I also wanted to eliminate the whole concept of orders- what animal species you belong to is purely a flavorful and descriptive choice. The problem with orders was that every time I created a new power, I had to publish another paragraph or two deciding what orders that power was a major or minor trait for, and likewise with any new order I generated, I had to put out several paragraphs explaining what powers were favored for them.
So how, everybody gets a number of "Gifts of Nature" determined by their size, with Small and Medium Anthros getting the most. Character creation is actually rather similar to Battlechangers: like my genericized Transformers, furries are a very diverse and almost infinitely customizable 'species'. I put species in quotes, because Anthros really aren't one species- its an umbrella which shelters a wide variety of similar species, from genetically engineered uplifts, products of parallel evolution in other worlds or dimensions, creatures transformed by sorcery and even Agathion-like outsiders. That diversity makes writhing a species book difficult, but I do want to give my Anthros more of a sense of place and culture.I also want to tie furry races more strongly into my signature settings, including setting specific stuff for Otherverse America, Black Tokyo, Heavy Future and more.
Here's a weighty excerpt from the racial write up, that should give you an idea of what to expect from Ultimate Fursona.
Anthros
Tiny to Huge Humanoid (Anthro)
Anthros
aren’t simply one species. Instead, the term is an umbrella for a variety of
mostly interfertile, highly adaptable and exuberant hominids with bestial
traits and a partially animalistic appearance. Anthros hail from every corner
of the multiverse. Some Anthro bloodlines are products of science: genetic
uplifts from animal stock, while others are creatures of parallel evolution on
distant worlds, or mystical hybrids created by sorcery.
Regardless
of their origins, Anthros marry the natural instincts and survival adaptations
of the animal kingdom with the cunning and intellect of humanity.
Anthro Racial Traits
All Anthros have the
following racial traits.
Size and Type
Anthros are Humanoids with the Anthro subtype.
Optional
Players may give their Anthro
an additional subtype appropriate to its origins, if desired. For instance, a
cobra Anthro might have the Reptilian subtype, or a human/coyote hybrid might
have the Human subtype. Players are not required to give their Anthros an
additional subtype.
Players choose their Anthro’s
size at character creation. This size determines many of the Anthro’s physical
characteristics. These include the character’s base land speed, reach and number
of Gifts of Nature allowed, as well as the damage inflicted by their natural
weapons.
Game Master Note
The GM is free to restrict Anthro
characters to a particular size range, as Tiny and Huge characters might be
considered unbalanced in most standard campaigns.
Anthro’s Size Category
|
Anthro’s Base Landspeed
|
Anthro’s Reach
|
Anthro’s Natural Weapons
(claw/hoof)
|
Anthro’s Natural Weapon
(gore)
|
Gifts of Nature
|
Tiny
|
10 ft
|
0 ft
|
1d3+STR (20/x2)
|
1d6+STR (20/x3)
|
Three
|
Small
|
20 ft
|
5 ft
|
1d4+STR (20/x2)
|
1d8+STR (20/x3)
|
Four
|
Medium
|
30 ft
|
5 ft
|
1d6+STR (20/x2)
|
1d10+STR (20/x3)
|
Four
|
Large
|
40 ft
|
10 ft
|
1d8+STR (20/x2)
|
1d12+STR (20/x3)
|
Three
|
Huge
|
40 ft
|
15 ft
|
1d10+STR (20/x2)
|
2d6+STR (20/x3)
|
Two
|
Natural Weapons (EX)
All Anthros possess some form
of natural weapon, provided by evolution.
Anthros receive two natural
weapon attacks as primary natural attack forms. These either take the form of
two claw attacks (slashing damage) or two hoof stomps (bludgeoning damage).
Damage is based upon the Anthro’s size.
Alternatively, the Anthro can
select a single gore attack that inflicts piercing damage based upon size, in
the case of horned (rhinoceros) or antlered (deer, elk) derived Anthro species.
Lowlight Vision (EX)
Anthros have keen eyes, and possess lowlight vision.
Anthros have keen eyes, and possess lowlight vision.
Choose Your Ability Scores
Anthros are such a radically
diverse assortment of creatures, with an equally diverse range of talents. Pick
one ability score package for your Anthro; once chosen, this choice cannot be
changed.
Optional You can also roll D8 to see what your ability score
package suggests, if you need inspiration about what kind of Anthro you’ll
build, and then select Gifts of Nature that mesh well with this concept.
(1) Adaptable
+2 to any ability score of
choice. Anthros like this can excel in a wide variety of situations and
environments.
(2) Chase Predator
+2 DEX, -2 CON, +2 WIS. These
Anthros are nimble and have keen senses, but a hot-running metabolism saps
their vitality.
(3) Domesticated
-2 STR, +2 INT, +2 CHA. These Anthros are clever and likable, but bred
to be physically frail.
(4) Enduring but Dim
+4 CON, -2 INT. These Anthros can work all day without breaking a sweat, but aren’t
the sharpest claw in the paw.
(5) Instinctual Hunter
+2 STR, -4 INT, +2 WIS. This feral Anthro gets by with instinct and
a healthy capacity for violence rather than book learning or rational thought.
(6) Tough and Ponderous
+2 STR, -2 DEX, +2 CON. These Anthros are incredibly strong and healthy, but
a bit slow and clumsy.
(7) Trickster
+2 DEX, -2 CON, +2 CHA. This
Anthro gets by on guile and charm, but doesn’t know the meaning of hard work.
(8) Quick Witted
-2 STR, +2 INT, +2 WIS. The Anthro learns fast and has good senses,
but isn’t a hard hitter by any means.
Choose Your Gifts of Nature
Gifts
of Nature are the innate powers that Anthro heroes are blessed with. These
gifts can range from a boa constrictor Anthro’s crushing hug, to a falcon
Anthro’s powerful wings, or a Clydesdale Anthro’s speed and steel-crushing
kick. Players choose a number of Gifts of Nature determined by their Anthro’s
size. Players wanting more Gifts can choose Disadvantages, which allow them to
select additional powers beyond the usual limit.
Most
Gifts of Nature count as a single gift. If there’s no other notation in the
ability write-up, that trait counts as just one Gift. If a particularly
powerful gift counts as two or more Gift of Nature selections, that’s noted in
the ability’s description.
Standard Monster Abilities as Gifts of
Nature
The
following standard racial abilities can be chosen as Gifts of Nature.
Alignment
Subtype (any)
All
Around Vision
Anthro
Senses (gain Scent and Darkvision
60 ft)
Aquatic
(gains Aquatic subtype, ability
to breathe water and a Swim speed equal to base land speed)
Blindsight
30 ft (counts as two Gifts)
Blindsense
60 ft
Bonus
Feat, Minor (0-1 prerequisites
aside from ability score prerequisites, can be selected multiple times for
extra feats)
Bonus
Feat, Major (2 or more
prerequisites aside from ability score prerequisites, can be selected multiple
times for extra feats) (each feat of this type counts as 2
Gifts)
Burrow
Speed (equal to ½ base land
speed; can only burrow through loose earth or soil if chosen as 1 Gift, or
through rock or hard-packed stone if chosen as 2 Gifts)
Climb
Speed (equal to base landspeed)
Constrict
Evasion (counts as 2 Gifts)
Fast
Healing 2 (can be selected
multiple times)
Fast
Speed (increase base speeds by 10
ft, can be selected multiple times)
Ferocity
Grab (with natural weapons- bite, paws or hooves only)
Greater
Starflight (counts as 2 Gifts)
Greensight
60 ft
Immunity
to Non-Magical Disease
Immunity
to Poison
No
Breath (counts as 2 Gifts)
Natural
Armor (+2 natural armor bonus to
AC, can be selected multiple times)
Pounce
(counts as 2 Gifts)
Psionic
(gain the Naturally Psionic
and Psionic Aptitude racial traits and the Psionic subtype)
Push
or Pull 5 ft (can be taken more
than once)
Rake
(requires two or more natural
weapon attacks) (counts as 2 Gifts)
Rend
(requires two or more natural
weapon attacks) (counts as 2 Gifts)
Resistance
(1 energy type) 10 (can be taken
multiple times, either to stack or to acquire new energy resistances each time)
Regeneration
2, nullified by Acid/Fire (can be
selected multiple times) (counts as 2 Gifts each selection)
Spell-Like
or Psi-Like Ability (zero level,
usable at will)
Spell-Like
or Psi-Like Ability (1st
level, usable 3x/day)
Spell-Like
or Psi-Like Ability (2nd
level, usable 1x/day)
You may
purchase the same 1st or 2nd spell- or psi-like ability
multiple times to gain additional daily uses, or purchase different versions of
these Gifts, representing different spell- or psi-like abilities.
Spell
Resistance 10+level or Hit Dice (counts
as 2 Gifts)
Starflight
(counts as 2 Gifts)
Stability
Stench
(can activate or deactivate
Stench as a move action)
Stonecutting
Tremorsense 60 ft
Web
No comments:
Post a Comment