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Old 03-25-2012, 07:23 PM   #6
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rules Post #1 - Creating Your Character, Race and Alignment



Alignment


At the beginning of the game, you must choose an alignment, either good, evil, or neutral. Some classes may restrict you in certain choices. Alignment can restrict spell choice, class choice, and has some impact in the game. There may also be some consequences for changing alignment during the game.



Races:

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

Dvergr - A Dvergr is used to being underground, as a short, squat stocky humanoid with a gruff attitude and an affinity for rock and crafting. They get double the chance to detect a secret door, and they have infravision. There may be places that only a small Dvergr can reach.

Flame-Kin – This elemental humanoid with the body of fire (with a level of heat they can mentally control) has several advantages and disadvantages. They won’t need torches. They are immune to fire damage, but take double damage from water or cold sources. There may be places in the Dungeon that only a Flame-Kin can walk, 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 Assassin, they cannot ambush - they are too bright (they still can if Invisible though).

Guzak – The small catlike humanoids known as guzaks can also squeeze into small spaces like a dvergr. Due to their naturally lithe nature, they take no damage from falling, and have infravision.

Qwith - A Qwith is a sylvan, slender creature a bit taller than a human with a mixture of faerie features. They have infravision and get twice the chance to detect a secret door.

Sis’Sharr - The lizard like Sis’Sharr are a species of humanoids living in the Western Reaches, an extensive desert. 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 have trouble fitting into some of the more cramped spaces in the dungeon, and there may be places they cannot access. All Taurians deal +2 damage in combat in addition to class or weapon bonuses that might apply.



Special Racial Abilities:

Infravision - This is the ability to see the infrared spectrum in the dark, thus enabling you to make out warm blooded creatures in darkness. Note that some creatures, like an animated skeleton, are not seen by infravision, and some nearby effects (like lava) will interfere with infravision. A character with infravision can never be ambushed by a warm blooded creature naturally if their sight is running properly. (although magic may change things).

Go Berserk - The Trow may, occasionally, go crazy in combat. When this happens, they are completely immune to most magic except damage that is dealt directly like fire bolts and lighting balls. They become very powerful, with stronger, more fearsome attacks dealing +4 damage. However, they ignore any defensive posturing, and are very easy to hit by enemies, and are at +4 to be hit. They cannot do anything but attack. Once you have Gone Berzerk, it is hard to come out of it, and only after your hp have gotten low enough can you try, in order to use a potion, run, etc. There is a 20% chance you will be unable to de-berzerk each round.
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