A Sundered World d20: Races

Though we only ever released A Sundered World for Dungeon World, it actually started out as a campaign setting for 4th Edition Dungeons & Dragons. Now that we're ironing out the kinks in Dungeons & Delvers, we want to release it as a stand-alone RPG or at least a proper campaign setting. Here's a look at the races (though many were featured in Dungeons & Delvers, they were originally created for A Sundered World).

CTHON

  • Size Medium
  • Ability Scores +1 Constitution
  • Speed 20 feet
  • Stone Body Cthon possess DR 1 (steadfast)
  • Living Stone A cthon's body heals naturally, and it can also be healed by magic. It cannot be affected by alchemical potions not intended to specifically function on a cthon, but magical potions have their normal effect. 
  • Immunities Cthon are immune to diseases and poisons, as well as any effect that wouldn’t affect stone. It also doesn’t need to eat, sleep, or breathe.

Choose what elemental essence powers your cthon:

  • Fire The cthon possesses fire resistance 5. As a Swift Action the cthon can suffer 1 WP of damage to radiate intense heat for 1 minute. During this time it sheds light as a torch, and its unarmed attacks inflict fire damage. If it is wielding a melee weapon made out of metal, it also inflicts fire damage. Finally, the cthon gains cold resistance 5.
  • Water The cthon has fire resistance 5. It's Swimming Speed is increased by 10 feet. As a Swift Action it can suffer 1 WP or more to reduce damage from the Burning condition by an equal amount (if it reduces this damage to 0, then the Burning condition ends). It can also suffer 1 WP of damage to produce a day’s worth of water for a Medium-sized creature.
  • Wind The cthon’s Speed is increased to 30 feet. It also has thunder resistance, 5, and gains a +1 bonus on all checks made to resist falling damage. Any falling damage is reduced by one-half.
  • Earth The cthon possesses acid resistance 5. When it takes the Defend or Fight Defensively actions, the bonus granted to its Defense and Dexterity saves is increased by 1, and this bonus also applies to its Constitution saves.
  • Chaos The cthon can suffer 1d4 WP of damage to transform into a pile of black ooze for up to 1 minute. While in this form its Damage Resistance is increased to 5. It cannot speak or attack, and none of its equipment functions, but it can still move and flow through tiny openings and cracks. It can revert to its original form as a Swift Action before the duration elapses, but it must suffer 1d4 WP damage to transform into ooze.

Some minor changes from the original cthon from Dungeons & Delvers. Might add in a WP-damaging flying effect for the wind essence to make it more useful. The enhanced Swimming Speed reflects how we're changing up swimming (and, similarly, climbing).

DACTYL

  • Size Medium
  • Ability Scores +1 Constitution; +1 Strength or Wisdom
  • Speed 30 feet
  • Skill Bonus +1 Medicine
  • Artisan +1 to Armorer, Gemcutting, Masonry or Weaponsmithing

A dwarven variant pulled from Greek mythology. A bit faster and no poison resistance. I initially wanted to remove the secondary ability score bonus, and/or impose ability score penalties for every race, but it just didn't make any sense, here. Plus that's another step away from Dungeons & Dragons.

HUMANS (SCIONS)
  • Size Medium
  • Speed 30 feet
  • Skilled Humans select an additional Secondary Skill.
  • Talented At 1st-level, the human chooses a Talent that he qualifies for. This can also be one of the following racial Talents: Changeling, Devil in the Details, or Nephilim.

In A Sundered World humans are referred to as scions, and born from the still-bleeding corpses of the gods. Considering giving them a +1 to any ability score (as they do in Dungeons & Delvers), but with the extra Talent that might make them way too good (the extra Secondary Skill isn't all that great). Maybe roll a d6 and add it to one at random?

KOBOLD

  • Size Small
  • Ability Scores +1 Charisma, -1 Strength
  • Speed 20 feet
  • Skill Bonus +1 to Stealth

Choose what type of kobold your character is:

  • Hearth The kobold possesses fire resistance 5 and gains a +1 to Persuasion. As a Swift Action the kobold can conjure flames in one or both of his hands, which shine as brightly as a torch. While his hands are ablaze the kobold can strike with them, inflicting 1d4 points of fire damage on a successful attack. At 5th-level the damage is increased to 1d6, at 10th-level it increases to 1d8, at 15th-level it increases to 1d10, and at 20th-level it increases to 2d6.
  • Mine The kobold gains a +1 bonus to Speleology. He also possesses Low-light Vision and Darkvision out to a range of 30 feet. Finally, he can excavate twice as quickly as normal, though he requires tools to do so.
  • Ship The kobold's Swimming Speed is increased by 10 feet. He gains a +1 bonus to Swimming, can breathe underwater, and can see underwater normally. The kobold can bond with a ship: the process takes 1 hour, during which time the kobold explores every nook and cranny in the process. Once he has bonded to the ship, while standing on it the kobold can use a Standard Action to teleport to any location on it. A ship kobold can only be bonded to a single ship at a time.
Not much has changed from the classic kobold, though there is a Strength penalty and being Small modifies Attack Rolls and Defense.

KYTHERAN

  • Size Medium
  • Ability Scores +1 Constitution, +1 Intelligence, -1 Charisma
  • Speed 30 feet
  • Mecharcanic Body A kytheran cannot be affected by restorative or transformative magic, as well as alchemical potions that don’t specifically work on constructs. When a kytheran would die it is instead disabled and unconscious: so long as its encephalengine–the device that houses its mind–is intact, it can be repaired and reactivated by someone else. If restored, the kytheran does not roll on the Lingering Injury table. Kytherans still possess Vitality Points, which represent superficial damage that is easily repaired and its internal components suffering minor stress and overheating. When taking a short rest, it is assumed that the kytheran performs minor repairs and gives its internal mecharcanic components time to cool down.
  • Metal Frame A kythern possesses DR 1 (steadfast)
  • Skill Bonus +1 to Repair.
  • Immunities A kytheran is immune to poisons and disease. It doesn’t need to sleep, eat, or breathe. 
  • Repair A kytheran does not recover Wound Points normally. It must use the Repair skill.
  • Machine Mind A kytheran gains a +1 bonus on saving throws made to resist charms, fear, mind control, and similar effects.

One of the new adventuring skills is Repair, so now kytherans will have a more detailed mechanic to try and recover WP.

NYMPH

  • Size Medium
  • Ability Scores +1 Dexterity, +1 Charisma, -1 Strength
  • Speed 40 feet
  • Skill Bonus +1 to Stealth
Choose what type of nymph your character is:
  • Forest A forest nymph gains a +1 bonus to Herbalism and Survival. When hiding in woodland terrain, the forest nymph's Stealth checks gain Reliable 5.
  • Mountain A mountain nymph's Climbing Speed is increased by 10 feet. It also gains a +1 bonus to Climbing and Speleology.
  • Water A water nymph's Swimming Speed is increased by 10 feet. She also gains a +1 bonus to Swimming, and can breathe and see underwater normally.
Another race pulled from Greek mythology. Female-only, and no D&D blinding beauty. Kind of a replacement for elves, though I suppose you could use both without much of an issue. Both races are different enough, I think.

TARCHON
  • Size Medium
  • Ability Scores +1 Strength, -1 Wisdom
  • Speed 30 feet
  • Skill Bonus +1 Athletics, +1 Intimidate
  • Resist fire 5
  • Fiery Breath (Recharge 1d6) 15-foot cone. A creature in the Area of Effect must attempt a DC 11 Dexterity save. On a failure it suffers 1d6 fire damage (Burning 1), and on a success only suffers half damage. The DC increases by 1 and the damage by 2d6 at levels 5, 10, 15, and 20. At 10th-level the Area of Effect is increased to a 30-foot cone and the Burning damage to 2, and at 20th-level the Area of Effect is increased to a 60-foot cone and the Burning damage to 3. During its turn, as a Free Action the tarchon can suffer 1d4 WP to reduce the Recharge duration by 1 round. It can suffer this damage multiple times, and even reduce the duration to 0 and use this ability during the same turn.
Really souped up the breath weapon, as it wasn't very good before. Thinking it needs something else. I don't want to give it steadfast DR because the cthon and kytheran already have that. It no longer gets easy weapon proficiencies, because any class can use any weapon (and armor). Have to think on that. Maybe the Wisdom penalty needs to go?

T'PUAL

  • Size Medium
  • Ability Scores +1 Intelligence
  • Speed 30 feet
  • Resistance psychic 5
  • Skill Bonus +1 Drifting, +1 Shaping
  • Thoughtform A t’pual’s WP and Wound Recovery is based on its INT instead of CON, and is modified by nearby astral intensity. This WP recovery can be further enhanced using the Shaping skill in place of the Medicine skill. T’pual do not need to eat, sleep, or breathe, and are unaffected by diseases, poisons, and similar afflictions that do not specifically affect thoughtforms. T’pual cannot consume alchemical potions, and are unaffected by healing and transformative effects that do not specifically work on thoughtforms.
  • Reconstitute When a t'pual is reduced below 0 WP it doesn't continue losing WP, even if it takes an Action. It also does not roll for a Lingering Injury. If it would be rendered unconscious in this manner its body dissipates into a cloud of astral essence, which reforms should the t'pual regain consciousness.
It'll be interesting to draw one of these after eight years. These are formerly bodiless entities that had to construct physical forms out of astral essence in order to survive after the Sundering. Initially composed of pure thought, they were preyed upon by the thulid.


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