User:Average/D&D/Races

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Welcome! Here you will find descriptions for the races within the lands of Dungeons & Dragons.

What’s New:

  • There are now 10 races. These are complete and calculated for the range of possible players. Leave the weird races for NPCs.
  • Each race has a different, innate ability that is modified by their race.
  • Players get ability modifiers if they are typecast to their race
  • Race can affect HP advancement and Age.
  • Two radically new races: dragonborn and faery providing very new ways of interacting in the game world. Faeries can go where no one else can on account of their very small size and ability to fly, while dragonborn can turn into dragons and rule over some portion of the game world.

If gameplay allows slightly advantageous attribute rolls, you should use the listed PER scores as one of your attribute scores, and throw away your lowest die score rather than re-roll or add additional dice.

The races:

  • dwarf: origin: erupted from the rocky mountains of Gondor when there were still on fire;
    • hardy (+CON, -DEX), moves at 5/6 speed (SPEED: 5) but can make up for it by putting faith in a god,
    • PER:13, Action slots: 5;
    • Innate: can detect where earth (rock) has been tampered with through subtle cues that show unnatural rock formations
  • elf: born from the forests of Lothlorien, under the tree of Yggrisil;
    • noted for emotional perceptivity (+WIS, -CON), gains more ability as alignment goes to greater good,
    • PER:17; Innate: magic resistance
  • faerûni (formerly "human"): Fearuni native, only the mages know where they came from, possibly the dragons know some of it;
    • your ordinary vanilla human, noted for their intelligence, equanimity (+INT, -PER), resourcefulness when it comes to handling the elements,
    • PER:15, Action slots: 6;
    • Innate: natural language ability
  • al qadim: blown from the winds of the Kara-tur desert;
    • desert nomads, quiet and perceptive (+PER, -INT).
    • PER:15, Action slots 6;
    • Innate: can detect magic
  • afrikan: origin: survivors from the sunken island of Turil;
    • dark skin, otherwise same as faerûni, but very different aesthetic (+CHR,-SPEED). Spells are different, for example. Few remain.
    • PER:13 or 14;
    • Innate: ability to assess character alignment/intentions
  • azhian: origin: emerged from the Underdark
    • dark eyes and straight hair, (+DEX, -CHR)
    • PER:15 action slots 6
    • Innate: infravision: sense life in any darkness
  • færy: origin: originally a normal human of Faerun, then became party to the fall of the First Age, but granted wings as consolation;
    • noted for diminutive (to fine) size (roughly 1/20th height of human) and speediness (+SPEED: 7, -HP REGEN).
    • PER:14.
    • Innately sees magic, but cannot reason about it, it appears as merely a glamour.
    • Can fly.
  • dragonkind: origin: made by the gods after the slaying of the red dragon of Greyhawk;
    • noted for their fierceness and ability to be almost unnoticeable (+ASM, -MANA). Their words come from the dragon realm.
    • Natural PER:14;
    • Natural resistance to fire, where it adds to their CON.
    • Turns into a dragon as they age, their class chooses their color, able to PK
  • aryan: origin: Vahalla, created from the light of the sun by the first giant(s) that made land itself;
    • appearance similar to faeruni but paler in skin tone and hair color, strong (+STR, -PTY) and acts on strength, not mind.
    • PER:19, Action slots: 6;
    • Innate ability: assess metal quality
  • Feywild: emerged directly from within the realms;
    • have a feral appearance, related to kinship animal (+PER, -ASM)
    • PER:20; can get ability scores greater than 20 by "stacking": multiclassing and sacrificing another stat.
    • Naturally sensitive to items and places hidden by man.

Nine primary races, each with their own appearance and conferring a slight, different advantage on a given trait along with their minor (subordinate) trait, if known. On the trait[s] with the advantage, it's value can go as high as 20 (conferred by DM--higher if Epic tier) if you are typecast in the race

Please leave other races to NPCs. Similarly, don't use humanoid characters as NPCs to be slaughtered. Even animal types (including wolves or others in the beastiary) should be treated as good aligned.

If the DM doesn't award ability modifier for your race, you should get equipment suited to it as an alternative.

There should be only one dominant race for each character. Secondary race characteristics can be considered, but should only affect appearance.

Race selection is terminal (can't be changed), but for few exceptions:

  • the transformation into dragonborn, named koli-nahr,
  • from feywild into an animal form (incapable of speech), and
  • the faernoeng: (from a human race into a faery).

For the transformation into dragonborn, it happens all at once. Your character, along with it's classes, transforms into a dragon, capable of PKs. If you're multi-classed, each one will have a head and you will be purged of all human emotions and regular arms which become vestigial and used only for defensive postures. The transformation cannot be reversed. You keep the level you have at the time of transformation. If you don't have a high enough level to handle the heads (approximate 10 LVLs * # of classes), you will go split-brained and schizoid, eventually incapable of executing action (getting triple disadvantage rolls: rolling three dice and taking the lowest), until something executes you or you die.

For Feywild transformation, they become the animal that they've chosen from the start. It takes a level 30 to do so well. Thereafter, they cannot speak or understand language.

The transformation into the færykind is called fænoeng (pronounced fair-ning). Unless elven, it is irreversible. You cannot do it from dragonborn. All of your XP transforms into mana, which you will consume unless you stay in the forest without talking, otherwise you should store it until you can join a party. You must sacrifice all of your equipment to the gods. You don't get to choose any further classes, but you keep skills and abilities (untested) that you had before transformation. There is no turning back (it would be extremely rude). For elves, in order to turn back, they have to accumulate mana. Approximately, 50,000 mana per 1 ft of height desired, unless you have special help (requires gods with lots of spare mana). If they transform back without all of the mana (since you used some), some random part of their body, on the surface, will be missing. The easiest for males is to start with the penis, for females, a finger or toe.

The ritual is this:

  • the individual must select their fae name.
  • they must write it, very legibly, on a slip of paper
  • they must go to sleep cluthing their name with the intentions of the transformation, including the setting in which they awake
  • upon waking up as a faery, they should see their name and remember their true identity.

For elves the transformation back is to remember their former life and simply wake up from it. They will be missing some mana, for they consumed some whilst a faery, and this means that they must sacrifice some part of themselves for the act.