Player Races
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93. RACES
There have been changes to the characteristics of some of the races in the DragonQuest world. The primary character races are described here, though there may be some further differences found due to the region wherein they exist in the world. Other races may be available for characters - talk to the GM about possibilities.
Some races have abilities similar to magical talents (eg. Witchsight for the Elves). Such talents start out at rank 0, and can be advanced as normal for magical talents.
[93.1] Dwarves (ref. 6.4) & Gnomes
Dwarves and Gnomes share the same origins. However, over time their interests have brought about some differences in the races. Dwarven interests lie in metalworking whereas Gnomes are enamored with stoneworking (both, however, are attracted strongly to precious metals and gems). The Dwarves are described in depth in the DragonQuest rules (ref. 6.4)
Dwarves: 1. Blacksmith and Miner skills cost one-half the normal Experience Points to progress Ranks. 2. The effective Merchant Rank for a dwarf is five higher when dealing with metals and two ranks higher for gems.
Gnomes are slightly smaller than their dwarven brethren, but they share the same abilities with the exception of the following: 1. Gnomes spend one-half the Experience Points for the Miner and Mason (instead of Blacksmith) skills. 2. The effective Merchant Rank for a gnome is five higher when dealing with gems and two higher for metals. 4. Gnomes get a +5 to their Perception for finding secret doors and features in any stone structure.
[93.2] Elves (ref. 6.5)
Elves are a highly magical race and, as such, their attributes have a fair amount of variation between the several strains who may be found throughout the world. Those Elves most commonly run across have an expected lifespan of about 1000 years, although some have been known to live up to ten times that age. Elves are an exception to the typical starting age of characters, and they usually begin adventuring around the age of 50 years.
[93.3] Giants (ref. 6.6)
Giants are not available as player characters.
[93.4] Halflings (ref. 6.7)
Halflings are the same as presented in the Third Edition rules. However, they have an added disadvantage in combat because of their size. In melee combat, Halflings are considered to be using weapons which are one size smaller because of their short reach (see 96.3) and they cannot use any weapon which is sized as Extra Large (XL) or larger.
[93.5] Humans
Humans appeared in the world in three distinct groups known as the Three Tribes. Over the centuries, the three have mingled and much of humanity draws a little heritage from each of the Tribes.
The First Tribe was around for the First War of the Races. They tend to be large - typically over 6' tall - and strong in comparison to their brethren. There was a division of the First Tribe, from which sprang the Changelings. The remainder who have maintained purity have developed into the Norsemen. They tend to have a closer relationship with nature and will only have to pay three-quarters of the Experience Point cost for Ranger skill. They will also have the following characteristics:
Humans of the Second Tribe were known as Wizards. They did not have the physical prowess of the people of the First Tribe, but they had a gift for the ways of Magic and learning. Pure descendants of the Second Tribe are rare. Such descendants have the following characteristics:
* Wizards Magical Aptitude is not bound by the attribute restrictions described in section 5.2. The maximum MA a Wizard can have is 25.
The last and largest tribe, the Third Tribe, is also called Common Man, for they are by far the most commonly encountered breed of mankind. The vast majority of people now are descended from this Tribe, although some can claim the First or Second Tribes as part of their heritage.
Most Adepts nowadays are only partly descended from the Second Tribe, and the only significant traits are the higher than normal Magical Aptitude and slightly lower physical characteristics. Any Magical Aptitude higher than 10 indicates some Second Tribe blood.
[93.6] Orcs
There are two kinds of Orcs: Uruk and Uruk Hai (High Orcs). The modifiers in the standard rules are for the common Orcs (Uruk).
The Uruk Hai are quite unlike the common Orcs. They are taller (not as stoop-shouldered) and do not tend to be quite as cruel or violent (they put a little more thought into it), and occasionally even show signs of honor. Uruk Hai are often found in positions of leadership amongst roaming bands of Uruk.
Like their lesser cousins, Uruk Hai possess infravision with a range of 150 feet. However, the Uruk Hai do not share the common Orc's sensitivity to light and they tend to be much more adept students than the common Orc, and therefore do not suffer from the lengthened time to improve skills. Furthermore, if Uruk Hai take up the Assassin skill, they only expend three-quarters the normal experience requirement.
[93.7] Shapechangers (Changelings)
Shapechangers are actually Humans descended from the First Tribe, but they have the ability to shapechange into the animal form of their particular Clan. The four Major Clans are Bear, Boar, Tiger, and the Greater Wolf. The Lesser Clans include many of the other predatory land mammals. They have three forms they can adopt: Man, animal, and hybrid. Due to their closeness to nature, Changelings get a +2 on PC and have Night Vision similar to the Celestial Magics talent (see 97.20) in all forms, including Human. (In human form, it is used at half-rank.)
In human form, Shapechangers tend to be less cultured than most men, so they do not get a reduced cost for Courtier skill, but instead they only have to pay three-quarters the Experience Point cost for Ranger if they specialize in Woods. Shapechangers will also tend to display some traits similar to their animal form. Members of the various clans get the following bonuses:
Bear +2 PS, -1 AG
Boar +1 WP, +1 FT
Tiger +1 AG, +5% Stealth
Greater Wolf +1 FT, +5% Stealth
Great Wolves have the physical stats of the Dire Wolves, but with MA 0, WP 8-10, armor rating of 3, and Damage from their bite is +3 (+5 in Close).
In animal form, the Shapechanger's characteristics are determined differently than what is described in the standard DragonQuest rules. For the physical characteristics, divide the human characteristic by 5 and add to the minimum value for animal form. The characters Magical Aptitude is always zero when in animal or hybrid form, and their Will Power is determined similarly to the physical characteristics, but the base value is 10 for all species.
When in animal form, the Changeling will regenerate 1 EN point per 60 seconds as described in section 6.9. Changelings cannot use any tools or weapons while in animal form.
Hybrid form is a humanoid form with many of the characteristics of the animal form. This is similar to the classic Werewolves depicted in movies - the Changeling can hold and manipulate objects as if in human form. When in hybrid form, the Shapechanger does not regenerate, but is otherwise subject to the same modifiers as animal form (changing to and from hybrid form counts the same as a complete change to and/or from animal form). In the hybrid form, the characteristics are the average of the human and animal form characteristics.
Against normal attacks, a Changeling's natural armor factor in animal form is doubled. However, because the nature of their ability is so closely tied in with the moon, damage done by silver objects (silver being the Lunar element) is not affected by this extra armor. This doesn't mean that silver is bad for them, just that they are as susceptible to attacks with silvered weapons as are other humans. Magic attacks are also not affected by the extra armor.
In hybrid form, the Changeling's natural armor is one half of what it would be in animal form against the various attacks. Shapechangers can also wear their human armor when in hybrid form.
Shapechangers are subject to the limitations on the number of changes and the duration of time spent in animal form as described in section 6.9. Hybrid form is counted as animal form for these purposes. However, there is not a 1% cumulative chance of getting stuck in the non-human form unless the Shapechanger exceeds the time limit based on the time of day and phase of the moon.
Shapechangers have two additional quirks. First, the first time they take Endurance damage in a combat, they must make a [4 x Will Power]% roll or go berserk. When berserk, they must roll [4 x Will Power]% each round to keep from shapechanging to their animal form. They may, of course, forego the roll and shapechange if so desired. They get a +15% bonus if already in hybrid form. The second quirk is that for some reason they will not wear metal armor - possibly because it would most likely be fatal if they shapechange.
[93.8] Half-breeds (Elves, Orcs, etc.)
For half-breeds, the modifiers for characteristics and experience multiples are averaged between the two races (rounded down). For special abilities, the talents need to be paid for in starting EPs to get to rank 0 at a cost of 2x the experience multiple for the talent. If the player does not pay to get a talent at rank 0 for a starting character, then that character will never be able to get the talent at a later date (i.e. they are either born with it or not).
[93.9] The cost in Experience Points to improve any ability is affected by the characters race (ref. 6.3).
While the actual purpose of these multipliers is for balancing the various character races, if you must rationalize them: Characters with lots of natural advantages would not be in as much of a hurry to sharpen their skills!
Since these multipliers apply to use of experience points for everything, it is easiest to just divide the total experience gained by the value, then use the normal experience costs of abilities.