Races (mechanics)

If you were looking for an in-game, fluff description of the various races of Sighurdan and the wider campaign setting, read Races (setting).

Humans

Characteristic Dice
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 3d6
INT 2d6+6
POW 3d6
CHA 3d6

Movement: 6m
Special: At character creation, humans gain 20 extra skill points (120 total) to distribute among skills derived from their career.

Elves

Characteristic Dice
STR 2d6+4
CON 2d6+3
SIZ 2d6+5*
DEX 3d6
INT 2d6+9
POW 2d6+6
CHA 3d6

*Elves calculate their height as if their SIZ were one point higher and always use the “lithe” frame for determining weight.

Movement: 6m
Special: Life Sense, Night Sight.

Half-elves

Characteristic Dice
STR 3d6
CON 2d6+4
SIZ 2d6+6*
DEX 3d6
INT 3d6+3
POW 3d6
CHA 3d6

*Half-elves cannot use the “stocky” frame for determining weight.

Movement: 6m
Special: Night Sight. At any point during the character creation process, half-elves may use skill points to improve any number of non-magic CHA-based skills as if these skills were all culture or career skills. While spending culture skill points, they are not obligated to put a minimum of 5% into any of these skills as long as they are not actual culture skills. Also, at no one stage may any of these skills be improved by more than 15%, as normal.

Dwarves

Characteristic Dice
STR 2d6+6
CON 2d6+9
SIZ 1d3+9*
DEX 2d6+4
INT 2d6+6
POW 3d6
CHA 2d6+3

*Dwarves calculate their height as if their SIZ were two points lower and always use the “heavy” frame for determining weight.

Movement: 4m
Special: Earth Sense, Night Sight.

Gnomes

Characteristic Dice
STR 2d6
CON 3d6
SIZ 2d3+2
DEX 2d6+9
INT 2d6+6
POW 2d6+6
CHA 3d6

Movement: 4m
Special: Gnomes receive a bonus Luck Point. They may also treat Folk Magic as a culture skill; unlike the rest of their culture skills, they are not required to improve it by at least 5%.

Races (mechanics)

Sighurdan: Tradition & Fire MightyManrock MightyManrock