Races of Acrose
From NexusCrossing
The world of Acrose is peopled by many diverse races. Here we will cover some of the more common ones.
In most cases the races seen here will appear much as they do in any other setting, there are occasional differences. While Elves exist in droves on the continent of Acrose, the last great Elven Empire fell many thousands of years ago in a fiery war with the Dwarven Empire, who then fell just as painfully in battle against the Humans of the day.
In a world that is continually wrought by war, one enemy looks much like another. The enmity that exists in most fantasy settings between the Human and the Goblinoid races exists, but is not quite the same. In other words, a Goblin from an enemy nation is no different from a Human from an enemy nation.
This is not to say that no strife exists between races. Any time you have groups of people, there will be problems. That is simply one of the drawbacks of sentience.
Contents |
The Races
Humans
Race: Human
CP Value: 5
Race Cost: 0
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Base Movement | 0 | Standard Movement Multiplier (x3)
+1 Bonus Feat | 2cp | At level 1, Humans gain 1 bonus feat.
+4 Skill Points | 1cp | Humans gain 4 extra skill points at level 1
+1 SP/Level | 2cp | Humans gain 1 extra skill point each level
Humans are medium sized creatures, and move at the normal base
movement rate on land. They have no major or spectacular abilities
and are overall very normal in appearance: to another human at least.
In many ways humans are the most diverse race on the planet, with
skin tones ranging from pale white, to black the color of charcoal,
and occasional specimens with skin that is red or even pale blue.
These are just the natural occurrences and do not take into account
Human cosmetic practices.
While they are not particularly well suited to any individual
Environment or profession, they tend to do well at most tasks and are
very quick learners. They also tend to exhibit a kind of independent
survivalist spirit that matches even that of the Dwarves.
This can do spirit and there ability to learn quickly are represented
in the form of a bonus feat at level 1, and 4 bonus skill points at
level 1. Every level after that, they gain one extra skill point per level.
Elves
Race: Elf
CP Value: 6
Race Cost: 1
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Base Movement | 0 | Standard Movement Multiplier (x3)
+2 Dexterity | 8CP |
-2 Constitution | -8BP |
Sleep Immunity | 1CP | Immunity to Magical Sleep effects
Enchant Save | 1CP | +2 bonus on saves vs. Enchantment effects
Low-Light Vision| 1CP | Can see twice as far in low light
Skill Bonuses | 1.5CP | +2 on Spot, Listen, and Search Checks
Perform Bonus | .5CP | +2 on performance skills
Secret Doors | 1CP | Automatically searches for hidden doors
The Elves are an ancient and graceful race. About this no one disagrees.
There are those however that argue their rightful and proper place in the
world. There are those among the elders that teach of a time when the Elves
where the gardians of nature who once stood guard over the once great forests
in a time when man and beast alike threatened to destroy everything with
their wars.
There are those among the young that hear their stories and long for the day
when the Elves can return to their rightful place as leaders amongst the
sentient races, and protectors of all that is clean and pure.
To the rest, those who go to work every day and hold down jobs, life is too
busy as it is. They just want to live their lives and be left alone like
everyone else.
In modern time, the Elven peoples are divided primarily into two groups.
they are the City Elves and the Wild Elves. The City Elves make up the vast
majority of Elves in Acrose. Culturally they are no different from the other
races that live around them. They are not so much a separate culture as they
are an ethnic group within the existing system.
Note: For those who have played other settings, Elves do sleep.
Dwarves
Race: Dwarf
CP Value: 8
Race Cost: 3
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Slow Movement | -1BP | Slow Movement Modifier (x2)
+2 Constitution | 8CP |
-2 Charisma | -8BP |
Dark Vision | 1CP | Can see 60’ in absolute darkness
Stability | 1CP | +4 bonus against tripping and bull rushing
Stone Cunning | 1CP | +2 bonus on search checks for unusual stonework
+2 vs. Poison | 1CP | +2 bonus to poison saves
+2 vs. Spells | 2CP | +2 bonus to saves vs. spells
Attack Bonus | 1CP | +1 Attack vs. Orcs/Goblinoids
Giant Defense | 1CP | +4 Dodge defense bonus vs Giants
+2 Appraise | 0.5CP | +2 Appraise for metal or stone items
+2 Craft Skills | 0.5CP | +2 bonus for craft skills
Dwarves are slow but sturdy beings. Their extremely dense muscle mass
forces them to move more slowly than most medium sized humanoids, however
they are not slowed down by a medium or heavy load. Even carrying a
heavy load, they will still move at their base speed over land.
They are very healthy beings, but are not magically or socially inclined.
To outsiders they come across as gruff, and sometimes flat out rude.
Among other Dwarves however, they are boisterous, loud, and jovial.
While other races may see them as barbaric, loud, obnoxious (imagine
A continual frat party if they can get away with it), there is no doubt
In anyone’s minds that Dwarves are some of the best craftsmen around,
especially if you need a good suit of armor or a sword.
They also have an almost supernatural understanding of stone and stone
structures. They gain a +2 bonus to detect unusual stonework and stone
structures, including items that are disguised as stone but are not stone.
They automatically get a search check to see if they notice unusual stone
structures that they come within 10 feet of, even if they are not actively
looking for them.
Gnomes
Race: Gnome
CP Value: 10
Race Cost: 5
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Base Movement | 1CP | Standard Movement Multiplier (x3)
Small Size | -4BP | AC+1, Att+1, Carry Capacity x1/4
| | smaller weapons/armor.
+2 Constitution | 8CP |
+2 Intelligence | 8CP |
-2 Strength | -8BP |
Low-Light Vision| 1CP | See twice as far in low light
+2 vs. Illusion | 1CP | +2 Save vs. Illusion spells
Giant Defense | 1CP | +4 Dodge defense vs Giants
+2 Listen Check | .5CP | +2 on Listen skill checks
+2 Alchemy | .5CP | +2 on Craft(Alchemy) skill checks
Strong Illusions| 1CP | Their Illusion spells are at DC +1
Gnomes are among the smaller of the common races. They are short,
stout, and genial. Everyone seems to like a gnome. They are healthy,
bright, and excel in many areas.
They have extremely strong minds, and gain a bonus against illusion
spells, as well as their own illusion spells being harder to counteract.
Gnomes are also blessed with proportionately large noses. This allows
them to excel in the fields of alchemy, and cooking, and other areas
where a strong sense of smell is a bonus.
Gnomes are small sized creatures. This comes with some good points and
Some bad. They can hide more easily, gaining a +4 bonus to hide checks.
They also get a +1 size modifier to both their AC and their Attack scores.
There is a down side though. They can only carry 3/4ths as much weight
as a medium sized creature with the same strength score. Weapons
made for people of their side do less damage, and it is harder for them
to find armor and clothing in a land dominated by people roughly two to
three times their size. Because they are extremely nimble however,
they move more quickly than most creatures their size, and have the
same speed modifier as a medium sized creature.
Goblins
Race: Goblin
CP Value: 0
Race Cost: -5
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Base Movement | 1CP | Standard Movement Multiplier (x3)
Small Size | -4BP | Same as Gnome
+2 Dexterity | 8CP |
+2 Constitution | 8CP |
-2 Wisdom | -8BP |
-2 Charisma | -8BP |
Dark Vision | 1CP | Can see 60’ in absolute darkness
Skill Modifiers | 2CP | +3 Racial bonus to Hide, and Move Silently
| | +2 racial bonus to 1 craft skill
Goblins are thick skinned and agile. They tend to be fairly
healthy for their size, even though by other races standards
they tend to look somewhat unpleasant.
They are skilled craftsmen, and can build almost anything, but
they tend to be somewhat lacking in the common sense department.
Goblin society in many ways is not so much different from that
of the Humans. They just tend to be more primitive. In fact,
most advanced colonies of Goblins live in Human territories where
they can get safer access to the conveniences of cities and trade
routes.
How Goblins interact with other races varies from one region to
the next. In some territories they are treated as vermin, and often
killed on site. In those regions most of the Goblins you encounter
will belong to primitive tribes who survive either through hunting
and agriculture, or by raids on other villages.
In other areas, Goblins are integrated into Human or Elven society.
In these regions they are often merchants, craftsmen, and engineers.
They are small, but they have strong backs.
Of course, even civilized groups of goblins have their share of
warriors and rogues.
Goblins are inquisitive creatures, who as a whole tend to
have a never ending thirst for knowledge. They are tinkers,
craftsmen, scholars, and rogues. They are always on the alert
for interesting information, or a bit of gossip. As a general
rule, they like to travel as much as humans do, and have an
eye for detail, and as such make excellent merchants.
A goblin generally stands 3 to 3-1/2 feet tall and weigh 40 to
45 pounds, though it is not unheard of to meet a portly
Goblin jeweler. They have a slight green tint to their skin, and
their hair tends to be in earth tones, as opposed to the usual
colors you might see on a human. Personality wise, Goblins are as
varied as any other race. All in all, they get along amiably with
other races. No one has ever heard of goblins starting an altercation
on the scale of any human war.
It is not certain if the goblins have their own tongue. If they do,
then it is an obscure one that even most goblins have forgotten.
As far as anyone knows, the goblins have walked beside man since
before the ancient wars.
Kobolds
Race: Kobold
CP Value: 1
Race Cost: -4
| Character |
| Point |
Ability | Value | Brief Description
----------------|-----------|-----------------------------------
Base Movement | 1CP | Standard Movement Multiplier (x3)
Small Size | -4BP | Same as Gnome
+2 Dexterity | 8CP |
-2 Strength | -8BP |
Dark Vision | 1CP | Can see 60’ in absolute darkness
Class Skills | 1CP | May treat all Knowledge Skills as Class Skills
Skill Bonuses | 1.5CP | +2 Gather Information
| | +2 Move Silently, Hide in Shadows
Class Skill | 1CP | May Treat Gather Information as a Class Skill
Kobolds are short, furry, somewhat rat like people. They tend
to stand around the same height as a goblin, and have fur in
colors ranging from blue to black to blonde. If you might see
the color in the fur of another mammal, then you will likely
find a kobold with that color. They also vary greatly in the
designs of their markings. Often times, one can recognize a
family by their fur.
Kobolds love to find information, and they also love to share
it. Often times the town gossip will be a Kobold. They make
excellent investigators, and are not known to be afraid of using
stealth.
Kobolds are sometimes distrusted by others, because of their
apparent inability to keep their mouths shut. While this is not
true of all of their kind, it is prevalent enough, that many
think that gossip must be a racial trait.
Note: Kobolds are NOT Dragonkin.
Table of Contents
- Races of Acrose
