/mlp/ FEMTORPG (Simple10)

Expanded Racials 3.7

Proposal Document is where all ideas go

This document is a an expansion to the core racial rules in the Simple10 system. Each race entry has a pool of bonus racial traits as well as the default racial ability from the Simple10 core document pasted here for the reader’s convenience. A character may select ONE of these extra options as a secondary racial in addition to the default one. Additional racial traits can be awarded for campaign achievements and character advancement at the GM’s discretion.

Core Races

Crystal Pony

Earth Pony

Pegasus

Unicorn

Buffalo

Diamond Dog

Donkey

Goat

Griffon

Zebra

Expanded Races

Breezie

Bat Pony

Deer

Ram/Sheep

Saddle Arabian

Monster Races

Bear

Minotaur

Goo Pony

Changeling Drone/Nymph/Worker

Dragon

Core Races

Crystal Pony

Residents and descendants of the ancient Crystal Empire, the emotions of Crystal Ponies are said to be reflected on all of Equestria.

Crystal Emotions: passive; when you roll a critical success, your rolls next turn receive a +1 bonus.

Earth Pony

Sturdy, tough and often big. Can move, lift, and carry heavier weights than other races.

Tough: passive; Earth ponies take 1 additional hit before becoming helpless as well as 1 extra wound once they become helpless, for a total of 6 hits and 6 wounds without other modifiers. They can also lift, carry and move heavier objects than unicorns and pegasi.

Pegasus

Speedy and adventurous. Can fly freely when they’re not carrying too much weight.

Pegasus Flight: Pegasi can fly, and get a +1 bonus to actively evade and dodge midair. Flight is about as taxing as running at full speed.

Unicorn

Noble and intelligent. Can levitate objects with telekinesis and cast magic.

Unicorn Catalyst: passive; a unicorn’s horn counts as a catalyst for spellcasting.

Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.

Buffalo

Hardy desert dwellers, a buffalo's charge is as strong as their connection to the land. They are big, lumbering things with thick muscle and bones.

Frenzy: When sent helpless, before falling, you can keep rolling for normal attacks, once per turn, until you fail. Go helpless immediately afterwards.

Diamond Dog

Subterranean gorilla dogs with a taste for gems.

Burrowing: Diamond dogs can dig tunnels and holes with ease, setting traps, moving unseen and fleeing in unexpected directions.

Donkey

Similar to earth ponies in a physical sense, if somewhat less bulky and far more stubborn.

Unbreakable Will: passive; famously stubborn, donkeys are immune to mind control, domination, intimidation and suggestion.

Goat

A curious sight in the lands of ponies, some say they are distantly related to the dread ram Grogar.

Goatcraft: passive; Min -1 for all climbing and agility rolls, and can use anything as food, including non-food items.

 

Griffon

Half eagle, half lion. Flight-capable and larger than ponies, they can carry more weight while flying, but tire quickly when doing so.

Griffon Flight: Griffons can fly, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.

Zebra

Hailing from a faraway land, zebras are knowledgeable in natural healing and shamanism. They are often regarded with suspicion by ponies.

Heightened Senses: passive; +1 to perception-based rolls (spotting, searching, listening, etc)

Ex. Rhythms (Bonuses are italicized)

Simple:

-Backstab, Rupture, Backstab, Rupture 

-Attack, Attack, Attack, Attack

Medium:

-Wrath, Attack, Heal, Wrath, Attack, Heal

-Stealth, Sleep Serum, Backstab, Rupture, Stealth, Sleep Serum, Backstab, Rupture

Complex:

-Heroism, Cheap Shot, Terrify, Cheap Shot, Attack, Attack, Heroism, Cheap Shot, Terrify, Cheapshot, etc.

Expanded Races

Breezie

Small pixie-like beings, these miniscule ponies tend to hide away in hidden villages. Despite their appearance, they have strong magic to keep themselves safe from the massive world all around.

Tiny: passive; Breezies are tiny, never getting much bigger than the size of a bug. This size helps to go unnoticed, giving them a DC-1 to hiding, sneaking, and other general out-of-sight rolls.

Breezie Flight: passive; Breezies can float on the air with their large gossamer wings. Hovering or moving through the air can be done without any effort whatsoever, however they are powerless to air currents and need to roll to fly correctly if moving against any breeze.

Bat Pony

An offshoot of pegasi with leathery wings and bat like traits. They have an affinity toward the Princess of the Night Luna.

Leathery Wings: Batponies posses leathery wings that allow them to fly silently through the air. This is about as taxing as running at full speed.

Deer

Tribal forest dwellers who live a more primitive life than the ponies of Equestria. Sharing a special connection with the forest, they are known to be very protective of their lands.

Woodscraft: forest navigation DC -1, able to eat and identify any wild flora, Can use stealth in the forest untrained, if the stealth skill is bought it is automatic.

Ram/Sheep

Descendants of a splinter group of goats choosing to co-exist with ponies instead of remaining independent. While most are content in their role, every now and then and adventurer is born of wool and steel

Steel Wool: automatic instant; once per combat treat a critical hit against you as a roll of 6 (or Min roll to succeed) .

Saddle Arabian

A mystical race of ponies that hail from a faraway desert realm.

Arabian Endurance: automatic instant/passive; once per combat; Saddle Arabians are known for their tenacity and endurance in harsh conditions. Once per combat if you are rendered helpless you may use this racial skill to immediately recover on your turn. You are immune to any adverse effects typical for a desert, and you suffer no penalties for fighting in desert environs.

Monster Races

Bear

A dominant force of nature, Bears can toss aside foes easily without a second (or even first) thought. Despite their ferocity, they are known to be docile allies to those that care for them.

Animal: passive; Even the smartest Bear is still just an animal. They cannot communicate with words to the other sentient races, but they can make general gestures to get their point across. Being an animal though allows them to speak to other fauna they may meet.

Minotaur

Individuals from this bipedal bull-like race are ambitious, and constantly trying to prove how “awesome” they are to others.

Show Them You Rock: Automatic Instant, recharge 5; Force your point of view on someone else. This allows allows one verbal based skill or skill check to automatically succeed.(i.e. Bluff, Inspire) This does not work on characters with a resistant mind.(A GM can rule that player characters all have resistant minds.)

Goo Pony

Far and few in between goo ponies are a rare sight indeed. Lacking their own society and culture, they prefer to blend into pony civilization, often times indistinguishable from heavily clothed earth ponies.

Goo: passive; You're able to change your form to better transverse small areas like under doors or in cracks. You are also able to store things inside yourself. In combat you take a DC-1 to free yourself from grapples and effects. You can also chose to remain in your base pony form with a DC4 making you appear as just another pony. Falling helpless always reveals your nature.

Changeling Drone/Nymph/Worker

Appearing as a cross between pony and insect this race feeds on the emotions of others and can mimic almost anything or anyone.

Changeling Flight You have thin gossamer wings which allow you to fly unencumbered but somewhat slower than other races. This is about as taxing as running at full speed.

Shapeshifting: recharge 3; A Changeling can imitate almost anything the same size as itself.  This acts as disguise, but can copy any specific person/object on success, with higher success rolls giving better quality to the shapeshift. The disguise is removed when knocked helpless, rolling a critical failure when attacking, or when dispelled by magic. Purchasing the disguise skill causes this ability to autocrit , but you cannot benefit from it otherwise. Changelings can tell each other apart via pheromones and can automatically see through any disguise you use.

1:  -1 penalty to all attacks in this combat.

2: - 1 to all rolls for the remainder of the session.

3+: Thralldom: The target becomes a pet for the user. They cannot score crits in this state.

Scoring a crit  or receiving damage removes a level of stupor. Player characters and powerful enemies cannot become thralls.

Dragon

Dragons who have not quite made it into adulthood sometimes leave their flight for solitary adventures and to get a jump start on that horde of treasure.

Dragon Flight: With or without wings, you are able to fly and hover while carrying heavy loads. Dragons can remain airborne indefinitely.

Chromatic Scales: instant automatic; 3 times per combat ; At character creation choose an element type, such as fire,  ice or lightning; when you use this ability the negative effects of the chosen element do not affect you. Successful attacks still deal damage as normal but the elemental effect you choose has no effect on you (i.e not helpless for a turn when hit by lightning) This also allows you attempt feats most other races can’t. (e.g. swimming in lava with fireproof scales)