Monday, January 29, 2018

M205e: Races I Made


I've been using a lot of Microlite20 5e. Which I usually shorten to Microlite V when in conversation, or just say I'm playing Dungeons and Dragons and then get into specifics of how this is different from the actual Dungeons and Dragons in the store. I love the game, I appreciate the blending of what I think is great about 5e mechanics and what I loved about Microlite20. In fact, those 5e mechanics I feel are what patch up and make M20 work, where as before, I felt like the rules were a little bit clunky- a dream game for house ruling crowd, but the initial offering felt clunky to me.

Now to the heart of the matter: Races. In Microlite V races are coded in very simple terms. Tough races (Dwarves, Orcs, Dragonborn) get +2 Strength, Quick races (Halflings, Elves, Catfolk) get +2 Dexterity, and Smart races (Gnomes... Modrons?), and then Humans (+1 to all stats). On the surface they get nothing else. I decided to add a trait or two each race. I lean a little heavy on giving players a few more powers, and advise someone who wants to be a little tougher on characters may want to prune or not use these items. But, anyway, let's get to it.

Races (Core)

Human
Average Humans. Us in a fantasy world.

Stats: +1 to all Stats.

Extra Effort (1/day): Once per day a Human can invoke a touch of luck or pluck to get them out of trouble. They may roll any 1 d20 action as if they have the Advantage (Attack, Skill Check, or Saving Throw). They may use this to gain a straight Advantage or to counter a Disadvantage they have received. May regain their use per day with either a Long Rest or rolling a natural 20 on a d20 check.

Catfolk
Sly traders, sneak thieves, the purrfect stealth character.

Stats: +2 Dexterity

Darkvision: Can see in the dark up to 30 ft.

Claws: Natural Attack deals 1d4+Strength damage.

Climber (1/day): Always has double-proficiency when making a agile climb check (Dexterity + Physical). Once per day, a Catfolk may roll with the Advantage. It requires a short rest to recharge this ability or a Natural 20 on a Climbing Roll to a maximum of 1 per day.

Dragonborn
The Servitors of the Scales. Proud and fierce.

Stats: +2 Strength

Darkvision: Can see in the dark up to 30 ft.

Breath Weapon (3/day, R: Near, Save: 1/2 Damage): A Dragonborn has a breath weapon based on their heritage. Typically it's things like gouts of flame for Redscales, bolts of lightning for Bluescales. That may change depending on the GM. This is either a line or a cone. This power deals 2d6 at 1st level, 3d6 at 6th level, and 4d6 at 12th level. Saving Throw is 8+Proficiency+Strength bonus. A Dragonborn must take a Long Rest to recharge these abilities.

Heritage Resistance: Each scale is linked to an energy type, the same type the Dragonborn uses to breath. By that same token, a Dragonborn has Resistance to the similar energy type. They take 1/2 damage on any attack made with the linked energy and gain an Advantage on Saving Throws vs. that energy.

Dwarf
Kings of the Mountain, both under and on the surface. Tends to love firearms.

Stats: +2 Strength

Darkvision: Can see in the dark up to 30 ft.

Toughness: Gain +1 HP per level. Has Resistance to Poison and Advantage on Saving Throws vs. Poison.

Elf
The People of the Dreaming Court. The Timeless Ones.

Stats: +2 Dexterity or Mind (Choose one)

Darkvision: Can see in the dark up to 30 ft.

Fey Blood: Gains the Advantage on Saving Throws vs. Charm magic.

Perceptive (1/day): Always has double-proficiency when making a Perception check (Mind + Subterfuge). Once per day may roll a Perception check with the Advantage.

Gnome
The Tinkering Ones. The People of Hill and Rock.

Stats: +2 Mind

Darkvision: Can see in the dark up to 30 ft.

Small: Movement is reduced to 25 ft. / Gains +1 AC due to size difference with medium or greater targets. This AC does not apply when attacked by small or smaller creatures. Some weapon restrictions apply based on size. 

Stealth (1/day): Due to size, a Gnome has double proficiency on Stealth checks (Dexterity + Subterfuge) and once per day can roll a Stealth check with the Advantage. They must take a Short Rest to recharge this ability, or roll a d20 on a Stealth check to recharge the ability to a maximum of 1/day.

Cunning: Gain the Advantage on Saving Throws vs. Magical Spells and Effects.

Half-Elf
The Child of Two Worlds. Natural Diplomat.

Stats: +2 to stat of choice.

Darkvision: Can see in the dark up to 30 ft.

Attractive (1/day): Gains double-proficiency on social checks involving Persuasion or Intimidation (Communication + Mind). Once per day may make a Social check with the advantage. They must take a short rest to recharge this ability, or roll a natural 20 on a Social check to recharge this ability to a maximum of 1/day.

Halfling
The Little People. The People of Shire and River.

Stats: +2 Dexterity

Small: Movement is reduced to 25 ft. / Gains +1 AC due to size difference with medium or greater targets. This AC does not apply when attacked by small or smaller creatures. Some weapon restrictions apply based on size.

Stealth (1/day): Due to size, a Gnome has double proficiency on Stealth checks (Dexterity + Subterfuge) and once per day can roll a Stealth check with the Advantage. They must take a Short Rest to recharge this ability, or roll a d20 on a Stealth check to recharge the ability to a maximum of 1/day.

Strongheart: Gain the Advantage on Saving Throws vs. Charm-magic. This includes domination of fear powers.

Orc (Half-Orc)
Greenskins. Natural warriors.

Stats: +2 Strength

Darkvision: Can see in the dark up to 30 ft.

Bite: Natural attack that deals 1d4+Strength

Orcish Rage! (1/day): May go into a brief rage for a number of rounds equal to 1+Strength Modifier. During this period they receive an Melee Attack, Strength Check, and Melee Damage bonus of +d4 rolled alongside their normal dice. They are Resistant to Bludgeoning, Piercing, and Slashing weapons during this period. Their Rage ends when either when their time has run out or there are no more enemies left to fight. There is a chance that if allies are adjacent to targets they could be hit during this ferocity. Caution advised.

***

There we go, a small group for now. I probably will have a few more races made up as needed.

Links

Microlite20 5e Adamantine Edition: Here

No comments:

Post a Comment