Difference between revisions of "Race (Arden-Vul)"

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[[Arden-Vul]] > [[Rules_(Arden-Vul)|Rules]] > [[Characters_(Arden-Vul)|Characters]] > Race
[[Arden-Vul]] > [[Rules_(Arden-Vul)|Rules]] > [[Characters_(Arden-Vul)|Characters]] > Race
Names: Archontean / Thorcin


=Humans=
=Humans=
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Cultures
Cultures
* Archontean (greek / romannatively, but very multi-ethnic)
* Archontean (greek / roman natively, but very multi-ethnic)
* Thorcin (norse / germanic / anglo-saxon)
* Thorcin (norse / germanic / anglo-saxon)
* Ramaali (persian / turkish / arabian)
* Ramaali (persian / turkish / arabian)
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=Demi-humans=
=Demi-humans=
Names: Archontean / Thorcin


==Elves / Alfar==
==Elves / Alfar==
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* +1 Dexterity, -1 Constitution
* +1 Dexterity, -1 Constitution
* Keen Senses: +1 Listen, +1 Search.
* Keen Senses: +1 Listen, +1 Search.
* Immune to sleep, charm, and ghoul paralysis.
* Immune to sleep, charm, and undead paralysis.
* Trance: enter a trance instead of sleeping, remaining fairly aware of your surroundings.
* Trance: enter a trance instead of sleeping, remaining fairly aware of your surroundings.
* Primal Bond: may choose Druid.
* Primal Bond: may choose Druid.
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* Darkvision 60'
* Darkvision 60'
* Keen Ears: +1 Listen
* Keen Ears: +1 Listen
* Nimble: +1 Sneak, +1 to Climbing checks (and +5% to Climb Walls if a Thief)
* Nimble: +1 Sneak, +1 to Climbing checks (and +5% Climb Walls if a Thief)
* Arcane Blood: +X to save vs Spells
* Arcane Blood: +X to save vs Spells
** Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
** Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
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** Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
** Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
** Immune to mundane extremes of cold.
** Immune to mundane extremes of cold.
* Eventually heal any non-fatal wound.
* Slow Regeneration: eventually heal any non-fatal wound.
** ~1 month for a finger or soft tissue such as a nose or ear, up to ~1 year for a limb or complex organ such an eye. Discoloration and scarring may remain but generally not enough to interfere with use.  Brain damage will usually heal, but lost or altered faculties will not necessarily be restored.
** ~1 month for a finger or soft tissue such as a nose or ear, up to ~1 year for a limb or complex organ such an eye.
** Discoloration and scarring may remain, but generally not enough to interfere with use.  Brain damage will usually heal, but lost or altered faculties will not necessarily be restored.
* Darkvision 60'
* Darkvision 60'
* Big: can't ride most mounts.  Armor must be tailored to their size.
* Big: can't ride most mounts.  Armor must be tailored to their size.
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==Hands of Ptah / Dwarves==
==Hands of Ptah / Dwarves==


* +1 Wis, +1 Con, -2 Cha (to non-Dwarves)
* +1 Wis, +1 Con
* Life-stone: a small pendant bound to your life-force.  It glows faintly while you live.
* Life-stone: a small pendant bound to your life-force.  It glows faintly while you live.
* Combined with Message, Sending, Locate Person, or similar magics by one who knows the workings of Ptah, it can be used to home in on your unerringly and extends range and/or duration 10x.
** Combined with Message, Sending, Locate Person, or similar magics by one who knows the workings of Ptah, it can be used to home in on your unerringly and extends range and/or duration 10x.
* Darkvision 60'
* Insular & Taciturn: effective -4 Charisma in social dealings with non-dwarves (hireling loyalty, etc).
* Stocky: armor must be tailored to their size.
* Stocky: armor must be tailored to their size.
* Craft-wise & Stone-cunning: +2 Spot relating to nuances of stone, metal, and crafted works.
* Craft-wise & Stone-cunning: +2 Search relating to nuances of stone, metal, and crafted works.
* Hand of Ptah: dwarves can be clerics, but only those who turn their back on their communities would join the Immortal Flame, otherwise they must choose the Cult of Ptah holy order.
* Hand of Ptah: dwarves can be clerics, but must choose the Cult of Ptah holy order.


==Mi'it (Bast-lings) / Grimalkin==
==Mi'it ("me-it", Bast-lings) / Grimalkin==


* Pronounced "me-it"
* +2 Dex, -1 Con, -2 Str
* +2 Dex, -1 Con, -2 Str
* Speak With Cats (they don't accord you any special authority, they're cats after all)
* Speak With Cats: they don't accord you any special authority (they're cats after all).
* Darkvision 60'
* Darkvision 60'
* Small: can't use two-handed weapons.  Armor must be tailored to their size.  +2 defense against Large and larger creatures.
* Small: can't use two-handed weapons.  Armor must be tailored to their size.  +2 defense against Large and larger creatures.
* +1 Sneak, +1 Spot, +1 Listen, +1 to Climbing checks, and +5% if a Thief)
* Feline Senses: +1 Search, +1 Listen
* Feline Paws: +1 Sneak, +1 to Climbing checks (and +5% Climb Walls if a Thief)
* Jump: 2x jumping distance
* Jump: 2x jumping distance
* Always Land On Your Feet: reduce effective falling distance by your current Speed (10' to 40').  If you take no damage, don't fall prone.
* Always Land On Your Feet: reduce effective falling distance by your current Speed (factoring in encumbrance).  If you take no damage, you don't fall prone.
* Inhuman: may not choose cleric.
* Inhuman Soul: may not choose cleric.

Latest revision as of 18:57, 18 March 2024

Arden-Vul > Rules > Characters > Race

Humans

  • +1 to two different stats
  • +10% xp
  • Decisiveness: followers get +1 to loyalty and morale.

Cultures

  • Archontean (greek / roman natively, but very multi-ethnic)
  • Thorcin (norse / germanic / anglo-saxon)
  • Ramaali (persian / turkish / arabian)
  • Khumus (central asian)
  • Lokhossan & Nyalan (african)

Demi-humans

Names: Archontean / Thorcin

Elves / Alfar

  • +1 Dexterity, -1 Constitution
  • Keen Senses: +1 Listen, +1 Search.
  • Immune to sleep, charm, and undead paralysis.
  • Trance: enter a trance instead of sleeping, remaining fairly aware of your surroundings.
  • Primal Bond: may choose Druid.
  • Inhuman Soul: may not choose Cleric.
  • Longevity: 200 - 300 year lifespan

Homunculi / Goblins

  • +2 Dexterity, -1 Strength, -1 Constitution
  • Small: can't use two-handed weapons. Armor must be tailored to their size. +2 defense against Large and larger creatures.
  • Darkvision 60'
  • Keen Ears: +1 Listen
  • Nimble: +1 Sneak, +1 to Climbing checks (and +5% Climb Walls if a Thief)
  • Arcane Blood: +X to save vs Spells
    • Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
  • Albino: -1 to melee attack in bright light, -2 to ranged attacks. If uncovered in extended, direct sunlight, 1 damage per hour.
  • Shorter-Lived: 50-70 year lifespan

Trollkin

  • +2 Str, +1 Con, -2 Cha
  • Trollish Hardiness: +X to save vs poison, disease, and cold
    • Constitution: 4-6 (+1), 7-10 (+2), 11-14 (+3), 15-17 (+4), 18 (+5)
    • Immune to mundane extremes of cold.
  • Slow Regeneration: eventually heal any non-fatal wound.
    • ~1 month for a finger or soft tissue such as a nose or ear, up to ~1 year for a limb or complex organ such an eye.
    • Discoloration and scarring may remain, but generally not enough to interfere with use. Brain damage will usually heal, but lost or altered faculties will not necessarily be restored.
  • Darkvision 60'
  • Big: can't ride most mounts. Armor must be tailored to their size.
  • Longevity: 100 - 200 year lifespan

Hands of Ptah / Dwarves

  • +1 Wis, +1 Con
  • Life-stone: a small pendant bound to your life-force. It glows faintly while you live.
    • Combined with Message, Sending, Locate Person, or similar magics by one who knows the workings of Ptah, it can be used to home in on your unerringly and extends range and/or duration 10x.
  • Insular & Taciturn: effective -4 Charisma in social dealings with non-dwarves (hireling loyalty, etc).
  • Stocky: armor must be tailored to their size.
  • Craft-wise & Stone-cunning: +2 Search relating to nuances of stone, metal, and crafted works.
  • Hand of Ptah: dwarves can be clerics, but must choose the Cult of Ptah holy order.

Mi'it ("me-it", Bast-lings) / Grimalkin

  • +2 Dex, -1 Con, -2 Str
  • Speak With Cats: they don't accord you any special authority (they're cats after all).
  • Darkvision 60'
  • Small: can't use two-handed weapons. Armor must be tailored to their size. +2 defense against Large and larger creatures.
  • Feline Senses: +1 Search, +1 Listen
  • Feline Paws: +1 Sneak, +1 to Climbing checks (and +5% Climb Walls if a Thief)
  • Jump: 2x jumping distance
  • Always Land On Your Feet: reduce effective falling distance by your current Speed (factoring in encumbrance). If you take no damage, you don't fall prone.
  • Inhuman Soul: may not choose cleric.