Editing Shardworld/Races

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 7: Line 7:
 
=Humans=
 
=Humans=
  
Use the rules in the 13th Age rulebook.
+
+2 to one ability score.
  
Humans are the majority on the Continent, having spread across the land under the protection of the Wyrm long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can clearly trace their lineage back to humanity, and some even think those two races could have diverged from humans in the distant past. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they're humans- you know the drill.
+
Humans gain a bonus feat at 1st level.
 +
 
 +
'''Racial Power''': Quick to Fight
 +
 
 +
At the start of each battle, roll initiative twice and choose the result you want
  
=Dwarfs=
+
''Champion Feat'': If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it's the start of the battle). This increase doesn't stack- if there are multiple humans in the party, settling on one to get this feat is wise.
  
Use the rules in the 13th Age rulebook.
+
''Epic Feat'': Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle.  
  
The dwarfs of the Continent have been around for as long as any other race by most reckonings. They claim ancestry from powerful nature spirits that existed in the dawn of time, massive beings called Colossi. As the legend goes, there were three Colossi, one of mountains and tunnels, one of the land above, and one of the oceans. There are dwarf subraces connected to each of these beings: mountain, land, and sea dwarfs. Some say duergar and azer are descended from other colossi. Some also speak of a isolationist race of "air dwarfs," but right-thinking dwarfs find that patently ridiculous.
+
Humans are the majority on the Continent, having spread across the land under the protection of the Wyrm long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can clearly trace their lineage back to humanity, and some even think those two races could have diverged from humans in the distant past. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they're humans- you know the drill.
  
  
Line 39: Line 43:
  
 
''Champion Feat'': You also deal ongoing fire damage to one enemy hit by a ''fiery outburst'' attack. This damage begins at 15 and increases to 25 at epic tier.
 
''Champion Feat'': You also deal ongoing fire damage to one enemy hit by a ''fiery outburst'' attack. This damage begins at 15 and increases to 25 at epic tier.
 +
 +
''Epic Feat'': Triple the escalation die to determine your bonus to attack and damage instead.
  
 
Vulcans, sometimes called flame-kissed, are the aetherborn influenced by fire. . Physically, their skin varies between hues of rich brown, auburn, and red, and occasionally more dramatic colors of orange, yellow, and charcoal black. Their hair is generally a mix of several colors within one spectrum, most frequently gray or red. Their eyes can be any color associated with fire and heat, from the red-orange of a wildfire to the polished black of volcanic glass. The iris of every vulcan seems to flicker and dance when observed closely, the only universal trait they all possess.  Vulcans don't tend towards any one build, but most build muscle easier than humans. Beyond that, they can exhibit a wide variety of signs of their elemental heritage, such as:
 
Vulcans, sometimes called flame-kissed, are the aetherborn influenced by fire. . Physically, their skin varies between hues of rich brown, auburn, and red, and occasionally more dramatic colors of orange, yellow, and charcoal black. Their hair is generally a mix of several colors within one spectrum, most frequently gray or red. Their eyes can be any color associated with fire and heat, from the red-orange of a wildfire to the polished black of volcanic glass. The iris of every vulcan seems to flicker and dance when observed closely, the only universal trait they all possess.  Vulcans don't tend towards any one build, but most build muscle easier than humans. Beyond that, they can exhibit a wide variety of signs of their elemental heritage, such as:
Line 69: Line 75:
 
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.
 
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.
  
''Champion Feat'': When you use ''swift as the wind,'' you gain flight until the end of your turn.
+
''Champion Feat'': The enemies you pop free from also have to make a normal save; on a failure, they're knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM's discretion.
 +
 
 +
''Epic Feat'': Upon activating ''swift as the wind'', you gain flight until the end of your turn.
  
 
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. Of all the aetherborn, sylphs resemble humans the most, albeit ones that are generally taller and thinner than the norm. They are almost always pale and fair-skinned, sometimes with faint tinges of blue or grey in their lips and extremities. Their hair is wispy and grows quickly, most often light blonde, grey, or blue.  Their irises come in washed-out tints of any human color, occasionally lacking any color at all and distinguishable only by a faint outline of grey. All sylphs are followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:
 
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. Of all the aetherborn, sylphs resemble humans the most, albeit ones that are generally taller and thinner than the norm. They are almost always pale and fair-skinned, sometimes with faint tinges of blue or grey in their lips and extremities. Their hair is wispy and grows quickly, most often light blonde, grey, or blue.  Their irises come in washed-out tints of any human color, occasionally lacking any color at all and distinguishable only by a faint outline of grey. All sylphs are followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:
Line 98: Line 106:
 
'''Racial Power''': Immovable Object
 
'''Racial Power''': Immovable Object
  
Once per battle as a quick action, gain resist damage 16+ until the beginning of your next turn.
+
Once per battle as a free action after being hit by an enemy attack, you can spend a recovery as a free action. You can’t use it if the attack brought you to 0 hp.
 +
 
 +
''Champion Feat'': If the escalation die is 2 or higher, the recovery is free.
 +
 
 +
''Epic Feat'': Instead of rolling this recovery, instead heal the maximum amount possible. You CAN use this against an attack that brings you to 0 hp.
  
''Champion Feat'': When you use ''immovable object'' you can also spend a recovery.
 
  
 
In the creation myths of most cultures, petrites are regarded as the first aetherborn to be created, being cast into the earth by the Wyrm and dragging themselves free in their new forms after a full cycle of the moon had gone by. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently tan or red. Their eyes mirror the colors of gems and metals, gleaming brightly amidst the more muted colors of their skin. Their hair, if they have it, is thick, dark and slow-growing. Many petrites never grow hair at all.  The one physical trait uniting all petrites is a gemstone jutting from their skin over their heart. There is no familial influence to the color or type of this stone, and over the course of their life it will grow brighter and spread upwards across their shoulders and arms. This “heartstone” is the source of many cultural traditions and superstitions across the Continent. Many also reflect other elements of the earth that birthed them, such as:
 
In the creation myths of most cultures, petrites are regarded as the first aetherborn to be created, being cast into the earth by the Wyrm and dragging themselves free in their new forms after a full cycle of the moon had gone by. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently tan or red. Their eyes mirror the colors of gems and metals, gleaming brightly amidst the more muted colors of their skin. Their hair, if they have it, is thick, dark and slow-growing. Many petrites never grow hair at all.  The one physical trait uniting all petrites is a gemstone jutting from their skin over their heart. There is no familial influence to the color or type of this stone, and over the course of their life it will grow brighter and spread upwards across their shoulders and arms. This “heartstone” is the source of many cultural traditions and superstitions across the Continent. Many also reflect other elements of the earth that birthed them, such as:
Line 123: Line 134:
 
+2 to Dexterity or Charisma
 
+2 to Dexterity or Charisma
  
'''Aquatic''': Undines gain a +5 bonus to any background check involving swimming, and can breathe underwater.
+
'''Aquatic''': Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.
  
 
'''Racial Power''': Flowing Tide
 
'''Racial Power''': Flowing Tide
Line 130: Line 141:
  
 
''Champion Feat'': One target you attack during the ''flowing tide'' movement must roll a normal save or be dazed.
 
''Champion Feat'': One target you attack during the ''flowing tide'' movement must roll a normal save or be dazed.
 +
 +
''Epic Feat'': The target is instead weakened on a failed save, and dazed on a successful one.
  
 
Undines are the aquatic lineage of aetherborn, said to have fallen to the Continent during a great rainstorm brought on by the Wyrm. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of a swamp. Their eyes are clear and brightly colored, and their hair is generally wavy or curly, and a similar shade to their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:
 
Undines are the aquatic lineage of aetherborn, said to have fallen to the Continent during a great rainstorm brought on by the Wyrm. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of a swamp. Their eyes are clear and brightly colored, and their hair is generally wavy or curly, and a similar shade to their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:
Line 155: Line 168:
 
===Dawnborn===
 
===Dawnborn===
  
Use the Holy One/Aasimar stats in the 13th age rulebook. Add "resist holy 16+"
+
+2 to Wisdom or Charisma
 +
 
 +
'''Sacred Vitality''': Dawnborn characters gain an extra recovery.
 +
 
 +
'''Racial Power''': Daybreak
 +
 
 +
Once per battle, make a ''daybreak'' attack as a quick action using your highest ability score against one nearby enemy's MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.
 +
 
 +
''Champion Feat'': Your ''daybreak'' attack targets 1d3 nearby enemies instead.
 +
 
 +
''Epic Feat'': After using ‘’daybreak’’, one nearby ally(including you) can heal using a recovery as a free action.
  
 
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude grace. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery.  
 
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude grace. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery.  
Line 166: Line 189:
 
+2 to Dexterity or Intelligence
 
+2 to Dexterity or Intelligence
  
'''Lurkers in the Dark''': Duskborn can see perfectly in darkness.
+
'''Lurkers in the Dark''': Duskborn can see perfectly in moonlight, and gain a +3 to any background check involving stealth.
  
 
'''Racial Power''': Extinguish
 
'''Racial Power''': Extinguish
Line 183: Line 206:
 
==Twists==
 
==Twists==
  
+2 to any ability score
+
+2 to Strength, Dexterity, or Constitution
  
 
'''Twisted Form''': Pick one permanent mutation from the list below, or create your own with your GM. As a general rule, a +2 to a specific background check and another small bonus is a good starting point.
 
'''Twisted Form''': Pick one permanent mutation from the list below, or create your own with your GM. As a general rule, a +2 to a specific background check and another small bonus is a good starting point.
Line 195: Line 218:
 
''Barbed Claws'': Your claws count as small one-handed melee weapons, and provide a +2 to any background check involving climbing, grabbing, or holding on to something.
 
''Barbed Claws'': Your claws count as small one-handed melee weapons, and provide a +2 to any background check involving climbing, grabbing, or holding on to something.
  
''Heartfire'': Your blood burns at unearthly temperatures. Gain resist fire and cold 16+, and a +2 to background checks involving intimidation.
+
''Heartfire'': Your blood burns at unearthly temperatures. Gain resist cold 16+, and a +2 to background checks involving intimidation.
  
 
''Otherworldly Perception'': Gain a +2 to any background check involving vision. Your eyes can also see something others can't, subject to GM approval. Here are some examples:
 
''Otherworldly Perception'': Gain a +2 to any background check involving vision. Your eyes can also see something others can't, subject to GM approval. Here are some examples:
Line 212: Line 235:
  
 
''Champion Feat'': Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use ''curse of chaos’’ against them without expending it.
 
''Champion Feat'': Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use ''curse of chaos’’ against them without expending it.
 +
 +
''Epic Feat'': You can use ''curse of chaos'' against any odd roll, not just a natural 1-5. The once per battle limit still applies.
 +
  
 
Twists are members of bloodlines tainted long ago by the malign influence of the Rot, the origin shard of demons and devils. They generally appear as human, but with a handful of grotesque or uncanny differences that cause them to resemble denizens of the Rot. Wickedly sharp teeth and claws, long, serpentine tails, forked tongues, reptilian eyes, hunched backs, limbs with extra joints, creaking, leathery skin, mutable or extra facial features, perpetually weeping sores and boils, and atrophied, vestigial wings are just some of the many bizarre mutations Twists can be born with. Their peculiarities of form can extend beyond their bodies, examples being voices that seem to echo and resonate, screams that shatter glass, the ability to hear or see things beyond the scope of mortal perception, uncanny charisma, insanity, reading the thoughts of the sick and dying, and even the curse of prophecy. Twists possess the strongest blood of any shardborn- nearly every child born to a twist, even those of a pairing of twist and another shardborn, will be born with the taint of the Rot. Their mutations are almost always passed along to their children as well, resulting in many different clans of twists with their own identifying features.
 
Twists are members of bloodlines tainted long ago by the malign influence of the Rot, the origin shard of demons and devils. They generally appear as human, but with a handful of grotesque or uncanny differences that cause them to resemble denizens of the Rot. Wickedly sharp teeth and claws, long, serpentine tails, forked tongues, reptilian eyes, hunched backs, limbs with extra joints, creaking, leathery skin, mutable or extra facial features, perpetually weeping sores and boils, and atrophied, vestigial wings are just some of the many bizarre mutations Twists can be born with. Their peculiarities of form can extend beyond their bodies, examples being voices that seem to echo and resonate, screams that shatter glass, the ability to hear or see things beyond the scope of mortal perception, uncanny charisma, insanity, reading the thoughts of the sick and dying, and even the curse of prophecy. Twists possess the strongest blood of any shardborn- nearly every child born to a twist, even those of a pairing of twist and another shardborn, will be born with the taint of the Rot. Their mutations are almost always passed along to their children as well, resulting in many different clans of twists with their own identifying features.
Line 220: Line 246:
 
=Abhumans=
 
=Abhumans=
  
Goblins, Drakkhar, and Myclings are often lumped together into the category of "abhuman" for the purpose of categorization and scholarship. This term isn't used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans and Shardborn. Goblins are the abhuman race most intermingled in civilization, but they are still regarded by some as being clannish and insular because of their large kin-groups and “secret” language. Drakkhar have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have only heard stories about them.  
+
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of "abhuman" for the purpose of categorization and scholarship. This term isn't used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans and Shardborn. Goblins are the abhuman race most intermingled in civilization, but they are still regarded by some as being clannish and insular because of their large kin-groups and “secret” language. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have only heard stories about them.  
  
  
 
==Goblins==
 
==Goblins==
  
+2 to Dexterity or Intelligence
+
+2 to Dexterity, Intelligence, or Charisma
  
 
'''Small''': Goblins have a +2 AC bonus against opportunity attacks.
 
'''Small''': Goblins have a +2 AC bonus against opportunity attacks.
Line 238: Line 264:
  
 
''Champion Feat'': After using shifty retreat, you can move as a free action.
 
''Champion Feat'': After using shifty retreat, you can move as a free action.
 +
 +
''Epic Feat'': You can use shifty retreat twice per battle.
 +
  
 
DESCRIPTION GOES HERE
 
DESCRIPTION GOES HERE
Line 244: Line 273:
 
-Known for being clever and skillful, prolific inventors
 
-Known for being clever and skillful, prolific inventors
 
-The Lord Artificer of the Athonese Council is a goblin
 
-The Lord Artificer of the Athonese Council is a goblin
 +
-note to self: revise racial power
  
 +
==Dragonics==
  
==Drakkhar==
+
+2 to Strength or Wisdom
  
+2 to Strength or Wisdom
+
'''Dragon-blooded''': Dragonics gain +1 to AC.
  
'''Dragon-blooded''': Drakkhar gain +1 to AC.
+
'''Survivor''': Gain a +3 to background checks to resist the environment or adverse conditions.
  
 
'''Racial Power''': War Cry
 
'''Racial Power''': War Cry

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)