lloyd094 / Project-GW

A TTRPG conversion of the Guild Wars Games.
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Races: Charr #17

Open lloyd094 opened 4 years ago

lloyd094 commented 4 years ago

There are four legions of the Charr in Prophecies:

This will be one of the more custom races in this conversion, since the Charr are a GW specific race. There may be an applicable race to use from stock 5e, with some changes to better fit GW. However, I would like to get legion differences for the charr. Because of how the legions are set up, this could even dictate (usually) what classes are in each. A good example of this would be how TES: Skyrim has Imperials, Breton, etc. - all human, but from different regions. If anyone has any additional changes to be made, I would love to hear!

Initial information gathered can be found in /Prophecies/Curated Info/The Races of Guild Wars Prophecies.md.

Narcemus commented 4 years ago

Charr The charr are a large race of feline humanoids. They stand taller than humans but are still shorter than your average norn. Many stand hunched forward, though they are capable of standing fully upright. Their bodies are coated in fur, and their hands, while usable for wielding weapons also brandish claws and can be used for running on all fours. Their face is like that of a predatory cat with a long muzzle full of sharp teeth, the big difference being that they do grow horns, and have two separate pairs of ears on their head. Male and female charr differ slightly in their physical appearance, with females being slightly more slender and agile in their body type.

As a race, the charr are very militant. Starting at a young age, their cubs are given over to their legion to be raised up in Fahrar, which is their version of school. Here they create their first warband and learn their place in the High Legions. There are four legions which rule the charr, each focused on their own arena of war, to push the charr to maintain dominance over all of the other races, especially their hated enemy, the humans.

Ability Score: +1 Dexterity Average Height: 7’ 6” - 8’ 2” Average Weight: 320 - 400 lb Age: Less than 100 years Size: Medium Speed: 30’ Vision: Normal Vision Languages: New Krytan & Charr Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike. Feline Agility: your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Subraces: Ash Legion, Blood Legion, Iron Legion

Ash Legion The Ash Legion maintains superiority at war through the use of espionage, sabotage, and assassination. They have agents throughout the world order to maintain their place among the High Legions with a web of information.

Ability Score: +1 Charisma Ash Training: You gain proficiency in Stealth, and gain proficiency in one of the following tool kits: thieves tools, forgery kit, disguise kit. Shape Shadows: You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait.

Blood Legion The Blood Legion is the backbone of the charr military force. They maintain the largest military presence of all the High Legions and pride themselves in their supremacy at combat.

Ability Score: +1 Strength Martial Training: You are proficient with four martial weapons of your choice and with light armor, and medium armor. Blood Standards: Blood Legion charr are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Iron Legion The Iron Legion is the research and development wing of the High Legions. Every technological advancement made by the charr, from siege devourerers on had been pushed by the Iron Legion, keeping them one step ahead of their enemies.

Ability Score: +1 Intelligence Proficiency: You gain proficiency in Tinker's Tools and Smith's Tools. Iron Craftsmanship: You can create a temporary mechanical item out of common materials. Choose a cantrip from the Elementalist Spell List. Describe the item connected to it. As long as you possess the item, you can use the item to cast that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the Elementalist Spell List. Intelligence is your spellcasting ability for these cantrips. Engineer's Intuition: Whenever you make a Tinkerer's Tools check related to making or repairing a mechanical objects, you add double your proficiency bonus to the check, instead of your normal bonus.