Monday, December 10, 2012

My Role Playing Rules: Races

There's been some mild interest in my role play rules, so, for the sake of sharing information, here they are. The rules are based on the Amber Diceless system, and players get a total of 120 points (they have to do things to earn the 20, otherwise it's just 100) and the stats used are Psyche, Strength, Endurance, and Warfare. Here are the race.



Dragons
ALSTREN (All-stren) Noble warriors as graceful and volatile as the fire they are born of.
Average Life Span: 250
Ability Scores: +5 Strength, Endurance, Warfare
Dragon Breath: You breathe fire as a breath weapon.
Lethal Weapon: You deal no less than Extra Damage with whatever weapon you use, including your breath weapon, claws and teeth.
Fire Soul: You are highly resistant to fire and can even walk and bathe in lava. Explosions are not considered fire. They will hurt you.
Elemental Bonus: If you are a class that uses fire based attacks, you do incredible damage and have amazing control of fire.
Wings: You can fly with your magnificent wings.

CHORDIS (kord-iss) Gentle, graceful clerics of the water.
Average Life Span: 400
Ability Scores: +10 Psyche, +5 Endurance
Amphibious: You can breathe as easily underwater as you do on land and are an incredible swimmer.
Frost Breath: You breathe cold and ice as a breath weapon.
Healing Pool: Using the natural healing properties of water, you can heal wounds.
Elemental Bonus: If you are a class that uses water based attacks, you do incredible damage and have amazing control of water.

KASOEV (Cass-Oh-Ev) Lethal warriors born of metal and might.
Average Life Span: 150
Ability Scores: +7 Strength, +8 Warfare
Powerful Presence: You can Intimidate better than other people and gain a bonus when trying to Intimidate.
Scale of the Dragon: You are considered to be wearing armor that is Resistant to Firearms.
Natural Born Warrior: Your Warfare is considered to be doubled. So if you have an 8 in Warfare, the GM will consider you to actually have 16 points in Warfare.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Wings: You can fly with your magnificent wings.

LANAR (Lan-arr) Mystic shaman who possess the beauty and fury of the storm.
Average Life Span: 200
Ability Scores: +7 Psyche, +8 Warfare
Breath of the Storm: You breathe lightning as a breath weapon.
Channeling Conduit: You can absorb and redirect lightning and electrical attacks and are immune to such attacks. You could channel and redirect a bolt of actual lightning if you so desired.
Wings: You can fly with your magnificent wings.
Swift as the Storm: You are incredibly agile and faster than most other people, flipping and jumping, tumbling and executing parkour style moves with great ease.

MORDELAN (More-deh-lawn) Ancient colored dragons born of the very magics of the world.
Average Life Span: 500
Ability Scores: +15 Psyche, +5 Warfare
Blink: You can teleport short distances. You cannot take people with you.
Tied to the Magic: You are more powerful with magic than other people who possess it. If you take Touch of Magic, you are as powerful as a Sorcerer who is not a Mordelan as well.

TALEZ (Tol-ehz) Stoic, wise, dragons of the earth.
Average Life Span: 2000
Ability Scores: +15 Endurance
Acid Breath: You breathe acid as a breath weapon.
Earth Meld: You can teleport short distances by moving through the earth. You can also sleep underground and not have to worry about guarding yourself during the night. You cannot take other people with you.
Stone Skin: You are considered to be wearing armor that is Resistant to Firearms.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Elemental Bonus: If you are a class that uses earth based attacks, you do incredible damage and have amazing control of earth.

Elves
JOURAL (Jor-all) Intelligent, thoughtful elves filled with the magics of the elements.
Average Life Span: 1250
Ability Scores: See Below
The Joural come in four different varieties. Each one is tied to one of the elements – Air, Earth, Fire, or Water – and comes with different stats and a special ability. The special abilities are listed below.

Air
Ability Scores: +5 Psyche, Endurance, Warfare
Fly: You can fly, regardless of wings.
Elemental Bonus: If you are a class that uses air based attacks, you do incredible damage and have amazing control of air.
Warm Blooded: You are highly resistant to cold and ice and can handle extremely low temperatures.
Supernatural Grace: You are exceedingly agile, and can flip, jump, tumble and perform parkour style stunts with great ease.

Earth
Ability Scores: +5 Strength, Endurance, Warfare
Strong Stomach: You are immune to poisons and diseases.
Elemental Bonus: If you are a class that uses earth based attacks, you do incredible damage and have amazing control of earth.
Earth Bound: You can take energy from the Earth itself and boost your own abilities and powers in a tight situation.

Fire
Ability Scores: +10 Warfare, + 5 Strength or Endurance.
Volatile: Your attacks cause explosions or ignite your foes.
Elemental Bonus: If you are a class that uses fire based attacks, you do incredible damage and have amazing control of fire.
Blazing Resistance: You are nearly immune to fire and can take extreme temperatures, even going so far as to bathe in lava.
Fleet Footed: You are exceedingly agile, and can flip, jump, tumble and perform parkour style stunts with great ease.

Water
Ability Scores: +5 Psyche, Endurance, Warfare
Unending Breath: You can breathe underwater.
Healing Pool: Using the natural healing properties of water, you can heal wounds.
Elemental Bonus: If you are a class that uses water based attacks, you do incredible damage and have amazing control of water.

KAEDIA (Kay-dee-uh) Skilled, dangerous warriors who have turned from magic to steel.
Average Life Span: 100
Ability Scores: +10 Strength, +10 Warfare
Natural Born Warrior: Your Warfare is considered to be doubled. So if you have an 8 in Warfare, the GM will consider you to actually have 16 points in Warfare.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Loss of Spirit: You are exceedingly vulnerable to magic. It will destroy you.

SOLVSTED (Sahlv-sted) World travelers with an appetite for knowledge and adventure.
Average Life Span: 200
Ability Scores: +15 to distribute as you see fit.
Jack of All Trades: You can have a free blood path or take 10 points to use as you see fit.
Well-Traveled: You can learn new languages quickly, and know a number already. You easily pick up on cultural mores and social subtleties when traveling to new places, as well as currency and customs.
I Got This Special… : You have a rare item that you managed to pick up on your travels. You get 10 points to create the item or creature. If it is a creature, it gains the Able to Speak and Sing for free.

VALDIS (Vall-diss) The grace of the forest, the power of the Gods.
Average Life Span: 3000
Ability Scores: +10 Psyche, +5 Warfare
Beloved of the Gods: You have a bit of the Light in you, and can do light healing or deal holy and radiant damage to creatures. You are also religious and gain bonuses to rolls that deal with religion.
Silence of the Leaf: You get a bonus to stealth checks as well as being agile and fleet footed.
Ranged Master: Be it a bow, rifle, or other type of ranged weapon, you are a master of it and almost never miss.
Trance: You only require 4 hours of uninterrupted meditation instead of 6 or 8 hours of sleep.

Yurisai
KUSA (Koo-Suh) Massive creatures of indomitable will and ancient wisdom. They are descended of pachyderms; elephants, rhinos, hippos, etc.
Average Life Span: 200
Ability Scores: +8 Strength, Endurance, Warfare, +2 Psyche
Tough Hide: You are considered to be wearing armor that is Resistant to Normal Weapons.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Massive Size: You’re a big person, easily eight feet tall or taller. You have incredible mass and that grants you a +5 bonus to your Strength and Endurance.

LEYOUS (Lay-oss) Lords of the Yurisai world and noble warriors of Joresch. Lions and large predatory cats.
Average Life Span: 150
Ability Scores: +5 Psyche, Strength, Warfare
Powerful Presence: You are a born leader, and there is untapped, primal power in you that can inspire courage or terror, depending on how you flex your muscle.
Shepherd: You are wise beyond your years, and people look to you for guidance. People look on you favorably, and will generally be friendly towards you; sometimes even your enemies.
Natural Born Warrior: Your Warfare is considered to be doubled. So if you have an 8 in Warfare, the GM will consider you to actually have 16 points in Warfare.

LYCAN (Lie-can) Mystics and shaman closely bound to nature.Wolves.
Average Life Span: 200
Ability Scores: +8 Psyche, +7 Warfare
Bond of Nature: You are tied to the natural world and can easily find your way through the densest of forests, forage for food and water, track people, and more. You can speak with animals that are smart enough to talk to you, though they are not predisposed to be friendly. And finally, you always know which direction you are facing, even with no light.
Night Vision: You can see almost perfectly even in near pitch black darkness.
Primal: Your eyes glow brightly and you let your enemy know that you are a piece of the primal force of nature. This grants you a bonus to intimidate.
Fey Step: You can teleport short distances. You cannot take people with you.

MINOTAUR Fierce, powerful creatures trying to overcome their dark past.
Average Life: Span 150
Ability Scores: +10 Strength, +10 Warfare
Natural Born Warrior: Your Warfare is considered to be doubled. So if you have an 8 in Warfare, the GM will consider you to actually have 16 points in Warfare.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Ancestral Memory: If you wield an axe of some kind, you deal deadly damage, no matter what the axe may have on it. You deal more damage if the axe has a damage modifier on it.

MONGREL Quick, streetwise urchins with incredible courage and an adventurous spirit.Small animals such as cats, dogs, rodents, raccoons, etc.
Average Life Span: 150
Ability Scores: +6 Psyche, +6 Warfare, +3 Endurance
Night Vision: You can see almost perfectly in near pitch black darkness.
Quick Little Bugger…: You are faster than most people and gain incredible agility.
Small: You’re not much bigger than 4 feet tall, which allows you an even greater agility and acrobatic knack.
Think Quick!: You’re used to dodging and jumping and gain an ability that allows you to sense oncoming attacks and roll a save to avoid them. You’re almost never surprised by an attack.

SARU (Saw-roo) Warriors of extraordinary power and skill with a swift temper. Gorillas and large apes and primates.
Average Life: 100
Ability Scores: +20 Strength
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Massive Size: You’re a big person, easily eight feet tall or taller. You have incredible mass and that grants you a +5 bonus to your Strength and Endurance.
Primal Rage: You’re big, you’re mean, you’re angry. They are scared. This grants you a bonus to Intimidate.

SUNEIKU (Soon-ay-koo) Resiliant, resourceful peoples of the desert. Lizards, snakes, serpents, etc.
Average Life Span: 200
Ability Scores: +10 Endurance, +10 Warfare
Cold Blooded: You are HIGHLY vulnerable to fire and cold damage. If you are hit with a cold or fire based attack, it deals deadly damage instead of normal. Also, if you are in inhospitable territory that is too hot or cold, you can be affected. Proper attire and supplies can help you alleviate the second problem.
Regeneration: You may swiftly grow back damaged tissue, to the point that, given enough time and proper constitution, you may regrow lost limbs and other parts. Your Endurance is considered doubled. So if you have an 8 in Endurance, the GM will consider you to actually have 16 points in Endurance.
Venomous Touch: You secrete poison which you can spit, use through touch, or even apply to your weapons. You choose what effect it has on your foe, disease, fever, madness, or parylization.
Scaled: You are considered to be wearing armor that is Resistant to Normal Weapons.

TAEGAR (Tay-gar) Sleek, lethal hunters of Joresch. Tigers and large predatory cats.
Average Life Span: 150
Ability Scores: +6 Psyche, Endurance, Warfare
Lethal Speed: You are ridiculously fast, as though you have Engine Speed.
Tracker: You are an expert hunter and you can find a path nearly anywhere. You always know what direction you’re facing and you can always find food and fresh water.
Natural Predator: Your claws and teeth are considered to have Deadly Damage on them.
Night Vision: You can see almost perfectly in near pitch black darkness.

TORILAN (Tor-ill-on) Graceful winged archers and masters of the sky.
Average Life Span: 300
Ability Scores: +8 Psyche, +12 Warfare
Wings: Your magnificent wings allow you to fly.
Keen Eyes: You can see great distances, up to a mile or better, without aid, and have a very steady aim. You almost never miss with a ranged weapon.
Light on your Feet: You are very quick and incredibly agile, allowing you to move swiftly and tumble or perform parkour style moves with an almost supernatural grace.

URSA (er-suh) Gentle, proud, powerful defenders of the forest. Bears.
Average Life Span: 150
Ability Scores: +8 Strength, +12 Warfare
Natural Predator: Your claws and teeth are considered to have Deadly Damage on them.
Gift of the Harmonies: You can sense moods and tensions, and even have a bit of a danger sense. This can be used to gain bonuses on insight rolls or to check for danger.
Tough Hide: You are considered to be wearing armor that is Resistant to Normal Weapons.

Other
Deva Immortal spirits who embody virtue, born and reborn to mortal life in the world.
Average Life Span: 400
Ability Scores: +5 Psyche, Endurance, Warfare
Astral Majesty: You are considered to be wearing armor that is Resistant to Firearms.
Astral Resistance: You are resistant to a damage type of your choosing.
Ancestral Memory: You gain an additional 10 points to use as you see fit.

Dwarf
Average Life Span: 300
Ability Scores: +10 Strength, +10 Endurance
Cast-Iron Stomach: You are immune to poisons and diseases.
Dwarven Stamina: Your Endurance is considered doubled. So if you have an 8 in Endurance, the GM will consider you to actually have 16 points in Endurance.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Short and Stout: You are no larger than five feet in height, and you are very broad and sturdily built. It is difficult to unbalance or move you if you do not desire it.

Fae Shape changing creatures of the nature world.
Average Life Span: 350
Ability Scores: +8 Warfare, +7 Psyche
Shape Shifting: You gain basic Shape Shifting for free.
Camouflage: You gain a +10 bonus to stealth checks.

Gnome Clever, thoughtful artisans who love knowledge and building. They’re also a bit… unpredictable.
Average Life Span: 125 (for the lucky ones)
Ability Scores: +15 Psyche
Goggles: You have a pair of goggles that all gnomes have that allow you to see different light spectrums, including heat, infra-red, and night vision.
Gnomish Mastery: You gain 10 extra points if you are a Chaos Wizard, Engineer, Mage, Warlock or Weaver and you are more powerful than others who might take those classes (save for Mordelan Mages).

Goliath Tribal nomads of the mountains, strong as the rock and proud as the peak
Average Life Span: 300
Ability Scores: +10 Strength, +10 Endurance or Warfare
Mountain’s Tenacity: You are incredibly difficult to move if you don’t want to be, and you are considered to be wearing armor that is Invulnerable to All Conventional Weapons.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Massive Size: You’re a big person, easily eight feet tall or taller. You have incredible mass and that grants you a +5 bonus to your Strength and Endurance.
Primal Rage: You’re big, you’re mean, you’re angry. They are scared. This grants you a bonus to Intimidate.

Half-Orc Fierce warriors who combine human resolve with orc savagery
Average Life Span: 100
Ability Scores: +5 to all
Human Blood: You gain a free Blood Path and 10 points for an heirloom passed down from your blood line.
Orc Blood: You may add an additional 5 points to each stat or grant a +30 bonus to one stat of your choosing. If you take the latter, you are prone to rages and must fight to control your character’s temper lest they fall into an uncontrollable rage.
Incredible Strength: Your Strength is considered to be doubled. So if you have an 8 in Strength, the GM will consider you to actually have 16 points in Strength.
Massive Size: You’re a big person, easily eight feet tall or taller. You have incredible mass and that grants you a +5 bonus to your Strength and Endurance. (This is optional)
Primal Rage: You’re big, you’re mean, you’re angry. They are scared. This grants you a bonus to Intimidate.

Humans
Average Life Span: 100
Ability Scores: +15 to distribute as you see fit, or +40 to distribute as you see fit. If you take the +40 you may only choose one of the Bonuses at the bottom.
Bonus Points: You gain 20 additional points.
I Want to LIVE!: You are difficult to hit, and reasonably agile, allowing you to get out of danger most of the time.
Heir to Power: You gain a free Blood Path and 10 points for an heirloom passed down from your blood line.

Seraphim The Angels had a hand in your creation and the Light shines from you like a beacon.
Average Life Span: 400
Ability Scores: +8 Psyche, +7 Strength
Holy Armor: You are considered to be wearing armor that is Invulnerable to all Conventional Weapons.
Lost in the Night: You are exceedingly vulnerable to necrotic and shadow powers. Where it would be a mild annoyance to a normal person, it is almost fatal to you.
Wings: You can have wings, if you desire, and they allow you to fly.
Channel the Light: You have a bit of the Light in you, and can heal or deal holy and radiant damage to creatures.
Radiant Beauty: You are incredibly charming, handsome, beautiful, and people are very willing to do things for you.
Knowledge of Truth: It is very difficult for people to lie to you and you can almost always hear what they mean rather than what they say.

Spawn You are a creature of the Hells, and you gain their power and their curses.
Average Life Span: 400
Ability Scores: +8 Psyche, +7 Warfare
Fire in the Blood: You are almost immune to fire and can even bathe in lava.
Turned from the Light: You are exceedingly vulnerable to radiant and holy powers. Where it would be a mild annoyance to a normal person, it is almost fatal to you.
Wings: You can have wings, if you desire, and they allow you to fly.
Felfire: You can summon and control Felfire.
Devil’s Charm: You are incredibly charming, handsome, beautiful, and people are very willing to do things for you, or believe what you have to say. You gain a bonus to Bluff checks and the world looks favorably on you, unless they be very devout and can see that you are evil.
Infernal Wrath: You have very limited telekintetic ability.


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