Author Topic: [Toldara] Anshus (Ideas on conversion)  (Read 3673 times)

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[Toldara] Anshus (Ideas on conversion)
« on: February 01, 2014, 07:42:27 PM »
I am posting one of my optional PC races, the Anshus, from my Toldara campaign setting.  I am very interested in converting the setting over to the PJ Fantasy rules and I have already started the process.  What I am interested in is if anyone else has any ideas without looking at my conversion work.  Here follows the original 3.x version.

Anshus
Anshus are renowned for their abilities to hunt and track in the woods.  Human armies typically have atleast one Anshu scout.  Anshus are fairly strict traditionalists and believe their homelands will provide most of their needs.  Anshus are typically slow to form bonds with outsiders but when they do, have proven to be steadfast allies.  Upon betrayal or when their homelands are threatened, anshus have proven to be just as powerful adversaries.

Personality:  Anshus are never quick to make any decision concerning others; slow to judge or trust outsiders.  Those that gain the trust and friendship of an Anshu have gained a faithful companion.  Anshus have a deep respect for tradition and generally oppose random change.

Physical Description: Anshus typically stand between 5 and 6 feet tall weighing from 125 to 175 pounds with a generally slim, athletic build.  Their features are basically feline with fur that is often brown or yellow in color and even a tail. Anshus reach maturity at the age of 14 years and can live to be 90 years of age.
 
Relations: Anshus have been in a century’s long war with the Karnins. There are periods of peace between them but the truces are uneasy at best. Eventually, the hostilities seem to be always be triggered again. Anshus share a deep mutual respect of nature with the Elves and often trade goods with them. Anshus get along well with Humans except when they get greedy and try to expand into their lands.

Alignments: Anshus are usually lawful, and they tend toward neutral. Adventuring anshus may not fit the typical mold of anshun society.
 
Anshu Lands: Although Anshus can be found in most places, the largest anshu populations are typically located in the forests and plains.

Religion: The chief deity of the Anshus is Kithra, the Den Mother. She is the origin of all anshus in the world. They also revere numerous smaller gods in charge of such things as the seasons, hunting, food, etc.

Language: Anshus communicate with each other by a somewhat primitive language consisting of various feline like sounds. Many anshus have learned common as well. Most other races can not seem to master the anshu language.

Names: Anshus have three names. The first name is given at birth by the parents, the second name comes from the tribe, and the third name is awarded by the tribe elders based on the greatest aptitude or accomplishment of the individual.

Adventurers: Anshus typically do not go questing in search of gold & other coins.  They do, however, enjoy challenges and will also rise to defend the honor of their families and civilization. 

ANSHU RACIAL TRAITS
•   +2 Dexterity, -2 Constitution: Anshus are quick and agile to compensate for being somewhat frail
•   Medium-Size: As Medium-size creatures, anshus have no special bonuses or penalties due to their size.
•   Anshu base land speed is 40 feet.
•   Low-Light Vision: Anshus can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and dress in these conditions.
•   Natural Weaponry: Anshus have clawed fingers that can be used to inflict 1D4 damage.
•   +2 racial bonus on Balance, Climb, and Tumble checks: Anshus are surefooted an agile.
•   +2 racial bonus on Animal Empathy and Wilderness Lore checks: Anshus do not only live in the wilds, they are a part of it.
•   +2 racial bonus on Listen checks: Anshus have keen ears.
•   Automatic Languages: Common and Anshunti. Bonus Languages: Dwarven, Elven, Gnome, Goblic, and Orc. Smart Anshus learn the languages of their friends and enemies.
•   Favored Class: Ranger. A multiclassed Anshu's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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Charlie

I (mainly) blog about role-playing at The Semi-Retired Gamer and occasionally at A Megaversal® Miscellany.

Reading:  The Lair of Bones by David Farland.

Darius

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Re: [Toldara] Anshus (Ideas on conversion)
« Reply #1 on: February 02, 2014, 12:43:57 AM »
With a D20, each number is equal to 5 points.

Quote
•   +2 racial bonus on Balance, Climb, and Tumble checks: Anshus are surefooted an agile.
•   +2 racial bonus on Animal Empathy and Wilderness Lore checks: Anshus do not only live in the wilds, they are a part of it.

+10 points to Survivalism if taken at character creation
+10 points to Minstrelsy if taken at character creation

Mandatory Edge: Animal Attraction

Quote
+2 racial bonus on Listen checks: Anshus have keen ears.

If everything is quiet, is able to hear conversations that are whispered at almost normal noise level

or

10 point bonus to avoid being surprised by virtue of hearing movement

Quote
+2 Dexterity, -2 Constitution: Anshus are quick and agile to compensate for being somewhat frail

At character creation, players allocate 195 points to the following four attributes

Health: 30-80
Agility:  45- 70
Mind:    35-60
Speed: 35-60

Design Points: 200 (Max 0 Edges, 2 Flaws)



Semi-Retired Gamer

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Re: [Toldara] Anshus (Ideas on conversion)
« Reply #2 on: February 02, 2014, 07:16:18 AM »
You sure make that look easy.  8)

I like your suggestions!  I need to get busy on fleshing this out completely so I can post up the entire write up. Back to work...
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Charlie

I (mainly) blog about role-playing at The Semi-Retired Gamer and occasionally at A Megaversal® Miscellany.

Reading:  The Lair of Bones by David Farland.

Darius

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Re: [Toldara] Anshus (Ideas on conversion)
« Reply #3 on: February 02, 2014, 10:47:44 AM »
I am not sure about 'balance' but ignoring that, here is what I did:

1.  Find the closest ability that matches what you gave the race.
2.  Convert d20 to d100
3.  Take humans as a base.  Look at how you modified them.  Apply the bonuses/penalties to that.  This usually involves raising both the bottom and the top number by the same amount. 
4.  Look at what comes in closest to what that looks like in terms of the other non-human races.
5.  Make a few tweaks to make it fit with the idea you have and is different than other non-humans in stats, e.g. instead of having 40 for the base, change it to be 45.
6.  Take the highest number for an attribute.  Then add it to the lowest of everything else.  That gives you have many points you need to allocate for stats.
7.  Take the number of points needed for attributes and then find the race that matches that number.  Then, go to the DP chart.  Find that race and then use it for determining how many DP, Edge, and Flaws it has. 
8.  Find creative ways of getting other abilities in there using other mechanics.
9.  When in doubt, use the Gygaxian hand-waviness method to put something vague down so that it looks specific, then the GM will have to deal with what it means in the game.

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Re: [Toldara] Anshus (Ideas on conversion)
« Reply #4 on: February 02, 2014, 11:56:58 AM »
I am not sure about 'balance' but ignoring that, here is what I did:

1.  Find the closest ability that matches what you gave the race.
2.  Convert d20 to d100
3.  Take humans as a base.  Look at how you modified them.  Apply the bonuses/penalties to that.  This usually involves raising both the bottom and the top number by the same amount. 
4.  Look at what comes in closest to what that looks like in terms of the other non-human races.
5.  Make a few tweaks to make it fit with the idea you have and is different than other non-humans in stats, e.g. instead of having 40 for the base, change it to be 45.
6.  Take the highest number for an attribute.  Then add it to the lowest of everything else.  That gives you have many points you need to allocate for stats.
7.  Take the number of points needed for attributes and then find the race that matches that number.  Then, go to the DP chart.  Find that race and then use it for determining how many DP, Edge, and Flaws it has. 
8.  Find creative ways of getting other abilities in there using other mechanics.
9.  When in doubt, use the Gygaxian hand-waviness method to put something vague down so that it looks specific, then the GM will have to deal with what it means in the game.

Awesome - #9 is absolutely brilliant!
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Charlie

I (mainly) blog about role-playing at The Semi-Retired Gamer and occasionally at A Megaversal® Miscellany.

Reading:  The Lair of Bones by David Farland.