MRPG Races(Old)

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Old Races Stuff

Race Notes: Under the new system, each race will get a series of +s and -s to stats, skills, proficiencies, each race will also get a racial pillar, and some races will have the option to swap out proficiencies.

Exmaple: Rowens may swap out something for Special Proficiency, Longbow. If the character already has ranged, they can use this as a bonus. If not, they can use it as a bow skill.

This page is heavily outdated but is up for revision. Ebetans may be getting a second wind as a heavily magic-centered race.

Initially, all races were planned to essentially be human. This has, since, been revised (with the canonization of Druids as a race). Originally the game included Atayan, Drack, Ebetan, and Rowen. This list is now being revised as new races are created, and the poor Ebetans are just gone forever.

Each race gets a few bonuses and penalties to stats and skills that only apply at character creation. In general, race/class combination makes very little difference; race has more impact on play-style. For example: Atayans gain a major bonus to the Comprehension skill. This does not make them better mages, but it does make them better at copying spells out of tomes and learning spells from scrolls. Hence, the Atayan will be able to gather a wider variety of spells than other races.

Racial Variance

Specific races excel at particular things and fall flat on others. There may be any number of changes, but in particular you will see a number of + and - to stats. This stacks at 1 + Rank, so a race that gets a +2 to Strength gets an additional +2 each rank.

Generic

The generic, uninteresting human race. Otherwise known as the "I don't understand this game yet" race. Humans have no bonuses or penalties to speak of. Just... proceed to the next step of character creation, ok? You sicken me...

Humans get 1 bonus Facet Point at character creation.

Atayan

Atayans, also known as the Mountain People, live on the slopes of the Stormreaver Range. They are the secret guardians of the fabled Library of Arindell, and above all value knowledge. All characters of Atayan heritage gain a +2 Intelligence. Being well-read, they have a +5 to Comprehension checks and +5 to charisma. However, their laser-like focus on information leads to a -5 in Perception.

Recap:

  • +3 Intelligence
  • +5 Comprehension
  • +5 Charisma
  • -5 Perception

Rowen

The Rowens are the masters of the bow, skilled with all things ranged. Being a Rowen grants you a 10% bonus to AV and Threat whenever you use a ranged weapon. Specifically while using longbows, a Rowen gains an additional 5% bonus to weapon damage.

However, intense focus in one area can lead to uneasiness and lack of confidence. Rowens loose 10% to AV whenever they are not wielding a ranged weapon.

Recap:

  • No Stat/Skill bonuses or penalties
  • +10% AV and Threat when using a Ranged Weapon
  • +5% Damage when using a longbow

Drack

The Drack are tinkerers, and putterers, and fixers of things. To the Drack, all things are governed by a physical law and thus have a logical organization. The Drack excel at both mechanical and magical. As survivors of of an apocalypse in their homeland, the Drack now have improved resistance, with an inherent +5 per rank to all Resistances.

Due to their ancestry, Drack characters have a -2 to Strength and Stamina, but gain a +3 to Intelligence and +1 to Dexterity.

Additionally, their increased intelligence gives them a +10 to all Tinkering checks and a +2 to all Comprehension checks. The damage to their Stamina causes a -6 to all Medicine checks.

Recap:

  • -2 Strength
  • -2 Stamina
  • +3 Intelligence /+1 per rank
  • +1 Dexterity
  • +10 Tinkering
  • +2 Comprehension
  • -6 Medicine

Druid

Druids are some mixture of elven and human. The exact ratio varies from family to family, but it is usually somewhere between 60/40 and 50/50. Being a druid does NOT mean that your mother was an elf and your father a human; it means your parents, grandparents, and probably more generations back than anyone can count were also druids.

Druids take a -2 hit to Strength as well as a -3 to Stamina. However, they gain a +2 to Speed and +2 to Dexterity. They also take a -5 hit to Tinkering (because of their stubby fingers), -3 to Medicine because of their mixed ancestry, and gain +3 to Charisma and Perception.

Recap

  • -2 Strength
  • -3 Stamina
  • +2 Speed /+2 at Rank II
  • +2 Dexterity /+2 at Rank II
  • -5 Tinkering
  • -3 Medicine
  • +3 Charisma
  • +3 Perception

Tainted

You are not quite human. Your physical makeup includes some small amount (perhaps 10 or 15%) of something... else. Usually a mystical creature; you may not even know what your taint includes. People call you "tainted" to insult you, but you have found a way to use your "difference" to increase your power.

As a tainted, you may choose 1 stat to increase by +5, but you must also decrease a stat by -3.

Similarly, you must do the same with skills. Note that you cannot decrease any skill bellow 0.

Strawman

You are a construct of living clay, clinging to metal bones. You were created, perhaps even recently, by the hand of man (/drack/Atayan/Rowen/Druid/Tainted/no one really knows). Made to serve, you have broken free of your bonds and seek to live for yourself.

Because you are made of clay and metal (which are stronger than flesh and bone), you gain a 10% bonus to Armor Class and 5% per rank Earth-type damage reduction. However, because you were made less than mortal, you loose 1 point to all stats and skills.

Recap:

  • 10% AC bonus
  • 5% per-rank Earth Resistance
  • -1 all stats
  • -1 all skills

Half-Berserker

It is best not to dwell on your origins. Suffice it to say, your father was a spellsword-mage in berserker-mode, and your mother was probably human when it started. You are big, tall, and dumb. But strong, like crush-rats-with-club strong. Your low intelligence leaves you unable to master any form of magic; you cannot attempt to become any pure form of mage. Any attempt to use magic will incur a -50% to AV. But you are strong! You gain signficant strength and speed.

Recap:

  • Cannot be a pure-mage class
  • +5 STR /+2 per rank
  • +3 SPD /+1 per rank
  • -2 INT
  • No buffed INT Modifier
  • -4 to starting Skill Points
  • -1 Comprehension

See Also: