Races of Planescape?

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Races of Planescape?

Post by Havard » Wed Jul 14, 2010 1:41 pm

Which races were introduced or were given more prominence in the Planescape setting?

I can think of the Bariaur and the Tieflings and maybe the Aasimar?

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Re: Races of Planescape?

Post by night_druid » Wed Jul 14, 2010 2:42 pm

There were several new races, but I think the "core" PC races, beyond humans & demi-humans, were Telflings, Genasi, Aasamar, Bariaur, and Githzeri.
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Re: Races of Planescape?

Post by ripvanwormer » Thu Jul 15, 2010 4:08 am

The Planescape Campaign Setting used githzerai, humans, bariaurs, and tieflings as the default Planescape PC races. Tieflings were introduced in that boxed set for the first time. Bariaurs are originally from the Monstrous Compendium Outer Planes Appendix.

The Planewalker's Handbook included githzerai, bariaurs, tieflings, aasimar, rogue modrons, and genasi. Rogue modrons, genasi, and aasimar appeared in that book for the first time.

A Guide to the Astral Plane included rules for githyanki as PCs.

Chapter 2 of Planewalker.com's 3rd edition Planescape Campaign Setting includes aasimar, bariaurs, bladelings, chaonds, genasi, githyanki, githzerai, khaasta, modron outcasts, nathri, shads, tieflings, tuladharas, and zenythri. Tuladhara (neutral planetouched) were new. Nathri and shads were from the Planescape Monstrous Compendium Appendix Three. Khaasta were from the Planescape Monstrous Compendium Appendix Two. Chaonds and zenythri (chaotic and lawful planetouched) were from 3rd edition's Fiend Folio. Bladelings are originally from Planes of Law.

The 3rd edition Planar Handbook (as close to a 3e Planescape campaign setting book as WotC ever made) included aasimars, bariaurs, buommans, mephlings, neraphim, shadowswyfts, spikers, tieflings, and wildren. Buommans, mephlings, neraphim, shadowswyfts, spikers, and wildren were all new.

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Re: Races of Planescape?

Post by agathokles » Fri Jul 16, 2010 10:43 pm

ripvanwormer wrote:The Planescape Campaign Setting used githzerai, humans, bariaurs, and tieflings as the default Planescape PC races. Tieflings were introduced in that boxed set for the first time. Bariaurs are originally from the Monstrous Compendium Outer Planes Appendix.
IIRC, Modrons, Dwarves and Half-Elves were also part of the original cast from the boxed set. The Planewalker's Handbook included expanded options for Tieflings, as well as the Aasimar and Genasi.

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Re: Races of Planescape?

Post by AuldDragon » Wed Aug 04, 2010 5:23 pm

Aasimar were also given a quick PC writeup in PS MCII, which I think came out before the Planewalker's Handbook.

Many of the upper planar creatures (Archons, Eladrin, etc.) were included as PC races in the non-Planescape Warriors of Heaven; although it was so tied into Planescape anyway that it SHOULD have been a PS product. Some of them are fairly regular PC races while others are extremely irregular.

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Re: Races of Planescape?

Post by Big Mac » Sun Aug 08, 2010 11:50 pm

AuldDragon wrote:Aasimar were also given a quick PC writeup in PS MCII, which I think came out before the Planewalker's Handbook.

Many of the upper planar creatures (Archons, Eladrin, etc.) were included as PC races in the non-Planescape Warriors of Heaven; although it was so tied into Planescape anyway that it SHOULD have been a PS product. Some of them are fairly regular PC races while others are extremely irregular.
Wow! Warriors of Heaven has a Web Enhancement! (It looks like only two other 2e products had one.)

My guess is that WotC had already decided they wanted to use some of these outsider races as core races, rather than restricting them to Planescape.
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Re: Races of Planescape?

Post by AuldDragon » Mon Aug 09, 2010 1:41 am

Big Mac wrote:My guess is that WotC had already decided they wanted to use some of these outsider races as core races, rather than restricting them to Planescape.
They're definitely not "core." They're just presented as setting-neutral.

I think one of the reasons it was published as a generic accessory is because they'd ended the Planescape line by that point, at least as far as I can tell. "A Guide to Hell," "A Paladin in Hell," and "The Vortex of Madness" are all similarly late-era 2nd edition products that are directly related to the planes, but not Planescape products. It's possible they were trying to alter some perceived conception that you had to have Planescape products to adventure on the planes. *shrug*

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Re: Races of Planescape?

Post by ripvanwormer » Mon Aug 09, 2010 3:55 am

They noticed that planar products without the Planescape label sold better, by an order of magnitude. Planescape sold well in its time, but by the time they ended it, the Planescape name had become the kiss of death. The idea that you needed to buy four boxed sets to understand it (though you didn't, of course) might have been part of it.

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Re: Races of Planescape?

Post by AuldDragon » Mon Aug 09, 2010 4:07 pm

ripvanwormer wrote:They noticed that planar products without the Planescape label sold better, by an order of magnitude. Planescape sold well in its time, but by the time they ended it, the Planescape name had become the kiss of death. The idea that you needed to buy four boxed sets to understand it (though you didn't, of course) might have been part of it.
I wasn't aware of that. Then again, I wasn't really paying that much attention to the whole line at that point, since I'd had a falling out with my gaming group a year or two prior, so I was really only buying FR books for the lore around then.

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Re: Races of Planescape?

Post by Big Mac » Mon Jul 18, 2011 10:46 pm

ripvanwormer wrote:They noticed that planar products without the Planescape label sold better, by an order of magnitude. Planescape sold well in its time, but by the time they ended it, the Planescape name had become the kiss of death. The idea that you needed to buy four boxed sets to understand it (though you didn't, of course) might have been part of it.
Is there any sort of implied difference to the Planescape universe in these "son of Planescape" products?
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Re: Races of Planescape?

Post by AuldDragon » Mon Jul 18, 2011 10:52 pm

Big Mac wrote:
ripvanwormer wrote:They noticed that planar products without the Planescape label sold better, by an order of magnitude. Planescape sold well in its time, but by the time they ended it, the Planescape name had become the kiss of death. The idea that you needed to buy four boxed sets to understand it (though you didn't, of course) might have been part of it.
Is there any sort of implied difference to the Planescape universe in these "son of Planescape" products?
No. They just dropped the label.

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(As far as I can tell, at least.)
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Re: Races of Planescape?

Post by ripvanwormer » Tue Jul 19, 2011 12:11 am

Yeah, pretty much. They also used words like "demon" and "devil" more, and stopped using Sigil's slang.

But they stuck with 2nd edition continuity.

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Re: Races of Planescape?

Post by Havard » Sat Sep 03, 2016 4:37 pm

agathokles wrote:
ripvanwormer wrote:The Planescape Campaign Setting used githzerai, humans, bariaurs, and tieflings as the default Planescape PC races. Tieflings were introduced in that boxed set for the first time. Bariaurs are originally from the Monstrous Compendium Outer Planes Appendix.
IIRC, Modrons, Dwarves and Half-Elves were also part of the original cast from the boxed set. The Planewalker's Handbook included expanded options for Tieflings, as well as the Aasimar and Genasi.

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Rogue Modrons were available as a PC race? :o How do they work? :)

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Re: Races of Planescape?

Post by agathokles » Sat Sep 03, 2016 6:21 pm

They have no special mechanics. They are genderless, almost always lawful, and can be fighters and/or wizards. Not unlike Nordom in Planescape: Torment.

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Re: Races of Planescape?

Post by ripvanwormer » Sat Sep 03, 2016 9:49 pm

The Planescape campaign setting included modrons as monsters and noted that some few of them start questioning their orders and go rogue. Rogue modrons as a player character option first appeared in The Planewalker's Handbook. PC rogue modrons are all similar to quadrones in appearance.

I'd forgotten that A Guide to the Ethereal Plane included PC rules for nathri and Neth's children.

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Re: Races of Planescape?

Post by Havard » Sun Sep 04, 2016 1:06 pm

ripvanwormer wrote:The Planescape campaign setting included modrons as monsters and noted that some few of them start questioning their orders and go rogue. Rogue modrons as a player character option first appeared in The Planewalker's Handbook. PC rogue modrons are all similar to quadrones in appearance.
I found a nice description of Quadrones here. It seems a bit strange that they would be treated as humans with regards to stats? Would it be possible to play Winged Quadrones as well?
I'd forgotten that A Guide to the Ethereal Plane included PC rules for nathri and Neth's children.
What are these?

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Re: Races of Planescape?

Post by Dartamian » Sun Sep 04, 2016 1:26 pm

Dragon #354 has the Exiled Modron race for 3.5e. They are living constructs that resemble quadrones and may be of any alignment (lawful tendencies)/class. Unlike rogue modrons, they are not hunted by the rest of their race.
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Re: Races of Planescape?

Post by ripvanwormer » Sun Sep 04, 2016 3:08 pm

Havard wrote:I found a nice description of Quadrones here. It seems a bit strange that they would be treated as humans with regards to stats? Would it be possible to play Winged Quadrones as well?
They're similar to humans statistically because, as creatures of perfect order, their ability scores exist in balance, with none favored over any other. Edit: I was wrong, they have a +1 to intelligence and constitution and a -1 to dex and charisma in 2nd edition. They have a bonus to finding secret doors, resistance to illusion spells, a bonus to saves vs. fire and acid, a reaction penalty to chaotic creatures, and they're surprised for twice the length of time as humans. Optionally, they roll initiative only once in their adventuring careers, or per level, and always use the same number in subsequent situations.

All rogue modrons have wings by default, though they're too small to fly with.
I'd forgotten that A Guide to the Ethereal Plane included PC rules for nathri and Neth's children.
What are these?
Nathri are small green-skinned humanoids native to the Ethereal Plane. My favorite take on them is here: http://mimir.net/psmush/nathri.shtml

Neth's children, or nethlings, are avatars of the sentient demiplane Neth. They have limited shapeshifting powers.
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Re: Races of Planescape?

Post by Big Mac » Sun Sep 04, 2016 9:16 pm

ripvanwormer wrote:PC rogue modrons are all similar to quadrones in appearance.
So other rogue modrons are considered unplayable then? Is that because they are too powerful? Would they work with an LA pentalty in a 3e game?
ripvanwormer wrote:All rogue modrons have wings by default, though they're too small to fly with.
Do rogue modrons grow wings when they go rogue or are modrons with wings the only types prone to going rogue?
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Re: Races of Planescape?

Post by ripvanwormer » Mon Sep 05, 2016 8:37 am

Big Mac wrote:So other rogue modrons are considered unplayable then?
It's possible that all modron castes transform into a cubic quadrone-like form when they go rogue. The Planewalker's Handbook doesn't say. Keep in mind that a rogue modron is not a quadrone; it just has a similar appearance. It has different abilities.

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Re: Races of Planescape?

Post by agathokles » Mon Sep 05, 2016 10:01 am

ripvanwormer wrote:
Big Mac wrote:So other rogue modrons are considered unplayable then?
It's possible that all modron castes transform into a cubic quadrone-like form when they go rogue. The Planewalker's Handbook doesn't say. Keep in mind that a rogue modron is not a quadrone; it just has a similar appearance. It has different abilities.
Actually, the Planewalker's Handbook states that a rogue modron loses its normal modron form. They are all winged, BTW, but the wings are vestigial.

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Re: Races of Planescape?

Post by apotheot » Mon Sep 05, 2016 12:12 pm

Rogue Modrons DO have some special mechanics in the form of their predetermined initiative. Roll init just once on character creation. That is your initiative for the every combat.

They are all quadrones (with one exception in 2e iirc) of Course Alt-Primus on Acheron and his army are big exceptions.... from the Planewalkers Handbook.
"When modrons go rogue, the lose most of their special abilities and even the normal modrons form that designates their position within the clockwork modron hierarchy."

Glad Neth's Children made this list somewhere. One of my current favorite races I would love to play.

The later Planescape books, like the later Ravenloft books, simply had the logo removed form them to increase sales. They were still written by their respective campaign teams, and were intended for those campaigns.

Races for various settings (Spelljammer being the most apropos), or generic splatbooks like Humanoids Handbook, could conceivably be used in a Planescape game though. Indeed, in my version of Sigil a Fraal will argue with a Rakasta and a Alaghi about who will win the street fight between a Rastipede and a Thri-Kreen.
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Re: Races of Planescape?

Post by genghisdon » Mon Oct 17, 2016 2:40 am

rogue modron PCs per "the planewalker's handbook" pg 76-78 & 81:

min/max scores before adjustments STR 9/18 DEX 3/18 CON 7/18 INT 3/18 WIS 3/18 CHR 3/17
mods -1 dex +1 con +1 int -1 chr
size: 72" 500 lbs (3'x3'x3' cube, with 2x3' legs, 2x3' arms, small vestigial wings)
age: N/A (immortal)
level limits: fighter 15 or mage 12 (any specialist except wild magic/mage); single class only
lawful only
double visual range
find sec doors 2/6
find concealed doors 3/6
30% resistance to illusions, energy drain, charm, sleep, fear, domination & other mind affecting attacks
+1 saves vs fire, cold & acid
natural/base AC 8
base MV 15"
surprise lasts twice as long (but no more likely in the first place)
-1 reactions vs chaotics
size/shape/weight can prove problematic

OPTIONS:
a)1 preset response action per level
b) maintain the same initiative roll

As noted, they don't have all the standard modron stuff, but remain pretty solid game mechanic wise, and are full of flava
It might be nice to have some additional optional special traits & flaws regarding form/function, beyond the basic write up above.

Core races were Bariaur, Half Elf, Human, Tiefling and Githzerai
Aasimar, Genasi(x4), & (rogue) Modrons are added in the planewalker's handbook
others are given stats, like Bladelings or Nathri, in various splats & box sets (not necessarily to be common pcs)
less standard pc's are possible (warriors of heaven for example) too

later editions (mainly 3/3.5e) added many planetouched & pc planar races; though I cannot say they were pushed much

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