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DnD/Fantasy races for Ironclaw

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Sep 19th, 2017
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  1. ALL RACES have Natural Weapon: Punch, Kick, Grab, Wrestle.
  2.  
  3. >Human
  4. Habitat: Choose One
  5. Cycle: Day
  6. Senses: None
  7. Natural Weapons: None
  8. Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill
  9. Racial Gifts: Diplomacy, Increased Trait: Will, xxx
  10. 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.
  11.  
  12. >Dwarves
  13. Habitat: Mountains
  14. Cycle: Night(?)
  15. Senses: None
  16. Natural Weapons: None
  17. Include Racial Dice with: Climbing, Digging, Endurance
  18. Racial Gifts: Night Vision, Sure-footed, Spelunking
  19. 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?
  20.  
  21. >Wood Elves
  22. Habitat: Forest
  23. Cycle: Choose
  24. Senses: Hearing
  25. Natural Weapon: None
  26. Include Racial Dice with: Observation, Stealth, Weathersense
  27. Racial Gifts: Acrobat, Keen Ears, Fast Climber
  28. 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.
  29.  
  30. >High Elves
  31. Habitat: None
  32. Cycle: Choose
  33. Senses: Hearing
  34. Natural Weapon: None
  35. Include Racial Dice with: Observation, Academics, Supernatural
  36. Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind
  37.  
  38. >Orcs
  39. Habitat: Plains
  40. Cycle: Day
  41. Senses: Smell
  42. Natural Weapon: Tusks(?)
  43. Include Racial Dice with: Endurance, Presence, Tactics
  44. Racial Gifts: Frenzy, Hiking, Increased Trait: Body
  45. 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.
  46.  
  47.  
  48. >Ogres
  49. Habitat: Choose (Plains, Forest, Mountain)
  50. Cycle: Day
  51. Senses: None
  52. Natural Weapon: None
  53. Include Racial Dice with: Brawling, Endurance, Supernatural
  54. Racial Gifts: Charging Strike, Strength, Increased Trait: Body
  55. 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.
  56.  
  57. >Troll
  58. Habitat: Mountain
  59. Cycle: Twilight
  60. Senses: Listen, Smell
  61. Natural Weapon: Claws, Teeth
  62. Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)
  63. Racial Gifts: Charging Strike, Natural Armor, Increased Trait: Body
  64. 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.
  65.  
  66. >Tiefling
  67. Habitat: Choose (Plains, Forest, Mountain)
  68. Cycle: Night
  69. Senses: None
  70. Natural Weapon: Horns, Hooves
  71. Include Racial Dice with: Deceit, Stealth, Supernatural
  72. Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter
  73.  
  74. >Warforged
  75. Habitat: None
  76. Cycle: None (or, As Group Majority)
  77. Senses: None
  78. Natural Weapon: None
  79. Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat
  80. Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter
  81. 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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