AD&D rules systems (3.5 Edition) for 3 races indigenous to Tessiel (Crocodile, Rat and Sandcat), and 3 of the Sea Peoples races (Blue Jay, Caracal and Jackal).
As well, there are some of the base commonalities and notes regarding the Indigenes versus the Sea Peoples.
Will come out with other Parts as the mood/whim strikes me, unless anyone requests a specific race and suggests it here.
Part 2 will definitely include Fennecs, Lions and Ferrets, and likely only one or two Indigenes at most. Also there will be some Sea Peoples that start out only in the 'Tribal' format, just as Blue Jays are only in the Urban.
***
Rules/Mechanics for Shakethsin and Scarab Lords and other Ancient insect castes are much further down the road, since their powers and abilities are easily on an order or two of magnitude higher than typical 'starting adventurer' levels.
I'm thinking roughly +8 to +15 Effective Character Level for Shakethsin and something like +16 to +25 Effective Character Level for Scarab Lords themselves - in otherwords borderlining starting at Epic level.
ie. A 1st level Shakethsin Rogue would be at least the equivalent of a 9th level character. A 1st level Scarab Lord Sorcerer (lower ranking noble, dignitary of the court say), would be the minimum equivalent of a 17th level character.
As well, there are some of the base commonalities and notes regarding the Indigenes versus the Sea Peoples.
Will come out with other Parts as the mood/whim strikes me, unless anyone requests a specific race and suggests it here.
Part 2 will definitely include Fennecs, Lions and Ferrets, and likely only one or two Indigenes at most. Also there will be some Sea Peoples that start out only in the 'Tribal' format, just as Blue Jays are only in the Urban.
***
Rules/Mechanics for Shakethsin and Scarab Lords and other Ancient insect castes are much further down the road, since their powers and abilities are easily on an order or two of magnitude higher than typical 'starting adventurer' levels.
I'm thinking roughly +8 to +15 Effective Character Level for Shakethsin and something like +16 to +25 Effective Character Level for Scarab Lords themselves - in otherwords borderlining starting at Epic level.
ie. A 1st level Shakethsin Rogue would be at least the equivalent of a 9th level character. A 1st level Scarab Lord Sorcerer (lower ranking noble, dignitary of the court say), would be the minimum equivalent of a 17th level character.
Category Story / All
Species Unspecified / Any
Size 120 x 120px
File Size 63 kB
Thankies, and yeah, well, its mostly for the background actually.
I just did the stats for my -house- game, one or two one-run adventures, 2-3 nights max. But, since they're there, might as well make it into Tessiel rules supplement as well as setting, story-idea launching board.
*WARNING, Opinionated TMI Mode - feel free to ignore the following*
If you -do- play RPG's, the numbers are pretty easy to come up with for other systems, since the gist is there, and certain things (daily powers, racial languages etc.) are pretty ubiquitous to most fantasy anyways. I sometimes use my own fantasy game system that has elements borrowed from White Wolf's D10 mechanics, but ... well, its self contained - something like 120 pages, no art >.>. Little too big to post even here, and I've put it on hiatus for a bit so I can get a fresh look at it next time I pick it up.
D&D is pretty universally available and well known for generic fantasy FRP - it just gets short shrift on basic 'furry' style campaigns, so -everyone- has to home brew if they use it for furry fantasy. Some of the other FRP games I've looked that are aimed at furry games are pretty heavy, clugey, have ridiculously complicated or arbitrary die rolling conventions (Roll a D8, a D6, add a bonus then divide the result by two?! That's not a mechanic, that's an obstacle course) and make the already table-happy D&D system look downright elegant in comparison.
Note, that there is a D&D 'system' of furry characters, labelling them 'Anthropomorphs' in the back of the 'Savage Species' supplement. Unfortunately its just a template that's applied to the animal stats for nonmorphic critters from the Monster Manual, giving you really out of whack mathematically challenged 'Player Character' races. A rat-anthro the size of a halfling that could move only half as fast as the halfling, a bat that could fly but at a snail's pace, but could walk just a tiny bit faster than its flight speed. Elephant morphs (10-12 feet tall) that had strength modifiers that put them stronger than monsters a dozen times their size, or say ... some deities.
These Tessiel rules are intended to simplify anthro races back into the same sort of format that the basic D&D rules give you - Dwarf, Elf, etc., and probably a bit more reasonable, in some cases at least, on the numbers game, which at these levels aren't going to overbalance things too far one way or the other, and everyone can start out at 1st level and not take boatloads of penalties.
I just did the stats for my -house- game, one or two one-run adventures, 2-3 nights max. But, since they're there, might as well make it into Tessiel rules supplement as well as setting, story-idea launching board.
*WARNING, Opinionated TMI Mode - feel free to ignore the following*
If you -do- play RPG's, the numbers are pretty easy to come up with for other systems, since the gist is there, and certain things (daily powers, racial languages etc.) are pretty ubiquitous to most fantasy anyways. I sometimes use my own fantasy game system that has elements borrowed from White Wolf's D10 mechanics, but ... well, its self contained - something like 120 pages, no art >.>. Little too big to post even here, and I've put it on hiatus for a bit so I can get a fresh look at it next time I pick it up.
D&D is pretty universally available and well known for generic fantasy FRP - it just gets short shrift on basic 'furry' style campaigns, so -everyone- has to home brew if they use it for furry fantasy. Some of the other FRP games I've looked that are aimed at furry games are pretty heavy, clugey, have ridiculously complicated or arbitrary die rolling conventions (Roll a D8, a D6, add a bonus then divide the result by two?! That's not a mechanic, that's an obstacle course) and make the already table-happy D&D system look downright elegant in comparison.
Note, that there is a D&D 'system' of furry characters, labelling them 'Anthropomorphs' in the back of the 'Savage Species' supplement. Unfortunately its just a template that's applied to the animal stats for nonmorphic critters from the Monster Manual, giving you really out of whack mathematically challenged 'Player Character' races. A rat-anthro the size of a halfling that could move only half as fast as the halfling, a bat that could fly but at a snail's pace, but could walk just a tiny bit faster than its flight speed. Elephant morphs (10-12 feet tall) that had strength modifiers that put them stronger than monsters a dozen times their size, or say ... some deities.
These Tessiel rules are intended to simplify anthro races back into the same sort of format that the basic D&D rules give you - Dwarf, Elf, etc., and probably a bit more reasonable, in some cases at least, on the numbers game, which at these levels aren't going to overbalance things too far one way or the other, and everyone can start out at 1st level and not take boatloads of penalties.
FA+

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