Wednesday, November 25, 2020

TwK: Gambler


                                                   from Gravity Falls

Some ideas borrowed from here.

I am reworking the list of playable classes for Those who Know, my urban fantasy/modern occult setting.  I have decided to limit the list to the five slasher movie archetypes described in The Cabin in the Woods, namely the Harlot, Fool, Athlete, Scholar and Virgin.  I will also be including the Problem, but they are a separate beast, a fifth, or sixth, column.   

Some of these are obvious: The John Doe is the Virgin, the Allure is the Harlot and the Investigator is the Scholar.  There are others though, that are less obvious.  So for the Fool, I dug up a class I wrote but never published: The Gambler.  

Starting HP: 1/3 Con  
Fighting spirit: +2 per Gambler Level, up to Cognition
Starting Equipment: Starting Melee Weapon, Cigarettes, Playing Cards, Sturdy Boots, Lucky Charm



Wheel of Fortune: At the start of any combat, as a free action, you may roll 4*[your level] d20s and write down all the numbers you roll, then arrange them in a vertical list in the order you rolled them.  Instead or rolling your dice, when you need to roll a d20, just cross off the next number.  When you run out of numbers, roll like everyone else. 


Underhanded Tactics: You can take an action to interfere with an enemy's action, if physically possible, reducing any 1d20 roll they make by rolling your weapon di(c)e and subtracting the result.


Counting Cards: On your turn, as an action, you can re-arrange your list of d20s as per 'Wheel of Fortune' as you see fit.


I'll cover you: If an enemy still manages to hit an ally or target you would prefer they do not hit, you may, if physically possible, interfere with the attack to reduce the damage done by your damage dice.  You may only do this once per round.


Deal 'em Out: You may give an enemy one of your d20s from 'Wheel of Fortune' so that when they would next roll a d20, they would instead use that one instead


Pay it Forward: Once per round, if physically possible, you may boost an ally's damage from a successful attack by your weapon dice.


Roulette: On your turn, as an action, you may reroll your list of d20s as per 'Wheel of Fortune'.  You may also use this to replenish your list of d20s.


On my Tab: As a free action on your turn, you may give any of your allies one of your d20s off your list, so that next time they would roll 1d20, they would use that d20 roll instead.


All In: On your turn, you may roll 1d6.  For that many turns, your d20 rolls are converted to coin flips or rolling a d2.  A success on these rolls means a critical success and a failure means a critical failure.  Critical successes succeed at anything that is feasibly possible in this situation (Referee's Discretion) and critical failures also incur additional penalties on top of failing to do what you tried to accomplish. 

For the purposes of making attack rolls, all critical successes count as a roll of "20" on a d20, plus your damage roll and attack bonus.  Similarly, critical failures count as a roll of "1" on a d20.

For the purposes of damage on a critical success, roll the damage dice twice and add them together.          

                                               from Gravity Falls

Tuesday, November 24, 2020

OSR: Yugoloths: Bluster Platoon


                                                                by Jacob Probelski

Find basic information on the Yugoloths here.
Shiver Squad: Shock Troops.
Gelid Squad: Silk-workers, seductresses, spies and assassins.

Bluster Platoon:

Bluster Platoon is a group of Yugoloths who specialize in negotiation, resource management and other support roles.  They are talkers, not fighters, hence the name of their Platoon.  The other Yugoloths sometimes refer to them as "Blusterers", as they tend to talk big but rarely try to prove their strength, as unlike other Yugoloths, they are not a proud bunch and will flee from danger with no hesitation. 

Bluster Platoon is composed of Arcanoloths, the batch of Yugoloths who seemed to have a unique talent for mortal sorcery, as well as some of the natural magicks of their peculiar race. 

Arcanoloths look like Foxes and this is for good reason- they were taught and raised by a Green Hag named Lola Sugarplum, but she did not give birth to them- the Hag instead used a surrogate in the form of a Kitsune, a Spirit and servant to the Gods.  As such, they inherited the natural talent for magic that kitsunes have, along with their fox cleverness.

However, while using a Kitsune's womb enabled Sugarplum to produce a group of powerful servants, but it rapidly caught up to her, as the Kitsune was also a concubine of the West Wind.  When he found out what his woman had been used for, he turned the Hag into a goat and had her given to an orphanage, where she was butchered and eaten. 

The Arcanoloths did not shed any tears over their "Mother's" passing and instead focused on what to do with the Book that had their secret names in it.  Their first thought was to destroy it, but as creatures raised by Hags, they all had been groomed to desire power over others and dominate them.  As such, most of them had some desire to reign over their brethren.  So they could not bring themselves to destroy the book.  Instead, they concealed it, in the home base of the meanest creature they could find, ie in some kind of horrible dungeon.

They don't trust each other though- so they take shifts monitoring the Book's location while trying to come up with a plot to take the Book for themselves.  When they are not on duty there, they spend their time traveling the world, gathering knowledge and power for themselves or their employers.  And they are not picky on who they work for- with their extensive amounts of knowledge and magical abilities, they can perform many tasks.  As such, the members of Bluster Platoon find work as negotiators, lawyers, orators, spies and magical power-house.

And thanks to their ability to shape-shift, they are very good at hiding in plain sight.  So that might just be a sharp-eyed new scribe the King hired, or it might be something far more powerful than a well-read man.

Bluster Platoon's members prefer to be paid in magical items or power (spells, chunks or whole souls) but they will also accept gold and jewels.

                                                              by dicecast

Base Arcanoloth Statblock:
HD 3
AR none
Atk Claws (1d4 + 2d6 poison on a hit, save for half) or Spell
Mor 9
Saves 10 or less is a success
Immune to Poison and Poison Damage

Shapeshifter: Arcanoloths can, as an action, alter their appearance to take on any humanoid form, either one they have seen or imagined.  This transformation does not affect the stats or ability scores of the Arcanoloth.

Spellcaster: Arcanoloths have 7 Mana Dice.  Their MD burn out on a 5 or 6 and trigger Chaos on a roll of doubles or triples.  They ordinarily have the spells Anti-Gravity, Chromatic Orb, Dimension Door, Mage Armor, Magic Missile, Mirror Image, Polymorph and Wall of Force prepared. 

Chaos of the Arcanoloth:

1- One random creature starts coughing.  He loses his next action as he pukes up 1d6 snails, 1d4 snakes and 1d3 dog tails.
2- A skull suddenly appears and starts whispering.  Only one of the player characters can hear it.
3- A random animal nearby swells like a balloon, before exploding into a shower of gore.
4- The ground for 30' around the Arcanoloth transforms into a patch of peat bog.
5- A dense, foul-smelling fog rolls in and fills the area around the Arcanoloth for 100'.  Visibility drops to nothing, you can see 10' in front of you and no more.
6- Everyone within 50' of the Arcanoloth must save, including the Arcanoloth.  Those that fail their save lose their action and spend it cackling, howling with laughter at an unsaid joke.

Reinforcements: All Yugoloths know at least one of the True Names of their kinsmen, usually a member of the same squad.  However, because they will not compel their kinsmen to respond, and because most Yugoloths are selfish by nature, their kinsmen will not always respond.  As an action, the Yugoloth can attempt summon that other Yugoloth to aid them in whatever the first Yugoloth was doing. 

Any member of Bluster Platoon has a 20% of being able to summon back-up from their own squad, or a 50% of summoning a Yugoloth from another unit.  The Commanders of Bluster Platoon have a 30% of summoning a Yugoloth from Bluster Platoon and a 60% of summoning a Yugoloth from another unit.      

- Use your magic to protect yourself
- Let others take the risks   
- Only fight if you have to

                                                                source unknown

Notable Members:

Simitz Silvertongue

True Name: Eszavi

Bluster Platoon has no real leadership, the whole group is fractured into many small cliques, duos and trios that do not usually interact.  None of the members trust each other much, and so they do not work together usually, and certainly they do not have any sort of formalized chain of command. 

However, that's not to say that they are all equals.  Among their numbers, the one who is most suited to lead is probably Simitz Silvertongue.  Simitz is a charming fellow, with the ability to talk his way out of almost any situation.  Unlike other Arcanoloths, he does not use his shape-shifting abilities except when he is hiding, constantly taking on his true, fox-like form.  He does this to prove his honesty.  He also does not lie, as he will tell you.  This does not mean he doesn't deceive, far from it.  But he will not tell bold-faced lies.

That being said, Simitz is a manipulator in the extreme.  He is a skilled and talented negotiator, skilled in twisting his opponents word's and turning the tables on them.  Simitz is not a trustworthy fellow, despite all his efforts to appear otherwise.  And many who have gone against him say the same- do not trust Simitz Silvertongue.  But Simitz is also aware of this, and so structures and frames any discuss into being one that he can benefit from.  He does not fight a battle he does not believe he can win, nor does he take the losing side in any situation.  And he always has leverage.  So even if you know he's manipulating you, it won't matter.  It's his game, and he's very good at it.  The house always wins, after all.

Weakness: Simitz is clever and smart, but he's not much for improvising.  He only acts when he holds all the cards and avoids any situation where he doesn't.  So if you manage to pull a fast one on him or radically alter the current situation, he will either retreat or be thrown off his game until he manages to regroup. 

Statblock Changes:

Simitz Silvertongue has the spells April Showers, Flesh to Stone, Force Cage, Mage Armor, Polymorph, Reverse Gravity, Spell Collapse and Steel Intangibility prepared.

Note: Simitz uses a variant of Flesh to Stone that turns his enemies into tin instead. 


True Name: Botu

While Simitz does his best to present himself as transparent as a display of confidence, to intimidate the weak and be underestimated by the strong, his method is the rarer.  The more common tactic by members of Bluster Platoon is to lie selectively, but to stick close to the truth as much as possible. 
One who takes this action to its extreme is Laxu.  Laxu believes that the best method of negotiation and deception is that of the lycanthrope- to change forms depending on the situation but keep your core intact.  What Laxu does is he adopts the role of an actor and projects an image of himself.  Depending on how he wishes to be seen, he will adopt that persona and pretend to be it in person.  Then, when his enemies spend their time chasing shadows, he will take what he reeally desires.

Laxu is the closest thing that Bluster Platoon has to a leader, although only for about a third of the platoon.  Some of the others feel he is too stuck-up and arrogant, or that he is clownish and brash.  This, of course, is not how he actually acts, but simply how he wants them to think he acts.

Weakness: Laxu is used to running circles around his opponents, who rarely understand what he is trying to do.  Even after he has tricked them, they rarely get it.  So he's surprisingly easy to trick, if you don't play his game.  But if you do, good luck beating him. 

Statblock Changes:
Laxu has the spells Fireball, Guards and Wards, Hunger of Hadar, Invisibility, Misty Step, Mislead, Perfect Image and Weird prepared.

Jolo the Hellkite

True Name: Akori

Jolo the Hellkite is a radical member of the Platoon.  Rather than follow the lead of his peers and study law, history and religion to become a skilled negotiator or administrator, he sought a more direct use of his talents.  Jolo doesn't want to help others achieve power and be the power behind the throne.  He doesn't even want power.  Or at least, not the type that would have him sitting on a high-backed chair listening to people complain.

Jolo loves war- the smell of fear, the stench of blood and mud and death is an intoxicating musk.  The sound of clashing metal, splinter bone and agonized screams is music to his ears.  As such, Jolo has taken on the role of a free-booting mercenary, traveling to wherever there is an ongoing conflict and joining whatever side stands to give him the most.  Sometimes he joins openly, but normally he assumes the identity of a common soldier, fighting with spear and bow.  He only unleashes his full and terrible powers when he feels it necessary.  These sights can be terrible, as unlike his brothers, Jolo is almost exclusively trainined in combat magic. 

But after unleashing his powers like that, Jolo usually has to move fast.  Sometimes his allies turn on him, thinking him some kind of demon that crept into their ranks.  Other times, allied command takes notice and starts trying to use him.  Jolo might play along for a bit, but the second he thinks that his leash is getting too short, he will vanish into the night.  Still other times, enemy command will be alerted to his presence and they will dispatch either elite troops or hire foreign mercenaries of their own to do battle against him.  None of these situations are ideal, and so usually they are the sign to Jolo that he should be leaving.

Weakness: Jolo is no coward, but he is not brave.  Bold, yes, but not brave.  He does not want to die.  He loves to fight but when confronted with a dangerous situation that he feels is too risky, he will avoid it.  Discretion is the better part of valor, and Jolo has not survived this long by being reckless.  If it seems like a trap, or just a bad idea, he won't go.

Statblock Changes:

+1 HD

Atk: Bow (1d6/1d6 + 2d6 poison, save for half)

Jolo has the spells Expeditious Retreat, Fly, Flaming Sphere, Finger of Death, Moonbeam, Repel Stone, Sunburst and Thunderwave prepared.

                                                    by Final-Fanart

Saturday, November 7, 2020

OSR: Greater Embodied Undead


                                                        by Anthony Devine

HD 1d3+2
AR Fish Leather and Shield [8 Armor]
Atk Bow and Arrow (1d6/1d6/1d6) or Sword (1d6+2/1d6+2) or Spell or Life Drain
Mor 12
Saves (7+HD) or less
Immune to Poison, Cold and Necrotic damage

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Innate Spellcasting: Wights have 4 Mana Dice.  They can cast the following spells as an action.  These spells do not trigger Chaos or Corruption, but their MD do burn out as normal.  Wights know the spells: Break the Chains, Bloody Feast, Create Servant, Enslave Undead and Explode Undead.

Life Drain: If a Wraith touches a living creature, it can force that creature to save.  On a successful save, that creature takes 1d6 Necrotic damage.  On a failed save, that creature takes 1d6 CON damage.  This can also reduce a creature's total HP.  If this reduces a creature's CON to 0, that creature immediately dies.  Note that once a creature makes or fails one save, each subsequent use of Life Drain on it does that kind of damage.  Wights can replace one of their attacks with a use of Life Drain.  

CON damage done by Life Drain is permanent until removed by a spell such as Greater Restoration or the target is blessed by a person granted divine power, such as a Priest, Prophet (Paladin) or King.  After such a blessing is bestowed on the creature, CON returns at a rate of 1 point per day.  

Undead Slaves: Wights can control a number of Undead with HD equal to their HD+MD.  These Undead are considered bonded to the Wight permanently and the Wight does not need to spend additional magic to keep control of them, barring outside interference.  Any other Undead the Wight creates are unbound.

- Send your Undead in as cannon fodder, keep your distance
- Attack from range
- Only enter melee combat if a creature is vulnerable
- Use Life Drain to disempower and dissuade those who come after you
- Save 'Explode Undead' in case you need to escape or finish off a tough opponent

Wights are Greater Undead, created from a corpse by summoning a particularly vicious and powerful soul from Sheol, or a lesser Demon.  It makes little difference.  This spirit is allowed to infest a corpse and allowed to torment the lower souls that remain in the body after the higher souls have departed for the afterlife. 

This is a surprisingly attractive offer, as it guarantees the right to inflict suffering and a potential to relieve the summoned soul's suffering.  This potential never pans out, but the summoned soul would never admit this fact.  However, this state of affairs does grant a Wight one thing: it cures it of the Undead's traditional suicidal despair and homicidal misery.

By giving it someone(?) to abuse whenever it feels like, the Wight's action and existence is imbued with a certain quality that other Undead lack.  Rather than feel like it's existence is empty and hollow, causing the Undead to seek its own destruction, the Wight understands that by subjugating these souls to it, it is special.  This allows the Wight to stave off the desire to walk into the sunlight or an adventurer's sword. 

Instead, a Wight's attention turns outward, to the world.  For even though its appetite for cruelty has been whetted, it still has the Undead desire to enslave and destroy.  However, instead of being a means toward self-destruction, these impulses are now exalted and glorified for their own sake.  Wights create Undead, slay the living and torment their enemies under various pretexts, but these are all in service of the Wight's rapacious, sadistic appetites.

Wights are, of course, aware of this fact.  They are not deluded.  They may pretend to be seeking some other goal, but this is their true desire.  The various pretexts they work under may be believable, such as when a Wight is serving under some greater evil that allows it to carry out its agenda, such as a Necromancer, Wraith or Hag, or or they may be transparent and hollow.  The Wight may discard them as needed, or it may keep them around as a cruel form of mockery.  For example, the Wight claims it is only doing this to get the justice it was denied in life as it carries out atrocities on unsuspecting civilians. 

                                              by Spitfyaa

Boneyard Hydra 
HD 1d8+1
AR [8 Armor]
Atk Slam (1d8)
Mor 12
Saves (7+HD) or less
Immune to Poison, Cold and Necrotic damage   

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-8 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Variable Attacks: The Boneyard Hydra makes 1 attack per head.  If any of these heads are destroyed, then the Boneyard Hydra may also make 1 Slam attack on its turn.   

(head and neck)
HD 2
AR See Below
Atk Bite (1d6)
Mor 12
Saves As Body
Immune to Poison, Cold and Necrotic damage 

Shared Abilities: The Heads and Necks of Boneyard Hydra share all abilities that the body does, but the body does not share all the abilities the heads and necks have. 

Separate HD: The Heads and Necks of the Boneyard Hydra have their own HD.  Destroying or damaging them does not damage the main body.  However, area of effects abilities or spells can affect both heads and body at the same time. 

- Leverage the heads effectively
- Work together to exploit the different abilities each head has
- Gang up on one or two enemies
- Retreat if you lose half or more of your heads

To customize a Boneyard Hydra, roll on the tables below:

How many heads does it have?


1- 3.
2- 4.
3- 5.
4- 6.

How well protected are the necks?


1- Well, the necks are armored.  They have [7 Armor].
2- Moderately, the necks are reinforced with extra bone.  They have [6 Armor].
3- Badly, the necks are armored but the armor is damaged.  The necks have [10 Armor] but if you could damage the armor, it would fall apart or have its effectiveness greatly reduced.
4- Unarmored, but the Boneyard Hydra's necks are not made of exclusively bone, but flesh and muscle preserved with necromantic energy. This makes them faster and more agile.  The necks count as having a +2 bonus to any Defense roll. 

Boneyard Hydras are often the apex of any Necromancer's creative process, as well as their mightiest defenders.  As such, they are often loaded down with extra abilities.  As such, roll X times on the following table, where X is the number of heads.

What other powers does this Boneyard Hydra have? 


1- This head can spew out a swarm of flesh-eating beetles onto someone.  This only happens once.
2- This head can exhale clouds of freezing arcane fire.  The fire strikes everyone in a 10' line from the head, doing 2d6 cold damage, save for half.
3- This head can exhale a foul-smelling cloud of gas.  This gas 1d3 [1= Does 1d6 damage per round spent inside it; 2= Forces you to save or lose your turn as you choke; 3= Does CON damage per round in the cloud, if this reduces you to 0 you die.]  The head can only produce this cloud once.
4- This head has venomous fangs.  Upon a hit, it injects venom into them.  This venom 1d4 [1= Inflicts a -1d4 penalty to attacks; 2= Causes agonizing pain, save to do anything but spasm and scream on your turn; 3= Take 3d6 damage over the course of 3 rounds, 1d6 per round, you can save each turn to prevent additional damage; 4= Save or die.]
5- This head can detach itself from the neck on a successful bite attack and clamp onto someone.  This halves their DEX and Atk bonus until the head is removed.  Once the head does that the neck becomes a tentacle that makes 1d8 slam attacks.
6- This head has a neck long enough to encircle someone and grapple them.  This takes a successful STR check.
7- This head has hypnotic eyes that cause enemies to freeze up when they see it.  Enemies who look at the Boneyard Hydra while this head is alive must save or freeze.  Predator-type Humanoids (Crocodiles, Wolfmen, Coyoons, Morcai, etc) make this save with advantage.
8- This head can fire a cloud of 1d4 [1= Teeth; 2= Needles; 3= Shards of stone and metal; 4= Arrowheads] that does 3d6 damage on to everyone in a 15' cone, save for half.  If you have a shield, save to take no damage.  The head can do this once. 
9- This head carries a sword between its teeth that it uses to parry attacks against the other necks or itself, reducing damage by 1d8.  It can only parry one attack a round.
10- This head can communicate telepathically and it is constantly blasting everyone around it with constant screaming, pleading and maniacal laughter.  Anyone who can hear must save.  On a failure, they are frightened and take 1d6 COG damage a round.  If this reduces someone to 0 COG, they will flee for their lives or hide from the creature. 
11- This head is larger than the others.  It has +2 HD.
12- This head has +4 armor.
13- This head is full of fluid sacks.  Anyone who injuries or destroys this head is splattered in 1d3 [1= Festering blood and guts, save vs disease; 2= Acid, this destroys the head but does 2d6 damage, save for half.  The acid also destroys non-magical armor and shields; 3= Glowing paint, -4 to stealth until you wash it off.]
14- This head is magnetic.  All attacks made with metal weapon get +4 to hit it but get stuck to it, you must succeed a STR check to pull them loose. 
15- This head has a long, flexible tongue that can grab things.  The Boneyard Hydra will use this to snatch items or weapons from your hand.  Succeed on a STR save to resist.
16- This head has suckers in its mouth that can drain life force through.  The mouth automatically grapples anyone it bites.  That creatures takes an additional 1d6 necrotic damage and the Boneyard Hydra recovers that much HP.
17- This head can vomit up flammable goo to cover 1 creature.  Creatures with shields or incredible speed may save to avoid being splattered, otherwise none is permitted.  The creature can vomit flammable goo every 1d4 rounds.  The goo cannot be washed off except with large amounts of water, and is sticky.   
18- This head can electrocute people it bites.  The mouth automatically grapples anyone it bites.  That creatures takes an additional 1d6 lightning damage a round and is paralyzed until they succeed a STR save to break free.
19- This head has horrible bacteria growing in its mouth.  Anyone bitten by this must make a save vs disease with disadvantage.
20- This head has eyes all over it.  It doesn't attack, but instead watches 360 degrees around the Boneyard Hydra.  This gives it +4 to spot creatures sneaking up on it and +2 armor as long as this head is alive.  While this head is attached, the Boneyard Hydra makes all saves vs blindness at disadvantage. 

Boneyard Hydras are unique creations among some Necromancers- terrible bodyguards and horrible roadblocks to prevent those who would prefer them to be resting in the dirt instead of on silk sheets.  Boneyard Hydras resemble humanoid skeletons or zombies, but instead of arms and a single head, sprouting from where their necks and arm sockets are forests of spinal cords, each one topped with a laughing skull or rotting face, eyes burning with unholy fire.  

They are created in the following way:

First, you'll need a large body.  An Ogre is preferable, but a large man will sometimes work.  Then, take off the head and the arms.  Replace the arms with spinal cords and install heads on the end.  Do the same with where the singular head remains.  Then, bind some souls to each of the heads.  Sometimes lesser souls are capable of filling this role, but summoning weaker souls from the netherworld is also said to be effective, especially if you want a more powerful Hydra. 

Then, summon a soul stronger than all the others from Sheol, place it within the body and give it dominion over the other souls in the various heads.  This soul must be sadistic and rapacious, possessing an iron will and a limitless desire to see its enemies ground beneath its heel.  Such a soul is necessary because it must be able to dominate all the other souls in the body.

If you have done everything right, you will have a terrifying bodyguard.  If you have not, you will likely not survive as the Hydra will rip you apart, or the souls within it will be so busy struggling against each other that they will tear each apart, leaving you with a bunch of broken bones and a bunch of wasted effort.  

Monday, November 2, 2020

OSR: Playable Races of Nukaria (part 2)

You can find Part 1 of this series here.  This post details the races of the hot, humid North.  This post covers the races of the Temperate Lands that extend from Maven's belt to the Cold Gates.  

If your Referee allows it, you can also play as a Half-Dragon (here) or a Spirit-Touched (Tiefling, Aasimir or Genasi) which can be found here.  

                                                   source unknown

Races common to the Equatorial Lands:

Elephantmen or Loxodon
Coyoon or Coyote-man

Orzane (Pigmen)

The Orzane are the rulers of the midlands, a warrior-people, once enslaved, now liberated through bloodshed.  According to their own tales, they liberated themselves through heroic war, then set out to save the rest of us through the same.  According to other people, they are adventurers and tyrants, unrelenting in their savagery and brutality.  Neither of these portrayals is truly accurate, for the Orzane are neither saints nor a crushing, Imperial army.  In truth, they are just people.  Another hard truth that is often hard to swallow is that while the Orzanian Empire is ruthless and blood-thirsty, most of the Orzane have little to nothing to do with it, and even less power over it.    

Reroll Stat: STR

Ability: An Orzane can, 1/Day as a free action, fly into a rage.  While raging, they automatically add their STR bonus to the damage dealt by melee attacks for 1d4+1 rounds.  If they would already add their damage bonus, they instead add their STR bonus twice.  After this, their rage ends.  They can also end their rage as a full action.  While raging, an Orzane cannot cast spells that do not do damage and make all ranged attacks with a -4 penalty.    

Weakness: Orzane are widely disliked, with enemies foreign and domestic.  Orzane have a 1d10% equal to their HD or class level of attracting some form of trouble, whether that is insults in public, a challenge to duel, criminal mischief, some attempt to embarrass them, or even a murder attempt.  This trouble comes from enemies foreign and domestic.  It can come from one's own countrymen, from Imperial subjects or from the subjects or servants of other Empires.  

                                                                       by kim sehoon


Humans, if you believe their myths, were once a race of apes that bathed in the shed tears of an ancient God.  These tears washed away their animal nature, giving birth to a new, semi-divine species.  The Humans also claim to be the original inventors of arithmetic, the writing of history and the discovery of the human soul.  Most of these claims are not regarded as credible by non-Human scholars, and the Humans themselves debate which sub-group within their species invented them.  What is regarded as true about Humans is that they are hairless, ape-like things with hardy constitutions and the ability to adapt to most environmental conditions.  They are excellent sailors and hardy survivors.  In their past, they spread from the rocky atolls they called home and spread themselves along the coastal midlands and up into the river baronies, going so far inland and South as to reach the foothills of the Spine of Tarraq.  These days they refrain from such activities, with most of their former colonies having largely been incorporated into the Orzanian Empire.     

Reroll Stat: CON

Ability: 1/Day, you can recover 1d6+CON modifier FS as an action. 

Weakness: Humans have poor senses.  They cannot hear or smell very well, and get a -2 penalty  to any checks or saving throw made to perceive something with those senses.  The same goes for sight, if the area they're in is dark.

                                                           by Russell Tuller


It's said that you should never hire a Deerling prostitute, as they'll steal from you.  Instead, if you find yourself afflicted with "forest fever", find yourself lover of that species.  However, make sure they're the ones who break your heart, as that's the only way to prevent them from stealing from you.  Deerlings are known as the shopkeepers of the Civilized Lands, a race dedicated to peaceful conduct with their neighbors.  Unlike almost all the other Lawful races, Deerlings go out of their way to avoid violence.  Do not take their congeniality as weakness, however.  Deerling are an incorrigibly self-interested species.  They are a ruthless bunch, especially in terms of money.  If you leave something valuable around a Deerling, there is a good chance they will steal it.  They will overcharge and will loan you money at inflated rates.  They regard such actions not as unjust, but rather necessary for survival.  If you didn't want to be scammed, you should have been more perceptive.  As far as they are concerned, they've taught you a lesson that hopefully you will learn from.  They have a reputation for criminality, but this is often exaggerated.  Their ruthlessness rarely is.      

Reroll Stat: CHA

Ability: Deerlings are obligate herbivores.  However, they also can eat almost any type of non-poisonous flora, unlike other herbivorious races.  As such, unless in a desert or some other climate where plant life is extremely rare, a Deerling can find enough food to eat.  Foraging like this takes 1d3 to 1d8 hours, depending on the abundance or lack of vegetation. 

Deerlings are weak, with little in the way of muscular strength.  Even strong Deerlings are still rather weak when compared to other medium-sized races.  Deerlings have a -4 penalty to grappling checks or STR contests.    

                                                            by Folda


Hoba are technically Folk, but like the Handsome Men, they sold out.  They were infected by symbolic thought and rather then resist, decided that agriculture and wearing clothes wasn't so bad, actually.  As such, they lost their connection to the Forest and much of their innate magical abilities.  They are still partially Folkish, possessing many features associated with the forest; Long, curled ears tipped with fur tufts; clawed paws instead of feet; long, twitching tails covered in soft fur and slit-pupil eyes.  Hoba are small creatures, half the size of most species.  Hoba are tricky and clever beings, possessing a great talent for acrobatics and stealth.  They have a reputation for criminality and mischief, which is only occasionally true.  Still, if a baby goes missing or something weird happens in a rural town, if there are no Witches around to blame, a Hoba will do just fine.  

To protect themselves, Hoba men adopt a masculine code called Rontay that involves being assertive, not taking "No" for an answer and never taking any insult.  At best, Rontay means being protective of friends and family and sheltering your tribe, at worst it means being a chauvinist towards outsiders and dismissive towards women.  Another thing Hoba are famous for is their concealed villages- which can only be found with a guide who knows the way, or by the lost or drunk.
Reroll Stat: DEX

Hoba can turn invisible as a full action.  They can do this as long as they hold their breath.  They become visible once more if they take a breath or do something strenuous, like make an attack. 

Hoba cannot lie.  They can deceive through a lie of omission, downplay or spin a piece of information, or answer evasively.  But they cannot lie directly.  This is a fact that is known to all who have any experience with Hoba or are well-read.    

                                               by CSuk-1T

Lakazu [La-kah-zoo] or Grey

What can be said about these creatures.  Lakes of ink have already been squandered on this small, insignificant people who seem to constantly cause trouble wherever they go.  The Greys are a small race, with diminiative builds and delicate frames.  They have large, luminous eyes of jet black and bulbous heads, and are usually bald, any hair they possess being delicate and transparent.  They usually cover themselves in robes and loose garments that conceal their sensitive skin, and hide their similar faces behind masks of varying colors.  The type of mask varies from tribe, social position and a variety of other things, but these regulations are largely unknown to non-Lakazu.  They usually only take their masks off around those they are very close to.  

Up until now they had no homeland, having been largely expelled from their old land and been scattered throughout the lands of the Empire.  There they self-segregated, living in small island communities amid broader societies.  Their religion is secretive and mystic, and teaching it to a non-Lakazu carries a death sentence.  The primary tenets of that religion are brotherhood among the Lakazu and the racial superiority of the Lakazu over all other races.  Proof of the latter fact can be found in their natural telepathic abilities, which they conceal.  Lakazu consider telepathic contact an extremely intimate thing, so normal members of their culture will only use it to talk to their spouse, children or other close family members.        

Reroll Stat: COG

Ability: Lakazu are naturally telepathic, able to communicate with any living creature with a mind within a mile.  They can send images, words or sensations and as long as they keep the channel open, the other creature can reply, even if it is not telepathic.     

Greys are Small creatures, but they are weak even by the standards of those races.  They have disadvantage on checks and saves against poison and disease.    

                                                           by Aymeric Thevenot

Elephantman or Loxodon

Elephantmen are absolute giants, the undisputed rulers of the plains and Savannah.  They roam far and wide in close-knit tribes and families, telling stories and singing deep, rumbling songs.  Elephantmen are an unlettered people, they have excellent memories and thus are well suited to an oral culture.  They memorize vast sums of knowledge and carry it out around with them, until they can pass it down to someone else.  Elephantmen are a peace-loving people, avoiding conflict whenever they can.  However, when they do go to war, they are terrors on the battlefield, splintering enemies like rotten twigs before them.  Elephantmen are widely called "The Strongest Race" for the terror their warriors inflict.  However, because of their small population and genial nature, they are slow to anger and slower to fight.  They do not desire to struggle against anyone, but instead seek only to live in peace, singing their songs and composing their poetry.      

Reroll Stat: STR

Your damage die increases by 1 size.  For example, if the weapon you use is a d6, in your hands it becomes a d8 weapon. 

Elephantmen must consume twice the amount of food a Medium creature would or begin suffering the effects of exhaustion, malnutrition and eventually, starvation.  Additionally, they cannot enter many small structures, as they are much too large.  

                                                        source unknown


The Badgerfolk are a race of semi-subterranean burrowers who build elaborate underground towns and villages, with entrances to the surface concealed in hills and the hollows of dead trees.  They farm mushrooms and raise their families in the low light of their burrows, while traveling up the surface to farm.  They grow wheat, barley and potatoes, but they are most famous for their orchards, which sprawl over their villages, the roots helping to reinforce the dirt roofs of their homes.  They produce many varieties of ciders and strong liquor, which are prized throughout the Four-color lands.  The Badgerfolk themselves are much less welcome in many places, in part due to their reputation for being stubborn and exclusionary.  This reputation is often overwrought, as most Badgerfolk are perfectly hospitable and lovely people.  Their life style is rather different when compared to other races however, so they tend to be considered strange whenever not among their own people. 

Reroll Stat:

Ability: Badgerfolk long ago were blessed by the Spirits of the Earth, which gave them a unique kinship with them.  As such, they have the ability to burrow through the earth at a rate of half as fast as they can move, (15' per round).

Weakness: Badgerfolk are slow.  With their stumpy legs and heavy frames, they find it difficult to keep up with others.  Badgerfolk have disadvantage on any checks made to pursue or catch something that is running away that is faster or more agile than them.  

                                                                    by edcomics

Coyoon or Coyote-man

The Coyoon are the unwanted juniors of the Wolfmen, favored by neither their elder brothers nor welcomed by the many who have been harmed by the ruthless raids and barbarism of the Wolfmen.  As such, the Coyoons set out to build for themselves a new identity.  Coyoons are assertive and independent- clothing themselves in bright colors and bold styles, while giving themselves bold streaks of color on their furred faces, arms and chests.  They do not take any insult, but love to joke and carouse.  This behavior is unbecoming in the South, so few Coyoons live there.  Instead they left the lands of their forebears and roam across the Civilized Lands along the rivers, some even wandering up into the humid North.  They travel in great caravans, colorful banners flapping.  They are known to be a materialistic and superstitious people, and every caravan or settlement has a Wise Woman or Cunning Man who preserves the mystic knowledge of their ancestors and performs rituals to help them.  Many of them are also known to believe in Fortuna, a mystical force that controls the random outcomes in life.  Some of them believe that one can determine your personal fortune by tracking and consulting the movement of the stars or by casting lots, while others instead believe Fortuna is an entity and worship her like a God.   
Reroll Stat: DEX

You have a bite attack that does 1d6 damage on a hit and automatically grapples anyone it damages.  If you successfully make such an attack against a creature that is smaller than you and you grapple them, you can spend your action shaking your head back and forth.  This does 1d6 damage to the grappled creature.  If it kills them, the cause is usually because your wild jerking broke the creature's neck.   

Weakness: While Coyoons are medium creatures, they are slightly weaker than other races in that size category.  As such, Coyoons are cowardly creatures.  When faced with any situation where fighting seems unwise, such as against superior numbers, a stronger foe(s) or any situation where their side possesses a clear disadvantage, Coyoons must save or feel compelled to make a hasty retreat.  On a failed save, the Coyoon takes 1d6 COG damage.  If this damage reduces to the Coyoon's COG to 0, the Coyoon flees in a mad panic.  COG damage lost like this comes back at a rate of 1d6 points per hour, as long as the Coyoon believes itself to be in a (relatively) safe place.   

                                                        from here