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 Itropa Subraces

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Join date : 2011-03-29

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PostSubject: Itropa Subraces   Itropa Subraces Icon_minitimeTue Mar 29, 2011 10:40 pm

This is an incomplete list of the playable subraces in Itropa. While each subrace has both both bonuses and deficiencies, in general subraces are more powerful than ordinary classes. No subraces are restricted, but their starting packages aren't as good as that of normal characters.

The actual stat/skill/feat adjustments will not always be listed here, as they are subject to change frequently for balance purposes. In these cases, recommended classes are listed, so this will give you an idea of what sort of characters will or won't work.

Itropa's subrace system uses creature hides to give the stat bonuses, so extra abilities are similar to the abilities granted by equipment. This means that subrace bonuses will not help your character qualify for other classes or feats. For example, if a subrace were to grant you the "Power Attack" feat, you would still need to spend a feat in-game on Power Attack in order to qualify for cleave.

Some subraces will change your appearance, therefore an appropriate portrait/voice set might be desireable. For tips on enabling monster portraits and voice sets, look over the "Playable Monster FAQ" at GameFaqs.com.

Major Subraces:

Marae
Grunthian
Fairy
Pixie
Alien
Femalien
Cyborg
Robot
Primal
Veggie
Brownie
Mutant Class A
Mutant Class B
Mutant Class D
Mutant Class E
Mutant Class F
Mutant Class I
Mutant Class M
Mutant Class P
Mutant Class R
Mutant Class S
Mutant Class T
Mutant Class W


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Marae

-Recommended Settings-
Race: Any
Gender: Any
Class: Druid, with intent towards Shifter.
Portrait: Generic, or Mindflayer if you have monster portraits enabled.
Voiceset: Any, or Mindflayer if you have monster voice sets enabled.

The Marae are a race of shapeshifters. They were the original inhabitants of Charta (the continent on which this mod takes place), long before the humans and other races started to arrive. They are lovers of nature, especially aquatic. Marae are generally peaceful, but they have been to war with the other races several times. Currently most Marae live apart far away from other races. To learn more about the Marae (and I strongly suggest you learn all about them before you play as one), visit the Trasa Historical Society building. It also wouldn't hurt to visit Caeorovia once or twice first.

To play as a Marae, type "Marae" (case sensitive, no quotes) in the subrace box. Make your character however you wish, but preferably Druid. Marae players are encouraged (but not required) to go for the "Shifter" PrC, since the Marae are known for their shapeshifting ability. There might be issues with your portrait when shapeshifting, so we reccomend using one of the more generic portraits, rather than one that shows someone's face. Or better yet, if you have your copy of NWN set up to where you can use monster portraits, use one of the mindflayer ones.

The head you give your character may be the head used if you shapeshift to look like that race, so design him or her accordingly. As a Marae your "craft armor" menu will have some extra functions, specifically the ability to change your shape. These alternate forms will be in appearance only, and will not grant you any extra abilities.

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Fairy

-Recommended Settings-
Race: Halfling
Gender: Female
Class: Wizard or Sorcerer
Portrait: Anything fairy-like
Voiceset: Anything fairy-like or young sounding, perhaps Innocent Idealist, or Fairy if monster voice sets enabled.

Fairies are mostly sentient, but are more emotional than logical, and are generally incapable of deep or complicated thoughts. In this respect they are similar to human children. They are highly empathic, and hate to see other creatures in pain, especially those they consider friends. They are known for their healing abilities, which are so impressive that some people mistake their abilities for magic. While it is true that scientists have yet to fully study fairy physiology, it is generally accepted that fairy powers are a combination of telekinesis and a symbiosis with nature.

To play as a fairy, type "Fairy" (case sensitive, no quotes) in the subrace box. Make your character however you wish, but preferably a female Halfling Wizard or Sorceror. For your portrait, pick someone pixie-like, or use one of the generic symbols. Or better yet, if your copy of NWN is set up to where you can use monster portraits, use a fairy portrait.

Play your fairy however you wish, but remember that they are generally healers, who flit in and out of battle to heal their teammates, rarely doing any actual fighting themselves. Fairies are quite weak and easy to kill, so they almost have to be in a group to survive. Fairies are unable to use the DataReader.

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Pixie

-Recommended Settings-
Race: Elf or Halfling
Gender: Any
Class: Any
Portrait: Anything fairy-like
Voiceset: Anything fairy-like or young sounding, perhaps Innocent Idealist, or Fairy if monster voice sets enabled.

Pixies are the offspring of Brownie/Fairy communions. As a half-breed race, they can have personalities and sentience levels of all types. Some act like skittish animals, others are as rational as scientists.

To play as a pixie, type "Pixie" (case sensitive, no quotes) in the subrace box. Make your character however you wish, but remember you will be weaker than most races. For your portrait, pick someone pixie-like, or use one of the generic symbols. Or better yet, if your copy of NWN is set up to where you can use monster portraits, use a fairy portrait. Pixies use the Brownie model, which uses the same heads as Elves, which is why we recommend using elf as the base race.

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Grunthian

-Recommended Settings-
Race: Half-Orc
Gender: Male
Class: Barbarian or Fighter
Portrait: Any Half-Orc, or Orc if you have monster portraits enabled.
Voiceset: Anything Orc-sounding, perhaps Brutish Thug, or Orc if you have monster voice sets enabled.

Grunthar is a harsh city in the desert, populated almost entirely by Orcs. These Orcs are not evil, but they do value strength above all else. In the past they have been known to enslave Marae shapeshifters, which has been a key factor in several wars. Grunthians are ruled by a king called the "Grag Prime". Every year the Grunthians hold a fighting contest, the winner of which gets to challenge the current Grag Prime for his throne. While Grunthians can be just as smart as any other race, and can be of any class, most Grunthians are barbarians with below average intelligence. They are often looked down upon by the citizens of other cities.

To play as an orc, type "Grunthian" (case sensitive, no quotes) in the subrace box. Make your character however you wish, but preferably a male Half-Orc Barbarian or Fighter. Make sure to pick one of the half-orc portraits. Or better yet, if your copy of NWN is set up to where you can use monster portraits, use an orc portrait.

Feel free to play your orc however you want, but try to play your stats at least to some extent. So if you want a smart Orc, give him smart stats. As an Orc, your "craft armor" menu will have the ability to change your appearance to other styles of Orc. This was done so that players could simulate wearing different armor types, tattoos, skin colors, etc. Please do not abuse this by treating your Orc like a shapeshifter; pick one you like and stick with it.

If you use the "craft armor" menu to change forms to one with a different skin color, make sure he has an RP reason for doing so, like an all-over body tattoo or something. If for some reason the "SetAppearance" wears off, RP it however you wish, or just change yourself back and pretend it never happened.

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Cyborg

-Recommended Settings-
Race: Any
Gender: Any
Class: Monk or Wizard
Portrait: Any
Voiceset: Any

Cyborgs are part normal race, and part machine. The extent of machinery varies from character to character. In some cases, entire limbs or organs might be mechanical. In other cases, weapons or other electronic devices might be grafted to the character's body. Cyborgs have been known to use their embedded weaponry in battle more often than external weapons. For this reason, unarmed classes are ideal, such as monks or combat casters. Wizards are preferred over Sorcerors, because the Cyborg's powers come from technology rather than psychic abilities.

Cyborgs don't get a lot of stat adjustments, but they do have several neat gizmos you can access using the Craft Armor menu. These functions require the use of Power Cells, which can be found or bought. They also get access to some exclusive equipment at the BotCo store.

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Robot

-Recommended Settings-
Race: Any
Gender: Any
Class: Fighter, with intent towards Weapon Master
Portrait: Any
Voiceset: Any, or one of the metal golems if monster voicesets are enabled.

Robots are mechanical devices made to look like humans or other sentient beings. They are quite versatile, and therefore can be any class. However, most Robots in Charta are specialists at melee fighting, so fighters are recommended. Also, Robots are often quite specialized at the primary weapon they have been programmed to use, so Weapons Master is even more ideal.

Like Cyborgs, Robots don't get a lot of stat adjustments, but they do have a few special functions you can access using the Craft Armor menu. These abilities require the use of Power Cells, which can be found or bought. They also get access to some exclusive equipment at the BotCo store.

Since Robots can generally only follow their own programming, Robot characters shouldn't RP emotions, unless they have a specific background in mind to support this. Players of Robot characters should generally be ready to follow orders from PCs it considers to be their master, or choose more of a "chaotic" personality to simulate programming gone wrong. All players should play their alignment, but this is particularly true of robots. Since they have no free will, their alignment can be considered their programming. Some suggestions for Robot alignments:

LG - Law Enforcement Robot, programmed to help others in need.
LN - Law Enforcement Robot, programmed only to follow orders without question.
LE - Law Enforcement Robot for evil government, possibly programmed for war.
NG - Basic Robot, programmed to help others in need.
N - Basic Robot, programmed only to follow orders.
NE - Basic Robot, programmed by evil user. Assassin droid, thief droid.
CG - Malfunctioning Robot, programmed to help others in need.
CN - Malfunctioning Robot, with no programming and unpredictable behavior.
CE - Malfunctioning Robot, or programmed specifically to break the law.

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Primal

-Recommended Settings-
Race: Any
Gender: Any
Class: Any; Especially melee classes
Portrait: Something unkempt
Voiceset: Something rough

Primals are non-sentient members of sentient races. These can be either feral people who were raised by wild animals, or animal half-breeds bred by science. Many Primals grew up with no human contact, and have natural instincts that allow them to survive without complex thinking. If "rescued" from the wild, most primals are unable to adapt to society, or even learn a humanoid language. However, some have learned to live with humans, and a few even managed to learn a few words of their parent race. The occasional relapse does happen, though, and often there is debate about what is better for the feral person.

The feral Primals look just like their parent races, but unkempt. The geneticly altered Primals often have human bodies with animal heads. A few possess limited shapeshifting ability, in that they can change into one alternate form. Some can control the change, others can not, and this ability has led to legends about "were-creatures" and such. Primals often wear little or no clothing, and have long hair. They are generally of Neutral or Chaotic Alignment. Primals are unable to use the DataReader, but they are able to summon animal companions at will. They have bonuses to STR/DEX, but penalties to INT/WIS.

--------------
Veggie

-Recommended Settings-
Race: Any
Gender: Any
Class: Any; though Ranger or Druid makes sense.
Portrait: Something Generic or tree-like, perhaps the Druid symbol one.
Voiceset: Anything... if no one's around to hear you, will you still make a sound?

These creatures are ambulatory plants, who have been mutated by radioactive soil. Generally they originate from the VivaSoil factory, or from Isla Morpha. They are unpredictable and capable of anything. This class could prove a real RP challenge. Veggies can not use Datareaders. Veggies are most likely True Neutral or Chaotic Neutral in alignment, but you could probably play these any way you wish. How about a non-thinking protector of the forest, whose instincts tell him to destroy any non-plants they see? Or a wise old tree who enjoys imparting wisdom to passers-by? Note they have an INT/WIS penalty due to their brains being made of bark, and low DEX, but they make up for it with a high CON and a slight damage reduction. They can cast Barkskin at will, are immune to critical hits, but weak to fire.

--------------
Brownie

-Recommended Settings-
Race: Halfling
Gender: Any
Class: Halfling recommendations would apply.
Portrait: Halfling
Voiceset: Halfling

Brownies would be citizens of Mil. They have stats similar to Halflings, so if you use Halfling as your base race, most of the race's bonuses/drawbacks will be doubled. You will probably not have the ability to select your head when you pick this class.

--------------
Prymorg

-Recommended Settings-
Race: Any
Gender: Any
Class: Barbarian or Monk
Portrait: Any
Voiceset: Any

This is a cross between the Primal and Cyborg subraces. Prymorgs are the result of genetic manipulation, by a mad scientist who mixed the DNA of two or more species, and then gave his creations cybernetic implants. The result is a creature who has abilities of both Cyborgs and Primals, but is a master of neither. Because of the varying degrees of thier animal/human DNA and cybernetic brain implants, their personalities can vary from insane to genius. Note: Since Prymorgs are not shapeshifters, you must use the OOC computer to choose a form. Please choose a form you intend to keep. If you do not see a form you like, request one (must be an actual NWN or CEP character model), or you might try buying an animal mask from the costume shop.

Unlike Primals, Prymorgs can use the Datareader. A Prymorg's wrist computer contains all Datareader functions.

--------------
Maroid

-Recommended Settings-
Race: Any
Gender: Any
Class: Druid/Shifter or Monk
Portrait: Generic, or Mindflayer if you have monster portraits enabled.
Voiceset: Any, or Mindflayer if you have monster voice sets enabled.

This is a cross between the Marae and Cyborg subraces. Maroids are the result of genetic manipulation, by a mad scientist who gave cybernetic implants to Marae. The result is a shapeshifter who has abilities of both Cyborgs and Marae, but is a master of neither. Because of the varying degrees of thier cybernetic brain implants, and the fact that feral Marae are often non-sentient, their personalities can vary from insane to genius.

Note that a Maroid's wrist computer contains all Datareader functions.


--------------
Alien

-Recommended Settings-
Race: Any
Gender: Any
Class: Any, but a lot of their skills complement rogues.
Portrait: Any, or Ghoul if you have monster portraits enabled.
Voiceset: Any

These strange extraterrestrials crash-landed in the desert, and are now bent on destroying life on this planet. Aliens should generally be of Evil alignment, given their hatred for the races of Itropa. Players of the Alien subrace should be prepared to be hated by everyone, and attacked on sight. I would strongly discourage Alien players from walking around town undisguised. Eventually we may implement a script that causes undisguised Aliens to be attacked by NPCs.

--------------
Femalien

-Recommended Settings-
Race: Any
Gender: Female
Class: Any, but note that they get a charisma boost.
Portrait: Any, or Yuan-Ti if you have monster portraits enabled.
Voiceset: Any

This is the female counterpart to the gender-neutral "Alien" subrace. While the other Aliens count on their superior technology to decimate their enemies, the Femaliens prefer to seduce their prey.

--------------
Mutants

-Recommended Settings-
Race: Any
Gender: Any
Class: Any
Portrait: Any
Voiceset: Any

There are several mutant subraces, with varying skill bonuses and stat adjustments. The term "mutant" is rather broad, and players are encouraged to write their own reasons for having exceptional skills. This could include, but is not limited to, radiation, unique or alien parentage, genetic manipulation, and so on. Generally, a mutant's powers are natural, and therefore the term would not include those with cybernetic implants and such, but in the interest of creativity such characters are still allowed. Since mutants aren't an actual "race", but anomolies of existing races, there are no RP conventions to follow. Feel free to build your character's personality however you wish, and come up with your own story.

To play a mutant character, type "Mutant Class X" (case sensitive, no quotes) in the subrace box, with the letter "X" replaced with the letter of one of the classes listed below. Here is a list of the implemented mutant subraces, and their recommended classes:

Mutant Class A
-1 STR/DEX/CON/WIS/INT/CHA
This is a basic type of mutant which is not designed for any particular class. A-Class mutants get Haste, +1 HP Regeneration, and naturally radiate light. However, all six of their stats are decreased by 1.

Mutant Class B
+2 CHA, -1 STR/WIS
B-Class Mutants are good Performers (i.e. Bards), but also make good Sorcerors as well. They get a bonus to some Bard/Spellcaster related skills.

Mutant Class D
+2 CON, -2 CHA/DEX/INT/WIS
D-Class mutants are not good at many things, but they are very difficult to kill. Ideal for Fighters, Barbarians, and Dwarven Defenders. They get a slight damage reduction, regenerate HP naturally, and get a skill bonus to some Fighter-related skills.

Mutant Class E
-2 CON/STR
E-Class mutants are escape artists. They get Mobility, Freedom of Movement, and Haste. They also get a bonus to some evasive skills. However, they sacrifice 2 AC points.

Mutant Class F
+2 STR, -1 INT/WIS
F-Class Mutants are very athletic, but not very intelligent. These characters make great brutish fighters. They get a bonus to a couple of Fighter-related skills.

Mutant Class I
+4 INT, -2 CON/DEX/STR
I-Class Mutants are highly intelligent and knowledgeable. They get a large bonus to "Lore", and have true seeing.

Mutant Class M
+1 CHA/INT, -1 DEX/STR
M-Class Mutants make good Merchants and item crafters. They get all Weapon and Armor proficiency feats, because they have to wear/hold an item in order to alter it. They also get a bonus to all crafting skills, plus appraise and lore. They also have exclusive access to the "Trasa Bazaar", where they can buy crafting materials and other rare items to sell to other players.

Mutant Class P
+1 CHA/WIS, -1 CON/STR
P-Class Mutants are Psychics (i.e. Sorcerers/Druids). They get a bonus to some Druid/Spellcaster skills.

Mutant Class R
+2 DEX, -2 STR/WIS
R-Class mutants make good thieves. They get an extra +1d6 to their Sneak Attack, and a large number of rogue-related skill bonuses.

Mutant Class S
+4 CHA, -1 STR/WIS/CON/INT
S-Class mutants aren't good for much, but they're almost eerily beautiful. They have the ability to raise their Charisma further at will, and they have the ability to charm their enemies. They get a few small bonuses to spellcasting abilities as well (particularly Evocation), so they're perfect for Sorcerors and possibly spell-heavy bards.

Mutant Class T
+2DEX, -2 CON/STR/WIS
T-Class mutants make good finesse fighters. They get the feats Amibidexterity, Dodge, Mobility, Two-Weapon Fighting, and Weapon Finesse for free. They also get a bonus to the Parry and Tumble skills. Players must remember that playing this subrace will not help them qualify for Improved Two-Weapon Fighting.

Mutant Class W
+2 INT, -2 STR
W-Class Mutants are Scientists (i.e. Wizards). They get a bonus to some Spellcaster skills.
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EMT

-Recommended Settings-
Race: Any
Gender: Any
Class: Any, but preferably Cleric
Portrait: Any, or Will of Wisp if Portraits enabled
Voiceset: Any

EMTs are small probes whose sole function is to wander the countryside, looking for mortally wounded humanoids to rescue. These devices are virtually indestructible, can teleport for free, and have a limitless capacity for helping others. However, these probes can do very little else. A player wishing to play as an EMT must be aware that their RP will be minimal - their sole function is to wander the countryside, helping dying players. Players of EMTs are also not allowed to follow a single player around, acting as a summoned healer, helping them cheat their way through a dungeon. EMTs are unable to use the datareader.

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