Wednesday, October 2, 2013

Bloodocalypse Race: The Tovi


Some of you might remember this little guy. I went ahead and created them for my DCC RPG campaign world Bloodocalypse. The Tovi ended up with some skills that make them fit right at home in the world of rusting ancient devices and barbarians. As the most adept race at handling the ancient technology that litters the world, they fill a unique niche. Not sure how well they would do in a world without laser pistols or disintegration-beam traps.

The Tovi


The Tovi race are short humanoids with wide leathery ears, slick greenish or yellow skin and a fondness for technology and adventure. Born deep underground in the dark and twisted passageways as part of huge communities they insulate themselves from the darkness of the twisted below with layers of deadly traps. Although most of the Tovi live far underground occasionally one will venture in the light world above to find a place away from their society.

The most common means of Tovi ending up on the surface is through mishaps with ancient technology that transport them to the surface.

Alignment: Most Tovi are neutral, though both extremes exist. Chaotic Tovi are the most likely to find their way to the surface.

Hit Dice: Tovi gain 1d6 hit points per level.

Weapons and Armor: Tovi have a sharp mind and can learn to use advanced weaponry with very little experimentation needed. They are considered trained in any advanced weapons they find or construct. They are also proficient with: crossbows, daggers, hand axes, short swords, longswords, clubs, slings, staves, javelins and short bows. Tovi can wear any armor, but tend to prefer lighter armors that do not hinder the use of their hands.

Senses: Tovi can see in the dark up to sixty feet. They also gain a bonus based on their level on rolls to detect secret doors and mechanic devices, including mechanical traps. Traps are detected as an intelligence check with a bonus equal to the Tovi’s level. Tovi often claim to "hear" devices speaking to them, or seeing tell-tale signs of traps that others cannot see.

Tinkerers: In addition to finding traps, as explained above, Tovi have an innate understanding of mechanic devices. They can disable mechanical traps and pick locks as an agility check with a bonus based on their level.

Tovi can also make an intelligence check with a bonus based on their level to figure out the use of a mechanic device, and even possibly to make repairs to mechanical or magi-tech devices.

Tovi can construct traps given they have access to the materials needed to build one. On a very high disable trap roll, a Tovi can extract the materials to build their own trap from the device they disable. Their disable check has to beat the traps disable DC by 5 or more to do this. Traps constructed from scavenged parts will generally only fire off once before needing to be repaired.

Tovi Luck: Tovi can spend luck on saving throws to avoid bad effects, the same as other characters. When spent on saving throws, however, the expenditure is not permanent and the Tovi can recover his luck at 1 point per day or 2 points per day of rest. A Tovi can cancel a fumble with a device or disarming a trap by spending a point of luck - unlike with saving throws this use of luck is not recovered with rest.



Level
Attack
Crit Die/Table
Action Dice
Tinkerer
Fort
Reflex
Will
1
+1
1d8/III
1d20
+2
+1
+1
+1
2
+2
1d8/III
1d20
+4
+1
+1
+1
3
+2
1d10/III
1d20
+6
+2
+2
+2
4
+3
1d10/III
1d20
+7
+2
+2
+2
5
+3
1d12/III
1d20+1d14
+8
+3
+3
+3
6
+4
1d12/III
1d20+1d14
+9
+3
+3
+3
7
+4
1d14/III
1d20+1d14
+10
+4
+4
+4
8
+5
1d14/III
1d20+1d16
+11
+4
+4
+4
9
+5
1d16/III
1d20+1d16
+12
+5
+5
+5
10
+6
1d16/III
2d20
+13
+5
+5
+5

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