Midgard Races
Posted: Sun Jul 19, 2015 5:36 am
Started working on Midgard a bit again. The basic system is somewhat figured-
it's a skill-based, d20+mods system with roughly D&D-esque numbers but only going up to level 10, with five stats--Might, Agility, Kenning, Wisdom and Presence--each with an associated save
so I'm pounding out races and wanted to get feedback on them.
Every race has, roughly-
Manligr are the humans of Midgard, and are the big, tough vikings of popular imagination, more about endurance and being space marines than "the boring baseline"
Alfkin (Elves)
The alfar are sort of celestial fae, very bound to their fates. They're not really acceptable player characters, it'd be like playing a golem programmed to protect a specific place. So Midgard elves are the descendants of Alfar and humans. Still elfin, very willowy and fae, but you can actually play one.
Norse dwarves (dvergar) are, like alfar, very fate-bound. A PC dvergar would be... well, you'd sit at your forge and make items for everyone else. So, Dverskin are the descendants of dvergar and humans.
Lagrkin are the obligatory short race of Midgard, as well as the slightly-furry race which will appeal to a good number of players. Catfolk would be more broadly appealing, but I like the idea of them being more rabbit-based, which also fits nicely into making them hobbit expies, what with the vegetable diet and burrowing.
The "orcs" of Midgard are the spawn of humans and giants, but specifically, Loki. They are broadly slightly animalistic humans, giving the typical "grey/green humans with tusks" look, but the blood of Loki means they have more varied appearances, as well as meaning that they're remarkably persuasive and have the defiance of fate that Odin sought from their ancestor.
it's a skill-based, d20+mods system with roughly D&D-esque numbers but only going up to level 10, with five stats--Might, Agility, Kenning, Wisdom and Presence--each with an associated save
so I'm pounding out races and wanted to get feedback on them.
Every race has, roughly-
- Three good saves, Presence from the Humanoid type and two others
- One +2 bonus to an ability score
- Training in one skill, usually selected from a list (ie, a free point in the skill which, on it's own gives the better of 1/4 char level or 1 rank in it, and acts as a cost discount for higher training levels)
- One unique use for Wyrd points (like fate/action/hero points)
- One other thing
Manligr are the humans of Midgard, and are the big, tough vikings of popular imagination, more about endurance and being space marines than "the boring baseline"
- Medium Humanoid (30 ft speed)
- Good Presence, Might and Kenning saves
- +2 Might
- Training in any one skill
- Tireless: Spend 1 Wyrd to overcome Fatigue, 3 to overcome Exhaustion
- Relentless: Can forced march and hold breath twice as long as normal.
Alfkin (Elves)
The alfar are sort of celestial fae, very bound to their fates. They're not really acceptable player characters, it'd be like playing a golem programmed to protect a specific place. So Midgard elves are the descendants of Alfar and humans. Still elfin, very willowy and fae, but you can actually play one.
- Medium Humanoid (35 ft speed)
- Good Presence, Agility and Wisdom saves
- +2 Agility
- Training in Trickery (illusion and charms), Skaldry (music magic, status effects) or Naturalism (nature magic)
- Fae Tricks: 1 free cantrip selected from Trickery, Skaldry or Naturalism, usable Wis. Mod/day
- Allure: Spend 2 Wyrd for a suggestion effect, roll Level+Presence to set DC to resist.
Norse dwarves (dvergar) are, like alfar, very fate-bound. A PC dvergar would be... well, you'd sit at your forge and make items for everyone else. So, Dverskin are the descendants of dvergar and humans.
- Medium Humanoid (25 ft speed)
- Good Presence, Might and Wisdom saves
- +2 Wisdom
- Training in Craft, Runes or Binding
- Metalknowing: Dverskin can instantly identify the specific material of any metal held, or identify the specific material of any metal object viewed for one full round, without rolling, and may concentrate to detect metal objects within 10 feet of them. They may concentrate for one full round to detect metal in this range, and each point of Wisdom modifier tells them one of the following-
- Presence of one object
- size or shape of an already detected object
- General location of an already detected object
- Specific location of an already generally located object
- Runecasting: Choose a rune at chargen. Spend 1 Wyrd to draw that rune on an object and gain a minor benefit (cantrip level effects) based on the rune.
Lagrkin are the obligatory short race of Midgard, as well as the slightly-furry race which will appeal to a good number of players. Catfolk would be more broadly appealing, but I like the idea of them being more rabbit-based, which also fits nicely into making them hobbit expies, what with the vegetable diet and burrowing.
- Small Humanoid (30 ft speed)
- Good Presence, Agility and Kenning saves
- +2 Kenning
- Trained in Perception and one of Athletics, Disable or Handle Animal (again, because they're mundane skills, they get two)
- Small (+1 to AC and Attack, but -4 grapple and weapons do -1 damage)
- Overlooked:All Stealth checks are one tier higher (+5), meaning that a Lagrkin always has at least Pedestrian success when using stealth.
- Quick Hands: Lagrkin may spend 1 Wyrd to perform a manual move or standard action as an immediate/swift action. For example, pocketing a small item, pulling a lever, even making a single attack.
The "orcs" of Midgard are the spawn of humans and giants, but specifically, Loki. They are broadly slightly animalistic humans, giving the typical "grey/green humans with tusks" look, but the blood of Loki means they have more varied appearances, as well as meaning that they're remarkably persuasive and have the defiance of fate that Odin sought from their ancestor.
- Medium Humanoid (30 ft speed)
- Good Presence and Might saves, with a +3 to Presence instead of a third good save.
- +2 Presence
- Trained Athletics and Negotiation; Trickery or Transformation (since most training from race is in magic skills, Lokin get to choose between two mundane skills or a single magical
- Powerful Build: Lokin have the blood of giants and though they have the stature of mortals, they fight as if they were Large size for all strength-based rolls, weapon size, and damage from natural attacks
- Giant's Rage: Spend 1 Wyrd as an immediate action to gain +2 Might for 1 round per (new) Might modifier





