Editing SWAE.Spellslinger
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*Broadminded [2] start with 17 skill points (instead of 15). | *Broadminded [2] start with 17 skill points (instead of 15). | ||
− | '''Aasimars''' ( | + | '''Aasimars''' (nicked named 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. | *Arcane Resistance [2]: as Edge. | ||
*Blessed Looks (Attractive) [2]: as the Attractive Edge | *Blessed Looks (Attractive) [2]: as the Attractive Edge | ||
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*Drive (Minor) [-1]: as Hindrance, player’s choice. | *Drive (Minor) [-1]: as Hindrance, player’s choice. | ||
− | '''Dwarf''' ( | + | '''Dwarf''' (nicked named 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 | *Fast Healing [2]: as Edge | ||
*Healthy [1]: +2 Vigor checks against diseases and poisons. | *Healthy [1]: +2 Vigor checks against diseases and poisons. | ||
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*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). | *Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). | ||
− | '''Elf''' ( | + | '''Elf''' (nicked named 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 | *Agile [2]: base Agility d6 and maximum starting of d12+1 | ||
*Elf Looks (Attractive) [1] gain +1 to Persuasion checks. | *Elf Looks (Attractive) [1] gain +1 to Persuasion checks. | ||
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*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. | *Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. | ||
− | '''Gnome''' ( | + | '''Gnome''' (nicked named 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 | *Bright [2] base Smarts d6 and maximum d12+1 | ||
*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. | *Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting. | ||
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*Technical [3]: base Repair skill of d6 and +1 to the Repair skill. | *Technical [3]: base Repair skill of d6 and +1 to the Repair skill. | ||
− | '''Half-Elf''' ( | + | '''Half-Elf''' (called 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. | *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. | *Duel Heritage [2]: gain either a base Agility d6 and maximum d12+1 or a bonus Edge of choice. | ||
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*Outgoing [1]: base Persuasion of a d6 | *Outgoing [1]: base Persuasion of a d6 | ||
− | '''Halfling''' ( | + | '''Halfling''' (nicked named Half-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 | *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) | *Luck [2]: begin the game as a bonus Benny (stacks with Lucky and Really Lucky) | ||
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*Weak [-2]: suffer a -1 to all Strength trait test (not linked skills) and -1 to melee attack damage. | *Weak [-2]: suffer a -1 to all Strength trait test (not linked skills) and -1 to melee attack damage. | ||
− | '''Half-Orc''' ( | + | '''Half-Orc''' (nicked named 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 | *Big [1]: Size +1 and Toughness +1 | ||
*Bite [1]: unarmed Bite Str+d4. | *Bite [1]: unarmed Bite Str+d4. | ||
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*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). | *Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility). | ||
− | '''Tiefling''' ( | + | '''Tiefling''' (nicked named 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 | *Bright [2]: base Smarts of a d6 and maximum d12+1 | ||
*Devilish Allure [2]: as the Attractive Edge. | *Devilish Allure [2]: as the Attractive Edge. |