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== The Free Folk == '''Humans''' (often called Hums and nicknamed Common Folk) – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories. *Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank) *Broadminded [2] start with 17 skill points (instead of 15). '''Aasimars''' (nicknamed the Graced) – Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace. *Arcane Resistance [2]: as Edge. *Blessed Looks (Attractive) [2]: as the Attractive Edge *Divine Health [1] +2 resistant against diseases and poisons. *Drive (Minor) [-1]: as Hindrance, player’s choice. '''Dwarf''' (nicknamed Hill-Folk) – found through the Colonies and the Territories they are dour and one of the one people ‘crazy’ enough to mine the Ghost Mountains. *Fast Healing [2]: as Edge *Healthy [1]: +2 Vigor checks against diseases and poisons. *Squat [-2] base Pace of a 4, Run d3+1, but also -2 Athletics with jumping and swimming. *Stout [2]: base Vigor of d6 and maximum starting d12+1 *Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). '''Elf''' (nicknamed Fey-Folk) – beautiful by most standards and graceful, they are somewhat uncommon out in the Territories. *Agile [2]: base Agility d6 and maximum starting of d12+1 *Elf Looks (Attractive) [1] gain +1 to Persuasion checks. *Impudent [-1]: a bit elitist Quirk (Minor – Cultural Superiority). *Long Stride [1] increase base Pace to 8 *Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. '''Gnome''' (nicknamed Wood-Kin) – short but hardy, gnomes are often found in towns tinkering with the equipment and machinery. *Bright [2] base Smarts d6 and maximum d12+1 *Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. *Short Legs (Minor) [-1]: Pace 4, Run d3+1 *Technical [3]: base Repair skill of d6 and +1 to the Repair skill. '''Half-Elf''' (nicknamed Half-Fey or Fey-Touched) – the union of Human and Elf have led to fair community of half-elves that live both parents and get along well with both worlds. *Chummy [-1]: as Minor Quirk. Half-Elves tend to be depressed and feel lonely when they are not around others. They are not really loners. *Duel Heritage [2]: gain either a base Agility d6 and maximum d12+1 or a bonus Edge of choice. *Elf Looks (Attractive) [1] gain +1 to Persuasion checks. *Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. *Outgoing [1]: base Persuasion of a d6 '''Halfling''' (nicknamed Half-Folk or Little-Folk) – the smallest of the demihumans, Halflings are most common in small farming communities and borrow-homes. *Agile [2]: base Agility of a d6 and a maximum starting of a d12+1 *Luck [2]: begin the game as a bonus Benny (stacks with Lucky and Really Lucky) *Reduced Pace [-1]: base Pace of a 4 and Run die of a d3+1 *Size -1 [-1]: and Toughness of -1. *Sneaky [2]: base Stealth skill of a d6 and +1 to Stealth skill rolls. *Spirited [2]: base Spirits of a d6 and a maximum starting of a d12+1 *Weak [-2]: suffer a -1 to all Strength trait test (not linked skills) and -1 to melee attack damage. '''Half-Orc''' (nicknamed Goblin-Kin) – Children of Humans and Orcs, most come of the Ever-Marsh swamps where a large number of Orcs have immigrated to from the Old World but there are a few wandering Orc tribes within the territories. *Big [1]: Size +1 and Toughness +1 *Bite [1]: unarmed Bite Str+d4. *Brawlers [1]: base Fighting of a d4 *Mean (Minor) [-1]: as Hindrance. *Outsider or Ugly (Minor) [-1]: as Hindrance (player’s choice) *Strong [2]: base Strength d6 and maximum d12+1 *Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). '''Tiefling''' (nicknamed the Cursed) – Those who carry the taint of devilish blood somewhere in their ancestor’s past. Tieflings often have horns, reddish colored skin, snake like eyes, etc. some trait that marks them as tainted by those evil outsiders from the Nine Hells. *Bright [2]: base Smarts of a d6 and maximum d12+1 *Devilish Allure [2]: as the Attractive Edge. *Horns [1]: base unarmed damage Str+d4 *Outsider (Major) [-2]: as Hindrance *Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
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