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Races

Races are what type of creature a character is, be it human, elf, Martian, unicorn, griffon, or goblin. Although each individual of a given race is unique, they do generally have certain characteristics that make them the race that they are. Because everything in Dice Mob is simplified, almost all of these characteristics are going to take the form of skills chosen by the player and approved by the GM. Aside from those things that make them unique, they also apply the general characteristics of size and movement speed and their associated hit points and defenses that govern all creatures.

Humanoid Races

These are suggestions of common medieval races and which skills, professions, special abilities, and weaknesses they should possess automatically. If a profession is listed, that means the race is all taught a third profession in addition to the childhood and adult professions they have chosen (or were forced upon them in their culture.)

Race Size Attributes Skills Automatic Profession Special Ability Disability
Brownie Very Small Stealth, Insight, Dexterity1) Urban Leatherworker Size Incompatibility
Dwarf Medium Stamina*2, Strength 2) Underground Miner, Brewer, Mason, or Smith Dark Vision Greed
Dark Elf Medium Dexterity*2, Perception, Stealth*2 Underground Dark Vision
Elf Medium Dexterity, Perception, Performance, Speed, Stealth Plants and Herbs, Wilderness
Fairy Very Small Stealth, Insight, Dexterity, Performance Wilderness Lesser Camouflage, Flying Size Incompatibility
Gnome Small Dexterity, Perception 3) Mechanic or Jeweler
Goblin Medium Strength, Intimidation, Perception, Stealth*2 Underground Dark Vision
Halfling Small Speed, Insight 4) Farmer, Herdsman, or Freshwater Fisherman
Hobgoblin Large Strength*2, Intimidation, Stamina, Stealth Underground Dark Vision
Human Medium Strength, Insight*2, Stamina, Persuasion
Kobold Small Dexterity, Perception, Speed, Stealth*2 Underground Dark Vision, Scale Hide, Resistant to Infravision Cold Hinderance (Prolonged exposure to cold reduces non-passive actions at a rate of one per hour)
Leprechaun Small Speed, Dexterity, Perception, Stealth, Persuasion Weather, Wilderness Luck Greed
Lizardfolk Medium Strength*2, Stamina, Speed Wilderness, Bite(P) or Tail(B) attack as a proficient free action Tough Scale Hide, Swimming, Holding Breath, Resistant to Infravision Shape Incompatibility (Tail), Cold Hinderance (Prolonged exposure to cold reduces non-passive actions at a rate of one per hour)
Lycanthrope Medium Speed*2, Strength*2, Stamina Regeneration, Shapeshifting Moon forces shape-shift. Silver damage cannot be healed through natural means.
Merfolk Medium Persuasion*2, Insight, Personality Fishing Shapeshifting, Breathe Water, Swimming
Orc Medium Strength, Intimidation, Perception5) Wilderness Infantry
Ogre Extra Large Strength*5, Stamina*2 Wilderness, Improvised Weapon Proficiency (Melee and Thrown) Size Incompatibility
Pixie Very Small Speed, Stealth*2, Intimidation Wilderness Lesser Camouflage, Flying Size Incompatibility
Troglodyte Medium Strength, Intimidation, Stamina, Stealth Fishing Resistant to Infravision, Breathe Water, Swimming, Scale Hide
Troll Large Strength*3, Stamina, Intimidation Wilderness, Underground Regeneration, Dark Vision Sunlight turns to stone
Vampire Medium Strength*2, Speed*2, Persuasion*2, Stealth Freezing*2, History Regeneration, Life-Stealing Bite, Dark Vision, Infravision Sunlight turns to ash, Stake through the heart immobilizes, Garlic repulsion, Holy Symbol repulsion, Cannot cross a threshold unbidden.
1) , 2) , 3) , 4) , 5)
Plus additional attributes from chosen automatic profession
races.1597813577.txt.gz · Last modified: by dungeonmaster