Racial Archetypes

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The following Archetypes are from the Hekaton Role-Playing Game which uses the SoI system.

Antaean (Cost 50 Experience Points)

Size 1

Special Abilities:

Geoturgy (Cost 10) - Antaeans can spend a point of spirit to turn a melee attack into a ranged attack.

Gaia’s Child (Cost 10) - Antaeans can spend spirit to increase the power target number by 10 for each point of spirit spent on Physical Resistance Checks when they are in skin contact with earth or dirt.

Grapple (Cost 10) - Antaeans can spend spirit to add Pin to one of their melee attacks.

Specializations: +10 Hit with Sling or Pick* (Dexterity, Cost 10), +10 Damage with Sling or Pick* (Strength, Cost 10)

*choose one

Arachnaean (Cost 50 Experience Points)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs

Special Abilities:

Web* (Cost 10) - Web Spider Arachnaea can spend a point of spirit to turn an unarmed attack into a ranged web attack with Pin.

or

Jump* (Power 10, Cost 10) - Jumping Spider Arachnaea can spend spirit to increase the success target number by 10 for each point of spirit spent on jump checks.

Traits:

Wall Climber (Cost 10) - Outside of combat, Arachnaea can walk along walls at their regular movement speed, without making 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 2

Traits:

Horns (Cost 10): Bull Centaurs have horns that count as a Size 1 Impact weapon

Quadruped (Bonus Trait): Bull Centaurs move 45 ft per action

Defects:

Quadruped (Grants Bonus Traits): Bull Centaur’s Quadrupedal form prevents them from using the Climb skill.

Special Abilities:

Gore (Cost 10): Bull Centaurs can spend a point of spirit to add Knockback to an attack made with their horns.

Specializations: +10 Horns (Strength, Cost 10), +10 Horns (Dexterity, Cost 10), +10 Endurance (Vitality, Cost 10)

Centaur (Cost 50 Experience Points)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs

Size 2

Traits:

Quadruped (Bonus Trait): Centaurs move 45 ft per action

Defects:

Quadruped (Grants Bonus Traits): Centaur’s Quadrupedal form prevents them from using the Climb skill.

Specializations: +10 Crafting* (Intelligence, Cost 10), +10 Tracking (Awareness, Cost 10), +10 Sprint (Strength, Cost 10), +10 Training (Intelligence, Cost 10), +10 Bow (Dexterity, 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.

Bite - Cynocephalians have a bite which behaves like a size 1 piercing weapon.

Special Abilities:

Formation Fighting (Cost 10 XP): Cynocephalians can spend spirit to increase their hit target number by 10 for each point of spirit spent when attacking the same target as an ally.

Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)

Hephaestian ("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.

Specializations: +10 Craft Metal or Stone* (Intelligence, Cost 10)

*choose one

Xotico ("Elf") (Cost 50 Experience Points)

Originating with Zeus having sex with Dryads/Nymphs/Naiads/etc.

Size -1

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 Climb or Swim (Strength, Cost 10)

*choose one

Demi-Xotico ("Demi-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

Nymph (Cost 100)

Gnoll (Cost 50 Experience Points)

Descended from Ghouls and Rakshasa

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)

Ginomos ("Gnome") (Cost 50 Experience Points)

Size -2

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.

Vibration Sense (Cost 10) - Gnomes are able to sense minute vibrations up to 10 feet away in the surfaces they stand on.

Special Abilities:

Earth Swim (Cost 10): Gnomes are able to spend a point of spirit in order to move their full movement speed through the earth. Man made construction disrupts this ability.

Burrow Speak (Cost 10) - Gnomes are able to communicate with burrowing animals

Specializations: +10 Craft Alchemy (Intelligence, Cost 10)

Deep Gnome (Cost 50)

Size -2

Traits:

Night Vision (Cost 10) - Deep Gnomes can see up to 60ft in the dark

Gnomish (Cost 10) - Deep Gnomes speak their own language in addition to Greek

Vibration Sense (Cost 10) - Deep Gnomes are able to sense minute vibrations up to 10 feet away in the surfaces they stand on.

Specializations: +10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10)

*choose one

Goblin (Cost 50)

Goblinoids are the progeny of humans exposed to millennia of Tartarian Eugenics. Each type of Goblin was specifically created to fulfill roles within the society.

Size -1

Traits:

Night Vision (Cost 10) - Goblins can see up to 60ft in the dark.

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.

Special Abilities:

Formation Fighting (Cost 10 XP): Hobgoblins can spend spirit to increase their hit target number by 10 for each point of spirit spent when attacking the same target as an ally.

Specializations: +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)

Kalikántzaroi (Cost 100)

Size 1

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)

Demi-Kalikantzaroi ("Demi-Goblin") (Cost 50)

Iacchian ("Halfling"); Urban or Rural (Cost 50)

Size -2

Traits:

Cherubim (Cost 10) - Halflings have a very similar appearance to human children, and can spend spirit to increase their power target number by 10 for Social checks made when apparing to be one.

Or

Unflappable (Cost 10) - Halflings can spend spirit to increase their power target number by 10 for Mental Resistance Checks made against intimidation or similar effects.

Halfling (Cost 10) - Halflings speak their own language in addition to Greek.

Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Stealth (Dexterity, 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 10) - Merfolk can breathe air as well as water.

Aquan (Cost 10) - Merfolk speak the language of the seas in addition to Greek.

Swift Swimmer (Bonus Trait) - Merfolk have a speed of 45ft./action when in the water.

Defects:

Legless (Grants Bonus Trait) - Merfolk have a speed of 5ft./action when out of water.

Specializations: +10 Sing (Personality, Cost 10), +10 Swim (Strength, Cost 10), +10 Trident (Dexterity, Cost 10)

Deep One (100 XP)

Size 1

Special Abilities

  • Terrifying Appearance - Deep Ones can spend spirit to increase the power target number by 10 for each point of spirit spent when using the Intimidate skill.

Traits

  • Aquatic - Deep Ones can breath underwater
  • Night Vision - Deep Ones can see in the dark
  • Scales - A Deep One’s scales count as class 1 armor
  • Swift Swimmer - A Deep One moves 45 ft. per action when swimming.
  • Bite - A Deep One has a bite that counts as a class 1 weapon
  • Immortal - A Deep One will not die of natural causes
  • Multilingual - A Deep One speaks the guttural language of the Deep Ones in addition to Greek

Skills

  • Swim +10
  • Craft Jewelry +10

Deep One Hybrid (50 XP)

Special Abilities

  • Terrifying Appearance - Deep Ones can spend spirit to increase the power target number by 10 for each point of spirit spent when using the Intimidate skill.

Traits

  • Aquatic - Deep Ones can breath underwater
  • Night Vision - Deep Ones can see in the dark
  • Immortal - A Deep One Hybrid will not die of natural causes

Skills

  • Swim +10

Myrmidon (Cost 50)

Traits:

Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor.

Special Abilities:

Formation Fighting (Cost 10 XP): Myrmidons can spend spirit to increase their hit target number by 10 for each point of spirit spent when attacking the same target as an ally.

Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Block (Awareness, Cost 10)

Ogre (Cost 100)

Orc (Cost 50)

Orcs all descended from the Giants, betrayed by Zeus after the Titanomachy, corrupted in Tartarus, escaped, Chaotic Evil.

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.

Special Abilities:

Child of Orcus (Cost 10) - Orcs can spend a point of spirit to converse with corpses that have intact vocal cords.

Life is Cheap (Cost 10) - Orcs that are attacked can spend spirit to duck behind an adjacent ally and thus make them the target of the attack instead.

Specializations: +10 Resist Impairment (Vitality, Cost 10)

Demi-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.

Specializations: +10 Intimidate (Personality, Cost 10), +10 Lift (Strength, Cost 10), +10 Resist Impairment