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Races SW

This document summarizes the racial traits for various races in a roleplaying game system. It provides concise descriptions of traits for each race, including bonuses to attributes, skills, abilities, hindrances, and other special qualities. Races described include humans, changelings, dwarves, elves, gnomes, halflings, half-elves, half-orcs, kalashtar, shifters, and warforged. Each race has a combination of bonuses that define their strengths and weaknesses in the game system.

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Andres Cappiello
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0% found this document useful (0 votes)
57 views

Races SW

This document summarizes the racial traits for various races in a roleplaying game system. It provides concise descriptions of traits for each race, including bonuses to attributes, skills, abilities, hindrances, and other special qualities. Races described include humans, changelings, dwarves, elves, gnomes, halflings, half-elves, half-orcs, kalashtar, shifters, and warforged. Each race has a combination of bonuses that define their strengths and weaknesses in the game system.

Uploaded by

Andres Cappiello
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Races

Humans

Adaptable: Humans begin play with one free Edge.

Changelings

Disguise (+2): Changelings can alter physical appearance at will as per the disguise power with some minor
limitations. Changelings have a designated Disguise skill (tied to Vigor) for this ability, and a roll of 1 on this skill
die (regardless of the Wild Die) prevents the changeling from being able to use this ability for the remainder of the
encounter. They can only alter facial features, hair, skin color and minor adjustment of build/height (-1 penalty to
their disguise roll for a +/ 1-foot height difference). Changelings must make a skill roll to maintain their form if
Shaken. If unconscious (sleeping is not unconscious) or dead, they return to their natural form.
Deceptive (+1): +2 bonus to Persuasion and Notice rolls when attempting to deceive and sense motives
respectively.
Outsider (1): If identified as a changeling, you have 2 to Charisma as non-changelings tend to distrust you.

Dwarves

Low Light Vision (+1): Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties
for Dim and Dark lighting.
Slow (-1): Dwarves have a Pace of 5".
Tough (+2): Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.

Elves

Agile (+2): Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
Frail (-2): Vigor requires two points per step to raise during character generation.
Low Light Vision (+1): The characters eyes amplify light like a cat, allowing him to see in the dark. He ignores
attack penalties for Dim and Dark lighting.
Keen Vision (+1): Elves begin play with a free d6 in Notice.

Gnomes

Sturdy (+2): Gnomes are hardy creatures. They begin play with a d6 Vigor instead of a d4.
Weak (-2): Gnomes aren't as strong as some of the larger races. Their Strength requires two points per step to
raise during character generation.
Low Light Vision (+1): Gnomes' eyes amplify light like a cat, allowing them to see in the dark. They ignore attack
penalties for Dim and Dark lighting.
Confusion (+3): Gnomes know the confusion power, and have access to 10 power points that may only be used
for this power that recharge at the rate of 1 per hour and are unaffected by the Rapid Recharge Edge. Power
Points from other sources cannot be used with this power. Gnomes use Smarts as their arcane skill for this power.
Keen Sense (+1): Gnomes begin play with a free d6 in Notice.
Slow (-1): Gnomes have a Pace of 5".
Small (-2): -1 Toughness.

Halflings

Fortunate (+2): Halflings draw one additional Shard per game session. This may be combined with the Luck and
Great Luck Edges.
Spirited (+2): Halflings are generally optimistic beings. They start with a d6 Spirit instead of a d4.
Stealthy (+1): Halflings begin play with a free d6 Stealth.
Small (-2): Halflings average only about 4 tall. Their small size subtracts 1 from their Toughness.
Slow (-1): Halflings have a Pace of 5".

Half-elves

Heritage (+2): Some half-elves retain the grace of their elven ancestry. Others gain the adaptability of their human
ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
Skilled (+1): Sharing the ingenuity of their human relatives as well as having slightly longer life spans, half-elves
begin play with a d6 in any one skill.
Low Light Vision (+1): The characters eyes amplify light like a cat, allowing him to see in the dark. He ignores
attack penalties for Dim and Dark lighting.
Arrogance (-2): Half-elves, particularly Khorovar, are haughty. They tend to enjoy humiliating their opponents or
challenging leaders.

Half-orcs

Infravision (+1): Half-Orcs can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
Strong (+2): Half-Orcs have some of the strength of their ancestors. They start with a d6 Strength attribute instead
of a d4.
Outsider(-1): Half-orcs, especially those from the Shadow Marches, make most other civilized races uncomfortable
and so subtract 2 from their Charisma.

Kalashtar

Dual Spirit (+1): Kalashtar begin play with a d6 in the Psionics skill.
Mind Reading (+2): Kalashtar know the mind reading power, and have access to 5 power points that may only be
used for this power that recharge at the rate of 1 per hour and are unaffected by the Rapid Recharge Edge. Power
Points from other sources cannot be used with this power. Kalashtar use Smarts as their arcane skill for this
power.
Naturally Psionic (+2): Kalashtar have 10 additional Power Points for use with Arcane Background (Psionics).
Outsider (-1): If identified as a kalashtar, you have -2 to Charisma as kalashtar seem to have alien dispositions with
which most do not feel comfortable.
Enemy (Major) (-2): Kalashtar are constantly hunted by the Dreaming Dark and the Inspired of Reidra.

Shifters

All Thumbs (-1): Shifters are bestial and primitive and cannot use technology well. They have the all thumbs
hindrance.
Low-Light Vision (+1): Shifters ignore attack penalties for dim and dark lighting.
Outsider (-1): Shifters are difficult for most to relate to, due to their animalistic nature. They have the outsider
hindrance.
Shifting (Minor Shape Change) (+3): Shifters have a very unique but limited use of the shape change power. At
character creation, the player chooses a shifter trait from the list below. Once per session, a shifter can enter a
state that allows him to tap into his lycanthropic heritage to gain short bursts of physical power. Each shifter ability
provides a die increase to one of the shifters attributes and grants some other advantage as well. Shifting is a free
action and lasts a number of rounds equal to 2 + half Vigor. (If a shifter ability or other effect changes the shifter's
Vigor die size, use the new die size.) Each Shifter Edge the shifter takes increases the Duration of his shifting by 1
round. For every two shifter Edges, the number of times a session he can tap into the ability increases by one.
Beasthide: The skin of beasthide shifters harden, providing a +2 Toughness. The shifter also increases
his Vigor by one die size while shifting.
Cliffwalk: The limbs, hands, and feet of cliffwalk shifters become stronger, allowing cliffwalk shifters to
gain a +2 bonus to Climbing rolls. The shifter also increases his Strength by one die size while shifting.
Dreamsight: Dreamsight shifters' instincts and awareness become heightened, granting them the beast
friend power. The power affects animals of Size +1 or smaller as well as swarms of Small or Medium
size. Its effects only last while shifting rather than the power's normal duration. The shifter also increases
his Spirit by one die size while shifting.
Gorebrute: Gorebrute shifters manifest powerful but awkward horns that can only be used in a charge
attack. If they can charge at least 6" before attacking a target with their horns, a gorebrute shifter's horns
can inflict Str+d4+4 damage. The shifter also increases his Strength by one die size while shifting.
Longstride: The legs of longstride shifters elongate, and longstride shifters balance on the balls of their
feet. Their base Pace becomes 8. Additionally, when a longstride shifter attempts to jump, he doubles
the normal jumping distance, and adds +1d6 from a successful Strength roll. The shifter also increases
his Strength by one die size while shifting.
Longtooth: The face of a longtooth shifter distorts, growing a canine muzzle full of sharp teeth.
Longtooth shifters can make a bite attack, dealing Str+d8 damage. The shifter also increases his
Strength by one die size while shifting.
Razorclaw: The claws on the hands of razorclaw shifters grow and can be used to make attacks dealing
Str+d6 damage with AP 2. The shifter also increases his Strength by one die size while shifting.
Swiftwing: The arms of Swiftwing shifters grow leather flaps of skin similar to a bat's wings, granting the
ability to fly at a rate equal to her Pace with a Climb score of 0. The shifter also increases his Agility by
one die size while shifting.
Truedive: Truedive shifters grow fins and webs of skin between their toes and fingers. They become
aquatic creatures that cannot drown in water, have a Pace in water equal to their Swimming skill, and
gain a free d6 Swimming. The shifter also increases his Vigor by one die size while shifting.
Wildhunt: Wildhunt shifters' sense of smell becomes more sensitive, providing a +4 bonus to Notice rolls
using scent only. The shifter also increases his Vigor by one die size while shifting.
Winterhide: While shifting, a winterhide shifter gains a +8 bonus to resist the negative effects of a cold
environment. The shifter also increases his Vigor by one die size while shifting.

Warforged
Apathy (-1): Warforged have trouble interpreting body language and social cues and receive a -2 penalty when
using Notice to sense motives.
Composite Plating (+1): A warforged is covered in tough plating made of magically-treated woods and metals.
Warforged gain a +1 Armor. Warforged are unable to wear additional armor.
Living Construct ( +3): Warforged are living constructs made from organic and inorganic matter and are capable
of emotions and conscious thought. They are immune to poison and disease. Warforged also do not need to
breath and cannot die from drowning, but they can still sink below the surface if Incapacitated from enough Fatigue
levels. Warforged cannot heal naturally, and use of the healing or greater healing power on them suffers a -4
penalty on the Arcane Skill roll. A warforged can be mended with a successful Repair roll or the repair power.
Loyal (-1): Warforged were created to give their lives for their allies and that engrained dedication prevents them
from leaving an ally behind if there is a chance at all they could help.
Poor (-2): Warforged have no starting wealth, but they at least have the weapons they wielded during their service
in the Last War.
Steel Fists (+1): Warforged may attack with their fists and deal Strength + d6 damage.
Unwelcomed (-2): With a long history of being dedicated soldiers of war, warforged have difficulty blending into
post-war Khorvaire. Most non-warforged strongly dislike the sight of warforged as they stand as living reminders of
the horror that was the Last War. Additionally, warforged have difficulty relating to other creatures making them
seem aloof or even hostile. As such, warforged have -4 charisma.
Vigilant (+3): Warforged do not need to eat, drink, or sleep, but they must enter a state of inactivity for at least 4
consecutive hours or suffer Fatigue as though they have not slept. While in this state, they are fully aware of their
surroundings and "active" for the purpose of opposed Notice and Stealth rolls.

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