Ratkin are cool, no matter how much you hate Nym.
I have to start of by saying, we simply must change the name Dungeon Master or whatever you are using to something catchy, more modern. I think you should go with DICE COMMANDER. It looks really cool. It's always hard to be the poor schlub running the game and I think giving that person a cool title would make it a lot more appealing.
On a less serious note, here are some races I like.
Harkumen.
+1 Str, +1 End, -1 to Int, -1 to Cha
Harkumen cannot cast spells, ever. They also may not activate magic items, they may however use persistant items.
Harkumen do not die when they reach -10 hp (double their Endurance?) they begin losing Knowledge Skills at this point, at a rate of 1 for 1. If they run out of knowledge based skills they will lose Int points until those too are exhausted. They are permanently destroyed if unable to lose skills or Int and they take damage. If the Harkumen is healed they will awaken and be functional again but they are changed. Lost skill points and Int points do not return. They cannot be brought back by any means if they lose all their knowledge skills and Int. There is essentially nothing to bring back.
Harkumen are like humans in appearance, and may not truly be a race unto themselves. Their origins are rumor and myth. Harkumen cannot breed with each other, they may only produce offspring with a mate who is not Harkumen. The will always produce a Harkumen child.
I especially like a race like this because it has lots of space for a DM to build a story.
Ratkin!!
I always have them be a minor race now in my games. They are always a made race. In the sense that someone always created them in the known part of world history. A powerful spellcaster wanting a slave race, etc.
I usually have them living in old ruined cities or deep under very large cities. Ruined cities work well with the theme about the crazy old mage types who make the Ratkin. Either way they are free now.
-1 Cha, +1 Agi
I think these guys could argue for low light vision and maybe some others mods. Perhaps with some more penalty stats.
On a less serious note, here are some races I like.
Harkumen.
+1 Str, +1 End, -1 to Int, -1 to Cha
Harkumen cannot cast spells, ever. They also may not activate magic items, they may however use persistant items.
Harkumen do not die when they reach -10 hp (double their Endurance?) they begin losing Knowledge Skills at this point, at a rate of 1 for 1. If they run out of knowledge based skills they will lose Int points until those too are exhausted. They are permanently destroyed if unable to lose skills or Int and they take damage. If the Harkumen is healed they will awaken and be functional again but they are changed. Lost skill points and Int points do not return. They cannot be brought back by any means if they lose all their knowledge skills and Int. There is essentially nothing to bring back.
Harkumen are like humans in appearance, and may not truly be a race unto themselves. Their origins are rumor and myth. Harkumen cannot breed with each other, they may only produce offspring with a mate who is not Harkumen. The will always produce a Harkumen child.
I especially like a race like this because it has lots of space for a DM to build a story.
Ratkin!!
I always have them be a minor race now in my games. They are always a made race. In the sense that someone always created them in the known part of world history. A powerful spellcaster wanting a slave race, etc.
I usually have them living in old ruined cities or deep under very large cities. Ruined cities work well with the theme about the crazy old mage types who make the Ratkin. Either way they are free now.
-1 Cha, +1 Agi
I think these guys could argue for low light vision and maybe some others mods. Perhaps with some more penalty stats.
0 Comments:
Post a Comment
<< Home