Die Guten NachbarnBei den nichtmenschlichen Rassen will ich (inspiriert von der Logik der alten World of Darkness, insbesondere Changeling: The Dreaming) alles ein bisschen anders machen als bei Tolkien-Fantasy gemeinhin üblich. Elfen, Zwerge, und ähnliche Wesen sollen in dieser Spielwelt deshalb nicht einfach „Menschen mit Spock-Ohren“ und leicht veränderten Kulturen und Spielwerten sein, sondern etwas grundlegend anderes als sterbliche Menschen: Alle solche Leute gehören in dieser Geschichte zum Feenvolk, und sind geisterhafte Erscheinungen. Ursprünglich Bewohner der Anderswelt und der Wildnis sind sie unter Sterblichen nur Fremdwesen, manifestierte Naturgeister. Hier in diesem Setting funktionieren sie mit der
Ability namens
Ethereal (wie NSC-Kreaturen sie auch haben bei SWADE, aber in etwas erweiterter Version). Alles Wylde Volk ist beinahe alterslos, und überdauert Jahrhunderte. Dafür lernen sie langsamer als Sterbliche, und bekommen einen EXP weniger pro Session (Minimum eins). Ferner kann Wyldvolk automatisch sogenannte Sidhe (Ausgehöhlte Hügel) und andere Caern-Burgen und Heiligtümer des Uldwyld erspüren innerhalb einer Meile. (Dies ist jedoch nur ein vages, instinkthaftes Gefühl, kein genauer, innerer Kompass.)
Die
Ethereal-Fähigkeit funktioniert für sie folgendermaßen:
Ethereal Wyldfolk• Wyldfolk may take an Action to automatically switch between Ethereal and physical.
• While Ethereal, Wyldfolk get a free reroll for Stealth rolls they make while in wilderness surroundings of their Domain. All Wyldfolk have a specific Domain typical for their race (Darkness, Forest, Light, Stone, Water).
• Ethereal Wyldfolk may pass through solid objects, but not through man-made structures. They may take items made by Wyldfolk or natural objects with them, which becomes Ethereal, too – but nothing man-made.
• When unobserved by mortal eyes, by making a Spirit roll within their Domain, they can completely vanish into the Uldwyld. (See Dematerialization, below.)
• Ethereal Wyldfolk subtract -4 from both their own non-magical damage rolls and from non-magical damage rolls made against them. Becoming Shaken in combat immediately forces them to manifest as physical.
Für das Wylde Volk ist die Anderswelt des Uldwyld niemals weit entferntDematerialization: Ethereal beings can fade completely from the physical world while insubstantial, by entering the Uldwyld. This dematerialization is tricky for many fae, and limited by the surroundings: The character must step into its 'Domain', an environment determined by his race (deep forest for elves, big rocks for dwarves and trolls, shadows for dark elves, dark waters for merfolk, etc.). Once disappearing from sight in her Domain, the fae can spend a Benny (for player characters) to make a Spirit roll. The size of the available surroundings of the domain determines the modifier: -4 for a stretch of domain that would at least encompass her physical shape, -2 for huge stretches of the domain, and unmodified when within a holy place or freehold of that domain type. Subtract another 1 whenever the character is observed by mortal eyes (humans without a Bond to the Aos Sidhe). On a failure, the fae is Fatigued and immediately becomes corporeal again. One a success, the fae dematerializes into the Uldwyld. From there, she’s transported into one of the numberless dream realities of the Uldwyld, an Elemental Plane, or even to mystic Tír na nÓg. Such journeys shouldn’t be undertaken lightly, for it’s easy to lose the way and it may take a long time to get there – or to return.
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Feen-RassenAlle nichtmenschlichen Rassen sind nach den Regeln in SWADE zusammengestellt. Die oben beschriebene Fähigkeit
Ethereal gibt's da nicht, der habe ich Kosten von fünf zugewiesen.
(Ich habe allerdings hierbei die Richtlinie der Autoren nicht beachtet, dass ein Spielleiter die Rassen für sein Setting nicht übermäßig aufbrezeln sollte, und sie so kompliziert gemacht wie ich nötig fand.)
Die Aos Sidhe sind die Herrscher der Ausgehöhlten Hügel und über die anderen Arten des Wylden VolksAos Sidhe Racial Abilities:Domain: Darkness or Light (choose upon creation)
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Arcane Background (Magic) (3): All Aos Sidhe have magical powers.
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Etheral (5): Fae are ethereal beings, half spirit and half human.
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Low-Light Vision (1): Aos Sidhe eyes are accustomed to the dark of the woods.
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Code of Honor (-2): Fae have to keep to the laws of their Court, whether Seelie or Unseelie. They are not only forbidden to act against Vows the made – they are physically unable to do so.
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Frail (-1): Toughness -1.
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Outsider (-2): Most humans distrust fae for some reason. Perhaps it is their strange ways and customs, their magic, or an ancient, superstitious fear. Fae subtract 2 from Persuasion rolls with all but the most open-minded of humans.
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Spiritual (2): Aos Sidhe are spiritual and empathic. They start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.
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Light-weight (-2): Aos Sidhe can’t increase their Strength beyond a d8 except through magic.
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Weakness (Cold Iron) (-1): Objects made of cold iron make fae Fatigued upon first touching their skin in an encounter. When used as a weapon, iron objects (not including steel) cause +4 damage against Wyldfolk.
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Weakness (Protective Wards) (-1): Upon stepping within 5 yards of a sign of protection (charms from superstitious folklore, holy symbol, etc.), the character needs to roll Spirit. On a failure, he is Shaken, and cannot approach further for the rest of the day. (On a Critical Failure, he additionally takes a Wound.)
Highly Changeable: If desired, Aos Sidhe can take up to 6 more points of positive Racial Abilities, like Flight, Claws, or Horns, which they need to balance with an even number negative Racial Abilities.
Zwerge mögen scheu sein, aber sind unbeirrbar, wenn sie sich etwas in den Kopf gesetzt habenDwarven Racial Abilities:Domain: Stone
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Code of Honor (-2): Fae have to keep to the laws of their Court, whether Seelie or Unseelie. They are not only forbidden to act against Vows they made – they are physically unable to do so.
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Etheral (5): Fae are ethereal beings, half spirit and half human.
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Low Light Vision (1): Dwarven eyes are accustomed to the dark of the underworld. They ignore penalties for Dim and Dark Illumination.
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Outsider (-2): Most humans distrust fae for some reason. Perhaps it is their strange ways and customs, their magic, or an ancient, superstitious fear. Fae subtract 2 from Persuasion
rolls with all but the most open-minded of humans.
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Reduced Pace (-1): Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type.
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Tough (2): Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.
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Weakness (Protective Wards) (-1): Upon stepping within 5 yards of a sign of protection (charms from superstitious folklore, holy symbol, etc.), the character needs to roll Spirit. On a failure, he is Shaken, and cannot approach further for the rest of the day. (On a Critical Failure, he additionally takes a Wound.)
Die Elfen gleichen den Aos Sidhe, und sind eng mit ihnen verwandt, teilen jedoch nicht ihre HerrschaftlichkeitElven Racial Abilities:Domain: Forest
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Additional Action (1): Elves have enhanced reflexes and exceptional eye-hand coordination. They may ignore 2 points of Multi-Action penalties each turn.
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Born Archer (1): Elves start with a d4 in Shooting.
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Code of Honor (-2): Fae have to keep to the laws of their Court, whether Seelie or Unseelie. They are not only forbidden to act against Vows they made – they are physically unable to do so.
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Graceful (2): Elves are graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
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Delicate (-2): Elves can‘t increase Vigor beyond a d8 at character creation.
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Etheral (5): Fae are ethereal beings, half spirit and half human.
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Frail (-1): Toughness -1.
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Intuitive (1): Elves start with a d6 in Notice instead of the usual d4, which can be raised to d12+1.
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Low Light Vision (1): Elven eyes are accustomed to the dark of the woods. They ignore penalties for Dim and Dark Illumination.
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Spiritual (2): Elves are spiritual and empathic. They start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.
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Light-weight (-2): Elves can‘t increase their Strength beyond a d8 except through magic.
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Outsider (-2): Most humans distrust fae for some reason. Perhaps it is their strange ways and customs, their magic, or an ancient, superstitious fear. Fae subtract 2 from Persuasion
rolls with all but the most open-minded of humans.
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Weakness (Cold Iron) (-1): Objects made of cold iron make fae Fatigued upon first touching their skin in an encounter. When used as a weapon, iron objects (not including steel) cause +4 damage against Wyldfolk.
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Weakness (Protective Wards) (-1): Upon stepping within 5 yards of a sign of protection (charms from superstitious folklore, holy symbol, etc.), the character needs to roll Spirit. On a failure, he is Shaken, and cannot approach further for the rest of the day. (On a Critical Failure, he additionally takes a Wound.)
Gnome sind kleinwüchsige Geister der Wälder, und bekannt für ihren Unsinn und SchabernackGnomish Racial Abilities:Domain: Forest
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Additional Action (1): All Gnomes have enhanced reflexes and exceptional eye-hand coordination. They may ignore 2 points of Multi-Action penalties each turn.
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Code of Honor (-2): Fae have to keep to the laws of their Court, whether Seelie or Unseelie. They are not only forbidden to act against Vows the made – they are physically unable to do so.
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Etheral (5): Fae are ethereal beings, half spirit and half human.
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Keen (1): Gnomes start with a d6 in Notice instead of a d4, which can be raised to d12+1 through Advances.
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Light-wight (-2): Gnomes can‘t increase their Strength beyond a d8 except through supernatural means.
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Low Light Vision (1): Gnomes eyes are accustomed to the dark of the woods. They ignore penalties for Dim and Dark Illumination.
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Outsider (-2): Most humans distrust fae for some reason. Perhaps it is their strange ways and customs, their magic, or an ancient, superstitious fear. Fae subtract 2 from Persuasion
rolls with all but the most open-minded of humans.
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Size -1 (-1): Gnomes average only about four feet tall, reducing their Size (and therefore Toughness) by 1. (Many Gnomes additionally have the Small Hindrance.)
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Trickster (2): Gnomes are renowned tricksters. They get +2 to perform Agility and Smarts Tests.
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Weakness (Cold Iron) (-1): Objects made of cold iron make fae Fatigued upon first touching their skin in an encounter. When used as a weapon, iron objects (not including steel) cause +4 damage against Wyldfolk.
Changeable: If desired, Gnomes can take up to 4 more points of positive Racial Abilities, which they need to balance with an even number negative Racial Abilities.