Monday, February 8, 2016

The New Races of Ashen Grey

Yesterday I provided some links to the races already talked about in Ashen Grey and I promised to discuss the less common and new races today.  While the more common races had entire articles for each of them for now these races are all going to just be lumped up here.  Part of this is because the stream is just around the corner, but also most of these are simply new subraces and while the Aarakrocra and Tieflings are their own races they are both so rare and have such a small part to play in the bigger history or the land that they can be covered pretty quickly.  So with that here we go.

Uncommon Races:

Aarakrocra
This strange and exotic race of bird men hail from a small chain if islands just south of Way Leaf Isle. While now considered part of Ashen Grey the Aarakrocra put up more of a fight than any other society with a several year conflict nearly ending in the burning of Way Leaf all together. Only after tremendous loss to the point of near extinction did they reluctantly bend to the will of Ashen Grey and join the kingdom, but under the agreement that the islands they once called their  homes would be abandoned and no other race shall settle their.  It is unknown why this request was made or why the King of Ashen agreed to most and those informed refuse to say.

D&D: Use the standard stats for Aarakrocra found in the Elemental Evil Player's Companion.

Savage Worlds: 
  • Agile: Aarakrocra begin with a D6 Agility instead of D4
  • Flight: Gain a flight speed equal to pace with a climb of 0
  • Talons: Aarakrocra have sharp clawed feet that deal Str+d4 damage, however they cannot wear any kind of footwear.
  • Claustrophobic: Aarakrocra cannot astand being in enclosed spaces and suffer a–1 penalty to all trait rolls while indoors
Tieflings
On very rare occasions when a human is born during a blood moon they posses demonic powers and appearance. While not a race in and of themselves they also are not exactly a sub race.  Some say this is due to an ancient family curse while others lie it to the land Ashen Grey resides on. What is known is that Tieflings are rare and feared.

D&D: Use the standard stats for Tieflings found in the PHB, or for some extra flair check out the variant rules in Sword Coast.

Savage Worlds:
  • Unnatural Charm: All tieflings gain +1 charisma which stacks it and edges taken.
  • Summon Fire: Tieflings gain the ability to conjure a small flame similar to a candle or spark at will.  Additionally they have a pool of 5 Power Points that can be used to throw a fist sized ball of fire that deal 2d6 damage with a chance of catching flamible objects on fire at the cost of 1 point.  These points are separate from of power point pools and require their own purchase of the Extra Power Points edge.
  • Fire Resistance:  Tieflings gain +4 Armor against fire damage and a +4 bonus to resist negative effects due to heat.
  • Outsiders: Tieflings gain the outsider hindrance any time their horns or tail is visible.
  • Flawed: While not every tiefling is the same they do all tend towards having personality issues.  At chareacter creation select on of the following minor flaws and a racial hindrance: Death Wish, Greedy, Mean, or Stubborn.  This hindrance does not grant any extra points however if a major version of a flaw is selected instead you may take it gaining the points of a minor flaw.
Deep Sickness Characters
One of the biggest changes to the world of Ashen Grey in this new age is a condition known as Deep Sickness. Common to workers in the magical residuum mines, constant exposure to the magical mineral turns the skin jet black, warps the mind, and typically grants magical powers.  Dwarves, Gnomes, Elves, and Humans can all be effected, but with vastly different result.  For all the races above you can select Deep as your subrace instead of the normal options except for humans who instead replace their free edge.

Evles: For D&D Simple us the stats for Drow in the PHB. For Savage Worlds use the subrace below.
  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Darkvision: Can see in complete darkness 40yds.
  • Lights Out:  Once per day can use the Blind Power in a medium burst template with a successful Smarts roll.
  • Sneaky: Start with a D6 in Stealth
Dwarves: For D&D Simple us the stats for Duergar in Sword Coast. For Savage Worlds use the subrace below.

  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Darkvision: Can see in complete darkness 40yds.
  • Growth:  You gain a pool pf 5 Power Points that can be used for the Grow Power on yourself with a successful Vigor check. These points are separate from casting and require their own purchase of Extra Power Points
  • Stubborn Mind: Gain +4 bonus to resist illusions and charms
Gnomes: For D&D Simple us the stats for Deep Gnomes in Sword Coast. For Savage Worlds use the subrace below.


  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Darkvision: Can see in complete darkness 40yds.
  • Deceptive:  Once per day you can use the Disguise Power (3PP version) with a successful Smarts roll.
  • Stone Camouflage: Gain +4 bonus to stealth in rocky terrain.
Humans: For D&D Use the Genasi Race from Elemental Evil Player's Companion. For Savage Worlds use the subraces below.

Air
  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Hold Breath: You can hold your breath indefinitely.
  • On the wind:  You can use the Fly Power by making a Spirit check at -1 (-3 to move at double pace).
Earth
  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Earth Walk: You ignore movement penalties due to earth or rock.
  • Earth Meld:  You can use the Teleport Power by making a Vigor check at -2.
Fire
  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Darkvision: Can see in complete darkness 40yds.
  • Fire Resistance:  You gain +4 Armor against fire damage and a +4 bonus to resist negative effects due to heat.
Water
  • Corrupted:  Gain the Outsiders and Delusional (Minor) Hindrances.
  • Aquatic: You can breath underwater and have a swim speed equal to your pace.
  • Acid Resistance:  You gain +4 Armor against acid damage and a +4 bonus to resist negative effects due to acids.

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