Saturday, May 5, 2018

Yoon-Suin Homebrew: The Crab-Folk

I like Yoon-Suin. It inspires me to pursue this reckless goal of randomizers atop randomizers that create something of emergent narrative value, and it is also a fun as fuck setting. I've been running it for about a month now with a really fun party, and to help make the setting stick out; I made a bunch of specific campaign classes for it. The Ivory Legionnaire was one such class, now serving as antagonists to the party. What follows is a take on the Crab-men of the setting, done up in a way that makes them a bit more fun to play as well as fun to fight/gamble on in the arena.

Shamelessly pilfered from Dungeons & Drawings
The Crab-Folk
Requirements: Constitution 10
Prime Requisite: Constitution
Hit Dice: d12
You are of a pitiful race, barely even above a beast in the eyes of ten thousand gods who yet reign over your world. You are a crab-folk, a creature of carapace and claw, a beast who is often forced into burden of human and inhuman masters who value your strength and care little for your toil. But locked beneath shell and synapses is an alien intelligence, one that could rival a man if it was given time and opportunity to utilize such cunning.
Arms & Armor: Crab-folk cannot wear armor unless it is specifically crafted for them. Such armor costs an additional 75% of the original cost and grants -1 AC from what the original amount would be. Crab-folk cannot deftly manipulate any weapon other than their own claws.
Carapace: Crab-folk possess heavy carapace that makes up the bulk of their weight. The natural To Hit AC of a Crab-folk is 13, rather than the usual 10.
Claws: Crab-folk make fine use of their bludgeoning claws. The damage caused by these claws is d8+STR Modifier.

Regrowth: Crab-folk may regrow any lost limb, taking 1d6 Constitution damage as the limb regrows soft and pink. Constitution damage lost this way may be recovered by resting and consuming copious amounts of food, gaining back 1 Constitution point a day.
Adaptation: Crab-folk adapt as they grow, gaining one of the following benefits on every even level.
Spiked Carapace: The shell of the Crab-folk deals 1d3 damage when struck by fists, claws, or any brawling attacks. Furthermore the Crab-folk can ram enemies to deal 1d3+STR Modifier damage.
Piercing Claws: The claws of the Crab-folk become honed and able to puncture enemies. The Crab-folk can choose to not add their STR Modifier to their claw attack damage and instead lower the AC of an enemy by that amount.
Jagged Claws: The claws of the Crab-folk gain brutal rending edges. If the Crab-folk attempts to grapple an enemy with its claws and succeeds, on the next round the Crab-folk’s claw attack against the enemy does 2d8+STR Modifier.
Brutal Claws: The claws of the Crab-folk become massive and powerful. If the Crab-folk rolls an 18-20 to Hit an enemy, they deal 1d12+STR Modifier+Level in damage.
Slime Excretion: The shell of the Crab-folk is able to produce a sickening mucus membrane. The AC of the Crab-Folk against melee attacks increases by +2. If the Crab-folk is in water, their movement speed is doubled.
Bubble Excretion: The Crab-folk becomes adapt at spewing forth a briny spray of bubbles. A number of times per day equal to the Crab-folk’s level, they may produce a cone of bubbles. Those struck by the bubbles take a -2 to Hit while in the cone, and they must also make a Save vs Breath Attacks or become sickened for 1d3 rounds.
Camouflage Markings: The Crab-folk’s shell looks like a great boulder covered in mildew, dead coral, and barnacles. The Crab-folk gains a +1 to Initiative rolls. If the Crab-folk attacks from ambush they gain a bonus to Hit and to Damage their target equal to their level.
Languages: Crab-folk can speak Crab and understand Haludi and its Pidgin. Crab-folk from the Topaz Isles understand Hayai rather than Haludi. A Crab-Folk of Intelligence 12+ can speak the Pidgin form of Haludi, but their voice is considered crass and repugnant on top of how insulting the Pidgin is to many groups already.
The Crab-folk
Level
Breath Attacks
Poison or Death
Petrify or Paralyze
Wands
Spells or Spell-like Devices
1-3
13
12
8
10
13
4-6
10
8
6
8
10
7-9
7
6
4
6
8
10
5
4
2
4
6
The Crab-folk
Level
Experience
Title
Hit Dice (d12)
1
0
the Bottomfeeder
1
2
2,000
the Clacker
2
3
4,250
the Snapclaw
3
4
8,500
the Bloodied
4
5
17,500
the Headcracker
5
6
35,000
the Free
6
7
70,000
the Killer of Man and Slug
7
8
140,000
the Tempest Fiend
8
9
275,000
the Dread of the Deeps
9
10
450,000
the Behemoth of the Bay of Morays
+4 HP Only

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