croiduire:game_mechanics:races
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
croiduire:game_mechanics:races [2015/01/30 16:41] – Croi Duire | croiduire:game_mechanics:races [2020/05/30 22:00] (current) – Croi Duire | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== Races ====== | ||
+ | ===== Racial Attributes ===== | ||
+ | ==== Sight ==== | ||
+ | Dwarves, goblins, hobgoblins, and elves have low-light vision to 60 feet. Their eyes are so sensitive to light that they can see twice as far as an orc, Erden human, half-dwarf, or half-elf in dim light. Low-light vision is NOT colour vision. Low-light vision is insufficient to read anything smaller that 20 pt. type. However, characters with low-light vision can see outdoors on a moonlit night as well as they can at twilight or dawn. | ||
+ | If a character or creature with low-light vision suddenly changes from conditions of darkness to bright light (for example, that of direct sunlight or a //Continual Light// spell) he will be unable to see well because of overstimulation of the eyes for 1d3 rounds. He will take a -1 penalty on attack rolls and all detection checks including tracking. | ||
+ | |||
+ | ==== Echolocation ==== | ||
+ | Dwarves also have echolocation to 20 feet. This ability is similar, but not identical, to the blind-fighting NWP. In total darkness, a dwarf suffers only a -2 penalty to his attack roll (as compared to a -4 penalty for a human under the same conditions without blind-fighting proficiency). While moving in total darkness, a dwarf suffers only half the normal movement penalty of those without echolocation. | ||
+ | |||
+ | Furthermore, | ||
+ | |||
+ | ===== Age Categories ===== | ||
+ | ^ | ||
+ | ^ Dwarf | ||
+ | ^ Elf, Aquatic | ||
+ | ^ Elf, Drow | ||
+ | ^ Elf, High | ||
+ | ^ Elf, Sylvan | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ Orc (Haven & Tamaranth) | ||
+ | ^ Minotaur | ||
+ | ^ | ||
+ | ^ Erden Human | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ Goblin | ||
+ | ^ | ||
+ | |||
+ | |||
+ | * **Young Adult: | ||
+ | * **Mature: | ||
+ | * **Middle Aged: | ||
+ | * **Old: | ||
+ | * **Venerable: | ||
+ | Except for Young Adult and Mature, these penalties and benefits are not automatically applied. Everyone has met at least one middle-aged man or woman who is in better health at 50 than they were at 20, or the elders who haven' | ||
+ | |||
+ | ==== Draconic Ages ==== | ||
+ | ^ Age Category | ||
+ | ^ | ||
+ | ^ Very young | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ Young adult | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ Very old | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ Great wyrm | ||
+ | |||
+ | ===== Physiology ===== | ||
+ | Dwarves are not disproportionate (as in humans, the femur comprises about 1/4 their total height). Although they are short, they have a bone and muscle density about 50% greater than humans, accounting for greater weight, but not significantly greater girth than a human of the same height and strength (muscularity). They are often burly, not because of racial imperative, but because of cultural influences: dwarves prize strength and stamina, and at the same time love good food and drink--and plenty of it! They tend to gain muscle more easily than fat. They do tend to have relatively large hands and feet; a gauntlet or boot made for a dwarf of average size is apt to fit a human of average size although the human is several inches taller. | ||
+ | |||
+ | The elves of Tamaranth are usually tall and willowy; an average man is between 6' and 6' | ||
+ | |||
+ | Racial ability requirements and adjustments are not applied to primary attributes. A dwarf can be sickly, graceful, and charismatic, |
croiduire/game_mechanics/races.txt · Last modified: 2020/05/30 22:00 by Croi Duire