Tweak RPG/Races
From NexusCrossing
Contents |
[edit] Table of Contents
- Races
- Classes
[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.
