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===METAHUMAN SPECIES=== '''New Sense''': in addition to those found on PHB pg. 183. Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision ignore Dim Light obscure.</br> '''Languages''': all characters begin with the ability speak, read and write in their native Language plus one additional language of choice.</br> '''Attribute Maximums''': Character’s maximum Attributes are 20 +/- the racial ability score modifier.</br> '''HUMAN SPECIES TRAITS'''</br> While humans are the most dominate and common species of the Sixth World they still only make up just over 50% of the world’s population. </br> :'''Ability Score Modifier''': Add +1 to the totals of three different abilities of your choice.</br> :'''Medium Sized and Speed''': base 30 feet. :'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice. :'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites. :'''Outgoing''': You gain +2 Karma point over the standard Karma Points each level. [[File:SR.D5.Decker.jpg | 300px | right]] '''DWARF SPECIAL TRAITS'''</br> Tend to be industries and determined, Dwarfs make up around 10% of the World’s population. </br> :'''Ability Score Modifier''': Constitution +2, Wisdom +2, Charisma -1</br> :'''Medium Sized and Speed''': base 25 feet a round. </br> :'''Dark Vision''': dwarfs can see up to 60ft in the dark per the PHB pg. 183.</br> :'''Hardy''': dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional +2 bonus to recovering from the '''''Reeling''''' condition.</br> :'''Resistance''': dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.</br> '''ELF SPECIAL TRAITS'''</br> Graceful and beautiful by most standards, Elfs make up 15% of the World’s population.</br> :'''Ability Score Modifier''': Dexterity +2, Charisma +2, Constitution -1</br> :'''Medium Sized and Speed''': base 40 feet.</br> :'''Alluring''': elfs are naturally attractive to most people and gain advantage with both Charisma (Deception) and (Persuasion) skills with anyone who can see, hear and understand them.</br> :'''Low-Light Vision''': elfs see well in the dark (see rules above).</br> :'''Perceptive''': elfs start with proficiency in Wisdom (Perception) skill for free.</br> '''ORK SPECIAL TRAITS'''</br> With a reputation as brutish and aggressive, the Orks make up 20% of the World’s population.</br> :'''Ability Score Modifier''': Strength +2, Constitution +2, Intelligence -1</br> :'''Medium Sized and Speed''': base 30 feet.</br> :'''Aggressive''': everyone knows that orks are born brawlers. Orks start with the Brawler feat for free.</br> :'''Low-Light Vision''': orks see well in the dark (see rules above).</br> :'''Menacing''': orks gain proficiency in the Charisma (Intimidate) skill for free.</br> :'''Relentless Endurance''': when an ork is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point. Orks can’t use this feature against until after they finish a long rest.</br> [[File:SR.D5.Tro;ll.jpg | 300px | right]] '''TROLL SPECIAL TRAITS'''</br> Large and strong, Trolls make up only 5% of the world’s population.</br> :'''Ability Score Modifier''': Strength +4, Constitution +2, Dexterity -1, Intelligence -1, Charisma -1</br> :'''Large Sized and Speed''': base 30 feet. Trolls can carry the Strength x8 as a base load.</br> :The Sixth World is not built with trolls in mind. The average male troll is around 96” tall and weighs 600lbs while females average 90” tall and 540lbs. Trolls take up two-squares of space on a tabletop map and clothing, armor and most weapons are not made for their sized beings. As such they must purchase larger sized gear to fit their frames, etc. Increase the base cost for firearms by 50% (bigger grip and triggers, etc.), while armor and clothing weigh and cost twice as much as for a medium creature. Trolls also have to spend 50% more on their lifestyle due to increased food consumption and space. Trolls deal the versatile damage with melee weapons one-handed and can use melee two-handed weapons in one hand.</br> :'''Big''': Trolls start with +2 hits points at 1st level and gain an additional +1 every level after that.</br> :'''Dark Vision''': trolls can see up to 60ft in the dark per the PHB pg. 183.</br> :'''Dermal Plating''': trolls have thick armored like skin. This provides 2 points of natural Hardness. This bonus stakes with any other form of Hardness (armor, cybernetics, talents, etc.).</br> :'''Reach''': due to their size trolls have a reach of 10 feet instead of 5 feet.</br> :'''Scary''': trolls are big and so due to their size, they can use their Strength ability modifier instead of their Charisma modifier for this skill.</br>
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