Fantasy Craft Racial Adaptations

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Fantasy Craft Racial Adaptations FANTASY CRAFT RACIAL ADAPTATIONS WARG You're a warg, the descendant of a dark mage's attempts at creating an intelligent canine for his minions to ride into battle. Overall, you look like a particularly hairy wolf with an intelligent gleam in your eyes. Your fur may be brown, grey, white, black, or some combination of those depending on where you were raised. Your life has most likely been spent in some sort of group; be it your family, a pack of hunters, or a clan of friends of a more humanoid persuasion. Loyalty comes naturally to you, though depending on your disposition it may manifest as either deference or a desire to rise to the top. No matter what, though, you're definitely a cut above any mundane sort of mutt. Other species are likely to treat you like a pet or a wild animal before they learn just what you are... and some may continue to treat you as such. However, your innate will to prove yourself often lets you find strong and fire-forged friends that are willing (and able) to back you up, no matter what. Common Personality Traits: Cunning, loyal, opportunistic, savage, territorial Common Physical Traits: Shaggy hide, pearly (or bloody) teeth, canine eyes, growling voice Example Names: Hookclaw, Fenrir, Padfoot, Geatwulfe, Spot. In addition, some Warg purposefully take up more standard names for themselves, either to prove to others of their intelligence or to show off their mastery with the 'two-footed folk's ways'. These names are almost always masculine-sounding, however, regardless of the actual gender of the warg in question. Splinter Race Feats: Atavist Pack (Vaugr), Barking Pack (Warhound), Grim Pack (Barghest), Lunar Pack (Loup-Garou), Angelic Heritage (Blink Dog), Devilish Heritage (Hellhound), Draconic Heritage/Legacy (Shisa Foo Dog). Unless you choose one of these, you are a "Lone Wolf". Type: Medium quadruped beast with a Reach of 1 (see Fantasy Craft, page 226). Your maximum wounds equal your Natural Attack: You gain the Bite II natural attack (see Fantasy Constitution score. Craft, page 235). If you gain a natural attack from multiple Attributes: +2 to the lower of Dexterity or Wisdom, –2 to Any sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a Base speed: 40 ft. maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite Aloof: Your error range increases by 2 when making Impress V). and Sense Motive checks targeting characters of other species. Dreadful Howl: As a full action you may unleash a dreadful Bloodhound: Your base scent range is equal to your Wisdom howl. All enemies up to one size category larger than you able score × 10 ft. and, you gain a +6 bonus with Track checks. to hear you must make a Will save (DC 10 + the number of Sure-Footed: Your encumbrance loads are increased by 50% species feats you have + half your Intimidate ranks, rounded and when you run, your move multiplier is increased by 1 up) or suffer 2d6 + your Con modifier stress damage. The DC (typically to × 5). of this save increases by +4 for enemies able to see and hear you as you howl. You may use this ability a number of times per scene equal to your starting action dice. ? WARG (LTI) (SPECIES) Prerequisites: Warg, Level 1 only NEW ROGUE TEMPLATE Benefit: The higher of your Strength or Constitution rises by 1. Each time you would be affected by an enemy's spell, you may make an Intimidate (Wis) check. You gain Spell Defense against WARG (+11 XP) that spell equal to the result of your check. However, you suffer a - Benefit: The NPC’s Type becomes Beast and their Base Speed 2 penalty to Appearance. increases by 10 ft. They also gain Bite II and the Dreadful Howl ability (stress damage attack II: 30 ft. aura; dmg 1d6 stress per 2 GRIM PACK ALPHA TL, Will DC 15 for 1/2 damage). The creator originally meant for goblins to ride your kind into battle. Nowadays it's a much more balanced sort of relationship NEW SPECIES FEATS between you. Prerequisites: Grim Pack The following new Species feats expand the abilities of wargs Benefit: You gain 20 Reputation that must immediately be in any campaign containing them as a character option. spent to create or improve a Goblin, Orc, or Warg contact. This contact doesn't count against the maximum number of prizes you ATAVIST PACK may keep. Your body is large and imposing, a throwback to the first true- breed descendants of the original warg. LUNAR PACK Prerequisites: Warg, level 1 only Your kind is unnervingly similar to that of the werewolf in toughness, appearance, and weaknesses. Benefit: Your Size increases by one step (maximum Large). If you’re already Large or bigger, your Reach increases by 1 instead Prerequisites: Warg, Level 1 only (maximum 2). You also gain the sterner stuff NPC quality. Benefit: You gain the Darkvision I NPC trait, and DR 2/Silver. ATAVIST PACK ALPHA However, you also gain Achilles Heel (silver). The most powerful of Vaugr are almost supernaturally tough, LUNAR PACK ALPHA able to shrug off mere blades and weakness. At times, your connection to the moon is so strong that it's Prerequisites: Atavist Pack difficult to tell that you're still a four-legged being. Benefit: You gain Thick Hide 3, and you may ignore the first Prerequisites: Lunar Pack fatigued or shaken condition you gain each scene. Benefit: You are always considered to have actor's props and ignore Species and Size penalties to Disguise checks, and you gain BARKING PACK the Folk Type. You do not lose the Beast Type, but may use tools Unlike most wargs, you are compact and soft-looking. You and weapons as Folk do. You also gain the Regeneration 1 NPC might even be confused for a pet, if it weren't for the talking. ability. Finally, your Darkvision increases to II, but you also become Light-Sensitive. Prerequisites: Warg, level 1 only Benefit: Your Size decreases by one step (minimum Small), and once per scene you may speak to 1 of your teammates for 1 RACIAL ARMOR AND minute to grant them a +1 morale bonus with saving throws until the end of the current scene. In addition, you lose Aloof. Finally, WEAPON UPGRADES when taking the Basic Skill Mastery feat you have access to a new skill pair: Man's Best Friend (Impress & Medicine). The following craftsmanship upgrades follow the same parameters as those in Fantasy Craft (see Fantasy Craft, pages BARKING PACK ALPHA 184-186) – namely that of a racial construction/craftsmanship Your very presence is soothing, to the point that people seem upgrade for the warg race. to naturally recover at an amazing pace just from being around you. Underneath it all, though, you still have a brave and burning ARMOR UPGRADE DESCRIPTIONS soul. Warg: A pack hunter like a warg can often let his allies Prerequisites: Barking Pack distract a target long enough for him to get a killing blow in. Benefit: You may ignore species penalties to Medicine checks, and are always considered to have a doctor's bag. Finally, you gain WEAPON UPGRADE DESCRIPTIONS one additional vitality per level. Warg: Warg weapons have padded grips and oversized hilts so they can be wielded by mouth. Only one handed weapons can GRIM PACK receive this upgrade, only 1 weapon may be armed at a time, and Your blood is pure, that of the first Warg created by an ancient attack checks with the weapon receive -2. If the character wielding overlord. Frankly, you look like you got your face ripped off; the weapon has a Bite natural attack, the attack checks do not however, that doesn't matter much when the fight starts and a suffer the -2 modifier. However, the character does lose access to wizard's spells bounce right off your fur. the Bite attack while wielding this weapon. ? FANTASY CRAFT RACIAL ADAPTATIONS Table 4.18 (New Addition): Armor Upgrades (Craftsmanship) Name DR Effect DP ACP Speed Disguise Const Comp Weight Era Cost Warg — Grants Fully Engaged trick — — — — — — — Primitive +100% Table 4.25 (New Addition): Weapon Upgrades (Craftsmanship) Name Effect Const Comp Weight Era Cost Warg One handed only. Beasts may “mouth wield” the weapon at -2. — +5 — Primitive +150% Beasts with a Bite attack ignore this penalty but cannot Bite. Survival, Tactics NEW MASTER CLASSES Continuity: At Level 1, choose 2 skills that are class skills for any of your other classes. These become Legendary Warg class There is one new master class that accompanies the addition of skills for you. Warg as a playable race to a campaign, the Legendary Warg. Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level LEGENDARY WARG CLASS ABILITIES Warg Epitome: You display many of the most renowned traits (MASTER) of your kind. At Level 1, you gain 1 additional Species feat. With GC permission, this feat may possess the “Level 1 only” Wargs are a unique being in the grand scheme of things; too prerequisite (see Behind the Curtain: Racial Epitomes, next page). animalistic for most of polite society, and yet too intelligent for the If you do not qualify for any Species feats when you gain this more primal wilds. However, you've tapped into the thing that ability, you instead gain 1 Terrain feat. makes people shiver in terror when they think of your kind; you Let Slip The Dogs Of War I: At level 1, as long as you are have mastered the art of pack hunting, you've become one with flanking an opponent, your bite natural attack gains Keen 10 and your terrifying howls at the moonlight, and you are a wild beast guard 1.
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