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Races
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| All Races are balanced to the Equivalent of +3 instead of +2 and are modelled using the Fantasy World Builder Toolkit. |
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Dwarf
Thermal Vision - Dwarves can see in the infrared spectrum. As long as there's a source of heat, dwarves can see it. They suffer no penalties against warm-blooded targets even in total darkness.
Slow - Dwarves have a pace of 5", the running die is unmodified.
Stout - Dwarves start with a d6 in Vigor
Knowledgeable - Dwarves value Knowledge like no other race. They receive a free Knowledge skill of their choice at d6 |
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Elf
Agile - Elves start with d6 in Agility
Low Light Vision - Elves need much less light to see. They halve all darkness penalties unless it's total darkness. |
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Human
Free Edge - Humans may take one edge for free at character creation. They still must meet the requirements for the Edge. They are the only race who may take the new Edge Versatility
Fast learners - Humans get a free d6 in any skill they choose. |
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Obsidiman
Unbreakable - their thick skin gives them a natural armor of 2
Very Strong - they start with a d8 in Strength and may raise it to d12+2
Very Slow - They have a Pace of 3" and a running die of d4
Tough - They start with Vigor d6
Clumsy - Agility takes two level ups to raise and two points to raise it at character creation.
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Ork
Gahad - Orks are easily offended because of Gahad. Players should pick one condition that always sets off Gahad and one that does never. When Gahad is triggered, the Ork may decide to give in and attack the offender. Or they can try to make a Smarts roll to try to swallow their pride and anger. Either way, they suffer a penalty of -2 to all their rolls (except damage) until either the offender is put down or one day has passed. Orks with the Berserk Edge can go Berserk when Gahad has been triggered as well as when being wounded.
Fast Runners - Orks gain the Fleet Footed Edge
Strong - Orks start with d6 in Strength
Low Light Vision - Orks need much less light to see. They halve all darkness penalties unless it's total darkness. |
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Troll
Strong - Trolls start with d6 in Strength
Tough - Troll start with d6 in Vigor
Warlike people - Trolls have the reputation of having short tempers and are quick to fight. They thus suffer a -2 penalty to their Charisma
Thermal Vision - Trolls can see in the infrared spectrum. As long as there's a source of heat, Trolls can see it. They suffer no penalties against warm-blooded targets even in total darkness. |
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T'Skrang
Natural Born Swimmers - T'Skrang start with a d6 in Swimming
Tail Attack - T'Skrang may use their tail to attack opponents. This causes a damage of Str+2
Heat resistant - As reptillians, T'Skrang prefer hotter weather, although they don't need it. They gain a +2 bonus to Fatigue rolls against heat. |
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Windling
Flight - Windlings may fly at a pace of 10". After every 15 minutes they have to make a Toughness roll or gain a Level of Fatigue.
Size -1 - Windlings lower their toughness by 1
Weak - Windlings have to spend two level ups to raise their Strength and two points to raise it at character creation.
Astral Sensitive Sight - Windlings can see in the astral spectrum
Agile - Windling start with a d6 in Agility
Attuned to Astral Space - Windlings start with 2 extra Karma Points. |
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