Ancestries
Below is a summary of all playable races within Ronia. In the time since the motley crew that stopped the King in Yellow from spreading his influence many more cultures and ancestries have come to the open.
Dragonborn
The Dragonborn are an engineered species, created by the now lost Theocracy of Brafon to serve as paladins in service of The Seven. The Dragonborn have an innate sense to always do good, and because of this there is an open bounty on them in the Vimor Empire. With the fall of the Theocracy of Brafon over a hundred years ago many of the Dragonborn have either gone underground or entered the wide world as heralds of The Seven.- Armor +2: Dragonborn have thick, scaly skin.
- Bite/Claws: Str+d4, AP 2. Note that Bite allows a character to bite grappled prey rather than just crush; and claws add +2 to Athletics when climbing most surfaces.
- Breath Weapon: Dragonborn can breathe an impressive gout of fire. This takes an Athletics roll, may be Evaded, and causes 2d6 damage in a Cone Template or a 12" line (choose one during character creation) A Critical Failure on this attack causes fatigue.
- Cold-Blooded: Dragonborn subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures below 60° Fahrenheit (18° Celsius)
- Environmental Resistance (Heat): Dragonborn receive a +4 bonus to resist heat or fire based effects and reduce damage from such sources a like amount.
- Wanted (Major- Vimor Empire): The Vimor Empire has an open bounty on all Dragonborn. Large enough that bounty hunters will continuously hunt any Dragonborn even in other countries.
- Environmental Weakness (Cold): Dragonborn are poorly suited to frigid conditions. They subtract 4 from rolls made to resist cold or -based effects and take +4 damage from such attacks.
Dwarf
Dwarves are short, stout, hardy people from the Holds of Baston deep within the earth. They are typically proud, warlike race due to their war with Hodo Empire. Many adventurers have mostly left this life behind however as well as many of the Dwarves that live throughout the United Provinces of Odis. Dwarves typically live upwards of 300 years, and they have a love for ale, knowledge of stoneworking, and of course impressive beards. Most individuals have negative personality Hindrances, such as Greedy, Stubborn, and Vengeful, traits their insular society see as necessary for their survival.- Low Light Vision: Dwarven eyes are accustomed to the dark of the Under Road. They ignore penalties for Dim and Dark Illumination.
- Reduced Pace: Dwarves have short legs compared to most races. Decrease their pace by 1 and their running die on die type.
- Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1.
Elf
The Elves are a honor bound society that are strongly based on family or clan. The society is built on a feudalism, Lords or Shoguns as they are referred to in the forest would give land to their subjects in exchange for military service. The subjects would be referred to as Samurai. These positions are considered heredity and are passed from one generation to the next. Elven peasants live a stable but simple life, often as gatherers, hunters, or craftsmen. Elven peasants have very little to no chance to move into any positions of power.- Agile: Elves are naturally graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1
- Code of Honor (Major): Honor is very important to an Elf. He keeps his word, doesn't abuse or kill prisoners. He generally will always behave according to Elven customs and traditions.
- Low Light Vision: Elven eyes amplify light. Other races often claim they can see stars in the elves' eyes. They ignore penalties for Dim and Dark Illumination.
- Samurai Spirit: Elves are trained from birth to fight with their prized Katanas. Elves start with a d4 in Fighting, this increases Fighting to a maximum of d12+1.
- Jingoistic (Minor): Elves are a very proud and secular ancestry. Particular towards Dwarves who have been at war with for centuries. Any Dwarf can not benefit from the Elves command range as he can not help but insult them. They also subtract -2 from any Persuasion rolls when interacting with them.
Gnomes
Gnomes are a small humanoid species that were recently discovered in the Under Road living in isolation. Despite this Gnomes have proven to be a cunning acenestory and have a knack for mechanical inventions.- Cunning: Gnomes start with a d6 in Smarts instead of a d4. This increases maximum Smarts to d12+1
- Low Light Vision: Gnomish eyes can see in darkness. They ignore penalties for Dim and Dark Illumination.
- Keen Senses: Gnomes start with a d6 in Notice instead of a d4. This increases their maximum to d12+1 as well.
- Size -1: Adult Gnomes are typically four feat tall, reducing their Size and Toughness by 1.
- Reduced Pace: Decrease the character's Pace by 1 and running die one die type.
Goblins
Few argue that goblins are quarrelsome beings. Most serve orcs, ogres, or other larger humanoids, acting as scouts, weapon carriers, or even food. Sometimes tribes are brought together by circumstance, opportunity, or cunning leaders, but most have short and rutal lives thanks to their larger cousins, bloodthirsty adventurers, or hungry predators.- Infravision: Goblins can see in the infrared spectrum, alving penalties for bad lighting when attacking targets that radiate heat or cold.
- Mean: “Vicious” and “cruel” are the two adjectives most used to describe goblins. They subtract 1 from Persuasion rolls.
- Short: Goblins average only about 4' tall, reducing their Size (and therefore Toughness) by 1.
- Sneaky: Goblins quickly learn how to sneak around more ferocious masters who want to kill or harm them. They start with a d6 in Stealth, which increases their skill limit to d12+1.
- Survivors: Goblins develop numerous tactics to survive in their savage and violent environs. They start with a free Novice Edge of their choice (though they must still meet all the Edge's Requirements).
Half-Elf
In the enchanting realms of Ronia, half-elves emerge as captivating figures, embodying the intricate convergence of Human and elven heritage. Born of unions between humans and elves, these individuals navigate the delicate balance of dual identity, standing as symbols of harmonious coexistence. With a life span closely mirroring that of their Human parent, half-elves find themselves on the outskirts of both Human and elven societies, often regarded as outsiders. This unique position fosters adaptive resilience, as they learn to navigate societal expectations in diverse communities. Serving as conduits for cultural exchange, half-elves blend Human and elven traditions, becoming diplomats and mediators between the two worlds. Their perpetual struggle for acceptance and belonging shapes their journeys, leading many to become wanderers and seekers, embarking on quests of self-discovery.- Heritage: Half-Elves may retain the grace of their elven parent or the adaptability of their Human ancestry. A Half-Elf may either start with a free Novice Edge of his choice or a d6 in Agility instead of a d4 (Which also increases his Agility maximum to d12+1).
- Low Light Vision: Half-elves ignore penalties for Dim and Dark Illumination.
- Outsider (Minor): Half-elves are never quite comfortable in Human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from PErsuasion rolls with all but their own kind.
Halfling
The open road is the fate of all Halflings. Halflings are constantly on the move forming travelling caravans that move from town to town, region to region. They are unable to sit still for long as a part of their subconscious drives them to keep moving. As such Halflings do not have a permanent home, they instead call their caravans home. These caravans are made up of six to seven families who travel together. Quite often caravans will meet one another trading information, goods or arranging marriages between the families.- Luck: Halflings draw one additional Benny per game session.
- Reduced Pace: Decrease the character's Pace by 1 and their running die one die type.
- Size -1: Halflings average only four feet tall, reducing their Size (and therefore toughness) by 1.
- Spirited: Halflings are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12+1.
Goliath
Tribes of these outcasts can be found in distant hills, yawning chasms, and towering mountains. They are strong unstoppable forces well-suited to battling their way through the most savage environments. Goliaths are half-giants descended from true giants.- Big: Goliath's subtract two when using equipment designed for smaller beings, and can not wear humanoid armor or clothing. Equipment, armor, food, and clothing cost double the listed price.
- Boneheaded: Goliath's thick skulls mean they tend to be relatively simple thinkers. Smarts rolls are made at -1.
- Clueless: Goliaths reduce Common Knowledge and Notice rolls by one.
- Illiterate: Goliaths cannot read or write. They may buy off this Hindrance with an advance.
- Outsider (Major): Goliath folk are terrifying to most humanoid races. They subtract 2 from Persuasion rolls and may not have basic rights outside their own familial clans.
- Size +3: Half-giants are 10 feet tall, towering over most humanoids. This adds +3 to their Toughness.
- Very Strong: The Goliath's size increases their starting Strength to d8 and their maximum Strength to d12+2.
- Very Tough: Goliaths are tough, hardy beings. Their starting Vigor is d8, and the limit is increased to d12+2.
Half-Orc
Half-orcs stand as a unique blend of nomadic Orc influences and the more civilized traditions of their Human lineage. Drawing from their Orc heritage, many half-orcs adopt a nomadic lifestyle, appreciating the freedom of the open road and embracing the practical skills of survival. At the same time, their Human side introduces a sense of order and appreciation for settled communities, creating a dynamic tension in their cultural identity. Notably, half-orcs are meticulous about personal hygiene, paying particular attention to the maintenance of their distinctive tusks and hair.- Infravision: Half-Orcs can see in the infrared spectrum, Halfling penalties for bad lighting when attacking targets that radiate heat.
- Outsider (Minor): Half-orcs aren't trusted by most other "civilized" races. They subtract two from Persuasion rolls when interacting with beings besides their own tribe or other half-orcs.
- Hardened Nomads: Half-orcs inherit some of the prowess of their Orc parent. They start with either a d6 Strength or d6 Vigor instead of a d4. This increases the limit of the chosen attribute to d12+1 as well. Alternatively they may take a starting Novice edge. They must meet the requirements of the edge as usual.
Human
The most common race upon the continent of Ronia. They can be found in all corners of the world in every profession, and on all sides of the law. They are considered one of the youngest races within the world as well, first signs of humans date back 2400 years previous.- Adaptable: Humans begin play with any Novice edge of their choosing. They must meet its Requirements as usual.
Infernals
Infernals, beings infused with demonic or devilish lineage, bear the unmistakable traits of their infernal ancestry, ranging from horns and tails to serpent-like eyes. While not inherently aligned with evil, a majority of Infernals are often perceived as mischievous, whether by their inherent nature or societal expectations. Diverse in shapes and sizes, Infernals are marked by a unique blend of supernatural features that set them apart from other denizens of Ronia. Despite their infernal heritage, the alignment and moral compass of each individual Infernal vary, making them a complex and intriguing presence within the realms they inhabit.- Darkvision: Infernals' ancestors hail from the darkest Abyss. They ignore penalties for Illumination up to 10" (20 yards).
- Devilish Nature: An Infernal's true nature is always just below the surface and they can reveal it when they wish. They add +1 to Intimidation rolls.
- Environmental Resistance (Heat): Infernals receive a +4 bonus to resist heat or fire based effects and reduce damage from such sources a like amount.
- Environmental Weakness (Cold): Infernals detest frigid climes. They subtract 4 from rolls made to resist cold or cold-based effects and take +4 damage from such attacks.
- Horns: The Infernal's horns cause Str+d4 damage and cause +4 damage if the character runs at least 5" (10 yards) an hits with them.
- Outsider(Minor): No one truly trusts someone of devilish heritage. The character has the Outsider (Minor) Hindrance.
Kitsune
The Kitsune, mystical beings hailing from the ethereal realms of Ronia, are shapeshifting fox spirits renowned for their cunning intelligence and magical prowess. These enchanting creatures possess the ability to transform into Human form, allowing them to seamlessly blend into the societies of both mortals and magical entities. Kitsune are often associated with wisdom, trickery, and a deep connection to nature.- Transformation: The Kitsune can transform from their humanoid form to their Kitsune form as a limited action.
- Bite: A Kitsune in Kitsune form has fangs that cause Strength+d4 damage. See Natural Weapons, page 104 (Core) for more information.
- Low Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
Kobold
These small dragonfolk are skittish reptilians who dwell in dark caverns, usually in service to some larger beast that protects them. They are dangerous in packs and clever when fighting larger foes, luring them into traps and ambushes where possible.- MacGyver: Kobolds are master trap makers they start with the edge MacGyver.
- Claws: Kobolds have claws that cause Str+d4 damage.
- Size -1: Kobolds are small. There size (and therefore their toughness) decreases by 1.
- Outsider: Kobolds are not a common sight in more civilized settlements. They have the Outsider (Minor) Hinderance.
- Dark Vision: Kolbolds can see in the dark a short distance, ignoring all illumination penalties and up to 2 points of penalties from invisibility or similar powers within 10" (20 yards) distant.
Orc
The Orcs of Ronia, known as the Nomadic Tribes, have a rich and diverse culture inspired by nomadic lifestyles. These tribes are characterized by their nomadic lifestyle, moving across the vast landscapes of Ronia in harmony with nature. They are deeply connected to the land and its resources, drawing inspiration from the spiritual practices of their ancestors.- Infravision: Orcs can see in the infrared spectrum, halving penalties for bad lighting when attacking targets that radiate heat.
- Outsider(Minor): Orcs subtract 2 from Persuasion rolls outside of their Nomadic tribes.
- Nomadic Lifestyle: Orcs are strong and hardy. They can either start with a d6 in Vigor or a d6 in strength. Their maximum increases to d12+1 in their chosen attribute.
Rakashans
Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a curious nature. Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.- Agile: Feline grace gives Rakashans a d6 Agility attribute instead of a d4. This increases maximum Agility to d12+1.
- All Thumbs: Rakashans have an inherent dislike of mechanical objects, giving them the All Thumbs Hindrance.
- Bite: Rakashan fangs cause Str+d4 damage and may be used against grappled foes.
- Claws: Their claws cause Str+d4, AP 2 damage and add +2 to Athletics (Climbing) rolls.
- Can't Swim: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from Athletics (swimming) rolls and each tabletop inch of movement in water uses 3″ of Pace.
- Low Light Vision: Rakashan eyes amplify light. They ignore penalties for Dim and Dark Illumination.
- Curious (Major): It killed the cat you know, and it might kill you as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
Yuan-ti
Once thought be be an extinct ancestry, the Serpent Folk where discovered and brought to light by a group of adventurers who made a name for themselves in Freeport. The Serpent Folk discovered were members of the Brotherhood of the Yellow Sign. An ancient cult that worships the Yellow King. During the events of this incident it was also discovered that Serpent Folk from the Vallosan Empire had also survived the many millennials while in hiding. These Serpent Folk still followed their old god Yuan. When the incident at Lighthouse of Drac came to pass the artifact of Yuan made it that many of the Serpent Folk now took a more humanoid form permanently. Most Yuan-ti look like humans with serpent like features that could include, long tongues, serpent eyes, scales, and venomous fangs. Nowadays the Serpent Folk go by the name Yuan-ti which means Children of Yuan in the old Vallosan language.- Cold-Blooded: Yuan-ti subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures below 60° Fahrenheit (18° Celsius).
- Environmental Weakness: Yuan-ti suffer a -4 penalty to resist cold environmental effects, and damage from cold-based attacks is increased by +4.
- Infravision: Yuan-ti can detect heat thanks to pit organs, halving penalties for bad lighting when attacking targets that radiate heat.
- Pace: 10, Running die d10. Serpent folk move as quickly as the snakes they descend from.
- Venomous Bite: Victims of Shaken or Wounded by a Yuan-ti's bite must make a Vigor roll or suffer the effects of a Mild Poison.
- Outsider (Minor): Yuan-ti are still quite new the the outside world and the reputation of the Brotherhood of the Yellow Sign follows even the Yuan-ti that follow Yuan. They subtract 2 from Persuasion rolls outside of their own clans.
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