Racial Templates.   Posted by Dragondog.Group: 0
Dragondog
 GM, 23 posts
Sat 15 Jan 2022
at 12:34
Racial Templates
I’m testing something new and I’m offering racial templates at a discount. The listed Racial Cost is the number of points you buy it for, not the number of points it is actually worth. Standard Humans don’t have a racial template.

And to balance this out, humans get 40 extra points.

If your parents are from two different, but compatible, races, I will create the mixed racial template and set the cost for said template.
Dragondog
 GM, 24 posts
Sat 15 Jan 2022
at 12:36
Racial Templates - Off Human
Auron
Racial Cost: 20 points
Aurons are a rare type of human with standard skin coloration. Their hair is generally blond or red, but may be silver. They have white, gold, or sky blue eyes. When finding an Auron’s height and weight, use the line appropriate to ST on the Build Table (p. B18).

Advantages: Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Emanation, -20%; Reduced Fatigue Cost 2, +40%) [6]; Flight (Switchable, +10%; Winged, -25%) [33]; Healing [30]; Longevity [2].

Umbron
Racial Cost: 10 points
Umbrons are a type of human most of polite society considers cursed. Their skin comes in various shades of blue, red, and green. They have solid black, red, white, silver, or gold eyes. They generally have dark hair, from black or brown to dark red, blue, or purple. When finding an Umbron’s height and weight, use the line appropriate to ST on the Build Table (p. B18).

Advantages/Perks: Burning Attack 2d (Fire) [10]; Control Fire 1 (Ranged, +40%) [28]; Dark Vision [25]; Extra Arm (Tail; Extra-Flexible +50%) [15]; Penetrating Voice [1]; Sharp Teeth [1]; Striking ST 4 (Tail Only, -80%) [4]; Telekinesis 1 [5];
Disadvantages: Social Stigma (Minority Group) [-10]
Features: Horns.

They may add:
* Striker (Horns; Impaling) [8].

This message was last edited by the GM at 14:47, Sat 15 Jan 2022.

Dragondog
 GM, 25 posts
Sat 15 Jan 2022
at 12:39
Racial Templates - Cat-Folk
Cat-Folk
These traits are common to all Cat Folk and are added to the specific templates below.

Attribute Modifiers: DX +1 [10]; CO +1 [10].
Advantages/Perks: Accessory (Climbing Spikes) [1]; Catfall [10]; Claws (Sharp; Switchable) [5]; Dark Vision [25]; Deep Sleeper [1]; Fur [1]; Perfect Balance [15]; Silence 1 [5]; Teeth (Sharp) [1]; Temperature Tolerance 1 (Cold) [1].
Disadvantages/Quirks: Attentive [-1]; Social Stigma (Minority Group) [-10].
Features: Born Biter 1. Digitigrade. Tail (neither a manipulator nor enough of a problem to interfere with armor). Cannot wear human footwear or helmets that cover their face. Purring voice.

“House Cat”
Racial Cost: 20 points
They are humanoid cats with catlike fur coloration and patterns. When finding their height and weight, use the line appropriate to ST on the Build Table (p. B18).

Attribute Modifiers: ST -1 [-10].
Secondary Characteristic Modifiers: HP +1 [2].
Advantages/Perks: Striking ST 2 [10]; Super Climbing 1 [3]; Vibration Sense (Air) [10].


“Lion/Tiger”
Racial Cost: 40 points
They are humanoid lions/tigers with lion- or tiger-like fur coloration and patterns. Male lions have hair and beards in addition to fur. When finding their height and weight, select a height of 7' to 10' and a weight of 250 lbs to 450 lbs.

Attribute Modifiers: ST +4 [40]; HT +1 [10].
Secondary Characteristic Modifiers: SM +1.
Advantages/Perks: Combat Reflexes [15]; Damage Resistance 1 (Tough Skin, -40%) [3]; Flexibility [5]; Penetrating Voice [1].

“Jaguar/(Snow) Leopard”
Racial Cost: 40 points
They are humanoid jaguars with jaguar- or leopard-like fur coloration and patterns. When finding their height and weight, use the line appropriate to ST on the Build Table (p. B18).

Attribute Modifiers: ST +2 [20]; HT +1 [10].
Advantages/Perks: Combat Reflexes [15]; Damage Resistance 1 (Tough Skin, -40%) [3]; Flexibility [5]; Patience of Job [1].
* Jaguar/Leopard Limited Camouflage (Jungle) [1]; Super Climbing 2 [6].
* Snow Leopard Limited Camouflage (Snow) [1]; Temperature Tolerance 2 (Cold)‡ [1]; Terrain Adaptation (Snow) [5].
‡ Bought up from Temperature Tolerance 1, which is standard for Cat-Folk.

This message was last edited by the GM at 18:58, Tue 01 Feb 2022.

Dragondog
 GM, 26 posts
Sat 15 Jan 2022
at 13:57
Racial Templates - Dragonkin
Dragonkin
Racial Cost: 50 or 35 points
Dragonkin have metallic scales and rarer metals are seen on fewer dragonkin. The scales vary from brass, bronze, copper, ebonium (a black metal), silver, and gold. Brass, bronze, and copper scaled dragonkin generally have green, orange, or dark brown eyes. Silver scaled dragonkin generally have radiant blue eyes. And gold and ebonium scaled dragonkin generally have blood red, green, or black eyes.

The breath weapon a dragonkin is born with affects the color of their scales. Acid dragonkin generally have a green tone to the edge of their scales. Cold dragonkin have a frosted white-blue edge. Fire dragonkin have flame colored to orange-red edges. Lightning dragonkin have blue or purple tones to their edges. And Poison dragonkin have a charcoal gray tone to their edges.

Dragonkin mature twice as fast as humans, but age much slower.

Attribute Modifiers: Spend 40 points on attributes. You cannot spend all points on the same attribute. You can have a ST no higher than 14 at no additional cost to the racial template.
Advantages: Claws (Sharp) [5]; Damage Resistance 2 [10]; Dark Vision (Color Vision, +20%) [30]; Enhanced Move (Ground) 1 [20]; Extended Lifespan 3 [6]; Immunity to Disease [10]; Reduced Consumption 3 [6]; Teeth (Sharp) [1];

Pick one Size option:
• Size Modifier 0. You must take this option if you have a racial ST of at most 12. When finding their height and weight, use the line appropriate to ST on the Build Table (p. B18) and add 10 lbs to their weight.
• Size Modifier +1. You must take this option if you have a racial ST of at least 13. When finding their height and weight, use the line appropriate to ST on the Build Table (p. B18) and add 16” to height and 100 lbs to weight.

Pick one Breath Weapon option:
Acid Corrosion Attack 2d (Acid; Cone, 5 yards, +100%; Increased 1/2D x10, +15%; Reduced Range /10, -30%) [16]; As Corrosion Attack is large-area injury (p. B400), all armor risk losing DR (Corrosion, p. B379) and the face is considered immersed, requiring a HT roll to avoid eye damage (Acid, p. B428).
Cold Burning Attack 1d (Cold Breath; Cone, 5 yards, +100%; Extinguish, +10%; Increased 1/2D x10, +15%; No Incendiary, -10%; Reduced Range /10, -30%) [7];
Fire Burning Attack 1d (Fire Breath; Cone, 5 yards, +100%; Increased 1/2D x10, +15%; Reduced Range /10, -30%) [8];
Lightning Burning Attack 1d (Lightning; Melee Attack, C, -30%) [4]; Burning Attack 1d (Lightning Breath; Increased 1/2D x10, +15%; Reduced Range /10, -30%) [5];
Poison Affliction 1 (Incapacitation, Paralysis, +150%; Blood Agent Reversed, -40%; Follow-Up, Melee Weapons Only, -25%) [9]; Toxic Attack 1d (Poison; Follow-Up, Teeth, +0%) [4];

Pick one Wing option:
• No wings
• Feature small wings [0];
• Feature large wings [0];
• Flight (Controlled Gliding, -45%; Winged, -25%) [12];
• Flight (Cannot Hover, -15%; Winged -25%) [24];

Pick one Tail option:
• No tail
• Feature tail [0];
• Striker (Tail; Crushing) [5];

Pick one Horn option:
• No horns
• Feature horns [0];

SM +1 dragonkin can have horns that are up to one foot long. Smaller dragonkin cannot have horns longer than six inches. Horns can point up or they can point backwards or forwards. If they point backwards or forwards, they are parallel with the dragonkin’s maw.

Pick one of:
• Nothing
• Alcohol Tolerance (Immunity) [3];
Cold Temperature Tolerance 5 (Cold) [5];
Poison Immunity to Poison [15];

If you picked the Cold or Poison breath weapon option, you have to pick the same option here.

Disadvantages: Social Stigma (Minority Group) [-10].

Nature-focused dragonkin also have Sense of Duty (Nature) [-15].

Features: Armor isn’t interchangeable with human armor. Born Biter 2.

Leveled traits can be powered up at character creation. Attacks, other than the Corrosion Attack, and Afflictions can have up to 5 levels. Damage Resistance can have up to 4 levels. All power ups have full cost.

This message was last edited by the GM at 00:07, Wed 27 Apr 2022.

Dragondog
 GM, 27 posts
Sat 15 Jan 2022
at 14:25
Racial Templates - Ogres
Minotaur
Racial Cost: -30 points
Minotaurs are a type of ogre that looks like humanoid bull-like creatures. When finding a Minotaur’s height and weight, use the line appropriate to ST on the Build Table (p. B18). Add 1 foot to their height and shift their weight one column to the right. Their fur may be various hues of black, brown, tan, or white. Their manes are a shade or two darker than their fur. They have yellow-white horns. Their eyes are dark brown or black. Their horns are up to 2 feet long.

Attribute Modifiers: ST +4 [40]; DX -1 [-10]; CO -1 [-10]; IQ -1 [-10]; PR -1 [-10].
Secondary Characteristic Modifiers: SM +1.
Advantages/Perks: Damage Resistance 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Fur [1]; Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%; Long, +1 SM, +100%) [10];
Disadvantages: Social Stigma (Minority Group) [-10].

Mountain Ogre
Racial Cost: 0 points
Mountain Ogres are a type of ogre and look like rock. There is great variety in regards to what kind of rock and if they are “raw” or “well chiseled.” When finding a Mountain Ogre’s height and weight, use the line appropriate to ST on the Build Table (p. B18). Add 1 foot to their height and shift their weight one column to the right.

Attribute Modifiers: ST +4 [40].
Secondary Characteristic Modifiers: SM +1.
Advantages: Damage Resistance 1 [5]; Lifting ST 5 [15]; Mountain Guardian 2 [10]; Pressure-Tolerant Lungs (Thin) [1]; Temperature Tolerance 5 (Cold) [5];
Disadvantages: Social Stigma (Minority Group) [-10].
Features: Native to high mountains.

Mountain Guardian gives bonuses to Axe/Mace, Camouflage, Fast-Draw (Axe/Mace), Stealth, and Survival (Mountains and Arctic). It gives Reaction Bonus to druids, rangers, and other outdoorsy people.

Ogre
Racial Cost: -13 points
Ogres generally have light green to dark brown skin, dark to green hair, and green eyes. When finding an Ogre’s height and weight, use the line appropriate to ST on the Build Table (p. B18). Add 1 foot to their height and shift their weight one column to the right.

Attribute Modifiers: ST +4 [40]; HT +1 [10]; IQ -1 [-10]; AW +1 [10]; FI -1 [-10]; PR -1 [-10].
Secondary Characteristic Modifiers: SM +1.
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2]; Night Vision 3 [3]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority Group) [-10].
Features: Tusks

This message was last edited by the GM at 02:06, Tue 10 May 2022.

Dragondog
 GM, 28 posts
Sat 15 Jan 2022
at 14:29
Racial Templates - Elves
Halfling
Racial Cost: 30 points
Halflings are short elves, with human coloration, and small pointy ears. They have a mischievous and fun-loving temperament and enjoy the pleasures in life. When finding a Halfling’s height and weight, use the line appropriate to ST+3 on the Build Table (p. B18) and cut it in half.

Attribute Modifiers: ST -2 [-20] DX +1 [10]; CO +1 [10]; HT +1 [10].
Secondary Characteristic Modifiers: SM -2.
Advantages: Fearlessness 2 [4]; Halfling Marksmanship 2 [10]; Honest Face [1]; Infravision [10]; Luck [15]; Unaging [15];

High Elf
Racial Cost: 40 points
High Elves generally have pale or pale golden skin, red or brown hair, and green, amber, or yellow, almond-shaped eyes. When finding a High Elf’s height, use the line appropriate to ST on the Build Table (p. B18) and add 7 inches. Use ST+1 for their weight. Their ears are pointy, but not much larger than human ears.

Attribute Modifiers: ST -1 [-10]; DX +1 [10]; CO +1 [10]; HT -1 [-10]; IQ +1 [10]; AW +1 [10].
Advantages: Immunity to Sickness [15]; Infravision [10]; Magery [5]; Unaging [15].

Shadow Elf
Racial Cost: 60 points
Shadow Elves are a type of elf from Shinobi and generally have dark, black, or purple skin, bone-white to cobweb-gray to jet-black hair, and black, red, or yellow, almond shaped eyes. When finding a Shadow Elf’s height and weight, use the line appropriate to ST on the Build Table (p. B18) and add 2-3 inches to their height.
Their ears are pointy, but not much larger than human ears.

Attribute Modifiers: DX +1 [10]; CO +1 [10]; IQ +1 [10]; PR +1 [10].
Advantages: Acute Vision 4 [8]; Immunity to Sickness [15]; Infravision [10]; Silence 2 [10]; Unaging [15]; Warp (Accessibility, Shadows Only, -20%; Range Limit, 100 yards, -40%) [40].

They may add:
* Invisibility (Accessibility, Shadows Only, -20%) with other modifiers.
* Shadow Form
* Extra Carrying Capacity and Reliable to Warp.

Wild Elf
Racial Cost: 25 points
Wild Elves are a type of elf from Wild Wood and generally have tan to dark to green skin, dark to green hair, and violet or brown, almond shaped eyes. When finding a Wild Elf’s height, use the line appropriate to ST-1 on the Build Table (p. B18). For weight, use ST-2. Their ears are pointy, but not much larger than human ears.

Attribute Modifiers: ST +1 [10] DX +1 [10]; CO +1 [10].
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Forest Guardian 2 [10]; Immunity to Sickness [15]; Infravision [10]; Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15].

This message was last edited by the GM at 18:53, Tue 01 Feb 2022.

Dragondog
 GM, 261 posts
Tue 10 May 2022
at 02:53
Racial Templates - Size
As a note for differently sized races. I have made some house rules on this for ease of calculation.

SM +1 races eat twice a day, but each time they eat an equivalent of three standard meals. A total of 6 meals per day, or twice as much as SM 0 individuals per day.

SM -2 races eat six times per day and each time they eat an equivalent of 1/6 standard meals. Or 1 meal per day.