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[PTU] Fantasy Races
Topic Started: Dec 6 2014, 03:00 PM (1,635 Views)
Domo
Member Avatar
Kawaii Detective
[ *  *  *  *  * ]
This came up in IRC the other day, so I'll post what I said there.

The way I would handle fantasy races is by giving everyone a bonus Edge at creation that reflects special race attributes. I would not give these Edges stat modifiers, as the small boosts are negligible in PTU compared to DnD et al. Instead, I'd focus on making the Edges rely mostly on capabilities. Examples:

Quote:
 
Orc
[Species]
Requirements: Must be taken at creation
Effect: You gain the Track capability and a +2 bonus to Combat Skill checks.

Dwarf
[Species]
Requirements: Must be taken at creation
Effect: You gain the Darkvision capability and a +2 bonus to Technology Skill checks.

Elf
[Species]
Requirements: Must be taken at creation
Effect: You gain the Naturewalk (Forest) capability and a +2 bonus to Survival Skill checks.


This allows you to distinguish characters via race while reducing the impact of minmaxing on character creation - something most fantasy systems are inherent for and which just isn't supported by PTU very well.
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KingFox623
His Royal Foxness
[ *  *  *  *  * ]
 RACE: Merfolk
• Edge:
Ocean's Grasp
Effect: Merfolk exchange their Overland and Swimming Movement Speed.
• Feature:
Neptune's Hold
[Race][+ Special Attack][+ Special Defense]
Effect: Merfolk naturally have the Gilled Capability and gain the Water Veil Ability.

 RACE: Orcs
• Edge:
Only the Strongest
Effect: Orcs are more powerful and thus increase your Power Capability by +2.
• Feature:
Ferocious
[Race][+ 2 Attack]
Effect: When an Orc is at or below 25% HP, they gain +1 CS to their Attack. They also gain the Intimidate ability.

 RACE: Dwarves
• Edge:
Tough as Rock
Effect: You may add a +4 for Save Checks against Push and Trip Combat Maneuvers and Attacks.
• Feature:
Deep in the Mines
[Race][+2 Defense]
Effect: Dwarves gain the Naturewalk (Cave) capability, Also, they gain the Cave Crasher Ability.

 RACE: Elves
• Edge:
Mystic Sensitivity
Effect: Elf characters gain a +2 to all Occult Education rolls.
• Feature:
Elven Vitality
[Race] [+2 Special Attack]
Effect: When Confused, you may add a +2 for Save Checks. Also, you gain the Vital Spirit Ability.

 RACE: Drakons
• Edge:
Challenger
Effect: Drakons are naturally athletic, add +1 to all Athletic and Combat Rolls.
• Feature:
Dragonblood
[Race][+Attack] [+Defense]
Effect: Your claws count as a one-handed weapon that does not take up your Main Hand item slot, melee attacks made with your claws are always +1 DB. Also, you gain the Multiscale Ability.

 RACE: Humans
• Edge:
Versatility
Effect: You gain a bonus Edge that you meet the requirements for. *
• Feature:
Tenacity
[Race][+2 HP]
Effect: You gain a bonus Feat that you meet the requirements for and the Courage Ability. *

 RACE: Gnomes
• Edge:
Big Things, Small Packages
Effect: Gnomes are tiny, but are agile, so -2 Power Capability, but +1 High/Long Jump.
• Feature:
Tiny Target
[Race][+2 Speed]
Effect: Your small stature makes you harder to hit, single-target moves that target you, now require +2 to their AC. You also gain the Perception Ability.

 RACE: Weres
• Edge:
Natural Senses
Effect: You gain the Tracker Capability.
• Feature:
Beast Mode
[Race][+ HP][+ Speed]
Drain 1 AP - Extended Action
Effect: Connection - Prime Fury. Make a DC 15 Rage check, when failed, activate Prime Fury as usual, when passed, Rage is mitigated, and instead you gain +1 Speed Combat Stage as well. You also gain the Prime Fury Ability.
Edited by KingFox623, Dec 24 2014, 10:10 PM.
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