Rules for making your own Races can be found in the Fantasy Companion and I think maybe in the newest version of the core rules as well. The gist is you've got a list of modifiers both positive and negative. As long as each Race balances in terms of net "points" then the relative power level should be fairly even.
I (rightly) assumed these kids would be guided by visual cues. I also assumed among common fantasy creatures Dwarves and Elves would be the easiest to locate in terms of character art. Making 3 variations of each and tossing in standard Humans gives me 7 playable Races, which is plenty for my purposes.
Speaking of character art, Google image search is your friend. And I was pleased to discover Wizards of the Coast is kind enough to provide Art Galleries and Art & Map archives. Had I known that going in I could have made Savage versions of some more oddball races like Tieflings or Warforged. But I made the Races and pre-gens before I went hunting for character portraits.
I think in my previous entry I said the Races balanced out at +2. That's wrong. My Races are +2 above the norm, which is already +2, so everything balances out at +4 per the Race creation rules.
Humans
Basic, adaptable, fantasy Humans. They get 2 free Edges during character creation at +2 points each for a total of +4. Easy peasy.
Moon Elves
Natural born assassins based on the Drow but with none of the assumed evilness of that Race.
- Base Pace 10 (+2)
- Infravision (+1)
- Wall Walker (+1)
- D6 Agility (+2)
- Allergy: direct sunlight (-1)
- -2 Charisma, generally creepy (-1)
Sun Elves
Traditional "high elves" with a natural affinity for magic.
- +10 Power Points (+2)
- Flight: Innate magical levitation (+2)
- Elemental Tolerance: +4 to resist negative environmental effects (+2)
- -1 Toughness (-2)
Wood Elves
Legolas clones. (Hey, I never claimed originality was my goal here!)
- Keen Sight (+1)
- Free d6 in Shooting (+1)
- Level Headed Edge (+3)
- Quirk: Fatigue roll if sleeping in any "unnatural" environment (-1)
Hill Dwarves
Adventurers and treasure hunters. Indiana Jones wearing a ZZ Top beard.
- Artifact Hunter (+2)
- Free d6 Lockpicking (+2)
- Alertness (+2)
- Pace 5 (-1)
- Greedy (Minor) (-1)
Mountain Dwarves
Closer to traditional Dwarves, but not at all isolationist as Dwarves are sometimes portrayed and with a dash of the natural inclination towards merchantile trade usually found in Gnomes (or Ferengi).
- +2 Charisma (+2)
- Free d6 Spirit (+2)
- Free d6 Persuasion (+1)
- Pace 5 (-1)
Ice Dwarves
Ferral warriors of the north. I think I stopped short of giving them all horned helmets.
- Hardy (+3)
- +1 Toughness (+2)
- +4 resist cold (+1
- -4 to resist heat (-1)
- Pace 5 (-1)
I had planned to include my pre-generated character ideas in this same post but checking the preview I see this is already quite a lot info so I'll stick a fork in this one and save pre-gens for next time.
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