IrradiatedFur:Races

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Choose one of these to be your race. Your die in Race is added to rolls in any of the race's related skills.

  • Badger: Feral, Melee, Willpower. Radiation Resistance d4.
  • Bat: Climbing, Hunting, Intimidation, Stealth. Sonar. Subtract 3 from your Wounds. May not have a Strength of d12.
  • Bear: Hunting, Weight Lifting. Also add Bear/2 to your Soak, Bear to your Stun, and Bear/2 to your Wounds. May not have a Strength of d4.
  • Bird, Raptor: Acrobatics, Hunting, Perception, Sniping, Tracking. (Eagle, Falcon, Hawk, Owl.)
  • Bird, Songbird: Acrobatics, Performance, Seduction, Stealth, Perception. (Blue Jay, Sparrow.)
  • Bird, Waterfowl: Hunting, Performance, Swimming. Add Waterfowl to Stun and Waterfowl/2 to Soak. (Duck, Pelican.)
  • Cheetah: Hunting, Melee, Stealth. Also add Cheetah to your Move. May not have a Health of d12.
  • Chimpanzee: Martial Arts, Science, Weightlifting. Also add Chimpanzee to your Stun and Chimpanzee/2 to your Soak.
  • Dog, Guard: Endurance, Melee, Perception. Also add Guard Dog to Stun and Guard Dog/2 to Soak. (Bulldog, Dalmations, German Shepard, Rottwilers.)
  • Dog, Hunting: Endurance, Hunting, Perception, Swimming, Tracking. (Bloodhounds, Collies.)
  • Dog, Mutt: Diplomacy, Endurance, Domestic, Survival.
  • Dog, Toy: Acrobatics, Diplomacy, Domestic, Seduction. Also add Toy Dog/2 to Move. (Chihuahuas, Poodles.)
  • Dog, Work: Endurance, Leadership, Melee, Weight Lifting. Also add Work Dog to Stun. (Huskies, Malamutes.)
  • Dolphin: Diplomacy, Swimming, Tactics. Sonar.
  • Dragon: Intimidation, Seduction, Survival. Also add Dragon/2 to your Soak. May not have a Charm of d4. No, you cannot breathe fire.
  • Dwarf: Intimidation, Rope Use, Willpower. Subtract 4 from your Movement. Also add Dwarf/2 to your Soak, Dwarf to your Stun, and Dwarf/2 to your Wounds. (Explains why they're so common.) May not have a Strength of d4.
  • Elf: Perception, Sciences, Seduction, Stealth. Also add Elf/2 to your Initiative. May not have a Grace of d4 or a Strength of d12. We don't know how they survived either.
  • Ferret: Acrobatics, Seduction, Tracking. Also add Ferret to your Initiative.
  • Fox: Perception, Performance, Stealth, Seduction. Also add Fox/2 to your Move.
  • Gorilla: Diplomacy, Tactics, Weight Lifting. Also add Gorilla to your Wounds.
  • Horse, Draft: Diplomacy, Endurance, Weight Lifting. Also add Draft Horse to your Stun and Draft Horse/2 to your Wounds.
  • Horse, Pace: Diplomacy, Perception, Seduction. Also add Pace Horse to your Movement.
  • Housecat: Domestics, Diplomacy, Seduction, Stealth. Also add Housecat/2 to your Move.
  • Human: Diplomacy, Perception, Science. Poor Scent. Yes, humans aren't as powerful as retrocodes. Why do you think there are so many retrocodes out there compared to humans?
  • Hyena: Endurance, Feral, Melee, Survival. Also add Hyena to your Stun.
  • Kangaroo: Acrobatics, Martial Arts. Radiation Resistance d4. Also add your Kangaroo to your leap distance.
  • Koala: Stealth, Survial. Radiation Resistance d4.
  • Lion: Hunting, Perception, Stealth, Tactics. Also add Lion/2 to Stun.
  • Lizard: Perception, Performance, Stealth. Regeneration. May not have a Health of d4.
  • Mink: Acrobatics, Melee, Survival. Also add Mink/2 to your Initiative.
  • Monkey: Acrobatics, Climbing, Hunting, Performance, Tactics.
  • Mouse: Acrobatics, Domestics, Science, Stealth. Also add Mouse/2 to your Initiative.
  • Orc: Domestic, Endurance, Feral, Intimidation, Melee. May not have a Health or an Intelligence of d12.
  • Otter: Acrobatics, Hunting, Performance, Swimming, Tracking.
  • Panda: Stealth, Survival. Add Panda to Stun and Panda/2 to Soak.
  • Pig: Domestic, Endurance, Melee. Radiation Resistance d4.
  • Platypus: Domestic, Endurance, Hunting, Intimidation, Swimming.
  • Puma: Acrobatics, Hunting, Perception, Stealth. Also add Puma/2 to your Move.
  • Rabbit: Domestic, Perception, Stealth. Also add Rabbit/2 to your Initiative and Rabbit/2 to your Move.
  • Raccoon: Acrobatics, Fixit, Hunting, Melee, Rope Use. May not have an Agility of d4.
  • Rat: Domestics, Lockpicking, Melee, Science, Stealth.
  • Skunk: Firefight, Intimidation, Seduction. Subtract 4 from your Movement. May not have a Health of d12. They also start with Spray.
  • Squirrel: Acrobatics, Climbing, Perception. Also add Squirrel/2 to Initiative and Move.
  • Tiger: Hunting, Stealth, Swimming. Also add Tiger/2 to your Wounds and Tiger/2 to your Move.
  • Wolf: Diplomacy, Endurance, Tactics, Tracking. Also add Wolf to your Stun.
  • Zebra: Diplomacy, Perception, Seduction, Tactics. Also add Zebra/2 to your Movement.

Creating new races[edit]

Creating a new race is simple. Each race can have up to five 'racial talents' -- skills that add to your racial abilities. A "standard" racial template (like the Otter or Rat templates) has five racial skills.

Most templates, however, will also have special abilities. These special abilities are as follows.

  • Heightened initiative: Add Race die size/2 to your initiative for the cost of one skill selection, or your Race Die size for the cost of two selections.
  • Increased speed: Add Race die size/2 to your movement for the cost of one skill, or your Race Die size for the cost of two selections. Adding Race die size to your leap distace is one skill seleciton, and may be made once.
  • Standard abilities, like Sonar, cost as many skill selections as points they require.
  • Toughness: Every Race die size of Stun, Race die size/2 of Soak, or Race die size/2 of Wounds is a single skill selection.

There's also a few limitations that a racial template might impose:

  • -4 Movement grants an extra skill selection.
  • -3 Wounds gives another skill selection.
  • Standard flaws grant as many skill selections as perk points they give.

Restrictions on dice have no cost, but don't go overboard -- one or two is good enough for most races.