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Lionheart SPECIAL System, Installment 8: More racial traits

2002-12-02

Lionheart is a computer role playing game that is being developed by Reflexive Entertainment in conjunction with Black Isle Studios. The game is an original title which uses an updated version of the SPECIAL character development system (from Fallouts 1 and 2) in a quasi-historical medieval Europe. Lionheart diverges from traditional high fantasy by placing the player on Earth in the 16th century in which history has taken a different path and magic has been released upon the world. Using a mix of historical and fictional locations and characters, the player progresses through a deep story while advancing through the classless character system.

In this series of articles, designers of the game will discuss various changes that have been made to the SPECIAL rules system from how it appeared in the Fallout series.

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Some more Racial Traits in Lionheart.

Author's Note: We've all been especially busy for the last couple weeks and rather than not supply an installment, I decided to list some more Racial Traits available for the races in Lionheart. Racial Traits are only available to, and must be taken by, the magically tainted races in Lionheart. Each race has different Racial Traits available to them and must select a different number of them.

Demokin Racial Traits

Demokin have the taint of an impish or fiendish spirit in their blood. Demokin must select 2 Racial Traits in addition to any other Traits they may select.

Acid Blood

Description: Your body courses with acidic blood. If you are wounded, acid splashes onto your opponent, causing 1 point of damage for every 10 inflicted on you in a single strike. Unfortunately, the caustic nature of your blood reduces your damage resistances by 20%. Your odd skin pallor will mark you as tainted by magic, causing some people to react negatively to you.

Game Rules: You Inflict 1 point of damage back on your attacker per 10 points taken in a single strike. Damage Resistances decreased by 20%

Noticeable Taint: Yes

Bloody Talons

Description: You have fiendishly razor sharp claws that allow you to rip into your opponents. While you gain +4 to Unarmed Combat and +5 to your unarmed damage, manipulating these razors can be difficult for you. You thus suffer a -8 to your Missile Weapons and Lockpick skills. This trait will mark you as tainted by magic, causing some people to react negatively to you.

Game Rules: +4 Unarmed Combat, +5 unarmed damage, -8 Ranged Combat, -8 Lockpick

Noticeable Taint: Yes

Forked Tongue

Description: The introduction of impish blood into your family has given you a barely noticeable bifurcation on your tongue. The forked tongue allows you to charm your way through difficult encounters, giving you +15 to your Speech skill. Your reliance on diplomacy caused you to neglect your combat training, so you have a -5 on all combat skills, but you can pass as human unless other traits mark you as tainted.

Game Rules: +15 Speech, -5 Evasion/Unarmed Combat/One-Handed Combat/Two-Handed Combat/Ranged Combat

Noticeable Taint: No

Infernal Quickness

Description: You were born with a rapid metabolism and an overabundance of energy. Sometimes you just can't sit still. You gain a +10% movement speed bonus, but your overt hastiness has lowered you Perception by -1. You can pass as human unless other traits mark you as tainted.

Game Rules: +10% Movement Speed, -1 PE

Noticeable Taint: No

Sylvant Racial Traits

Sylvants have the taint of elemental spirits in their blood. A Sylvant character must select 1 Racial Trait in addition to any other Traits they may select.

Fiery Ancestry

Description: One of your parents passed down fire elemental traits and the elemental magic exudes from you. All fire based spells are cast with a +10% damage bonus and you have a +20% resistance to all fire damage. However, the taint of your heritage is daunting to common folk, so you suffer -1 to Charisma. You also suffer -20% resistance to all cold damage, you cast cold spells at a -10% damage penalty. This trait will mark you as tainted by magic, causing some people to react negatively to you.

Game Rules: +10% fire damage, +20% Fire Resistance, -1 CH, -10% cold damage, -20% Cold Resistance, may not be taken with other Elemental Racial Traits.

Noticeable Taint: Yes

Wind Ancestry

Description: The taint of a wind elemental in your blood grants you swiftness. You gain +1 Agility and +10 to AC. But you are less substantial than normal humans, so you suffer -1 to Strength and your carrying capacity is reduced by 25 lbs. This trait will mark you as tainted by magic, causing some people to react negatively to you.

Game Rules: +1 AG, +10 AC, -1 ST, -25 carry weight, may not be taken with other Elemental Racial Traits.

Noticeable Taint: Yes

Elemental Ancestry

Description: Your family has been tainted by multiple elemental spirits throughout the years, mixing powers and passing down various abilities. You gain +10% to all resistances, but your constitution has suffered due to your myriad composition. You have a -1 to Endurance, -4 AC, and you cannnot heal wounds naturally. This trait will mark you as tainted by magic, causing some people to react negatively to you.

Game Rules: +10 Acid, Cold, Crushing, Disease, Electrical, Fire, Piercing, Poison, Slashing Resistance, -1 EN, -4 AC, Heal Rate = 0, may not be taken with other Elemental Racial Traits

Noticeable Taint: Yes

Gossamer Skin

Description: Your skin is very fair, almost translucent. This allows you to sneak exceptionally well, granting a bonus of +15 to your Sneak skill. However, your skin is more vulnerable to attack, so you take more damage against slashing weapons. Slashing resistance is reduced by -10%.

Game Rules: +15 Sneak, -10% Slashing resistance

Noticeable Taint: No

Feralkin Racial Traits

Feralkin have a bestial spirit within their blood. Feralkin must select a total of 3 Racial Traits in addition to any Traits they may select.

Beast of Burden

Description: Because of your massive hands and strong back, you have a greatly increased ability to carry things. Your carry weight is increased by 20 lbs. without affecting your movement rate and your Endurance is +1. Your massive size decreases your Sneak skill by -8 and your hulking body reduces your Perception by a point.

Game Rules: +20 carry weight, +1 EN, -1 PE, -8 Sneak

Noticeable Taint: Yes

Tiger Claws

Description: You have huge and extremely sharp bestial claws extending from each of your powerful hands. You gain +5 to your Unarmed Combat skill, and a +6 to unarmed damage. However, manipulating your meat hooks can be difficult for you and you suffer a -10 to your Missile Weapons and Lockpick skills. Your claws are far to large to conceal making you noticably tainted.

Game Rules: +5 unarmed Combat, +6 unarmed damage, -10 Ranged Combat, -10 Lockpick

Noticeable Taint: Yes

Tusks

Description: You have four to six inch long enameled tusks extending from your upper palette - actually quite a bit like a like a wild boar. You've never been very good at talking and your Speech skill is reduced by -15. Never one to let those others get the better of you though, you learned to use those tusks to your advantage and have increased your unarmed combat damage by +5.

Game Rules: -15 Speech skill, +5 unarmed damage

Noticeable Taint: Yes

Wolf Hide

Description: You have a thick coat of fur covering your entire body. You gain +7 to Armor Class, +5% resistance to piercing damage, and +5% resistance to slashing damage. However, your lupine features are very noticeable and lower your Charisma by -1. Your fur is also a haven for ticks and fleas, decreasing your resistance to disease by -7% and fire resistance by -5%.

Game Rules: +7 AC, +5 Piercing and Slashing damage resistance, -1 CH, -7% Disease Resistance, -5% Fire Resistance

Noticeable Taint: Yes

Previous installments

  • 2002-07-29: Installment 1: Races & Attributes
  • 2002-08-12: Installment 2: Skills
  • 2002-08-26: Installment 3: Perks
  • 2002-09-09: Installment 4: Traits
  • 2002-09-23: Installment 5: Combat
  • 2002-10-28: Installment 6: Magic
  • 2002-11-11: Installment 7: Magic, pt 2



    Average Reader Ratings: 6.15 (59 votes)
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