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Post by The Perilous Dreamer on Apr 23, 2020 15:46:36 GMT -5
The basic PC Races are these:
Note for some of these you will record two Charisma numbers, one for among their own race and one for everyone else.
Humans
Elves
Dwarves
Hobbits
Lizard Folk
Insect Folk
Aliens - Deveuils - Avianas - Hulcanians - Nagitherians - Ratacians
Orcs
Ogres
These are the only half-breeds in existence and in all cases are mules, i.e. infertile(sterile). Elves, orcs and ogres can breed with humans, but not with each other.
Half-elves
Half-orcs
Half-ogres
I will be expanding on these in posts below. If you have strong desire to play something else, please let me know and I will see what I can do for you.
Some of these I have posted elsewhere on the forum and that will gradually be moved here and expanded.
If you really want to play something else you can, just bare in mind I will have to write that up and that will slow down starting the game. So if you have a special request go ahead and tell me about it, but maybe it would be better if you took one of these for now and we could introduce that new character at a later date.
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Post by The Perilous Dreamer on Apr 23, 2020 15:46:55 GMT -5
Humans - are mostly bog standard and come in a variety of skin shades and ethnicities. As IRL skin shade is solely based on proximity to the equator and the how many thousands of year that proximity has held sway. Humans have a very stable genome on each continent. There are differences between different continents due to (in some cases) thousands and thousands of years of isolation. There are so many different humanoid species that racism within species is very rare and even between species is rare. That does not mean there are not racist factions and they tend to be dangerous to everyone not of their faction. Humans are the standard racial group having no adjustments to their ability scores. (Standard as in a human devised a standard using themselves as the baseline, doubtless other species have their own baselines, using themselves as a baseline, but that item of convenience is neither here nor there). I.E, not up for discussion.
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Post by The Perilous Dreamer on Apr 23, 2020 15:47:10 GMT -5
Elves - are the second least numerous species and are widely considered to be the most attractive of the civilized species (at least by humans) and are very nature oriented and while there is rumored to be a remote Elven capital, they are otherwise only known to have modest sized towns and villages. They are mainly found in woodland areas; however, a semi-aquatic variety inhabits some swamps, marshes and lakes, while an aquatic variety inhabits some salt-water seas and oceans (mainly near coastlines). While they are aloof in their nature and can appear to be quite cold-hearted, they are known for being able to turn on the charm at will.
Elves have a +1 each to Dexterity and Wisdom and a +2 to Charisma. They have a minimum Charisma of 12. They have a -2 to Strength with a minimum of 9 and a -2 to Constitution with a minimum of 9.
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Post by The Perilous Dreamer on Apr 23, 2020 15:47:33 GMT -5
Dwarves - are the least numerous species. They are extremely heavy for their size and can not float without magical assistance - dwarves love water breathing magic and place a high value on it. They are by nature gruff and suspicious. A dwarf friend is to be highly prized as a friend is indeed a brother and dwarf friendship is not lightly given.
All dwarves (male and female) have beards. Shaving a dwarf is cause for a blood feud between you and the entire dwarven race and disparaging the appearance of a dwarven maiden has been the cause of many a death, as no apology will be accepted.
Dwarves have a minimum Strength of 13 and a maximum of 20 (add 1d8 to 12). They gain a +2 to Constitution with a minimum of 12. They have a -4 to Charisma; however, with a dwarf friend they have a +4 to Charisma (maximum Charisma of 16).
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Post by The Perilous Dreamer on Apr 23, 2020 15:47:47 GMT -5
Hobbits - are the most dexterous of all of the civilized races. Aside from that they appear in most regards to be small slender well built humans, but they have large, hairy, feet with a thick, tough, foot pad with a tough callous that is both cold and heat resistant. They are amazingly fleet of foot for their size, are excellent swimmers and highly accurate with missile weapons of all sorts. Borrowed from Traveroark with permission and edited for preference: They are extremely accurate with missiles, having a +2 to hit and increasing by +1 each level until it reaches +5 at 4th level and does not increase after that. They can throw two sling stones/melee round at 1st level and this also increases by one each level until it reaches five sling stones per melee round at 4th level and does not increase after that. They get no bonus with melee weapons. This gives them a specific niche in the game. They use small bows, slings and small javelins. They have a maximum strength score of 13, a +3 to Dexterity with a minimum of 12 and there are no other adjustments.
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Post by The Perilous Dreamer on Apr 23, 2020 15:48:08 GMT -5
Lizard/Reptile-Folk - Multiple types from wet to dry terrain from swamp to mountains - different types - different base abilities
These folk are very good climbers (dry types) and swimmers (wet types). Lizard/Reptile-Folk get a +3 adjustment to Dexterity with a maximum of 20 and a minimum of 12. They have a maximum Charisma of 12 with non-Lizard/Reptile-Folk. They have a maximum Intelligence and Wisdom of 15. There are not other adjustments.
Things between Insect Folk and Lizard/Reptile-Folk can be a bit tense at times.
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Post by The Perilous Dreamer on Apr 23, 2020 15:48:24 GMT -5
Insect Folk - six, eight and ten limbed varieties in various sizes from Hobbit size to human size. Some types can skitter across water, some types can walk across the underside of a ceiling. (not at first level mind you). If you want to take Insect folk this will need to be worked out with the referee.
Insect Folk have a maximum Charisma of 12 with non-Insect Folk and things between Insect Folk and Lizard/Reptile-Folk can be a bit tense at times. They have a maximum Dexterity of 22 (+4 to Dexterity) and a minimum Dexterity of 14. They have a maximum Intelligence and Wisdom of 12.(Roll 3d4).
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Post by The Perilous Dreamer on Apr 23, 2020 15:48:53 GMT -5
Aliens - many different varieties are discussed below.
Aliens come from other worlds and in some cases from different dimensions and in all cases have been stranded here. There are small and some larger, but growing communities scattered around the world. A few choose to adventure.
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Post by The Perilous Dreamer on Apr 23, 2020 15:49:52 GMT -5
Deveuils aka "demons" dimensional travelers
One type of aliens are called "demon" by humans and the aliens accepted the nickname as short for "dimension traveler" - Aliens from another dimension that are stranded and cannot get back and so made a life here. Over the centuries the various alien races of which you are one have become semi-accepted more or less even "demons".
Deveuils are reptilian humanoids, they are reddish in color and scaly, they have horns and many suspect that they really are demons or have a demonic heritage (except they are not). They tend towards Chaos and tend towards Evil, but most are Neutral in Alignment and some few are L(Awful) and strongly Good in nature and among these few even Paladinhood is possible.
Deveuils are reptilian humanoid, reddish in color and scaly, they have a set of horns growing out of their head at each temple and they have a tail which they use mainly for balance. They have a natural armor class of 9 but as they age it will gradually improve to a maximum of armor class 5 (not anytime soon). If they miss their save versus magical fire damage they take half damage, if they make their save they take no damage, they take no damage from normal fire, they do take triple damage from cold attacks and at temperatures below 60°F they are -1 to all combat rolls and -1 to AC due to being sluggish moving at 3/4 normal speed, at temperatures below 50°F those become -2 and moves at half normal speed and below 40°F go dormant until removed to a warmer area. All temperatures can be encountered in dungeons from cold to hot. Outdoors in the wilderness all temperatures can be encountered depending on the time of year and time of day.
They have a maximum Wisdom of 10 and a maximum Intelligence of 12 and no other adjustments.
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Post by The Perilous Dreamer on Apr 23, 2020 15:50:15 GMT -5
Avianas - flying humanoids from another planet slight bodies, large wings and associated muscles, never found in dungeons and rarely on the ground.
I have decided that for now this will be an NPC race only.
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Post by The Perilous Dreamer on Apr 23, 2020 15:50:35 GMT -5
Hulcanians - large heavily muscled humanoids from another planet, while very strong and of normal intelligence, the average wisdom is low compared to all other races.
Their minimum Strength is 16 and the maximum is 23 (15 + 1d8). Their maximum Wisdom is 8 (Roll 2d4 but with a minimum of 3). The maximum Charisma is 14. There are no other adjustments.
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Post by The Perilous Dreamer on Apr 23, 2020 15:50:55 GMT -5
Nagitherians - a snake-like race from another planet somewhat akin to Naga in appearance.
An adult Nagitherian is approximately 12-15 feet in length, with a 1 foot diameter body that swells to human dimensions for a human like, head, shoulders and chest and they do have two arms.
They have a minimum Dexterity of 14 and a maximum of 19. They have a maximum Charisma of 9 with non-Nagitherians but normal Charisma among themselves. There are no other adjustments.
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Post by The Perilous Dreamer on Apr 23, 2020 15:51:18 GMT -5
Ratacians - basically an intelligent humanoid rat-like race from another planet who are (wrongly) suspected of spreading disease or of being the cause of it.
Ratacians are about 5 feet tall give or take a few inches. They are slender and quick, able to squeeze through small openings. They make excellent Grey-Men. All find their appearance off putting and they have an oily appearance and are quirky in a way that comes off as secretive and insincere. This leads to them being misjudged and accounts for their maximum Charisma of 6 among others. They have a maximum strength of 14 and a +3 Adjustment to Dexterity with a maximum score of 21 and a minimum of 16.
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Post by The Perilous Dreamer on Apr 23, 2020 15:53:56 GMT -5
Orcs - are about the same height as men, but tend to be a little more muscular and much rougher in build on average. They are a little less dexterous and protruding small tusks one upper and lower on each side. They have a pronounced green or grey hue to their skin.
Str +1, Con +2, Int -2, Wis -3, Cha -4, Dex -1
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Post by The Perilous Dreamer on Dec 2, 2020 22:11:27 GMT -5
Ogres - Stand 10-12 feet tall, are not too bright as a rule, but exceptions exist and they are extremely strong and robust. They are pretty clumsy as a rule. They have large noses, wide mouths full of large teeth, with large tusks.
As is true for ogres, they may be of any alignment, although lawful ones are the rarest type.
They have a minimum strength of 17 and a maximum strength of 24 (16+1d8)
They roll 2d6 for Intelligence, Wisdom, & Charisma. Rarely an ogre may roll 2d6+3 for both Intelligence and Wisdom.
3d6+4 for Constitution and 2d6 for Dexterity. Some ogres are unusually Dexterous for their species.
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Post by The Perilous Dreamer on Dec 2, 2020 22:16:43 GMT -5
Half-elves - are half elven and half human, they gain some abilities from each side. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. They spot secret and hidden doors as do elves, but they do not gain any advantages when fighting certain monsters as do elves. They speak all the languages which elves do.
Half-Elves have a +1 to Charisma. They have a minimum Charisma of 12. They have a -1 to Strength with a minimum of 9 and a -1 to Constitution with a minimum of 9.
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Post by The Perilous Dreamer on Dec 2, 2020 22:16:59 GMT -5
Half-orcs - are about the same as men in appearance although a little rougher in build. They a little more robust than men. They have small tusks as per orcs, only less pronounced and they have a greenish or grayish tinge to their skin.
Str +1, Con +1, Int -2, Wis -2, Cha -2
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Post by The Perilous Dreamer on Dec 2, 2020 22:17:16 GMT -5
Half-ogres - Stand 7-9 feet tall, are not too bright as a rule, but are quite strong and robust. They are less clumsy that a full Ogre. They are pretty rare and are sterile as are all their kind. They have large noses, wide mouths full of large teeth, with small tusks (compared to an ogre).
As is true for ogres, they may be of any alignment, although lawful ones are the rarest type.
They have a minimum strength of 15 and a maximum strength of 22 (14+1d8)
They roll 2d6 for Intelligence, Wisdom, & Charisma. Rarely a half-ogre may roll 2d6+3 for both Intelligence and Wisdom.
They roll 3d6+2 for Constitution and 2d6+2 for Dexterity.
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