Dwarf
--Tough: Vigor starts at d6, instead of d4.
--Low Light Vision: Ignore penalties in Dim or Dark lighting.
--Driven: Pursuit and completion of a Focus is at the center of Dwarf’s personal and social world. A Dwarf receives +1 to all Trait Rolls related to her Focus. The DM has the final say as to what rolls apply and what rolls do not.
--Dwarven Focus: A Dwarf must take the Hindrance Vow (Major: Focus) in addition to other Hindrances, representing her single-minded pursuit of her Focus. A Focus is a formidable task that must take a week or more to complete. Should a Focus be completed, a new one replaces it immediately. Should a Dwarf fail to complete a focus through some cruel trick of fate, foolishness, or cowardice there is a strong chance she will return from the dead as a Dwarven Banshee.
--Slow: Pace 5
Elf
--Agile: An Elf’s Agility starts at d6, instead of d4.
--Low Light Vision: Ignore penalties in Dim or Dark lighting.
--Desert Runners: All Elves receive the Edge Fleet-Footed for Free.
--Ways of the Tribe: Elven society is isolating and suspicious of outsiders. Elves are unfamiliar with even the most basic technologies and they prefer it this way. All Elves receive the All Thumbs Hindrance to reflect this. The penalties of this Hindrance extending to the Riding Skill as well as Repair, though an Elf would not be caught dead on a mount of any kind.
--Honorless Reputation: Among outsiders, Elves are regarded as lazy thieving swindlers; and that’s being relatively kind. Elves suffer -2 to their Charisma when among outsiders
--Keep Up or Die: Elves must take the Hindrance Heartless (Minor)—from the “Super Powers Companion”)—reflecting their callous tribal traditions.
Half-Elf
--Wastelanders: Half-Elves are outcasts wherever they go. Those that survive childhood typically do so by fending for themselves and living off the land, which is brutal, but does not judge them for their mixed heritage. To reflect this, Half-Elves receive a Free d6 in the Survival Skill.
--Heritage: As the children of Humans and Elves, Half-Elves may choose to receive a starting Agility of d6 or a Free Edge.
--Outcasts: All eyes look down upon the Half-Elf, thus he receives a -2 Charisma penalty when dealing with those who do not know his particular burden.
Mul
--Hard Labour: Muls can work for hours in conditions that would kill most slaves. They receive +4 to all rolls vs. Fatigue from Exhaustion.
--Bred to Be Strong: A Mul’s Strength starts at d6 instead of d4
--Hardy: It takes a lot to put down a Mul. If Shaken, a Mul will not take a wound from second Shaken result.
--Born into Bondage: All Muls begin as the property of another. If a Mul begins the game enslaved, then he is beholden unto his patron, who can only be a party member if said member takes the Noble Edge. If a Mul begins the game as a freeman, then he has one of two options: take the Wanted (Major) Hindrance—in addition to any other Hindrances he might take to receive Edges, Skills, etc.—or take the Rich Edge and spend two thirds of his starting funds to buy his freedom.
--Few Possessions: Muls must take the Hindrance Poverty (Minor) to reflect the fact they have few possessions (whether they are slaves or freemen) and have little or no knowledge of money; they’re not bred to be scribes or accountants after all.
--Unnatural Half-Breeds: Muls are not considered natural beings. They are bred by force, resented by their parents, trained by the whip, and incapable of producing offspring. While ordinary folk might fear a Mul or admire him in the arena, they still look down upon him. This is represented by a -2 Charisma penalty.
Half-Giant
--Strength of 3 Men: A Half-Giant is easily as strong as an above-average Human. Her Strength starts at d8, rather than d4.
--Giant-Blood: Half-Giants can easily be 10 feet tall. They receive a Size +2 bonus and the associated Toughness bonuses.
--Long Arms: A Half-Giant can easily reach over or around normal-sized opponents. She has a Reach of +1, which stacks with whatever weapons she might use.
--Big Target: Opponents smaller than a Half-Giant receive +1 to hit her in combat.
--Mind of a Child: A Half-Giant’s Smarts cannot Increase beyond d6. Poor intelligence seems to be a curse that balances their incredible Strength.
Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
--Poisonous Bite: Thri-Kreen posses venom sacks behind their mandibles. If they cause an opponent to become Shaken with a natural weapon attack, the victim must makes a Vigor roll or be paralyzed for 2d6 rounds.
--Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).
--Slow Learners: Thri-Kreen struggle to develop outside their pack mentality, therefore they pay double the points to raise their Smarts during character creation.
--Nomadic: Thri-Kreen spend most of their time hunting in the wasteland. To reflect the skills they need to survive day-to-day, they receive a Free d6 in the Notice and Survival Skills.
Halfling
--Savage Reputation: Stories of cannibalism and other behaviors leave Halflings with a -2 Charisma penalty when dealing with non-Halflings.
--Isolated Society: Halfings must take the Clueless (Major) Hindrance.
--Forest-Dwellers: Halflings receive a Free d6 in Notice, Survival, and Tracking owing to their hunting prowess and keen senses.
--Short: -1 to Toughness
--Agile: Agility starts at d6 instead of d4
--First Children of Athas: Halfings have the Arcane Resistance Edge with regard to Magic. Miracles and Psionics, positive and negative, affect them normally. A Halfling Character may purchase the Arcane Resistance Edge normally to cover these other forms if he wishes.
Arakocra
--Flight: As winged creatures, Arakocra can fly. They move at their base Pace, and may “run” while in flight.
--Agile: An Arakocra’s Agility starts at d8 instead of d4
--Hollow Bones: The light physique needed for flight means that Arakocra are never terribly strong. An Arakocra can never have a Strength greater than d6, even during game-play.
--Low-Light Vision: Ignore penalties in Dim or Dark lighting.
--Interloper: Arakocra are strangers in a strange land. They must take the Hindrance Outsider (Minor).
--Under the Open Sky: Arakocra have difficulty being indoors. It doesn’t feel natural to them. An Arakocra must take the Hindrance Phobia (Minor: Claustraphoic).
--Natural Weapons: Arakocra have wicked talons on their hands and feet that do Str+d4 Damage and assure that they are never unarmed.
Pterran
--Natural Weapons: A Pterran’s claws do Str+d4 Damage.
--Scholarly: Smarts starts at d6 instead of d4.
--Reptilian Ears: Pterran’s must take the Hindrance Hard of Hearing (Minor).
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