Kitsune Homemade race. What do you think?

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SpiritKitsune7
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Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

Kitsune
These shape shifters are now showing up on Rifts Earth and throughout the mega-verse since past 38 years. No one knows what sort of world they are coming from and those that have studied them know not if they are more like full fairy folk or if they are related to were-foxes. These magical humanoids with lean fox-like features are friendly tricksters that hold fast to their Kith and Kin. In what communities that they have built since their arrival show a great similarity to the culture of ancient Japan.
Kitsune born with blue or red eyes and white fur are chosen to be priests of Inari. Those rare Kitsune born with gold fur and eyes are said to have a great destiny set for them and are also trained to be priests or great heroes. Along with being tricksters, Kitsune are naturally intelligent, cunning and stunningly beautiful.
Most Kitsunes are found in Asian countries and smaller communities are found in areas with ordinary Foxes.
Alignment: Any
Attributes: IQ: 4d6, ME: 3d6, MA: 4d6, SNPS: 3d6, PP: 3d6, SNPE: 3d6+6, PB: 3d6+8, SPD: 3d6+4.
Size: 5 foot 4 inches to 6 foot 2 inches tall, and with 3 feet long tails.
Weight: 180 to 220 pounds.
SDC: 50 with skill bonuses.
HP: PEx2, +2d6 per level.
PPE and ISP are same as your chosen OCC. If you’re OCC do not come with PPE or ISP use the PPE or ISP below.
PPE: 5d6
ISP: 4d6
Awe Factor: 9, if golden change it to 12.
Racial skills: Faerie, Goblety, and two language skills all at 89%, Land Navigation, Dance, Sing, Grooming, Seduction, prowl, palming, and pickpocket with +20% skill proficiency.
Natural abilities: Night vision 100 feet, Bio Regenerate 2d6 MDC per hour, Metamorphosis: Human at will no cost, Resistant to all harmful magic (half damage, effects, and duration). All mega Damage attacks only do standard damage. They are vulnerable to silver and cold iron.
Magical Tails: at level one Kitsunes start out with one tail and gain’s another tail at levels 2, 4, 6, 8, 10, 12, 14, 15. When a Kitsune gains a new tail he/she add a spell or psionic power on this list to her list of his or her choice. Only two of them may be super psionics. These spells and psionics powers cost 1/3rd less PPE and ISP.
Kitsunes may take any magic or psionic OCC to start. To go with their mischievous and cunning nature they normally pick magic or psionic types that let them trick people. 20% of them are Temporal Wizards.
Foxes Lantern
4th level spell
Range 50 feet: can lighten up a room.
Duration: 30 minutes per level of the spellcaster.
Saving Throw: none/standard.
PPE: 30
This spell is similar to the lantern light spell. You summon 3 metal Japanese lanterns that you and your friends can move with their minds. The light in your lanterns give off an eerie glow in the colors and shape you desire. You can move each lantern any distance apart from each other. It can float anywhere between 50 feet from a friendly person you designate to be linked to one of the lanterns. The lanterns constantly use Turn Undead with no extra costs. You can spend 20 P.P.E. to make everyone in the light of the lanterns to be healed as if someone casts Heal wounds on them. The standard save is for the Turn Undead spell.
Last edited by SpiritKitsune7 on Sun Jul 10, 2016 7:16 pm, edited 3 times in total.
SpiritKitsune7
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Re: Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

Do I need to change anything?
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Nekira Sudacne
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Re: Kitsune Homemade race. What do you think?

Unread post by Nekira Sudacne »

Using spells of choice at no PPE cost can be game breaking very quickly, as certain spells spam fantastically well. You would have to put a "times per day" limit in place of a PPE/ISP cost, and the spell of legend would have to be a 1/day thing (And still arguably broken, as most spells of legend are balanced by not being castable at all with absurd PPE costs unless you have a nexus or a lot of helpers).

Otherwise I have no real gripes. Decently balanced for Rifts, albiet on the higher end of the scale.
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SpiritKitsune7
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Re: Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

I have changed it a little bit.
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Re: Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

Just added some more Kitsune trickery!

Kitsune
These shape shifters are now showing up on Rifts Earth and throughout the mega-verse since past 38 years. No one knows what sort of world they are coming from and those that have studied them know not if they are more like full fairy folk or if they are related to were-foxes. These magical humanoids with lean fox-like features are friendly tricksters that hold fast to their Kith and Kin. In what communities that they have built since their arrival show a great similarity to the culture of ancient Japan.
Kitsune born with blue or red eyes and white fur are chosen to be priests of Inari. Those rare Kitsune born with gold fur and eyes are said to have a great destiny set for them and are also trained to be priests or great heroes. Along with being tricksters, Kitsune are naturally intelligent, cunning and stunningly beautiful. Kitsunes can magically disguise themselves as any human they meet.
Most Kitsunes are found in Asian countries and smaller communities are found in areas with ordinary Foxes.
Alignment: Any
Attributes: IQ: 4d6, ME: 3d6, MA: 4d6, SNPS: 3d6, PP: 3d6, SNPE: 3d6+6, PB: 3d6+8, SPD: 3d6+4.
Size: 5 foot 4 inches to 6 foot 2 inches tall, and with 3 feet long tails.
Weight: 180 to 220 pounds.
SDC: 50 with skill bonuses.
HP: PEx2, +2d6 per level.
PPE and ISP are same as your chosen OCC. If you’re OCC do not come with PPE or ISP use the PPE or ISP below.
PPE: 5d6
ISP: 4d6
Awe Factor: 9, if golden change it to 12.
Racial skills: Faerie, Goblety, and two language skills all at 89%, Land Navigation, Dance, Sing, Grooming, Seduction, prowl, palming, and pickpocket with +20% skill proficiency.
Natural abilities: Night vision 100 feet, Bio Regenerate 2d6 SDC per hour, Metamorphosis: Human at will no cost. All mega Damage attacks only do standard damage. Similar to were-creatures, the kitsune are invulnerable to most forms of attack. Kitsune take no damage from normal and mega-damage attacks, including fire and explosives; though sufficient impact or explosion may throw the spirit-fox through the air or knock one down. They are also highly resistant to magic, suffering only half damage from all forms of magical and psionic attacks as normal damage (a mega-damage lightning bolt instead inflicts S.D.C.). However, the kitsune are vulnerable to and take normal damage from weapons made of silver or cold iron.
Magical Tails: at level one Kitsunes start out with one tail and gain’s another tail at levels 2, 4, 6, 8, 10, 12, 14, 15. When a Kitsune gains a new tail he/she add a spell or psionic power on this list to her list of his or her choice. Only two of them may be super psionics. These spells and psionics powers cost 1/3rd less PPE and ISP. Each spell you take for your magical tails must equal your spellcaster level or less.
Kitsunes may take any magic or psionic OCC to start. To go with their mischievous and cunning nature they normally pick magic or psionic types that let them trick people. 20% of Kitsunes are Temporal Wizards.
Foxes Lantern
4th level spell
Range 50 feet: can lighten up a room.
Duration: 30 minutes per level of the spellcaster.
Saving Throw: none/standard.
PPE: 30
This spell is similar to the lantern light spell. You summon 3 metal Japanese lanterns that you and your friends can move with their minds. The light in your lanterns give off an eerie glow in the colors and shape you desire. You can move each lantern any distance apart from each other. It can float anywhere between 50 feet from a friendly person you designate to be linked to one of the lanterns. Your linked ally can move his designated lantern with his mind as well. Your lanterns constantly use Turn Undead with no extra costs. You can spend 20 P.P.E. to make everyone in the light of the lanterns to be healed as if someone casts Heal wounds on them. The standard save is for the Turn Undead spell.
Last edited by SpiritKitsune7 on Mon Jul 25, 2016 11:12 pm, edited 4 times in total.
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Bill
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Re: Kitsune Homemade race. What do you think?

Unread post by Bill »

Didn't you post a version of this last year or so?

The invulnerability needs to be clarified. Right now it reads as if they take damage from normal attacks, half damage from magical, and mega-damage is reduced to normal damage. Is that correct? You also need to correct the bio-regeneration. It currently regenerates mega-damage, but the creature is SDC.
SpiritKitsune7
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Re: Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

Is this now better?
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Bill
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Re: Kitsune Homemade race. What do you think?

Unread post by Bill »

It could use some word-smithing. Something along the lines of, "Similar to were-creatures, the kitsune are invulnerable to most forms of attack. Kitsune take no damage from normal and mega-damage attacks, including fire and explosives; though sufficient impact or explosion may throw the spirit-fox through the air or knock one down. They are also highly resistant to magic, suffering only half damage from all forms of magical attacks as normal damage (a mega-damage lightning bolt instead inflicts S.D.C.). However, the kitsune are vulnerable to and take normal damage from weapons made of silver or cold iron." Clarity and specificity are important, as should be evident from the nigh endless arguments on the interpretation of some of the published material. To that end, you should also specify whether and to what degree they're going to be vulnerable to damage from psychic powers.
SpiritKitsune7
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Re: Kitsune Homemade race. What do you think?

Unread post by SpiritKitsune7 »

Updated again.
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