Racial abilities

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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RedRover
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Racial abilities

Post by RedRover » Fri Jan 29, 2016 1:57 am

What are some ideas for Racial abilities?
I'm thinking for: orks, elves, and dwarves

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Re: Racial abilities

Post by stubby » Fri Jan 29, 2016 8:51 am

For Dwarves I'd say -1" to move, but immune to equipment-based movement penalties - they start out slow but carrying heavy stuff doesn't slow them down any further. And double Physical Opposition, just because they're stubborn.

For elves, it'd be funny to give them zero armor and one Supernatural Die (which they would end up having to spend on armor most of the time). But I don't know whether that would be actually playable or just funny.

For Orks I'd give a d8 Skill for Close Combat, d4 (Incompetent) for everything else. Orks are subject to Stupidity whenever they're not actively engaged in Close Combat, so keep those guys fighting.
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Re: Racial abilities

Post by L-Man » Mon Feb 01, 2016 3:50 pm

Dwarves: -2" move, also some partial immunity to Magick (I'm thinking Heroes of M&M dwarves) - give them either -2 to SN dice affecting them, or 1d6 Anti-Magick Die (SN roll must be higher than AM roll to beat the opposition)

Elves: Skill die 1d8 in natural environment (forests and such), but base armor reduced by 1.
I must say here that stubby's idea is quite genius, but would fit some sprites/pixies more. But I'd still play it, for shits and giggles.

Orcs: Melee skill 1d8, non-combat Skill 1d4 sounds nice.
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Re: Racial abilities

Post by RedRover » Mon Feb 01, 2016 6:04 pm

I was kind of thinking of throwing the immortal thing for elves in there too, like 2 hp or something.

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Re: Racial abilities

Post by L-Man » Tue Feb 02, 2016 11:48 am

RedRover wrote:I was kind of thinking of throwing the immortal thing for elves in there too, like 2 hp or something.
But that would make them slightly tougher than humans, and elves are usually kinda squishy...
If anything, I would rather give them a 1/6 chance to avoid death when hit by an otherwise lethal attack. (rolling 6 on a d6)
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Re: Racial abilities

Post by RedRover » Tue Feb 02, 2016 1:07 pm

That could work. Maybe a 5 or 6 though? I'm thinking LOTR elves that are pretty badass

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Re: Racial abilities

Post by L-Man » Tue Feb 02, 2016 1:11 pm

RedRover wrote:That could work. Maybe a 5 or 6 though? I'm thinking LOTR elves that are pretty badass
Sounds OK to me, especially if you nerf them somewhere else.
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Re: Racial abilities

Post by RedRover » Tue Feb 02, 2016 1:15 pm

Elves
Skill 1d6, d8 with a bow (or long range weapon equivalent)
Armor: 1d4
Movement: 7 inches
SN die: 1d6
Ability: can dodge a leathal blow using SN die, UR: 5

How about this for starters

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Re: Racial abilities

Post by L-Man » Tue Feb 02, 2016 1:22 pm

I like it. Not very tough, but still superior to normal minifigs.
So an elf can only save himself from death if he has access to his SN die (a.k.a. didn't use it last turn), am I right?
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Re: Racial abilities

Post by L-Man » Tue Feb 02, 2016 1:31 pm

(Double post, yay!)
As for Orks, I also thought about some rules that would make them stronger in a horde (coz, you know, Orks always do their WAAAGHs when grouping), but I've no idea how to implement that...
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Re: Racial abilities

Post by RedRover » Tue Feb 02, 2016 2:02 pm

L-Man wrote:I like it. Not very tough, but still superior to normal minifigs.
So an elf can only save himself from death if he has access to his SN die (a.k.a. didn't use it last turn), am I right?
Yeah!
L-Man wrote:(Double post, yay!)
As for Orks, I also thought about some rules that would make them stronger in a horde (coz, you know, Orks always do their WAAAGHs when grouping), but I've no idea how to implement that...
Im not sure how to work that either. Maybe a buff if they are in groups of at least 3+?
I could see an issue with them becoming too much of an unstoppable melee force though with the d8's and a buff

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Re: Racial abilities

Post by stubby » Tue Feb 02, 2016 5:00 pm

Stupidity has a numbers buff built in. Since only one unit falls victim to Stupidity per turn, regardless of how many Stupid units there are, having 10 units makes it only 1/10th as effective per unit.
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