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View Full Version : Warforged... with a twist



gunner6
07-26-2010, 04:03 PM
I decided to do a burn of a warforged. instead of taking one straight from Ebberon canon, i decided to play around with the concept a bit. (okay, a lot). These guys are more like Cylon Centurions than classic D&D warforged. all entries enclosed in [brackets] deviate strongly from a classic D&D warforged. (Parenthetical) entries are optional, include them on a individual basis.

enjoy:

Name: Warforged Soldier

Concept/Bio: Intelligent constructs built by Dwarves, Men, and Elves to fight the Orcs. While they were renown as heroes by the Elves and Dwarves, Men tried to keep them as slaves. The Warforged were forced to flee; many of them traveled West in search of the Powers that shape the Earth, hoping to find a way to free their souls from their iron prisons.

Stats: Wi: B3, Pe: B6, Po: B8, Fo: B8, Ag: B4, Sp: B4, Speed Mult.: x3.5

Attributes: Ref: B4, Ste: B8, Hes: 3, Hea: B8, MW: B14, Circles: B1, Resources: B0

PTGS: Su: B5 Li: B9 Mi: B11 Se: B12 Tr: B13 Mo: B14

[Beliefs]:
-The forms of Elves and Dwarves are perfect.
-One day my people will exist in flesh and blood like Elves and Dwarves
-Men are greedy and corrupt, never trust them.

Instincts:
Never travel without a companion who can repair my body
Always repair companions after a battle
Never eat a wizard, their arcane blood gives nightmares and eventually madness.

Traits:
-Massive Stature
-[Unfeeling] (use Brute for a D&D warforged)
-Unflinching
-Alien
-Forged by Dwarves (Natural Armor, Dwarven Chain and Forge Mask equivalent)
-Hands of Iron (Fists are Power 1, VA 1)
-Artificial Senses (As accustomed to the dark, see CB 49)
-[Always Ticking] (+2 Ob to stealthy and inconspicuous, +1 Ob to ALL TESTS AGAINST STEALTHY: if he can hear you, he can hide from you better)
-Living Construct:
-+1D to Steel tests for injury
-Wounds do not bleed
-Wound penalties affect armor dice for natural armor
-Does not take a health test for recovery. Instead, wounds must be repaired using mending, blacksmith, armorer, or an appropriate natural magic skill. Use the rules & obstacles listed for repairing armor (BWR 184). Repairing all superficial wounds is Ob 1.


Skills: Hammer B6, Brawling B4, Boxing B4, Intimidation B4, Conspicuous B5, War-wise B6, Mending B5, (Armorer B4), (Skirmish Tactics), Hauling B3, Observation B4, Orienteering B4

Affiliations: None

Reputations: 1D Heroes of the war (only Elves and Dwarves remember), 1D infamous (among Men) for being thoroughly anti-Man

Gear: Dwarven Hammer, Armorer's tools.

Weapons:
Dwarven Hammer: I:B6 M:B11 S:B16. Add 2, VA 3, Slow, Long. +1D Balance Die
Fists: I: B5 M:B9 S:B14 Add 2, VA 2, Fast, Shortest

Looking back, i realize that they are overpowered (just look at the hammer IMS!! And Gray shade armor? Seriously?) I may lower their Power or remove the Hands of Iron trait (I mean, VA 2 fists?)

Judd
07-26-2010, 05:29 PM
I like it!

I always thought that if I did a Burnning Eberron game, I'd have to make Warforged with a series of questions rather than lifepaths, with each answer for the questions coming with stats and traits, thus constructing/burning them based on what purpose they were built for.

luke
07-26-2010, 06:09 PM
I think the gray-shade chain mail equivalent is a little much.

gunner6
07-26-2010, 06:31 PM
Update 1. Changes in bold: took out grey natural armor. it still chainmail because chainmail has 4 armor dice and a traumatic wound makes you lose 4 dice (it goes well with the injury mechanics i came up with). Also, seeing as he already has +1 VA due to his B8 power, Hands of Iron no longer makes fists VA1.



Name: Warforged Soldier

Concept/Bio: Intelligent constructs built by Dwarves, Men, and Elves to fight the Orcs. While they were renown as heroes by the Elves and Dwarves, Men tried to keep them as slaves. The Warforged were forced to flee; many of them traveled West in search of the Powers that shape the Earth, hoping to find a way to free their souls from their iron prisons.

Stats: Wi: B3, Pe: B6, Po: B8, Fo: B8, Ag: B4, Sp: B4, Speed Mult.: x3.5

Attributes: Ref: B4, Ste: B8, Hes: 3, Hea: B8, MW: B14, Circles: B1, Resources: B0

PTGS: Su: B5 Li: B9 Mi: B11 Se: B12 Tr: B13 Mo: B14

Beliefs:
-The forms of Elves and Dwarves are perfect.
-One day my people will exist in flesh and blood like Elves and Dwarves
-Men are greedy and corrupt, never trust them.

Instincts:
Never travel without a companion who can repair my body
Always repair companions after a battle
Never eat a wizard, their arcane blood gives nightmares and eventually madness.

Traits:
-Massive Stature
-Unfeeling
-Unflinching
-Alien
-Forged by Dwarves (Natural Armor, Chainmail Equivalent)
-Hands of Iron (Fists are Power 1, Call-on for any test where iron hands are useful, excluding combat)
-Artificial Senses (As accustomed to the dark, see CB 49)
-Always Ticking (+2 Ob to stealthy and inconspicuous, +1 Ob to ALL TESTS AGAINST STEALTHY: if he can hear you, he can hide from you better)
-Living Construct:
- +1D to Steel tests for injury
- Wounds do not bleed
- Wound penalties affect armor dice FOR THE LOCATION OF THE WOUND
- Does not take a health test for recovery. Instead, wounds must be repaired using mending, blacksmith, armorer, or an appropriate natural magic skill. Use the rules & obstacles listed for repairing armor (BWR 184). Repairing all superficial wounds is Ob 1.


Skills: Hammer B6, Brawling B4, Boxing B4, Intimidation B4, Conspicuous B5, War-wise B6, Mending B5, (Armorer B4), (Skirmish Tactics), Hauling B3, Observation B4, Orienteering B4

Affiliations: None

Reputations: 1D Heroes of the war (only Elves and Dwarves remember), 1D infamous (among Men) for being thoroughly anti-Man

Gear: Dwarven Hammer, Armorer's tools.

Weapons:
Dwarven Hammer: I:B6 M:B11 S:B16. Add 2, VA 3, Slow, Long. +1D Balance Die
Fists: I: B5 M:B9 S:B14 Add 2, VA 1, Fast, Shortest