This post contains my initial draft of the racial templates for the Storytelling Birthright campaign setting.
Dwarf
- Physical Characteristics: 120-135 cm tall, 125-150 kg. Gray skin, stony and cold to the touch. Jet-black eyes. Hair and beard is black or dark gray, usually cropped short.
- Favored attribute group: Power.
- +1 bonus to all Stamina rolls.
- -1 penalty to all Dexterity rolls, that involves running, jumping or other acrobatics.
- +1 bonus to Resistance rolls against magic.
- Dice Pool for Lifting/Moving Objects is 4 higher.
- Damage from crushing or bludgeoning attacks are halved.
- Infravision up to 30 meters.
- Rarely uses magic and not wizard magic at all.
- Add +1 to Health.
- Speed modifier is 3.
Elf
- Physical Characteristics: 165-180 cm, 50-60 kg. Fair skin, Dark hair. Exquisite features.
- Favored attribute group: Finesse.
- +1 bonus to all Dexterity and Wits rolls.
- -1 penalty to all Stamina and Strength rolls.
- Unaffected by aging attacks and normal diseases.
- All resistance rolls against Sleep and Charm Magical attacks are simple checks.
- Unaffected by aging attacks and normal diseases.
- Untraceable in natural environments.
- Night vision.
- Do not need sleep, but must rest quietly for at least 6 hours each day.
- Speed modifier is 6.
Half-elf
- Physical characteristics: Mostly as parent human, but with elven features mixed in, making them generally more ethereal and beautiful than their human kin.
- Favored attribute group: Finesse.
- +1 bonus to all Dexterity rolls.
- -1 penalty to all Stamina rolls.
- Considered fully Sidhelien by the elves, but is generally mistrusted by humans.
- +2 bonus to resistance rolls against Sleep and Charm, Aging attacks and normal diseases.
- Need sleep as humans.
- Night vision.
- Speed modifier: 5.
Halfling
- Physical characteristics: 100 – 120 cm, 20 – 30 kg. Resemble small humans. Usually slightly on the stocky side.
- Favored attribute group: Resistance.
- +1 bonus to all Dexterity and Composure rolls.
- -2 penalty to all Strength rolls.
- +1 bonus to all Sling and thrown missile attacks.
- +1 bonus to resistance rolls against poison and magic.
- +1 bonus to surprise opponents.
- Can see into the Shadow World when concentrating for a turn.
- This will add a +2 bonus to rolls for detecting evil, detecting dead and detecting necromancy magic.
- Can Shadow Walk and Dimension Door 3 times a week in any combination.
- Speed modifier: 3.
- Size: 3.
Human
Common to all humans, regardless of culture:
- Size: 5
- Speed modifier: 5.
- 3 extra dots to spend on skills at character creation.
- 1 extra dot to spent on merits at character creation.
Anuirean:
- Cultural distinctions: Stubborn, proud, warlike. Social order is important.
- +1 bonus to all Will saves, Bluff rolls, Sense motive and Knowledge (Nobility).
Brecht:
- Cultural distinctions: The Brecht believe in free enterprise, sharp wits and nimble fingers.
- +1 bonus to initiative and to Reflex saves when wearing no armor or light armor. You also gain a +1 bonus to all Appraise checks.
Khinasi:
- Cultural distinctions: Well-educated traders. Value the individual. Hospitality and conduct are more important than wealth. The Khinasi have no fear of magic.
- +1 bonus to all Diplomacy and Spellcraft checks. All knowledge skills are considered class skills for you at first level.
Rjurik:
- Cultural distinctions: A wild and hardy people. From an early age they are taught a deep reverence and respect for the wilds.
- +1 bonus to all Fortitude saves, and have a +1 b onus to all Wilderness Lore checks in forests and hills. Wilderness Lore is considered a class skill for you at first level.
Vos:
- Cultural distinctions: A strong and warlike people with a rigid code of face and honor. Almost all Vos men are warriors and hunters
- You gain a +2 bonus to strength when determining carrying capacity or making a strength check, and a +1 bonus on all Wilderness Lore checks in cold wasteland or tundra. Intimidate is considered a class skill for you at first level.