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So, um mal etwas Struktur und Übersicht reinzubringen, hier eine kleine Zusammenfassung. Dadurch sollte jeder etwas finden zum basteln und reviewen.
Fertig:
Battlemap Wüste #1
Battlemap Wüste #2
Abenteuereinstieg Wüste - Orient Express
Überarbeitung / In Progress:
Wettertabelle - Feedback / Kritik / Änderungen needed
Erweiterte Erschöpfungsregeln bei Hitze - Feedback / Kritik / Änderungen needed
Begegnungstabelle - Feedback / Kritik / Änderungen needed
Regeln für Treibsand - Feedback / Kritik / Änderungen needed
Riesenskorpion - Feedback / Kritik / Änderungen needed
Sandelementar - Feedback / Kritik / Änderungen needed
Kaktuselementar - Feedback / Kritik / Änderungen needed
Sandläufer - Feedback / Kritik / Änderungen needed
Sandläufer - Schamane - Feedback / Kritik / Änderungen needed
Sandläufer - Champion (WC) - Feedback / Kritik / Änderungen needed
Nomade - Feedback / Kritik / Änderungen needed
Kamel - Feedback / Kritik / Änderungen needed
Riesensandwurm - Feedback / Kritik / Änderungen needed
Wüstenameise - Feedback / Kritik / Änderungen needed
Anführer der Wüstenräuber (WC) - Feedback / Kritik / Änderungen needed
Skorpionsvolk (NPC) - Feedback / Kritik / Änderungen needed
Titanenkäferpaar - Feedback / Kritik / Änderungen needed
Open Points:
Mehr Monster / Kreaturen
Skorpionsvolk als Spielerrasse
Savage Tales / AbenteuerIdeen
Gogogo, wir schaffen das!
Ich habe versucht mein Scorpion folk als Spielerrasse zu konzipieren, aber dabei bin ich gescheitert. Der vierarmige Scorpiontaur hat einfach zu viele Vorteile: Size, Multilimbs, Poison, Natural Weapons, die man von den Punkten her mit Hindrances ausgleichen müsste. Mit so vielen Nachteilen ist so ein Charakter nicht mehr wirklich spielbar.Oh mein Gott, Ich weiss gar nicht wieviele Ausrufezeichen Ich hier setzen soll Need Monster + Spielerrasse!
Scorpionid (+2)
• All thumbs (-1): Because of their pincers scorpionids get the All thumbs hindrance.
• Armor +2 (+2): Chitinous skin.
• Clueless (-2): Scorpionids live in dangerous environments like deserts and jungles, where they have to fight for survival each day. They favor survival over knowledge, so they get the hindrance: clueless.
• Immune to Poison & Diseases (+1):A scorpionid is immune to poisons and diseases.
• Mean (-1): Scorpionids are not very sympathetic and not very social. They suffer –2 to their Charisma.
• Natural Weapons (+1): A Scorpionid has a stinger: (Str+d6) and two pincers (Str+D4) as natural weapons.
• Outsider (-1): Other races traditionally dislike the scorpionids, so scorpionids suffer a -2 modifier on Charisma when dealing with other races.
• Overconfident (-2):A Scorpionid thinks “Nothing can defeat a scorpionid”.
• Poison (+2): Anyone wounded or Shaken by a stinger attack must make a Vigor roll or become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents death.
• Racial Enemy (-2): Scorpionids. All scorpionids hate each other and tolerate other scorpionids only for mating. A scorpionid get a -4 on Charisma when dealing with other scorpionids.
• Stamina (+2):A scorpionid start with a d6 in Vigor rather than a d4.
• Strong (+2):A scorpionid start with a d6 in Strength rather than a d4.
• Survivor (+1): Scorpionids are trained from birth to "live off the environment" and start with the Survival skill at d8.
Scorpionid (+2)
• All thumbs (-1): Because of their pincers scorpionids get the All thumbs hindrance.
• Armor +2 (+2): Chitinous skin.
• Clueless (-2): Scorpionids live in dangerous environments like deserts and jungles, where they have to fight for survival each day. They favor survival over knowledge, so they get the hindrance: clueless.
• Immune to Poison & Diseases (+1):A scorpionid is immune to poisons and diseases.
• Mean (-1): Scorpionids are not very sympathetic and not very social. They suffer –2 to their Charisma.
• Natural Weapons (+1): A scorpionid has a stinger: (Str+d6) and two pincers (Str+D4) as natural weapons.
• Outsider (-1): Other races traditionally dislike the scorpionids, so scorpionids suffer a -2 modifier on Charisma when dealing with other races.
• Overconfident (-2):A scorpionid thinks “Nothing can defeat a scorpionid”.
• Poison (+2): Anyone wounded or Shaken by a stinger attack must make a Vigor roll or become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents death.
• Stamina (+2):A scorpionid start with a d6 in Vigor rather than a d4.
• Survivor (+1): Scorpionids are trained from birth to "live off the environment" and start with the Survival skill at d8.
Scorpionid (+2)
• All thumbs (-1): Because of their pincers scorpionids get the All thumbs hindrance.
• Armor +2 (+2): Chitinous skin.
• Habit (minor) (-1):A scorpionid only eats his flesh raw.
• Immune to Poison & Diseases (+1):A scorpionid is immune to poisons and diseases.
• Mean (-1): Scorpionids are not very sympathetic and not very social. They suffer –2 to their Charisma.
• Natural Weapons (+1): A scorpionid has a stinger: (Str+d6) and two pincers (Str+D4) as natural weapons.
• Outsider (-1): Other races traditionally dislike the scorpionids, so scorpionids suffer a -2 modifier on Charisma when dealing with other races.
• Overconfident (-2):A Scorpionid thinks “Nothing can defeat a scorpionid”.
• Phobia (minor) (-1):All scorpionids have an irrational fear of large deep bodies of water. It up to the GM, if a story like the fable “The Scorpion and the Frog) exists in the world and how common is the story. Perhaps the fable is in the world a story about a scorpionid and a frogman (e.g. Kuo-toa).
• Poison (+2): Anyone wounded or Shaken by a stinger attack must make a Vigor roll or become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents death.
• Stamina (+2):A scorpionid start with a d6 in Vigor rather than a d4.
• Survivor (+1): Scorpionids are trained from birth to "live off the environment" and start with the Survival skill at d8.
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