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- ALL RACES have Natural Weapon: Punch, Kick, Grab, Wrestle.
- >Human
- Habitat: Choose One
- Cycle: Day
- Senses: None
- Natural Weapons: None
- Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill
- Racial Gifts: Diplomacy, Increased Trait: Will, xxx
- I'm putting Humans as the fairly-generalist, social race here. I've also made the assumption that their culture is very medieval, where their day-to-day is basically governed by the noble houses. And then either they have public schooling (not exactly historic, I know) or they're just more exposed to educated people that they pick up some things.
- >Dwarves
- Habitat: Mountains
- Cycle: Night(?)
- Senses: None
- Natural Weapons: None
- Include Racial Dice with: Climbing, Digging, Endurance
- Racial Gifts: Night Vision, Sure-footed, Spelunking
- I'm putting Dwarves as the mountainous race with lots of caves and mining. The Cycle is tentative because it makes sense to me that a cave-going race like the Dwarves would favor nighttime outside. I'm also not really sure what the point of Dead Reckoning is when there's Spelunking?
- >Wood Elves
- Habitat: Forest
- Cycle: Choose
- Senses: Hearing
- Natural Weapon: None
- Include Racial Dice with: Observation, Stealth, Weathersense
- Racial Gifts: Acrobat, Keen Ears, Fast Climber
- I put them as forest-going hunters. A lot of predators are night-going, while some Elves may feel more 'connected' to the forest during the day, so I that's why I'm letting the player choose. Predators are careful and stealthy, so I pretty much gave them that.
- >High Elves
- Habitat: None
- Cycle: Choose
- Senses: Hearing
- Natural Weapon: None
- Include Racial Dice with: Observation, Academics, Supernatural
- Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind
- >Orcs
- Habitat: Plains
- Cycle: Day
- Senses: Smell
- Natural Weapon: Tusks(?)
- Include Racial Dice with: Endurance, Presence, Tactics
- Racial Gifts: Frenzy, Hiking, Increased Trait: Body
- I put them as warlike and nomadic. Tusks depends on whether your particular Orcs have them or not; there's a lot of both. Also not sure if they'd really be a usable weapon, but there it is.
- >Ogres
- Habitat: Choose (Plains, Forest, Mountain)
- Cycle: Day
- Senses: None
- Natural Weapon: None
- Include Racial Dice with: Brawling, Endurance, Supernatural
- Racial Gifts: Charging Strike, Strength, Increased Trait: Body
- I'll admit I'm pretty influenced by Warcraft on this one. After Brawling and Endurance I didn't really know what else to give them that would set them apart from Trolls except a natural tendency for magic (since they're probably too stupid and loner to actually study it). As for the gift, I figure an Ogre's either mindlessly aggressive or skittish.
- >Troll
- Habitat: Mountain
- Cycle: Twilight
- Senses: Listen, Smell
- Natural Weapon: Claws, Teeth
- Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)
- Racial Gifts: Charging Strike, Natural Armor, Increased Trait: Body
- For skills, I'm letting the player either draw on the old stories of Trolls under bridges, or their knack for intimidation (which, kinda also goes into the old stories). Vengeful Fighter comes from their tendency to Never Fucking Die.
- >Tiefling
- Habitat: Choose (Plains, Forest, Mountain)
- Cycle: Night
- Senses: None
- Natural Weapon: Horns, Hooves
- Include Racial Dice with: Deceit, Stealth, Supernatural
- Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter
- >Warforged
- Habitat: None
- Cycle: None (or, As Group Majority)
- Senses: None
- Natural Weapon: None
- Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat
- Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter
- Since they're machines, I decided to strip off all the instincts and balance it out with proficiency with all fighting (since, that's what they're made to do). As for Cycle, they'll stop and 'rest' when the group does.
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