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Player Made Races

Posted: Fri Jun 23, 2017 4:26 pm
by Venatus Vinco
These races are created by players and should be considered unique.

Gnome

Posted: Fri Jun 23, 2017 4:26 pm
by Venatus Vinco
Gnome
Gnomes are similar in stature to Dwarves though they are more slender and not so sturdy. Many speculate that the two races are related though it would be wise not to speak of such things to a Dwarf. Gnomes tend to be bright and studious with a natural curiosity that sometimes land them in trouble. In particular Gnomes tend to be attracted to anything related to science or magic. While some gnomes tend to prefer remaining in the theoretical realm other more adventurous Gnomes love to live on the bleeding edge of practical experimentation. Physically Gnomes tend to grow to a height between three and three and a half feet tall with an average weight between 35 and 45 pounds. Gnomes tend towards a slender build but fat Gnomes aren’t all that uncommon either. Gnomes are also long lived and can reach an age of 300 or more outwardly aging at a slow but steady rate.

Racial Abilities and Complications
  • Curious Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Distinctive D-Bee From a distance Gnomes can be mistaken for human children but an up close inspection will generally dispel that illusion. Unless they take measures to disguise themselves Gnomes suffer a -4 Charisma when dealing with anyone from the Coalition States.
  • Knowledgeable All Gnomes love learning all kinds of new things. They start with a d6 in two Knowledge skills of their choice
  • Low Light Vision Living underground has allowed Gnome eyes to adapt to the dark spaces under the earth. They ignore penalties for dim and dark lighting.
  • McGyver Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.
  • Really Smart Gnomes have above average intelligence and start with a d6 Smarts.
  • Short Legs Much like Dwarves their short legs just don’t let them move as fast as the taller races. They have a Pace of 5.
  • Small Stature Due to their short and relatively slender stature Gnomes have a -1 Toughness.
The Numbers
[7] Positive Traits
[2] d6 Smarts
[1] Low Light Vision
[2] McGyver Edge
[2] 2 x d6 Knowledge skill of choice

[-5] Negative Traits
[1] Small
[2] Curious Hindrance (Major)
[1] Slow (Pace 5)
[1] Distinctive D-Bee(Minor)

Re: Player Made Races

Posted: Fri Jun 23, 2017 5:12 pm
by Venatus Vinco
Floral Colossus

Description: Groot!
  • Racial Abilities
  • Regrowth Can regrow plant matter quickly. Floral Colossus make a natural Healing roll once per day. Whenever she gains a permanent injury, she may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
  • Long Arms These creatures can extend their arms like vines, adding +2 to reach.
  • Legs Like Tree Trunks Size +2
  • Strong as an Oak Add +1 die type to strength
  • Can’t Shake This Tree A second Shaken result in combat does not cause a wound
  • Where’s its...uhh..junk? Called shots do no extra damage against them.
  • Chlorokinesis AB Psionics, 10 ISP, 3 powers. At least one should be growth. If they take an IF with psionics they gain the growth power even if it is not normally available.

    Racial Complications
  • Language Barrier Can only say one word in normal speech, capable of mental communication but it is very alien and incomprehensible to most races.
  • No Cybernetics Implants just do not work and are expelled immediately
  • Dependency Requires 1 hour of sunlight each day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Extremely Alien All those leaves but no camouflage! There’s no hiding your racial features here. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
  • Firewood Nothing burns like wood! Floral are susceptible to fire, taking +4 damage from fire based and plasma attacks.
  • No Magic Moments Cannot take Arcane Background: Magic
  • They Call Me Fingers Large hands without much dexterity make using technology very difficult. -2 Repair; Roll of 1 when using technology causes a malfunction.
  • Friends Forever Floral Colossus start with the Loyal hindrances.
  • Rooted Floral Colossus are notoriously hard to sway in an argument; they start with the Stubborn Hindrance.
By The Numbers
Regeneration (3 points)
Size (2)
Strong (2)
Hardy (1)
No Vital Organs (1)
Reach (2)
Edge (2)
Total: 13

Cannot Speak (-1)
Cyber Resistant (-1)
Dependency (-2)
Distinctive D-Bee (-2)
Non-Standard Physiology (-1)
Environmental Weakness (-1)
All Thumbs (-1)
Loyal (-1)
Heroic (-2)
Stubborn (-1)
Total: 11

Mutant Simvan

Posted: Sat Jun 24, 2017 5:33 am
by Venatus Vinco
Racial Template: Mutant Simvan
  • Animal Empathy: Grants the Beast Master Edge and Riding at 1d6.
  • Apex Predator: Has the Bloodthirsty Hindrance
  • Distinctive D-Bee: Clearly not human, suffers a -4 to Charisma with the Coalition States
  • Instincts over Intellect: Suffers a -1 on Smarts rolls
  • Low Light Vision: Ignores penalties for the Dim and Dark conditions
  • Monstrous Beast Affinity: When using the Beast Friend power, Simvan pay half normal cost for creature size. Additionally, they may take larger than normal creatures as mounts when using the Beast Master Edge
  • Magically Inclined: Gain the Arcane Background (Super Powers) from Savage Worlds Deluxe and choose Beast Friend as your power. If you take an arcane background through another source (an IF, taken with Hindrances, etc), gain the Extra P.P.E. edge instead. If you take another background, you must take Beast Friend, if available, as one of your initial powers. If it is not available, add it to the list of available powers and take it.
  • Racial Enemy: Psi-Stalkers and Simvan have been at war for centuries, suffers a -4 to charisma vs Psi-Stalkers

Code: Select all

[b]Racial Template: Mutant Simvan[/b][list]
[*][b]Animal Empathy:[/b] Grants the Beast Master Edge and Riding at 1d6.
[*][b]Apex Predator:[/b] Has the Bloodthirsty Hindrance
[*][b]Distinctive D-Bee:[/b] Clearly not human, suffers a -4 to Charisma with the Coalition States
[*][b]Instincts over Intellect:[/b] Suffers a -1 on Smarts rolls
[*][b]Low Light Vision:[/b] Ignores penalties for the Dim and Dark conditions
[*][b]Monstrous Beast Affinity:[/b] When using the Beast Friend power, Simvan pay half normal cost for creature size.  Additionally, they may take larger than normal creatures as mounts when using the Beast Master Edge 
[*][b]Magically Inclined[/b]: Gain the Arcane Background (Super Powers) from Savage Worlds Deluxe and choose Beast Friend as your power. If you take an arcane background through another source (an IF, taken with Hindrances, etc), gain the Extra P.P.E. edge instead. If you take another background, you must take Beast Friend, if available, as one of your initial powers. If it is not available, add it to the list of available powers and take it.
[*][b]Racial Enemy:[/b] Psi-Stalkers and Simvan have been at war for centuries, suffers a -4 to charisma vs Psi-Stalkers[/list]

Alien Nanite Swarm

Posted: Thu Feb 01, 2018 7:29 pm
by High Command
Alien Nanite Swarm
A techno-organic hivemind composed of thousands of tiny, self-replicating machines bound by a malleable, electromagnetic field, the Alien Nanite Swarm's origins are shrouded in mystery. Is it a member of some alien race? A servitor that has evolved by accident or design to self-awareness? Whatever the case, the swarm's innate understanding of electronic machines make it an adept mechanic and operator capable of hijacking systems and interfacing directly with vehicles, weapons and armor, which it can "wear" as a body of sorts. Otherwise, the swarm may mold itself into a vaguely humanoid shape, allowing it to manipulate objects and communicate via carefully-tuned harmonic vibration.
  • Racial Abilities and Complications
  • Cyber-Resistant: Although capable of upgrading itself (through Advancements), a nanite swarm is incapable of using traditional cybernetics.
  • Dependency: Electricity The swarm must spend an hour per day interfacing with a source of electricity to recharge itself; failure to do so inflicts one level of Fatigue per day until Incapacitation; the following day, the swarm dies.
  • Distinctive D-Bee Floating clouds of D-bee space dust that control machines are the stuff of nightmares within the Coalition. A swarm suffers a -4 Charisma with CS citizens.
  • Fragile Bonds The electromagnetic field that holds the swarm together is not as strong as bone and muscle and is susceptible to disruption. The swarm suffers -1 Toughness and is -4 to resist electricity-based powers (electrical attacks do +4 damage). In addition, the swarm makes all Strength rolls (including damage) at a -1 penalty.
  • Inquisitive Interloper A stranger in a strange land, the nanite swarm is hard-wired to learn all it can about its new surroundings. It has the Curious Hindrance.
  • Machine Mind The swarm functions as an advanced computer and has an innate ability to interface with electronics and machines. The swarm gains the benefits of the Core Electronics Package cybernetic upgrade (without suffering Strain) and begins with d6 Knowledge: Computers, d6 Knowledge: Cybernetics and d6 Knowledge: Engineering.
  • Mobile Swarm The swarm can create an electromagnetic field to organize itself into a humanoid shape or other form as needed, allowing it to walk upright and manipulate objects like most other races. In addition, the swarm can compress to Size -3 (Strength and Toughness are unchanged) at will, allowing it to slip under doors or into other tight spaces that are not environmentally-sealed.
  • Restricted Path Nanite swarms are incapable of using magic or psionics and may never gain any Arcane Background Edge.
  • Self-Replicating The swarm constantly recycles and replaces damaged nanites, allowing it to regenerate quickly. It may make a natural Healing roll once per day. Whenever the swarm suffers a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury; if successful, the injury heals after 1d6 days.
  • Techno-Organic Construct The swarm doesn't breathe, has no vital organs (and so is immune to the extra damage from a Called Shot) and is immune to poison and disease. The swarms bio-metal components heal as normal (but see "Self-Replicating") and it must consume organic material to survive.
Electromagnetic Mobility [Racial Edge]
Requirements: Novice, Nanite Swarm
You've learned how to ride the Earth's electromagnetic waves by aligning your field with them; you can now Fly at a speed equal to your Pace.

Presci

Posted: Thu Feb 01, 2018 10:22 pm
by High Command
Presci

Description:
Also known as "Peekers", this human-seeming race of D-Bees has an innate precognitive talent. Though the baseline ability only peers a heartbeat or so into the future, this gives them an astounding advantage in many scenarios, particularly combat.

The home dimension of the Presci is a strange one, even by the standards of the Mega-Verse. The flow of time there is not only inconstant (something found in many dimensions once Rifts open to allow comparison), but also localized--while the amount of drift between one locale and its adjacent territory is minimal, it can still be disorienting to discover you've entered a city five seconds after the gates closed, or an advancing army suddenly seeming to 'jump' sixty feet forward. The few Rogue Scientists who have visited there describe the effect as similar to being in a stream where the currents shift in narrow flows--immediately adjacent flows tend to be only marginally dissimilar, but across enough distance, you might have one area that is almost at a standstill, while another moves rapidly forward.

The world has varying technology levels--a place that has had a rapid time-flow compared to the average for a long time will be a century or three ahead of a backwater on the far side of the same continent. However, they have never developed electrical power outside of battery-operated devices, because running constant current across a wire system is impossible as you move from stream to stream. This, in turn, has led to a complete lack of computer technology and similar tech based on high electrical power usage.

In this environment, the Presci evolved. In their home dimension, their temporal perception is actually just natural acclimation to the variable time-stream; moving between marginally differential time-flows doesn't disturb them, permitting them to act normally--to them, the differential timestream is natural, just part of the air they breathe.

It was only once a group of Presci stumbled through a Rift to Rifts Earth that the effects of this adaptation in 'normal' time-flows became apparent. The awareness they have of the half-heartbeat immediately following the one everyone else exists in is just enough to give them a huge edge in rapidly changing scenarios like combat. However, the physiological changes to their own neurology make it impossible for them to harmonize with electronic circuits in any fashion.
  • Racial Abilities and Complications
  • Foresight: Seeing even a short distance into the future has its advantages. All Presci have the following Edges: Danger Sense, Level-Headed, Quick and Dodge. They also gain +2 Parry. (+10)
  • Cheaters: Presci gain a +2 bonus to all Gambling rolls. (+2)
  • ]Interface Issues: The unique neurophysiology of the Presci makes it impossible to synchronize with machines. As a result, they cannot use cyberware or similar systems, including both Juicer rigs and M.O.M. units. In addition, the rare Presci Cyberknight is unable to access the Cyberkinetic Combat ability, and cannot gain the Edges based on that power of the Iconic Framework. (-1)
  • Fated: As precognitives, Presci are ironically less able to turn fortune their way, and thus have the Bad Luck Hindrance, leaving them with only two Bennies at the start of a session. (-2)
  • Overconfident: The Presci tend to assume that their foresight will get them through dangers that others would balk at. (-2)
  • Long gaze: Presci often look elsewhere when talking to people, reacting to things a moment before they actually happen. Treat this as the Quirk Hindrance. (-1)
  • Rite Stuff: Prescis are almost off the Coalition States' radar, since they pass easily as humans. However, the Federation of Magic has learned that Presci sacrifices can grant phenomenal divinations, and thus have begun hunting them actively; captured Presci who do not have magical talent (or resist using that talent for the benefit of the Federation) are short-lived. This is considered a Major Wanted Hindrance (-2)
  • Audio Overlap: While Presci vision functions normally, they often hear things out of sync with what they see, or get overlaid sound. This effectively gives them the Minor Hard of Hearing Hindrance--however, this does not provide them with resistance to Boom Guns, and in fact, requires them to make two Vigor rolls to resist the effects of one. Spells with similar Sonic trappings may get an additional effect against the Presci, at the GM's discretion. (-1)
  • Tasty: While Psi-Stalkers cannot detect them automatically, they've found that they may feed on Prescis as if they have an Arcane Background (use the rules on page 123 for this, but raise the limit to the Prescis Spirit die). As a result, this has led to several predictably unpleasant incidents; the two races are now bitter enemies, with a -4 to Charisma when dealing with one another. (-1)