Monday, January 8, 2018

Moon Titans

Playable character race:

Moon Titans
Elven like giants who live on the moon

Attributes modifiers 
+2STR
-2CON

Classes: fighter, illusionist, cleric 
Multi class: fighter-illusionist 
If played as "race as class" use the elf template for XP and fighter-mage abilities.

Special attributes 

Strong but delicate: 
Being large creatures they start with a extra hit dice (only apply CON modifier once) and receive a bonus to STR but being used to the low gravity of the moon they receive a CON penalty and are easily exhausted. They can also receive penalties when their size handicap them.

Night vision: 
They can see perfectly under the night sky (but not underground).
They receive -1 to hit when fighting in sunlight or in a very bright environment.  

Moon metal weapons: 
New characters start with weapons that count as silver weapons. Moon metal weapons give +1 to hit when wield under the moon light. Moon metal slightly glow in the dark when exposed to the night sky. Moon weapons are bigger but lighter, this balance out and their damage die remain the same as normal weapons. When buying weapons and armors from man sized settlements, Moon Titans must pay double the price for their size. Non moon metal weapons and armor count as a extra encumbering item. 

Moon bridge: 
Once every moon phase a titan can sing for 1 turn while standing in the moonlight to open a moon bridge to the moon or to any location they already visited that can be reached by moonlight. The phase of the moon influence the travel:
  • Full: being lost (none), random moon creature encounter (4/6) 
  • Gibbous: being lost (1/6), random moon creature encounter (3/6) 
  • Half: being lost (2/6), random moon creature encounter (2/6) 
  • Crescent: being lost (3/6), random moon creature encounter (1/6)  
  • New: being lost (4/6), random moon creature encounter (none) 
Duration: a gate remain open for both side for 1d6 + level turns. Travelling through the gate usually take 1d6 rounds.

Being lost: mean that the gate open to different place, roll a d6: 
  1. Open into the shadow dimension or a alien sphere or plane.  
  2. Open on the moon or the dark side of the moon (if the target was the moon) 
  3. Open close to the target location but travelling took 1d6 days (that only felt like turns). 
  4. Open 1d6 hours of walk away from the target location. 
  5. Open close to the location but in a place that complicate things. 
  6. Open close to target location but in a place that give interesting opportunities. 
Random moon creature encounter: mean that the travelers encounter something while traveling through the moon bridge, roll 1d6:
  1. Major selenite predator (1) (4 to 8 HD, six legged) 
  2. Minor selenite predators (1d6) (2 to 4HD, six legged) 
  3. Moon pests or bugs (2d6) (1/2 or 1HD) 
  4. Moonbeam or moonstone elemental (1d4) (HD change with the moon phases) 
  5. Selenite humanoids (1d6, random alignment and dispositions) 
  6. Dreamer (make a reaction test to see if they are generating a dream or a nightmare. To move on the group must kill the dreamer or find a exit from their dream or nightmare) 

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