Tower of Shadows: Races

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Races Common to the Kingdom

Men (Human)

Men are by far, the most populous Race of The Kingdom, and likely beyond. They are a diverse group and known for the quickness by which they adapt to new environments and circumstances. The Nobility are all Men, and this has been true for centuries. This has led to a sense of superiority among many communities, and Men often look down on the other Races common to The Kingdom at best, and outright suspicion and hatred at worst. This is especially true the closer one comes to the Fallrest, where the King holds his Royal Court.

  • Race Abilities:
    • Brawn 2 | Agility 2 | Intellect 2 | Cunning 2 | Willpower 2 | Presence 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting XP: 110
  • Special Abilities: Men may select to non Class Skills and gain the first Rank in each at no Cost. They may not train these Skills above Rank 2 at Character Creation.

Gamorak (Gamorrean)

Kanaan (Arkanian)

Dorrin "Hellions" (Kel Dor)

Up until two centuries ago, Dorrin were believed to be brutish monsters - given their appearance. Their skin is tough and leathered, and when encountered beyond their volcanic, underground "lairs" they spoke with a disturbing buzz and kept their eyes concealed. Because of this, the superstitious folk of The Kingdom, took them to be monsters and called them Hellions. Then, quite by accident, a group of miners mistakenly opened a breach into the outer walls of one of the Dorrin's largest cities, now called Brimstone, that a dialog and trade could eventually develop. This did not come easy, however, as the miners did not survive the poisonous gasses that the Dorrin breathe. This led to a decades long war between the Dorrin of Brimstone and the Justicar Knights of the Holy Church. While peace was eventually made between the Crown and the Dorrin - these folk have never forgotten or forgiven the loss of life at hands of the Justicars and most Dorrin avoid them whenever possible.

Dorrin cannot breathe the same air as other Races. To venture beyond their volcanic homes, they employ a strange insect known as a Bitox which afixes itself to their faces and into their mouths. It is, in fact, this creature that makes their "speech" - rubbing its legs and wings together like a cricket to form words and essentially repeating what a Dorrin is saying.

  • Race Abilities:
    • Brawn 1 | Agility 2 | Intellect 2 | Cunning 2 | Willpower 3 | Presence 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting XP: 10
  • Special Abilities: Dorrin begin the game with one Rank in Knowledge(Education). They may not train Knowledge(Education) above Rank 2 during Character Creation.
  • Dark Vision: When making Skill Checks, Dorrin may remove up to two Setback Dice due to darkness.
  • Hell Breath: Dorrin must wear a specialized mask to breathe anything but Volcanic Gases. Dorrin automatically gain this at no cost. Without this, Dorrin begin to Suffocate.

Drafan (Chandra-Fan)

Other Races

Fey Born

Dites (Clawdite)

To many, Dites are the subject to myth and legend. Rare in the most extreme of circumstances, Dites (also commonly called Changers) are believed to have the ability to change their bodies to appear as other people. This has led to a severe level of mistrust and outright hostility from the common people of The Kingdom. If it is known that a Dite has taken up residence in an area, especially in rural communities, they can expect to become the scape-goat for any misdeeds or unfortunate circumstances that befall the folk of that community.

In their natural form, Dites appear as an reptilian or amphibian bi-ped with protruding cheekbones, sunken jaws, broad noses and large eyes.

  • Race Abilities:
    • Brawn 2 | Agility 2 | Intellect 2 | Cunning 3 | Willpower 1 | Presence 2
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting XP: 95
  • Special Abilities: Dites begin the game with one Rank in Resilience. They may not train Resilience above Rank 2 during Character Creation.
  • Changling: As an Action, a Dite may Suffer 3 Strain and make a Resilience(XX) Check. If they succeed, they change their appearance to match that of a Silhouette 1 Character who they have observed before. As observer may make an Opposed Perception vs Deception Check to detect that the Dite is not who they appear to be. Boost or Setback Dice may apply based on the circumstances.

Miral (Miraluka)

Niks (Lanniks)

Hell Born

Deevaal (Devaronian)

Daymone (Zabrak)

Vin (Givin)

Beast Born

Pantir (Cathar)

Thaan (Bothan)

Vanen (Shistavanen)