Racial Traits

Version: 1.2

Objective: This playtest expands racial abilities and opens them up to purchase and use for all races at an increased cost. The primary purpose of this is to facilitate a broader range of character concepts and role-play otions to all NERO players

Secondary Objective: Secondary benefits of this playtest are the elimination of racial restrictions and disadvantage. This also serves to expand the viable options for players and characters in the future.

Summary: The Races of Tyrra each ossess natural tendencies and attributes, in NEOR these are represented by traits, the traits a character has determine the skills that are easier to learn for that character. Each race also receives a featured skill, most often a weapon that comes naturally to that race. The traits and features that are associated with each race are found on table 2. Table 1 lists all available racial skills, as well as two costs. One lower cost for races that have the same trait as the category of the skill, and another higher cost, for characters without hte trait. Characters may oly purchase one racial skill per level, and oly skills who lowest cost is 4 build points or less can be purchased multiple times.

Note: This playtests removes all restrictions and benefits related to race listed in the Nero 9’th edition rulebook. Body point changes, build discounts, and skill purchase requirements; they are all considered removed when using this playtest.

Table 1. Racial Skills

Skill Name Category Cost with Trait Cost without Trait
Mighty Slay Strong 10 20
Strong Arm Strong 10 20
Rip from Binding Strong 4 8
Light Touch Fast 2 4
Dodge Fast 12 24
Sneak Attack Fast 8 8
Merchant Tradesman 5 10
Harvester Tough 5 10
Grand Master Wild 10 20
Resist Poison Telepathic 4 8
Resist Physical Survivor 5 10
Toughness Tough 4 8
Detect Magic Wild 4 8
Dispel Magic Wild 4 8
Battle Rage Wild 2 4
Resist Sleep Willful 2 4
Resist Charm Willful 2 4
Remove Fear Willful 2 4
Awaken Telepathic 2 4
Calm Telepathic 2 4
Break Charm Telepathic 5 10
Detect Poison/Antidote Survivor 3 6
Will to Live Survivor 10 20
Ready Armor Survivor 4 8

Table 2. Racial Traits and Features

Race Traits Feature
Barbarian Strong, Wild 2 Handed Mastery
Biata Willful, Telepathic Mentalist
Drae Fast, Willful Crossbow Mastery
Wild Elf Wild, Fast Bow Mastery
Dwarf Tough, Tradesman Hammer Mastery
Elf Fast, Willful Bow Mastery
Stone Elf Willful,Telepathic Mentalist
Gypsy Survivor,Tradesman Gypsy Curse
Half Ogre Strong, Tough 2 Handed Mastery
Half Orc Strong, Wild Axe Mastery
Hobling Fast,Tough Short Weapon Mastery
Human Choice of One None
Sarr Fast, Survivor Claw Mastery
Scavenger Tough, Survivor Claw Mastery

Racial Skills

Mighty Slay

Category: Strong
Cost with Trait: 10
Cost without Trait: 20 

This skill functions exactly as a Master Critical Slay. It can be used once per day.

Strong Arm

Category: Strong
Cost with Trait: 10
Cost without Trait: 20 

This works exactly as described in the Ninth edition rulebook.

Rip from Binding

Category: Strong
Cost with Trait: 4
Cost without Trait: 8 

This skill allows the character to Rip free from a binding effect with a 3 second counted action. It can be used once per day. Binding effects are Pin, Bind, Web, or Confine, regardless of delivery source.

Light Touch

Category: Fast
Cost with Trait: 2
Cost without Trait: 4

This skill can be used once per day to generate any of the following effects; one attempt to Pick a lock or Set/Disarm a trap (one attempt being roughly 1 minute of action), Throw one Gas poison (regardless of alchemy level), or apply full Backstab bonus damage with a single thrown weapon attack, even when attacking from the in front of the enemy.

Dodge

Category: Fast
Cost with Trait: 12
Cost without Trait: 24

This skill works exactly as listed under Assassinate/Dodge in the Ninth edition rulebook, however it cannot be used to Assassinate. It can be used once per day.

Sneak Attack

Category: Fast
Cost with Trait: 8
Cost without Trait: 16 

This skill works like Backstab, however it does not count towards pre-requistes for dodge or any other skill. It is not an expendable skill.

Merchant

Category: Tradesman
Cost with Trait: 5
Cost without Trait: 10

This skill allows the character to exchange their “master” levels of production for items of equal level rom another type of normal production skill. These choices are limited to Alchemy, Potions,Scrolls,Traps, and Weapons.

Harvester

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill allows the character to harves their own “materials” to agment productinm, They need not furnish silver ot recive the bonus levels.

Grand Master

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill allows the character to revie bonus “workshop"levels of production without access to aa workshop. If the character has access to a workshop they many double the bonus “workshop” levels.

Resist Poison

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill functions exactly as described in the 9’th edition NERO Rulebook

Resist Physical

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill allows the character to resist one attack with “physical” in the verbal or weapon blow, once per day.

Toughness

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill allows the character to invoke the “Bless” spell and the “Eldritch Bless” cantrip effects through natural means. It is activated by the phrase “I invoke toughness”. Using this skill requires the ability to speak, and 3 seconds of role-lay. It can be used once per day. These effect do not stack with “Bless” or “Eldritch Bless”

Detect Magic

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

This skill allows a character to detect magic by touch

Dispel Magic

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Battle Rage

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Resist Sleep

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Resist Charm

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Remove Fear

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Awaken

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Calm

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Break Charm

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Detect Poison/Antidote

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Will to Live

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Ready Armor

Category: Tradesman
Cost with Trait: 10
Cost without Trait: 20 

Racial Features

2 Handed Mastery

Races: Barbarian

Races with this feature have a natural skill with 2 handed weapons of all types. Once a character with this feature learns any weapon skill that character may then wield all weapons covered by the skill 2 handed weapon master as it appears in the 9th edition nero rulebook without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to non-ranged 2 handed weapons they wield.

Mentalist

This Feature grants all the abilities listed in the Ninth edition NERO rulebook under Mentalist. In addition, a character with this skill may expend his powers for the day to act as an inspiration spell on a friendly target, it is activated with 3 seconds of role-lay and the phrase " I invoke inspiration”, it is then delivered by tough only. It counts as a character’s one use of hte inspiration effect, as if it was the spell.

Crossbow Mastery

Races with this feature have a natural skill with crossbows

Bow Mastery

Break Charm

This feature works exactly like the racial skill listed above it is granted to races with this feature free.

Gypsy Curse

This feature works exactly as described in the ninth edition NERO rulebook. However it can be used an unlimited number of times per day, up to once per minute. A character can only have one target cursed at one time.

Axe Mastery

Races with this feature have a natural skill with axes. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to axes they wield.

Short Weapon Mastery

Races with this feature have a natural skill with short weapons. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to short weapons they wield.

Claw Mastery

Races with this feature have a natural skill with Claws. Once a character with this feature learns any weapons skill, that character my then wield all axes without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to short weapons they wield.

– fix this