Monday, January 20, 2014

The Races of Cadwallon, pt. 1

The Races of Cadwallon, pt. 1

I'm working on adapting the old Cadwallon RPG by Rackham to 13th Age. We've been playing a bit with 4E but decided we liked the simplicity of 13th Age system. One of the things I've always liked about the world of Cadwallon/Confrontation is the wide variety of playable races. I wanted to replicate that in any sort of conversion I was doing.

Because of the flexibility of mechanics in 4E it was a pretty simple matter to create something for all the races. 13th Age doesn't have a much differentiation between the races (simplicity yay!) which makes it a little more difficult to create the diversity I'm looking for. Here's my first pass at race conversion. I haven't put a lot of thought into balance. Enough, I hope, that players will feel like they have options instead of one race being the best at everything.

The racial descriptions are not mine and are being used under the creative common license.

Dwarf 


The dwarves have populated Aarklash ever since the beginning of the Creation. They believe to have been conceived and named by the gods at the same time as the other races.

The dwarves are known for their extraordinary stamina. They share an intimate link with the earth and have a natural tendency to dwell in subterranean locations or isolated on vast plains. They are reluctant to move and hate strangers. Finally, they possess a sharp sense of the community: even though they might come from different regions and meet for the first time, two dwarves would feel shared trust at once.

Males are rather hirsute. Bearing a dense and decorated beard is not a social imperative, although it is wide spread. Females are less hairy than their brethren, but just as stout. Dwarves fingers and limbs, being smaller than other races, predispose them to the activities requiring agility and precision.

Dwarves add +2 to Con or +2 to Int
Science!: Dwarves may be Engineers
Tough as Nails: Dwarves have damage resistance equal to their level. In addition, any time a dwarf is struck by a critical hit in Melee, roll a d20. A 16+ means the attack becomes a normal hit instead.



Goblin

There is not a place goblins have not settled. Those of Cadwallon are one of the oldest communities and most thriving. Like all the representatives of their race, the Cadw√ę goblins
quarrel for the control of the goods and the money generated from its commerce. Besides, they considerably influence the geography of the city, which has to take into account their small
size and their high birth rate.



Blessing of Uraken: Goblins can be engineers, alchemists, or ninjas
Goblins gain +2 Dex or +2 Int
Ubiquity: Goblins get +2 to any checks made to hide while in urban environments
Small: Goblins gain +2 AC vs Opportunity Actions
Death Bomb Go Boom!:
Once per battle, Goblins may throw a naptha bomb that explodes on impact.
Action
Ranged attack vs. PD
Target: 1 creature
Hit: 1d6 per level + int mod
Adventurer feat: Target becomes 1d3 creatures in a group
Champion Feat: The damage dice become D8s instead of D6.

Humans

The humans, stemming from the mythical continent of Kel, arrived on Aarklash at the dawn of the age of the Rebirth. Then chased away from their native land, the people of Kel sailed of to find new horizons to be conquered. Alas, not all agreed on how to proceed and soon discord appeared. The human race split up as it took over the continent. Men tore themselves to pieces over excessive ambition, in the name of an ideology or religion; thus, they created powerful civilizations under the sun, caressed by the wind or eager for blood. Very soon, some chose to follow the Ways of Light, the others preferred to trust the Paths of Destiny, the others even got lost in Meanders of Darkness

Humans add +2 to any stat
Humans gain an extra feat at first level

Cultural Ability:
Barhan:
Righteous Call
Quick Action
Once per battle, you give a great shout in order to rally your comrades. All nearby allies gain Cha Mod + level in temp hps.

Sessair:
Reckless Frenzy: Quick Action Gain +2 to hit and damage until the end of your next turn. In addition, if the escalation die is even, take damage equal to its value. You may use a minor action to sustain the frenzy.

Orcs:

The orcs were created by the Scorpion to be soldiers. There was a problem with the cloning process and the Orcs rebelled. They fled the deserts of Akkylanie and settled in the wild lands of Bran-o-Kor. The Orcs are strong and their culture is a straightforward one. They are a laconic people who have an appreciation for brute strength.

Primal Connections: Orcs may not be wizards (sorcerers and shaman are okay, however)
Orcs get +2 Str or +2 Wis
Brutal: Orcs add level bonus to hit and miss damage in melee
Created for Battle:
Once per battle, recover as a quick action.
Adventurer Feat: This recovery is free

Wolfen:

A wild and intimidating race, the Wolfen reign where the “civilized” peoples did not impose their corruption. Nobody can evade their animal fury. The origins of the Wolfen are lost in the mists of time; their legends, passed on orally through the ages, claim that they would have been born from the union of Yllia, the moon-goddess, and from the most powerful of all the wolves.


Wolfen add +2 Str or +2 Dex
Trappings of Civilization: Wolfen cannot select the Sorcerer or Wizard classes. Also, they cannot wear armor.
Blessings of Yllia: Due to their quickness and thickness of their fur, Wolfen are always considered to be wearing the heaviest allowable armor that does not confer a penalty for the purposes of determining AC. Ex: A wolfen fighter would calculate AC based on Heavy Armor (but no shield). A wolfen bard would calculate AC based on light armor.
Killer Instinct: The crit range of any weapon used by a Wolfen is increased by 1.
Large: -2 to hit and damage in small spaces (DM’s discretion)



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