Thanks to Erik Tenkar, Basic Fantasy will be getting some love today! While others can better describe the nifty little game, I thought I'd offer up a race from my upcoming Atlantis campaign setting! So without further ado, the Mer. (No, I never claimed to be creative...)
Showing posts with label Basic Fantasy. Show all posts
Showing posts with label Basic Fantasy. Show all posts
Thursday, January 31, 2013
Tuesday, September 18, 2012
Back to Basics: Fantastic Races
Having recently rediscovered Basic Fantasy (a pseudo-retroclone that aims to combine the 'best bits' of various editions of D&D to get an oldschool feel with streamlined mechanics), I gave the game a read through, and after seeing the simple presentation of the races, I thought I'd try a few of my own. So without further ado, my fantastic races.
CENTAUR
CENTAUR
Description:
Centaurs appear to be half man, half horse, having the torso, arms
and head of a man in the position a horse's head would otherwise occupy. A centaur is as big as a heavy horse, but
much taller and slightly heavier; average males are about 7 feet tall and weigh
about 2,100 pounds, and females are just a bit smaller. There is a 2% chance that any female centaur
born will have traits similar to a Unicorn, including a horn which grows from
the forehead.
Restrictions: Centaur may become Fighters or Clerics. They are required to have a minimum
Constitution of 12. Due to their large,
somewhat inflexible frames, they may not have a Dexterity higher than 17.
Female Centaur born with unicorn traits may become magic users.
Special
Abilities: All Centaur have
Darkvision with a 60' range, and, in addition, receive a special Trample attack
(As warhorse)
Saving Throws: Centaur save at +4 vs. Death
Ray or Poison, and +3 Paralysis or Petrify.
MEDUSAE
Description:
Appearing as green skinned women with serpents in place of hair, the
Medusae are the offspring of those individuals cursed by the serpent gods.
Restrictions: Medusae may become Thieves or Magic
Users. They are required to have a
minimum Int of 9. Suffering from an aloof,
cool nature, they may not have a Charisma higher than 17.
Special
Abilities: Medusae possess a lesser version of
their namesake’s horrific gaze. When not wearing spectacles of magically smoked
glass, anyone meeting the Medusae’s gaze must make a successful save vs
Paralysis, or be paralyzed for 1d4 rounds. This ability affects friend and foe
alike. Using a mirror negates the ability, as per the monster entry.
Saving Throws: Medusae receive no special
bonuses to saving throws.
So there you have it. Not the most elegant presentation, and they could probably use a bit of play-testing, but for those interested, have at! :)
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