Appendix G

Appendix G
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Sunday, March 18, 2018

Worlds of the Imperium - Seltremachs-3


Race of red skinned humanoids; Most are essentially Orc or Oni looking; (tall, big, red skinned, pointed incisors, and standard DCC characters may well mistake them for such. Run with it.)

Cold and electrical hardiness - Their ancestry and genegineering gives leveled individuals the ability to shrug off a number of points of cold or electrical damage / round equal to their attack bonus. 
Natural Weapons  Their bite does 1d4, those who file them (who are many) do 1d6+str bonus; on a fumble they inflict the full amount of that die on themselves.
Hit Points:   1d12 HP/level
Weapon Training: All melee, they favor large clubs, large scimitars/cutlasses (such war cleavers are passed down as clan weapons, reforged every few generations), and most especially pole arms.  They are also conversant in the use of the common Club, Mace, Net, Spear, Knife, Dagger, Ax, and Hammer.
They do not have a tradition of bow or crossbow use.   Instead, they have two varieties of primitive firearms.  
At most they receive light armor training.  Many prefer to do battle the old fashioned way, naked or nearly so. (Nothing heavier than Piece mail is to be found however).  A combination of biology and culture law strongly disincentivize the wearing of heavy armor (or clothing for those with an especially feral bent) by many.  Nonetheless they are conversant in light and medium armors. They are much more likely to wear piecemeal armor of some variety. 
Alignment:  Chaotic. Some few are Neutral. Lawful ones would likely be outcasts, or very old very parked matriarchs.
Attack Modifier +1 / level after 2nd.
Overkill Dice -  Lit. Extra damage dice.  In exchange for which they increase crits less rapidly as precision isn’t really their thing. (And they never do get a wider crit threshold; tis always 20)  Overkill dice only apply when using weapons with which the character is familiar.  Tactics are not precisely a thing the barbarians of this moon are known for.  In battle, they are often content to merely hit their targets as hard as possible, in the meanest place possible, and have a laugh about as they keep doing it.   Off world they are known as cheap and thuggish muscle for any number of traders or criminals who can articulate past the cultural divide.   Most work for battle, not coin.  
Seltremachian metabolism -     Due to their unusual metabolism and neurological relationship with pain and adrenaline, Red barbarians are frequently slow and sluggish on the first round of combat, especially when they did not initiate the violence.  They may not use their overkill dice and receive no attack bonus.
However on the second round of combat and subsequently the character proceeds without penalty. In addition, beginning on the third round of combat, provided the combat has been a continuous one, the character becomes supercharged, their adrenaline and pain receptors singing their brain into a higher order of functioning.  Each round after the second, the character recovers 1d3 hp or 1d2 stamina loss at will, provided combat continues.     
After extended bouts of melee the red barbarians are known for voracious appetites and almost drunken behavior as their brains are oversaturated with free neurotransmitters; under these circumstances their already short attention spans can become like unto non-existent. Most throw themselves into bouts of urge indulgent behavior before returning to battle and starting the cycle over again or entering an extended period of sleep.   And so the cycle of life on the third moon of Seltremachs continues…..,
Critical Hits Improve but slowly see below.
Initiative     Adds class level to Init. Rolls (but see Metabolism above)
Luck -         can add their luck to rolls to resist poison or environmental toxins
 (Lithium & Cobalt for example)

Table Seltremachian scavenger barbarian
Level
Attack bonus
Action Dice
Crit die & table
Threat Range
Ref save
Fort save
Will save
Overkill die
1
+1
1d20
d8/III
20
+1
+1
+0
+d3
2
+1
1d20
d12/III
20
+1
+1
+0
+d4
3
+2
1d20
d14/II
20
+1
+2
+1
+d5
4
+3
1d20
d16/IV
20
+2
+2
+1
+d6
5
+4
1d20 + 1d14
1d20/V
20
+2
+3
+1
+2d3
6
+5
1d20 + 1d16
1d20/V
20
+2
+4
+2
+2d4
7
+6
1d20 + 1d20
1d20/V
19-20
+3
+4
+2
+2d5
8
+7
1d20 + 1d20
1d20/V
19-20
+3
+5
+2
+2d6
9
+8
1d20 + 1d20
1d24/V
19-20
+3
+5
+3
+1d12 +1d6
10
+9
1d20 + 1d20 + 1d14
2d20/V
19-20
+4
+6
+3
+2d12

World details, 0 level occupation charts, and world specific equipage, critters, and stuff here.  

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