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Post by Zyraen on Dec 1, 2022 0:24:58 GMT 8
Unlike some table top games, it is suggested you focus on a character concept, and finish it first, before looking at race. Alternatively, choosing a race first does/should not significantly impact what your character is capable of ; in that sense, race is kept modularly separate from your character creation.
The following list of race options is NOT exhaustive, and is intended to provide an idea of how races are 'constructed'.
For most stories and plots in various books, it is often realistic that an entire party comprises of characters which are all or mostly of the same race, but the rules in most RPGs don't support it as well.
Apart from the game not being stat-bound, the following provides a framework where it can work reasonably and yet still have some variance within members of a certain race.
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Post by Zyraen on Dec 1, 2022 1:21:12 GMT 8
All races are speed 6 and have low light vision, unless otherwise indicated.
R is for Racial ability, that you can trade out a green CA for.
You may trade out one of your two racial bonuses for any other racial bonuses on the Generic Bonuses list (see next post), or for +1 to one Fort Reflex Will defense.
Some racial bonuses provide bonus to a group check, which refers to when the party is using the same skill towards a single goal, and thus that character is able to interact with the others and offer input in their combined efforts. Also note that racial bonuses never stack with themselves. =====
DWARF Speed 5, not slowed by heavy armor
R) Swift Rally Personal, Swift Effect: You take the Rally action.
Bonus) Darkvision: You have darkvision 10.
Bonus) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
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HALFLING Small*
R) Charmed Life Personal, Interrupt Trigger: You are hit by an attack. Effect: The triggering attack roll is rerolled. Special: The first time you use this ability and the outcome is not improved in your favour, you do not expend this ability. Whenever you roll a natural 1 on a d20 roll, you can expend this ability to reroll.
Bonus) Fearless: You gain +5 to saving throws against fear effects.
Bonus) Nimble: You gain +2 to all defenses against opportunity attacks (OAs)
* - up to four small creatures can occupy a square, and small creatures treat weapons as one size smaller
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HALF-ELF
Racial: A half-elf may choose a racial ability of either his human or elven heritage.
Bonus) Diplomatic: You gain +1 to persuasion, and grant this bonus to your party when making a group check.
Bonus) Survivor: You gain +2 to death saving throws.
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HALF-ORC
R) Smashing Blow Personal, Free Trigger: You hit with a melee attack that deals damage. Effect: The damage increases by either your Sec, or by 1W (if it is a weapon attack), or by 1d8.
Bonus) Charger: You gain +2 speed when charging, and do not take penalties from running during your charge.
Bonus) Bloody Resilience : Once before resting, you gain 5 THP when Bloodied. This increases by 5 at Levels 11,21,31.
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HIGH ELF
R) Fey Jaunt Personal, Move Effect: You teleport 5 squares.
Bonus) Darkvision: You have darkvision 10.
Bonus) Resolute: You gain +2 to saving throws against effects that daze, dominate or stun.
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HUMAN
R) Heroic Focus Personal, No action Trigger: You make a d20 roll. Effect: You gain Sec (max 6) bonus to the triggering roll. This uses up your interrupt action if you have one, or your next interrupt.
Bonus) Adaptive: You gain +1 to all saving throws.
Bonus) Combat Readiness: You gain +2 bonus to Initiative.
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SYLVAN ELF
R) Peerless Aim Personal, Free Trigger: You make an attack roll. Effect: You gain +2 to the triggering roll, or reroll it.
Bonus) Eagle-Eyed: You gain +1 to perception, and grant this bonus to your party when making a group check.
Bonus) Surefooted Shift: You ignore difficult terrain when shifting.
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TIEFLING
R) Burning Backlash Interrupt, Burst 10 (1 foe) Trigger: You take damage from an attack that hits you. Effect: The triggering enemy takes the same amount of damage.
Bonus) Fire Resistance: You gain Resist 5 fire. This increases by 5 at Levels 11, 21.
Bonus) Quick Recovery : You gain +2 to saving throws against ongoing damage.
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CUSTOM ADD-ONS
BEARFOLK
R) Swift Rally Personal, Swift Effect: You take the Rally action. (ie heal up)
Bonus) Oversized : You can use Weapons that are one Dice-size larger. For avoidance of doubt, your Fist (as with Unarmed Combatant) counts as a weapon, but improvised weapons are not affected. Small characters may not choose this bonus. ( Note largest weapon size in the game is 2d6brutal1. It increases to 2d8brutal1 with Oversized )
Bonus) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
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CATFOLK
R) Speed Burst Swift, Personal Effect: Until ENT, you gain Sec bonus to speed.
Bonus) Climber: You may take 10 on Athletics Checks to climb, and are not unguarded when climbing.
Bonus) Nimble Faller: You deduct 3 squares when calculating fall distance. You take half damage from falling and land on your feet even after taking falling damage. Note that if you are prone before falling, you still end up prone.
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KITSUNE
R) Kitsune Magic Interrupt, Personal Trigger: You hit or miss with an attack that targets Will. Effect: You gain Sec bonus to your attack roll (max 6). You can use this as a free action to get halfSec bonus (max 3) instead.
Bonus) Irrepressible: +2 Save against effects that Daze, Stun or Dominate
Bonus) Nimble: You gain +2 Racial bonus against Opportunity Attacks
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TIGERFOLK
R) Hunter's Physique Swift, Personal Effect: You can either shift 1 square, move half your speed, stand up or use an ability or object interaction that costs a move action.
Bonus) Climber: You may take 10 on Athletics Checks to climb, and are not unguarded when climbing.
Bonus) Bloody Resilience : Once before resting, you gain 5 THP when Bloodied. This increases by 5 at Levels 11,21,31.
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Post by Zyraen on Dec 1, 2022 1:23:47 GMT 8
GENERIC RACIAL BONUSES
You may also replace one of the two racial bonuses with the following generic racial bonuses. Note that any racial bonus that appears above among the races is also available, as well as possible derivatives, feel free to ask if you wish.
You can customise your racial bonus so that it fits your character background, rather than being tied to your race. However, GM can disallow certain racial bonuses, such as a halfling taking Oversized, etc.
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