I took an hour and wrote a bit down, covering some of the more unique races and the three Orders of Magic:
Minotaur:
+3 Begin with d8 in Strength; can increase to d12+4 through Edges
+2 Size +1 (Includes a +1 to Toughness)
-1 -2 to Charisma
-2 Major Personality Hindrance; Arrogant, Bloodthirsty, Code of Honor, or Vengeful
Kender
-2 Curious Hindrance
-1 Small (compared to humans)
-1 Pace 5
+2 Brave (no Spirit requirement)
+2 Fortunate (extra benny; may combine with luck and Great Luck)
+1 Free d6 Taunt
+1 Free d6 Stealth
Gully Dwarf
-3 Smarts can never go above d6
-1 Pace 5
-1 Outsider
+1 +4 to resist disease
+1 +4 to resist poison
+1 Low light vision
+2 Free d6 in Vigor
+1 Free d6 Survival
Gnome
-1 Pace 5
-1 Small (size -1)
+2 McGyver Edge
+1 Free d6 Repair
+1 Low Light Vision
Magic in Dragonlance
Spells allowed by order:
White Robes
All except: Greater Healing, Healing, Succor, Zombie, Disguise
Red Robes
All except: Greater Healing, Healing, Succor, Zombie, Slumber
Black Robes
All except: Greater Healing, Healing, Succor, Disguise, Slumber
All except: Greater Healing, Healing, Succor, Zombie, Disguise
Red Robes
All except: Greater Healing, Healing, Succor, Zombie, Slumber
Black Robes
All except: Greater Healing, Healing, Succor, Disguise, Slumber
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