Mostly content for Ryuutama. Unless stated otherwise or implied, all race/class illustrations are work of my own.
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Dhamphir [player race]
Contrary to popular belief, the dhampir is not the result of a human and vampire tryst. It is instead the result of a person receiving the blood of a vampire without actually passing away. Presumably when they die, they will come back as a vampire.
Stat requisites:
STR:6 SPI:6 Points spread between INT and DEX as the player wishes. 6,6 or 8,4.
Racial characteristics
Drain Touch When attacking, if the player makes a SPI+DEX check that beats the target’s condition the Dhampir may recover half of the damage dealt to the opponent. Night Vision Dhampir can see very clearly in the dark due to nightvision, as long as there is moonlight and not pure darkness the Dhampir does not take travel check penalties in “night weather”. Night Fiend They cannot pass away due to condition drop from sleeplessness, if suffering sleeplessness their condition cannot lower below 1. They also suffer from the sleepless penalty twice as slow as normal human beings
History Dhampir have been around almost as long as vampires have existed, but are lucky in that they don’t feel the need to feed off the living and can pass for regular humans. The dhampir originated in a country famous for it's dark and gothic castles, but have travelled far and wide and could be just about anyone. Personality Dhampir are like any other human being, but it’s not uncommon for them to be night owls and sleep in during the day. Diet They can eat anything a normal person eats, garlic and other typical anti vampire things don’t affect them. They can also gain a little bit of sustenance off drain touch, but it is not substantial. Anatomy They tend to be much paler than they were before they were changed, the typical Dhampir is depicted with thick dark hair. But really it doesn’t matter, they are pretty much the same as any human being but their expressions are often described as strong or intense. Their eyes can some in slightly unusual colours. If the Dhampir dies, they will revive as a vampire. In this form they are the same person, but may bend to the dark need to consume life, something that they once had. In this case, the player would typically lose the character anyway. The affliction is often dealt with by staking the dead body and cremating the Dhampir before they are able to reanimate. Lifespan They live twice as long as a normal human being. Family Just like humans, though the Dhampir curse does not transfer to any children that they have with their partner. Habitat Anywhere that humans are found and perhaps places where they are not found. Occupation This is as vaiable as humans. Journeys Unlike humans, a Dhampir has the time to undertake multiple journeys. Because they are slow to age, they need to move from place to place to stop arousing the suspicion of neighbours. Depending on the community, they might be able to live on the border of their local town as a mysterious hermit. Many Dhampir travel to find a cure for their affliction if they do not want to become a vampire.
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Selkies [custom player race]
Legends speak of people who come from the shores, with the power of their pelts they are able to turn into a seal.
Stat requisites:
[SPI] 8 6, 6 and 4 or 8,4,4 distributed between DEX, STR and INT as the player wills.
Racial characteristics
seal pelt A selkie can transform into a seal as long as it wears it’s pelt, and can travel through any body of water as long as the current is reasonable as a real seal would. In seal form, the selkie attacks with a [str+dex] - 1. It’s damage is STR. A selkie can still cast spells in seal form, but loses access to any items that are stored away. IT’s clothing magically disappears as a seal and returns, but the same happens to armour. If the seal fur coat is lost, the selkie loses all it’s racial characteristics unless it is recovered. Not even a skin from another selkie will work, there is only one in the world for a selkie. The selkie’s coat comes free at character creation, and has a functionality identical to the Warm cape. If the cape is unequipped or exchanged for another cape then all racial characteristics disappear. Thick Fur In the winter, you receive a +1 to condition checks. However, you can never select Desert topography as your Specialty. Songs of the sea The selkie can sing the following songs for a special effect. At the start of a session only one of these songs may be selected for that particular session. Each song takes 4 MP from the caster, and a round of time to complete. ❉ Song of streams: The selkie summons a school of an sea animal of choice, the school can follow a simple command as long as they are not put in danger. If the school is killed as a result of the selkie’s action, the animals in that area will not answer the call in that particular area for several years… ❉ Song of Storms: A thundercloud appears and strikes down a random target, with a SPI+INT check. The damage is a 1d6. ❉ Lullaby: When the selkie sings this song, everyone in the area feels drowsy regardless of if they are friend or foe. If the selkie exceeds the condition check with a Spi+int roll that individual loses motivation to do much more than take a nap.
History The history of the race is generally obscured by rumour, fishermen and sailors believe that they might be the spirits of those who have drowned, but in truth they are sea spirits who travel and become humans to look for fun. Generally these people are spied in the ocean or near cliff rocks basking in the sun. Many rumours say that when someone is dissatisfied with their life and they cry seven tear drops into the ocean it is possible to meet a selkie companion or friend. It is agreed that Selkies will inevitably return to the sea after leaving it. The most famous story speaks of a selkie that marries a fisherman, who takes to sea one day and becomes lost as sea. The fisherman’s wife reveals that she is in fact a selkie to save him, but she is unable to return with him after rescuing him. Stories like these tend to involve bitter endings, it is a theme that selkies are associated with. Personality Selkies are considered to be very social creatures, they tend to be performers or are artistically inclined and are generally considered to be charismatic or charming. Selkie personalities tend to vary as much as people, and they are struck by wanderlust like many people are. They tend to hate dry or hot weather and can often become irate and stubborn in those kinds of circumstances. It is said that they are very graceful or elegant by fishermen who become enamoured with their fey glamor. Diet They can eat regular human food and rations, but prefer a seafood diet. Anatomy Selkies can be considered very heavy, as adults they can reach a weight of around 100 kilos or more in seal form and reach a length of around 1.8 meters. In human form they tend to reach around the average height span for a human, but tend to weigh more than they look. They can come with a large variety of hair colours and pelt patterns, usually matching. There is not much difference between males and females. In human form they will always have pointed ears. Their eyes can reach an unusual spectrum of colours. Lifespan Their lifespans are the same as humans, not seals. Family Selkies have been known to adapt to human life and raise human children, often they will still live in cottages around the oceans. Often the Selkie parent will eventually leave their human family to return to the ocean, but can often return in order to play with their human children at the shore and in the waves. Selkie exclusive families are difficult to observe because they appear as seals in the water, but families have been known to appear at cliff sides to sunbathe, play together or celebrate and they appear to be close knit family units. Children born from human and selkie relationships are very rarely born as selkies, a selkie couple will never produce a human offspring even if one of the grandparents was human. Habitat Selkies are often found in coastal areas, and prefer areas that have a lot of water they adapt better to the cold than heat. The exception to this is when they are drawn to journey. Journeys Like most they are inclined to making a journey once in their life, they leave their natural coastal habitats to see the world of land and mingle with humans. It is considered part of the experience of life to see the world around them - but they will inevitably try to retreat back to the coasts when they feel like their journey is fulfilled. Many of them look to build friendships and relationships in this new world, and perhaps even create a little drama with those around them. Though it is very rare some do not return to the sea, this usually occurs when they lose their seal skin or even less likely: find something on land that they will give up their aquatic life for.
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Extra winter spells
Seanchai’s Whispers Low level spell 4 MP - Instant - Area - Range: Immediate area [[A spiritual storyteller appears. He or she will not be able to physically affect the world, but can pass on a vision or story of the GM’s choice about the area that the party is currently in to the caster. Whether or not the information is relevant to what the party wants to know is up to the Seanchai’s whims...]]
Magic Fang Mid level spell 4 MP - 1 hour - self or ally - Range: Touch [[The target of this gains a 1+ to accuracy and a +2 to damage with unarmed damage [seal form/fanglord/wolfkin] the magic fang always comes with a [cold] characteristic. If the target’s HP is reduced to zero and +2 to damage [cold] is passed to the opponent’s weapon and so on until the hour elapses.]]
Ice coffin High level spell 10 MP - Duration: 6 days - Target: others - Range: Touch. [[If a dead target cannot be reached with resurrection's kiss within the 6 round limit, the caster can freeze the target’s body as it currently is and extend the time period that a healer can be reached in. The six round limit becomes 6 days, and if the spell is not cancelled at the time of resurrection by the caster the target is slow to wake up again. Additionally, if the caster of resurrections kiss performs their spell while Ice coffin is still active then their lips may become stuck to the target of the spell until they wake up. The target always wakes up with a quarter of their HP instead of half. ]]
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Featherfolk
Featherfolk are inherently magical, and sport two large wings on their backs. The regular versions largely resemble humans.
Stat requisites:
STR:4 6,6,8 or 8, 8, 4 to other stats as the player pleases.
Racial characteristics
Featherfolk A featherfolk can fly as long and they are not overburdened with equipment, though the higher the burden of weight they are carrying the harder it is to fly high. In combat, ranged attacks deal +1 damage if they are airborne. Melee attacks are more difficult to land on them however and the attacker takes a -1 to hit them. Gratitude If a featherfolk is healed through magic, the healer will gain regain a quarter of the HP that the featherfolk recovers. Angel's Cookie If the party has someone in the party with the trail cooking skill then they will gain a +2 to their check if the featherfolk chooses to assist them. If the feather folk has the trail cooking skill then they will gain a +1 when cooking alone.
History Featherfolk are a mountain living type of population who build homes in the faces of cliff sides. Though they resemble the conventional angel, they come both in good and bad. You’ll find Feather folk are not as saintly as their image implies. Personality Featherfolk populations tend to live relatively simple lives, featherfolk can be rather ingenious as demonstrated by the skill that is inherently required with building their architecture. Diet They will eat anything that humans can eat. Anatomy Featherfolk have very hollow bones, this is because they need to be light in proportion to their wings in order to take flight. They tend to be quite tall, though depending on the tribe they can be very small. Their plumage depends on the region, with their colours getting brighter and more elaborate as tropical regions are approached. There are also ur-featherfolk, which are much more similar to harpies. They can attack naturally with their claws, however this attack is considered unarmed. Lifespan They live to 120 years on average. Family Featherfolk live in settlements, these settlements tend to be quite secluded and difficult for adventurers to reach. It is also difficult for the featherfolk to leave as well - featherfolk have been known to marry humans but the offspring are typically humans. Featherfolk have traditions that revolve around keeping family records, and as such some venture into the outside world to add an achievement to their family record book that they can be proud of. Habitat Featherfolk tend to live in cliff side settlements, but can sometimes live wherever humans are found. Humans and featherfolk are a mixed bag, though humans are relatively keen to interact with them. Journeys Journeys can be undertaken for a number of reasons, though often it’s for the right to write something wonderful into the family history book. These books are passed from parent to oldest child, and are expected to be collaborated on by each child. Though it is referred to as a record book, it can often be a collection as the books can get too thick and a new one must be started. These books are usually of great sentimental value to the featherfolk who come from a culture of meticulous recordkeeping. Because of this sometimes humans refer to featherfolk for record of the past, it’s surprising what they have hidden in the depths of their libraries.
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WulfSkein [Custom Player Race]
A Wulfskein transforms into a wolf at will, they are known to stalk, kill and sometimes even eat humans. Wulfskein are generally given away by their tails and ears, they are often feared by villagers and as such exist on the fringe of society. It is difficult for them to integrate into human society, as they often prefer to be on their own.
Stat requisites:
INT :4 STR: 8 4,8 or 6, 6 to other stats as the player pleases.
Racial characteristics
Wulfskein It takes one round to transform in combat (unless already transformed) if clothing is not adapted to transform with the wulfskein then it is either destroyed or shed. The wulfskein cannot speak or use items, but temporarily gain HP equal to the amount their condition exceeds the target number for the day while transformed. If the condition check was failed then no temporary HP is added. The wulfskein rolls a DEX+STR - 1 check when attacking in wolf form, it’s damage is in str - this attack is often a bite attack. The wise wolf The Wulfskein is naturally proficient at hunting, if a hunter is in the party and the Wulfskein decides to help then they receive a +1 bonus to their hunting check. The Wulfskein can hunt without a hunter present or without being a hunter, but they will automatically consume whatever they find. No extra rations are gained through this method, and the rations are always average. A part of the pack If the wulfskein cares for someone deeply then when they take an action to defend that individual, the damage is reduced by 2 instead of 1.
History They are said to have first come a mountain town, it is unknown why people suddenly started turning into half-beast men but rumours talk about the curse of a wrathful witch. Personality It can really vary, but it is known that in general they tend to be quite voracious. The will eat until they are stuffed. Parties with a wulfskein might find that they are the first to complain if a meal is skipped. Wulfskein are either communal or solitary, it is not unknown for particular individuals to be kicked out of a pack. Wulfskein find value in things that are pretty useless, but one man’s trash is another’s treasure… Diet They are not picky eaters, most anything goes. Anatomy The Wulfskein appears as a normal human being but has the unusual addition of furry wolf like ears and a soft fluffy tail. There is special clothing that does not break or fall off when the wolfkin transforms. Lifespan The lifespan is the same as a normal human being. Family Wulfskein work in a pack mentality, the entire pack works as a family unit regardless of if they are blood related or not. Because of this, Wulfskein can be very cooperative if they please. Wulfskein retain marriage traditions like most villagers. It is also not unusual for a human and Wulfskein to get married, but the children will always be a full Wulfskein as human blood lines cannot dilute the curse. Habitat Though the original village that they come from is in the mountains, it is not uncommon to find them just about anywhere there is food. They tend to settle and adapt wherever they are comfortable, regardless of how humans feel about them being nearby. Occupation An overwhelming amount of Wulfskein who chose to take a human occupation find that they are forced into jobs with hard labour, such as working at a farm or becoming a hunter. With that being said, they’ll do whatever they want class wise. Journeys Can be for whatever reason the wolfkin pleases. Starting items and wolfkin specific upgrades The wolfkin starts with simple clothing at character creation that is already suited to their transformations. When altering equipment and buying them from stores the cost is reflected in this table.
Cost: x2 A suit of armour or clothing can be custom altered to suit wolfkin transformations, clothing for humans that is not suited to the wolfkin is either destroyed or falls off during transformation.
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Cottontails [Custom Player Race]
Timid rabbit folk who live in small burrow houses in the hills, they rarely venture out far beyond their homes.
Stat requisites:
[STR] 4 [DEX] 8 6 and 6 or 8 and 4 distributed between INT and SPI as player desires.
Racial characteristics
Skittish Gain a +1 to initiative, this bumps up to +2 for the purpose of running away. Hide The cottontail gains a +1 bonus during stealth related checks. Lucky Rabbit’s foot The Cottontail or a party member of the cottontail may roll twice for a check and take the higher roll. However, the ability can only be used once in a session.
History Cotton tails are not well known, though records show that there were once larger cotton tails with much longer teeth. They were also much hardier than the ones that exist today. Sometimes it is possible to find ancient cave paintings depicting primordial cotton tails, or carvings in forest dwellings and temples. Cotton tails have since gotten smaller, and now live in well built underground burrows in valleys. Their temperments tend towards easy-going or hardworking, but can frighten easily. Most generations lived simply, with younger generations only starting to venture out into the outside world. Personality As a society Cottontails are very tentative towards outsiders, especially in recent years. They live very modest lifestyles, and are wary of visitors. They meticulously keep history, and have family tapestries that depict important events that trace all the way back to a time when the craft first emerged. In general their society is very family oriented. Diet Cotton tails predominantly eat grass, hay, oats, leafy greens and even apple tree twigs. They also occasionally eat food like cakes, eggs. They occasionally eat meat, but it must be cooked properly or they will more than likely become fickle. Anatomy Cotton tails can stand to up to a meter in height (excluding ears), and are known for their characteristically fluffy tails. They have opposable thumbs, and many use their dexterous hands to craft items to trade in other towns. They are described as bipedal and hare or rabbit like. There are two common types of cotton tail Sylvanian: These cotton tails tend to be shorter up to 80cm in height and have very plain coats, it is very rare that they’ll have patterned fur. Grand hare: These are the cotton tails that can reach up to a meter in height, they sometimes are born with slightly protruding teeth and are said to resemble the older promordial cotton tails more than their sylvanian cousins. They are more likely to have patterned fur. Lifespan Cotton tails can expect to live from fifty to sixty years, and hit an elderly age at 40. Family Cotton tails usually have very large families living in multiple burrows. Typically they treat the entire town as a family unit, even though not everyone is related to another. The community is very closely knit, and they are known to have many festivals dedicated to relatives both living and deceased, it is often during these events that they will bring out the family tapestries. Habitat They usually live in valleys and grasslands, they are often found near streams or ponds. They have burrows that are carefully constructed underground homes, and the entry ways are usually mahogany doors. Some of these homes even have windows. Journeys Though more young cotton tails are venturing out into the world, it is something that is considered uncommon. This stems from a curiosity to see the world around them, as travellers pass their villages and tell them stories they seem to open up more the idea of a world beyond their valleys. Many see this as an opportunity to add something a little different to their family tapestry.
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Ryuutama masterpost
When these races are played humans should be given racial traits like the ones mentioned in this blog post in order to balance things somewhat. Note that these builds may be unbalanced, but my group will be testing this new home brew content and making amendments as we go. If you have feedback, or anything else to say this is my ask page. Note: The stuff currently listed is the 2.0 edition stuff, as 1.0 was never released, but is available on a legacy blog that contains old content in case I want to retract and edit. If you’re interested (it’s not wildly different) let me know and I’ll add it to the master post.
Races:
Completed in some capacity:
Selchie/Selkie v1.0
Cotton Tail v2.0
Wulfskein v2.0
Dhampir v1.0
Featherfolk v2.0
Upcoming:
Fanglord (were-tiger)
Magic constructs
Spells:
Winter
Summer
Autumn
Spring
Classes:
The Wilder [[Google Docs Sheet]] A character who specializes in subterfuge and confusion. Wilders tend to be rogues, or on the fringe of society. They are good at confusing others, running off with the things they want and befuddling trackers. Possible occupations: Rogue, Spy, Thief, Scout, leader of a thieves Den.
Astrologer (W.I.P) A specialist in predicting fates, fortunes and the weather. Possible occupations: Weather-reader (Weazard), fortune teller, diviner.
Naturalist/Buster (W.I.P) Has a vast an knowlegable on animals, they are able to build rapport with even the worst natured of creatures. the naturalist/buster is a knowledgable tracker, whilst the buster is able to train and tame bad natured animals as well as some unique ones. These creatures can then be trained to perform tricks.
Items and upgrades:
[[TBA]]
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