Races

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The Races[edit]

Race Play Category Recovery Element Size Class Weight Class Age of Expansion
Android Restricted None 3. Mid 4. Heavy Third
Angel Limited Ground, Air (3/4) 4. Large (Wide) 3. Mid First
Asura Limited Ground 3. Mid 3. Mid First?
Centaur General Ground 3. Mid 3. Mid Second
Cubus Limited Ground, Air (1/4), Emotion (1/4) 4. Large (Wide) 3. Mid First
Dragon Limited Ground, One Other (1/2) 5. Very Large/Large (Wide) 5. Very Heavy/Mid First
Drow Limited Ground 4. Large (Long) 4. Heavy Third
Dryad Restricted Plantlife, Ground (1/2) 3. Mid 3. Mid First
Dwarf General Ground, Earth (1/4) 2. Small 2. Light Second
Elf Limited Ground, Plantlife (1/4), Air (1/4) 3. Mid 3. Mid First
Fae General Air, Ground (1/2), One to Three Others (1/8 to 3/4) 1. Very Small 1. Very Light Second?
Formid General Air, Ground (1/2) 2. Small 2. Light Second?
Giant Limited Shell 4. Large (Long) 3. Mid First
Gnome General Earth, Ground (1/2) 2. Small 2. Light First
Goblin General Ground 2. Small 2. Light Third
Harpie Limited Ground, Air (1/8) 3. Mid 3. Mid Second?
Human General Ground 3. Mid 3. Mid Second
Inu General Ground 3. Mid 3. Mid Second?
Kappa Limited Water, Ground (1/4) 3. Mid 3. Mid Third
Karkin Restricted Convertor 4. Large 5. Very Heavy Second?
Kitsune Limited Ground 3. Mid 3. Mid First
Mandragora Limited Ground, Plantlife (1/2), Earth (1/2) 3. Mid 3. Mid Second?
Merfolk Restricted Water 4. Large (Long) 4. Heavy First?
Minotaur General Ground 3. Mid 4. Heavy Second?
Naga Limited Ground, Water 4. Large (Long) 3. Mid Second?
Neko General Ground 3. Mid 3. Mid Second
Orc Limited Ground 3. Mid 4. Heavy Third
Raijuu Limited Ground, Sound (1/4) 3. Mid 2. Light Third?
Salamander Limited Ground, Fire, Air (1/2) 4. Large (Wide) 4. Heavy First?
Tengu General Ground, Air 3. Mid 3. Mid Second
Troll Limited Ground, Water (1/2) 3. Mid 5. Very Heavy Third
Uligo Restricted Any 3. Mid 3. Mid Second?
Undine Limited Ground, Water 3. Mid 3. Mid Third
Usagi General Ground 3. Mid 3. Mid Second
Yuki Limited Ground, Ice 3. Mid 3. Mid First?

Not Sure Where To Put These Quite Yet![edit]

Note: Muttin' But Trouble[edit]

Halfbreeds are just common enough in culture that it could make sense for PCs to want to try to play them. Here's some prototype rules on formulating:

  • General + General = Limited
  • General + Limited = Limited
  • General + Restricted = Restricted
  • Limited + Limited = Restricted
  • Limited + Restricted = Restricted
  • Restricted + Restricted = Probably Not Happening

In general, a DM doesn't want more than one of ANY SPECIFIC halfbreed. Note that certain hybrids might end up a Play Category above or below the general rules.

When creating a halfbreed, there are unique rules. Halfbreeds get all abilities that have levels from both races, but one level lower than their parents. If they both have the ability, you count only the highest down a level.

Halfbreeds also start out with whatever trait we make people regard one as a misfit, as well as probably one other negative trait. They get no creation bonuses for these.

In cases of conflicting abilities, it is generally the choice of the PC, although certain DMs may suggest/enforce rulings they should provide beforehand.

Some more as we go along.

Note: Niches Ain't Shit[edit]

In general, every race seems to feel a niche, but sometimes it seems some of them share one. Even then, their approach to the niche is often very different. Below are some examples I can think of, if anyone else has questions I'm sure I'll hit them:

  • Centaurs and Dwarves both fit the niche being dedicated to work. But Centaurs focus on efficiency for their farms, whereas dwarves enjoy work solely to keep busy.
  • Kappa and Usagi both work as dedicated to a specific subculture. But Kappa focus on the spirit of the subculture, whereas Usagi tend to embrace the physical side more, being a bit more of poseurs.
  • Inu and Minotaur are both written as the muscle for hire originally, but Inu are hunters and Minotaurs are protectors.

Really, I suspect in most cases these races would get along the least well in many cases. While other races just don't care about the issues, these races have entirely different beliefs they feel strongly about, and if someone else feels strongly but different it's not a good thing.

Key[edit]

Play Category[edit]

They are three basic play categories for races:

  • General - In general, this race is allowed for use for all. In most stories, any or all PCs may use it. There might occasionally be restrictions against everyone using a single race, but at least two should generally be allowed.
  • Limited - In general, this race should only be represented by one PC, and may not be allowed in all stories. Ideally, PCs will have different enough tastes to decide on different races, and any conflicts can hopefully be fixed with compromise. DMs may allow two in certain cases, but outside of that it is recommended to stick hard to one.
  • Restricted - In general, this race is forbidden from PC play, and rarely should ever be allowed even one unless the player can justify it in some way. Be very careful in breaking this at any point.

Note: Rated R for Restricted[edit]

Some people might wonder why the restricted races are mentioned at all if they're not for PC use. Well, firstly, the races ARE still a part of the setting, and the GM may occasionally use restricted races as NPCs (keep in mind, though, most of these races are restricted due to their lack of numbers). Secondly, restrictions are based on setting, and certain games may take place in a time where they restrictions are different, or even a different universe with the same races. It's okay, you can do it, I'll allow it.

Note: What to Choose[edit]

Though play category often hints at this, it's a weak correlation to say how easy they are to play. Some races play close to fantasy defaults, while others may end up playing like nothing you've seen before. This is just estimates, it might move around with more consideration.

  • Easy, Play Like Most Races In Most Games - Angel, Asura, Centaur, Cubus, Dwarf, Dryad, Elf, Formid Goblin, Human, Inu, Kappa, Kitsune, Minotaur, Naga, Neko, Orc, Tengu, Troll
  • Difficult, Have Some Distinct Features - Android, Dragon, Drow, Fae, Gnome, Harpie, Mandragora, Merfolk, Salamander, Usagi, Yuki
  • Very Difficult, Races Are Essentially Unique - Giant, Karkin, Raijuu, Uligo, Undine

Recovery Element[edit]

Characters recover naturally in certain elements. These are all the elements listed in the category. However, even though they recover in the other elements, they cannot survive in any denoted with fractions. After a few hours, they stop any recovery and slowly start to die. This stops when they return to any normal element.

There are special 'elements' that have no physical equivalent, such as emotion. These aid recovery in other elements, but are obviously not sustainable on their own.

Note: Sky Above, Ground Below[edit]

'Ground' might be confusing terminology, but you know, oh well. It refers to be exposed to both air and earth at the same time. It doesn't really matter how, but being only in the air or the earth does not work equivalently, as noted above.

Eye, Hair, and Skin Color[edit]

As stated. 'Standard' refers to normal human range, ignoring things like albinism.

Size Class[edit]

The general size of the race. In certain cases, they might be one larger or smaller, but those are outliers and usually unnatural cases. Currently this affects how easy they are to hit, adding a penalty for large/very large and a bonus for small/very small. DMs may choose to count Large (Wide) as a penalty only for attacks head-on (or back-on), and Large (Long) for attacks from the side.

I'm thinking this is something purely like -1 to dodge for Large and +1 to dodge for Small, linear with positive and negative aspect.

Weight Class[edit]

The general weight of the race. In certain cases, they might be one lighter or heavier, but those are outliers and usually unnatural cases. Currently this affects how effective push/pull attacks are, more-so for light/very light and less-so for heavy/very heavy.

This, meanwhile, I think is done by the DIFFERENCE of the two. With 1 being Very Small and 5 being Very Large. Something like

Difference between Attacking/Defending (may change):

  • -3 or lower - The attacker does not push/pull, may automatically suffer or have to roll to avoid a slight push/pull themselves.
  • -2 - The power of the push/pull is weakened by 2 (maybe 3?).
  • -1 - The power of the push/pull is weakened by 1.
  • 0 - The power of the push/pull is normal.
  • +1 - The power of the push/pull is strengthened by 1.
  • +2 - The power of the push/pull is strengthened by 2 (maybe 3?).
  • +3 or higher - The power of the push/pull is increased by the target's Agility, they may automatically suffer or have to avoid being knocked prone.