House Ruled Races for Hero's Journey & C&C

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House Ruled Races for Hero's Journey & C&C

Post by Lurker »

Ok I've been reading and rereading Hero's Journey, and its Tolkienesk got me thinking and pulling up old ideas

The main idea I've looked at is modified races to fit a Tolkien flavored world. Now, years ago I posted Racial Character Classes (& I still lean to the preference of making race a class). However, to make them fit Hero's Journey and C&C without making even more of a big house rule I had to dial back the RCC to a standard race rather than a full class..

They are written for Hero's Journey, so as is they don't fit C&C exactly . However, the only big differences in the games are attributes (the names are changed, Wis & Int are combined, and weal is added – it is a fate/luck attribute that doesn't exist in C&C) . However, other than the attribute differences, it should plug and play with C&C.

Now, they are defiantly a work in progress, and I need thoughts and input on them, but I don't want to wear Rigon out with my 'Hay, I've been board, … can you look at this .. what do you think about these house rules', so here you go.

Since I did full RCC on the elf, so I've focused on the Human races.

Oh yeah, though they are Tolkenesk, they aren't right out of the box from Tolkien's books and MERP etc. I mixed them with other ideas and changed the names to protect the innocent.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Re: House Ruled Races for Hero's Journey & C&C

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High Human – Deo'mo'dmann - Na'nde'adian (The great/hero/high/lordly, race of men) [ Deo'mo'dmann - long lived man / Na'nde'adian – not dying man ]

The Deo'mo'd-mann or Na'nde'adian (shortened to Deo'mo or Na'nde) are a race of man that trace their blood back to the greatest heroes of the race of man. Men and woman who served at the feet of the gods and alongside (but inferior to) the heavenly/angelic powers, some having divine ancestors themselves, (at times, also intermingling with elves, fey, and other powerful magical/mystical races - but few of them mention the fact of long ago mixed ancestry) .

Similar to the more common breed of normal humans in appearance, high humans can easily pass as a common human. Especially if they carefully attempt to pass among the common humans unnoticed. However, those of Deo'mo blood tend to be more than normal humans. They are more robust than common humanity and the force of their personality is more substantial. Additionally, the ties of fate and doom can weigh on the Deo'mo more heavily than on the more mundane common humans. This doom care fingerprints the Deo'mo with care and worry line. Because of this, those that have dealing with the deo'mo, and are perceptive, may be able to notices the high human unless they careful hide their noble lineage and avoid drawing undue attention to themselves and their long ancestry.

The Deo'mo tend to be on the edge of normal human society. They may be nobles leading society, but outside the peoples they lead, or as outliers living on the periphery and fringe of society protecting those neighbors in the wild lands.

Unlike other races, the Deo'mo tend to be drawn, some would argue forced by fate, into the life of adventuring. Those living and leading a more civilized and stable society tend to be drawn into lead, guard, and protect the peoples of their lands. The Deo'mo living in the edge of society are drawn to defend the hinterlands and the more common humans and fight the outlaws and monsters that plague the edge of the civilized lands. The Deo'mo living beyond the edge of society see their duties are to recover their peoples' lost heritage, regain the past honor and glory of their ancestors, and battle – in what seems a never ending and nearly hopeless war against – the numerous enemies of civilization and man.

The Deo'mo tend to be seen as aloof, gruff, terse, gloom filled, and darkly determined, especially by the more common humans they live among. However, the deo'mo see themselves as quiet, thoughtfully laconic, and stoic. Stoic or gloomy, as they may be to others, around fellow Deo'mo and among true friends, the Deo'mo show a good nature, caring warmth, and fidelity. Though their warmth and friendship is flavored with grim humor. The Deo'mo despite, or because of, their seperation from common mand and dark doom fate are appreciative of beauty and art. They can enjoy anything of beauty, from simple pleasures or great master works of skilled of elf, dwarf, and human artisans.

Attributes

Attribute Dice Pool
Might 3d6
Finesse 3d6
Resolve 2d6 +6
Insight 3d6
Bearing 2d6 +6
Weal 2d6+6

Abilities
COMBAT TRAINING: Like normal humans, the Deo'mo may select any one weapon. They are able to wield it without penalty, regardless of any restrictions imposed by their chosen class.

Long Life The Deo'mo live 3 - 5 times as long as other men. Additionally as they age they tend to fight of the negative physical effects of time. However, despite their long life, the time their child hood and early adolescence takes is similar to normal humans. The Deo'mo character's age slows after the character is 14 + 1d4 years old.

Great Health The Deo'mo, with the blood ties back to fey, elf, and divine blood, are more resistant to sicknesses, diseases, and resolve draining attacks than the common man. They are able to include their resolve and weal bonus to save against any such attacks. Additionally, the Deo'mo have advantage on all saves to resist non magical diseases . Finally, the character receives 1 additional endurance point per level.

Potent Magic A Deo'mo character who is able to cast spells due to their archetype is nore greatly attuned to magical powers. As such any magic the character utilizes is more effective . If the spell cast causes damage, it is is increased by +1 per every 2 levels. If the spell is not focused on harming the target, the duration of the spell is increased, or the beneficial effects of the spell, and the associated endurance points received from the spell, is increases by +1 per every 2 levels.

Potent warrior A Deo'mo character who chooses a combat focused archtype is more devastating in battle. If a Deo'mo character successfully hits a foe, the character's damage is increased by +1 per every 2 levels

Overawing ancestry A Deo'mo character is able to harness the long memories and great histories coursing through their blood going back to the heroic blessed forefathers. Once per day, plus the character's bearing modifier , the Deo'mo can cause fear in those that would oppose them and bolster their allies, or charm and influence peoples. In combat, a Deo'mo can use this ability to force any foe in the area – within 30 feet plus 10 feet for the character's bearing modifier, to make a resolve save or be effected as under the fear effect. Even if the foe successfully saves, their attack rolls are made at a negative with the character's bearing modifier being subtracted form the foes' attack roll. Similarly when this ability is used in combat, any ally or friend in the area surounding the Deo'mo receives additional temporary endurance points, and receive a bonus to any resolve based saves, equal to the character's bearing modifier. The ability lasts 1 plus the character's bearing modifier round s.

Additionally, overawing ancestor may be used in non combat social based encounters. When used in this manner, the character may intimidate, charm, beguile, entreat or cow those around them. This causes the target to be more favorable to the character or give great weight to the character's suggestions or arguments. However, if the character uses this ability to brow beat the target, or uses it to charm the target into doing something that is truly not in their best interest, especially if used often in this overbearing an maleficent manner, the long term effect may be resentment toward the Deo'mo character and a resistance to their suggestions. With repeated abusive use of this ability, the target may oppose the character's suggestion out of spite even if it is in the target's best interest to listen to the character and heed their advice.

Shadow foe A Deo'mo character sense foul creatures, servants of darkness, and maleficent peoples. Even if the corrupt foe is invisible, the character can sense, but may not know the exact location of, the creature. Additionally, when facing fell creatures and magics, the character can add their resolve and weal to their save roll against fear and shadow corruption. However, servants of shadow and evil are also able to sense when a Deo'mo character is in their vicinity. The animosity of the Deo'mo being as palpable to the creature as the creature's corruption is to the Deo'mo. They may not be able to locate the Deo'mo by this sense, but they will know a Deo'mo is near or has passed nearby recently.

Dark doom A Deo'mo character is tied to a hard fate and dark doom . The specific fate or doom will be an echo of their ancestors' actions. Their forefathers success or failures, their greatest achievement or most infamous flaw tie the character to the doom. Or, the character's fate will be a drive separate and unique from their ancestors, or a dark temptation that pull the character down hard paths. Regardless of the source, the character will have a face a that is a force harsh and irresistible non the less. The character and the DM will discuss the specifics of the doom and fate at the character's creation, and as the game advances. When dealing with the doom, the character is not able to use the benefit of advantage on rolls associated with their weal attribute,
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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maximus
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Re: House Ruled Races for Hero's Journey & C&C

Post by maximus »

Looks great Les. Has an ancient Numenorean feel.

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Re: House Ruled Races for Hero's Journey & C&C

Post by Lurker »

Thanks, glad you like it.

I have 2 others almost ready to post.

Yeah I tried for a Numenorean flavor and not just 'Strider' in the books. One of my favorite campaigns in MERP was one set in Kingdom of Cardolan as it fell. The Duenaidn were not limited to only Rangers of the North, so it opened them up to all classes. Yeah that was a fun run, but sad because we all KNEW it would eventually fall. We eventually were trying to salvage as much as we could to get it to Rivendale for the future hope. … Boy I miss that run …
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Re: House Ruled Races for Hero's Journey & C&C

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Geweold/Natamjan/Weildde'orLic
Geweold [wild/violent] /Natamjan or Nie-Mennisko [Not man] /Weildde'orLic [Wild like thing]

There are numerous peoples and societies that live beyond the bounds of civilization. Common man that exists in the hard wide world, Men turning the soil growing crops in a free family homestead around a remote thorp, herding sheep goats and long haired cattle on a remote highland farm, felling tress for lumber and taping for pelts in the wide cold northern forests. Though remote and rustic, these people are still tied tightly to civilization.

However, there are tribes, clans, confederations of people that have little ties to the softer civilized man. Peoples that populate the far wild and brutal lands. The peoples that live these hars lives call themselves many names, but the civilized man calls them Geweold [wild/violent] /Natamjan [Not man] /Weildde'orLic, and other names in other languages, but despite what they are called they are the wild barbaric peoples that thurst for the wealth of the civilized man and yet desipe the sam civilizations for soft weakness

The tribes and clans of Geweold tend to be an extension of the small insular groups of blood related families that share the burden of the harsh life. The clans and tribes, that bring these families together, tend to be reclusive with limited, friendly, interaction with peoples of other clans. Though in areas of harsh conditions and sparse population, survival may blur the line seperating one clan from another. At times one will take a wife or husband where they can be found, of marriage and blood bonds will be used to bring separate clans together. It is little know, and less spoken of, but even some of the most remote tribes interbreed with the goblin and orc and other foul humanoids. This interbreeding of man, wild though they are, and goblin is a rarity, unless forced onto the peoples of the Geweold by other more powerful overlord war chieftain, or mystical arch sorcerer.

The tribes and peoples of the Geweold live a transient, semi nomadic, hard scrabble life. Moving their people, live stock, possessions, and limited wealth from here to there as lead by their chieftain. Whether it is a Cimbri Suebi or Guthi wagon train, Ba'ida Aad or Jadis camel caravans, or Scyth Sarmati or Kazakh steppe horse herds. The Geweold are driven by need for fodder for their animals and food for their children. Migrating from poor lands, or fleeing from stronger federations of tribes of more brutal Geweold or monstrous bands of goblin and orc, the tribes move to a new land. Plus, the Geweold are always fearful of the whip and will of the dark lords and flee it into more civilized lands, or the whip and will of the shadows unite the Geweold peoples and drive them, and the goblin and orc tribes that compete and war with Geweold, into war against the nations of civilized men

Due to the harsh lands the Geweold originate in, and the brutal conditions they live in, only the strong, quick, and healthy live. The weak or ill lucked die and the tribe is stronger. Over the long generations, this has lead to the Geweold weeding out and bread out the soft and weak of their tribesmen. The Geweold, regardless of tribe, are a strong and healthy peoples. Their physical appearances may differ, depending on the specific peoples and the lands they hale from.

The Geweold is not a united specific common race, like the Deo'mo. They are different clans and tribes of man, that have grown in remote lands, and filled the niche of the environment they originate from. Though they are not a single people from a single source, they do have similarities that are common for all Geweold regardless of their lands of origin.

The various tribes and groups of Geweold are varied in their looks, how they dress, and the arms armor and equipment they utilize. The separate groups of Geweold dress and equip themselves dependent on the environment they live in. The inhabitants of the hot dry hard-pan deserts are dark haired, brown eyed, swarthy skinned and wear loos fitting light colored flowing cloths. The peoples of the great northern woods are fair haired, – though some tribes are as dark haired as the great cave bears that stalk the woods along side the – blue eyed and pail skinned and they wear heavy wool cloths and fur lined coats or tanned animal skins. The people of the long rolling grass land steppe have brown hair, tanned skin, and wear wool and felt cloth and tanned hides . All tribes of Geweold trade the excess of their meager resources to their more civilized and prosperous neighbors for valuables and tools they are unable to produce or procure from their wild lands , or they raid other tribes, civilized cities, trader caravans, or humanoid bands for those needed valuables.

The Geweold are a superstitious peoples. They have long been dominated by arcane and mystical servants of the shadow, over awed by demonic powers, cursed and beguiled by witches and hags, and given hard prophesies and limited assistance or succor by few beneficial divinities. With these dark baneful magical influences through their long histories, the Geweold have developed a deep distrust of all things mystical. They may have benevolent arcane practitioners, tribal seers and gudja or wicce of their own peoples, but they are always fearful and suspicious of magic and those that wield mystical powers.

Despite the harsh long ties to dark overlordship, or because of it, not all Geweold are evil hearted, malicious, or duplicitous. They may be hard and barbarous, but they, in their own way, may attempt to oppose the evil that has long dominated their fate. In places, some tribes of Geweold have even made fast friends and strong alliance with their more civilized neighbors and ward with them against the evil servants. Though there is always caution, and possibly distrust, in these alliances the individual Geweold, family groups, clans, and tribes that attempt to cast off the shackles that have long bound them aare able allies to the civilized man.
Attributes

Attribute Dice Pool
Might 2d6 +6
Finesse 3d6
Resolve 2d6 +6
Insight 2d6 +1
Bearing 3d6
Weal 3d6

*** Restrictive armor – a Geweold character cannot benefit from most of their linage abilities if they are wearing armor more restrictive than hauberk. If wearing heavier armor, the character can still benefit from combat training and shadow familiarity.

Combat Training: Geweold may select any two weapons – that reflect the fighting style and preferences of their culture. They can wield them without penalty, regardless of any restrictions imposed by their chosen Archetype


Shadow familiarity The Geweold ,for generations, have lived near creatures of evil, monsters, and foul servants of dark powers ; at times fighting along side them against more civilized peoples,and other times fighting against the monsters and shadows . They are familiar with all forms of monsters beasts and fell creatures. Character can make an insight check to gain knowledge on a creature they are facing. If successful, the character will know the creature's general strength, weakness, or unique abilities.


Woodland Abilities: Geweold live in the wild lands beyond the pale. Lands that have no civilized comforts and forces the inhabitants to work incessantly to fulfill their basic needs. This causes all Geweold to learn to survive in the wild lands. Regardless of the character's back ground professions, the Geweold have the abilities and skills needed to surviving in the wild lands. Hunting, tracking, navigating harsh lands to find water, the abality to find or make shelter ect – similar to the Ranger's forestry ability, though it is less developed. Also, the Geweold woodland ability does not allow the character the power to sooth wild animals as the ranger forestry ability allowes.

Quiet of step Geweold living in the wild lands, existing off their skills at hunting and stealth, to bring down game to feed themselves and their tribesmen, or kill a unsuspecting foe in a raid, has learned the need for quiet stealth. The character can move quietly, with a successful finesse check, if they move slowly and carefully, at a maximum of half speed.

Accustomed to fear Geweold have for generations lived in brutal lands surrounded by inhumane neighbors and been dominated by great harsh forces. This exposure to the continuous hardness of life has accustomed the Geweold to brutal fear . The character automatically save a fear check – due to natural ablities or cirmistances, not due to mystical spells – once plus their resolve bonus per day. If facing a character like a Deo'mo that can cause an overawing check as a natural ability (and not a magical power) , the Gewold is only immune to the effect if they are of greater level than the opponent.


Frightening presence Geweold with their ferocious strength and brutal fighting are a dreaded foe. The character can, once per day plus bearing modifier, cause a fear like effect on opponents that are within 10 ft + 10 feet per bearing modifier of the character. The target must save or be at negative to hit equal to the character's bearing modifier, min of -1 to hit.


Dark superstition The Geweold are a superstitious apprehensive people in regards to supernatural and mystical powers. These long held fears of overawing view of mystical forces weakens their resolve when dealing with magical effects. The character is unable to use the weal ability to roll with advantage when attempting to save against spells and magic effects.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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