The existing choices in my Lamentations of the Flame Princess-based game are: human, elf, dwarf, halfling, orc, and beast-man. The majority of the races presented below will be beast-man types (similar to Skerples' -lings). Beast-man forms are generally humanoid with animal features, but this may vary depending on what my players feel like or what I think is appropriate to the setting.
Credit, Mirko Failoni |
Character Races
d100 | Race | Stat Reroll | Perk | Drawback |
---|---|---|---|---|
1-20 | Human | Any | 1 Boon to benefits from beneficial magic | 1 Bane on Saves vs mutation |
21-30 | Elf | CHA | Can tell if an item is magical on sight | Save when using magic items or drain 1d6 charges |
31-40 | Dwarf | STR | 1 Boon on Saves vs magic | Save or be transfixed by the full moon |
41-50 | Halfling | DEX | Eat half as many rations | -2 Inventory Slots |
51-60 | Orc | CON | Add character level to all healing | Save or half effect from beneficial magic |
61 | Boar-man | CON | Can smell food within 200' | Eat twice as many rations |
62 | Deer-man | CHA | Leave no tracks in wilderness | Save or flee (1d4 Rounds) if surprised |
63 | Goat-man | DEX | Movement unaffected in rough terrain | 1 Bane on all Stealth rolls due to pervasive goat-odour |
64 | Horse-man | STR | +2 Inventory Slots | Save or suffer 1d4 damage when incurring Fatigue |
65 | Badger-man | WIS | Can excavate twice as much with your paws | Poor vision beyond 50'. |
66 | Cat-man | DEX | Night vision | Save or toy with wounded enemies (reduce to 1hp if damage is lethal) |
67 | Hound-man | CON | Can track targets by scent | Save vs commands from legitimate authority figures |
68 | Ox-man | STR | Horns - 1d6 damage natural weapon + Save or stunned for 1 Round | Hungry enemies attack you first |
69 | Crow-man | INT | Can sense spirits of the dead | Save or devour carrion |
70 | Otter-man | INT | Can hold breath for 8 minutes | Oily skin makes it easier to slip (1 Bane when climbing, balancing etc.) |
71 | Fish-man | WIS | Can swim at double Movement | Drink twice as much liquid |
72 | Bear-man | STR | Claws - 1d6 natural weapons | Can't fit in tight spaces, armour is 50% more expensive |
73 | Rat-man | INT | 1 Boon to Saves vs Disease | 1 Bane on Saves vs Fear |
74 | Owl-man | WIS | 1 extra Boon to Stealth at night | Can only eat raw meat |
75 | Snake-man | INT | Poisonous bite - 1d6 + poison | Movement halved and all rolls made with 1 Bane when cold |
76 | Peacock-man | CHA | Can dazzle enemies in combat as an action (Save or 1 Bane on attacks) | Take 1 Bane on all rolls if soiled/dirty |
77 | Gull-man | INT | Can eat anything organic | Incapable of being quiet - 1 Bane on all Stealth rolls |
78 | Songbird-man* | CHA | 1 Boon on social interactions after singing | Save or be distracted by food |
79 | Mole-man | WIS | Can burrow beneath the ground as a movement action | Vision limited to 10' |
80 | Spider-man | DEX | 1 Boon on all climbing rolls | Cannot eat solid food |
81 | Sheep-man | CON | 1 Boon to resist poor weather and cold | Save or flee (1d4 Rounds) if surprised |
82 | Lizard-man | CON | Eat half as many rations | Movement halved and all rolls made with 1 Bane when cold |
83 | Hawk-man | DEX | 20/5 vision | If an attack does max damage, Save or boast for 1 Round |
84 | Slug-man** | INT | Sticky foot can adhere to walls/ceiling | Salt does 1d6 damage |
85 | Crab-man** | STR | Claws - 2d8 natural weapons | Mouthparts can't speak humanoid languages |
86 | Mouse-man | DEX | Can detect incredibly quiet sounds | Save or freeze (1d4 Rounds) if surprised |
87 | Moth-man | DEX | Can shed a dust cloud | Save or attracted to lights when in darkness |
88 | Locust-man | STR | Can leap 100' | Eat twice as many rations |
89 | Wasp-man | INT | Sugary food counts as double rations | Save or go beserk when damaged |
90 | Frog-man | STR | Sticky tongue can grab objects 20' away | Drink twice as much liquid |
91 | Stoat-man | STR | 1 Boon on all combat manoeuvres | Can only eat raw meat |
92 | Rabbit-man | CHA | Can jump twice as high | Save or flee (1d4 Rounds) if surprised |
93 | Heron-man | WIS | Beak - extra attack with natural weapon as dagger | Can only eat raw fish |
94 | Beetle-man | STR | Can lift objects twice heavier than the regular weight limit | 1 Bane to all Movement rolls |
95 | Ant-man | STR | +2 Inventory Slots | Save if attempting to go against tradition or fall catatonic for 1 Turn |
96 | Pheasant-man | CHA | 1 Boon on Movement when sprinting | Save or dash for cover if surprised |
97 | Monkey-man | INT | Prehensile tail | Save or tinker with mechanical objects |
98 | Fox-man | CHA | 1 Boon to Stealth when thieving/deceiving | Save or kill prisoners after battle |
99 | Hare-man | DEX | Gain 1 Boon on all Movement checks | Solitary - gain no benefit from assistance |
100 | Worm-man | WIS | Can move through cracks a few inches wide (without equipment) | -2 Inventory Slots |
* This covers small-medium songbirds like sparrows, tits, starlings etc.
** Yoon-Suin is a visit-able location in my game so these have been made with that in mind. Crab-men in Yoon-Suin are slaves.
Shouldn't the deer man be paralyzed with fright instead of fleeing?
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