|
Approved Character Races
Any races not listed below are considered unavailable without an application. That does not mean that they
are completely off-limits, however. If you are interested in playing a Non-Standard race on Gatecrashers, please
fill out the
Non-Standard Race Request Form. These appications will be handled by the DM
staff on a case-by-case basis.
Some of these races require DM assistance to set up their racial abilities.
This is because we apply as many of the characters racial bonuses as we can directly to the
character, rather than applying them to a skin the character "wears".
Please click on the races below to see if they will require DM assistance to setup, and the racial bonuses of
these subraces, as per the source material. Please note that some of the racial abilities will be impossible
to implement due to game engine limitations and therefore were not noted. Races will be recreated as closely
as possible.
|
Humans
Humans are the most adaptable, flexible and ambitious people among the planes. They
are diverse in their tastes, morals, customs and habits. Others accuse them of having
little respect for history, but it's only natural that humans, with their relatively
short life spans and constantly changing cultures, would have a shorter collective
memory than dwarves, elves, gnomes or halflings.
As ubiquitous as their kin on the Prime, planar humans can simply be found everywhere,
in any environment. Humans have carved out civilizations everywhere from the
howling caves of Pandemonium to the depths of the plane of Fire. Lacking special
racial gifts and abilities, they compensate with determination and the will to
achieve and succeed, regardless of circumstances or obstacles.
Humans tend toward no particular alignment, not event neutrality. The best and the
worst of the planes are found among them. Human adventurers are the most audacious,
daring, and ambitious members of an audacious, daring, and ambitious race. A human
can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans,
more than any other people, champion causes rather than territories or groups.
|
Dwarves
Dwarves are known for their skill in warfare, their ability to withstand physical
and magical punishment, their knowledge of the earth's secrets, their hard work,
and their capacity for drinking ale. Their mysterious kingdoms, carved out from
the insides of mountains, are renowned for the marvelous treasures that they
produce as gifts or for trade.
Dwarves are slow to laugh or jest and suspicious of strangers, but they are
generous to those few who earn their trust. Dwarves value gold, gems, jewelry,
aand art objects made with these precious materials, and they have been known
to succumb to greed. Their sense of justice is strong, but at its worst it can
turn into a thirst for vengeance.
Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are
less likely to fit the common mold, however, since they're more likely to be
those who did not fit perfectly into dwarven society. Dwarves in human lands
are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans.
Dwarf bodyguards are renowned for their courage and loyalty, and they are well
rewarded for their virtues.
|
Elves
Elves mingle freely in human lands, always welcome yet never at home there. They are well known
for their poetry, dance, song, lore and magical arts. Elves favor things of natural and simple
beauty. When danger threatens their woodland homes, however, elves reveal a more martial side,
demonstrating skill with sword, bow, and battle strategy.
Elves do not sleep as member of other races do. Instead, an elf meditates in a
deep trance for 4 hours a day. An elf resting in this fashion gains the same
benefit that a human does from 8 hours of sleep. While meditating, an elf dreams,
though these dreams are actually mental exercises that have become reflexive
through years of practice.
Since elves love freedom, variety, and self-expression, they lean strongly toward
the gentler aspects of chaos. Generally, they value and protect others' freedom as
well as their own, and they are more often good than not.
|
Gnomes
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite
the demand for their skills, most gnomes prefer to remain among their own kind,
living in comfortable burrows beneath rolling, wooded hills where animals abound.
Gnomes are inquisitive. They love to find things out by personal experience. At
times they're even reckless, always trying out new ways to do something. They also
have a great sense of humor, and while they love puns, jokes, and games, they also
relish tricks - the more intricate the better. Sometimes a gnome pulls a prank just
to see how the people involved will react.
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers,
scholars, investigators, or consultants. Those who tend toward chaos are minstrels,
tricksters, wanderers, or fanciful jewelers. Gnomes are goodhearted, and even
the tricksters among them are more playful than vicious. Evil gnomes are as rare
as they are frightening.
|
Halflings
Halflings are clever, capable opportunists. Halfling individuals and clans find room
for themselves wherever they can. Often they are strangers and wanderers, and others
react to them with suspicion or curiosity. Depending on the clan, halflings might be
reliable, half-working citizens, or they might be thieves just waiting
for the opportunity to make a big score. Regardless, they're cunning, resourceful
survivors.
Halflings prefer trouble to boredom, and they are notoriously curious. Relying on
their ability to survive or escape danger, they demonstrat a daring that many larger
people can't match. Halfling clans are nomadic, wandering wherever circumstance
and curiosity tae them.
Halflings tend to be neutral. While they are comfortable with change,
they also tend to rely on intangible constants, such as clan ties and personal honor.
Halflings often set out on their own ta make their way in the world. For a halfling,
adventuring is less of a career than an opportunity. The distinction between a
halfling adventurer and a halfling on her own looking for "a big score" can sometimes
get blurry, and while halfling opportunism can sometimes look like larceny
or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of
trust in return.
|
Planetouched
Planetouched is a general word to describe someone who can trace his or her bloodline
back to an outsider, usually a fiend or celestial.
Part mortal and part something else, the planetouched are loners and individuals, and on
Prime worlds they're rarely so lucky as to meet another of their kind. The origins of
the various types of planetouched are as different as the forms of the planetouched
themselves. They have no common history, though planetouched of
the same type from the same regions of a Prime often have a common ancestor or
relation.
|
Genasi
The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability
of stone - these things are as much a part of the genasi as flesh and blood. The
genasi are planetouched beings, the descendants of a union of a human and an elemental
creature. In general, they maintain a contempt for other races and an air of superiority
that doesn't endear to them anymore. Like all planetouched, the exact heritage of an
individual genasi is often unknown, and usually very difficult to determine. Most
elements have a number of intelligent races from which genasi could have spring, and
normally elemental creatures are loath to accept the half-breed and his descendants,
or even admit to their parentage.
Their elemental nature is often extremely evident. Individuals nearly always display a
physical characteristic or two that reveals they are more than simply humans - skin or
hair color, a special aura, or some other such manifestation almost always marks them.
|
|