|
Post by Traskus on Aug 12, 2018 13:43:45 GMT -6
The following rules are put forth in order to give SMs populate their settings with flora and fauna quickly (3-5 minutes as opposed to 15 or more). Lovingly ripped from and built upon the Koronus Bestiary. The main draw of this thread is to randomly generate plant, animal, and primitive civilized life for SM use. However, certain spells in certain threads will link to this thread for player use, such as for summoner classes and "summon random wildlife" spells found in other games. Conventional game balance is not this thread's forte. The balance of these random tables evens out with the inherent randomness of dice rolls, the situational nature of planetary origins, rather low alotted power ceilings, and various associated trade-offs in stats. If anything, the things created by these tables are going to be weaker than what is found in the thread linked above (ceteris peribus). The random nature of creation will create plants and animals that an SM may find odd and out of place on occasion. My advice to those people is to think about their creation before discarding it. The Wheel is vast, anything can happen! Profit Motives: All creatures made using the creation rules here have a 20% chance of being a valuable commodity. How valuable is up to the SM, but a quick rule of thumb is uncommon as a baseline. Plant CreationAnimal CreationPrimitive Race CreationOrganism Traits
|
|
|
Post by Traskus on Aug 12, 2018 13:44:00 GMT -6
Trait ListThis post contains the full listing of traits mentioned in the tables above. Most traits do stack with one another, but do not do so on a 1:1 basis. If a trait does not stack, re-roll all instances of the trait after the first. If a trait has a limit of stacking, re-roll instances of that trait after it stops stacking. Some ground rules: If the organism has the swift attack feat and gains it again, it gains the Lightning Attack feat. If it already has Lightning Attack, it gains 1 dot in Brawl. The cryophile and pyrophile traits are wholly incompatible. Re-roll those results. Apex: Gain 1 dot in brawl, 1 dot in strength, constitution, dexterity, and wisdom. Gain the Swift Attack feat and a static +1 to damage rolls. A second instance of this trait only grants +1 strength and constitution. Further instances have no effect.
Amorphous: This creature gains the Amorphous trait.
Amphibious: This creature gains the Amphibious trait and may hold their breath for 1 hour per Constitution dot.
Aquatic: This creature gains the Amphibious trait and breathes in water, suffocating in air.
Armored: This trait grants 1d5 armor plating to all locations. Further instances of this trait grant 2 additional AP to a maximum of 10.
Crawler: This creature gains the Crawler trait and has a 30% chance of gaining 1 dot in athletics. Multiple instances of this trait increase the chance by 10% to a maximum of 50%.
Cryophile: This creature is adapted to life in the cold and ice. It is treated as having 1 resilience higher against cold effects and is immune to ambient winter/cold weather. It also ignores slippery effects from ice. In exchange, its resilience is 1 lower against fire effects.
Darkling: This trait makes the creature blind and unassailable through their vision. In exchange, they gain the blind fighting feat and have the heightened senses feat for all their other senses. Lastly, they have a 10% chance of gaining the Fear 1 trait.
Deadly: This trait grants 1 dot to brawl and 2 pen to their unarmed attacks. A second instance of this trait grants the razor sharp property to their unarmed attacks. Further instances only grant 1 dot to brawl.
Deathdweller: This trait allows the creature to survive in horrible conditions. They are immune to mundane toxic attacks not native to their world or specifically made for them. They also gain +3 hp. Additional instances grant 1 Constitution dot.
Deterrent: This trait keeps other organisms away through spores, smell, or some psychic phenomena. Attacks against creatures with this trait suffer a -2k0 to hit. Further instances impose a static -5 penalty to damage rolls against the creature.
Disturbing: This trait keeps other organisms away via just being plain offputting. The organism gains a Fear rating of 1, plus 1 per additional instance of this trait to a maximum of 4.
Fade-kind: This creature is apparitional and not entirely on our plane. It posesses the Phasing trait and has a 30% chance of having a Fear 1 rating.
Flexible: This creature is able to bend pretty well. It grants the flexible property to its natural weapons/unarmed attacks and gains 1 dot in acrobatics. A second instance grants the snare property to their unarmed attacks/natural weapons. Further instances add 1 Dexterity dot.
Frictionless: The creature is smooth, oily, or otherwise somehow able to avoid grasp. Any tests to grapple with this creature suffer a -2k2 penalty and melee attacks suffer a -3 to damage. Characters standing on a frictionless surface must pass a TN 20 acrobatics test or fall prone each turn. Further instances increase the TN by 5.
Gestalt: An unholy amalgamation of body parts, this organism is not a Gestalt, but some pale imitator made of lesser life forms. This trait grants 1 dot in Constitution and Willpower, but reduces its intelligence by 1 dot. This creature cannot be stunned and may re-roll failed tests to resist mind manipulation.
Lethal Defenses: This organism has a defense mechanism when injured. Acid blood, launching spikes, etc. When this organism loses hp, the attacker must dodge with a TN of 15 or suffer 1k1 I damage. There is a 30% chance this damage has the toxic or shocking quality. Each additional instance increases the damage by +1k0 and adds 5 to the TN to dodge.
Mighty: This thing is strong, that's about it. It gains +1 strength. This trait stacks in a straightforward fashion. Additionally, further instances add a specialty to Strength characteristic. Paralytic: This organism has some sort of paralyzing agent. Usually a secretion of some sort, but may have an electrical attack. This organism's attacks force the target to pass a TN 15 constitution test. If failed, they gain a level of fatigue, plus one per raise. Each additional instance adds 5 to the TN to resist. Pollen: This organism (usually a plant) emits a gas or pollen that makes those around it woozy. Breathing the air within five meters of this plant forces a TN 15 constitution test. Failure means they gain a level of fatigue, plus one per check. If the target falls unconscious, they instead lose 1 hp per round until they die or are taken away from the pollen-laden area. Each further instances increases the radius by 5 meters, the TN to resist by 5, and they also cannot avoid the effect by holding breath. They'll need full environmental protection. Projectile Attack: This trait allows the organism to actively defend itself at range via spines, spittle, or worse. This creature gains +3 dots to ballistics, and a ranged attack (3k1 I/R/E, S/-, 15m). Each additional instance adds +1 ballistics dot, +10m range, and +1 damage and pen. Pyrophile: This organism is adapted to life in the scorching heat. It is immune to hot climates, treats its resilience as 1 higher against fire, plasma, and melta weapons, and treats its resilience as 1 lower against cold effects. It also suffers a check to resist cold effects. Resilient: It's tough, that's about it. It gains +1 constitution. This trait stacks in a straightforward fashion. Additionally, the second instance of this also adds +1 resilience. Silicate: This creature is silicon-based life like a caryatid. Reduce the organism's Dexterity by 1, and it cannot swim. It gains 1d5+1 armor plating, +2 strength, and +2 constitution. It does not suffer blood loss, does not need to breathe, and critical damage from X or I sources is doubled. Further instances have no effect. Stealthy: This thing is a natural ambusher or hider. It might have some chameleonic skin or a more mundane camoflauge. It gains 2 dots in Stealth. Further instances add 1 dot. A plant may use its dexterity score for stealth purposes. Sticky: This organism exudes a sticky mucus or sap to trap its food. The species itself is immune, but anyone else must pass a TN 15 strength test to free themselves if they touch the organism. Multiple instances increase the TN to escape by 5. Sustained Life: This trait is found on planets with little to no atmosphere. Organisms with this trait do not need to breathe and are immune to suffocation or airborne toxin. An additional instance makes them able to survive in the vacuum of space and gain the Flyer trait equal to their speed. Swift: Pretty straightforward, this organism can move quick. It gains +1 dexterity. Additional instances stack. Toxic Cloud: This organism (usually a plant) emits a gas or pollen that makes those around it woozy. Breathing the air within five meters of this plant forces a TN 15 constitution test. Failure means they suffer 1k1 damage ignoring armor. Each further instances increases the radius by 5 meters, the TN to resist by 5, and they also cannot avoid the effect by holding breath. They'll need full environmental protection. Tree-Dweller: This organism lives in the tops of very tall trees or similarly high places. It gains 2 dots to acrobatics and gains the catfall feat. They also double their speed when climbing. Additional instances have no effect. Tunneler: The organism burrows in the ground. They may travel through ground at a speed equal to their strength in meters. Further instances increase their burrowing speed by 2 and allow them to travel through things like solid rock or metal. Unkillable: Whatever it is, It Will Not Die. They can be sustained by the warp, have a hyperactive metabolism, or something else. The organism gains +5 hp and the Regeneration (1) trait. Additional instances grant +2 hp and increase the Regeneration trait by 1. Uprooted Movement: If this thing was sedentary before, it isn't now. The organism may uproot itself as a half action, allowing them to move at the appropriate speed their characteristics indicate. They can also dodge. However, they lose 1 hp in the uprooting process and loses 1 hp per round afterward until it plants itself again. A second instance allows the organism to ignore the hp loss from uprooting and being uprooted. Further instances have no effect. Valuable: Merchants the Wheel over are always looking for something new and exotic to sell. While almost any organism is theoretically valuable, this creature is a cut above. In order for an organism to have the Valuable trait, it must be valuable enough to garner notice by players. It could have a Very Rare pelt, a Rare organ that tastes good when roasted, etc. Multiple instances have no effect. Venomous: This organism is venomous. The organism's natural attacks have the toxic property. Each additional instance increases the TN to resist the toxic effect by 5. Warped: The Warp has affected this organism's species and become part of its biology. Each individual specimen of the species has a random mutation rolled on the Mutation Table even if the game does not use corruption and mutation rules. Just be pragmatic on applying mutations to the specimens. Each additional trait causes an additional roll on the table for each specimen, becoming more and more unnatural.
|
|
|
Post by Traskus on Aug 12, 2018 13:44:20 GMT -6
Flora CreationWhen creating flora, roll once on table 1 - base profiles, and once on table 2 - typing. The base profile will provide base characteristics, skills, etc. for the flora and the typing will describe how it goes about procuring food. Flora Base Profile |
---|
d10 roll | Profile | 1 | Diffuse | 2-4 | Small Plant | 5-8 | Large Plant | 9-10 | Massive Plant |
DiffuseDiffuse plants are a large collection of individually small organisms. Moss, lichens, a series of mushrooms, fungi, vines, etc. at least an area of 20m x 20m. | STR 1 | DEX 2 | CON 2 | CHA - | FEL - | CMP - | INT - | WIS 1 | WIL - | Skills: Brawl 3 Speed: N/A Size/Resilience: 6/5 Static Defense: 7 HP: 8 Feats: Attacks: Thorns, barbs, or tendrils (2k1 R or I, melee) Level: 1 Traits: Mindless, Amorphous Abilities: Diffuse: Any attack that does not have the Blast, Flame, or Scatter quality only inflicts half damage on this creature. This creature cannot be knocked down, pinned, and is utterly destroyed if brought down to 0 hp. Small PlantSmall plants are things such as bushes, shrubberies, or large fungi. It could also be a young specimen of a larger plant. | STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP - | INT - | WIS 2 | WIL - | Skills: Brawl 4 Speed: N/A Size/Resilience: 4/4 Static Defense: 17 HP: 8 Feats: Attacks: Thorns, barbs, or tendrils (3k1 R or I, melee) Level: 2 Traits: Mindless Large PlantLarge plants are things like trees, large collections of vines, or particularly large fungi. It could also be an adolescent stage of a massive plant. | STR 5 | DEX 2 | CON 5 | CHA - | FEL - | CMP - | INT - | WIS 3 | WIL - | Skills: Brawl 5 Speed: N/A Size/Resilience: 12/8 Static Defense: 1 HP: 10 Feats: Attacks: Thorns, barbs, or tendrils (5k2 R or I, melee) Level: 2 Traits: Mindless, Armor Plating (2) Massive PlantMassive plants represent the most ancient and large of plants. Trees that predate the Eldarin or huge mushrooms that have been mistaken for islands. They are likely entire ecosystems unto themselves. | STR 6 | DEX 1 | CON 7 | CHA - | FEL - | CMP - | INT - | WIS 2 | WIL - | Skills: Brawl 4, Perception 1 Speed: N/A Size/Resilience: 24/14 Static Defense: 1 HP: 28 Feats: Swift Attack Attacks: Thorns, barbs, or tendrils (6k2 R or I, melee) Level: 2 Traits: Mindless, Armor Plating (4), Unnatural Toughness Flora Typing |
---|
d10 roll | Profile | 1-3 | Passive Trap | 4-6 | Active Trap | 7-10 | Combatant |
Passive Trap plants lose every base characteristic and skill except for their Constitution. They also lose their weapons. Active Trap plants lower their Brawl by 1, to a minimum of 1. They also automatically always have at least Perception 1, regardless of profile. Combatant plants have a 30% chance to gain the Snare property for their attacks. Species TraitsPlants come in various shapes, sizes, and abilities. But, even the countless species of plant have general commonalities due to convergent evolution. A typical flora will have two or three traits from the tables rolled below. The first two rolls will be on the table associated with the plant's typing, and further rolls will be made on a table associated with the type of world the plant is found on. Organism traits can be found here.Passive Trap Traits |
---|
d10 roll | Trait | 1 | Armored | 2 | Deterrent | 3 | Frictionless | 4 | Sticky | 5-6 | Pollen | 7-8 | Toxic cloud | 9 | Resilient | 10 | Roll on the Exotic traits table |
Active Trap Traits |
---|
d10 roll | Trait | 1 | Armored | 2 | Deadly | 3 | Flexible | 4 | Mighty | 5 | Sticky | 6 | Paralytic | 7 | Resilient | 8-9 | Venomous | 10 | Roll on the Exotic traits table |
Combatant Traits |
---|
d10 roll | Trait | 1 | Armored | 2 | Deadly | 3 | Flexible | 4 | Mighty | 5 | Sticky | 6 | Paralytic | 7 | Resilient | 8-9 | Venomous | 10 | Roll on the Exotic traits table |
World TraitsDeath World Traits |
---|
d10 roll | Trait | 1-2 | Armored | 3 | Deadly (re-roll if already gained) | 4 | Deterrent | 5 | Disturbing | 6 | Mighty (Re-roll if already gained) | 7 | Resilient | 8 | Unkillable | 9 | Lethal Defenses | 10 | Roll on the Exotic traits table |
Jungle World Traits |
---|
d10 roll | Trait | 1 | Deterrent | 2 | Stealthy | 3-4 | Flexible | 5-6 | Pollen | 7-8 | Toxic Cloud | 9 | Paralytic (re-roll for passive trap plants) | 10 | Venomous (re-roll for passive trap plants) |
Ocean World Traits |
---|
d10 roll | Trait | 1-2 | Deterrent | 3 | Disturbing | 4 | Paralytic (re-roll for passive trap plants) | 5-6 | Projectile Attack | 7-9 | Uprooted Movement (re-roll for Trap plants) | 10 | Venomous (re-roll for passive trap plants) |
Temperate World Traits |
---|
d10 roll | Trait | 1 | Armored | 2 | Venomous | 3 | Stealthy | 4-5 | Deterrent | 6 | Pollen | 7 | Toxic Cloud | 8 | Projectile Attack | 9-10 | Resilient |
Ice World Traits |
---|
d10 roll | Trait | 1 | Armored | 2 | Silicate | 3-4 | Flexible (re-roll for passive trap plants) | 5-6 | Frictionless | 7-8 | Cryophile | 9 | Resilient | 10 | Sticky |
Volcanic World Traits |
---|
d10 roll | Trait | 1-5 | Pyrophile | 6 | Deathdweller | 7-8 | Toxic Cloud | 9 | Armored | 10 | Venomous (re-roll for passive trap plants) |
Desert World Traits |
---|
d10 roll | Trait | 1 | Deterrent | 2 | Lethal Defenses | 3-4 | Cryophile | 5-6 | Pyrophile | 7-8 | Toxic Cloud | 9 | Paralytic (re-roll for passive trap plants) | 10 | Projectile Attack |
Hive World Traits |
---|
d10 roll | Trait | 1 | Deathdweller | 2-4 | Uprooted Movememnt | 5-6 | Pollen | 7-8 | Deterrent | 9 | Venomous | 10 | Toxic Cloud |
Forge World Traits |
---|
d10 roll | Trait | 1-2 | Sticky | 3 | Lethal Defenses | 4-5 | Flexible | 6 | Armored | 7 | Toxic Cloud | 8 | Pyrophile | 9-10 | Deathdweller |
Night World Traits |
---|
d10 roll | Trait | 1-3 | Darkling | 4 | Stealthy | 5 | Flexible | 6 | Cryophile | 7-9 | Deterrent | 10 | Fade-kind |
|
Landfill World Traits |
---|
d10 roll | Trait | 1 | Deathdweller | 2 | Resilient | 3-4 | Uprooted Movement | 5 | Frictionless | 6 | Valuable | 7-8 | Sticky | 9 | Paralytic | 10 | Toxic Cloud |
Shrine World Traits |
---|
d10 roll | Trait | 1-2 | Valuable | 3-5 | Pyrophile | 6-10 | Warped |
Exotic Plant Traits |
---|
d10 roll | Trait | 1-2 | Disturbing | 3 | Lethal Defenses | 4-5 | Silicate | 6-7 | Fade-Kind | 8-9 | Unkillable | 10 | Warped |
Example Plant: Mutated common juniper tree. | STR - | DEX - | CON 6 | CHA - | FEL - | CMP - | INT - | WIS - | WIL - | Speed: N/A Size/Resilience: 14/9 Static Defense: 1 HP: 15 Level: 2 Traits: Mindless, Armor Plating (2) Traits rolled: passive trap, pollen, resilient, warped (hulking) Pollen: Breathing the air within five meters of this plant forces a TN 15 constitution test. Failure means they gain a level of fatigue, plus one per check. If the target falls unconscious, they instead lose 1 hp per round until they die or are taken away from the area of effect.
|
|
|
Post by Traskus on Aug 12, 2018 13:44:34 GMT -6
Fauna CreationWhen creating fauna, roll once on table 1 - base profiles, once on table 2 - size, once on the table corresponding to its base profile, and once on a table corresponding to the type of world it is found on. The base profile will provide base characteristics, skills, etc. for the fauna and the size is well, its size. Every fauna except verminous swarm have a 20% chance of having the multi-armed Thri-keen racial power and a 20% chance of having the quadruped trait. If it already had the quadruped trait, it adds 1 to the speed multiplier gained from it. Verminous Swarm do not take modifiers from their size. They only get the size. Fauna Base Profile |
---|
d10 roll | Profile | 1-2 | Avian | 3-5 | Herd Beast | 6-7 | Predator | 8-9 | Scavenger | 10 | Verminous Swarm |
Fauna Base Profile |
---|
d10 roll | Size | Profile | 1 | Size 1 | -2 Strength, -2 Constitution | 2 | Size 2 | -2 Strength, -2 Constitution | 3-4 | Size 3 | -1 Strength, -1 Constitution | 5-6 | Size 4 | No changes | 7-8 | Size 5 | +1 Strength, +1 Constitution, -1 Dexterity | 9 | Size 6 | +1 Strength, +1 Constitution, -1 Dexterity, +5 HP | 10 | Size 7 | +2 Strength, +2 Constitution, -2 Dexterity, +10 HP |
AvianAvian creatures are any type of primarily airborne creature. Birds, bats, pterosaurs, even big bugs are within the realm of possibility. | STR 3 | DEX 4 | CON 3 | CHA 1 | FEL - | CMP 1 | INT - | WIS 4 | WIL 3 | Skills: Brawl 3, Perception 2 Base Speed: 7 (14 fly) Base SD: 34 - (2x size) Base HP: 12 Base Mental Defense: 10 Feats: Attacks: Bite/Talon (3k2 R) Level: 1 Traits: Flyer Herd BeastHerd beasts, beasts of burden, etc. These are your placid, grazing animals that go about their days and lumber around. At least, until they're agitated. | STR 4 | DEX 2 | CON 4 | CHA 1 | FEL - | CMP 2 | INT - | WIS 3 | WIL 4 | Skills: Brawl 2, Perception 2 Base Speed: 12 Base SD: 25 - (2x size) Base HP: 16 Base Mental Defense: 15 Feats: Iron Jaw Attacks: Hooves, horns, kick (4k2 I or R) Level: 2 Traits: Quadruped PredatorThis profile shows that not only does this animal hunt and kill other animals for food, but that it has the true ability to fight. On a more dangerous world like a death world, this could represent even herbivorous creatures. | STR 4 | DEX 4 | CON 4 | CHA 1 | FEL - | CMP 3 | INT - | WIS 4 | WIL 3 | Skills: Brawl 4, Perception 4 Base Speed: 8 Base SD: 34 - (2x size) Base HP: 14 Base Mental Defense: 20 Feats: Swift Attack, Powerful Charge Attacks: Bite/Claw (4k2 R) Level: 3 ScavengerThis profile could be a true scavenger like a hyena, or it could be a lesser predator like a wild dog. Simply put, this creature consumes the leftovers that a predator would make. | STR 3 | DEX 4 | CON 3 | CHA 1 | FEL - | CMP 4 | INT - | WIS 4 | WIL 3 | Skills: Brawl 4, Perception 4 Base Speed: 7 Base SD: 34 - (2x size) Base HP: 12 Base Mental Defense: 25 Feats: Attacks: Bite/Claw (3k2 R) Level: 2 Verminous SwarmA verminous swarm is a large collection of individually small and insignificant creatures, creating a veritable tide of bodies that devour all in their path. A plague of locusts, an entire nest of space bees, or even a swarm of rats. | STR 0 | DEX 3 | CON 1 | CHA 1 | FEL - | CMP 3 | INT - | WIS 4 | WIL 1 | Skills: Perception 4 Base Speed: 3 Base SD: 31 - (2x size) Base HP: 4 + V Base Mental Defense: 20 Feats: Attacks: Bite/Claw (1k2 R, PEN d10, rolled each round) Level: 2 Traits: Fear 1, 30% chance of Flyer (double speed) Plague: For every 10 hp the swarm has remaining, it may make an extra standard attack. Size note: A verminous swarm is always at least size 4. For every size point above 4 it has, it gains 10 hp. For every 10 hp the swarm loses, its size is reduced by 1. Swarm Creature: Attacks on verminous swarms only deal half damage unless they have the flame, scatter, or blast property. Swarms may not be knocked down, grappled, or pinned. Organism Traits can be found here.[/a] Bestial TraitsAvian Traits |
---|
d10 roll | Trait | 1-3 | Deadly | 4 | Flexible | 5-6 | Projectile Attack | 7 | Stealthy | 8 | Sustained Life | 9 | Swift | 10 | Roll on Exotic Animal Traits table |
Herd Beast Traits |
---|
d10 roll | Trait | 1-2 | Armored | 3 | Detterent | 4 | Lethal Defenses | 5 | Mighty | 6-7 | Resilient | 8-9 | Swift | 10 | Roll on Exotic Animal Traits table |
Predator Traits |
---|
d10 roll | Trait | 1 | Apex | 2 | Armored | 3-4 | Deadly | 5 | Mighty | 6 | Paralytic or Venomous (SM's choice) | 7 | Projectile Attack | 8 | Stealthy | 9 | Swift | 10 | Roll on Exotic Animal Traits table |
Scavenger Traits |
---|
d10 roll | Trait | 1 | Crawler | 2 | Darkling | 3-4 | Deadly | 5 | Deathdweller | 6 | Disturbing | 7 | Flexible | 8 | Stealthy | 9 | Swift | 10 | Roll on Exotic Animal Traits table |
Verminous Swarm Traits |
---|
d10 roll | Trait | 1 | Crawler | 2 | Darkling | 3-4 | Deadly | 5 | Deathdweller | 6-7 | Deterrent | 8-9 | Disturbing | 10 | Roll on Exotic Animal Traits table |
World TraitsDeath World Traits |
---|
d10 roll | Trait | 1 | Apex | 2 | Armored | 3 | Deadly | 4 | Deathdweller | 5 | Disturbing | 6 | Lethal Defenses | 7 | Mighty | 8 | Resilient | 9 | Swift | 10 | Unkillable |
Desert World Traits |
---|
d10 roll | Trait | 1 | Crawler | 2 | Cryophile | 3-4 | Deathdweller | 5-6 | Tunneler | 7-10 | Pyrophile |
Ice World Traits |
---|
d10 roll | Trait | 1 | Darkling | 2-3 | Deathdweller | 4 | Silicate | 5-9 | Cryophile | 10 | Tunneler |
Jungle World Traits |
---|
d10 roll | Trait | 1-2 | Amphibious | 3-5 | Tree-dweller | 6-7 | Crawler | 8 | Paralytic | 9 | Stealthy | 10 | Venomous |
Ocean World Traits |
---|
d10 roll | Trait | 1-4 | Amphibious | 5-10 | Aquatic |
Temperate World Traits |
---|
d10 roll | Trait | 1 | Amphibious | 2 | Aquatic | 3 | Tree-dweller | 4 | Armored | 5 | Crawler | 6 | Mighty | 7 | Resilient | 8 | Stealthy | 9 | Swift | 10 | Roll on Exotic Animal Traits table |
Volcanic World Traits |
---|
d10 roll | Trait | 1 | Armored | 2-3 | Deathdweller | 4 | Sustained Life | 5-9 | Pyrophile | 10 | Tunneler |
Hive World Traits |
---|
d10 roll | Trait | 1 | Projectile Attack | 2 | Crawler | 3 | Tree-dweller | 4-5 | Stealthy | 6 | Darkling | 7 | Armored | 8 | Deadly | 9 | Tunneler | 10 | Disturbing |
Gaseous World Traits |
---|
d10 roll | Trait | 1 | Sustained Life | 2 | Stealthy | 3-4 | Swift | 5-6 | Deterrent | 7 | Frictionless | 8 | Amphibious | 9 | Cryophile | 10 | Valuable |
Forge World Traits |
---|
d10 roll | Trait | 1-2 | Gestalt | 3 | Lethal Defenses | 4-5 | Sustained Life | 6 | Armored | 7 | Lethal Defenses | 8 | Pyrophile | 9-10 | Deathdweller |
Night World Traits |
---|
d10 roll | Trait | 1-3 | Darkling | 4 | Deadly | 5 | Disturbing | 6-7 | Flexible | 8-9 | Stealthy | 10 | Fade-kind |
Landfill World Traits |
---|
d10 roll | Trait | 1 | Deterrent | 2 | Resilient | 3-4 | Sticky | 5 | Frictionless | 6 | Valuable | 7 | Paralytic | 8-9 | Crawler | 10 | Gestalt |
Shrine World Traits |
---|
d10 roll | Trait | 1-2 | Valuable | 3-5 | Pyrophile | 6-10 | Warped |
Exotic Animal Traits |
---|
d10 roll | Trait | 1 | Amorphous | 2 | Darkling | 3 | Disturbing | 4 | Fade-Kind | 5 | Gestalt | 6 | Silicate | 7 | Sustained Life | 8 | Lethal Defenses | 9 | Unkillable | 10 | Warped |
Example Animal: Teacup hyena | STR 1 | DEX 5 | CON 1 | CHA 1 | FEL - | CMP 4 | INT - | WIS 4 | WIL 3 | Skills: Brawl 4, Perception 4 Speed: 6 SD: 33 Base HP: 11 Size/Resilience: 2/3 Mental Defense: 25 Feats: Attacks: Bite/Claw (1k1 R) Level: 2 Deathdweller: immune to mundane toxic effects not native to their world or specifically created to hurt them. Rolled: Size 2, scavenger - swift, ice world - deathdweller
|
|
|
Post by Traskus on Aug 12, 2018 13:44:46 GMT -6
Primitive Race CreationThe Wheel's a big place, and only a few dozen races have developed the ability to make themselves known on any large scale. Countless petty races of creature inhabit undiscovered worlds and worlds that just don't garner much interest. They are most often stuck in the stone age, developing little beyond simple tribal societies. When rolling up a primitive race, start with rolling on the Primitive Racial Traits table, then roll on the Racial Morphology table, then roll on the Racial Physiology table, then apply them to the base profile listed below. Every primitive species has its own language, not found anywhere else. This can be picked up via the Speak Language feat, after two weeks of narrative interaction. Every species has a 30% chance of having unusual communication. If they do have unusual communication, roll on the Unusual Communication table to determine how they communicate. Organism Traits can be found here.Lastly, they have some sort of society. If they do not have a basic tribal society, roll on the Primitive Society table to determine how they arrange their society. Primitive Race ProfileThis profile represents infinite possibility. It could be a new, undiscovered race, some mutated offshoot of an established race, or a race of escaped genetic experiments that established themselves on a new world. | STR 3 | DEX 3 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 3 | WIS 3 | WIL 3 | Skills: Brawl 3, Weaponry 3, Ballistics 2 Base Speed: 6 Base SD: 20 (28 - 2x size) Base HP: 12 Base size/resilience: 4/4 Base Mental Defense: 20 Feats: Attacks: Spear (5k2 R, pen 3; two hands, reach, thrown) or Great Club (6k3 I, pen 4; two hands, unbalanced) Armor: Hides (body 2, arms/legs 1) Level: 2 Primitive Racial Traits |
---|
d5 roll | Racial Trait | 1 | Deadly | 2 | Mighty | 3 | Resilient | 4 | Stealthy | 5 | Swift |
If desired, the SM may roll on one of the Animal or Plant species traits once to represent evolving on a specified world or from a specific variety of unintelligent life. Racial Morphology |
---|
d10 roll | Trait | 1 | Crawler | 2 | Flyer (6) | 3 | Hoverer | 4 | Multi-Armed | 5 | Quadruped | 6 | Size 5 | 7 | Size 3 | 8-10 | Anthropoid |
Racial Physiology |
---|
d10 roll | Trait | 1 | Armored | 2 | Disturbing | 3 | Deathdweller | 4 | Lethal Defenses | 5 | Disturbing | 6 | Warped | 7 | Darkling | 8 | Unkillable | 9 | Projectile Attack | 10 | Deterrent |
Unusual Communication |
---|
d5 roll | Communication Medium | 1 | Intuitive: The race can communicate the gist of their message through body language or primitive telepathy. They can communicate with outsiders well enough. | 2 | Previous Contact:Certain individuals like tribal leaders have met outsiders before and can speak Trade or some known racial language well enough. The real questions are: who? How? When? | 3 | Relic Civilization:The entire race speaks a mutated form of Trade or some known racial language that went down some alternate linguistic evolution. Mastering it will take a week or so, but determining HOW they got the language in the first place is the issue here. | 4 | Simplistic: The language is pretty basic, and can be picked up in a few days. It communicates mostly practical concepts, so much so that it doesn't even qualify as a language you have to learn. However, it is nuanced enough that if you want to meaningfully interact, you have to learn the language. | 5 | Exotic: The race communicates through esoteric methods that not even psychics can replicate. Phermones, skin pigmentation, or through some sort of organ that no other race has or can imitate. Interaction with this race suffers a -1k0 penalty whether or not you know the language, regardless of abilities. |
Primitive Society |
---|
d10 roll | Society | 1-2 | Agrarian: The society revolves around agriculture. They're usually stable, peaceful, almost boring. They have farm tools, and all concept of value is tied to crops and animals. | 3 | Hunter/Gatherer: The race lives through a simple hunter/gatherer method. They either don't know agriculture or actively shun it. | 4 | Feudal: The race lives in a society built around oaths of loyalty. Honor, duty, all that jazz. They are usually organized around local chieftains and their families. | 5 | Raiders: These are your pirates, vikings, and others who claim "We do not sow." They do not create things themselves, they just wander around and take it from others. They only respect strength, and are easily impressed by it. | 6 | Nomads: Nomadic societies are, well, nomadic. They wander from place to place, usually with their herds to find better pastures. Dealing with them is simple, but exhausting. | 7 | Hivemind: The race has no individuals, only a collective. They communicate with outsiders via a "representative" that is chosen by the collective at random. They understand concepts such as scarcity of resources, but that's about it. | 8 | Scavengers: This society makes it day to day by looting abandoned structures left by those who came before. Syrneth ruins, a crashed ship, or their own society's ancient past, the point is they have access to materials far beyond their reckoning. | 9 | Xenophobic: Not so much a structure, per se, but they are completely distrustful of anyone who comes from the sky. They heard that "we're your gods" bit before and that didn't go well for them. | 10 | Traditional: Unlike most primitive societies, this race has chosen to not pursue higher technological concepts or philosophical mores. They are an unmoving rock, and they distrust any new variable introduced to their society. |
Primitive race example: The sheev are a hedgehog-like race covered in quill-like hair. They evolved on their world which is covered in Syrneth ruins. They believe the Syrne to be gods, and will shoot anyone who tries to take Syrneth artifacts with their wrist quills. | STR 3 | DEX 3 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 3 | WIS 3 | WIL 3 | Skills: Brawl 3, Weaponry 3, Ballistics 5, Stealth 2 Speed: 6 SD: 20 HP: 12 Size/resilience: 4/4 Mental Defense: 20 Feats: Attacks: Great Club (6k3 I, pen 4; two hands, unbalanced) Ranged attack: Wrist quill darts (3k1 R, S/-, 15m) Armor: Hides (body 2, arms/legs 1) Level: 2 Trait rolled: Stealthy, anthropoid, projectile attack, scavengers
|
|