What are some ideas for Racial abilities?
I'm thinking for: orks, elves, and dwarves
Racial abilities
Moderators: warman45, Rev. Sylvanus
Re: Racial abilities
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.
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.
Natalya wrote:Wtf is going on in this thread?
Re: Racial abilities
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.
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.
"Friends are like trees. If you hit them with an axe, they die."
Re: Racial abilities
I was kind of thinking of throwing the immortal thing for elves in there too, like 2 hp or something.
Re: Racial abilities
But that would make them slightly tougher than humans, and elves are usually kinda squishy...RedRover wrote:I was kind of thinking of throwing the immortal thing for elves in there too, like 2 hp or something.
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)
"Friends are like trees. If you hit them with an axe, they die."
Re: Racial abilities
That could work. Maybe a 5 or 6 though? I'm thinking LOTR elves that are pretty badass
Re: Racial abilities
Sounds OK to me, especially if you nerf them somewhere else.RedRover wrote:That could work. Maybe a 5 or 6 though? I'm thinking LOTR elves that are pretty badass
"Friends are like trees. If you hit them with an axe, they die."
Re: Racial abilities
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
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
Re: Racial abilities
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?
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?
"Friends are like trees. If you hit them with an axe, they die."
Re: Racial abilities
(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...
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...
"Friends are like trees. If you hit them with an axe, they die."
Re: Racial abilities
Yeah!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?
Im not sure how to work that either. Maybe a buff if they are in groups of at least 3+?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...
I could see an issue with them becoming too much of an unstoppable melee force though with the d8's and a buff
Re: Racial abilities
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.
Natalya wrote:Wtf is going on in this thread?