EPRP 2.0 Race List

Discussion in 'Rules Database' started by Legion, Nov 16, 2015.

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  1. Legion

    Legion Occasionally Seen
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    Please keep discussion to the Rules Discussion thread

    This is here for the same purpose as the new Class List, obviously it's races though. I might add more races at a later time, but these are the ones I've got planned. Just plopping it here so you can see progress, and start planning out your characters! :3

    Who am I kidding, like three people will look at this.


    Base Race List

    Earth Pony
    +3 Resilience, +2 Willpower, +1 Ferocity, -1 Intelligence, -1 Finesse

    Hardy: Earth Ponies get 25 health more than their class' base health, along with a +1 to all noncombat rolls related to resilience and ferocity.

    Cutie Mark: Earth Ponies get a bonus to checks related to their special talent. This bonus is determined on character creation, and must be GM approved.

    Endurance: Earth Ponies get 25 more energy than their class' base energy. They also restore 5 energy to their energy pool each time they roll doubles while rolling defensively.

    Pegasus
    +3 Speed, +2 Finesse, +1 Awareness, -1 Intelligence, -1 Resilience

    Flight: Pegasi can fly at twice their base movement speed.

    Cutie Mark: Pegasi get a bonus to checks related to their special talent. This bonus is determined on character creation, and must be GM approved.

    Weather Affinity: Pegasi get a +2 bonus to checks to endure or control any sort of magical weather. This bonus increases to +6 if the weather is non-magical.

    Unicorn
    +3 Creativity, +2 Intelligence, +1 Willpower, -1 Finesse, -1 Resilience

    Innate Magic: Unicorns gain the ability to use the Light and Minor Telekinesis spells, even if they are not a spell-casting class. These spells cost 1/4 the energy they normally would when cast.

    Cutie Mark: Unicorns get a bonus to checks related to their special talent. This bonus is determined on character creation, and must be GM approved.

    Magic Affinity: Unicorns get a +4 to power level in all Magical Schools thanks to their horns being an efficient magical conduit.

    Zebra
    +2 Creativity, +2 Intelligence, +1 Awareness, +1 Willpower, -1 Finesse, -1 Ferocity

    Tribal Mark: Zebras get a +2 to power level for spell selection purposes for Transmutation and Divination. Other schools must be taken at the normal penalty. In addition, Zebras gain the Potion Making skill for free.

    Nature Affinity: Zebras get a +4 bonus to forage for food, identify non-magical plants and animals, and non-magical animals will not attack them unless provoked.

    Griffon
    +3 Ferocity, +2 Speed, +1 Finesse, -1 Intelligence, -1 Creativity

    Talons: Griffons deal 4 more damage when making unarmed attacks.

    Flight: Griffons can fly at their base movement speed.

    Greedy: Griffons get a +2 bonus to checks to appraise the value of items, and to checks directly related to acquiring money or valuables (ex: Fighting a monster that is holding or guarding gold gets the bonus. Fighting a monster because you're getting paid to fight the monster does not get the bonus.)

    Bat Pony
    + 3 Awareness, +2 Finesse, +1 Speed, -1 Resilience, -1 Willpower

    Flight: Bat Ponies can fly at 1.5 times their base movement speed (rounding down).

    Fangs: Bat ponies deal 1 extra damage when making bite attacks.

    Heightened Senses: Bat ponies take no negative penalties from dim light, and only half the penalties from darkness. They also get a +2 bonus to hearing-related perception checks.

    Cutie Mark: Bat Ponies get a bonus to checks related to their special talent. This bonus is determined on character creation, and must be GM approved.

    Changeling
    +3 Willpower, +3 Creativity, +2 Awareness, -2 Resilience, -2 Ferocity

    Limited Flight: Changelings can fly at half their base movement speed (rounding down).

    Empath: Changelings get a +4 to power level for spell selection purposes for Illusion and Enchantment spells only. Spells from other schools (such as Evocation) must be taken at the normal penalty to power level.

    Emotion Feeder: Whenever changelings cast Enchantment spells successfully on another living creature, they gain health and energy equal to half their power level for Enchantment spells. That creature loses that much health and energy, respectively.

    Breezy
    +3 Awareness, +3 Finesse, +2 Creativity, -4 Resilience

    Limited Flight: Breezies can fly at their base movement speed.

    Innate Magic: Breezies have 25 more energy than their class' base energy. They gain a +2 to power level in all Magical Schools.

    Tiny: Breezies have 50 less health than their class' base health, to a minimum of 25 health. For purposes of movement speed only, they have -4 speed. They gain a +4 to dodge against larger opponents, and can dodge as if they had the Dodge skill when defending against larger opponents, even if they don't have the skill.

    Alicorn
    +3 Intelligence, +3 Creativity, +3 Willpower

    Flight: Alicorns can fly at twice their base movement speed.

    Magic Affinity: Alicorns get a +4 to power level in all Magical Schools thanks to their horns being an efficient magical conduit.

    Cutie Mark: Alicorns get a bonus to checks related to their special talent. This bonus is determined on character creation, and must be GM approved.

    Innate Magic: Alicorns gain the ability to use the Light and Minor Telekinesis spells, even if they are not a spell-casting class. They may also choose two other spells of Power Level 5 or below that they can use at will, regardless of whether they are a spell-casting class or not. These spells cost 1/2 the energy they normally would when cast.

    Large: Older Alicorns are far larger than ordinary ponies, giving them an additional +25 Health. They also get a +1 bonus to Ferocity and Resilience, while taking a -1 penalty to Speed and -2 to Finesse. This does not apply to young Alicorns.
     
    #1 Legion, Nov 16, 2015
    Last edited: Dec 17, 2015
    Queen Cerali bro hoofs this.
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