move the Faerunian races to the Cypher homebrew section
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@ -61,70 +61,8 @@ Descriptor](https://callmepartario.github.io/og-csrd/#species-as-descriptor).
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### Faerûnian Races
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### Faerûnian Races
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The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character
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The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character
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that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
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that hews a bit closer to the Forgotten Realms line, you can apply [the Faerûnian races conversions on the homebrew
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page](../homebrew).
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* **Humans:** take two non-species descriptors.
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* **Dwarves:**
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* **Gold:** as the Cypher dwarf, except as follows:
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* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
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in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
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opposing or attacking abberations are eased one step.
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* **Gray:** as the Cypher dwarf, except as follows:
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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
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task involving social interaction with them is hindered.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
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* **Shield:** as the Cypher dwarf.
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* **Elves:**
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* **Drow:** as the Cypher elf, except as follows:
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* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
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* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Moon:** as the Cypher elf.
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* **Sun:** as the Cypher elf, except as follows:
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* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
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* **Wild:** as the Cypher elf.
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* **Wood:** as the Cypher elf.
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* **Gnomes:**
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* **Deep:** as the Cypher gnome, except as follows:
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* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
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are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Rock:** as the Cypher gnome.
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* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
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* **Half-orcs:** as the Cypher half-giant, except as follows:
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* **Tough:** the bonus to your Might Pool is +2, not +4.
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* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
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* **Halflings:**
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* **Ghostwise:** as the Cypher halfling, except as follows:
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* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
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they share a common language.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Lightfoot:** as the Cypher halfling.
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* **Strongheart:** as the Cypher halfling, except as follows:
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* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Planetouched:**
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* **Aasimar:** as the Cypher helborn, except as follows:
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* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
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* **Not Innerly Evil:** You do not suffer from the chance of losing control.
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* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
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deceive with training in doing so.
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* **Genasi:** as the Cypher helborn, except as follows:
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* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
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* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
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Speed Pool for air or water genasi.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
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* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
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penalty to all rolls following the fury.
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* **Tiefling:** as the Cypher helborn.
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## Foci
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## Foci
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@ -9,6 +9,74 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
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## Descriptions
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## Descriptions
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### Faerûnian Races
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The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a Cypher
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character that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
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* **Humans:** take two non-species descriptors.
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* **Dwarves:**
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* **Gold:** as the Cypher dwarf, except as follows:
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* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
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in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
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opposing or attacking abberations are eased one step.
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* **Gray:** as the Cypher dwarf, except as follows:
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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
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task involving social interaction with them is hindered.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
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* **Shield:** as the Cypher dwarf.
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* **Elves:**
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* **Drow:** as the Cypher elf, except as follows:
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* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
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* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Moon:** as the Cypher elf.
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* **Sun:** as the Cypher elf, except as follows:
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* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
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* **Wild:** as the Cypher elf.
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* **Wood:** as the Cypher elf.
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* **Gnomes:**
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* **Deep:** as the Cypher gnome, except as follows:
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* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
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are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Rock:** as the Cypher gnome.
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* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
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* **Half-orcs:** as the Cypher half-giant, except as follows:
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* **Tough:** the bonus to your Might Pool is +2, not +4.
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* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
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* **Halflings:**
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* **Ghostwise:** as the Cypher halfling, except as follows:
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* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
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they share a common language.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Lightfoot:** as the Cypher halfling.
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* **Strongheart:** as the Cypher halfling, except as follows:
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* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Planetouched:**
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* **Aasimar:** as the Cypher helborn, except as follows:
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* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
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* **Not Innerly Evil:** You do not suffer from the chance of losing control.
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* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
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deceive with training in doing so.
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* **Genasi:** as the Cypher helborn, except as follows:
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* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
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* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
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Speed Pool for air or water genasi.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
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* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
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penalty to all rolls following the fury.
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* **Tiefling:** as the Cypher helborn.
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### Fungoid
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### Fungoid
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* **Hardy:** +2 to your Might Pool.
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* **Hardy:** +2 to your Might Pool.
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