Toa
In Dubio Pro Rex
- Registriert
- 17. März 2005
- Beiträge
- 6.034
Hallo.
Ich habe schon seit einiger Zeit Ideen für mein eigenes Savage Fantasy Setting. Die Sammel-Phase ist zwar noch lange nicht abgeschlossen, aber mich hat momentan die Lust überkommen die ersten Dinge schriftlich niederzulegen. Nach einigem Feilen habe ich jetzt die ersten Entwürfe für die Rassen fertig. Die Orks fehlen noch, werden aber aller Voraussicht auch nicht mehr hinzukommen - im Gegenzug werden wohl sogar Elfen und Zwerge als SCs gestrichen, und nur ihre Hybrid-Varianten verfügbar sein. Die Rassen sind auf "+4 balanciert", sprich jede Rasse hat zwei "Major Abilities" - was auch einen Ausbau der Menschen bedeutete. Genug des Vorspanns, ich lasse jetzt einfach mal Werte sprechen - die Hintergründe sind noch nicht ausformuliert, daher nur eine kurze Erläuterung in Klammern zu neuen Rassen. Ich freue mich über jeglichen Kommentar.
Humans
Dwarves
Elves
Half-Dwarves
Half-Elves
Half-Orcs
Roden (Rattenmenschen)
Selene (Geflügelte Halblinge)
Wolven (Wolfsmenschen)
Momentane Überlegungen: Halb-Orks könnten noch einen Free Edge vertragen - aber womit ausgleichen? Bei Selene statt Agile vielleicht Luck, was besser mit Common Bonds harmonieren würde?
Ich habe schon seit einiger Zeit Ideen für mein eigenes Savage Fantasy Setting. Die Sammel-Phase ist zwar noch lange nicht abgeschlossen, aber mich hat momentan die Lust überkommen die ersten Dinge schriftlich niederzulegen. Nach einigem Feilen habe ich jetzt die ersten Entwürfe für die Rassen fertig. Die Orks fehlen noch, werden aber aller Voraussicht auch nicht mehr hinzukommen - im Gegenzug werden wohl sogar Elfen und Zwerge als SCs gestrichen, und nur ihre Hybrid-Varianten verfügbar sein. Die Rassen sind auf "+4 balanciert", sprich jede Rasse hat zwei "Major Abilities" - was auch einen Ausbau der Menschen bedeutete. Genug des Vorspanns, ich lasse jetzt einfach mal Werte sprechen - die Hintergründe sind noch nicht ausformuliert, daher nur eine kurze Erläuterung in Klammern zu neuen Rassen. Ich freue mich über jeglichen Kommentar.
Humans
- Bonus Edges: Humans start play with two free Edges of their choice. The character must meet the requirements of the Edges as usual.
Dwarves
- Arcane Resistance: Dwarves seem to have a natural resistance to arcane influences, and therefore gain the Arcane Resistance Edge for free.
- Stubby: Their low but broad stature makes Dwarves slower, reducing their Pace to 5 and their Running Die to a d4, but also increasing their Toughness by 1. Also because of this, Dwarves are never Obese.
- Thermovision: Dwarves can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
- Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Elves
- Arcane Resistance: Elves seem to have a natural resistance to arcane influences, and therefore gain the Arcane Resistance Edge for free.
- Fast Healing: All Elves seem to heal wounds easier, and therefore gain the benefits of the Fast Healing Edge.
- Frail: Elves are slender creatures, reducing their Toughness by 1.
- Low Light Vision: The character's eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
- Outsider: Elven society tends to be quite isolationst, resulting in a -2 penalty to their Charisma when acting outside of it.
- Very Fast: Their light bodies give Elves a Pace of 10.
Half-Dwarves
- Bonus Edge: Half-Dwarves gain some of the flexibility of their Human progenitors and start play with one free Edge of their choice. The character must meet the requirements of the Edge as usual.
- Slow: While Half-Dwarves don't share the stunted legs of their Dwarven progenitors, they are still slower than the average Human, giving them a Pace of 5.
- Thermovision: Half-Dwarves can see in the infrared spectrum just as well as Dwarves can, halving attack penalties (round down) for bad lighting.
- Tough: Half-Dwarves also inherited the Toughness of the Dwarves, allowing them to start with a d6 Vigor instead of a d4.
Half-Elves
- Bonus Edge: Half-Elves gain some of the flexibility of their Human progenitors and start play with one free Edge of their choice. The character must meet the requirements of the Edge as usual.
- Fast: Half-Elves retain some of the speed of their Elven progenitors, giving them a Pace of 8.
- Low Light Vision: The character's eyes amplify light like an Elf, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
Half-Orcs
- Broad-Shouldered: While Half-Orcs aren't as big as Orcs, they still retain some of their build, which adds 1 to their Toughness.
- Low Light Vision: The character's eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
- Outsider: Half-Orcs are bastards recognized by neither Human nor Orc society, and they therefore act with a -2 Charisma penalty.
- Strong: Their Orcish heritage makes Half-Orcs stronger, giving them a d6 Strength instead of a d4 at character creation.
Roden (Rattenmenschen)
- Acrobatic: Roden are lithe creatures, giving them the Acrobat Edge for free.
- Agile: Roden start with a d6 Agility instead of a d4.
- Frail: Their slender build reduces a Roden's Toughness by 1.
- Low Light Vision: The character's eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
- Natural Weapons: Roden retained some animalistic heritage, giving them Bite and Claws attacks (Str+1).
- Outsider: Rodens were never completely integrated into local society and still subject to prejudices, reducing their Charisma by -2 when acting with non-Rodens.
- Sneaky: Roden are at home in the shadows, giving them a d6 Stealth for free.
Selene (Geflügelte Halblinge)
- Agile: Selene are quite agile. They start with a d6 Agility instead of a d4.
- All Thumbs: Selene have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance.
- Common Bonds: Selene form tight bonds with their community and their friends, giving them the Common Bonds Edge for free.
- Flight: Selene can fly as long as they have room to maneuver their 1" (6 foot) wingspan. Their Pace while flying is 10", though they can double this during a dive (each inch of forward movement must lower their altitude by one inch). Their climb rate is 5". Any encumbrance penalties also substract 2" from their flying Pace.
- Small: Selene average between 3' and 4' tall. Their small size substracts 1 from their Toughness.
Wolven (Wolfsmenschen)
- Berserker: Their wild temper gives Wolven the Berserker Edge for free.
- Low Light Vision: The character's eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
- Natural Weapons: As feral creatures, Wolven have access to impressive natural weapons. Their Claws and Bite attack cause Str+2 damage.
- Weakness (Silver): Silver weapons cause an additional 4 points of damage against Wolven.
Momentane Überlegungen: Halb-Orks könnten noch einen Free Edge vertragen - aber womit ausgleichen? Bei Selene statt Agile vielleicht Luck, was besser mit Common Bonds harmonieren würde?