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741. A witch doctor cursed you with a foul tongue, and you have this anchor you're just dying to show him.

742. Your capo sent you to get some guy that owes him a sizable debt and skipped town.


1 person marked this as a favorite.
Lathiira wrote:
728) You didn't leave town. You went to the inn, got a room, went to sleep. When you woke up, you were lying atop a pile of grass. The town left you.

In Soviet Russia...


78) Mosh Pit Detour
You are redirected to a rowdy heavy metal concert in progress. In the center of the crowd.


Awesome, thanks.


Maybe I should start in the ballpark of 3-5 traits?


Sorry if that came across as a bit rude.


Yep, still homebrewing a race.


I think I'd rather front load all the traits they'd get.


I really would like to know...


?


Really? Okay!

Now then, how many traits do you think Custom Design should grant?


...


Removed Creator's Scent Markers, edited Glowing Face, and added Naming Aversion and Master's Choice.

To help prevent a Synth uprising, those wishing to have a Synth must apply for a permit which contains a serial designation, which is applied to the Synth as a permanent tattoo. Synth construction itself costs 1,000 gp (?) and takes a DC 35 craft (mechanical) check, often necessitating the hire of a professional to make the check.

Synths are made with a small paper tab somewhere along the edge of their facial display. Pulling this tab activates the Synth. The creature that activates the Synth is deemed it's master.

•Type: Humanoid (Synthetic)
•Size/Speed: Medium (30 ft.) or Small (20 ft.) (see Master's Choice)
•Ability scores: Standard or Specialist (see Master's Choice)
•Languages: as their master, plus androffan (see Master's Choice)
•Synthetics also count as having their master's type and subtypes for the purpose of effects (see Master's Choice)
•Synthetics gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
•Shards of the Past (see Master's Choice)
•Low-light vision
•Darkvision 60 ft
•Jumpstarter (ex): Synths can be raised and resurrected. However, they have spell resistance 11+ their character level against such effects which they cannot lower.
•Artificial Energy Converter (ex): Synthetics are healed and harmed by both positive and negative energy, depending on how the energy is being applied (energy used to heal heals them, while energy used to harm harms them). However, they only receive half as much healing or damage from such effects. They count as metal constructs for the purposes of channeling.
•Efficient Design: Synthetics eat, breathe, and sleep. However, they can hold their breath for a number of rounds equal to 10 × their Constitution score. They need only ¼ as much food and water as other creatures their size and only need 2 hours of sleep to have a good night's rest.
•Glowing Face (ex): Instead of an articulated face typical of organic creatures, Synthetics have a facial display that is continuously lit, displaying shapes resembling eyebrows, eyes, a nose, and a mouth, styled as their master desires during the activation process, in a single color and capable of the full range of facial expressions. This light only powers down when they die. This display emits light in a focused cone, like a Miner's Lantern. It cannot be shut off, but it can be covered. Covering the light blocks all senses that would be blocked by covering one's face. If the Synth turns invisible, the light also becomes invisible.
It sheds dim light in a 30-foot cone. However, the light given off by a Synth's Glowing Face is particularly easily to perceive for creatures with low-light vision. For such creatures, a Synth's Glowing Face increases the light level by one step (to a maximum of normal) for a 60-foot cone. Magical darkness does not suppress it but instead reduces the range it can be seen to 5 feet.
•Custom Design (ex): Synthetics gain "x" traits from the Alteration sphere (USoP), rounding out their design. Their master may choose from all of the traits except change size and retain ability, with required spell points to take such a form also costing one trait each. For the purpose of limb requirements, Synthetics start with a head, two arms, two legs, and an optional tail. Their master may choose for them to lose a trait to gain natural armor as Animalistic Transformation. These traits do not count against the traits granted by Blank Form. Their effective caster level for these traits, including the natural armor, is CL 1st (see Master's Choice).
•Emulated Childhood: Synthetics do not age. However, their master may choose for them to have a childhood, growing at the same rate their master would and stops growing and aging upon reaching adulthood (see Master's Choice).
•Naming Aversion (ex): Synths are given a true name by their master upon activation. Whenever they hear another creature says this name, they must make a Will save (DC 10 + 1/2 their character level + their wis modifier), with success leaving them shaken for 1 round, and failure causing them to be paralyzed for 1 round and then compelled to follow any command that creature may have made. Furthermore, whenever the Synth says another creature's full or true name, they must make a Will save at the same DC or be sickened for 1d4 rounds (see Master's Choice).
•Master's Choice: People creating characters of this race have less influence over the traits their character receives. During character creation, that describes their character's Permit Holder to someone else (to the DM if the character is a PC, to the players otherwise), who then offers three possible scenarios of their activation and designated purposes (each with a set of chosen traits (all traits with "(see Master's Choice)" in their description) appropriate to their respective scenario), with the following rules:
1. Their Permit Holder must be their master in at least one of the scenarios.
2. If there are scenarios that designates the Synth to a combat-ready job (such as a guard or mercenary), roll a d4. On a result of 4, those scenarios are kept and may be chosen. Otherwise, those scenarios must be discarded and replaced with non-combat-ready scenarios.
3. Synths may never be designated to military roles or positions of power.
4. In the case of scenarios where a creature without any known languages activates a Synth, that Synth begins play only speaking androffan, and does not gain bonus languages from high Intelligence. However, they may speak with animals of that creature's kind.

Once the scenarios are ready, the player may choose one of those scenarios (with the associated traits) and continue creating their character from there.

---

Before determining the number of traits granted by Custom Design, is there anything I should fix?


Ok, I think that's good enough.

Next, how about Creator's Scent Markers?


Synthetic

Initially discovered among the ruins of a kingdom destroyed long ago, reverse engineering of these early specimens revealed the methods of construction to a new age. Nowadays, these creations typically serve as assistants to businesses or substitute children to sterile couples, with their use in war all but outlawed. Synthetics usually only take up adventuring when their creator is dead, unavailable, or when they are released from service.

Synthetics imprint upon their creators during construction by taking a scent sample, which they then synthesize and produce to smell like their creator mixed with ozone. They appear almost like an organic creature, often bearing a mild resemblance to their creator, except they have a light-up display for a face (they can use their "mouth" to eat and drink by means yet unknown). They are always built for a particular purpose, be it as a troubadour, a tea house server, a child, or some other purpose.

•Type: Humanoid (Synthetic)
•Size/Speed: Medium (30 ft.) or Small (20 ft.)
•Ability scores: Standard or Specialist, geared towards a purpose chosen by their creator
•Languages: as creator, plus androffan
•Synthetics also count as having their creator's type and subtypes for the purpose of effects and prerequisites.
•Synthetics gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
•Shards of the Past (skills chosen must suit their created purpose)
•Low-light vision
•Darkvision 60 ft
•Jumpstarter (ex): Synthetics can be raised and resurrected. However, they have spell resistance 11+ their character level against such effects which they cannot lower.
•Artificial Energy Converter (ex): Synthetics are healed and harmed by both positive and negative energy, depending on how the energy is being applied (energy used to heal heals them, while energy used to harm harms them). However, they only receive half as much healing or damage from such effects. They count as metal constructs for the purposes of channeling.
•Efficient Design: Synthetics eat, breathe, and sleep. However, they can hold their breath for a number of rounds equal to 10 × their Constitution score. They need only ¼ as much food and water as other creatures their size and only need 2 hours of sleep to have a good night's rest.
•Glowing Face (ex): Instead of an articulated face typical of organic creatures, Synthetics have a facial display that is continuously lit, displaying shapes resembling eyebrows, eyes, a nose, and a mouth, styled after their creator in a single color and capable of the full range of facial expressions. This light only powers down when they die. (I'm thinking something along the lines of "Other creatures gain a +10 bonus to visual Perception checks to notice Synthetics, negated by total cover and invisibility" or "Other creatures see Synthetics as though they were in an area one light level brighter than normal, up to a maximum effective level of normal light").
•Custom Design (ex): Synthetics gain "x" traits from the Alteration sphere (USoP), rounding out their design. They may choose from all of the traits except change size and retain ability, with required spell points to take such a form also costing one trait each. For the purpose of limb requirements, Synthetics start with a head, two arms, two legs, and an optional tail. They may choose to lose a trait to gain natural armor as Animalistic Transformation. These traits do not count against the traits granted by Blank Form. Their effective caster level for these traits, including the natural armor, is CL 1st.
•Emulated Childhood: Synthetics do not age. However, at your option, they may have a childhood, growing at the same rate their creator would and stops growing and aging upon reaching adulthood.
•Creator's Scent Markers (ex): Synthetics are supremely sensitive to their creator's scent and inoculated to any malodorous abilities their creator may have, but for everything else, their sense of smell is only as strong as an average human.

For now, I'd like to focus on finishing up on Glowing Face.


I was thinking of younger casters that would manifest their imaginations when I wrote up ILM.

I based Martial Casting off of the [strike] talents (which basically lets any spellcaster use a Magus' Spellstrike), altering things a little so that all sphere effects would be usable.


Is there anything unclear?


Illusion-Laced Magic:
Your magic relies on others buying into it. You gain the Illusion Sphere as a bonus talent, and you can only use sphere effects that you could currently imitate through the Illusion Sphere. All sphere effects you create are treated as Illusion effects or their original sphere, whichever is worse for you. Furthermore, if an effect you create has a Fortitude or Reflex save, creatures may choose to make a Will save instead, with success being treated as though they succeeded at said Fortitude or Reflex save.

Martial Casting:
Your magic can only be channeled through mundane violence. Sphere effects you create fail unless you succeed at a singular melee or ranged weapon attack that you make at the end of the effect's casting time. You must prepare the weapon you plan to attack with when you begin casting. You don't provoke Attacks of Opportunity while casting, unless as usual if you chose to prepare a ranged weapon attack. The casting time can never be reduced below a standard action for you. Unless you only target yourself, Summon through the Conjuration sphere, or Create through the Creation sphere, with any sphere effect, you must target/affect at least one creature or object hit by your weapon attack with the effect (you may exceed the usual range for this subject, but the area of effect must be placed as close to you as possible while doing so). Scatter and splash weapons don't allow you to exceed the number of creatures/objects affected by sphere effects. You can never gain [instill], [range], or [strike] talents, except Energy Bomb from the Destruction sphere, which instead takes effect immediately.

Sound-Based Magic:
Your magic only works for those that hear you. Creatures and Objects that don't hear you cast cannot be targeted or affected by sphere effects you create. You must have the Verbal Casting drawback to take this drawback.

How many drawbacks should each of these be worth?


I'm still interested.


103. The OG granola bar. That bland brick of hard tack. And no, you are not allowed to add sugar to it...ya filthy sinner!


Is there any new or continuing issues with this race?


I'm guessing viewing comments is an account-only feature?


I did some more tinkering, and I commented on some areas of concern. Hopefully those who don't have Google accounts can see them.


I locked a bit more potential behind Companionship Linking. Hopefully that addresses some of your concerns.


I started work on a race, and I plan on adding feats, a multiclass archetype along the lines of the Draconic Hero from In the Company of Dragons, and maybe some more alternative traits, but first I'd like to balance what I've got so far.

Here is the link:
Takir Race and Options

I should have it set up so that you may comment on the file itself, but I'll also check here for feedback.

Thank you much!


Dungeon Dudes suggested their homebrew rule on HP over on YouTube. Basically, each time you roll a new hit die, if you roll higher than average, you use your roll, otherwise you take the average.

I would personally add rerolling 1s and 2s to the above.


The viscera element has bone blast, and you can choose to pick up things like healing (kinetic healing), set up telepathic bonds/drain and control enemies (via cysts), alter your body, and even rip increasing portions of your enemies' skeletons out of their body.


Hello?


Ok, so they don't stack. Hmmm...

Any archetype suggestions?


Does Elemental Ascetic and Kinetic Chirugeon stack? I'm kinda having trouble cross referencing.


I misinterpreted the bit on manufactured weapons. Basically, my character is an quadruped (non-centauric) with prehensile front claws, but cannot wield weapons two-handed.


I'm building a Taninim with the aforementioned classes for a tristalt campaign and would like suggestions for archetypes to take. Here's a few points to consider:

· I'm going for a CG bookworm with powers over flesh and bone. No archetypes that disallow good alignments, please
· My character can't use manufactured weapons well (can only use a weapon in one hand, -2 to hit, and half speed while using)
· As my character reaches higher levels, his DEX will be reduced while STR and CON will increase outside of normal ability advancement
· While my character will get larger as he levels, my GM gave him the lesser change shape racial trait as a bonus


Did I make Prinnies too powerful?


I have to revise the race, adding a few things. Below is the entire revised version;

Prinny
+6 dex, -2 str, -2 int, -2 wis, -2 cha
Small size
Normal speed (30 ft.)
Languages: common and choice of either abyssal or infernal. May choose any non-secret language for bonus languages.
Living Grenade: allies who can lift the Prinny overhead may throw them as an improvised splash weapon. When thrown, the Prinny deals 1d8 fire damage per character level to the square they land in, and half that much to adjacent squares (DC 15 + 1/2 character level Reflex half). The Prinny's HP is then sent to negative constitution and dies.
Familiar with Death: Prinnies take one less negative level (minimum zero negative levels) when they are revived or resurrected. Furthermore, they may be revived by healing their corpse back to full health, gaining one permanent negative level (factoring in the reduction).


1.) As I have stated, I forgot you could add enhancements after the fact. Besides, having a few rings and bracelets with different enchantment would be a lot faster to switch between than retraining weapons and armor.

2.) I figured that I'd offer lower prices on starting equipment. How much of a reduction is to be decided.

3.) Players won't have to bond to thrown weapons to throw them proficiently.


Prinny
+6 dex, -2 str, -2 int, -2 wis, -2 cha
Small size
Normal speed (30 ft.)
Living Grenade: allies who can lift the Prinny overhead may throw them as an improvised splash weapon. When thrown, the Prinny deals 1d8 fire damage per character level to the square they land in, and half that much to adjacent squares (DC 15 + 1/2 character level Reflex half). The Prinny's HP is then sent to negative constitution and dies.
Familiar with Death: Prinnies take one less negative level (minimum zero negative levels) when they are revived or resurrected. Furthermore, they may be revived by healing their corpse back to full health.

Should I change anything?


1d526 ⇒ 521

Quote:
521. Prinnies from the Disgaea series, dood!


I thought you couldn't enchant(/disenchant?) weapons and armor after they've been created. Huh.

Anyways, by "not being able to upgrade weapons and armor on the fly," I meant stuff like the fighter not being able to just stuff his Brotherhood (greatsword) in his backpack, pick up an orc's greatsword and use it well right off the bat.

For the magic item slot issue, I use Innate Item Bonuses for the Head, Neck, and Ring slots.


Would it help if they get to treat their bonded weapons and armor as though they were masterwork?


I want to try a campaign where characters form emotional bonds to their weapons and armor. They get to bond with one set of armor and twice their band's worth of weapons and shields. They will be considered nonproficient with any weapon or armor they aren't bonded with, even another instance of weapon/armor of the same kind as one they're bonded with. They begin play bonded with weapons and armor chosen from their class proficiencies, but may retrain their bonds later on.

To make up for the inability to upgrade weapons and armor on the fly, I'll have rings, bracelets, circlets, and amulets have dedicated functions: rings grant weapon (and sometimes shield) enchantments on them to any attack made using that hand, bracelets grant armor enchantment to worn armor (or clothing), circlets boost magical attacks in some way (I'm not sure yet), and amulets grant spell resistance as well as bonuses to resist certain kinds of magic.

Any advice?


Since I missed some names for the assistants, here's the rest:

Xélle: Lam-Pup
Mevin: Ace
Lenn: Hliðvörður


Should I change the effects of Gigas' crushing ability? The idea was that he houses a gravity well inside his body, making him a whole lot heavier than he should be.


Nexus Institute
PHOENIX Program

Test Log #299-303 <Subject: MULTIPLE LAB ASSISTANTS>:

Date: January 22, 4069
Begin log:

Mr. Tensor is having everyone create their own personal lab assistants as an assignment, which they shall keep for the rest of the curriculum. He's grading the papers in groups of four, with Xélle, Mevin, Lenn and I in one such group. Seems mighty dumb, but he's pretty set in his ways. Anyways, the others' reports will have to come alongside my own.

The objective of this test is as follows:

Quote:
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.

Create an assistant optimized for common demands of laboratory work.

Begin testing:

Results:
The specimen (which I will call Gigas) came out rather big, almost breaking the maturation pod. Also weighs OVER 50 TONS (Quince said that's probably quantum backlash from the last experiment). Fortunately, my lab is in the basement. Unfortunately, Mr. Tensor's classroom is on the fourth floor, and Gigas will most certainly fall through the floor...and the next, and so on and so forth.

Gigas is centauric, about 20 feet from end to end, stands about 5' 6" at the frontal legs' shoulders (10' total standing height), with visual resemblance to Komodo Dragons.

Estimated Survivability Index (50% = Average Natural Human): 90%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Monstrous Humanoid
-Size Category: Large
-Speed: Slow (20 ft.)
-Languages: English/Common, one elective language. Unrestricted in learning additional languages
-Abilities: +4 Con, +2 Str, -2 Cha
-Immune to involuntary movement
-Quadruped
-Lifting and Carrying Capacity: +2 size categories.
-Fast Healing 2
-Natural Armor: +2
-Unless there is at least 12 feet of solid material directly underneath their feet, the specimen automatically deals 10d6 damage to anything under their feet as no action
-Flaw: -10 armor check penalty

-Avix Landengrauz,
Bioengineering Student

P.S.: XÉLLE, YOU ABSOLUTE WITCH!!! CHRYGOTE DESTROYED ALL OF MY GENOME BACKUPS BEHIND MY BACK, SO NOW I'M STUCK WITH A PYTHON HEAD 'TIL NEXT CHRISTMAS 'CAUSE MY PARENTS KEEP GETTING MARROW DISEASES!!! SCREW YOU STRAIGHT TO HECK, YOU PRICK!!!

______________________________________________

Quote:
378. Sapient dogs with serpentine hindquarters.

January 22, 4069:

Mr. Tensor is having us make lab assistants. Not sure why I need a dedicated lab assistant, but hey, another excuse to make something cool and cute!

On another note, I just set up a prank on good ol' Avix. It should pay out any second now...

Description:
I tried making a mer-dog, but I mixed up Rainbow Trout DNA with Diamondback Rattlesnake DNA. I composited the dog DNA beforehand (I've always hated eugenics).

Ability Synopsis, in first-term student-friendly format:

Humanoid (Mutant)
Small Size
Slower (15 ft.)
English/Common and one extra language of choice. Can learn any language
+4 Cha, +2 Dex, -2 Int, -4 Str
Immune to tripping
+1 Natural Armor bonus
+4 Racial bonus to Intimidate
Gregarious

Xélle D'Lune

______________________________________________

Mevin Hartfeld

January 22, 4069:

Here is the lab assistant I made, which I have name-

Sorry, I'll have to cut it short. Avix is peeved off again.

Quote:
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.

Classrunner

Stats:
Monstrous Humanoid
Size Tiny
Slow (20 ft.)
English/Common. Automatically learns all languages one ally knows, chosen at creation. Cannot learn languages through Intelligence
+4 Dex, +2 Int, +2 Wis, +2 Cha, -6 Str
Alertness feat
Focused Study
Grants a +2 dodge bonus to AC, the benefits of the Alertness feat, and the benefits of all Skill Focus feats chosen through Focused Study to any ally currently bearing them.

P.s.: It looks like a furry dragon, minus the wings, about two feet long, and weighs 10 pounds.

______________________________________________

Lenn Lenn

January 22, 4069:

Avix is shouting again, this time shooting actual venom. Xélle's in the hot seat now.

Note to self: stock up on antidotes.

Quote:
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).

Abilities and Deficiencies:

Humanoid (reptilian)
Medium
Slow (20 ft.)
English/Common, Icelandic/Draconic. Can learn any language
+6 Con, +2 Str, +2 Wis, -6 Dex
Obstruction: acts as a 5' x 5' square pillar at all times for others. Still affected as a normal creature
DR 5/- against single target attacks
CMB/CMD: as Colossal


Goth Guru wrote:
Lazaryus wrote:

Nexus Institute

PHOENIX Program

** spoiler omitted **...

Re: Quince's Note:

Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.

Estimated Survivability Index (50% = Average Natural Human): 100%
Is that what happened to Discord?

Answer


Does this sound right?:
Fade: 0% miss chance at full health; miss chance increases as series loses HP, to 100% at 0 HP; at 0 HP, the series immediately dies, leaving no body.

______________________________________________

Prompt 1: 1d526 ⇒ 447

Quote:
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).

Prompt 2: 1d526 ⇒ 168

Quote:
168. A race that is round. Like, round enough that it can roll away to safety.

Prompt 3: 1d526 ⇒ 16

Quote:
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.

Prompt 4: 1d526 ⇒ 54

Quote:
54. A (non-reptile) race that sheds is skin periodically.

Prompt 5: 1d526 ⇒ 142

Quote:
142. A race that has a chance to explode when their hit points are at max.

______________________________________________

How's it going on the new race(s)?


Shoot, I kinda goofed on Fade. The way it is now, it takes 20 HP at 1st level - 400 HP at 20th to fade out of existence. Is there a better way to do it?


Nexus Institute
PHOENIX Program

Test Log #298 <Subject: FADING Series>:

Date: January 21, 4069
Begin log:

Headmaster Jouxl has announced that from now on, attempts to reanimate corpses will be met with immediate expulsion, and I calmed down enough to resume experimentation. Quince from the Quantum Physics department wanted to blend disciplines with me, which I guess is okay. Normally I'd rather not deal with something so unpredictable, but whatever.

The objective of this test is as follows:

Just...See what happens, or something...

Begin testing:

Results:
A human, except it seems to fade from existence as it gets injured. A terrifying way to go, but I don't think it'll be in any danger of dying.

Quince's Note:
Heh, Bioengineering is just as freaky as they say! Our weird little abomination can fade out as some kind of defense mechanism.

Re: Quince's Note:
Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.

Estimated Survivability Index (50% = Average Natural Human): 100%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Humanoid (Human)
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common, one elective language. Unrestricted in learning additional languages
-Abilities: one elective +2 boost
-Fade: At full health, series has a 0% base miss chance; every
hit point per character level below maximum, the miss chance increases by 5%; this miss chance applies to all attack rolls made by and against the series; at 100% miss chance, the series immediately dies.
-Bonus Feat
-Skilled

-Avix Landengrauz,
Bioengineering Student


The Birb Puddin' gets Blindsight 60 feet, but is blind otherwise. It is also not Mindless. Other than that, the usual ooze traits apply.

I'd rather the ToughWool's creature type be changed to Humanoid (Mutant).

Next Race: 1d526 ⇒ 457

Quote:
457. Just a brain, mouth, and spine.

I already did my own idea once. I'll leave it.

Reroll: 1d526 ⇒ 363
Quote:
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.

Ok, I'll try it.


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: BIRB PUDDIN'!>:

Date: January 13, 4069
Begin log:

Mr. Tensor assigned us to engineer a pet on our own. I'm kinda nervous, but Big Sis gave me a DNA sample of my dear Sir Chirppy IX for Christmas. He's an older parrot, but he's still hecking CUTE! I think I'll use the sample here. My cosmetics and pet sponsors are fine with just pictures of my projects, but Avix left me a whole ream of these forms, so I'll try to use them up,too.

The objective of this test is as follows:

Make a cute bird-pet-thing!

Begin testing:

Results:
I made a living blob of feathers, but I don't think that's bad for a first attempt. It's absolutely ADORABLE!!! sometimes forms a beak and wings.

Avix's Note:
Your bird ooze creature...It's SENTIENT.

Estimated Survivability Index (50% = Average Natural Human): Who Cares? It's cute!

Below is an approximation of the series' capabilities and deficiencies:

-Type: Ooze
-Size Category: Small
-Speed: Slow (20 ft.)
-Languages: English/Common. Unrestricted in learning additional languages
-Abilities: +2 Dex, +2 Cha, -2 Str, -4 Int
-Natural Attack: Slam
-Formation (may spend a full-round action to gain either <Natural Attack: Bite> or <Fly Speed: 40 (Average Maneuverability)>. May revert back as a swift action)
-Skill Focus (Fly)

-Avix Landengrauz, Xélle D'Lune,
Bioengineering Student


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: Worm-For-A-Heart Interview>:
Date: January 7, 4069
Begin log:

So Avix went and got himself wrapped up interviewing Chrygote's "science kids," huh? Well, turns out, Chrygote had reanimated a corpse with some worm-type parasite, and it's got poor Avix so mad, bellowing out about not toying around with death, that he slammed the door on the interviewee. It was so loud, even the quantum physics kids in their building across the courtyard could hear it. I don't think he'd be in the mood to do reports anytime soon...

The objective of this test is as follows:

Chat it up with Chrygote's special friend from the grave!

Begin testing:

Results:
This grey young woman is no different in stature than a normal human, and she barely smells like anything, to my surprise. Chrygote must've kept her clean. That, or those cops just washed her. There's some stitches on her chest, over her heart.

Phage (that's the name I gave her) says that Chrygote completely abandoned her after her creation, and he fed her the same propaganda about Avix, which she thankfully didn't believe. She doesn't remember anything from before her death, which is pretty sad.

Estimated Survivability Index (50% = Average Natural Human): 50%? Why is this even on the form?

Below is an approximation of the series' capabilities and deficiencies:

-Type: Undead
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common. Unrestricted in learning additional languages
-Abilities: +2 Dex, +2 Cha, -2 Int
-Diet: only gets nourishment from blood (for plasma)

Phage is, admittedly, really creepy to look at, but she seems nice. While her being made in the first place was wrong, it doesn't feel right to destroy her now...What to do?

-Avix Landengrauz, Xélle D'Lune,
Bioengineering Student

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Next Race: 1d526 ⇒ 8

Quote:

8. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")

they dont s#+% they just periodically vomit

Er...I'm sorry...What?

Re-Roll: 1d526 ⇒ 480
Quote:
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.

Right on!

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