseen + 20% if invisible + 1 per point of user's flexibility, up to 8 ranks)
Pick Locks (Pick a lock with 50% success + 5% per rank - 15% per difficulty level of the lock above Cheap + 1 for each point of Stamina, up to 8 ranks)
Move Silently (Move very quietly, 50% chance of being detected + 5% per rank - 10% in medium armor - 50% in heavy armor + 1 for each point of Stamina + 1 for each point of flexibility, up to 8 ranks)
Shadowstep (Move invisibly in shadows, 50% chance of being detected + 5% per rank - 10% in medium armor - 50% in heavy armor + 1 for each point of Stamina + 1 for each point of flexibility - 10 if an unaware person is to see you -20 if someone is actively looking for you, up to 8 ranks)
Climbing (Able to climb. Checks are based on Flexibility. Rolls get + 1 per rank, up to 3 ranks)
Running (Able to run fast. Checks are based on Flexibility. Rolls get + 1 per rank, up to 3 ranks)
Jumping (Able to jump high. Checks are based on Strength. Rolls get + 1 per rank, up to 3 ranks)
Sliding (Able to slide horizontally. Requires at least one rank of Running. Checks are based on Flexibility. Rolls get + 1 per rank, up to 3 ranks.)

Feats

Improved Criticals (+5% chance for criticals)
Critical Momentum (Extra attack each time you get a critical)
Ferocious Nature (Get + 1 to rolls in Intimidation checks)
Charmer (Get + 1 to rolls in Charm checks)
Deft Hands (Get + 5 when stealing or picking locks)
Stealthy (Get + 5 when moving silently or shadowstepping)
Toughness (Get +3 to HP, stacking, limitless)
Weapon Specialization (Deal + 1 damage with weapon of choice, can get for multiple weapons)
-Weapon Mastery (Get + 1 chance to hit with weapon of choice, can get for multiple weapons, requires Specialization in that weapon)
Fast Casting (Cast spells in 3/4 the casting time. Requires 14 Spirit.)
-Implied Motion (Cast spells, ignoring somatic components. Requires Fast Casting.)
--Thought Speak (Cast spells, ignoring verbal components. Requires Implied Motion.)
---Omnipresence (Cast spells, ignoring material components. Requires Thought Speak.)
---Good Memory (Able to cast one more spell of each level each day. Requires Thought Speak.)
Strong Legs (Get + 1 on rolls for Running and Jumping. Requires 12 Strength)
-Parkour (Get + 1 on rolls for Climbing and Sliding. Requires 14 Flexibility and Strong Legs)
Armor Specialization (Get + 1 chance to hit while wearing medium or heavy armors. Requires 15 Strength)