Races

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Contents

Basics

Rehobaom's Legacy has the following races for player characters:

  • Aerie: good mages and thieves, cost 5 cp
  • Dwarf: good warriors and priests, cost 6 creation points
  • Elf: good thieves and mages, cost 4 creation points
  • Gekir: good thieves and clerics, cost 4 cp
  • Giant: huge, tough warriors, cost 6 creation points
  • Human: the standard race
  • Saurians: good warriors, reasonable mages, cost 4 cp
  • Troll: big ugly warriors. what more you want? cost 7 cp

Different races have different starting statistics, and also different stat maximums for magic items and training.

Creation points increase the amount of experience it takes to gain a level.

Aerie

Feather-winged lightweights, aerie are physically and mentally quick, making them good thieves and mages. They are adequate priests, and rather weak warriors. Their wings prevent them from wearing shoulder or back armor. They have a natural wingbeat ability which can temporarily blind and stun their opponents. Accustomed to the elements, they are resistant to cold and electricity, but their feathers make them vulnerable to fire.

Dwarves

Dwarves are short and stocky, with very upsetting, foul temperament, giving them natural ability to berserk. They are strong, with good constitution and stamina, and average mental capacity. They make excellent warriors, adequate priests, and poor magic users or thieves. They are naturally resistant to poison and disease, but vulnerable to drowning and unable to swim, and somewhat able to see in the dark with infravision.

Elves

Elves are taller and lighter than humans, lacking constitution and stamina. However, what they lack in brawn, they make up for in overall mental capacity, particularly intelligence, and in physical agility. They are excellent mages, good rogues, and adequate warriors or priests. They resist enchantments and are vulnerable to cold iron. They have natural ability to hide and sneak, and some ability to see in the dark with infravision.

Gekir

Gekir are catlike humanoids that evolved in the Munesol jungles. They make the best thieves of any race. Although they lack stamina and constitution, their speed and natural unarmed combat capability with their claws makes them adequate warriors. This prevents them from wearing gloves or boots. Perception and intuition strengths make them better priests than mages. They are naturally gifted with persuasion and meditation, are resistant to light-based attacks (but vulnerable to sound) and see perfectly in the dark.

Giant

Big. Very big. Stupid. Very stupid. Giants can be up to 12 feet tall, are stronger than anyone else, and have almost as good of constitution and stamina as dwarves. They're also very clumsy. Their slow, dull-witted brains are vulnerable to mental attacks, but their great size makes them resist heat and cold. They naturally have fast healing and bash skills.

Human

The default race. Humans have no weaknesses, therefore are equally good at all classes, and can raise their most important attribute proportionately higher than other races.

Saurians

Saurians are too slow to make good thieves, but between their natural tail attack and their poisonous bite, make excellent fighters. They are about as good as humans at magic. Since their minds work differently from warmblooded creatures, they are resistant to enchantments and mental attacks. Their tails prevent them from wearing waist or midriff armor.

Trolls

Trolls are smaller than giants but twice as ugly. They are strong, tough, and stupid, but legends do tell of a high level and very powerful troll illusionist, so anything is possible. They have natural berserk and intimidate skills, and regenerate. They are vulnerable to fire, acid and light attacks. They can eat most poison.

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