Sonichu Sonichu Pen and Paper roleplaying game

I don't have a Skype thing, but I could get one.

As for map tools, I've been on Roll20 before, but if anyone has some better suggestions go for it!

...I've been starved of tabletop RPG's for ages, I can't believe I might find one here of all places.

Woo.
 
I'd probably run it via some online mapping thing. Anyone have any suggestions?

Also, send me your skype names via pm, so i can contact you. We might emd up using it for a group chat or some shit

Would It be possible to request a write up of this if you manage to get something together
I love reading stuff like this
 
Would It be possible to request a write up of this if you manage to get something together
I love reading stuff like this

It's post WWII, and the world has started recover from the horrific conflict. Soldiers have returned from the fields of horror, some more stable than others, and returned to their lives before. All throughout Arkham there have been whispers of somethe queer. Men have been found dead in the streets, electricuted, and women kidnapped from their homes, all under the shadow of newfound cult whose members wear a yellow clay tablet from their neck. It is up to our intrepid investigators to discover the truth of this cult, and prevent Arkham from turning into the wonderland of a horrific manchild.
 
I don't have a Skype thing, but I could get one.

As for map tools, I've been on Roll20 before, but if anyone has some better suggestions go for it!

...I've been starved of tabletop RPG's for ages, I can't believe I might find one here of all places.

Woo.
We have a Tabletop RPG group you could join, it def needs more love.
 
Likewise, I don't have Skype, and I'm currently in Japan, but I'll figure something out, I think.

I don't have a Skype thing, but I could get one.

As for map tools, I've been on Roll20 before, but if anyone has some better suggestions go for it!

...I've been starved of tabletop RPG's for ages, I can't believe I might find one here of all places.

Woo.


If you set up skype, do let me know. We need at least 2 more players, but the more the merrier
 
I would probably be interested in this as well, have both Skype and Roll20.
Oh, if this is going to be a thing, I'll certainly be interested. I have a skype, roll20, and such.
Thanks for joining. We have enough slots for 2 more people join the game, however we do have enough people to start the game. Would anyone be interested in me posting a summary of the events once this is all over
 
If you need someone i'll jump in although i'm in Ireland so timezones might be a bastard but i'll try, I have Skype if you want it send me a PM

I'd have to get Roll20 though i'll do that later or something
 
If you need someone i'll jump in although i'm in Ireland so timezones might be a bastard but i'll try, I have Skype if you want it send me a PM

I'd have to get Roll20 though i'll do that later or something

Thankfully there's no downloads or anything, it's all on-site. I mean, you gotta sign up, but I don't even remember if they need a verification email.
 
I'd be interested if I wasn't a complete and utter P&P nooblord.
Also my free time varies wildly. Shit can pop up at any given time.
 
Updated Opening:
The year is 1927. The world has mostly recovered from The Great War,
and while many still bear the scars of this terrible war, but they
have at least partially recovered. The United States is enjoying
it's new boom in it's economy, which is felt all throughout the states,
including in Arkham. Arkham has grown from a small university town to
one of the most prodigious cities in the world. Even here, however,
darkness seeps in from the least suspecting places. Three individuals
find themselves intertwined with The Cult of the Eléctrico Erizo.
Married Men have been found dead in the streets, electrocuted,
their wives kidnapped. Something is off in the air of Arkham,
and it is our intrepid investigator's job to discover what it is!

A Summary of Current Events:
One autumn morning, three individuals are brought together. The first is
November (Dollars2009), a homeless dog-kin burglar, who after two weeks
of staking out an apartment, finally takes a golden opportunity to break in
to the apartment, and take whatever she can. The second is Dmitri Cherkov
(Bones), an alcoholic Russian private investigator, who was offered a whopping
sum of $5000 to find and bring back one Elizabeth McLearey, who has
disappeared a few week ago. The the third is Doctor Fulgur, a brilliant scientist,
who is blackmailed into offering $5000 dollars, lest his secret is revealed.
These three come to this apartment each for their own reasons. After causing a
ruckus, the police come, arrest the good doctor for trespassing as Dmitri and November
bluff and hide their way out of trouble.

November, seeing Dmitri as a potential source of employment, offers her services to him as an apprentice,
and Dmitri agrees. The two set off with a more thorough investigation into Elizabeth, and find a connection
between here and a Philanthropic Group known as The Electrico Erizo. Discovering
that Elizabeth was raised in an orphanage funded by the Electrico Erizo, they set off
for the building, only to find it to be abandoned. Exploring the building they are
harassed by a strange, invisible creature, whispering in their ears, blowing out their lantern,
and gently caressing them with its cold, pallid fingers as thumps reverberate throughout the halls
of the orphanage. It isn't until they reach Elizabeth's former bunk, and open her footlocker
to discover a basic, yellow tablet that the beast threatens them in any way. After discovering
the tablet, the party is attacked by the cold, slimy beast, forcing them to run for their lives.
The run hard and fast, falling through the stairs of the orphanage whilst doing so.
November breaks her leg, but with Dmitri's aid, they successfully avoid death
at the horrid hands of the beast. They drive away, alive, but scarred in both mind and flesh.
 
Updated Opening:
The year is 1927. The world has mostly recovered from The Great War,
and while many still bear the scars of this terrible war, but they
have at least partially recovered. The United States is enjoying
it's new boom in it's economy, which is felt all throughout the states,
including in Arkham. Arkham has grown from a small university town to
one of the most prodigious cities in the world. Even here, however,
darkness seeps in from the least suspecting places. Three individuals
find themselves intertwined with The Cult of the Eléctrico Erizo.
Married Men have been found dead in the streets, electrocuted,
their wives kidnapped. Something is off in the air of Arkham,
and it is our intrepid investigator's job to discover what it is!

A Summary of Current Events:
One autumn morning, three individuals are brought together. The first is
November (Dollars2009), a homeless dog-kin burglar, who after two weeks
of staking out an apartment, finally takes a golden opportunity to break in
to the apartment, and take whatever she can. The second is Dmitri Cherkov
(Bones), an alcoholic Russian private investigator, who was offered a whopping
sum of $5000 to find and bring back one Elizabeth McLearey, who has
disappeared a few week ago. The the third is Doctor Fulgur, a brilliant scientist,
who is blackmailed into offering $5000 dollars, lest his secret is revealed.
These three come to this apartment each for their own reasons. After causing a
ruckus, the police come, arrest the good doctor for trespassing as Dmitri and November
bluff and hide their way out of trouble.

November, seeing Dmitri as a potential source of employment, offers her services to him as an apprentice,
and Dmitri agrees. The two set off with a more thorough investigation into Elizabeth, and find a connection
between here and a Philanthropic Group known as The Electrico Erizo. Discovering
that Elizabeth was raised in an orphanage funded by the Electrico Erizo, they set off
for the building, only to find it to be abandoned. Exploring the building they are
harassed by a strange, invisible creature, whispering in their ears, blowing out their lantern,
and gently caressing them with its cold, pallid fingers as thumps reverberate throughout the halls
of the orphanage. It isn't until they reach Elizabeth's former bunk, and open her footlocker
to discover a basic, yellow tablet that the beast threatens them in any way. After discovering
the tablet, the party is attacked by the cold, slimy beast, forcing them to run for their lives.
The run hard and fast, falling through the stairs of the orphanage whilst doing so.
November breaks her leg, but with Dmitri's aid, they successfully avoid death
at the horrid hands of the beast. They drive away, alive, but scarred in both mind and flesh.
Oh shit, I forgot to sign up for this.
Will this be continued? I'd love to be able to join in.
 
I have a set of style pathfinder races for rosee, rosechu, vamprosa, sonee, sonichu and metonic I made once.

here's the entries in question (sorry for not spoilering. Don't know how to do that yet)

-anteel: height: anteels stand at about 5’6 with their hunched over posture but are 7’4 when fully stretched out. Weight: anteels are relatively light with only 150 pounds of weight. typical alignment: due to their mischievous nature and disregard for rules Anteels are often of chaotic alignments with chaotic neutral being very common with them. Outlook: the sort of race that wants to do what they want, when they want, they do care deeply about their friendships and tend to be quite flamboyant. Appearance: resembling furry anteater like creatures with colorful patterns, they have webbed feet and hands, a finned tail and large fangs. ability scores: +2 charisma and strength skill bonuses: +2 bonus to swim, appraise and perform checks. favored classes: Anteels favor any class that seems new and exciting and are they type to multi class or take prestige classes to show off. History: A aberrant race, the whole race are quite fine with travelling the world as adventurers, entertainers and merchants and tend to love doing something new each day powers: can breath underwater with swim speed of 30 feet and land speed of 25 feet, darkvision 60 feet, +1 natural armor bonus, scent ability while underwater

-Sonee: height: 3 feet to 4 feet and small size, speed 20 feet weight: 100 to 120 pounds typical alignment: any though leaning towards good outlook: A bright and eager to explore the world type of race, they enjoy adventre, excitement and proving their worth to those around them. Appearance: keeping various traits to their own one or two types, they are small and furry, standing at the height of a human child with red cheek dots and large ears. ability scores: +2 charisma and dexterity skill bonuses: +2 bonus to perception and acrobatics checks favored classes: sorcerer and rogue, though any class that captures a sonee’s imagination is a good choice history: the youngest evolved form of the sonichu race, they tend to be bright and eager to explore the world and help their own friends. They make friends quite swiftly. Powers: A sonee can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

-Sonichu: height: sonichu’s stand at average human height at about 5’10 feet weight: typically lightweight, they weigh about 90 pounds typical alignment: due to their free spirited nature, sonichu’s tend to be chaotic good outlook: a adventure loving species, they love to go out and see the world, enjoying the thrill of the moment appearance: resembling various mobian like creatures with various pokemorph qualities, they have noticable pointed ears and red cheek dots ability scores: +2 dexterity and constitution skill bonuses: +2 to acrobatics and diplomacy checks favored classes: a sonichu is fine with any class, though prefers various physical type classes like rogues, rangers or scouts history: a race that formed when mobians and pokemorphs started intermingling in various ancient areas, they formed their own races over the many years that followed powers: speed 30 feet, medium size sonichu’s may choose up to two types when the character is created. If they choose just one, they can take an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

-Metonic: height: standing at six feet tall, they tend to be quite muscular and imposing weight: typically weighing 200 pounds because of their bulk, they tend to be surprisingly limber typical alignment:metonic’s tend to be neutral good with their outlook on life outlook: typically laid back and helpful, they tend to be very jovial and friendly appearance: resembling muscular sonichu’s with a heavy set of natural armor, they wear various armor plating ability scores: +2 strength and charisma skill bonuses: +2 to athletics and perception checks favored classes: metonics tend to favor melee classes that use their forceful personality like hexblades, paladins or barbarians history: the final evolution of the sonee race, they have served as the protectors and warriors of the group, powers: speed 30 feet, spellcasting is not hindered by armor, medium size +2 natural armor bonus and low light vision. A metonic may choose two traits from here. If they choose only one, they gain an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

-Rosee: height: rosee’s are small sized and stand at 3 feet tall. Weight: rosee’s typically weigh about 70 pounds. typical alignment: due to their nurturing and rule following outlook, rosee’s tend to be lawful good. Outlook: nurturing and rule following, they tend to be kind hearted and open minded. Appearance: resembling a sonee, they have pink fur with longer tails. ability scores: +2 dexterity and charisma skill bonuses: +2 to diplomacy and knowledge local. favored classes: rosee’s tend to favor magical based classes that let their own talents shine. History: a female version of the sonichu race, they have developed their own abilities to protect others powers: A rosee can pick two of the following traits, if they pick one, they can get an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

-Rosechu: height: a rosechu is medium size with 5 feet being the average size for them. Weight: rosechu’s typically weigh about 130 pounds and are slim. typical alignment: rosechu’s tend to be neutral good with their caring and kind focused outlook outlook: rosechu’s tend to be caring and kind nurting figures to others. Appearance: resembling pink furred sonichu’s, they have long prehensile lightning bolt tipped tails. ability scores: +2 dexterity and charisma skill bonuses: +2 diplomacy and heal checks favored classes: rosechu’s tend to favor the sorcerer, rogue, cleric or oracle class. History: the female of the species of sonichu’s, they develop their powers to help and heal others and adventure only to help others powers: speed 30 feet, A rosechu possesses a prehensile tail that can lift five pounds and low light vision. A rosechu can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

-Vamprosa: height: vamprosa’s stand at six feet in height and tend to be quite lean weight: vamprosa’s tend be lightweight and weigh about 100 pounds. typical alignment: due to their free spirited and whimsical nature most vamprosa’s are chaotic good outlook: they tend to be whimsical and caring sorts who want to nurture and help others appearance: resembling furry bat winged rosechu’s, their tails are long and muscular ability scores: +2 dexterity and charisma skill bonuses: +2 stealth and bluff favored classes: vamprosa’s tend to favor oracles, sorcerers and rogues history: vamprosa’s were the last line of chu’s for the rosechu side and were the last to appear along with the metonic race powers: speed 30 feet darkvision 60 feet, bite attack that deals d4 damage, prehensile tail that can lift ten pounds. A vamprosa can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day

(I also have some other lolcow creations as races like flower cats as floralpets and klurfs)
 
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