Civilization Tweaks and Ideas

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Civilization Tweaks and Ideas

Postby Aegis J Hyena » Sat May 03, 2014 7:53 pm

Posting them here as-is for anyone to swipe, warp, or blatantly mutate or melt to their advantage. These'll be in the next Civilization I make, probably around September (I -may- say fuck it and start in late june, depending on how the end of this month goes and if the landlord shows up.) Not checkin' for responses, go to the discussion thread in the Games forum for that.

[tabs][tabs: Abandoned Citadel] You live at the center of an abandoned Basalt Citadel. High defense, traps and a giant abandoned pantry stocked with rations are available. On the other hand, the cave below the citadel is large enough to fit a dragon (or more), AND there's an opening from the outside world leading to it.
[tabs: Abandoned Town] For whatever reason, a human town has been left empty, and now you're free to move on in. Grants quite a safe place to start and whatever the humans left behind. On the other hand, the humans may return someday...
[tabs: Dungeon Maze] You live at the center of an abandoned deep dungeon maze. To get to you, enemies have to find you! On the other hand, what DOES find you might be very powerful...
[tabs: Blessed Realm] The opposite of Condemned; every 3 months it allows the Civilization to bank a Critical Success to use when needed. Costs 3 Tweaks.
[tabs: Condemned Realm] Grants an additional three Tweaks, but once per game month, two actions (randomly chosen) will automatically fail, one of these a critical fail. Condemnation cannot be eliminated.
[tabs: Crimson Corruption] Named for the very brief time I played Terraria, your lair is built on tainted land. Animals and plants may grow to giant size and have Mutations. Attracts unintelligent Infernal creatures. On the other hand, an artifact of great power will always be hidden "nearby" to protect from said critters and deal with them (assuming you can A] find it and B] claim it).
[tabs: Cursed Realm] Grants an additional two Tweaks, but once per game month, one action (randomly chosen) will automatically fail. The curse is breakable after ten game years.
[tabs: Gaia] Your realm is built on an ecological wonderland. Many animals, plants, minerals, and one "Exotic Resource" are available. All are beneficial. On the other hand it costs two Tweaks instead of one and Nature-based impacts will have double effect (so if your lair winds up on a fault line...) Does not stack with (and is in fact canceled by) The Crimson Corruption.
[tabs: Mysterious Benefactor] Someone rich and powerful built your citadel for you. Very defensive and chock full of traps and resources to begin with. On the other hand the devil will demand his fiddle of gold back at some point. Costs 2 Tweaks.
[tabs: Neutral Zone] Your realm is built between two warring factions, which you can attempt to bring together or destroy. The factions are neutral to you. On the other hand if they decide to team up to attack you, you might have a problem.
[tabs: Resource Poor] There's a lack of resources here, or they've been stripmined. On the positive, no one would think of looking for you here... and something might have been... missed. On the negative, there's a distinct lack of starting supplies and no easily-accessible help or civilizations.
[tabs: Resource Rich] The Civilization starts with access to 5 high quality resources and two "Exotic" or very high quality resource. Costs two Tweaks instead of one. On the other hand, you've got 3 nearby tribes of something(s) that want those resources as well.
[tabs: War Zone] You have something of power to defend. 1d3 rival civilizations want to take it, for various reasons. On the other hand, you've built into a very defensible position and it is hard to get to you.
[tabs: Wyrmhoard] Oh hey, your lair was founded on a Dragon's Hoard. Begin with a bunch (3d10) of random magical stuff (2/3 of it consumables, such as potions and wands) and 8000 GP. On the other hand, you might want to defend that hoard FAST, especially if the dragon turns out to be still alive...[/tabs]

[tabs][tabs: Airborne] The Civilization has evolved wings and you live on floating islands (33%), cloud villages (33%), a floating continent (33%) or the Elemental Plane of Air (1%). On the other hand, if you've got wings, your bone structure is brittle (deals an additional 2 wounds any time you take damage) and you're very light (much knockback on a hit) so said wings can carry you.
[tabs: Aquatic] The Civilization has evolved in the deep ocean, itself with its own perks (sunken treasures, powerful aquatic magic) and problems (deep water pressure, large sharks, giant prehistoric sea creatures, etc). On the other hand, you're highly vulnerable to non-fire based magic (especially sonic-based effects) and pollution of the water.
[tabs: Dry] The Civilization has evolved for desert conditions. They can retain water supplies for a greater amount of time as well as fight and survive under great heat. On the other hand, deserts don't have that much in the way of resources to begin with...
[tabs: Elemental] The Civilization has evolved on one of the four classical Elemental Planes, chosen at random when the Civilization starts. While unusual paths and skills will be open to you, on the other hand it also means that predators and elemental dangers are FAR more dangerous, as are the adventurers traveling here from other planes! Grants an additional Tweak.
[tabs: Feral Wilds] The Civilization is set in prehistoric times as nomadic hunter gatherers and there are NO other civilizations except those that eventually "rise from the primordial soup" of a new planet; you're the first civilization to arise. On the other hand, if it's that primative, even the concept of researching might be a little far-fetched...
[tabs: Glacial] The Civilization has evolved on an ice planet, or in the great northern wastes. You know how to shield against extremes of cold and blizzards and know much about the animals of the frozen lands. On the other hand, it also means a potential lack of sun, food, and landmarks.
[tabs: Humid] The civilization is adapted to function in a a tropical swamplike or jungle environment. This means exotic fruit and plants, but also exotic giant bugs and diseases!
[tabs: Nocturnal] Your society has evolved under luna's light, and functions from sunset to sunrise, allowing yourselves to uncover secrets of the night and harvest things that bloom only in twilight. On the other hand, the sun will burn you badly if you're caught out under it for a great length of time and all other civilizations live and operate under the sun...
[tabs: One Life to Live] The Civilization loses the ability to wield magic that deals with healing and inflicting wounds (specifically the Cure/Inflict series of spells but bigger things like Restoration and Atonement are available) and cannot be raised nor ressurected whatsoever. You can't wield Necromancy at all, and only one in five Divine casters will be able to cast "alternate" healing spells (which must be researched, at 25% normal strength). On the other hand, you also know your anatomy to a point that you can regenerate wounds three times as fast if you take no action but rest, and deal +2 wounds on bare-handed attacks. Grants an additional two tweaks.
[tabs: Ravine] The Civilization lies within range of several very deep ravines (inspired by Minecraft). On the other hand, the local environment is very geologically active.
[tabs: Rocky] The Civilization's adapted for mountains, badlands, and caves. You know how to survive in a high-altitude environment and know how to find and protect from landslides/avalanches, as well as have an increased stamina (+1 wound). On the other hand, if you're that isolated, ideas from the outside world will filter in extremely slowly and ideas from your own civilization will get out slower still!
[tabs: Toxic] The Civilization has evolved in a toxic or acidic landscape and is immune to all forms of poison, both normal and manufactured (Magical poisons work, but not a dragon's gas breath weapon). On the other had, there are no civilizations nearby and workable resources are few and far between.
[tabs: Volcanic] The Civilization knows how to survive on an active volcano, and knows how to deal with (or even profit from) things like eruptons, pyroclastic storms, and the like. On the other hand, there's always the risk for The Big One and other civilizations will be few and far between (and far from the volcano itself!).[/tabs]

[tabs][tabs: Chaos Zone] Magic is twistable here. Rolls regarding magic of any kind fluctuate between +/- 30% difficulty. Adds Mutation access for PCs (on character creation if wanted; 2 positive, 1 negative, randomly rolled and adapted from various wild surge generators). On the other hand, magic's so warp-able that things may happen for little or no reason (I won't fuck with you much but I won't make it easy).
[tabs: Celestial Event-] Trance increases at half its normal rate and all actions have a -15 penalty. On the other hand you get an additional 2 Tweaks.
[tabs: Celestial Event+] All actions get a +10 bonus and critical failures occur only on a Natural 1. On the other hand, Trance cooldown will be 11 instead of 7. Costs 2 Tweaks.
[tabs: Dead Magic Zone] Magic is all but impossible to cast, defend against, or research (+50% difficulty and -5 to saving throws). On the other hand, you have access to an "alternate" source of "magic" that rivals might covet and want for their own.
[tabs: Deviant Deity] Spiritual rolls have a 20% decrease in difficulty and a +8 to the roll, whie Sorcery enjoys a 10% decrease and a +4 to the roll. On the other hand, The Deity may make strange and sometimes dangerous demands. All hail Xom!
[tabs: Elemental Shift] One element is dominant here while its opposition is weak. Begin with a large (dominant element) Elemental. On the other hand, you'll have rival elementals in no time flat trying to cancel each other out while they try to cancel you from the mortal realm!
[tabs: Elementally Torn] Elements are wild here and the realm is geographically unstable (earthquakes, heavy storms, etc). You may run into random Elementals of random sizes which you can befriend, control or dispel and destroy. On the other hand, elementally unstable areas are a mad sorcerer's playground...
[tabs: Ley Line Node] The main village is built directly on a Ley Line. This gives a vastly increased storage of magical potential. On the other hand, it's also a Ley Line Fault, and if a "magic quake" were to occur, it would not go well.
[tabs: Redstone] The world has special minerals: Emerald Jade, Crimson Jade and Bloodstone Jade -- that serve as magical conducting powder to power devices. On the other hand, it's terribly explosive...
[tabs: Spiritually Open] The veil between worlds is shattered in places and allows access to the Spirit World (and local control of it) far easier. On the other hand, I hope you brought a spirit world defense force...
[tabs: Spiritually Sealed] The veil between worlds is strong, disallowing access to the spirit world and other planes without major effort. Dead things will find it very hard to pass on without help. On the other hand it works both ways, so undead that ARE on this side will be far more powerful than normal.
[tabs: Warpstone Deposit] The Civilization begins within range of a large Warpstone deposit, allowing Mutation access as a Skaven would. On the other hand, Warpstone is a -valuable- resource, especially to said Skaven, and they're likely the first things you'll meet.[/tabs]

[tabs][tabs: Accelerated Maturity] Children grow up FAST, shaving two years off growing up (Minimum 6 months). Costs two Tweaks. On the other hand, it also cuts natural life expectancy in half (Elders may die of old age after a time) and requires 25% more food to survive.
[tabs: Distressingly Furry] Your nearest neighbors are (neutral) Anthro-Kin and no nearby neighbor within a year's travel will be "humanoid"; it will all be animal based (Lycanthropes, Wemics, Skaven, Garou, etc). On the other hand, actions are affected by the phases of the moon (+30% difficulty for Actions under a new moon, to -30% difficulty for a Full Moon) and celestial events / omens will have much much greater impact. Moonphase is randomly rolled when actions are done unless you say when you're doing it; if everyone always does everything at full moon, that will soon become predictable to their enemies...
[tabs: Fast Breeding] Breeding is sped up by 25% and a year is shaved off breeding times (minimum 1 year). On the other hand, you'll need a lot of food to feed all those mouths (about 70% more). Canceled by Sickly Breeding.
[tabs: Hivemind] The society functions off of a central hive mind. This grants several bonuses (hard to flank, psychic protection, emotional strength, etc). On the other hand, if the central Queen is killed, the civilization fragments and collapses. There is only one Queen or Central Mind.
[tabs: Inbred] The Civilization carries multiple genetic deformities (bad sight, dulled senses, albino, twisted limbs, Sloth). On the other hand, it also grants an additional two Tweaks and one additional "rolled randomly" Tweak.
[tabs: Interracial+] Each race starts with 1 random additional racial pro from three randomly rolled races. Costs 2 Tweaks. On the other hand other civilizations may be jealous or consider you abominations to be hunted and eliminated.
[tabs: Interracial-] Each race starts with 1 random additional racial con from three randomly rolled races. On the other hand it grants an additional Tweak and 20 members of the races that were randomly rolled; these are neutral to start.
[tabs: Lawful Connections] The Civilization is friends with two Lawful Races, overruling natural tendencies and allowing the sharing of resources. On the other hand, a Great Evil will crawl across the land as a second Main Quest and you'll need to use everything at your disposal to drive it back!
[tabs: Loner] The Civilization is extremely stubborn and hard headed. SAs and FHs have a 50% to be ignored when attempted. Grants an additional four Tweaks.
[tabs: Population+] You start with a population increase of 30% of the top 3 races. On the other hand, this extra increase is of a "rogue faction" whose loyalty you must win.
[tabs: Population-] You start with a population decrease of 40% of the top 3 races. On the other hand, you start with twice as much food, masterwork gear and an additional Tweak.
[tabs: Racial Enemy] The nearest civilization is your racial/tribal enemy. There will never be peace and they outnumber you 3d2 to one. On the other hand you guys are tough from constant battle and have +5 wounds.
[tabs: Sickly Breeding] Breeding speed is cut in half. 15% of those die at birth. 15% who survive die in childhood. On the other hand, those that survive are robust (+3 wounds). Canceled by Fast Breeding.
[tabs: Solitary] The Civilization is PCs only (or an adventuring party) instead of a traditional civilization, and you prefer your own "monkeysphere" (tribemates) to the idea of a greater civilization. This reduces need for almost everything to a small group. On the other hand, you're vastly outnumbered in an extremely unforgiving land...
[tabs: Underdark Connections] Friendly tribe of (Underdark critter) trades with you, allowing access to nifty stuff. On the other hand the enemies of the Underdark (Lawful Races) might be gunning for you if they suspect you're friendly or supplying them.
[tabs: Tolerant] The Civilization is tolerant of other species, and this filters to others. First contact with other civilizations will never be worse than Neutral, and racial "uncomfortableness" is eliminated. Current wars will begin with uneasy, fragile truces. On the other hand, a rival religion is preaching eternal war with you, both from outside sources and a cult within![/tabs]

[tabs][tabs: Antennae] The Civilization has visible antennae that sense surroundings as well as invisibility, making it very difficult to sneak up on. On the other hand, if the antennae are cut off, all other senses are severely impaired... and your enemy will know this. Costs two Tweaks.
[tabs: Augmentation] The Civilization has augmented physical and mental capabilities thanks to an outside source. On the other hand, if you've got the gifts, other civilizations might get them as well or covet you as slaves!
[tabs: Claws] The Civilization has razor sharp claws that deal +1 wound and can be used for digging. Can be taken multiple times to increase the damage. On the other hand, "magical" metals (especially Mithril, enchanted gold, and dragon scales) cannot be pierced through.
[tabs: Dragon's Blood] The Civilization's members are descendants of an ancient Wyrm, 1 in 3 is related to the dragon directly, 1 in 20 has markings declaring heritage, 1 in 35 has Scales (armor, elemental resistance), 1 in 70 has large wings for flight, 1 in 90 has Breath; PCs will have a 1 in 5 chance to have any or all five of these. On the other hand, you may suffer the same weaknesses dragons have (greed, elemental attacks, Familicide, etc).
[tabs: Extra Arms] The Civilization has an extra pair of arms to help with the heavy lifting (+5 Strength, +1 wound). on the other hand, other civilizations don't have these extra arms, thus their clothes, armor and otherwise aren't suited to you.
[tabs: Fuzzy] Your Civilization comes equipped with a thick layer of fur, protecting from the elements to an extent. Can be taken multiple times to increase the elemental resistance. On the other hand, -you- try wearing clothes and armor over such thick fur; in a hot environment this could be trouble!
[tabs: Giant] The Civilization is 50% bigger in size than normal, allowing access to larger than man-sized weapons and technologies which enable you to both deal more damage as well as be able to take more damage (+3 Wounds). On the other hand, have you ever tried building homes for an entire tribe of giants? Things get expensive. Cancels and is canceled by Stunty.
[tabs: Hooves] The Civilization has large hooves in place of feet. Deals +1 wound in combat (a kick attack). On the other hand, normal and magical boots are out of the question, though horseshoes are not.
[tabs: Horns] The Civilization has horns that can be used to headbutt, to knock back enemies and break down fortifications. Can be taken multiple times to increase the size and stacks with the Horns racial power of Minotaurs. On the other hand the horns are seen as very valuable in magic use, and therefore you may be hunted for them.
[tabs: Large Bone Plates] The Civilization has armor-boosting bone plates along its body, arms and legs, like a pangolin. On the other hand, all this extra bone is very heavy, slowing you down and you can't wear most forms of armor.
[tabs: Lycanthropy] 20% of the Civilization's population is a Were(mammal, chosen randomly), with power based on the animal rolled. On the other hand, this is not the controllable type of lycanthropy (nor will there be one!) :P
[tabs: Powered By Death] The Civilization gets a great deal of spiritual and regenerative power from killing mortal things. On the other hand, like any other addictive drug, the death must constantly flow and sooner or later sacrificing your own people will not be enough to sustain you.
[tabs: Powered By Pain] The Civilization gets power from physical pain, bolstering their offensive and defensive capabilities (wound resistance and a bonus to saving throws). On the other hand, such constant pain ruins your social life (-20 to all rolls) and you attract Demons.
[tabs: Scaled] Your Civilization has scales, which adds natural armor and a minor resistance to arrows. On the other hand, you're also weaker against those things that traditionally harm dragons.
[tabs: Spiny] The Civilization has evolved spines. This allows damage on contact, like a porcupine. On the other hand, the spines don't regrow and you can't wear most forms of armor.
[tabs: Stunty] The Civilization's only about 50% as big as they should be in size. This means you can fit and fight in tight spaces where others cannot reach. On the other hand, small size makes you easy to injure (+1 wound to all injuries) and you can't wield bigger things. Cancels and is canceled by Giant.
[tabs: Taur] You're quadraped, not biped. You have a greater constitution and health (+2 Wounds) and can move at a faster speed. On the other hand, large size like this will require greater amounts of food (40% greater).
[tabs: Thick Skull] The Civilization's evolved to have a very thick skull. This protects against mental effects and being knocked out or psychically assaulted. On the other hand, such skulls are valuable for magic theory and study, thus you may be hunted.
[tabs: Tiny] The Civilization is 33% normal size, which means less space is needed to live and it's easy to hide from one's enemies. On the other hand, -everything- looks big to a tiny creature and that presents its own problems. Stacks with Stunty (reducing you to 15% size and +2 wounds to injuries) but is canceled by Giant.
[tabs: Venomous] The Civilization packs a potent poison, by bite, claws or blood. Stacks with Lizard Man venom. On the other hand, surrounding civilizations will already know you're poisonous and will have taken steps to antidote it (varying degrees of success).[/tabs]

[tabs][tabs: Carnivore] The Civilization gets only 10% or no nourishment from plants, and requires meat to survive. On the other hand, you know everything there is to know about meat, which is useful knowledge to sell or experiment with. Cancels and is canceled by Herbivore.
[tabs: Dweomervore] You live on magical energy, not regular meat and plants. On the other hand, you're also fixed to the local area, you're adapted only to the local "form" of background magical radiation. Grants an additional Tweak.
[tabs: Herbivore] The Civilization thrives on plants and farming and can get only 10% or no nourishment from meat. On the other hand, if it deals with farming and growing plants, you know how to do it and this is useful knowledge to sell or experiment with. Cancels and is canceled by Carnivore.
[tabs: Metallivore] The Civilization has evolved some strange tastes, prefering metal or gems to meat and plants (which you can sell to other civilizations for a tidy profit). On the other hand, run out of metal, run out of food... and metal is not a renewable resource.
[tabs: Necrovore] The Civilization gets its power and sustenence from the destruction of positive energy, the dead, and the freshly dying. Those on their natural death bed provide the most nourishment. Grants Necromancy specialization. On the other hand, you're targeted by 1d3 Lawful Races in the area with intent to exterminate.
[tabs: Niche] The Civilization's in a specific ecological niche, with a fixed place on the food chain both as hunter and hunted. If the ecology collapses, so too does the civilization! On the other hand, it grants an additional two Tweaks and some nifty starting gear related to the ecosystem both in knowledge and materials.
[tabs: Vorpal Animals] The animals in the surrounding lands are hostile large/giant predators. Meat from hunts is increased by 50%. On the other hand, "named" Big Animals will be too close for comfort and quite clever...[/tabs]

[tabs][tabs: Animal Riders] 10% of the total population will own a Dire (something) that is domesticated and can be ridden. On the other hand, it's also more mouths to feed, train, house, and prevent from in-fighting in the case of multiple species.
[tabs: Doomsday Clock] The Civilization is built close to the realm's Doomsday. The Civilization will be one of the very few who survives (not without heavy loss, but it WILL survive) the abrupt change from the World of Light to the World of Ruin. On the other hand, resources you control will be vastly valuable to those others that do survive. Grants 3 extra Tweaks.
[tabs: Marked for Death] Something big's targeted the Civilization for some form of revenge. Could be an army, a dragon, or something else "large". On the other hand you're already wise to the tricks of the revenge-minded, which will allow you to plan accordingly for bonuses against a favored enemy.
[tabs: Mark of Coyote] Spiritual power is doubled and 10% of the population can "talk to god". On the other hand, technology and sorcery advance at 1/3 speed and those who can't "talk to god" also have a tough time being influenced (or gifted) by said god. Costs two tweaks.
[tabs: Pirates] Each vote starts aboard their own ship (so it's a medium to large ship) and you start as an armada from a central island under your control. Maximum of ten ships (so 20 votes get 140 per ship, thus larger ships...). On the other hand, there is *always* a bigger fish than you and the ocean is deep indeed...
[tabs: Steampunk] Technology-based rolls have a 25% reduction in difficulty and you have access to a precious metal mine. On the other hand there's a well-established rival civilization that wants control of your resources (or you) and a truce is not an option.
[tabs: Technologically Inept] The Civilization's a bunch of neanderthals. Technology-related rolls can never be less than 90+ in difficulty. More advanced than the Neolithic Era cannot be replicated. Metals can never be smelted unless you steal someone's forges/smelters after witnessing how they work. On the other hand it also grants a council of 6 Masters ("Elders") to start and an additional two Tweaks.[/tabs]

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Here's a list of racial ideas. Enjoy and steal as required or needed.

As a general rule:

HUMANOIDS are uncomfortable around Lawful Races, and afraid of Big Guys.
LAWFUL RACES are uncomfortable around Humanoids and openly dislike outcasts (but not enough for open fighting at the start). If there are two or more Lawful Races, they will attempt to tag-team the Humanoids into subservience and enslave the Outcasts.
BIG GUYS don't like each other, and especially dislike Outcasts (open fighting at the start is possible). They will bully Humanoids but not directly harm them. Two or more Big Guys is dangerous; three or more is asking for trouble.
OUTCASTS are uncomfortable around Lawful Races, and are afraid of Big Guys.
Skaven hate everyone and are hated equally in return.

THE HUMANOIDS

[tabs][tabs: Goblins]

Goblins breed every year at a rate of 105%. Kids take 2 years to mature. Their alignment starts as Neutral.

Pro: Wolfrider Elites (10% of the population)
Pro: Biological Resistance (+3 to Saving Throws vs poison and disease, including magical variations)
Pro: Spiritual Affinity (Difficulty drops by 10% on Spiritual-related actions)
Pro: Group Swarm (Breaks Morale to hostiles)
Con: Socially Frowned On (Social Difficulties increase by 30%)
Con: Can only use "small" (low damage) gear
Con: Fragile (Takes an additional wound of damage)
Con: Low Wisdom (Research advances at 1/2 normal rate)
Racial Power: Maglubiyet's Blessing: All actions have a +5 bonus. At Midsummer, all player actions have a +30 bonus; at Winter's Meet, +40 bonus.

[tabs: Kobolds]

Kobolds breed every year at a rate of 95%. Kids take 2 years to mature. Their alignment starts as Neutral Evil.

Pro: Crossbowmanship (+8 to all rolls using Crossbows)
Pro: Sorcery Affinity (Difficulty drops by 10% on Sorcery-related actions)
Pro: Eye for Shinies (+10 to Maze Looting and searching)
Pro: Very Very Quick (Always get first strike in any combat; +3 to Reflex Saves and dodging actions)
Con: Very Fragile (Takes 2 additional wounds of damage from any hit)
Con: Low Wisdom (Spiritual Difficulty increases by 20%)
Con: Can only use "small" (low damage) gear
Con: Highly Distrusted (Social rolls roll twice and use the worse result)
Racial Power: Dragonvision: All members of the Civilization will be able to detect stealth far easier and have a 60% to naturally Detect (but not See) Invisibility.

[tabs: Orcs]

Orcs breed every 2 years at a rate of 55%. Kids take 3 years to mature and 15% will not survive coming of age. Their alignment starts as Neutral Evil.

Pro: Big And Strong (Takes 1 less wound of damage 50% of the time)
Pro: Divinely Stable (+10 Bonus to Spiritual actions)
Pro: Skill At War (+6 to battle-based Actions)
Pro: Nerves of Steel (Immune to Fear and Morale Breaking effects)
Con: Weak against Mind-Affecting Spells, Necromancy and Enchantments
Con: Tribe Before Outsider (Social Difficulty increases by 20% vs other Orcs and 30% for all others)
Con: Dumb As A Rock (Difficulty for Sorcery/Technology increases by 20%)
Con: Socially Inept (Social results are 20% worse than normal)
Racial Power: Barbarian Chant. The Civilization has access to a chant that increases physical, magical and elemental resistances by 25%.

[tabs: Grippli]

Grippli breed every 2 years at a rate of 55%. Kids take 3 years to mature. Their alignment starts as Neutral Good.

Pro: Natural Armor (AC +2)
Pro: Socially Skilled (Social rolls roll twice and use the better result)
Pro: Toxic Skin (15% of the population; deals 3 wounds on touch)
Pro: Smite Evil 3/day (by tongue)
Con: Necrotic Weakness (Weakness to Poison, Demons, Devils, Undead, Necromancy)
Con: Aversion to Metal (Using Metal is usually taboo; using metal in actions does not generate Mastery or Action Points)
Con: Spiritually Open (Weakness to omens, celestial events, divine smites and dreams/nightmares)
Con: Cold Blooded (Weak against extremes of both heat and cold)
Racial Power: Dragoonery. Members of the Civilization will be able to leap straight upwards of 30 feet (less if wearing armor) and can "Jump" in a stomping attack.

[tabs: Wemics]

Wemics breed every year at a rate of 50%. Kids take 4 years to mature. Their alignment starts as Chaotic Good.

Pro: Step Sideways (Can journey to the Spirit World and back quite easily)
Pro: Shamanistry (Can interpret omens, ward off smites, and speak with spirits/ghosts accurately)
Pro: Really Damn Lucky (+3 to all Saving Throws and +1 d10 to all Aspects rolled)
Pro: Great Endurance (Two additional "slightly injured" wounds, move at 133% normal speed over tough terrain)
Con: Tribe Before Outsider (Social Difficulty increases by 10% vs other wemics and 20% for all others)
Con: Fast Metabolism (Requires 30% more food sources than normal)
Con: Anti-Sorcery (Sorcery rolls suffer a -12 penalty and a 30% increase in difficulty)
Con: Tribal Warfare (Tribal Civilizations nearby will be neutrally negative if not hostile)
Racial Power: Needs of The Many: The Civilization's members can reroll their Finest Hour if it fails and can spend an additional 10 AP to reroll failed actions (done at SA use, so if you don't need to reroll it, the 10 AP is wasted). Critical failure is still a critical failure.

[tabs: Gnoll]

Gnolls breed every year at a rate of 50%. Kids take 3 years to mature and they will kill their weakest (10%). Their alignment starts as Neutral Evil.

Pro: Greatly Skilled in War (+12 to all battle-related actions and an additional 3 AP/MP generated when in combat)
Pro: Hyena Riders (5% of total population are these Elites)
Pro: Resistant to Torture (Will not break/divulge secrets)
Pro: Extreme Endurance (Can travel three times as long before needing resupply, solo scouts move 200% normal speed over rough terrain)
Con: Opportunistic (Percieved advantages will automatically be acted on, even if they're obvious traps)
Con: Fast Metabolism (Requires 30% more food sources than normal)
Con: Socially Inept (Social results are 20% worse than normal)
Con: Vengeful Deity (Ol' Yee eats those who don't constantly succeed)
Racial Power: The Last Laugh: The Civilization gains access to a mind-affecting enchantment that causes fear and unnerves opponents.

[tabs: Lizard Men]

Lizard Men breed every 3 years at a rate of 35%. Kids take 2 years to mature. Their alignment starts as Neutral.

Pro: Venomous (By blood or fangs, players' choice)
Pro: Begin with Amazon Slaves equal to 1/3 of the Lizard Man population
Pro: Divine Power (Extra power, potentially levels, are gained through Sacrifices of important enemies)
Pro: Stand Firm (Immune to hostile movement-based effects, such as Hold Person, as well as knockback)
Con: Wyrm Weakness (Weak vs things that affect Dragons, such as dragon slaying)
Con: Cold Blooded (Weak against extremes of both heat and cold)
Con: Fast Metabolism (Requires 30% more food sources than normal)
Con: Magical and Technological Ineptitude (-30 penalty to Sorcery and Technology-related rolls)
Racial Power: Dragonskin. The Civilization is unaffected by anything less than Masterwork gear and this resistance grows stronger over time.[/tabs]

THE LAWFUL RACES

[tabs][tabs: Humans]

Humans breed every year at a rate of 75%. Their alignment starts as Lawful Neutral.

Pro: Jack of All Trades (A bonus of 5 to all rolls and +2 AP generated on any d10 roll that generates AP)
Pro: Socially Intelligent (+8 to Social actions)
Pro: Resilient (+2 to all saves)
Pro: Experienced (10% chance to identify unknown magic immediately)
Con: Pride (Social difficulty increases by 10%)
Con: Greedy (big treasures heard about -must- be sought out)
Con: Superstitious (Weakness to spirits, both the liquid and the supernatural kind)
Con: Easily Corrupted (Necromancy has double its normal effect)
Racial Power: Diplomatic Do-Over. The Civilization can reroll critical fails during Diplomancy, and even then, critical failures are only treated as regular failures.

[tabs: Elves]

Elves breed every 5 years at a rate of 35%. Their alignment starts as Lawful Neutral.

Pro: Magical Skill (Sorcery/Spiritual Difficulty reduced by 20%)
Pro: Swordsmanship (Melee Difficulty reduced by 30%)
Pro: Beast Speech (Naturally Speak With Animals)
Pro: Ley Line Conduit (Recharge Magic Faster, learn more magic when researching)
Con: Supernatural Attraction (Attract things like spirits, werewolves, magical beasts, etc)
Con: Somewhat Frail (-2 Wounds on the wound list, -2 to Fortitude saves)
Con: Arrogant (Social difficulty increases by 20%, then increases by 9 vs non-friends and 4 for friends/allies)
Con: Magical Corruption (Critical failures on magic rolls open dark paths to power that are very hard to resist)
Racial Power: Magic Resistance. The Civilization has 30% Magic Resistance to area effects, and 10% Magic Resistance on individuals.

[tabs: Dwarves]

Dwarves breed every 5 years at a rate of 75%. Their alignment starts as Lawful Good.

Pro: Extremely Robust (+3 wounds, 20% not to be injured any time a wound is called for)
Pro: Steampunk Mastery (Begin with knowledge of explodey things and the potential for actual guns, sentries, etc)
Pro: Hallowed (Bonuses vs demons, undead, necromancy, and anything with an "Evil" tag)
Pro: Technologically Talented (Technology difficulty reduced by 40%)
Con: Not So Magical (Sorcery difficulty increases by 40% and learn spells at half the normal rate)
Con: Sheltered (Social Difficulty to "first contact" rolls vs non-dwarves increase by 30%, 10% to all other Social rolls)
Con: Greedy (big treasures heard about -must- be sought out)
Con: Alcoholic (Want to stop a dwarven war machine cold? Destroy their beer supply!)
Racial Power: Heart of Mithril. The Civilization gets a +4 to all Saving Throws, and 50% resistance to Poison and necromantic/infernal effects.

[tabs: Centaurs]

Centaurs breed every 3 years at a rate of 55%. Kids take 2 years to mature. Their alignment starts as Lawful Neutral.

Pro: Domestication Bonus (+10 to taming animals and natural creatures)
Pro: Begins with Supernatural Allies (Fey, Satyrs, Spirits)
Pro: Bowsmanship (Actions involving bows have a +15 bonus and difficulty drops by 10%)
Pro: Regrowth (Brings life to dead lands and a bonus to farming, though not to corrupted ones)
Con: Arrogant (Social difficulty increases by 20%, then increases by 9 vs non-friends and 4 for friends/allies)
Con: Pride (Social difficulty increases by 10%)
Con: Tribe Before Outsider (Social Difficulty increases by 15% vs other centaurs and 20% for all non-wemics, 30% for Wemics)
Con: Moderately Xenophobic ("First Contact" rolls will never be better than Neutral; Social increases at half normal rate)
Racial Power: Deadshot. Ranged attacks have a +20% damage modifier and are treated as +1 magic weapons for purposes of targeting those with resistances.

[tabs: Ponies]

Ponies breed every 2 years at a rate of 65%. Kids take 3 years to mature. Their alignment starts as Lawful Good.

Pro: Mystery Solvent (Something Interesting happens on a 60+ and a Mysterious Event on 70+)
Pro: Greater Diplomancy (+15 bonus to Social actions)
Pro: Weather Control (Can control weather with 30% accuracy, scales by 2% per Sorcery/Technology level)
Pro: Skilled Healers (Regenerate 2 wounds per month instead of 1, 25% to regenerate 3 instead of 1, 5% to regenerate all instead of 1)
Con: Wild Magic (Magic or Sorcery rolls that fail has a 15% to change to a random effect)
Con: Lack of Hands (Cannot wield/swing melee weapons effectively)
Con: Soul Purity (Too pure to be raised or ressurected; may attract powerful Infernal creatures)
Con: Greater Magical Enemies (Ponies attract large magical monsters)
Racial Power: Celestial Eclipse. Once per game year the Civilization can call on a solar eclipse, allowing for special effects that would normally happen at such times (exotic spells, omens, research, summoning, etc)[/tabs]

THE OUTCASTS

[tabs][tabs: Formicids]

Formicids breed every year at a rate of 95%. Kids take 1 year to mature but require an exotic "Royal Jelly". Their alignment starts as Neutral.

Pro: Immense Strength (Can carry 8x own weight)
Pro: Poison Acid Spit (4 wounds, regenerates after 24 hours, dissolves sedimentary stone)
Pro: Earthen Specialists (Anything involving earth-working rolls twice; use the better result)
Pro: Four Arms (wield 2 2H weapons, or multiple shields/weapons)
Con: No Religion (Concept is foreign to them, cannot worship deities; Spiritual provides no perks or gifts or bonuses at all)
Con: Queen's Gambit (If the Queen is killed, Formicid society may collapse)
Con: Extremely weak versus Natural Poison, elemental magic (except Earth) and Necromancy (Saving throw always fails)
Con: Can't Move (Immune to Movement-changing spells, including Hold Person, Hold Monster, Haste, Teleport, Blink, etc.)
Racial Power: Alien Thought. The Civilization will be immune to mind-affecting spells and effects.

[tabs: Skaven]

The Rats breed every year at a rate of 125%. Kids take 1 year to mature and they will kill their weakest (20%). Their alignment starts as Chaotic Evil.

Pro: Sneaky Git (Deal +1 wound of damage on any hit)
Pro: Immunity to Natural Diseases (Mummy Rot, etc., still hits)
Pro: Starting population Doubled (140 instead of 70 per vote)
Pro: Access to a Warpstone Mine to start
Con: Extremely Fast Metabolism (Requires 80% more food, some 15%-20% or so rats will drop dead after a battle due to exertion)
Con: Animosity (-50 penalty to Social rolls with non-rats, -30 to rats, social difficulty increases by 40%)
Con: Very Fragile (Takes 2 additional wounds of damage from any hit)
Con: Universally Despised (Almost all other races will attack on sight, including other rats)
Racial Power: The Horned Rat's Horror. The Civilization will be able to Cause Fear in enemies, rooting them to the spot via a foul appearance or disturbing presence.

[tabs: Drow]

Drow breed every 2 years at a rate of 45%. Their alignment starts as Neutral Evil.

Pro: Supreme Magical Skill (+25 bonus and -30% difficulty to Sorcery and Spiritual)
Pro: Swordsmanship (+10 bonus to combat actions and dfficulty reduced by 10%)
Pro: Alchemy Expertise (+15 to any and all rolls concerning it)
Pro: Spider Affinity (10% of the entire population will own trainable Giant Spiders as pets)
Con: Lloth's Vengance (Demands constant sacrifices of intelligent beings, vengeful to own race)
Con: Spidertouched (5% of the ENTIRE starting population will be Driders, not just the Drow, leading to social problems!)
Con: Cannot Tolerate Sunlight (burns drow badly, though not vampire-badly)
Con: Equipment Failure (Equipment and gear will rot immediately if exposed to daylight)
Racial Power: Poison Immunity. All members of the Civilization will be immune to natural poisons and be 50% resistant to manufactured ones.

[tabs: Anthro-Kin]

Furries breed every year at a rate of 85%. Their alignment starts as Neutral Good.

Pro: Advanced Jack of All Trades (Generates AP, MP and Trance at twice normal rate)
Pro: Fur + Warm Blooded (Resistance to Cold 15)
Pro: Multiple Species (giving the best of all worlds in terms of senses like sight and smell)
Pro: Genetically Stable (Very resistant to Transmutations, Necromancy, and body-affecting spells)
Con: Xenophobic (-10 to Social rolls and difficulties increase by 20%; Social increases at 1/3 normal rate)
Con: Valuable Pelts (hides are valuable in alchemy and sorcery, you may be hunted)
Con: Species Racism (Cat factions will war with dog factions, etc)
Con: Very Weak vs Enchantment and Mind-Affecting spells (-4 to the save)
Racial Power: Lycanthropy Lite. The Civilization's non-Anthro Kin may (controlled) change shape to -one- randomly chosen animal (not a Were-form in the traditional sense, just a regular animal, but perfect for stealth); all get the same animal. 5% of the shapeshifters will be an outcast "mutated" variety (the usual uncontrolled lycanthropes).

[tabs:Half Breeds]

Halfbreeds get their pros and cons randomly rolled from their two parent races (4 of each), and start with double the normal population (35 Race A, 35 Race B, 70 Half Breed). Garou, Skaven, Formicids, Centaurs, Wemics and Ponies cannot be Half-Bred. Lifespan will be extended by 20%.
Racial Power: Best of Both Worlds. The Civilization's Pros are increased by 10% and their Cons are reduced in penalty by 30%.[/tabs]

THE BIG GUYS

[tabs][tabs: Garou]

Garou breed every 7 years, at a rate of 25%. Kids take 8 years to mature, and births are a very noteworthy event. Their alignment starts as Lawful Neutral.

Pro: PCs each lead a pack of 5 Garou (One trickster, one mage, one bard, one priest, one warrior); total population of Garou will be PCs plus their packs
Pro: Totemic Strength (The tribe gets powers from a particular animal, dependant on animal, chosen by player vote later)
Pro: PCs begin with a Klaive (A powerful magic silver dagger)
Pro: Gaia's Aura (Regenerate 2 wounds a month, immunity to Transmutation and Polymorph, very resistant to Necromancy)
Con: Weakness to Silver and Magic (suffer 2 additional wounds, silver damage heals at 1 per 4 months, and +3 DC vs hostile spells)
Con: Frenzy (Berserk until they or target is dead, move on to new target until all enemies are dead, may lash at friends)
Con: The Black Spiral (Easily corrupted, especially if they spend too much time in non-natural surroundings)
Con: Pack Before Outsider (Social Difficulty increases by 30% vs other creatures and 10% for other Garou)
Racial Power: Supernatural Endurance. The Civilization will be able to take twice as much damage (from mortal creatures) on the Wound scale.

[tabs: Minotaurs]

Minos breed every 3 years at a rate of 65%. Kids take 2 years to mature. Their alignment starts as Neutral.

Pro: Very Big And Very Strong (Takes 1 less wound of damage, 2 wounds less 25% of the time)
Pro: Extremely Robust (+5 wounds on the wound scale, +3 to all Saving Throws)
Pro: Juggernaut (Can't be stopped once in motion, without high level or strong magic)
Pro: Healthy Population (90% resistant to disease, sickness, poison, necromancy)
Con: Wild Animal (Berserk Rage in battle, 50% to ignore commands from non-minotaur commanders)
Con: Very Magic Poor (One caster per 250 members)
Con: Horns are valuable in Lawful Race magic (You may be hunted)
Con: Very Stubborn to New Ideas (Aspects advance at 1/4 speed)
Racial Power: Horns. All members of the Civilization will have Horns, adjusted for size. Stacks with the Horns Tweak, making them equal to +1 Magic Weapons.

[tabs: Ogres]

Ogres breed every 3 years at a rate of 55%. Kids take 4 years to mature. Their alignment starts as Neutral Evil.

Pro: Big And Strong (Takes 1 less wound of damage 75% of the time)
Pro: Spiritually Stable (Divine/Shaman magic is 50% harder to dispel)
Pro: Tied To The Earth (+15 bonus to Earth magic actions and difficulty decreased by 20%)
Pro: Domestication Bonus (+10 bonus to domesticate big/difficult creatures/magical beasts)
Con: Boneheaded (10%/5% to forget SA/FH if used; Trance increases at 1/2 speed)
Con: Dumb As A Rock (Difficulty for Sorcery/Technology increases by 20%)
Con: Magic Poor (One caster per 100 members)
Con: Stubborn to New Ideas (Aspects advance at 1/3 speed)
Racial Power: Divine Intervention. The chief deity directly intercedes at a cost based on the action (determined after action goes off) once per year. Repeated callings may result in retribution.

[tabs: Trolls]

Trolls breed every 4 years at a rate of 45%. Kids take 2 years to mature. Their alignment starts as Chaotic Evil.

Pro: Too Dumb To Die (Anything greater than Badly Hurt has a 50% to completely regenerate the injury at the cost of Trance)
Pro: Supernatural Claws (Treated as +2 magic weapons)
Pro: Does not suffer "Potential Permanent Damage" (both wounds are treated as Badly Hurt)
Pro: Regeneration (3 wounds per month instead of just 1)
Con: Really Stupid (20%/10% to forget SA/FH if used and Trance always only increases by 1/3 normal)
Con: Always Hungry (Requires 100% more food)
Con: Very Magic Poor (One caster per 250 members)
Con: Weakness to Fire/Acid (Cannot regenerate, takes double damage, injuries slow to 1 wound healed per 3 months)
Racial Power: Minor Regeneration. All Non-Troll members of the Civilization will regenerate +1 wound per month.[/tabs]
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