Races in the Voids of Space

I'm working on my contribution to the great hereditary line that is GLOG. For reference, Lexi over at Blasted, Cratered Land has a succinct description. It is... many times distilled. Built on the backs of the likes of Type1Ninja, Lexi, Skerples, Angus Warman (in his sidebar) and Arnold K. himself. Coming.... Eventually!

This is the race table, with sources at the bottom! If you don't know what something is, ask in the comments.












1d100
Race
Reroll
Benefit
Drawback
1-30.
Human*
Any
Extra Skill
Disadv vs Mutation
31-33.
Aasimar
WIS
Can heal ally for [level] HP once per day
Explode when Wounded for 1d8 damage in 20’ radius
34-36.
Cyborg
Any
2d8 laser beam once per day
Eat coins to recharge beam
37.
Half-Giant
CON
Shrug off 1d12 damage per day
Too big for doors
38.
Half-Orc
STR
Extra attack when you draw first blood
Most people distrust you. -3 to reaction rolls
39-43.
Halfling
DEX
Reroll a critical fail once per day
Eat double rations
44-46.
Tieflings
CHA
Light candle-sized flame anywhere on body
Animals fear you
47.
Trollkin
CON
Regen limbs/extremities
Save vs mutated regens
48.
Booze Dwarf
CHA
Blood is alcohol
All rolls are at disadv when sober
49.
Candle Dwarf
INT
Burn HP for light (1 HP = 10 mins)
Melt in the heat
50.
Mole Dwarf
WIS
Smell metal within 15’
Allergic to Copper
51.
Sea Floor Dwarf
STR
Hold breath for 8 hours
Sink like a stone
52.
Spinner Dwarf
DEX
Secrete 30’ of rope a day
No color vision
53-55.
Stone Dwarf
CON
Can identify origin of worked material
Gain exhaustion when sober
56.
Blood Elf
DEX
Your blood heals. 1 HP = 1 HP
Step down HD one size
57.
Chitin Elf
INT
+2 AC from chitin
Save vs molting under stress
58.
Dryad
WIS
Can revive dead plants
Need sunlight to benefit from Rest
59.
Gnome
DEX
Invisible if you close eyes, hold breath, don't move
Easily punted
60.
Hair Elf
CHA
Animated, prehensile hair
Save vs Rage at poor taste
61.
Sea Elf
DEX
Speak to fish
You irritate fish
62.
Silence Elf
WIS
1’ radius of Silence around hands
Deaf
63-65.
Wood Elf
CHA
Eat half as many rations
Wounds from iron and steel never heal
66.
Bugbear
STR
Adv on stealth and grapples
Need custom armor
67.
Colossus
CON
Eat strong heart to grow 1d12”
Save vs Challenges
68.
Dragonborn
STR
2d6 dragonbreath 1/day, 15’
Breath damages self too
69.
Goblin
DEX
Immune to disease
Leave filth and grease everywhere
70.
Gorgon
WIS
Petrify Gaze for 1d4 rounds 1/day
Hair is argumentative
71.
Hobgoblin
INT
Knows military hand signs
Save vs Impressing people
72.
Kobold
DEX
Can squeeze into tiny spaces
Extremely close sighted
73.
Orc
STR
When dropped to 0 or less HP, can drop to 1 instead once per session
Save vs Frenzy at blood
74-75.
Land Animals

1d20


1.
WIS
Badgerfolk - Can excavate 2x with claws
Extremely close sighted

2.
STR
Bearfolk - Claws (d6)
Too big for doors; need custom armor

3.
CON
Boarfolk - Tusks (as daggers)
Constant loud snuffling

4.
DEX
Catfolk - Half fall damage
Save vs disobeying commands

5.
CHA
Deerfolk - Antlers (as clubs)
Run when afraid

6.
INT
Foxfolk - Half time foraging
Cannot tell the direct truth

7.
DEX
Goatfolk - Rough terrain doesn’t affect movement
Constant goat odor

8.
WIS
Hedgehogfolk - +2 AC
Cannot wear armor on chest or limbs

9.
STR
Horsefolk - +2 inventory slots
Save or take 1d4 damage when fatigued

10
CHA
Houndfolk - Can track by smell
Save vs obeying commands

11.
WIS
Jackalfolk - Can speak with recently dead 1/day
Disadv on Wound rolls

12.
WIS
Molefolk - Can burrow underground as movement
Can only see 10’

13.
INT
Monkeyfolk - Prehensile tail, hand-feet
Save vs tinkering

14.
WIS
Mousefolk - Can detect incredibly quiet sounds
Freezes when afraid

15.
STR
Oxfolk - Horns (1d6+1 damage, save or stunned for a round)
Hungry enemies attack you first

16.
DEX
Rabbitfolk - Jump twice as high
Save or flee when afraid

17.
INT
Ratfolk - Can crawl through narrow spaces
Save vs fear when alone

18.
CON
Sheepfolk - Ignore cold weather
Save or flee when surprised

19.
STR
Slothfolk - Never afraid
Always surprised

20.
STR
Weaselfolk - crawl through narrow spaces
Must eat uncooked food
76-77.
Water Animals

1d10


1.
INT
Barnaclefolk - AC as Plate (carrier is encumbered as Plate)
Must be carried

2.
DEX
Bullet Shrimpfolk - LOUD punch (d12) [level] times a day
Disadv on stealth, even in the dark, from bright coloration

3.
CON
Crabfolk
1. Coconut - Horse sized (Rideable)
2. Fiddler - Wield 2-handed things in big claw
3. Horseshoe - 2-in-6 chance for blood to purge toxins each morning
4. Spider - Double reach
Disadv on any checks for fine manipulation

4.
CHA
Cuttlefolk - Adv on stealth when naked
Skin shows emotion under stress

5.
INT
Eelfolk - Adv on grappling
Can’t see any closer than 1’

6.
CON
Fishfolk - Hold breath for 5 mins
Drink double water

7.
WIS
Krillfolk - Fit through 1 cm openings
Double damage from area attacks

8.
STR
Lobsterfolk - +1 HP per level from molting
You are delicious and everyone knows it.

9.
CHA
Lousefolk - Reroll race for host. Use their physical stats. Can make a new host of any incapacitated creature with a tongue roughly human sized.
The fearful will try to kill you. Can be seen in host’s open mouth. 1 in all physical stats when outside a host.

10.
STR
Sharkfolk - Smell blood in 200’
Save vs frenzy at sight of blood
78-79.
Sky Animals

1d8


1.
WIS
Batfok - WIS check for echolocation
Save vs Fear at light

2.
CON
Goosefolk - Prehensile neck, cam fit head through small cracks
Save vs attacking when afraid

3.
INT
Hawkfolk - Make out details at a long distance
Must eat uncooked food

4.
WIS
Heronfolk - Beak (as a dagger)
Must eat raw fish

5.
WIS
Owlfolk - Adv on stealth at night
Must eat raw meat

6.
CHA
Ravenfolk - Perfect mimicry
Save vs eating corpses

7.
CHA
Songbirdfolk - Adv on reaction rolls after singing
Save vs distraction at food

8.
DEX
Swanfolk - Can sing and shout incredibly well
Cursed, -2 to saves
80-81.
Insect

1d20


1.
CON
Antfolk - Can lift 10x body weight
Save vs Fear when alone

2.
INT
Beefolk - Can loudly hover, can sacrifice self to make a d12 piercing damage melee sting attack
Step down HD

3.
CHA
Butterflyfolk - Can fly (costs 1 ration)
Step down HD

4.
DEX
Centipedefolk - You have a natural secretion melee attack that deals d4 acid damage, and move at double speed
Must eat 1HD of living creature for rations

5.
STR
Dragonflyfolk - Can loudly hover, when hovering move at double speed and turn on a dime
Needs double rations

6.
CHA
Fireflyfolk - Can emit bright light in 20' radius
Step down HD

7.
STR
Fleafolk - Small, can jump as far as they can sprint in a round
Must drink 1 HD of blood as rations

8.
WIS
Grasshopperfolk - Can jump as far as they can sprint in a round, move at double speed
Step down HD

9.
Any
Larvafolk - Whenever you level up, on your next long rest, roll a d10. On a 10-(level) or greater, you pupate and become another bugfolk race at random
Who knows?

10.
STR
Mantisfolk -  Step up unarmed damage die and may deal physical damage type of choice
Disadvantage on manipulating objects, all weapons count as improvised

11.
CON
Millipedefolk - +2 AC
Can't run, halve walk speed

12.
DEX
Mosquitofolk - Have a natural proboscis melee attack that deals d6 piercing damage and sucks blood, can loudly hover
Must drink 1HD of blood for rations

13.
WIS
Mothfolk - Can fly (costs 1 ration)
Save vs. distraction by bright lights

14.
CON
Pillbugfolk - Can roll up and roll around at double speed, have +1 AC while rolling and deal d6+CON bludgeoning damage to whoever you hit, but can't use limbs while rolling
Can't roll up and unroll in same round. When frightened or stressed, save vs. rolling up until out of stressful situation

15.
CON
Roachfolk - Advantage on all physical saves
Disadvantage on all mental saves

16.
STR
Scarabfolk
1. Dung Beetle: Can wield two-handed weapon or other large item in one hand.
2. Goliath Beetle: Size of horse, +6 to encumbrance limit.
3. Stag Beetle: Natural horn melee attack that deals d8+STR bludgeoning damage.
Disadvantage on ranged attacks

17.
INT
Scorpionfolk - Have a natural stinger melee attack that deals d4 piercing damage and forces a save vs. paralysis with (level) uses per daily rest, step up unarmed attack damage die
Disadvantage on manipulating objects, all weapons count as improvised

18.
DEX
Spiderfolk - Have spider climb, can spin sticky webs (1 min per level*10ft of web)
1. Black Widow: Has paralyzing venom melee attack, forces save vs. paralysis, with [level] uses per daily rest.
2. Diving Bell: Webs are waterproof, trap air.
3. Orb Weaver: Can make webs as combat turn instead of taking a minute.
4. Peacock: Webs can be any color you want, have fine control as painting or sculpture.
5. Tarantula: 4 manipulator arms, can't spin webs.
6. Trapdoor: Can burrow through loose earth, can't spin webs.
Step HD size down twice

19.
WIS
Waspfolk - Can loudly hover, and have a natural stinger melee attack that deals d8 piercing damage, with (level) uses per daily rest
Save vs Frenzy when wounded

20.
INT
Wormfolk - Can burrow through loose earth, have tremorsense within 30'
No hands, but you can hold one thing in your mouth
82-83.
Odd Animals

1d6


1.
CHA
Frogfolk - 20’ prehensile tongue
Drink twice as much water

2.
STR
Hippofolk - +1 HP per level from sweated antibiotics
Too big for doors; need custom armor

3.
CON
Lizardfolk -  Bite (1d6), +2 AC
Disadv on all rolls when cold

4.
INT
Otterfolk - Hold breath for 8 mins
Slippery oily skin

5.
INT
Snakefolk - Bite (1d6 + Poison)
Disadv on all rolls when cold

6.
STR
Toadfolk - Jump twice as high
Infectious warts
84.
Copper Knight
CHA
+6 AC
Cannot wear armor. Must eat metal
85.
Deck Ape
DEX
Can glide with skin flaps; Hands for feet
Absolutely disgusting sailor mouth
86.
Fletch
WIS
Can appear as a copy of a person looking at you
Save vs fear at light
87-88.
Forged
CON
Repair all HP and wound over Daily rest w/ materials
Can’t heal with rations or during short rests
89.
Galatean
STR
Punch for 1d8, 24 HP Total
Cannot heal, no HP rerolls
90.
Gith
INT
Crit on attack rolls of 1 or 2
Save vs anxiety attack at Chaos
91.
Gray
INT
Move fist sized objects 20’ per round
Disadv vs. Stress and insanity
92-93.
Mushroom
WIS
Can eat any organics as a ration
Double damage from fire
94.
Poreborn
STR
Drink blood as rations
-2 Inventory Slots
95.
Ragwretch
STR
Produce 1 cubic ft of rags per day
Double damage from fire
96.
Scab
WIS
Sense electricity within 100’. Small
Save vs Commands
97.
Starfolk

1d8


1.
DEX
Mercurial - 50% to act in surprise rounds
Eat double Rations

2.
CHA
Venusian - make no sounds when moving
Step HD down one size

3.
INT
Lunai - Adv with Technology and Advanced Magic
Disadv vs Spells and Spell like effects

4.
STR
Martian - +1 AC
Save to ever show mercy

5.
DEX
Belter - 2 HP to separate into 6 pieces (head, torso, limbs) Each have 6 in the physical stats and ⅙ of your HP
Wound on 5+ damage

6.
WIS
Jovian
1. Callistan - Rubbery, bounce and take only 1 fall damage
2. Europan - Breathe underwater and ignore extreme temperatures
3. Ganymedean - 1 HP to pull 1’ of steel wire from hair
4. Ion - Vent core [level] times a day, 1d8 damage in 10’ radius
Always encumbered as chain

7.
CHA
Saturnite
1. Titanian - Always float 1” off the ground
2. Ringwalker - Leave held objects floating in midair for 1d6 mins
No save vs forced movement, attackers can push you 5’ when they hit

8.
CON
Outworlder - Don’t need air, food, or water; blend into night sky
No HP restoration outside of daily rest
98.
Twitch
DEX
Teleport 50’ once per day
Iron deals 1d6 damage
99.
Wordzing
CHA
Can read all languages
Save or read aloud any text you see
00
Roll Twice
Either
Take both Benefits
Take both Drawbacks

* Flip a coin; Heads, they are skin-colored. Tails, they are an alien color (1d6 ROYGBV)

Sources:
Coins and Scrolls
Throne of Salt
Iron and Ink
Blasted, Cratered Land
Moonhop
Meandering Banter

My Own Brain! (for like, 2 or three minor things..)

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