Tuesday, February 28, 2017

Darkest Warrens: Races!


I'm back with more material for Scott Malthouse's great "In Darkest Warrens" which again, you can get (at a Pay What You Want Rate) over on Drivethrurpg.com. Let's take a look at some extra material I've come up with.

Races (Advanced)

Catfolk

-Low Light Vision: Only requires a small amount of light to fight. Takes half penalties in dark conditions.

-Climber: Rolls twice and takes the better of rolls when making a Nimble test to climb.

-Scamper (1/day): Can push their bodies to move quickly to either reach an objective or outrun danger. Invoking this talent gives a Catfolk extra movement during a combat scene.

Dragonkin

-Darkvision: No penalty for fighting in the dark. Can see up to 60 ft. in pure darkness, albeit in a greyscale.

-Sharp Claws: Does not take any penalty for fighting unarmed.

-Breath (1/day): Makes a Nimble test to fire off either a cone or line of a breath weapon (depending on base Dragon, campaign lore, etc). Targets in the area take 1 damage if check is successful. A GM might apply cover to certain targets depending on environmental situation.

Dwarf

-Darkvision: No penalty for fighting in the dark. Can see up to 60 ft. in pure darkness, albeit in a greyscale.

-Toughness: Does not fall unconscious at 0 HP.

-Stoneform (1/day): Can invoke the powers of stone to grant Dwarves +2 HP for a combat scene.

Elf

-Low Light Vision: Only requires a small amount of light to fight. Takes half penalties in dark conditions.

-Keen Senses: Rolls twice and takes the better result on Mind tests to perceive surroundings.

-Unnatural Grace (1/day): Can tap into a near ethereal state to dodge or react to something. Invoking this talent allows the Elf to roll twice and take the better of rolls on a Nimble test of their choice. The Elf must invoke this talent before dice are rolled.

Gnome

-Low Light Vision: Only requires a small amount of light to fight. Takes half penalties in dark conditions.

-Scholar: Pick a Lore subject that is common to the campaign (Arcana, Dungeoneering, History, Nobility - etc). When a Gnome tests Mind vs. this subject they can roll twice and take the better of the two rolls.

-Arcane Trick (1/day): All Gnomes have a certain measure of arcane energy. At the start of play, a Gnome chooses one spell from the Mage's spell list and with GM's approval. Once per day a Gnome can cast that spell using their current level as the caster level.

Goblin, Blue

-Darkvision: No penalty for fighting in the dark. Can see up to 60 ft. in pure darkness, albeit in a greyscale.

-Paranoid: Can roll twice on Mind checks to avoid being surprised.

-Read Minds (1/day): Blue Goblins are Goblins who have been touched with magical energy and are sensitive to the weird. They also have a talent for Reading Minds. Once per day a Blue can make a Mind check to read the surface level thoughts on a target. Targets who might be particularly resilient may add a -1 or -2 to the check. 

Goblin, Green

-Darkvision: No penalty for fighting in the dark. Can see up to 60 ft. in pure darkness, albeit in a greyscale.

-Paranoid: Can roll twice on Mind checks to avoid being surprised.

-Skirmisher (1/day): Green Goblins are known for their underhanded talents and tricks to quickly bring down targets. With a successful attack, 1/day, a Green can invoke this talent and get a second free attack with a weapon either hidden or in the off-hand.

Grippli

-Low Light Vision: Only requires a small amount of light to fight. Takes half penalties in dark conditions.

-Semi-Aquatic: Can hold breath for twice amount of time (Current HP Total x3 as opposed to Current HP total x2 as other races). Grippli can also see underwater and roll attribute checks with no penalty.

-Leap (1/day): Can make a single long leap 1/day with a Brawn test.

Halfling

-Normal Vision

-Stealthy: Can roll twice and take the better of rolls on a Nimble tests when trying to make a Stealth maneuver.

-Peacemaker (1/day): Halflings use their natural friendliness and persuasive skills to negotiate. Once per day they can make a Person roll to negotiate out of an encounter that is at the unfriendly attitude level.

Human

-Normal Vision

-Personable: When dealing with another human a Human PC can re-roll a Test Person attribute and take the highest roll.

-Extra Effort (1/day): Can roll an Attribute twice and take the better of the two rolls. Must invoke this talent before roll is made.

Orc

-Darkvision: No penalty for fighting in the dark. Can see up to 60 ft. in pure darkness, albeit in a greyscale.

-Vigor: While at Full HP an Orc can roll twice and take the better of rolls on any Brawn-based test.

-Rage! (1/day): Orcs can become enraged for a combat scene. They gain 1d6 Hit Points (that can go over their maximum total, but are lost at the end of rage). They always roll Brawn tests as if they were at full HP. This rage lasts for a number of rounds equal to their current maximum HP. During this period an Orc has a hard time distinguishing friend-from-foe. They can end their rage early at a Mind test (-1 or -2 if there are hostile enemies still on the field).

Ratfolk

-Low Light Vision: Only requires a small amount of light to fight. Takes half penalties in dark conditions.

-Resilient: Can roll twice and take the better of the two rolls when it comes to Brawn tests to resist poison or disease.

-Death by a Thousand Cuts (1/day): Once per day a Ratfolk can go into a small mini-rage that let's them make three attacks (two claws and a bite). These are rolled as separate attack rolls against a target. A Ratfolk must invoke this talent before dice are rolled.

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