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croiduire:game_mechanics:races [2020/05/03 14:08] Croi Duirecroiduire:game_mechanics:races [2020/05/30 22:00] (current) Croi Duire
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 ===== Racial Attributes ===== ===== Racial Attributes =====
 ==== Sight ==== ==== Sight ====
-Dwarves and elves have low-light vision to 60 feet. Their eyes are so sensitive to light that they can see twice as far as a Trewschan, Erden human, half-dwarf or half-elf in dim light. Low-light vision is NOT color 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.+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-dwarfor 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. 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.
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   * **Mature:**  Add 1 point Strength; add 1 point Wisdom.   * **Mature:**  Add 1 point Strength; add 1 point Wisdom.
   * **Middle Aged:**  Subtract 1 point (or 1 level of exceptional rating) of Strength and 1 point Constitution; add 1 point of Intelligence and 1 point of Wisdom.   * **Middle Aged:**  Subtract 1 point (or 1 level of exceptional rating) of Strength and 1 point Constitution; add 1 point of Intelligence and 1 point of Wisdom.
-  * **Old:**  Subtract 1 points (or 1 levels of exceptional rating) of Strength, 1 points of Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.+  * **Old:**  Subtract 1 point (or 1 level of exceptional rating) of Strength, 1 point of Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.
   * **Venerable:**  Subtract 1 point (or 1 level of exceptional rating) of Strength, 1 point Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.   * **Venerable:**  Subtract 1 point (or 1 level of exceptional rating) of Strength, 1 point Dexterity, and 1 point Constitution; add 1 point Intelligence and 1 point Wisdom.
 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't read a book in 30 years. When a character transitions from one age category to the next, roll for each affected attribute. There is a 20% chance that, for good or ill, it will not change. Moreover, characters do not arbitrarily die as soon as they reach their maximum allotted span in the Venerable category. Instead, once they enter their Venerable years, either the player or the GM must roll a percentile die each time they suffer a significant shock or engage in extremely strenuous, unaccustomed physical exertion; such activities may be enough to kill them. Once they exceed their highest age, the GM should roll every three game-months to determine if they survive.    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't read a book in 30 years. When a character transitions from one age category to the next, roll for each affected attribute. There is a 20% chance that, for good or ill, it will not change. Moreover, characters do not arbitrarily die as soon as they reach their maximum allotted span in the Venerable category. Instead, once they enter their Venerable years, either the player or the GM must roll a percentile die each time they suffer a significant shock or engage in extremely strenuous, unaccustomed physical exertion; such activities may be enough to kill them. Once they exceed their highest age, the GM should roll every three game-months to determine if they survive.   
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 The elves of Tamaranth are usually tall and willowy; an average man is between 6' and 6'6", an average woman, between 5'6" and 6', but there are many exceptions, both taller and shorter. Those of Erden, Haven, and Arvandor are usually shorter, with men averaging between 5' and 6', and women between 4'6" and 5'6". However, they all have a bone and muscle density about 10% less than humans, accounting for lower weight, but not significantly slimmer girth.  The elves of Tamaranth are usually tall and willowy; an average man is between 6' and 6'6", an average woman, between 5'6" and 6', but there are many exceptions, both taller and shorter. Those of Erden, Haven, and Arvandor are usually shorter, with men averaging between 5' and 6', and women between 4'6" and 5'6". However, they all have a bone and muscle density about 10% less than humans, accounting for lower weight, but not significantly slimmer girth. 
  
-Racial ability requirements and adjustments are not applied. A dwarf can be sickly, graceful, and charismatic, an elf, clumsy but healthy as a horse.+Racial ability requirements and adjustments are not applied to primary attributes. A dwarf can be sickly, graceful, and charismatic, an elf, clumsy but healthy as a horse.
croiduire/game_mechanics/races.1588540134.txt.gz · Last modified: 2020/05/03 14:08 by Croi Duire