1. If the world is High Mana, everyone in the world could learn to use magic. But I don’t like that solution.
2. If Magery is part of every racial template a hero could have, everyone of a hero race could learn to use magic. But I don’t like that solution either.
3. If we change the magic system so that the system doesn’t require Magery, everyone could learn to use magic. There are portions of that I do like. But others that I don’t.
A big problem with giving everyone the capacity to learn magic, is that magic could become commonplace. And that a wizard has less to do with talent and more to do with having the money to pay for the training. And this is not the feel I get from TES. Every hero can learn magic, but everyone cannot learn magic. And to keep this feeling of talent and rarity, it seems better not to allow Magery as part of the racial templates.
Instead I am going to use a combination of traits from TES, GURPS, and perhaps other influences in designing the racial templates.
In later iterations, I want to do something with the social aspect of where they come from, how they were raised, as well as when they were born, as their constellations actually have an effect on people in TES. I am also going to add variants to the “beast races” in a similar way to the variants that already exist for elves (nice) and humans (nen).
Yes, I have chosen “nice” as the Common word used to identify elves. Its etymology is from Elven and refers to the elves themselves, in plural. The word “elves” is a much older Common word, but racist humans started to use the word “nice” instead. Referring, in a derogatory way, to both elves and elf-loving humans, as a noun. They also used it as an adjective about anything that was too elf-like. And with time, it was adopted by those targeted and brought into mainstream Common. It has been part of Common for so long that terms such as “she’s so nice” are almost impossible to decipher without contextual information about the person in question. Similarly, “nen” comes from Elven and when used in Common refers to the nouns human, humans, and humanity.
Cat-Folk
Racial Cost: 74 points
Raoflin by Unknown |
Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: HP +1 [2]; Per +1 [5]; Will -1 [-5].
Advantages: Catfall [10]; Claws (Sharp) [5]; Dark Vision [25]; Fur [1]; Perfect Balance [15]; Silence 1 [5]; Striking ST 2 [10]; Teeth (Sharp) [1].
Disadvantages: Social Stigma (Minority) [-10].
Features: Tail (neither a manipulator nor enough of a problem to interfere with armor). Cannot wear human helmets that cover their face.
Gord
Racial Cost: 60 points
My new norn necro, Sivrunn, by Baewall |
They are a type of human from Gordfast and generally have tanned to dark skin, black hair, and dark eyes. They have normal build according to their ST.
Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ -1 [-20]; HT +1 [10].
Advantages: Combat Reflexes [15]; High Pain Threshold [10]; Luck [15].
High Elf
Racial Cost: 65 points
Dragon Eyes by neven |
Attribute Modifiers: ST -1 [-10]; DX +1 [20]; IQ +1 [20]; HT -1 [-10].
Secondary Characteristic Modifiers: Magicka +5 [15].
Advantages: Immunity to Sickness [15]; Unaging [15].
Features: They can learn the Recover Energy spell without any prerequisites.
Palatial
Racial Cost: 45 points
The Guardian by LAS-T |
Attribute Modifiers: IQ +1 [20]; HT +1 [10].
Advantages: Luck [15].
Reptonian
Racial Cost: 92 points
Koviell by WillOBrien |
Attribute Modifiers: DX +1 [20]; HT -1 [10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20].
Advantages: Amphibious [10]; Claws (Sharp) [5]; Damage Resistance 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Perfect Balance [15]; Peripheral Vision [15]; Striker (Tail; Crushing) [5]; Teeth (Sharp) [1]; Terrain Adaptation (Swamp) [5].
Disadvantages: Social Stigma (Minority) [-10].
Features: Armor isn’t interchangeable with human armor. Born Biter.
Shadow Elf
Racial Cost: 85 points
Old Vadril by TheMinttu |
Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Dark Vision [25]; Silence 2 [10]; Unaging [15].
Disadvantages: Social Stigma (Minority) [-10].
Soder
Racial Cost: 76 points
Nobility by merillizaART |
Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ -1 [-20]; HT +1 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Luck [15]; Rapid Healing [5]; Temperature Tolerance (Cold) 3 [3]; Terror (Auditory) [30].
Wellen
Racial Cost: 0 points
They are a type of human from Rockwell and generally have pale skin, fair to medium hair, and dark eyes. They have normal build according to their ST.
Wood Elf
Racial Cost: 40 points
They are a type of elf and generally have tan to dark to green skin, dark to green hair, and violet or brown, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Will -1 [-5].
Advantages: Forest Guardian 2 [10]; Immunity to Metabolic Hazards [30]; Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15]; Social Stigma (Minority) [-10].
Ogre
Racial Cost: 31 points
orc hunter by yy6242 |
Attribute Modifiers: ST +4 [40]; IQ -1 [-20]; HT +1 [10].
Secondary Characteristic Modifiers: Will +2 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2]; Night Vision 3 [3]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority) [-10].
Features: Tusks.
No comments:
Post a Comment