@Sletchman
1. With your ogres, did you give them any benefits to balance those extra negative qualities?
2. Not sure what you mean by "on-playable Master race", but it looks like we're doing something very similar. I wouldn't mind seeing your Sprite or Changeling, if you don't mind of course.
I probably shouldn't have written this when half-asleep.
1) Yes.
* Enlightened Intimidate
* Thick Hide 2
2) First is the typo..."on-playable Master race" = NON-playable master races. Basically for the quick summary, the world is divided into 3 continents, each ruled over by a powerful race:
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Dragons: The full-fledge FC "monster" dragons, but with human-like psychology, ambitions, etc. Instead of being solitary beasts, their intelligence and power makes them a natural born rulers. Their nation is a cross pollination of Roman, Egyptian and Ancient Chinese cultures.
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Jotunar: Huge/Titanic Elemental Giants. FC's "Giant" species is as to a Jotun as an FC Drake is to a Dragon. Jotunar society is pretty much Viking/Celtic with some other ancient Germanic and Slavic influence.
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Sidhe: The most powerful fey in Faerie. The Fey Courts have moved from observers to active participants in the world and rule a continent that is based on classic western European culture. These are NOT the sidhe of the FC book. They are based on the sidhe as depicted in modern fantasy like the Dresden series.
How much of the Species do you want to see? The full write-ups are about 3 pages long. To start here is a summary and the mech.
CHANGELINGS (Cross between legendary changelings and the Eberron style changeling.)
Doppelgangers are shapeshifting fey from an area of the Otherworld known as Faerie and often travel to the natural world to wreak their form of chaos and mischief. It is common folklore that doppelgangers have a particular fondness for stealing human babies and replacing them with their own progeny. These doppelgangers grow up among humanoids and reproduce. Other doppelgangers simply mimic humanoids and infiltrate their societies, also gaining the opportunity to reproduce. The resulting offspring are called changelings, shapeshifting fey of the natural world. While they do not possess the full shapeshifting powers of their doppelganger ancestors, they are a race able to assume the features of other fey and folk humanoids.
Iconic Classes: Assassin, Courtier
Splinter Race Feats: Chameleon Heritage, Darkling Heritage, Passer Heritage, Realist Heritage. Unless you choose one of these, you are a “trickster”.
Type: Medium biped fey with a Reach of 1. Your maximum wounds equal your Constitution score.
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Attributes: +1 Intelligence, +1 Charisma
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Base Speed: 30 ft.
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Changeling Disguise (Shapeshift):^ You can magically alter your appearance, allowing you to take on the appearance of any medium-sized bipedal fey or folk species. To do so you spend two rounds to make a Disguise/Mask check at a +5 bonus and increased threat range of +3, even when you lack a kit. You do not suffer a check modifier from: Moderate Details, Height, Weight, Close or Similar Species, Gender or Age, but it is impossible to assume the appearance of a creature of a different size category. You retain your own statistics in the new form, and your clothing, armor and possessions do not change. The new form remains until you shapeshift again. However, this ability does not provide the abilities or mannerisms of the chosen form, nor does it alter your voice, this is handled with the Bluff skill. Any NPC may make an opposed Notice check versus your Disguise check whenever the character draws attention or does something out of place for his disguise, or whenever the GM feels an observer’s suspicion is raised.
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Enlightened Disguise: Your maximum Disguise rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
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Linguist: You begin knowing 2 additional languages.
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Origin Skill: You gain the Disguise skill as a bonus Origin Skill, in which you are always considered trained.
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Reviled: The Disposition of non-fey decreases by 10.
^Note: This will likely change once we have Spellbound and official Shapeshifting rules.
SPRITESprites, often referred to incorrectly as faeries, are the tiny, winged fey found commonly in Faerie. They are often curious, rambunctious and friendly, but are always deviously clever. Many fall in love with the natural world and spend as much time as they can there.
Iconic Classes: Burglar, Mage
Splinter Race Feats: Boggart, Grig, Korrigan, Pixie. Unless you choose one of these you are a simply a “sprite”.
Type: Tiny bipedal fey with Reach 1. Your maximum wounds equal your Constitution score x1/2 (rounded up).
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Attributes: +2 Dexterity, -4 Strength
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Base Speed: 10 ft.
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Achilles Heel: You suffer double damage from Cold Iron.
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Agile Defense: Your base Defense increases by 1.
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Burden of Ages: Any effect that cures or restores your vitality has only 1/2 the normal effect (round up).
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Connected: You gain 25 Reputation that must immediately be spent to create or improve a Fey contact of one of the Courts. This contact doesn’t count against the maximum number of Prizes you may keep.
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Darkvision I: You ignore the effects of dim and faint light.
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Fearless I: You are immune to negative Morale effects.
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Fey Dust: You receive a 20% discount on Fey Dust and considered to always have 20% of crafting cost in raw materials when crafting Fey Dust.
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Natural Elegance: Your Appearance bonus increases by +1.
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Poor Stability: Your Size is considered 1 category smaller during Bull Rushes, Grapples and Trips
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Restricted Action: Browbeat, Intimidate and Swim checks you make are considered untrained (see FC p.63).
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Winged Flight: You may fly with a Speed of 30 ft.