Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Medieval & Fantasy Campaigns

Discuss Freedom City, Paragons, Wild Cards, or your own campaign settings here.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Fantasy Races

Postby JoshuaDunlow » Wed Sep 13, 2006 2:31 pm

The Human Race:
The humans are a wide and diverse people broken up into several cultures, depending on where you come from. Those from Endria which is the major culture, make up the bulk of the “typical” medieval setting. Those from Marakesh, live in a hard rocky land. But excel in magic. The Landish is a race of sturdy folk that live upon the borders of the Khavarundin Mountains to the far north. They are rural people, that most civilized folk call “Barbaric” because they live a more simple life. And then there are the decadent Galen. That lives in feuding city states, ruled by overlords. Most humans reach maturity at the age of 16, and can live up to 90 years or so.

Endrian Human
Ability Scores: Charisma 11
Saves: +1 Fortitude, Reflex, or Willpower
Native Language: Endrian
Bonus Skills: 4 between Craft/Profession/Languages.
Bonus Feats: None
Powers & Devices: None
PP Cost: 2pp

Galen Human
Ability Scores: Dexterity or Wisdom of 11
Saves: Reflex or Willpower +1
Native Language: Galen
Bonus Skills: 4 ranks between craft/profession/language, and Riding (Horse)
Bonus Feats: None
Powers & Devices: None
PP Cost: 3pp

Marakesh Human
Ability Scores: Intelligence of 11
Saves: +1 Willpower
Native Language: Keshlite
Bonus Skills: 4 ranks of craft/profession/language, and knowledge (arcane)
Bonus Feats: None
Powers & Devices: Magic 1
PP Cost: 4 pp

Landish Human
Ability Scores: Constitution 11
Saves: Fortitude +1
Native Language: Landish
Bonus Skills: 4 ranks of Survival, plus 4 ranks of craft,profession, or language.
Bonus Feats: None
Powers & Devices: None
PP Cost: 4pp


The Halfling Race:
Halflings look human enough. Except they are perfectly proportioned to their size. Which are 2.5 to 3 feet tall. They live in the kingdom of Wayland, a small country to the south east of Endria. Most halflings reach the age of maturity about 25 years of age. And can live up to 130 years old.

Halfling Template:
Ability Scores: -4 Str, +2 Dex, +1 Cha
Saves: +1 to all saves (except toughness)
Native Languages: The native language of the Halflings is Waylandi.
Bonus Skills: Stealth 3, Craft 2 (cook), Languages 1(Native, and Endrian), Diplomacy 2
Bonus Feats: Choose either throwing mastery, or Attack Specialization (Slings); Luck, or Fearless.
Powers & Devices: Super Senses 2 (Dark Vision); Shrinking 4 (Feats: Innate, Flaw: Permanent)
PP cost: 17pp


Half-Elves
Occasionally humans and elves mate, and sometimes the result is a half elf. They gain the benefits of both their races, but never quiet belongs in either. Most live with either their elven or human parents, and grow up in their society. But there is a rare few that leaves and take up the life of a wanderer. These half-elves are known as Ellian. Most half elves reach maturity by the age of 21, and can live up to 150 years of age.

Half Elf Template (Grow up in Elven Society):
Ability Scores: +1 Dex, +1 Cha
Saves: +1 Reflex, +1 Willpower
Native Language: Half Elves learn both languages, they learn Rivean and one of the human languages (Endrian, Keshlik, and Landish).
Bonus Skills: Bluff 2, Languages 2, Survival 2, and Notice 2
Bonus Feats: None
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision).
PP Cost: 11

Half Elves (Grow up in human society)
Ability Scores: +2 to a specific ability score, depending on the human culture see human.
Saves: +2 to culture saving throw
Native Language: The learn both Rivean, and one of the human languages.
Bonus Skills: Languages 2, plus 6 skill ranks between the racial skills of a human
Bonus Feats: None
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision).
PP Cost: 11

Half Elves (Ellian the Wanderers)
Ability Scores: +1 Dexterity, +1 Wisdom , +1 Charisma
Saves: +2 Reflex, +1 Willpower
Native Language: They learn Rivean, a human language, and their own language (ellian)
Bonus Skills: Languages 3, Survival 2, Bluff 2, Perform 1
Bonus Feats: Distract
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers; Limited); Super Senses 1 (Low light Vision); Mind Reading 2
PP Cost: 14 pp


The Dwarven Race:
The dwarves of the Khavarundin Mountains live in that impassible region to the west. They are a strong and proud people, living in the vast mountain strongholds of old; to date there are about three Dwarven strongholds left Iron Gate, Griffons Gate, and Starvast. Their deep cousins, the Mithril Dwarves. Leave deep under the earth, and have very little to do with the above ground world. They are known for their magical abilities. Each one is a clan that the character should choose to belong to. The men outnumber the woman 3 to 1. Most dwarves reach maturity at the age of 30, and live up to 350 years of age. Most dwarves range in height from 4 to 5 feet tall.

Dwarven Template:
Ability scores: +2 Con, +2 Int, and –2 Cha (max of 25 of course)
Saves: +2 Fortitude
Native Language: Khavar
Bonus Skills: Languages 1 (One human language), Craft 4 (Choose 1 specialization), and Search 3.
Bonus Feats: Attack Specialization (Choose from either a Battle-Axe, or War-Hammer), and Endurance 1.
Powers & Devices: Super Senses 4 (Dark Vision, Detect Stonework constructs-10’ range)
PP Cost: 12

Dwarven Template (Deep Dwarves):
Ability Scores: +4 Int, +2 Wis, -4 Cha
Saves: +2 Fortitude, +2 Willpower
Native Language: Khavar
Bonus Skills: Languages 1 (One human language), 3 ranks of Search, and 4 ranks between Craft , Profession, or Knowledge (Arcane)
Bonus Feats: Attack Specialization (A specific spell).
Powers & Devices: Super Senses 4 (Dark Vision, Detect Stonework constructs-10’ range); Magic 2
PP Cost: 17 pp

Complications: Forsaken (When dwarves commit heinous crimes against their own kind or clan, they are cursed. They become bald and can never grow hair again. Then their crimes are tattooed upon their scalps for everyone to see. This brands them from that moment on. Any dwarf the character meets will never trust him.) Characters who choose this as a complication get one extra hero point for successfully role playing it out.


The Elven Race:
The elves of the Rivean forest live in a dense forest to the north of the human kingdom of Endria. The elves of that region are a resilient and magical people, which live close with nature. They tend to be Aesthetically inclined, enjoying music and anything that takes time to make. Deep in the Rivean forest lays the valley of mist where five waterfalls feed into the Capitol City of the elven kingdom. Their is another form of elf called the Dark Elves, who either live in reclusive valleys or deep underground. Their ability to blend with the shadows, make them a very deadly. Most elves reach maturity at the age of 50, and can live up to 500 years of age.

Elven Template:
Ability Scores: +2 Dex, +2 Wis, -1 Con
Saves: +1 Fortitude, +2 Reflex
Native Language: Rivean
Bonus Skills: Languages 1 (One human language), Survival 3 (woodlands), Notice 2, Animal Handling 2
Bonus Feats: Attack Specialization (Choose one ranged weapon), Favored Environment (Forest), and Animal Empathy
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers); Super Senses 3 (Low light Vision, acute (hearing), extended (vision).
PP Cost: 16

Elven Template (Dark Elves):
Ability Scores: +2 Dex, +4 Wis, -1 Con
Saves: +1 Fortitude, +2 Reflex, +2 Willpower
Native Language: Holdar
Bonus Skills: Languages 2 (One other human language, and Rivean); Either Survival 2 (woodlands or underground), Notice 2, Stealth 2.
Bonus Feats: Favored Environment (Underground, or Dense Forest)
Powers & Devices: Immunity 4 (Aging, Disease, Cold, and Sleep powers); Super Senses 4 (DarkVision, acute (hearing), extended (vision).; Concealment 1 (Normal Sight; Passive Flaw)
PP Cost: 22pp

Complications:
Prejudice. Most other races see the dark elves as evil, and though this may be rightly so. Not all Dark elves are.



The Hobgoblin Race:
The hobgoblins of the savath dead wood, have a weak truce galenor. HOwever the ruthelessness and war like nature of the hobgoblins, make them hard to get alon with. They appear to be creatures roughly six feet tall, with brownish fur covering their fur like bodies. Muscular, a flat nose, and wide orange eyes. Most hobgoblins reach maturity at the age of 14, and can live anywhere from 50 to 60 years of age. If they actually live that long, their war like nature makes their life expectancy rather short.

Ability Scores: +2 Str, +1 Wis, -3 Cha
Saves: +2 Fortitude
Native Language: Savath
Bonus Skills: Languages 1 (One other human language); Intimidate 2, Knowledge 1 (Tactics), Notice 2, Survival 2.
Bonus Feats: Attack Specialization (Weapon of Choice), Fearsome Presence 1, Power Attack
Powers: Super Senses 2 (DarkVision)
PP Cost: 9 pp

Complications:
Hatred (Elves). Most hobgoblins dislike elves with a passion
Temper. Most hobgoblins are a loose temper.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Wed Sep 13, 2006 2:42 pm

For those who want a link to the D&D System Reference Document for 3.5 here it is.

http://www.systemreferencedocuments.org/35/sovelior_sage/home.html
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: Medieval & Fantasy Campaigns

Postby DonMatthew » Sat Oct 09, 2010 6:47 pm

JoshuaDunlow wrote:I for one have always liked using super hero rpgs for fantasy world settings, because of the range of possibilities that are possible with an open ended system and mutants and masterminds is one of the best in my opinion. So i will post a few interesting topics that have to do with new rules and rules conversion, the first one will be about social class and titles.


is there any super hero for medieval time?
For a wounded man shall say to his assailant, "If I Die, You are forgiven. If I Live, I will kill you." Such is the Rule of Honor.
medieval sword
User avatar
DonMatthew
Bystander
Bystander
 
Posts: 1
Joined: Sat Oct 09, 2010 6:27 pm

Re: Medieval & Fantasy Campaigns

Postby JoshuaDunlow » Sun Oct 10, 2010 12:27 am

DonMatthew wrote:
JoshuaDunlow wrote:I for one have always liked using super hero rpgs for fantasy world settings, because of the range of possibilities that are possible with an open ended system and mutants and masterminds is one of the best in my opinion. So i will post a few interesting topics that have to do with new rules and rules conversion, the first one will be about social class and titles.


is there any super hero for medieval time?


Yes actually there is. There's a book called Warriors & Warlocks for M&M, that introduces the fantasy verson of Freedom City. And an appropriate world and setting to help get things going. Glad to know peeps are still looking for threads like these.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: Social Class and Standing

Postby Phrozen » Sun Oct 24, 2010 12:36 pm

JoshuaDunlow wrote:I have introduced modifications to several feats, mainly the Benefit Feat.
Benefit (Social Class) - This feat indicates your position in society.
Benefit (Standing)- This indicates how influential and wealth you are.
Benefit (Inheritance)- This indicates a bonus to your wealth do to circumstance.


Benefit (Social Class)
The social class benefit is a way of determining your station and importance in medieval society. The feat starts at 0, but can actually be purchased below this level giving you points back.
-2 Criminals/Servants. Those of this social class have nothing, and no place in society. They are at the bottom of the perverbial bucket.
-1 Peasant/Entertainer. Those of this social class are little better than the servant class, but at least they have a home. They have few belongings, and usually owe their lives to a lord that runs the city. The Entertainer's are nothing more than vagrant wanderers, who make their living at the whims of a cities townsfolk.
0 Craftsman/Tradesman. These are the average citizens of a medieval society, those that have a trade or perform a craft. These also includes those who are labormen. They have their own house, and usually do not rely on a lord for their living.
1 Militant/Academic. These are the fighters of society, like watchmen or solidiery that helps defend the city/towen. While the academics are those of the learned society. This includes wizards and clerics.
2 Upper Class/Land Owner. Those of this level society, are important decisions makers. Skilled militant or academic class citizens, and non titled nobility such as Lord, Dames, Sirs, and ladies. At this level these characters, actually own some of their own land and property.
3 Lesser Nobility. Those of this station, make up Barons, Viscounts, and Counts of the noble ranks. The usually own a very nice home, may have some servants, soldiers, and a horse.
4 Nobility/Lesser Royalty. Those of this station make up the ranks of Earl, Duke, and Arch Duke. As well as royal prince, and princess. At this point, characters like this have some importance and sway in society. And usually can get things a lot cheaper.
5 Royalty. Those of the royal class are the kings, and Queens of society, and the sons and daughters of Emperial courts.
6 Emperial. These are the emperors and empresses, of vast nations and empires.


The only problem with this is that in the Fuedal system that the King or Emperor may not be the most powerful person in their "country". For a long time the King of France for example was maybe the third or fourth most powerful person in France behind the Duke of Normandy or the Duke of Aquitaine. The German Emperor was frequently much less powerful then the various leaders of the Dutchies of Germany, simply because he was elected by them and they chose someone they could reasonably control. Also, you forgot House Knights who served lords but didn't control any land themselves.

The one thing to remember about a fuedal system is the rule "My Lord's Lord is not my Lord". Meaning if you were a house knight and had not entered into a fuedal contract with say the King. The King could tell you to do something till he was blue in the face and you would be in your rights to refuse to do it.
Phrozen
Hero
Hero
 
Posts: 1783
Joined: Sun Apr 11, 2010 4:42 pm

Re: Social Class and Standing

Postby JoshuaDunlow » Sun Oct 24, 2010 11:08 pm

Phrozen wrote:The only problem with this is that in the Fuedal system that the King or Emperor may not be the most powerful person in their "country". For a long time the King of France for example was maybe the third or fourth most powerful person in France behind the Duke of Normandy or the Duke of Aquitaine. The German Emperor was frequently much less powerful then the various leaders of the Dutchies of Germany, simply because he was elected by them and they chose someone they could reasonably control. Also, you forgot House Knights who served lords but didn't control any land themselves.

The one thing to remember about a fuedal system is the rule "My Lord's Lord is not my Lord". Meaning if you were a house knight and had not entered into a fuedal contract with say the King. The King could tell you to do something till he was blue in the face and you would be in your rights to refuse to do it.


You are right this does not take a fuedal caste system into account, its mean to simulate the standard European title system. Which many settings just assume. That and this system is rather generic for the sake of simplicity. Anyone else is can make it as complex as you wish.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: Medieval & Fantasy Campaigns

Postby TheSummerEvening » Thu Oct 28, 2010 10:37 pm

I really like the effort you're putting out here. I'm also running a fantasy campaign using Mutants & Masterminds, though mine is one of those wacky modern fantasy things.

My next one, though, is going to be a medieval style fantasy setup, and I'll probably lift your Benefit rules for it. I might flesh them out a tad bit more, too, just so I can take note of various subcultures and the tribes living apart from the local civilizations.

I'm also planning to let people just take powers; a couple of ranks of Super Strength for Herculean might or the power to control plants for the scion of a nature spirit, or even the myriad powers of the fae are easy to throw together with the system, and I like players and NPCs to have a weird trick or two up their sleeve, much like the presence of such things in relevant folklore, such as Hercules' incredible strength, Hunahpu's ability to use anything as a replacement head, the orbs that fling disintegrating thunder used by the Sky People in several native myths (this crops up in my modern fantasy game, there's an NPC who can make gourds, corn husks, and twine into prosthetic body parts, and another who can grow hand-sized starfish-shaped creatures that can merge with locks and bolts in order to unlock them out of wood he's touching, for example).
TheSummerEvening
Bystander
Bystander
 
Posts: 17
Joined: Thu Jun 11, 2009 8:35 pm

Re: Medieval & Fantasy Campaigns

Postby JoshuaDunlow » Thu Oct 28, 2010 10:57 pm

TheSummerEvening wrote:I really like the effort you're putting out here. I'm also running a fantasy campaign using Mutants & Masterminds, though mine is one of those wacky modern fantasy things.

My next one, though, is going to be a medieval style fantasy setup, and I'll probably lift your Benefit rules for it. I might flesh them out a tad bit more, too, just so I can take note of various subcultures and the tribes living apart from the local civilizations.

I'm also planning to let people just take powers; a couple of ranks of Super Strength for Herculean might or the power to control plants for the scion of a nature spirit, or even the myriad powers of the fae are easy to throw together with the system, and I like players and NPCs to have a weird trick or two up their sleeve, much like the presence of such things in relevant folklore, such as Hercules' incredible strength, Hunahpu's ability to use anything as a replacement head, the orbs that fling disintegrating thunder used by the Sky People in several native myths (this crops up in my modern fantasy game, there's an NPC who can make gourds, corn husks, and twine into prosthetic body parts, and another who can grow hand-sized starfish-shaped creatures that can merge with locks and bolts in order to unlock them out of wood he's touching, for example).



If you like i will link my Fantasy Document. This thread is pretty old. Many of the rules were made before Warriors & Warlocks was around. So much of it would need a face lift.

http://brians-mnm-wiki.wikispaces.com/f ... cument.rtf

But i hope it has some use to some of you.

Also visit my fantasy thread in the roll Call. See my links in my signature.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Previous

Return to Mutants & Masterminds Settings

Who is online

Users browsing this forum: Charles Phipps, Voltron64 and 1 guest