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Additional Fantasy races for SWADE

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  • mikeawmids
    replied
    ... and two more from when I ran Mummy's Mask in 2019;

    Catfolk
    Graceful: start with d6 Agility.
    Cat's Eyes: low light vision.
    Natural Weapons (claws, strength+d4)
    Curiosity (as per the hindrance)

    Gnoll
    Scavenger: start with d6 Survival.
    Slavers: -2 charisma due to negative reputation.
    Desert Dwellers: +4 to resist the effects of heat/dehydration.
    Keen Nose: +2 Investigation/Notice using your sense of smell.

    Leave a comment:


  • mikeawmids
    replied
    Goliath
    [+3] Size+3 (+3 Toughness)
    [+2] Powerful Build (d6 starting Strength)
    [+1] Environmental Resistance: Cold
    [-2] Big
    [-1] Outsider hindrance (Minor)
    [-1] Quirk hindrance: naturally competitive

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  • mikeawmids
    replied
    Here's one of my own creation;

    Rhinoc
    [+2] Horn: Strength + d6
    [+1] Leathery Hide: AV2
    [+2] Size+2 (+2 Toughness)
    [+2] Hardy
    [-2] Thin Skinned hindrance (Major)
    [-1] Bad Eyes hindrance (Minor)
    [-2] Big

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  • mikeawmids
    replied
    Kitsune
    [-1] Quirk hindrance: naturally mischevious
    [-2] Curious hindrance
    [+1] Low Light Vision
    [+3] Kitsune Magic (character gains A/B: Gifted and two powers: Shapechange and Illusion)
    [+1] Natural Weapon: Bite: Strength + d4, fox-form only

    Merfolk
    Use Aquarian from the core book.
    Last edited by mikeawmids; 09-02-2021, 02:45 PM.

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  • mikeawmids
    replied
    Grippli
    [-1] Small (-1Size & Toughness)
    [+1] Camouflage (+2 Stealth, only applicable in swampy/marshy terrain) *
    [+1] Infravision
    [+1] Semi-Aquatic

    * Ordinarily, Skill Bonus +2 would be [+2], but since I've limited it to swampy/marshy terrain, I've reduced cost to [-1].
    Last edited by mikeawmids; 09-02-2021, 02:43 PM.

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  • mikeawmids
    replied
    Duergar
    [+1] Low Light Vision
    [+2] Tough (d6 starting Vigour)
    [-1] Reduced Pace (-1 Pace, running d4)
    [+3] Duergar Magic (character gains A/B: Gifted and two powers: Growth and Invisibility)
    [-1] Racial Enemy: Dwarves
    [-2] Light Blindness (character is blinded [-2 all actions requiring sight] until they make a successful Vigour roll to recover)
    ​​​​​​

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  • mikeawmids
    replied
    ... and done!

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  • mikeawmids
    commented on 's reply
    It's a temp fix until I can spend a little more time on it. I'll sort it.

    Fix'd Gnomes, Goblins & Kobolds!
    Last edited by mikeawmids; 09-02-2021, 01:02 PM.

  • Deskepticon
    commented on 's reply
    Except that now you are "double-dipping" on the Toughness reduction: one from Size -1 and one from Frail.

  • mikeawmids
    commented on 's reply
    Thanks for your time and assistance!

    I've done a temp fix on any race with Weak (changed to Frail) as I had miscalculated the modifier for Attribute Penalty. I'll revise those races when I get a chance.

    The dhampir was always going to be a bit squiffy, but if I remove Undead Traits and add Nerves of Steel it will be rules legal. In fact, I'll do that now.

  • Deskepticon
    commented on 's reply
    mikeawmids Ah, I see! Thanks. It's a shame I began responding before you did... would have saved me a lot of grief.

  • Deskepticon
    replied
    Originally posted by mikeawmids View Post
    ...feedback welcomed!
    Okay, but you asked for it.

    Aasimar
    Charismatic edge
    Low Light Vision
    Halo (character gains A/B: Gifted and the Light power)
    Racial Enemy: Demons & Devils
    Vow: oppose evil, however it manifests
    • Charismatic (+2)
    • Low Light Vision (+1)
    • Halo (+2)
    • Racial Enemy (-1) : This ability is only used with another common race, often a playable one. Designating "Demons & Devils" suggests they are commonto the setting.
    • Vow, Major (-2) : Suggests all Aasimar are paladin-level of annoying when it comes to not minding their own business. Personally I dislike such blanket "behavioral" abilities on an entire race without very good justification. As far as I'm aware, Aasimar can be neutrally aligned; they just can't be evil (or very rarely are).
    • Total (+2)
    Dhampir
    Attractive edge
    Infravision
    Undead traits (+2 Toughness, +2 Spirit rolls to recover from being Shaken, ignore additional damage from Called Shots, ignore 1 point of Wound penalties, dont breathe or eat, immune to disease & poison, don't Bleed Out, can only be healed by magical healing)
    Dependency: Blood
    Environmental Weakness: Daylight
    • Attractive (+2)
    • Infravision (+1)
    • Undead (+10) : The sum total of all these abilities have some synergistic effects, similar to Construct. It has stricter requirements on healing, bringing it's value down slightly.
    • Dependency (-2) : Presumably any blood would do (rats, dogs, pigeons). The stigma of getting caught is a narrative effect, possibly earning the character a Wanted Hindrance, so it doesn't affect the value.
    • Environmental Weakness (-2) : There's some missing info here since "daylight" is not normally a damaging effect. Regardless, I doubled the value because of how common the "environment" is. If you want this to be lethal, I suggest borrowing from the SWADE vampire's Weakness list.
    • Total (+9)
    Drow
    Agile (d6 starting Agility)
    Low Light Vision
    Poison Use (character gains A/B: Gifted and the Smite power, with poison trapping)
    Light Blindness (character is blinded [-2 all actions requiring sight] until they make a successful Vigour roll to recover)
    Outsider hindrance
    • Agile (+2)
    • Low Light Vision (+1)
    • Poison Use (+2) : Clever! I like this! It turns poison into an abstract commodity represented by PP, rather than an item. Recharging might represent finding plants, harvesting snake venom, etc. as a "background" task.
    • Light Blindness (-2) : There's missing info here. How is this triggered? My evaluation assumes it occurs when exposed to bright light (anything above Dim). Also, why not just use the Distracted condition, triggered on a failed Vigor roll?
    • Outsider, Minor (-1)
    • Total (+2)
    Fetchling
    Low Light Vision
    Shadow Blending (character starts with A/B: Gifted and the Deflection power)
    Outsider hindrance
    • Low Light (+1)
    • Shadow Blending (+2)
    • Outsider, Minor (-1)
    • Total (+2)
    Gnome
    Weak (-1 Strength rolls)
    Small (-1Size & Toughness)
    Reduced Pace (-1 Pace, running d4)
    Low Light Vision
    Dodge edge
    Natural Illusionist (character gains A/B: Gifted and the Illusion power)
    • Weak (-2)
    • Size -1 (-1) : Use the Size ability here so player can still choose the Small Hindrance if they wish.
    • Reduce Pace (-1)
    • Low Light (+2)
    • Dodge (+2)
    • Natural Illustionist (+2)
    • Total (+2)
    Goblin
    Weak (-1 Strength rolls)
    Agile (d6 starting Agility)
    Natural Weapons [Bite]: Strength + d4
    Infravision
    Small (-1Size & Toughness)
    Outsider hindrance
    Sneaky (d6 starting Stealth)
    • Weak (-2)
    • Agile (+2)
    • Bite (+1)
    • Infravision (+1)
    • Size -1 (-1)
    • Outsider (-1)
    • Sneaky (+1)
    • Total (+1)
    Ifrits
    Impulsive hindrance
    Infravision
    Fire Affinity (character gains A/B: Gifted and the Elemental Manipulation power, with fire trapping)
    Environmental Resistance: Fire
    • Impulsive (-2)
    • Infravision (+1)
    • Fire Affinity (+2) : Missing info here. Is the fire Trapping meant to limitation? Because the power normally affects all elements. If it's limited to just fire, I would double the Duration to 10 rounds. The Concentration Edge would double that again to 20.
    • Environmental Resistance (+1)
    • Total (+2)
    Kobolds
    Small (-1Size & Toughness)
    Weak (-1 Strength rolls)
    Natural Armour: AV2
    Infravision
    Calculating edge
    • Size -1 (-1)
    • Weak (-2)
    • Armor +2, natural (+1) : no such thing as "AV2"
    • Infravision (+1)
    • Calculating (+2)
    • [B]Total (+1)
    Orc/Half Orc
    Strong (d6 starting Strength)
    Infravision
    Menacing edge
    Bloodthirsty hindrance
    Outsider hindrance
    • Strong (+2)
    • Infravision (+1)
    • Menacing (+2)
    • Bloodthirsty (-2)
    • Outsider, Minor (-1)
    • Total (+2)
    Oread
    Strong (d6 starting Strength)
    Stoic (d6 starting Vigour)
    Reduced Pace (-3 Pace, running d4, -2 Athletics)
    Low Light Vision
    Earth Affinity (character gains A/B: Gifted and the Elemental Manipulation power, with earth trapping)
    Poor Parry (-1 Parry)
    Big
    • Strong (+2)
    • Stoic (+2)
    • Reduced Pace (-2)
    • Low Light Vision (+1)
    • Earth Affinity (+2) : see Ifrit above
    • Poor Parry (-1)
    • Big (-2)
    • Total (+2)
    Ratfolk
    Weak (-1 Strength rolls)
    Agile (d6 starting Agility)
    Small (-1Size & Toughness)
    Reduced Pace (-1 Pace, running d4)
    Infravision
    Rodent Empathy (character gains A/B: Gifted and the Beast Friend power, with rodent only trapping)
    • Weak (-2)
    • Agile (+2)
    • Size -1 (-1)
    • Reduced Pace (-1)
    • Infravision (+1)
    • Rodent Empathy (+2) : the limitation to only rodents is worth a reduction of 1 PP.
    • Total (+1)
    Sylphs
    Anemic hindrance
    Low Light Vision
    Air Affinity (character gains A/B: Gifted and the Elemental Manipulation power, with air trapping)
    • Anemic (-1)
    • Low Light (+1)
    • Air Affinity (+2) : see Ifrit above
    • Total (+2)
    Tengus
    Linguist edge
    Natural Weapons [Beak]: Strength + d4
    Sneaky (d6 starting Stealth)
    Frail
    Greedy hindrance
    • Linguist (+2)
    • Bite/Beak (+1)
    • Sneaky (+1)
    • Frail (-1) : List the effect so people know which version this is.
    • Greedy, Minor (-1)
    • Total (+2)
    Tieflings
    Outsider hindrance
    Low Light Vision
    Fiendish Sorcery (character gains A/B: Gifted and the Darkness power)
    • Outsider, Minor (-1)
    • Low Light Vision (+1)
    • Fiendish Sorcery (+2) : Aspected power for a 1 PP reduction.
    • Total (+2)
    Undines
    Low Light Vision
    Water Affinity (character gains A/B: Gifted and the Elemental Manipulation power, with water trapping)
    Energy Resistance: Cold
    Frail
    Hesitant hindrance
    • Low Light Vision (+1)
    • Water Affinity (+2) : see Ifrit above
    • Elemental Resistance, Cold (+1)
    • Frail (-1)
    • Hesitant (-1)
    • Total (+2)
    _______________________

    General Tips
    It would really help if you included the type of Hindrance with these builds, as well as for abilities that have multiple tiers (like Frail). Also, if you're looking for feedback, include your estimated point values so people know where to instruct you on a build's weak spots.

    All-in-all, they're servicable, apart from the few that need to be adjusted. Also, the smaller races all seem very similar, but that's mostly a fault of the source material. Rather than going for a straight conversion, try thinking outside the box and capturing what REALLY makes each different race unique. Making every Size -1 race "Weak" is boring and predictable since it stifles builds that rely on Strength.

    Leave a comment:


  • mikeawmids
    replied
    Actually, you were right. I'd miscalculated Weak as -1, not -2. I've altered every instance of Weak to Frail for the time being, so the math should check out.

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  • mikeawmids
    replied
    Originally posted by paladin2019 View Post
    FWIW, half-orcs only have Infravision, Outsider (Minor),and Strong per Fantasy Companion.
    These aint' your Grandpa's half-orcs, son! Like I said, I used the PF Advanced Race Guide as my template, so their will likely be some differences from the generic half orc of yesteryear.

    Originally posted by paladin2019 View Post
    Goblins are a 1 point race (0 if Outsider is Major) and giving them a bite attack without doing the same for orcs (as Savage Rifts' Arcana and Mysticism does) is a disconnect.
    Have you seen PF goblins? Those things got teeth for days!

    Also, it fits with their chaotic nature.

    Originally posted by paladin2019 View Post
    The aasimar racial enemy is problematic unless demons and devils are going to be common in the setting and the players are expected to interact with them socially.
    While this statement is true, I've never encountered a setting that features one without the other.

    Leave a comment:


  • mikeawmids
    commented on 's reply
    Edited post to show my working out.
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