Difference between revisions of "Racial Archetypes"

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<nowiki>*choose one</nowiki>
 
<nowiki>*choose one</nowiki>
  
Bull Centaur (Cost 50 Experience Points)
+
====Bull Centaur (Cost 50 Experience Points)====
 
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
 
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
 
<br/>Size 3 (Cost 30)
 
<br/>Size 3 (Cost 30)
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<br/>Specializations: +10 Knockback Power (Strength, Cost 10)
 
<br/>Specializations: +10 Knockback Power (Strength, Cost 10)
  
Centaur (Cost 50 Experience Points)
+
====Centaur (Cost 50 Experience Points)====
 
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
 
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
 
<br/>Size 2 (Cost 20)
 
<br/>Size 2 (Cost 20)
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<nowiki>*choose a specific kind of craft</nowiki>
 
<nowiki>*choose a specific kind of craft</nowiki>
  
Cynocephalian (Cost 50 Experience Points)
+
====Cynocephalian (Cost 50 Experience Points)====
 
Traits:
 
Traits:
 
<br/>Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark.
 
<br/>Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark.
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<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
 
<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
  
Dwarf (Cost 50 Experience Points)
+
====Dwarf (Cost 50 Experience Points)====
 
Traits:  
 
Traits:  
 
<br/>Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark.
 
<br/>Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark.
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<nowiki>*choose one</nowiki>
 
<nowiki>*choose one</nowiki>
  
Elf (Cost 50 Experience Points)
+
====Elf (Cost 50 Experience Points)====
 
Size -1 (+10 Experience Points)
 
Size -1 (+10 Experience Points)
 
<br/>Traits:
 
<br/>Traits:
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<nowiki>*choose one</nowiki>
 
<nowiki>*choose one</nowiki>
  
Gnoll (Cost 50 Experience Points)
+
====Gnoll (Cost 50 Experience Points)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark.
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<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)
 
<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)
  
Gnome (Cost 50 Experience Points)
+
====Gnome (Cost 50 Experience Points)====
 
Size -2 (+20 Experience Points)
 
Size -2 (+20 Experience Points)
 
<br/>Traits:
 
<br/>Traits:
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**choose a specific kind of craft</nowiki>
 
**choose a specific kind of craft</nowiki>
  
Deep Gnome (Cost 50)
+
====Deep Gnome (Cost 50)====
 
Size -2 (+20 Experience Points)
 
Size -2 (+20 Experience Points)
 
<br/>Traits:
 
<br/>Traits:
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<nowiki>*choose one</nowiki>
 
<nowiki>*choose one</nowiki>
  
Goblin (Cost 50)
+
====Goblin (Cost 50)====
 
Size -1 (+10 Experience Points)
 
Size -1 (+10 Experience Points)
 
<br/>Traits:
 
<br/>Traits:
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<br/>Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)
 
<br/>Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)
  
Hobgoblin (Cost 50)
+
====Hobgoblin (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark.
 
<br/>Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)
 
<br/>Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)
  
Bugbear (Cost 50)
+
====Bugbear (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark.
 
<br/>Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30)
 
<br/>Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30)
  
Half Elf (Cost 50)
+
====Half Elf (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark.
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<nowiki>* Choose a specific Social Technique</nowiki>
 
<nowiki>* Choose a specific Social Technique</nowiki>
  
Halfling (Cost 50)
+
====Halfling (Cost 50)====
 
Size -2 (+20 Experience Points)
 
Size -2 (+20 Experience Points)
 
<br/>Speed 25 ft/action (+10 Experience Points)
 
<br/>Speed 25 ft/action (+10 Experience Points)
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<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10)
 
<br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10)
  
Half Orc (Cost 50)
+
====Half Orc (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark.
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<br/>Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10)
 
<br/>Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10)
  
Lizardfolk (Cost 50)
+
====Lizardfolk (Cost 50)====
 
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
 
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
 
<br/>Traits:
 
<br/>Traits:
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<br/>Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water.
 
<br/>Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water.
  
Merfolk (Cost 50)
+
====Merfolk (Cost 50)====
 
Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
 
Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
 
<br/>Traits:
 
<br/>Traits:
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<br/>Specializations: +10 Sing (Personality, Cost 10)
 
<br/>Specializations: +10 Sing (Personality, Cost 10)
  
Myrmidon (Cost 50)
+
====Myrmidon (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor.
 
<br/>Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor.
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<br/>Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
 
<br/>Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
  
Orc (Cost 50)
+
====Orc (Cost 50)====
 
Traits:
 
Traits:
 
<br/>Night Vision (Cost 10) - Orcs can see up to 60ft in the dark.
 
<br/>Night Vision (Cost 10) - Orcs can see up to 60ft in the dark.

Revision as of 12:57, 17 February 2017

Antaean (Cost 50 Experience Points)

Size 1 (Cost 10)
Traits:
Gaia’s Child (Cost 10) - Antaeans receive a +10 bonus to Physical Resistance Checks when they are in skin contact with earth or dirt.
Special Abilities:
Geoturgy (Power 10, Cost 10) - Antaeans have the ability to magically control the earth without any special training.
Specializations: +10 Hit with Sling or Pick* (Dexterity, Cost 10), +10 Damage with Sling or Pick* (Strength, Cost 10) *choose one

Arachnaea (Cost 50 Experience Points)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs
Special Abilities:
Web* (Power 10, Cost 10) - Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by physical resistance.
or
Jump* (Power 10, Cost 10) - Jumping Spider Arachnaea can jump extreme distances, 1 foot of distance per foot of power.
Traits:
Wall Climber (Cost 10) - Outside of combat, Arachnaea can walk along walls at their regular movement speed, without making skill checks. In combat Arachnaea receive a +10 bonus to Climb Skill Checks.
Vibration Sense (Cost 10) - Arachnaea are able to sense minute vibrations up to 10 feet away in the surfaces they stand on.
Specializations: +10 Climb (Strength, Cost 10), +10 Weaving (Intelligence, Cost 10) *choose one

Bull Centaur (Cost 50 Experience Points)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 3 (Cost 30)
Traits:
Horns (Cost 10): Bull Centaurs have horns that count as a Size 4 weapon
Specializations: +10 Knockback Power (Strength, Cost 10)

Centaur (Cost 50 Experience Points)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 2 (Cost 20)
Speed 45 ft/action (Cost 10)
Specializations: +10 Crafting* (Intelligence, Cost 10), Tracking (Awareness, Cost 10) *choose a specific kind of craft

Cynocephalian (Cost 50 Experience Points)

Traits:
Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark.
Pack Hunter (Cost 10) - Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally.
Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)

Dwarf (Cost 50 Experience Points)

Traits:
Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark.
Sense Depth Underground (Cost 10) - Dwarves innately know, to the foot, how deep underground they are.
Geophagous (Cost 10) - Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate (i.e. a penalty every other day) when such things are consumed.
Dwarven (Cost 10) - Dwarves speak their own language in addition to Greek.
Skill Specializations: +10 Craft Metal or Stone* (Intelligence, Cost 10) *choose one

Elf (Cost 50 Experience Points)

Size -1 (+10 Experience Points)
Traits:
Night Vision (Cost 10) - Elves can see up to 60ft in the dark.
Elven (Cost 10) - Elves speak their own language in addition to Greek.
Detect Hidden Door* (Cost 10) - Elves can sense when a hidden door is within 10 feet of them, this trait does not reveal the door’s exact location to them.
Or
Aquatic* (cost 10) - Aquatic Elves breathe water instead of air.
Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Climb or Swim (Strength, Cost 10) *choose one

Gnoll (Cost 50 Experience Points)

Traits:
Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark.
Necrophagous (Cost 10) - Gnolls can eat dead and decomposing flesh without the risk of disease
Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)

Gnome (Cost 50 Experience Points)

Size -2 (+20 Experience Points)
Traits:
Night Vision (Cost 10) - Gnomes can see up to 60ft in the dark.
Gnomish (Cost 10) - Gnomes speak their own language in addition to Greek.
Burrow Speak (Cost 10) - Gnomes are able to communicate with burrowing animals
Perceptive (Cost 10) - Gnomes get a +10 bonus to Mental Resistance Checks made against illusions.
Special Abilities:
Illusion (Power 10, Cost 10) - Gnomes are able to create magical illusions without any training.
Specializations: +10 Listen, Smell, or Taste* (Awareness, Cost 10), +10 Crafting** (Intelligence, Cost 10) *choose one **choose a specific kind of craft

Deep Gnome (Cost 50)

Size -2 (+20 Experience Points)
Traits:
Exceptional Night Vision (Cost 20) - Deep Gnomes can see up to 120ft in the dark
Gnomish (Cost 10) - Deep Gnomes speak their own language in addition to Greek
Imperceptible (Cost 10) - Deep Gnomes get a +10 bonus to Mental Resistance Checks made against divinations
Special Abilities:
Illusion (Power 10, Cost 10) - Deep Gnomes are able to create magical illusions without any training.
Specializations: +10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10) *choose one

Goblin (Cost 50)

Size -1 (+10 Experience Points)
Traits:
Night Vision (Cost 10) - Goblins can see up to 60ft in the dark.
Dog Trainer (Cost 10) - Goblins get a +10 bonus to Mental Skill Checks involving dogs and other canines.
Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)

Hobgoblin (Cost 50)

Traits:
Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark.
Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)

Bugbear (Cost 50)

Traits:
Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark.
Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30)

Half Elf (Cost 50)

Traits:
Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark.
Specializations: Social Conflict Hit (Intelligence, Cost 10), Social Conflict Damage (Personality, Cost 10), Social Technique* Hit (Intelligence, Cost 10), Social Technique* Power (Personality, Cost 10) * Choose a specific Social Technique

Halfling (Cost 50)

Size -2 (+20 Experience Points)
Speed 25 ft/action (+10 Experience Points)
Traits:
Cherubim (Cost 10) - Halflings have a very similar appearance to human children, and receive a +10 bonus on Success Checks made when pretending to be one.
Halfling (Cost 10) - Halflings speak their own language in addition to Greek.
Unflappable (Cost 10) - Halflings receive a +10 bonus to Mental Resistance Checks made against the Intimidate technique or similar effects.
Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10)

Half Orc (Cost 50)

Traits:
Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark.
Orc (Cost 10) - Half Orcs speak the language of Orcs in addition to Greek.
Bad Reputation (Cost 10) - Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors.
Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10)

Lizardfolk (Cost 50)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
Traits:
Tough Scales (Cost 10) - Lizardfolk have Class 1 Natural Armor
Regeneration (Cost 10) - Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules.
Draconic (Cost 10) - Lizardfolk speak Draconic in addition to Greek.
Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water.

Merfolk (Cost 50)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
Traits:
Amphibious (Cost 20, combination of two traits) - Merfolk can breathe air as well as water.
Aquan (Cost 10) - Merfolk speak the language of the seas in addition to Greek.
Swift Swimmer (Cost 10) - Merfolk have a speed of 45ft./action when in the water.
Specializations: +10 Sing (Personality, Cost 10)

Myrmidon (Cost 50)

Traits:
Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor.
Bold (Cost 10) - Myrmidons receive a +10 bonus to Mental Resistance Checks made against Intimidate attacks or similar effects.
Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)

Orc (Cost 50)

Traits:
Night Vision (Cost 10) - Orcs can see up to 60ft in the dark.
Orc (Cost 10) - Orcs speak their own language in addition to Greek.
Unscrupulous (Cost 10) - Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success Checks made when performing immoral tasks.
Self-Serving (Cost 10) - Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead.
Specializations: +10 Resist Impairment (Vitality, Cost 10)