Races For Into The Odd

Recently I posted pondering running an Into the Odd campaign for my group… One of my players asked if it was human-centric or if they could play a different race… and I figured why the fuck not…?  So I sat down this AM to create a few races to see if I could keep it in line with Into the Odd and keep it light…

So first I did the traditional

Dwarf

Hearty– There is a 25% chance that an attack that would drop you to 0 HP (or more) actually leaves you at 1 HP (thanks for inspiration Goblin Punch!).

Constitution– You are immune to most poisons.  Magical poisons are at the decision of the GM.

Underground Knowledge– You always know your direction underground.

 

Elf

Fae-blooded– Immune to sleep or enchantment effects from Arcanum.

Fae-powered– When using Arcanum that requires a Will save to activate, roll 2d20 and take the better result.

Sleepless– Elves do not sleep, but enter a dream-like state for 4 hours.

 

Halfling

Luck– If a Luck roll doesn’t favor you, reroll- but you must take the second result.

Small Stature- Creatures that are 7’ or taller have a hard time hitting a Halfling.  All physical attacks are treated as Impaired.

Sneaky– If a Halfling needs to make a Dex save to be sneaky they roll 2d20 and take the better result.

Then I went further out…

Clockwork Man

Construct– You don’t need to eat, drink, or breathe and are immune to poisons and diseases.

Batteries– You only need to recharge for 4 hours a night.

Metal Body– You have armor of 2 against all damage.

Metal Fists– Your fists do 1d6 damage.

Mechanical Parts– Lightning/electrical damage is enhanced.

 

The Ordained (think Deva)

Powered– Born with small orb in forehead.  This is an Arcanum that can be used once per day (unless description says otherwise).  Roll for color/ability.

Orb Color and Ability– roll 1d10: 1) Blue- fire electric beam for 1d8; 2) Red- Immune to fire damage for 1d3 turns; 3) Yellow- See in the dark for 1 hour; 4) White- heal yourself or touched for 2d6 HP or 1d3 Strength; 5) Purple- Breathe under water for 1 hour; 6) Light blue- fly (slowly) for 2d6 turns; 7) Orange- Make someone (or something) like you- even fight for you for 1d3 turns; 8) Black- create impenetrable darkness that fills a small room for 1d4 turns; 9) Green- Summon a Beast or Bird (Into the Odd, pg 4) for 2d3 turns; 10) Grey- put one target to sleep (Will save to resist) for 1 hour.

Reincarnation- When killed- reincarnated 1d6 days later in a new body.   Only vague memories of past lives exist.

Past Lives– For a piece of information that you may possess from a past life, make a Luck roll.  If it favors you, you recall the information/memory.

Finally I Into the Odded a few of my Hubris races

Murder Machine

Construct– You don’t need to sleep, eat, drink, or breathe and are immune to poisons and diseases.

Metal Body– You have armor of 2 against all damage.  Your body is so heavy that you cannot swim, but sink to the bottom and must walk along the sea floor.

Punch Them in the Face: A murder machine’s fist is hard metal and wood and does 1d6 damage.

Swiss-Army Hand– A murder machine is built to kill, and as such is outfitted with a hand that can rotate and become one of three weapons.  At chargen choose three weapons from the following list: hand crossbow (d6), dagger (d6), flail (d4), hand axe(d6), mace (d8), rapier (d8), or wheellockpistol (d8).

Hunted– The Black Queen wants her rogue Murder Machines back).  The Black Guard always shows up at the most inopportune time.

 

Avarian

Luck– If a Luck roll doesn’t favor you, reroll- but you must take the second result.

Mocking Bird– An avarian is able to mimic the voice or sound of any creature that they have heard in the past (GM has final say).  Sneaky avarians use this ability to lure a mark into a dark alley, or to distract a guard.  Target must make a Will save to disbelieve.

Magpie– Avarians collect things that others find useless or mundane; it’s a compulsion.  An avarian can make a Luck roll to see if they have some “useful” mundane item hiding in their pockets.  The item could be a hairpin, a few coins, a shiny button, an ancient skeleton key, etc.  The idea should be fun and clever to the situation.  The GM has final arbitration.

Transformation: Once a day an avarian is able to transform into a human form (this human form shows all scars, corruption, and deformities that the avarian has obtained through their rough and tumble journey).  This transformation is truly horrible to witness as bones jut out and pus, strange clear liquids and blood spew forth from the body.  The avarian stays in this transformed form as long as they desire.  Transforming or reverting back to their original form takes 1 turn.

 

 

Ekrask

Natural Weapons: An ekrask has a nasty bite attack that deals 1d4 damage, and razor sharp claws that deal 1d6 damage.  An ekrask is never considered unarmed.

Blood Spout: Once per day an ekrask can shoot blood out of its eyes.  The target must make Str save or be stunned for 1d4 turns.  The smell of the blood makes target easier to track by scent (granting a +2 bonus to Will checks to track target- if roll is needed).

Rage: Once per day an ekrask is able to tap into their ferocious nature and attack with reckless abandon.  When raging an ekrask’s melee damage is considered Enhanced, however all damage against them is likewise Enhanced.  A raging ekrask is immune to fear and mind-altering effects and is considered to have an armor of 2 for the duration. The rage lasts 2d4 turns.

 

What About Humans…?

For humans I would let them choose from my house rule abilities, and MAYBE all humans start with the full 6 HP at 1st level.

 

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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