Races: Difference between revisions
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In ''[[The Domains of Dread]],'' race describes a character's genealogical ancestry, likened to that of a species. It does not describe | In ''[[The Domains of Dread]],'' race describes a character's genealogical ancestry, likened to that of a species. It does not describe ethnicity; indeed, ethnicity as a concept is elastic in the Realms of Terror as from the Mists any kind of looking person may emerge be they native or Outlander. | ||
No subraces are supported at this time. Races from [[homebrew or unsupported settings]] must be identical to one of the following, even if they are fictionally called something else or differ in origin. | No subraces are supported at this time. Races from [[homebrew or unsupported settings]] must be identical to one of the following, even if they are fictionally called something else or differ in origin. | ||
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=== Human === | === Human === | ||
The most common race on the Misty Plane, and for good reason - the Mists focus their | The most common race on the Misty Plane, and for good reason - the Mists focus their challenges on humanity foremost to any other. It is from them, then, that the axis of Ravenloft must spin. Taken another way, 95% of humanoids across domains who are not otherwise corrupted or altered represent humans or abhumans with human halves. | ||
Humans begin play with a bonus [[Feats|feat]], unless opted into the variant rules at [[character creation]]. A variant human forfeits their bonus feat in exchange for +2 to an [[Attributes|attribute]] of their choice and -2 to another, unique attribute of choice. A variant human cannot set two attributes below 10 this way, or their Intelligence score to 6. | Humans begin play with a bonus [[Feats|feat]], unless opted into the variant rules at [[character creation]]. A variant human forfeits their bonus feat in exchange for +2 to an [[Attributes|attribute]] of their choice and -2 to another, unique attribute of choice. A variant human cannot set two attributes below 10 this way, or their Intelligence score to 6. | ||
=== Elves === | === Elves === | ||
These sylvan abhumans are the only humanoid race with a dominant population | These sylvan abhumans are the only humanoid race with a dominant population somewhere in the Core, in [[Sithicus]]. It is unusual for them to travel beyond their forests for those that do face widespread denigration by humans due to identification with the dangerous whimsy of the Fey. Outlander elves are uncommon and tend to be taken by the Mists consistent with human friends, allies, fellow adventurers or enemies. | ||
Elves begin play with +2 to their Dexterity and -2 to Constitution. They are immune to magical sleep. Elves receive a +2 racial bonus against mind-affecting [[spells]] and spell-like effects. This does not benefit [[Fear, Horror and Delirium|Fear, Horror or Delirium]] checks. They are naturally proficient with longswords, rapiers, shortbows and longbows regardless of chosen [[Classes and archetypes|class]]. Elves receive a +2 racial bonus to [[Skills|Listen, Search and Spot]]. They always count as being in Detect Mode for purposes of Search checks. Elves receive low-light vision, the softer variant of darkvision. | Elves begin play with +2 to their Dexterity and -2 to Constitution. They are immune to magical sleep. Elves receive a +2 racial bonus against mind-affecting [[spells]] and spell-like effects. This does not benefit [[Fear, Horror and Delirium|Fear, Horror or Delirium]] checks. They are naturally proficient with longswords, rapiers, shortbows and longbows regardless of chosen [[Classes and archetypes|class]]. Elves receive a +2 racial bonus to [[Skills|Listen, Search and Spot]]. They always count as being in Detect Mode for purposes of Search checks. Elves receive low-light vision, the softer variant of darkvision. Elves receive an [[Outcast rating|OR]] malus of 3, and speak the [[Languages|Elven]] language unless forfeited at character creation. | ||
=== Dwarves === | === Dwarves === | ||
Almost all dwarves are Outlanders, save for a minority population | Almost all dwarves are Outlanders, save for a minority population from the domain formerly known as [[Necropolis (Darkon)|Darkon]]. Many humans would sooner be confused rather than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringes of society. | ||
Dwarves begin play with +2 to their Constitution and -2 to Charisma. They receive a +2 racial bonus to Search in subterranean environments. Dwarves receive a +2 racial bonus to saving throws made against spells or to resist the effects of poison. They receive a +1 racial bonus to attack rolls made against goblinoids, including goblyns. Dwarves receive a +4 dodge bonus to their [[Armor|Armor Class]] against attacks made by giants. They receive darkvision, the more powerful variant of low-light vision. | Dwarves begin play with +2 to their Constitution and -2 to Charisma. They receive a +2 racial bonus to Search in subterranean environments. Dwarves receive a +2 racial bonus to saving throws made against spells or to resist the effects of poison. They receive a +1 racial bonus to attack rolls made against goblinoids, including goblyns. Dwarves receive a +4 dodge bonus to their [[Armor|Armor Class]] against attacks made by giants. They receive darkvision, the more powerful variant of low-light vision. Dwarves receive an OR malus of 2, and speak the Dwarven language unless forfeited at character creation. | ||
=== Halfling === | === Halfling === | ||
Halflings, or ''hin,'' are found around cosmopolitan locations in tight-knit family groups. They benefit from a childlike appearance | Halflings, or ''hin,'' are found around cosmopolitan locations in tight-knit family groups. They benefit from a childlike appearance which allows them some autonomy even in these human-dominated places as they are believed to be innocent and unthreatening. Their origins from the Prime Material and into the Realms of Terror are uncertain, though it may be assumed that most Outlander halflings, like elves, are led into the Misty Plane following human friends or enemies. | ||
Halflings begin play with +2 to their Dexterity and -2 to Strength. They receive a +2 racial bonus to Stealth and Listen. Halflings receive a +1 luck bonus to all saving throws. They receive a +2 morale bonus to Fear, Horror or Delirium checks. Halflings receive a +1 racial bonus to attack roles made with throwing [[weapons]]. They count as Small creatures for purposes of determining equippable weapon types and armor | Halflings begin play with +2 to their Dexterity and -2 to Strength. They receive a +2 racial bonus to Stealth and Listen. Halflings receive a +1 luck bonus to all saving throws. They receive a +2 morale bonus to Fear, Horror or Delirium checks. Halflings receive a +1 racial bonus to attack roles made with throwing [[weapons]]. They count as Small creatures for purposes of determining equippable weapon types and armor, but do not receive bonuses to skills based on their size in ''The Domains of Dread.'' Halflings receive an OR malus of 1, and speak the Halfling language unless forfeited at character creation. | ||
=== Half-Elves === | === Half-Elves === | ||
Half-elves native to the Realms of Terror are the likely byproduct of [[Kartakass|Kartakan]] humans and Sithican elves. Cursed to outlive their human | Half-elves native to the Realms of Terror are the likely byproduct of [[Kartakass|Kartakan]] humans and Sithican elves. Cursed to outlive their human family and to forever be a child in the eyes of the elven community, most are treated identically to an elf by human society - that is to say, agents of the Fey. Nevertheless those capable of proving some amount of humanity may be able to intermingle in cosmopolitan locations, albeit between the margins. | ||
Half-elves begin play with a +1 and -1 to unique attributes of their choice. They cannot set two attributes below 10 this way, or their Intelligence score to 6. Half-elves are immune to magical sleep. They receive a +2 racial bonus to saving throws made against mind-affecting spells and spell-like effects. Half-elves receive a +1 racial bonus to Listen, Search and Spot. They receive low-light vision, the softer variant of darkvision. | Half-elves begin play with a +1 and -1 to unique attributes of their choice. They cannot set two attributes below 10 this way, or their Intelligence score to 6. Half-elves are immune to magical sleep. They receive a +2 racial bonus to saving throws made against mind-affecting spells and spell-like effects. Half-elves receive a +1 racial bonus to Listen, Search and Spot. They receive low-light vision, the softer variant of darkvision. Half-elves receive an OR malus of 2. | ||
=== Caliban === | === Caliban === | ||
Known euphemistically as "twists", caliban are humans mutated in the womb from the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of their deformity is vast and unique to the individual caliban - no matter the exact nature of their appearance, it is always frightful to other humans who as a whole treat them as little better than intelligent monsters or cannibals. Most caliban must spend their lives hidden or in wilderness's solitary embrace. Despite these difficulties, a caliban is not guaranteed to be or perpetuate evil - cruel as their circumstances may be, their hearts could be as pure as the kindest soul. | |||
Caliban begin play with +2 to an attribute of their choice, except Charisma, and -2 to Charisma. They are immune to Delirium checks from being in unenclosed, dark areas or during nighttime. They receive an | Caliban begin play with +2 to an attribute of their choice, except Charisma, and -2 to Charisma. They are immune to Delirium checks from being in unenclosed, dark areas or during nighttime. They receive an OR malus of 8, turning OR observing non-player character potentially hostile. Should a Caliban manage to lower their OR below the hostile threshold, they will remain unwelcome in polite society and must cover themselves in credence to this fact. |
Revision as of 11:58, 8 August 2024
In The Domains of Dread, race describes a character's genealogical ancestry, likened to that of a species. It does not describe ethnicity; indeed, ethnicity as a concept is elastic in the Realms of Terror as from the Mists any kind of looking person may emerge be they native or Outlander.
No subraces are supported at this time. Races from homebrew or unsupported settings must be identical to one of the following, even if they are fictionally called something else or differ in origin.
Playable Races
Human
The most common race on the Misty Plane, and for good reason - the Mists focus their challenges on humanity foremost to any other. It is from them, then, that the axis of Ravenloft must spin. Taken another way, 95% of humanoids across domains who are not otherwise corrupted or altered represent humans or abhumans with human halves.
Humans begin play with a bonus feat, unless opted into the variant rules at character creation. A variant human forfeits their bonus feat in exchange for +2 to an attribute of their choice and -2 to another, unique attribute of choice. A variant human cannot set two attributes below 10 this way, or their Intelligence score to 6.
Elves
These sylvan abhumans are the only humanoid race with a dominant population somewhere in the Core, in Sithicus. It is unusual for them to travel beyond their forests for those that do face widespread denigration by humans due to identification with the dangerous whimsy of the Fey. Outlander elves are uncommon and tend to be taken by the Mists consistent with human friends, allies, fellow adventurers or enemies.
Elves begin play with +2 to their Dexterity and -2 to Constitution. They are immune to magical sleep. Elves receive a +2 racial bonus against mind-affecting spells and spell-like effects. This does not benefit Fear, Horror or Delirium checks. They are naturally proficient with longswords, rapiers, shortbows and longbows regardless of chosen class. Elves receive a +2 racial bonus to Listen, Search and Spot. They always count as being in Detect Mode for purposes of Search checks. Elves receive low-light vision, the softer variant of darkvision. Elves receive an OR malus of 3, and speak the Elven language unless forfeited at character creation.
Dwarves
Almost all dwarves are Outlanders, save for a minority population from the domain formerly known as Darkon. Many humans would sooner be confused rather than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringes of society.
Dwarves begin play with +2 to their Constitution and -2 to Charisma. They receive a +2 racial bonus to Search in subterranean environments. Dwarves receive a +2 racial bonus to saving throws made against spells or to resist the effects of poison. They receive a +1 racial bonus to attack rolls made against goblinoids, including goblyns. Dwarves receive a +4 dodge bonus to their Armor Class against attacks made by giants. They receive darkvision, the more powerful variant of low-light vision. Dwarves receive an OR malus of 2, and speak the Dwarven language unless forfeited at character creation.
Halfling
Halflings, or hin, are found around cosmopolitan locations in tight-knit family groups. They benefit from a childlike appearance which allows them some autonomy even in these human-dominated places as they are believed to be innocent and unthreatening. Their origins from the Prime Material and into the Realms of Terror are uncertain, though it may be assumed that most Outlander halflings, like elves, are led into the Misty Plane following human friends or enemies.
Halflings begin play with +2 to their Dexterity and -2 to Strength. They receive a +2 racial bonus to Stealth and Listen. Halflings receive a +1 luck bonus to all saving throws. They receive a +2 morale bonus to Fear, Horror or Delirium checks. Halflings receive a +1 racial bonus to attack roles made with throwing weapons. They count as Small creatures for purposes of determining equippable weapon types and armor, but do not receive bonuses to skills based on their size in The Domains of Dread. Halflings receive an OR malus of 1, and speak the Halfling language unless forfeited at character creation.
Half-Elves
Half-elves native to the Realms of Terror are the likely byproduct of Kartakan humans and Sithican elves. Cursed to outlive their human family and to forever be a child in the eyes of the elven community, most are treated identically to an elf by human society - that is to say, agents of the Fey. Nevertheless those capable of proving some amount of humanity may be able to intermingle in cosmopolitan locations, albeit between the margins.
Half-elves begin play with a +1 and -1 to unique attributes of their choice. They cannot set two attributes below 10 this way, or their Intelligence score to 6. Half-elves are immune to magical sleep. They receive a +2 racial bonus to saving throws made against mind-affecting spells and spell-like effects. Half-elves receive a +1 racial bonus to Listen, Search and Spot. They receive low-light vision, the softer variant of darkvision. Half-elves receive an OR malus of 2.
Caliban
Known euphemistically as "twists", caliban are humans mutated in the womb from the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of their deformity is vast and unique to the individual caliban - no matter the exact nature of their appearance, it is always frightful to other humans who as a whole treat them as little better than intelligent monsters or cannibals. Most caliban must spend their lives hidden or in wilderness's solitary embrace. Despite these difficulties, a caliban is not guaranteed to be or perpetuate evil - cruel as their circumstances may be, their hearts could be as pure as the kindest soul.
Caliban begin play with +2 to an attribute of their choice, except Charisma, and -2 to Charisma. They are immune to Delirium checks from being in unenclosed, dark areas or during nighttime. They receive an OR malus of 8, turning OR observing non-player character potentially hostile. Should a Caliban manage to lower their OR below the hostile threshold, they will remain unwelcome in polite society and must cover themselves in credence to this fact.