User:Fuego Fish/Sandbox

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Races

Choose your race. Races have different appearances, strengths, and natural abilities.

Corgi

  • Quickling: You are swift to move, able to run fast, and for long periods of time. When your speed would be a benefit to your action, gain a +1 bonus to that action. If you are chasing something, that bonus increases to +2.
  • Small Size: You are small in size, meaning you can get through places that others might not be able to fit through, hide yourself more easily, and dodge large and clumsy foes. When your size would be a benefit to your action, gain a +1 bonus to that action.
  • Wild Senses: You have keener senses than most, giving you an edge in following trails, seeing through disguises, and spotting things. You can see clearly in the dark and through forms of light concealment like fog or mist. When your senses would be a benefit to your actions, gain a +1 bonus to that action.

A hardy if somewhat diminutive people, corgis prize faithfulness and friendship above most everything else, except possibly the acquisition and consumption of the finest meats and cheeses the world has to offer. Corgis find enjoyment in the simplest of things, chief of all the companionship of others, regardless of race or disposition. They consider nearly everyone they meet to be perfect friend material. While open and charming, corgis can still be distrustful and aggressive on occasion, most usually when defending their newfound friends against enemies real or perceived.

Corgis stand around two-and-a-half to three feet tall, sometimes even as high as three-and-a-half feet tall for rare individuals. They have a glossy coat of fur that comes in an assortment of colours, though most common is the white-and-tan mix. With a foxlike shape to their features, and a regal tuft of thick fur on their chest, they have a proud and noble bearing that belies their affable nature. They wear little clothing, if any, due to their comfortable fur coat. However they will dabble in hats, vests, boots, and scarves to show off their flamboyant side. A corgi reaches adulthood at the age of 14 and generally lives half a century.

Wherever there are other races forming settlements, you will find corgis establishing themselves as a part of that settlement, whether or not anyone planned for it. Any settlement that is home to corgis has a kennel, a low but sturdy wooden construction that serves as something midway between an inn and a meeting hall, for those corgis who have not yet adopted themselves into the company of another. Being small and generally helpful, corgis frequently wind up becoming a part of the settlement in due time.

Male Names: Aled, Beckett, Corin, Cornelius, Dougal, Duncan, Ferris, Garret, Jack, Parthus, Pháidín, Nevan, Otis, Ronan
Female Names: Arya, Astrid, Bronwyn, Caitlinn, Eira, Gwyn, Hannah, Hazel, Lian, Olwyn, Oswin, Skye, Tegan, Zelda

Dragonborn

  • Dragonbreath: You can breathe fire like your ancestors, the true dragons. At any point you can make an attack against any number of enemies within the same zone. On a hit, this attack does CON + 4 fire damage. Once you have used this power, you need to succeed on a Constitution check to use it again. You are also immune to fire.
  • Goldcunning: You are instinctively drawn to precious metals, gemstones, and other items of wealth, just like your ancestral kin. The more valuable the item, or the larger the amount, the further away you can detect it. Though walls and other barriers may shorten your sense, nothing can stop it completely except for magical means.
  • Tough Scales: Reduce all incoming physical damage by 2.

The dragonborn are born survivors, right from the moment they hatch. It is part of their nature and their tradition to strive for greater things, particularly trying to recapture the glory of their lost heritage. As their ancestors are the ancient dragons, they are somewhat insular, preferring the company of their own kin. However, anyone who proves themselves to be worthy of a dragonborn's friendship shall have it to the last. They are an independent and fiercely dependable people, though their appetite for gold is often mistaken for greed.

Though they are the descendants of an ancient dragon lineage, the dragonborn are no lithe, winged serpents. They are broad-shouldered, stocky, and heavily scaled, between six and seven feet in height. They have neither wings nor tail, though they still have blunt talon-like claws at the tips of their fingers. It is not uncommon for dragonborn to wear heavy clothing even in the hottest of climates, for they thrive on heat above all else. Everything they wear, regardless, will be adorned with the symbols and colours of their clan.

Once there used to exist a mighty dragonborn empire in the past, but those days have long since passed. Now the dragonborn search for a new place in the world. Though some have come to live in settlements scattered across the land, more still live a nomadic lifestyle, moving from place to place where the can find work for gold. Dragonborn clan caravans are not the fastest way to travel, but they are the most secure, seeing how so many make their trade as mercenaries, blacksmiths, and hunters.

Male Names: Ardash, Charan, Garuda, Jaganat, Mandar, Pazcar, Ragnar, Sildur, Tilak
Female Names: Anandi, Dyara, Harini, Ishana, Kamala, Mitali, Ragni, Shakti, Vanda

Hellion

  • Infernal Heritage: You are descended from creatures of evil, and even though you are not one yourself, the legacy still lingers within you. You are immune to evil effects, such as curses, blights, miasma, or damnation.
  • Luminous Eyes: You cannot see in the dark, but you bring the light with you. When you are in darkness, you light up the area you are looking at with an eerie purple glow that fades as it gets further away from you. You can also make attacks with your eyes against a single target at close range. On a hit, this attack will stun the target briefly.
  • Prehensile Tail: You have a tail that's not just for show, it's as useful a limb as any of your others. You may use your tail to pick up objects you can lift one-handed, or to do any sort of task that doesn't require fingers, like pulling a lever or tapping someone on the shoulder. You also gain a +1 bonus when balancing or doing acrobatic moves.

In the past, a small group of outcasts from the demon realms fled to the mortal plane. Cut off from the brutality and chaos, their evil tendencies waned over time, until all that was left were the hellions. After generations away from the eternal cycle of their original home, thirst for conquest and destruction has been replaced with an appetite for exploration, both of the world and the self. Hellions are determined to find their place, not wanting to return to their feral past as engines of chaos, nor willing to let those demons that still exist drag them back into it.

Hellions are vaguely human in appearance, except for several major differences. They average a head shorter in height, and their skin tones range from sky blue to a dark purple, usually getting more grey with age. Their eyes glow, not just noticeably, but enough to almost illuminate a room. They only have four fingers on each hand, rather than five, and possess both a long, pointed tail and a pair of prominent horns that can make finding clothes that fit quite the trial. Generally it is rare that hellions dress alike, each one strives to find a style that suits them personally. Individuality is important for them, since it is forbidden for demons. Cut off from the demon realms, hellions live for around one hundred and fifty years at most, reaching adulthood at roughly the same time humans do.

Gaining acceptance into settlements, into civilisation in general, has not been easy for the hellions. It was not so long ago that their ancestors first came to the world, and despite their best intentions, they were still demons by nature. True demons also still exist, and reflect badly upon hellions. So often hellions will keep to their own settlements, the ones first built by their ancestors, working to refine the crude edifices that demons who knew nothing of creation attempted to build. They hold out hope that within time, things will change enough for all hellions to be accepted.

Male Names: Byron, Felix, Ghost, Grimoire, Heart, Hunter, Jericho, Luthor, Rage, Romulus, Strife, Valentine, Zeal
Female Names: Artemis, Circe, Lilith, Ophelia, Quiz, Raven, River, Rosary, Silver, Sorrow, Storm, Voice, Widow

Human

  • Hale & Hearty: You are physically and mentally durable, giving you an edge in stressful situations. You begin with +5 extra hit points, and gain +1 extra hit point every additional level.
  • Ingenuity: You are adaptive and resourceful. Even when you don't know something, you can at least try. You gain a +1 bonus when using any skill you are untrained in.
  • Team Player: You are always there to lend a hand to friends and allies. Whenever you assist someone with an action, they gain an additional +1 to that action.

Inventive and capable, humans have been carving out their place in the world for many centuries. They have a multitude of different attitudes towards life, but all of them positive. As well as being expressive and good-natured, they are also rather tough underneath it all. They often think little of their own safety in order to protect others, especially family and close friends. Humans are a proud and straightforward people, hiding a mighty heart and a gentle soul.

Humans have an astounding variety when it comes to height, skin tone, and colour of the hair and eyes, to say nothing of facial features and other distinguishing marks. Despite all this variation, they are united in kinship with each other, and have spread from end to end of the world, adapting to all climates through their natural aptitude for survival. Their clothing is as varied as they are, but almost always practical in some way. Human reach adulthood around the end of their second decade, and can live up to a full century if they put their mind to it.

Most settlements are human, at least to begin with. They have a drive to form bonds and relationships, and find the easiest way to do this is to settle down. Some humans prefer the nomadic life, but the majority have more permanent dwellings. They build with whatever the environment provides for them, be it timber, stone, or something else. They are also the finest farmers ever known, capable of doing more than any might expect with a small parcel of land and their own two hands.

Male Names: Alain, Andri, Brandis, Eddard, Erik, Garret, Harald, Jonn, Lindon, Parthus, Rickon, Samwise, Thom
Female Names: Anna, Beatrix, Cassandra, Diana, Harleen, Kara, Maxine, Morgan, Paige, Quinn, Ran, Rosa, Scarlett, Tara, Wynn

Maket

  • Detachable Parts: You can detach your own body parts without hurting or damaging yourself. You can still control them while they are detached, but this control gets weaker the greater the distance from you becomes. All your body parts are effectively blind and deaf, except for eyes and ears respectively. If a body part is destroyed while detached, you must find or craft a new one to fit.
  • Living Construct: You are a living construct, an object bestowed with the gift of life. You do not need to eat, drink, breathe, or sleep. You do not have to worry about starvation, thirst, suffocation, ageing, disease, or poison. Other conditions and effects will effect you as normal.
  • Small Size: You are small in size, meaning you can get through places that others might not be able to fit through, hide yourself more easily, and dodge large and clumsy foes. When your size would be a benefit to your action, gain a +1 bonus to that action.

Many centuries ago, as the legend tells it, there was a powerful enchantress who lived in seclusion, and created many fine dolls imbued with life to keep her company. Though this enchantress may be long gone, her dolls and their descendants remain. They are the makets, and though they have inherited their creator's solitary ways, they still have a feisty and wild spirit that makes them seek out curiosities and adventure. The wide world is both scary and enticing to them.

At two feet tall, makets view themselves as living in a world of giants. Being underfoot is not for them, made as they are out of wood, porcelain, and cloth. Though they all have the same broad design, no two look alike, and nowhere is this more evident than their faces. As well as their porcelain varying in colour, they also have painted designs that make them stand out from the crowd. Their attraction towards fancy and vibrant clothing adds to that, but a maket can still disappear from sight when they need to. No maket ages, so it is impossible to tell how old they are. Though many are the original dolls of the creator, a number are younger, having been gifted life by one or more "parents" through secret means.

Makets are often solitary, and prefer the company of their own kind to others, but are by no means unsociable. They were initially created as companions, and some of that original desire can shine through at times. They like to make their own dwellings appropriate to their size, out of the way of anyone else, usually just outside the fringes of small settlements. Large settlements sometimes have a building or two that has been converted into a makeshift maket village, with everything scaled appropriately. Having needed to carve replacement parts for themselves and others for so many centuries, makets are all highly skilled with woodwork.

Male Names: Alexander, Armand, Bastien, Ilya, Kristoff, Leon, Misha, Orlando, Sebastien, Victor, Zasha
Female Names: Anastasia, Antonina, Claudette, Jessamine, Katya, Melora, Natasha, Octavia, Tamara, Tatiana, Victoria

Mimic

  • Bottomless: You can store an indefinite amount of equipment and miscellaneous items inside yourself. Anything stored in this way must be able to fit through your 2 feet by 4 feet mouth. Living things can only be stored safely so long as they have a supply of breathable air.
  • Chesty Camouflage: You can tuck your arms and legs inside your body and pretend to be a simple treasure chest. Provided a treasure chest does not look conspicuously out of place, you are considered to be perfectly disguised, so long as you do not move or speak.
  • Timberskin: Reduce all incoming physical damage by 1.

Descended from simple dungeon-dwellers, the mimics are a strange race whose chameleonic personalities have helped them not so much integrate as sidle into society. All mimics look broadly the same, like large treasure chests with bare arms and legs of skin tone. However, the shade and grain of the wood, the design of the metalwork, even the shape of the keyhole all go to differentiate individuals. It can still be slightly tricky for people not entirely familiar with mimics to tell two apart. Their arms and legs, though they look to be made of flesh, are composed of the same ethereal material as their pseudo-wooden bodies, meaning that they do not require shoes or boots to protect their feet against rough terrain.

The internal workings of the mimic are a mystery to most people, and most mimics. When they open the lid that serves as their mouth (which can warp and distort to allow them to speak words), they reveal an empty space within that seems to stretch down further than it should. Indeed it does, for mimics can carry more within themselves than they should by outer dimensions alone. Mimics also have the innate ability to find whatever they want after a brief moment of fishing around inside their mouth, as if the entire contents rearrange themselves at the mimic's subconscious whim to hasten the search. Others reaching in, which the mimic will allow on a basis of personal trust, will take longer to uncover the item they seek.

Curiously, mimics seem to be absolutely incapable of perceiving themselves as being unlike others. Though they can tell the difference between all other races, they act and behave as if everyone else is just like them, or perhaps that they are just like everyone else. But this is not simply being oblivious, this is just another way in which they, true to their name, mimic in order to get ahead. It does make them an odd sight in the settlements they call home, where they may accidentally eat their mug in the local tavern, or start a lengthy conversation with a tree about "the economy".

Mimic Names: Bentley, Briggs, Carter, Davis, Franks, Gibbs, Hawkins, Jones, McFee, Orville, Parker, Randolph, Sloan, Smitty, Tripp, Wiggins, Woodrow