Author Topic: Races:  (Read 1054 times)

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Offline jeff

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Races:
« on: January 29, 2008, 12:29:15 AM »

Sarisil

Physical Description:
Build: Sarisil look like bipedal lizards, although their upper bodies resemble that of a solidly built Man. They have textured, jade-colored scales and fin-like ridges that rise along the spine. These jagged spikes march from the tip of their 3 foot-long tail to the crown of their draconic, snouted head. Their fingers and toes end in claw-like nails.
 typical weight of 300 pounds for the males 250 pounds for the females.

Coloring: Sarisil have yellow eyes, and any color scheme appropriate to lizards tints their hide and scales.



 Endurance: Normal. 

Height: Sarisil range in height from 5'8"-6'6" tall.

Lifespan: The average life expectancy of Sarisil is 95 years.


Resistance: Normal

Special Abilities:
Amphibious: Sarisil can breathe in water or air equally well. They suffer no penalties
when functioning in either element.
Natural Attack: Sarisil may use their tail to make an unarmed attack as a Medium
Bash attack.
 
Strengths & Weaknesses: Sarisil are an exceptionally strong and durable race, which makes Fighter their strongest profession by far. However, their more modest bonuses to Empathy and Intuition give them a bit of an advantage in many spell-using professions, as well as Monk and Warrior Monk. Sarisil have relatively few weaknesses, but lack of Agility is definitely their most prominent one. Only the nimblest of the race can make an effective Thief, and most Sarisil wouldn’t even think of trying. If a lizard man wants to steal something, he’s better off trying to take it by force.




Culture Modifiers:

Language: Starting Languages: Sarin  (S6/W6), Warrior (S5, W0). Allowed Adolescent Languages Sarin (S10, W7), Kadin  (S5/W2), Warrior (S8, W4)

Prejudices: Sarisil don’t regard any particular race with special animus. When they go to war, they worry more about proving their own courage than they are about destroying any given foe.


Religious Attitudes: Sarisil have no belief of a higher power.

 Preferred Professions: Sarisil favor no single profession, nor are any prohibited to them.

Special Skills:  Everyman: Racial attack Tail, Swimming Restricted: None



Skill   Skill Rank
  Armor • Light skill category    1
   Soft Leather skill    0
   Rigid Leather skill    1
Armor • Medium skill category    0
      Chain skill    0
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    5
Athletic • Gymnastics skill category    1
   Climbing skill    4
Awareness • Perceptions skill category    0
   Alertness skill    2
Awareness • Searching skill category    1
   Body Development skill    2
Communications skill category    1
      Language skills    2
Lore • General skill category    3
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    0
   Riding skill (usually horses)    0
Outdoor • Environmental skill category    1
Power Awareness skill category    0
Science/Analytic • Basic skill category    1
Spells • Own Realm Open Lists  –    0
   skill in one spell list    0
Subterfuge • Stealth skill category    0
   Stalking skill    0
   Hiding skill   0
Tech./Trade • General skill category    1
Urban skill category    2
Weapon • 1-H Conc. skill category    0
   1 Weapon Based on Culture/Race     0
Weapon • 1-H Edged skill category    2
   1 Weapon Based on Culture/Race    2
Weapon • 2-Handed skill category    3
   1 Weapon Based on Culture/Race    3
Weapon • Missile skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Pole Arms skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Thrown skill category    1
   1 Weapon Based on Culture/Race   1
Hobby Ranks   12



Orc Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   -4   0   0*8*6*4*2
CO   +4   Essence   Arcane
ME   0   0   0*5*3*2*2
RE   0   Mentalism    Channeling
SD   +2   0   0*1*1*1*1
EM   +2   Poison    Essence
IN   0   +10   0*5*3*2*2
PR   0   Disease    Mentalism
QU   0   +50   0*5*3*2*2
ST   +8      
AP   -20      
Soul Departure   Racial Type   Recovery X
9   2   1
Languages   Background Options
2   5


































Hobby Ranks:
Acrobatics, Boat Piloting, Climbing, Jumping, Navigation, Observation, Rappelling, Rope Mastery, Stargazing, Swimming, Weather-watching and Wood-crafting are very important in Littoral culture. Other popular skills are: Acting, Ambush, Appraisal, any Armor skills, Body Development, Cultural Lore, Dance, Embroidery [Craft], First Aid, Hiding, History, Leadership, Metal-crafting, Painting, Public Speaking, Region Lore, Sculpting, Signaling, Spell Lists, Sprinting, Stalking, Tracking, Trading, any Weapon skills.


 

Background Options:

Extra Languages: Sarin (S10/W10), Kadin (S10,W10),

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available.
 




« Last Edit: January 29, 2008, 12:31:34 AM by jeff »

Offline jeff

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Re: Races:
« Reply #1 on: January 29, 2008, 12:32:10 AM »

Leas

Physical Description:
Build: Leas are tall and slender, so that in some ways they resemble Elves. However, they have larger bones than Elves and strong, sinewy upper bodies. They average 220 pounds in weight.

Coloring: Leas have fair skin, although some are quite pale in complexion. They have dark brown or black hair, but very little grows on their face or body. Their eyes are blue, gray or hazel.

Endurance: Normal

Height: Leas range from 5'8"-6'10" in height.

Lifespan: Leas have an average life expectancy of 200 years. 

Resistance: Leas have a better than average ability to withstand cold. They receive +5 DB and RR bonuses versus cold attacks.

Special Abilities: None

Strengths & Weaknesses: Leas receive modest bonuses across a wide range of attributes, giving them the natural gifts to successfully pursue many different professions. Their lack of Quickness makes Thief a relatively disadvantageous profession for them, but professions that emphasize Strength and Presence, such as Fighter and Bard, stand them in particularly good stead.


Culture Modifiers:

Language: Starting Languages: Kadin (S8/W8), Brey (S4/W4) Allowed Adolescent Languages: Kadin (S10, W10), Brey (S8/W8), Mereal (S5, W4)

Prejudices: The Leas are used to being the dominant group in most of the lands to which they are native, and so they treat other races with an easy-going self-confidence. Accustomed to thinking of them- selves as natural leaders, they feel that they have nothing to resent. However, they treat any forceful show of disrespect as a deadly insult, and in some instances an offense committed by one member of a certain race becomes a prejudice against all members of that race.

Religious Attitudes: The Leas have lost all desire to worship the gods.

Preferred Professions: No professions are prohibited to Laan, and none are favored.


Special Skills:  Everyman: None   Restricted: None




Skill   Skill Rank
  Armor • Light skill category    1
   Soft Leather skill    0
   Rigid Leather skill    1
Armor • Medium skill category    0
      Chain skill    0
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    5
Athletic • Gymnastics skill category    1
   Climbing skill    1
Awareness • Perceptions skill category    0
   Alertness skill    2
Awareness • Searching skill category    1
   Body Development skill    2
Communications skill category    1
      Language skills    2
Lore • General skill category    3
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    0
   Riding skill (usually horses)    0
Outdoor • Environmental skill category    1
Power Awareness skill category    0
Science/Analytic • Basic skill category    1
Spells • Own Realm Open Lists  –    0
   skill in one spell list    0
Subterfuge • Stealth skill category    0
   Stalking skill    0
   Hiding skill   0
Tech./Trade • General skill category    1
Urban skill category    2
Weapon • 1-H Conc. skill category    0
   1 Weapon Based on Culture/Race     0
Weapon • 1-H Edged skill category    2
   1 Weapon Based on Culture/Race    2
Weapon • 2-Handed skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Missile skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Pole Arms skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Thrown skill category    1
   1 Weapon Based on Culture/Race   1
Hobby Ranks   12
Leas Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   +2   -5   0*7*4*2*1
CO   +2   Essence   Arcane
ME   +2   -5   0*6*5*4*3
RE   0   Mentalism    Channeling
SD   +2   -5   0*6*5*4*3
EM   +2   Poison    Essence
IN   0   +10   0*6*5*4*3
PR   +4   Disease    Mentalism
QU   -2   +50   0*7*6*5*4
ST   +4      
AP   +10      
Soul Departure   Racial Type   Recovery X
8   3   1.5
Languages   Background Options
3   5





























Hobby Ranks:
1. Standard:
Acrobatics, Boat Piloting, Climbing, Jumping, Navigation, Observation, Rappelling, Rope Mastery, Star- gazing, Swimming, Weather-watching and Wood-crafting are very important in Littoral culture. Other popular skills are: Acting, Ambush, Appraisal, any Armor skills, Body Development, Cultural Lore, Dance, Embroidery [Craft], First Aid, Hiding, History, Leadership, Metal-crafting, Painting, Public Speaking, Region Lore, Sculpting, Signaling, Spell Lists, Sprinting, Stalking, Tracking, Trading, any Weapon skills.

2. Under class:
Acrobatics, Ambush, Appraisal, Armor • Light skills, Body Development, Brawling,
Bribery, Climbing, Cooking, Cultural Lore, Dance, Disarming Traps, First Aid, Gambling,
History, Jumping, Mingling, Observation, Rappelling, Region Lore, Rope Mastery, Scrounging, Sewing, Signaling, Singing, Stalking, Star-gazing, Streetwise, Swimming, Trickery, any Weapon skills, Weather-watching.

3. Upper class:
Appraisal, any Armor skills, Boat Piloting, Body Development, Bribery, Climbing, Contacting, Cultural Lore, Embroidery [Craft], First Aid, Gambling, History, Jumping, Languages, Leadership, Leather-crafting, Metal-crafting, Navigation, Observation, Painting, Read Runes, Region Lore, Rope Mastery, Signaling, Spell Lists, Stargazing, Stone-crafting, Swimming, Tactical Games, Trading,  any Weapon skills, Weather-watching, Wood-crafting.

Background Options:

Extra Languages: Hearis (S5/W5), Heindoren (S4,W2), Iliris (S5/W5)

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available.
 





Offline jeff

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Re: Races:
« Reply #2 on: January 29, 2008, 12:33:35 AM »
Breytillian common man

Physical Description:

Build:  Average builds male’s weigh about 170 and females 135.

Coloring: Fair complexion. Hairs ranges from red, blond, brown to jet-black. Eyes are pale gray to brown

Endurance: Normal

Height: Males average 5’1-“ and females 5”4”.

Lifespan:  Typically 60-80 years.

Resistance: Normal

Special Abilities: None

Strengths & Weaknesses:

Culture Modifiers:

Language: Starting Languages: Brey (S8/W4) Allowed Adolescent Languages: Brey (S10/W8), Heindoren (S4/W2), Hearis (S4/W2) 

Prejudices:

Religious Attitudes:

Preferred Professions: 


Special Skills:  Everyman:   Restricted:

















Skill   Skill Rank
  Armor • Light skill category    1
   Soft Leather skill    1
   Rigid Leather skill    1
Armor • Medium skill category    0
      Chain skill    0
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    1
Athletic • Gymnastics skill category    1
   Climbing skill    0
Awareness • Perceptions skill category    0
   Alertness skill    2
Awareness • Searching skill category    1
   Body Development skill    2
Communications skill category    1
      Language skills    8
Lore • General skill category    3
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    1
   Riding skill (usually horses)    1
Outdoor • Environmental skill category    2
Power Awareness skill category    0
Science/Analytic • Basic skill category    0
Spells • Own Realm Open Lists  –    0
   skill in one spell list    0
Subterfuge • Stealth skill category    1
   Stalking skill    1
   Hiding skill   1
Tech./Trade • General skill category    1
Urban skill category    0
Weapon • 1-H Conc. skill category    0
   1 Weapon Based on Culture/Race     0
Weapon • 1-H Edged skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • 2-Handed skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Missile skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Pole Arms skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Thrown skill category    1
   1 Weapon Based on Culture/Race   1
Hobby Ranks   12
Breytillian Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   0   0   0*6*4*2*1
CO   0   Essence   Arcane
ME   0   0   0*6*5*4*3
RE   0   Mentalism    Channeling
SD   +2   0   0*6*5*4*3
EM   0   Poison    Essence
IN   0   0   0*6*5*4*3
PR   0   Disease    Mentalism
QU   0   0   0*7*6*5*4
ST   +2      
AP   0      
Soul Departure   Racial Type   Recovery X
12   2   1
Languages   Background Options
2   6











































Hobby Ranks:
1. Standard:
Acrobatics, Animal Handling, Armor • Light skills, Caving, Climbing, Cooking, Dancing, Foraging, Hiding, History (own region), Leather-crafting, Observation, Regional Lore (own region), Rope Mastery, Scaling, Stalking, Star-gazing, Swimming, Tracking, any Weapons skills except Missile Artillery, Weather-watching, Wood-crafting.


Background Options:

Extra Languages: Brey (W9/S9), Hears (S6/W6), Torrin (S5/W6)

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available.
 






Offline jeff

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Re: Races:
« Reply #3 on: January 29, 2008, 12:35:01 AM »
Dwarfs

Physical Description:
Build: Both male and female Dwarves have stocky bodies with exceptionally strong limbs. Males
average 150 pounds in weight. Females average 135 pounds.

Coloring: Dwarves have fair or ruddy complexions; they spend a lot of time underground and don’t
get out in the sunlight very much. They have black, red or brown hair.
 
Endurance: Dwarves have truly exceptional stamina. They receive a +126 bonus to exhaustion points.

Height: Male Dwarves average 4'9" in height. Females average 4'5".

Lifespan: The average life expectancy of a Dwarf ranges from 200-400 years.

Resistance: Dwarves are famous for their physical toughness and their ability to withstand extreme
conditions. They receive +30 DB and RR bonuses versus heat and cold attacks.


Special Abilities: up for their fellow Dwarves regardless of circumstance and come what may. Most Dwarves live among rocky highlands and mountain caverns, where they mine the earth for its riches. They love precious metals and gems, but also recognize the value of common Dark Vision: Dwarves possess an extraordinary ability to see in poor lighting conditions. Even in very dim light, they can see up to 50' perfectly, and reasonably well up to 100'. They can see 10' in total darkness (non-magical).

Strengths & Weaknesses: Dwarves function exceptionally well in the darkness of caves and underground environments, as befits a race of miners. Unlike many underground races, they are perfectly comfortable in direct sunlight as well. Dwarves work best as Fighters, as two of their strongest attributes, Strength and Constitution, correspond with those most important to that profession. They do not make the best Thieves, as they are relatively weak in both Agility and Quickness. In fact, Fighter is the only profession for which strength in one key attribute is not offset by weakness in another. Also, their penalties to Presence and Appearance ensure that they are not terribly useful in social situations.

Culture Modifiers:

Language: Starting Languages: Dirill (S8, W6). They guard their native racial tongue as a secret that they keep among themselves, and they never use it around non-Dwarves. In mixed company, they use Brey (S5, W5) if Asdrills and Eridin if Marills. Allowed Adolescent Languages: Dirill (S10, W10), Brey (S9, W8), Eridin (S9, W8),

Prejudices: Dwarves hate Orcs and Dragons, both implacable foes for uncounted generations. In fact, they instinctively dislike all of the underground races that worship dark gods and revel in cruelty and destruction (Goblins, Trolls, and so on). They are also suspicious of Elves, a distrust that probably has to more to do with the strangeness of Sylvan culture than anything else.

Religious Attitudes: Dwarves revere their ancestors above all else, except for their creator deity. They also believe that each Dwarven bloodline has a common spirit that permeates each member of it, binding all of them together in spiritual union. These beliefs come together in the notion that each Dwarven king inherits a tangible spiritual essence from each of his predecessors, linking him to them and vice-versa.


Leas Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   -2   0   0*7*5*4*3
CO   +6   Essence   Arcane
ME   0   +40   0*2*1*1*1
RE   0   Mentalism    Channeling
SD   +2   +40   0*6*5*4*3
EM   0   Poison    Essence
IN   -2   +20   0*6*5*4*3
PR   -4   Disease    Mentalism
QU   -2   +15   0*2*1*1*1
ST   +3      
AP   -10      
Soul Departure   Racial Type   Recovery X
18   1   0.5
Languages   Background Options
2   5
Preferred Professions: Dwarves favor Fighter as a profession, the result of their innate physical
toughness and temperamental pugnacity.  On the other hand, Dwarves do not excel at Essence or Mentalism spell use, and never pursue those Professions. They generally scoff at the ways of Elves or other conjurers.
Instead, they prefer to use magical power to craft physical items, trusting more in their permanence than in temporary effects.

Special Skills:  Everyman: Caving, Leather-crafts, Metal-crafts, Mining, Stone-crafts [Crafts],
Survival (Underground) Restricted: Swimming


Skill   Skill Rank
  Armor • Light skill category    2
   Soft Leather skill    2
   Rigid Leather skill    2
Armor • Medium skill category    1
      Chain skill    1
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    0
Athletic • Gymnastics skill category    1
   Climbing skill    1
Awareness • Perceptions skill category    0
   Alertness skill    2
Awareness • Searching skill category    2
   Body Development skill    1
Communications skill category    1
      Language skills    4
Lore • General skill category    2
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    0
   Riding skill (usually horses)    0
Outdoor • Environmental skill category    2
Power Awareness skill category    0
Science/Analytic • Basic skill category    0
Spells • Own Realm Open Lists  –    0
   skill in one spell list    0
Subterfuge • Stealth skill category    1
   Stalking skill    1
   Hiding skill   1
Tech./Trade • General skill category    1
Urban skill category    0
Weapon • 1-H Conc. skill category    2
   1 Weapon Based on Culture/Race     2
Weapon • 1-H Edged skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • 2-Handed skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Missile skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Pole Arms skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Thrown skill category    1
   1 Weapon Based on Culture/Race   1
Hobby Ranks   10



































Hobby Ranks:
1. Standard: Adrenal Toughness, Alertness, Ambush, any Armor skills, Caving, Direction Sense, Metal craft, Region Lore (own), Sense Awareness, Spatial Location Awareness, Stone-craft, Surveillance, Survival (Subterranean), Tightrope walking, Time Sense, any Weapons skills except Missile Artillery.




Training Packages:  May purchase Mercenary, Soldier and Weapon Master training package at 3/4 the normal cost (rounded up) in development points.

Background Options:

Extra Languages:

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available. For one background option, a Dwarf may select both of the following talents: 1) a 50% chance of sensing the presence of mechanical traps (GM should roll); and 2) superior orienting abilities while underground, so that the character always knows the direction of true north and the approximate elevation of his present location.  A Dwarf may also select Unnatural Stamina (Minor Talent) without a flaw for only two background options instead of three.

 






Offline jeff

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Re: Races:
« Reply #4 on: January 29, 2008, 12:35:32 AM »
Wood elves

Physical Description:
Build: Wood Elves are shorter than the other Elvin sub-races, and slender of build. Males average about 150 pounds in weight. Females average about 125 pounds.

Coloring: Wood Elves have light-colored hair and blue, gray or green eyes.

Endurance: All Elves have better than average stamina. They can endure 16-20 hours of travel per day without unusual fatigue. Also, Elves do not need sleep. Instead, they rest by meditating and recalling memories in a trance-like state. Typically, they require two hours of this meditation per day, and it restores Power Points as per a normal night’s sleep. In a pinch, however, they can function for many days with little or no relief (however, they still need to meditate for two hours per night to recover Power Points).

Height: Wood Elves are the most numerous of the three Wood Elves are the shortest of the Elvin sub-races. Males average 6'0" in height and females average 5'9", making them no taller than High Men.

Lifespan: Wood Elves are immortal. They die only through violence or mischance, or if they weary of life and lose the will to live.

Resistance: Wood Elves are practically immune to all forms of natural illness. They receive a +100 RR bonus versus disease. They are also resistant to extremes of natural cold. Wood Elves have +10 DB and RR bonuses versus cold attacks.

Special Abilities:
 Dark Vision: Wood Elves can see on a star-lit or moonlit night as if it were full daylight. In conditions darker than that, they need a light source to see, and their vision extends to 50' feet (perfect vision) and 100' (they can see reasonably well). In absolute darkness, however, they can see no better than Men.
Superb Hearing: Wood Elves have especially good hearing, even by Elvin standards. In addition to the standard +10 bonus to Awareness maneuvers that involve only hearing that all Elves receive, they get a +10 bonus to Base Spell attacks from the Bard spell lists, as well as a +10 bonus to their Trickery skill and their Stalking and Hiding skill.

Strengths & Weaknesses: Elves receive noteworthy bonuses to over half of their attributes, making them an exceptionally strong race. Their attribute bonuses make Wood Elves are well suited for Thief (not that Elves would pride themselves on thieving for a living, however) and Dabbler as chosen professions. They are especially well suited to become Bards, since they receive bonuses to Memory and Presence, have performing skills as Everyman skills, and bonus to Base Spell attacks from the Bard spell lists. Oddly enough, however, none of the other spell using professions jumps out as natural fits, because of their severe penalty to Self-Discipline. A Wood Elf Bard, on the other hand, might go abroad in search of new material, or to seek his fortune. His desire to leave home would raise eyebrows among his peers, but that need not stop one so bold.

Culture Modifiers:
Language: Starting Languages: Eridin (S10/W10), Brey (S8/W6) Iliris (S4/W4), Mereal (S8/W6)
Allowed Adolescent Languages: Iliris (S10, W10), Brey (S10/W10), Mereal (S10, W10)

Prejudices: All Elves hate Goblins and Dragons, whom they regard as their enemies since time immemorial. Wood Elves also dislike Dwarves, and regard Men with suspicion. They enjoy their seclusion and they resent the intrusions of Wood folk upon their Sylvan habitat.

Religious Attitudes: For Elves in general, religion is an informal matter, and revolves around communal rituals and personal meditation. Elvin communities may not have any gods in the same sense that communities of mortals do. Elves are, after all, immortal, so they already have an aspect of godhood as part of their birthright, and they have some right to look at deities as peers.

Preferred Professions: No professions are prohibited.
Skill   Skill Rank
  Armor • Light skill category    0
   Soft Leather skill    0
   Rigid Leather skill    0
Armor • Medium skill category    0
      Chain skill    0
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    3
Athletic • Gymnastics skill category    1
   Climbing skill    2
Awareness • Perceptions skill category    0
   Alertness skill    6
Awareness • Searching skill category    1
   Body Development skill    1
Communications skill category    2
      Language skills    10
Lore • General skill category    3
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    1
   Riding skill (usually horses)    1
Outdoor • Environmental skill category    5
Power Awareness skill category    1
Science/Analytic • Basic skill category    1
Spells • Own Realm Open Lists  –    X
   skill in one spell list    2
Subterfuge • Stealth skill category    4
   Stalking skill    4
   Hiding skill   4
Tech./Trade • General skill category    1
Urban skill category    0
Weapon • 1-H Conc. skill category    0
   1 Weapon Based on Culture/Race     0
Weapon • 1-H Edged skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • 2-Handed skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Missile skill category    3
   1 Weapon Based on Culture/Race    3
Weapon • Pole Arms skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Thrown skill category    0
   1 Weapon Based on Culture/Race   0
Hobby Ranks   10

Special Skills:  Everyman: Music, Play Instrument, Trickery, Woodcrafts.
 Restricted: None


Wood elf Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   +4   -5   0*6*3*1*1
CO   0   Essence   Arcane
ME   +2   -5   0*4*3*2*1
RE   0   Mentalism    Channeling
SD   -5   -5   0*6*5*4*4
EM   +2   Poison    Essence
IN   0   +10   0*4*3*2*1
PR   +2   Disease    Mentalism
QU   +2   +50   0*6*5*4*4
ST   0      
AP   +10      
Soul Departure   Racial Type   Recovery X
3   3   1
Languages   Background Options
3   4




























 

Hobby Ranks:
1. Standard:
Acrobatics, Alertness, Animal Handling, Animal Healing, Camouflage, Climbing, Fauna
Lore, Faerie Lore, Flora Lore, Foraging, Herb Lore, Hiding, History (own region), Hunting,
Preparing Herbs, Rappelling, Reality Awareness, Region Lore (own region), Singing, Star-gazing, Stilt-walking, Survival (forest), Tightrope walking, Tracking, Trickery, Tumbling, Tumbling
Evasion, Using Prepared Herbs, any Weapon •
Thrown skills, Weather-watching.


Background Options:

Extra Languages: Dirill (S4/W2),

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available.  In addition, for one background option a Wood Elf may select the following talent: special affinity with trees and woodland foliage, so that all physical activities performed by the character get a special +15 bonus when in forested terrain.


OUTFITTING OPTIONS

Armor: Sylvan folk rarely wear heavy armor. Few wear chain mail—only High-elven nobles, professional soldiers, or Elves who are intent on leaving the forest for a life of adventure. Heavy armor is never found among natives of the rainforest, where it is far too hot and humid to wear such things comfortably. Light armor is most popular, and even that may prove uncomfortable in tropical areas.

Money: 20 sp. Personal wealth may take the form of medicinal herbs and semi-precious gems.

Weapons: Sylvan folk favor missile weapons and weapons that favor speed more than brute strength: Dagger, cutlass, short sword, quarterstaff, blowgun, longbow, short bow, javelin, spear. Some Sylvan folk use woodsman axes acquired from Wood folk.






Offline jeff

  • Moderator
  • Knight of the Sword and Stone
  • *
  • Posts: 344
Re: Races:
« Reply #5 on: January 29, 2008, 12:36:00 AM »
Feline

Physical Description:
Build: Lasarin have lean, sinewy bodies that make them look both thinner and more muscular than Men.

Coloring: Lasarin have brown, suede-like skin that shows only at the face and the extremities. The rest of their body is covered by coffee-colored, gold-tipped fur, which forms a mane around the head. They have green eyes.

 Endurance: Normal. 

Height: Lasarin range in height between 5'8"-6'4".

Lifespan: Lasarin have an average life expectancy of 170 years.

Resistance: Normal

Special Abilities:
Dark Vision: On a star-lit or moonlit night, Lasarin can see perfectly up to 25' feet and reasonably well up to 100'. In absolute darkness, however, they can see no better than Men.

Strengths & Weaknesses: Lasarin make capable Fighters, Rogues and Thieves because of their modest bonuses to the key attributes for those professions.  Their claws make them fearsome in close combat even if they are disarmed.





Culture Modifiers:

Language: Starting Languages: Sarin  (S6/W6), Warrior (S5, W0). Allowed Adolescent Languages Sarin (S10, W7), Kadin  (S5/W2), Warrior (S8, W4)

Prejudices: Lasarin don’t regard any particular race with special animus. When they go to war, they worry more about proving their own courage than they are about destroying any given foe.

Religious Attitudes: Lasarin have no belief of a higher power.

 Preferred Professions: Lasarin favor no single profession, nor are any prohibited to them.

Special Skills:  Everyman: Racial attack claw Restricted: None



Orc Racial Information

Stat
Modifiers   RR Modifiers   Progression Rates
   Channeling   Body Development
AG   -4   0   0*8*6*4*2
CO   +4   Essence   Arcane
ME   0   0   0*5*3*2*2
RE   0   Mentalism    Channeling
SD   +2   0   0*1*1*1*1
EM   +2   Poison    Essence
IN   0   +10   0*5*3*2*2
PR   0   Disease    Mentalism
QU   0   +50   0*5*3*2*2
ST   +8      
AP   -20      
Soul Departure   Racial Type   Recovery X
9   2   1
Languages   Background Options
2   5
Skill   Skill Rank
  Armor • Light skill category    1
   Soft Leather skill    0
   Rigid Leather skill    1
Armor • Medium skill category    0
      Chain skill    0
Athletic • Brawn skill category    1
Athletic • Endurance skill category    1
     Swimming skill    5
Athletic • Gymnastics skill category    1
   Climbing skill    4
Awareness • Perceptions skill category    0
   Alertness skill    2
Awareness • Searching skill category    1
   Body Development skill    2
Communications skill category    1
      Language skills    2
Lore • General skill category    3
   “Own” Region Lore skill    3
   “Own” Culture Lore skill    3
Outdoor • Animal skill category    0
   Riding skill (usually horses)    0
Outdoor • Environmental skill category    1
Power Awareness skill category    0
Science/Analytic • Basic skill category    1
Spells • Own Realm Open Lists  –    0
   skill in one spell list    0
Subterfuge • Stealth skill category    0
   Stalking skill    0
   Hiding skill   0
Tech./Trade • General skill category    1
Urban skill category    2
Weapon • 1-H Conc. skill category    0
   1 Weapon Based on Culture/Race     0
Weapon • 1-H Edged skill category    2
   1 Weapon Based on Culture/Race    2
Weapon • 2-Handed skill category    3
   1 Weapon Based on Culture/Race    3
Weapon • Missile skill category    1
   1 Weapon Based on Culture/Race    1
Weapon • Pole Arms skill category    0
   1 Weapon Based on Culture/Race    0
Weapon • Thrown skill category    1
   1 Weapon Based on Culture/Race   1
Hobby Ranks   12





































Hobby Ranks:
Acrobatics, Boat Piloting, Climbing, Jumping, Navigation, Observation, Rappelling, Rope Mastery, Stargazing, Swimming, Weather-watching and Wood-crafting are very important in Littoral culture. Other popular skills are: Acting, Ambush, Appraisal, any Armor skills, Body Development, Cultural Lore, Dance, Embroidery [Craft], First Aid, Hiding, History, Leadership, Metal-crafting, Painting, Public Speaking, Region Lore, Sculpting, Signaling, Spell Lists, Sprinting, Stalking, Tracking, Trading, any Weapon skills.


 





Background Options:

Extra Languages: Sarin (S10/W10), Kadin (S10,W10),

Extra Money: Any coins, gems or Jewelry.

Special Items: All are available.

Talents: All are available.
 






 

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