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The Strange Races of the Fantastical World of

Cerebelynthia- The Eyeball of the Great Sky Whale, Fever


http://wrathofz ombie.wordpress.com/2012/12/19/the- strange- races- of- the- fantastical- world- of- cerebelynthia- the- eyeball- of- the-
great- sky- whale- fever/
December 22, 2012

Yesterday I mentioned my upcoming campaign idea, and that it would take place in a strange
fantastical world inspired by Tom Waits’ music and the Imaginarium of Dr. Parnassus.

Today I’ll introduce the Races of this strange and crazy land…

*This hack of OD&D is inspired by Trent B’s awesome New Feirland game. I have previously used
his system for a Dark Sun Hack.

At t ribut es

First here are the Attributes and their bonuses

Roll 3d6 in order: Reroll one you f eel sucks t he most .

St rengt h- Melee Attack Bonus, Bonus Melee Damage

Const it ut ion- Bonus HP

Dext erit y- AC, Initiative, Ranged Attack Bonus

Int elligence- Modifier for Skill points (any class); mod roll for extemporaneous-casting of Sorcerer;
Mod for Brain Push for Psionics

Wisdom- Mod roll for extemporaneous-shifting of Druid

Charisma- Reaction Adjustment, modifier for # henchman; mod roll for Righteous Begging of
Blessed

Imaginat ion- 16+ Get one additional Imagination point; Use to roll for controlling/changing
environment/scene (see Imagination rules).

Imaginat ion Rules

Imaginat ion Point s- Start with 1 LP each session (Dreamers, possibly Humans, and a high
Imagination score have chance for more) that they can use in the following:

Catch your breath and regain ¼ of your total HP back.


Burn a point to add something to the scene. This can be an exit in an otherwise dead end
alley, or a bucket of water when a comrade is on fire. GM has final approval of this.
Burn a point physically change the environment in some way. A successful Imagination save
must be made for this. This could be making a staircase become a slide, make a puddle
suddenly freeze over, a door to disappear, etc. GM has final approval of this.
Burn a point to NOT die. You may not end up in the most ideal situation, but thank fuck
you’re alive!
Ok now onto races!

Humans

Humans are ambitious creatures that love to revel in music, drink,


carnal pleasures, and engage in all sorts of various activities that
involve not doing much actual work.

Humans Get: +4 starting HP.

Human Luck- Can reroll one failed die roll (except a critical failure)
once per session.

Misc Human Thingamabob!- Roll 1d3- 1) Small magical object


(potion, scroll, etc); 2) +1 Skill Point; 3) +1 Imagination Point.

The St range and Noble Bird People of t he Golden Aviary


(Also Formally Known as The St range and Noble Bird People
of t he Silver Aviary

Sneaky Bastards- +2 against surprises and back attacks.

Weird Mind- Additional 10% chance to be Psionicist.

Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.

The Strange and Noble Bird People of the Golden Aviary are a
strange sort of people. They constantly love to gossip and
talk and make noise and generally cause all sorts of mischief.
They are known for their beautiful singing voices and their
ability to eat almost anything.

The Fae

Not much is known about the Fae. It is believed that the Fae
just manifested into being because someone simply believed it
to be so. No two Fae look alike, but all seem to fall into
one of three size categories: Large, Medium, or Small.

All Fae do have the ability to cast minor effects and


each has some strange fantastical power.

Fae get:

Size: Choose one of three sizes: Large, Medium, Small.

Large- +1 Attack, increase damage type to next size


(d10 for Fighter), -1 to AC;

Medium- As per normal;


Small- -1 to Attack, lower damage type to next size
(d3 for Sorcerer), +1 to AC.

All Fae look different, come up with an interesting


description for your Fae.

Trickery:Each Fae can cast Prestidigitation at will.


Also choose, or roll, one of the following: 1) Bamf!-
Able to teleport 10ft/level (total amount can be divided
up); 2) Calm Animals- Druid- lvl 1; 3) Entangle-
Druid- lvl 1;4) Polymorph Self- Wizard- lvl 4; 5)
Invisibility- Wizard- lvl 4; 6) Ghost Sounds/Endure
Elements/Light- Druid- lvl 0; 7) Speak With Animals-
Druid- lvl 2; 8) Fly- Wizard- lvl 1; 9) Spider Climb-
Wizard- lvl 1; 10) Mirror Image- Wizard- lvl 2.

Each of these can only be used once per day.

The ROBOT!!

Robots were haven’t only shown up in recent


memory. Tons of robots work in factories, mills, or
as guards, but most are just automatons that have
no amount of self-awareness. Recently however a
T he Large Fae
spark of life seemed to be several hundred or so and
now they are making their place in Cerebelynthia!

Robots get:

You Ain’t a Real Boy!: Robots don’t need to sleep, eat, drink, or
breathe. Immune to Critical Hits, but double damage from electric
based attacks.

I’s Got Metal Hands: Unarmed damage 1d6, regardless of Class


weapon damage.

Laser Beam- One time per day a Robot can fire a Laser beam out
of their eye that does 1d6+ ½ lvel (rounded down) damage and
ignores Armor Class

Magic Restriction: Cannot be any form of caster except Gadgeteer


and Alchemist*.

*= When a Robot uses the Alchemists ability to transform, it just


grows taller, spikes appear on the bad boy, and its eye sensor
glows red!
Medium Fae
The Sideshow Freak

-
-

The Circus is an amazing source of entertainment and wonder


in Cerebelynthia! Many of the performers have celebrity status
wherever they go, just as much as the exciting Jazz Musicians
that cause all the clubs, dance halls, and bars to be filled every
night. Some Sideshow freaks hear the call of adventure and
answer it from time to time.

Sideshow Freaks get:

Size: Choose one: Giant, Medium, Small, Obese, Conjoined, or


Just Torso and Above.

Giant- +1 Attack, increase damage type to next size (d10 for


Fighter), -1 to AC;

Medium- As per normal; Small Fae

Small- -1 to Attack, lower damage type to next size (d3 for


Sorcerer), +1 to AC.

Obese- DR 2, -1 to AC, +1d4 crushing damage, -1


Dex based checks.

Conjoined- +2 against mind affecting spells, +1 Skill,


-1 Dex based checks, needs specially made armor.

Just Torso and Above- Movement is 10ft due to


walking on hands. Armor class is base 5 instead of
10, +2 Strength, +2 to any grapple and climb checks.

Unlucky Aura- 1x/day- Make target reroll any check


or attack and take lower of the two (no Save).

Exceptional Skill- Choose one skill, when using it roll


check twice, take better of the two rolls.

The Pat chwork Creat ure


ROBOT !!
The Patchwork Creature has been around as long as
people have been messing around with things they
shouldn’t. Patchwork Creatures can be built out of
shouldn’t. Patchwork Creatures can be built out of
anything from wood, body parts, fruit, hay, etc.

Patchwork Creatures gets:

I Wasn’t a Real Boy Before Those Confangled


Robots!- Doesn’t need to sleep, eat, drink, or
breathe. Immune to Critical Hits, but double damage
from fire based attacks.

Stitched Together- Can disassemble parts of the


body (IE arm and hand) and control them separately.
This does take concentration. Cannot be any form of
caster except Gadgeteer and alchemist.

Choose One- Stitched Flesh, Food Stuffs, Bits of


Furniture and Fluff;

Stitched Flesh- Your visage isn’t the prettiest and


many seem to find you disconcerting. You can use
Fear 1 time per day.

Food Stuff- Small strange protrusions grow on the


Patchwork Creature. These can be eaten and
function as the Good Berries spell- Druid- lvl 1. This
can be used once per day; ROBOT !! Again!!

Bits of Furniture and Fluff- You are made of stuff


that can be used as improvised weaponry (IE- Mop
that can be used as improvised weaponry (IE- Mop
sticks, shovels, etc). There are enough for 4 things in
your body to be used as weapons. Also, some how
you always find random new stuff in you. Once per
day you can roll a 1d6- on a 6 you have something
“new” on you. This could be a weapon, small potion,
etc. GM has final approval.

Mal-Nef erium

These poor creatures are held with a mix of pity,


fear, revulsion, and hatred in Cerebelynthia. These
are what happens when a Witch mates with a human.
The generally does this right before she consumes
the Imagination of her victim. When the child is born
she dumps it in a town and lets the people worry
about it, and revels in the horror and sadness the
creature creates.

Mal-Neferium get:

Witch Blooded- Able to cast Charm Person or Scare,


and Darkness 1x/day (as spell).

Witch Minded- +2 to saves against Illusion type


spells.

The Dreamers

The Dreamers are said to be made from the Small Sideshow Freak
collective consciousness of Imagination. They
certainly do have an exceptional ability to control it.
Add in the fact that they are unable to die and are merely
Add in the fact that they are unable to die and are merely
reincarnated as some other creature adds to their mystique.

Dreamers Get:

IMAGINATION: +2 to saves VS Imagnination. Also +1


Imagination point.

Mind Speaking- Telepathy (30ft). Otherwise they have no


voice.

Ultimate Sacrifice- 1x/month- A Dreamer can absorb a fatal or


killing blow from a friend and suffer the death themselves.
They will then be reincarnated.

Reincarnate*- A Dreamer cannot die, when killed they are


reincarnated into another form. Roll below (They retain all their
special abilities); 1) House cat; 2) Dog; 3) Ape; 4) Human; 5)
Original Dreamer Form; 6) Wolf; 7) Fae; 8) Freak; 9) Bear; 10)
Leopard; 11) Squirrel; 12) Eagle; 13) Badger; 14) Wolverine;
15) Boa Constrictor; 16) Giant Spider; 17) Giant Lizard; 18)
Armadillo; 19) Sprite; 20) Special- GM looks through a MM and
selects a few options for you to choose from.
Conjoined Sideshow Freak
*= gain any special racial abilities while in this form. They are
lost when form changes, however.
Vision

Darkvision- See 60ft in dark. Light cancels effect.


Mal-Nef erium, Pat chwork Man, The Dreamers

Low Light - See twice as far in low light as human.


Kenku, Freak, Fae

Thermal Vision- See in infrared spectrum- Robot

Alright- That’s enough for today!

Giant Sideshow Freak

T orso and Above Sideshow


Freak
Obese Sideshow Freak

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