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MLPFMTORPG Expanded Races

By: Drexel on Apr 6th, 2013  |  syntax: None  |  size: 4.48 KB  |  hits: 59  |  expires: Never
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  1. MLPFMTORPG Expanded Races
  2.  
  3. Earth Pony
  4. (small body)
  5. -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 or pegasi.
  6.  
  7. Pegasus
  8. (small body, winged)
  9. -Winged: Pegasi are light and agile, and well known as the best fliers in Equestria.
  10. -Agile: passive; you have +1 for midair dodging and precision aerial maneuvers
  11.  
  12. Unicorn
  13. (small body, horn)
  14. -Unicorn Catalyst: passive; a unicorn’s horn counts as a catalyst for spellcasting.
  15. -Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
  16. -Improved - Improved Telekinesis: spell, recharge 2; use sheer force of will to perform highly detailed or complex tasks such as watchmaking, or lifting extreme weights or multiple individuals.
  17.  
  18. Crystal Pony
  19. (small body)
  20. -Crystal Emotions: passive; when you roll a critical success, your rolls next turn receive a +1 bonus. When you roll a critical failure, your rolls next turn receive a -1 penalty.
  21.  
  22. Arabian Pony
  23. (tall body)
  24. -Arabian Descent: instant, once per session; add a +1 bonus to your roll
  25. -Arabian Agility: Dodge checks while on open terrain are DC -1.
  26.  
  27. Bat Pony
  28. (small body, winged)
  29. -Batwings: Wings are leathery instead of feathery, flying is about as taxing as running at full speed.
  30. -Nocturnal(Racial): No negative modifiers for darkness(echolocation) Hearing perception is +1
  31.  
  32. Donkey
  33. (small body)
  34. -Unbreakable Will: passive; famously stubborn, donkeys are immune to mind control, domination, intimidation and suggestion. This is also useful for ignoring pain and such.
  35.  
  36. Zebras
  37. (natural connection)
  38. -Heightened Senses: passive; sight and hearing DC -2
  39.  
  40. Buffalo
  41. (Large Body, Horns)
  42. Huge: passive; if a buffalo has more than one hit remaining till helpless, any attack that would normally render a character helpless instead reduces a buffalo to one hit remaining.
  43.  
  44. Cow
  45. (Large Body, Horns)
  46. Big Boned Bertha: You’re a cow, you are big and proud. When you are normally helpless you go into a frenzy. Your next action is critical, if its a success you stay frenzied, but your first crit fail will make you helpless.
  47.  
  48. Diamond Dog
  49. (Bipedal, Dexterous)
  50. -Burrowing: Diamond dogs can dig tunnels and holes with ease, setting traps, moving unseen and fleeing in unexpected directions.
  51.  
  52. Changeling Drone/Nymph
  53. (small body, horn, winged)
  54. Insectoid wings: Changeling wings are soft and membranous, and difficult fly checks are -1, this is about as taxing as running at full speed
  55. -Basic Training: Most Chagelings have little expert training and have access to only 3 skill points at creation
  56. -Shapeshifting:: spell, recharge 3; A Changeling can imitate almost anything the same size as itself. Just as the disguise skill only it is considered to autocrit(any success is critical) when used. The disguise is removed when knocked helpless, rolling a critical failure when attacking, or when dispelled by magic
  57.  
  58. Deer
  59. (small body, horns, natural connection)
  60. -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 autocrits inside forest.
  61.  
  62. Gazelle
  63. (small body, horns)
  64. -Zigzag: you’re a natural at dodging, 1 lower minimum roll to all fleeing, and dodging. can’t apply to your attacks.
  65.  
  66. Camel
  67. (tall body, hump)
  68. Hump: Camels store water in the fatty tissue on their backs and can go for weeks without any water and little food.
  69. Desert Adapted : Camel adventurers are usually highly trained desert warriors  +1 for attack and agility checks while in desert terrain.
  70.  
  71.  
  72. Griffon
  73. (claws, dexertious, winged)
  74. -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.
  75.  
  76. Goat
  77. (small body, horns)
  78. -Goatcraft: passive; +1 for all climbing and agility rolls, and can use anything as food, including non-food items.
  79.  
  80. Ram/ sheep
  81. (small body, horns)
  82. -Heavy Wool: passive; Sheep take reduced damage from cold weather and cold-based magic attacks
  83. -Mountaineering: +1 for climbing high slopes and dodging while on difficult terrain.
  84.  
  85. Teen Dragon
  86. (Bipedal, Dexterous)
  87. -Fire Breath: spell; Recharge 3; targets an enemy in front of you with green dragonflame. Can be used to send messages.
  88. -Lavaproof Scales: Dragons can swim in Lava and are immune to most types of fire damage