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Old 06-07-2015, 06:42 PM   #6
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Begin the Rules Post: Races and You


Native Thorasian Races:



Human - A player who is human can choose every class except for one, and has a 10% bonus to experience gained.

Dvergr – The small rock-like race, the Dvergr is used to being underground, as a short, squat stocky humanoid with a gruff attitude and an affinity for rock and crafting. As such, they are used to the dark, and have a powerful version of sight called Darkvision. They can see in dark as if it were day. They don't need any torches. Meanwhile, they also get double the chance to detect a secret door or panel.

Flame-Kin
– This is a human-sized elemental humanoid with the body of fire and obsidian (with a level of heat they can mentally control) has several advantages and disadvantages. They won’t need torches. They also consume rock, and therefore they don't need to keep their meals. They are immune to fire damage, but take double damage from water or cold sources. There may be places in rooms in the Dungeon that only a Flame-Kin can explore, due to immunity to fire. If immersed in water, they take 20% of their max HP each round, and will thus die in a maximum of five rounds if fully healthy. They can ignite items in rooms by touch. If one becomes an Scout, they cannot ambush without magical means of concealment - they are too bright (they still can if Invisible though).

Guzak – These small lithe catlike humanoids have a calico coloration. Due to their naturally feline nature, they take no damage from falling, and have infravision. Additionally, Guzaks are the smallest and most nimble of the races, and again, there could be places that only a cat can get to in various rooms.

Qwith - A Qwith is a sylvan, slender creature a shade taller than a human with a mixture of faerie features. Their eyes are more accustomed to the dark, and therefore they have infravision and get three times the chance to detect a secret door.

Sis’Sharr
- The lizard like Sis’Sharr are a roughly human-sized species of humanoids living in the Western Reaches, an extensive desert with a matriarchal nomadic society. As such, they have developed the ability to go a long time without food, water or much sleep. A Sis’Sharr requires rest only once per every other day and do not need to keep track of food.

Trow - The trollborn, about human size bestial creatures with a high degree of intelligence, have a variety of subspecies, and this represents the adventuring Trow. Trow have an innate Go Berserk ability which can sometimes trigger randomly in combat.

Taurians - The largely extinct Taurians are an old seafaring warrior race that terrorized the local coasts until defeated several hundred years ago. These large Bullmen deal +1 to hit and to damage in combat in addition to any other lass or weapon bonuses that might apply. Taurians are also natural sailors and swimmers, just in case it matters somewhere.


The Non-Thorasian Races –


Hobbits - These small gregarious halfling creatures are extremely nice, and fun. The ones of the other edges of Hobbit society have to use slings to hunt and eat. Therefore, all Hobbits are able to use their own missile weapon - the sling, and any Hobbit can use it for free prior to any battle beginning, no matter the class. Also, Hobbits are really nice. So they always get priority over races when purchasing items from the Djinni sale.

Draconian - These partially draconic creatures were made/perverted from the eggs of good dragons. They have wings and can fly, breathe small amounts of fire, and are always evil. Because they fly, they are immune to pit traps, and might be able to access some places in the dungeon rooms. They initiate each fight with a breathe weapon that does 1d6+ their level in damage to one creature. However, their wings prevent them from wearing any armor at all. Luckily, their skin is as tough as leather armor, so they have some protection. They can wear other forms of magical protection though.

Klackon – These highly-productive hive-mind oriented insectoid humanoid creatures are extremely lawful, and cannot take any class that would normally have chaotic introductions. They are an extremely productive race. Their chitin is very tough and they get -2 AC no matter how much armor, magic or what class they may use. Klackon’s eyes are better developed, and they have Infravision.

Dark Elf
- No race understands pure unadulterated evil like the dark elves. No race understands pure power like dark elves. It's the dichotomy of the beast. Dark elves get a lot of bonuses. They have Darkvision from living underground, and they can cast Darkness once per day as a free spell. (No matter their class). This spell will blind one person, or drop a globe of darkness to blind folks in combat (the Dark Elf can see in it). They can also cast the Wizard Spell Create Poison once/day. However, despite their absolute power, no one trusts any dark elf, ever. They cannot join a party for any reason, not even with other dark elves.

Beastman - As a race, the Beastmen have a huge connection with chaos. Each one looks very different than any others. They typically stand anywhere between 5 and 6 1/2 feet tall, have broad strong humanoid features, and usually a bestial face, often with goat or another animal's resemblance. The Beastmen are virtually the personification of chaos. As a result, they Mutate every time they gain a level into a random mutation. Additionally, they cannot take any class that requires any form of order or self-control, as that is an anathema to them. They can be almost any type of fighter class - Myrmidon, Berserkers, Chaos Warriors, and Rangers. (Not Paladins or Kensai). They can be a Scout ,and they can also be a special Chaos Priest. If they take Priest, they cannot Cure or use any healing spells at all, but they can cast all of the Cause spells as though they were evil. Chaos Priests also gain the ability to, once per day, Cause Mutation in a willing party member.


Alignment - You must choose an alignment:

Good
Neutral
Evil
Chaos
Law

That's it. There's no comparing them or combining them or anything. Law and Chaos folks truly believe that they care more about laws(chaos) than right or wrong. Neutral folks don't care about either good/evil or law/chaos, they just want to get their adventure on! Some races and classes require certain alignments, or disallow others. Paladins, for example, can only be good or evil, nothing else. And please don;t bother to suggest that your Chaos Warrior should actually be good.
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Last edited by Abe Sargent : 06-07-2015 at 06:45 PM.
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