Tweak RPG/Races

From NexusCrossing

Jump to: navigation, search

Contents

[edit] Table of Contents


[edit] Step 4: Choosing a Race (Continued)

Many races populate the world that your character will live in. In fact, he or she is from a specific race as well. It is kind of funny how that works really. While there are many races out there, there are few that are more common than others.

Each race has a point value based on the abilities, attributes, advantages, and disadvantages the race gives. The first race that we will present is the human race. The human race is the default race in most campaign settings. I think that this is for two main reasons. First of all, most of the people reading this are human. This gives them a good frame of reference to understand the human race. Secondly, and this is tied to the first reason anyway, most fantasy books and novels feature humans as the main race. Even books that are ABOUT Elves or Trolls or Goblins, usually present humans as the main race in the setting.

Since humans are the default baseline, they will also be the frame of reference that we use to determine the point value for the different races. That being said, Humans are a 0 point race.

[edit] Humans

 Race:       Human
 CP Value:   4 
 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.
 +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, an extra skill point every level.


As you can see, at the game mechanics level, humans have 4 CP (Character Points) worth of abilities. This number is important to remember. All other races will have charts similar to this one. The charts will give a list of abilities, and a brief description of the race. For all races from this point forward, the Race Cost will always be 4CP less than the CP Value. This may mean that some races are even worth BP (Bonus Points). Bonus Points are points that are added to the character’s available CP.

    ***** Note: This was taken out of the character description due to experimental
          changes in the way that skills work.
            +4 Skill Points |     1cp   | Humans gain 4 extra skill points at level 1

[edit] Dwarves

 Race:       Dwarf
 CP Value:   8 
 Race Cost:  4
 
                 | 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.

[edit] Elves

 Race:       Elf
 CP Value:   8 
 Race Cost:  4
 
                 | 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
 Attack Bonuses  |     2CP   | ATT + 1 for Rapier, Bows, and Short Sword
 
 Most others see Elves as a mysterious and graceful race, and they are.
 They are agile, and they have an innate ability to excel in magical
 pursuits. Unfortunately, they are not as physically endowed as some
 races, as they have an almost insatiable appetite for swordplay.
 
 By the time they reach adulthood, most Elves have been trained in
 the use of some weapon.  Most common are the Rapier, Short sword,
 and various forms of the Bow.
 
 Because of their chaotic and magical nature, Elves are resistant to
 Certain kinds of mind altering magical attacks, especially sleep and
 enchantment based attacks.
 
 Elves are considered by most to have a superior mastery of the
 performing arts, whether that be because of their unnatural beauty
 or the zeal with which they approach anything they see as artistic
 it is unknown.  It is probably a bit of both.
 
 Elves also have keen senses, and a strong eye for things that are
 Not quite right.  When they come within ten feet of a hidden or
 concealed door they get a search check to see if they notice it even
 if they are not actively searching.

[edit] Gnomes

 Race:       Gnome
 CP Value:   12 
 Race Cost:  8
 
                 | 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
 Attack Bonuses  |     1CP   | +1 Attack vs Kobolds/Goblinoids
 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
 Spell-Like Abilities| 1CP   | See Racial Description
 
 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.
 
 Due to a slightly unstable political history (read, many centuries of
 War) with the Kobolds and their allied races, the Gnomes have an
 Instinctive edge in a fight against Kobolds and goblinoid creatures.
 
 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.
 
 Because of their size, and their natural closeness to nature, Gnomes
 Gain the ability to use the Speak with Animals spells a number of 
 times per day equal to their Charisma modifier (minimum 1).  This 
 ability lasts for one minute per use.

[edit] Half Elves

 Race:       Half Elf
 CP Value:   6 
 Race Cost:  2
 
                 | Character |
                 |   Point   |
 Ability         |   Value   | Brief Description
 ----------------|-----------|-----------------------------------
 Base Movement   |     0     | Standard Movement Multiplier (x3)
 Sleep Immunity  |     1CP   | Immune to Magical Sleep effects
 +2 vs. Enchant  |     1CP   | +2 bonus against Enchantment effects
 Low-Light Vision|     1CP   | See twice as far in Low Light
 Elven Blood     |     1CP   | Magical Effects targeting Elves target them
 Skill Bonuses   |     2CP   | +2 Diplomacy, and Gather Information
                 |           | +1 Spot, Listen, Search
 
 Half elves are the result of an Elf and a Human breeding.  They
 take after both races in many ways, but culturally will be more
 similar to the culture they were raised in.

[edit] Half-Orcs

 Race:       Half-Orc
 CP Value:   2 
 Race Cost: -2
 
                 | Character |
                 |   Point   |
 Ability         |   Value   | Brief Description
 ----------------|-----------|-----------------------------------
 Base Movement   |     0     | Standard Movement Multiplier (x3)
 +2 Strength     |     8CP   |
 -1 Intelligence |    -4BP   |
 -1 Charisma     |    -4BP   |
 Darkvision      |     1CP   | Can see 60’ in absolute darkness
 Orc Blood       |     1CP   | Things that effect Orcs effect them.
 
 Half-Orcs are the result of the breeding of Humans and Orcs.
 Quite often the process is not totally consensual.  They tend
 to take after their Orcish ancestors in appearance, with more
 human proportions, and a slightly softer complexion.
 
 Quite often Half-Orcs will be outcasts in Human society.  In
 some extreme cases they may even be second-class citizens or
 slaves.  In Orcish society, those who can prove their strength
 and value to the clan are accepted. Those who cannot are often
 left to fend for themselves, or fed to the wolves.

[edit] Goblins

 Race:       Goblin
 CP Value:   0
 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 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.
 
 The following was said of the Goblins inhabiting one particular
 continent, far removed from the rest of the world:
     
     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.

[edit] Kobolds

 Race:       Kobold
 CP Value:   1
 Race Cost: -3
 
                 | 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.

[edit] New Races

As you can see, each race is shown with a detailed list of its racial features and how much they cost. You may use this as a guideline for creating new races to populate your worlds with, or if you simply want a character that is an unusual member of a race. Perhaps you want a human with Dark Vision, or a goblin that is freakishly strong. The information you need to do that is all here. Of course, everything is subject to GM Approval.

[edit] Moving On

Once you have chosen a race, the next step is to Choose a Class.

[edit]

Personal tools