Wednesday, November 2, 2016

1974 Style: More Races! More Traits!



I had originally planned to do a post and take the easy route. Just talking about the standard races that show-up in fantasy gaming. Then I remembered, thankfully so, that I already did a post about that, albeit for Blackmoor (which you can here). With that under my belt I might as well tackle a couple of other races that I like. Like before this has a couple of optional bits that I use for my games and that you are welcomed to chop off. For instance, in my 1974 Style games I use the Saving Throw from Swords & Wizardry rather than a base 10, and like in S&W some races have Saving Throw adjustments to it.

Let's take a look at the B-team.

Grippli

Brief: Grippli are a small amphibious-humanoid race that resemble bipedal frogs. Their skin ranges from shades of green to more exotic colors, such as red with black spots or a motley of blue, yellow, and black. It is believe the more exotic colors means the Grippli is poisonous.

Traits Include:

Darkvision: Can see in the dark.

Small: +1 AC and +1 Attack vs. Man-size or larger creatures. Gains advantages to actions such as Stealth or Hiding at the cost of disadvantages to actions requiring Strength such as Lifting or Pulling.

Skill Bonus: +1 Athletics (used for jump / leap checks, which Grippli excel at).

Adroit (1/day): +1 to Range attacks and anything that requires great reflexes. Once per day a Grippli can gain the Advantage on a agility based action (such as dodging a falling object with a Saving Throw, catching an object, or a ranged / light weapon attack).

Saving Throw Adjustment: +1 vs. Poison

Goblin

Brief: Goblin are a race of small humanoids that typically dwell on the fringe. Goblins are generally green, but those with a bluish tint at believe to have arcane powers. Goblins are known for their distinctive long ears and sharp teeth.

Traits Include:

Darkvision: Can see in the Dark

Small: +1 AC and +1 Attack vs. Man-size or larger creatures. Gains advantages to actions such as Stealth or Hiding at the cost of disadvantages to actions requiring Strength such as Lifting or Pulling.

Skill Bonus: +1 Survival, +1 Stealth

Dirty Trick (1/day): Gains a permanent +1 to Stealth (as noted above). Goblins often known how to strike in vulnerable spots or sucker punch people to get an early advantage. Once per day a Goblin can roll a Stealth vs. Notice or Static number to gain a Sneak Attack (Advantage attack with damage that is 2d6 instead of listed damage). A Goblin can choose this to be lethal or non-lethal damage.

Saving Throw Adjustment: +1 vs. Disease

Minotaur

Brief: Bulky bovine-humanoids that often live in a warrior society. They are viewed as trouble in civilized areas, but do serve a purpose as mercenaries or shock troops for ambitious leaders. Minotaur typically organize themselves along Clan lines with a clan leader serving at the forefront.

Traits:

Darkvision: Can see in the dark.

Natural Armor: +1 to Armor Class.

Strong (1/day): Deals +1 melee damage due to their great Strength. They also reduce the movement penalty due to wearing bulkier armor by 1. Once per day, a Minotaur can sum up their strength into an impressive display, gaining an Advantage when making a Strength check (such as lifting or dragging a heavy object).

Natural Weapon (Horn): Gore attack deals 1d6 points of damage.

Skill Bonus: +1 Survival

Saving Throw Adjustments: +1 vs. Poison, Disease, Charm, & Mazes.

Ratfolk

Brief: Rodent-humanoids who dwell in the forests, rivers, and underground places. Ratfolk are known to be both scavengers and traders, often using the poorer quarters of the great cities to set up their stalls.

Traits:

Darkvision: Can see in the dark.

Small: +1 AC and +1 Attack vs. Man-size or larger creatures. Gains advantages to actions such as Stealth or Hiding at the cost of disadvantages to actions requiring Strength such as Lifting or Pulling.

Skill Bonus: +1 Stealth, +1 Athletics (emphasis on Climbing athletics)

Bite: Natural attack deals 1d4+1 points of damage.

Plague Bearer: Gain +2 bonus vs. Diseases. Even if the Ratfolk fails their Save, they are not infected but instead carry the plague within them. Unless they are cleansed they have a chance a chance (such as a 1-in-20 chance- depending on virulence or dramatics) of spreading it in an area to non-Ratfolk. This typically can be cured by visiting an alchemist or a priest. This ability does not protect them from plot specific plagues.

A Ratfolk who makes their save vs. Disease can willingly carry a portion of it in their mouths making life uncomfortable, but their next bite attack infectious. Once this attack is completed the disease is gone from the Ratfolk.

Saving Throw Adjustments: +2 vs. Disease, +1 vs. Poison,


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