Races

Humans

  • Adaptable [Physical, Mental or Arcane]
    • During character creation choose one ring, that rings upgrade cost is one lower than normal.
  • Quick to Master [Physical or Mental]
    • During character creation chose up to 5 skills, these skills cost 1 less to upgrade for each level.

Orc’s

  • Enduring [Physical]
    • Orc characters ignore the Out, cannot act wound rank and treat it as a any other wound rank but with a +50 TN instead. This wound rank ignores orc pain resistance and strength of the earth’s effect.
  • Pain Resistance [Physical]
    • Orc characters ignore 5 points of the TN penalties they suffer from Wound Ranks.
  • Great Strength [Physical]
    • Orc characters start with +1 point in Strength.
  • Orc “beauty” [Physical]
    • When ever an orc characters is required to make a social roll the TN is increased by 5, this disadvantage does nothing against other orc’s, half-orc’s, Goblins or Gobs.
  • Language [Mental]
    • Orc characters start with the Language (Orcish) Advantage.

Half-Orc’s

  • Great Strength [Physical]
    • Half-Orc characters with +1 point in strength.
  • Quick to Master [Physical or Mental]
    • During character creation chose up to 3 skills, these skills cost 1 less to upgrade for each level.
  • Pain Resistance [Physical]
    • Half-orc characters ignore 3 points of the TN penalties they suffer from Wound Ranks.
  • Orcish Looks [Physical]
    • When ever a half-orc character is required to make a social roll the TN is increased by 3, this disadvantage does nothing against other orc’s or half-orc’s, Goblins or Gobs.
  • Language [Mental]
    • Half-orc characters start with the Language (Orcish) Advantage.

Ogre

  • Big [Physical]
    • Ogre characters gain a +2k0 on all brawl skill rolls they make. They also gain a +1k1 on all close combat damage rolls, this stacks with large advantage.
  • Too big [Physical]
    • A ogre character that has the large advantage also gets this disadvantage, Ogres with this disadvantage have a hard time getting in to places, like houses, carriage’s or any other place where being around 4 meters in height might be a problem, specifics are up to the DM but there’s always a penalty involved.
  • Big Hands [Physical]
    • Ogre characters can’t use normal small sized weapons and count medium weapons as small, large weapons as medium and huge weapons as large.
  • Arms & Armour [Physical]
    • Ogre smiths are the only one’s that make weapons or metal armour large enough for there kin, the cost is increased by 50% and all weapons deal an additional 1k1 and count as one size category larger. Large weapons become huge, and huge weapons can only be used by ogres.
  • Ogre endurance [Physical]
    • Ogre characters gain the Hardy special rule at rank 2.
  • Easy to Hit [Physical]
    • Ogre characters get -3 on there natural armour TN.
  • Long Arms [Physical]
    • Ogre characters get +3 on all attack rolls in melee.
  • Language [Mental]
    • Ogre characters start with the Language (Ogre Speak) Advantage.

Dwarfs

  • Stout [Physical]
    • Dwarf characters gain the Hardy special rule at rank 1.
  • Craft masters [Physical & Mental]
    • Dwarf characters gains a 1k0 on all craft rolls.
  • Iron Will [Mental]
    • Dwarf characters receive a bonus of 1k0 on all willpower rolls.
  • Dark vision [Physical]
    • Dwarf characters can see as good in the dark as in light.
  • Short legs [Physical]
    • Dwarf characters gain the slow special rule at rank 1
      .
  • Weak Mana Bond [Arcane]
    • Dwarf characters have a harder time to cast spells than other folk, they add +5 on all spells TN. They also add there magic resistance TN to all spells they try to cast.
  • Language [Mental]
    • Dwarf characters start with the Language (Dwarven) Advantage.

Gobs

  • Large ears or nose [Physical]
    • Gob characters gain the Greater sense: Hearing or Smell at rank 1.
  • Quick to Master [Physical or Mental]
    • During character creation chose up to 3 skills, these skills cost 1 less to upgrade for each level.
  • Goblin looks [Physical]
    • When ever a Gob characters required to make a social roll the TN is increased by 2, this disadvantage does nothing against other orc’s or half-orc’s, Goblins or Gobs.
  • Dark vision [Physical]
    • Gob characters can see as good in the dark as in light.

Goblins

  • Fast [Physical]
    • Goblin characters gain the Swift Special rule at rank 1.
  • Large ears [Physical]
    • Goblin characters gain the Greater sense (Hearing) at rank 1.
  • Large nose [Physical]
    • Goblin characters gain the Greater sense (Smell) at rank 1.
  • Claws [Physical]
    • Goblin characters keep 0k2 when they make an unarmed attack, be it hand or foot.
  • Odd looks [Physical]
    • When ever a Goblin characters required to make a social roll the TN is increased by 4, this disadvantage does nothing against other orc’s or half-orc’s, Goblins or Gobs.
  • Dark vision [Physical]
    • Goblin characters can see as good in the dark as in light.
  • Hard to Hit [Physical]
    • Goblin characters count there reflex trait as one higher when they calculate there natural armour TN.
  • Small [Physical]
    • Goblin characters get a -1k0 on all damage rolls. This stacks with the Small Disadvantage.

Half-Elf

  • Quick to Master [Physical or Mental]
    • During character creation a player can chose up to 3 Starting Skill, these Skill cost 1 less experience point to upgrade for each level.
  • Keen Ears [Physical]
    • Half-Elf’s Characters characters gain the Greater Sense (hearing) Special rule at rank 1.
  • Language [Mental]
    • Half-Elf character’s start with the Language (Elven) Advantage.
  • Elven Subtype (Pick One)
    • Pit (Black) [Physical]
      • Great Vision: Half-Elf’s Characters with pit elf origin are well known to have better vision than most. They gain the low light Vision advantage.
    • Snow (White) [Physical]
      • Children of Winter: Half-Elf’s Characters with snow elf origin are well known to be resistant to cold like there ancestors, but not by the same amount. Reduce all forms of cold damage by 50%.
    • Wood (Green) [Physical]
      • Animal Touch: Half-Elf’s Characters characters with elf origin have just as there parents a animal part to them, be it eyes, ears, claws or a tail. They can have more than one, but only one will give a mechanical bonus.
        • Tail: Half-Elf’s Characters with an animal tail gets +1k0 on all athletics skill roll revolving balance.
        • Eyes: Half-Elf’s Characters with animal eyes get a +2 on all seeing based perception rolls.
        • Claws: Half-Elf’s Characters with animal claws get a +1k0 on all unarmed attacks they make, be it hands or foot.
        • Ears: Wood Elf’s Characters with animal ears get a +2 on all seeing based hearing based perception rolls.
    • Moon (Silver) [Arcane]
      • Touched By Magic: Half-Elf’s Characters with moon elf origin are known to be better at magic than most. They gain a free raise on all spell casting rolls.
    • Dawn (Violet) [Physical]
      • Night affinity: Half-Elfs Characters of the emerald line have a natural ability to stealth and get one free raise on all stealth rolls.
    • Dusk (Grey) [Social]
      • Silver Tongue: Half-Elf’s Characters with dusk elf origin have a naturally skilled talent in the art of conversing and get a +2 on all forms of Skill rolls where speaking is required
    • Sun (Brown) [Physical]
      • Slow Starvation: Half-Elf’s Characters with sun elf origin are know to be able just like there ancestors, to go with out ether water or food for a long time. Starvation takes five times as long as normal for a sun elf.

Elf

  • Low Light Vision_ [Physical]_
    • Elf’s Characters can see just a as good in low light conditions as in normal light
  • Two pairs of ears [Physical]
    • Elfs Characters gain a +1k1 on all hearing based perception rolls.
  • Skill Mastery [Physical or Mental]
    • During creation chooses one skill, Elf’s Characters count as having the advantage, Great Potential for that skill, Elf’s Characters can purchase Great Potential for that skill again, gain a bonus of 1k1 on all rolls for that skill.
  • Frail physic [Physical]
    • Elves are not known for being able to take a punch, all wound levels increase there TN penalty by 3. This stacks with low pain threshold.
  • Language [Mental]
    • Elf’s Characters start with the Language (Elven) Advantage.
  • Elven Subtype (Pick One)
    • Pit (Black) [Physical]
      • Great Vision: Pit Elf’s Characters are well known to have excellent vision. Replace the low light vision with Dark Vision advantage, Pit Elf’s Characters also gain a +1k1 on all perception based rolls where sight is needed. But any effect that would blind them has double damage and duration. Pit Elf’s Characters however don’t share there family’s extremely long life span, Pit Elf’s Characters rarely live past 300 years.
    • Snow (White) [Physical]
      • Children of Winter: Snow Elf’s Characters are well known to be completely unaffected by cold in all forms. Snow Elf’s Characters are immune to any form of cold damage, but take 50% more damage from fire damage.
    • Wood (Green) [Physical]
      • Animal Touch: Wood Elf’s Characters always have an animal part to them, be it eyes, ears, claws or a tail. They can have more than one, but only the mechanical effect of one.
        • Tail: Wood Elf’s Characters with an animal tail gets +1k1 on all athletics skill roll revolving balance.
        • Eyes: Wood Elf’s Characters with animal eyes get a 1k0 on all seeing based perception rolls.
        • Claws: Wood Elf’s Characters with animal claws may keep two dices when they make an unarmed attack, be it hand or foot.
        • Ears: Wood Elf’s Characters with animal ears get a 1k0 on all hearing based perception rolls.
    • Moon (Silver) [Arcane]
      • Touched By Magic: Moon Elf’s Characters are well versed in most forms of magic. They gain a bonus of +1k0 on all spell casting rolls.
    • Dawn (Violet) [Physical]
      • Night affinity: Dawn Elfs Characters are masters when it comes to hiding and get a +1k1 on all stealth rolls.
    • Dusk (Grey) [Social]
      • Silver Tongue: Dusk Elf’s Characters are naturally skilled in the art of conversing and get a +1k0 on all forms of Skill rolls where speaking is required.
    • Sun (Brown) [Physical]
      • Slow Starvation: Sun Elfs Characters are renowned for there ability to go with out ether water or food for ridicules amounts of time. Starvation takes ten times as long as normal for a sun elf.

Naga / Na-cha (Desert)

  • Serpent Body [Physical]
    • With there large serpent body’s Naga’s can move much slower than expected. A Naga character has the slow special rule at rank 1.
  • Constrict [Physical]
    • One of the most dangerous thing that a Naga can do in combat is to crush there enemy using there large body. A Naga character may choice to constrict a enemy instead of doing a normal grapple. The only difference is that a constricted enemy can’t be thrown. Besides that a Naga character receives a one free raise towards maintaining control over the grapple and when doing unarmed damage he also gains a bonus DR of 3k2.
  • Cold Blooded [Physical]
    • As large Reptiles, Naga’s are cold blooded. A Naga character suffers from the Weakness (Cold & Ice) Special Rule. They also suffer a -1k0 when in cold areas on all skill, trait or ring rolls, except the magic ring and gain the Slow special rule at rank one. These penalty’s might increase depending one how cold it is. On the flip side, a Naga character Receive a free raise when in a warm climate.
  • Easy to Hit [Physical]
    • Due to their size a Naga character get -3 on there natural armour TN.
  • Desert Scales [Physical]
    • Naga characters of the Desert subtype have a very easy time hiding in there native environment, when a Desert Naga character tries to hide in a large area of sand he receives two free raises toward the stealth roll. But any one trying to spot them while outside of their native home receives a free raise.
  • Reduced Starvation [Physical]
    • Naga Characters are have the ability to go with out ether water or food for a large amounts of time. Starvation takes five times as long as normal for a naga.
  • Language [Mental]
    • Naga characters start with the Language (Naga) Advantage. Naga character’s can’t speak the Common Tongue and must purchase the Language (Common Tongue) Advantage in order to do so.

Naga / Na-cha (Tropical)

  • Serpent Body [Physical]
    • With there large serpent body’s Naga’s can move much slower than expected. A Naga character has the slow special rule at rank 1.
  • Constrict [Physical]
    • One of the most dangerous thing that a Naga can do in combat is to crush there enemy using there large body. A Naga character may choice to constrict a enemy instead of doing a normal grapple. The only difference is that a constricted enemy can’t be thrown. Besides that a Naga character receives a one free raise towards maintaining control over the grapple and when doing unarmed damage he also gains a bonus DR of 3k2.
  • Cold Blooded [Physical]
    • As large Reptiles, Naga’s are cold blooded. A Naga character suffers from the Weakness (Cold & Ice) Special Rule. They also suffer a -1k0 when in cold areas on all skill, trait or ring rolls, except the magic ring and gain the Slow special rule at rank one. These penalty’s might increase depending one how cold it is. On the flip side, a Naga character Receive a free raise when in a warm climate.
  • Easy to Hit [Physical]
    • Due to their size a Naga character get -3 on there natural armour TN.
  • Swimmer [Physical]
    • Naga characters of the Tropical subtype are adapt swimmers and gain one more ranks in the Swift special rule when in water.
  • Reduced Starvation [Physical]
    • Naga Characters are have the ability to go with out ether water or food for a large amounts of time. Starvation takes five times as long as normal for a naga.
  • Language [Mental]
    • Naga characters start with the Language (Naga) Advantage. Naga character’s can’t speak the Common Tongue and must purchase the Language (Common Tongue) Advantage in order to do so.

Saurian

  • Reptile Hide [Physical]
    • Due to their thick hide, Saurian character receive a Natural Armour TN of 4.
  • Bite & Claws [Physical]
    • Saurians have sharp claw and wicked teeth giving a Saurian character +1k1 on all natural damage rolls.
  • Cold Blooded [Physical]
    • As large reptiles, Saurians are cold blooded. A Saurian character suffers from the Weakness (Cold & Ice) Special Rule. They also suffer a -1k0 when in cold areas on all skill, trait or ring rolls, except the magic ring and increase the Slow special rule by one rank. These penalty’s might increase depending one how cold it is. On the flip side, a saurian character Receive a free raise when in a warm climate and lose the Slow special rule.
  • Lumbering [Physical]
    • Due to their weight and leg movement, a saurian character suffer from the slow special rule at rank 1.
  • Simple Minded [Mental]
    • Saurians are simple beings due to their small brains. A Saurian character gains the Weakness (Intelligence) Disadvantage with out the additional Experience. A player may remove this Racial Disadvantage by paying the appropriate amount of experience points.
  • Language [Mental]
    • Saurian characters start with the Language (Saurian) Advantage. Saurian character’s can’t speak the Common Tongue and must purchase the Language (Common Tongue) Advantage in order to do so.

Coast Saurian

  • Reptile Hide [Physical]
    • Due to their thick hide, Coast Saurian character receive a Natural Armour TN of 4.
  • Vicious Bite [Physical]
    • Coast Saurians have a larger lower jaws than their inland cousins and these jaws are filled a larger number of vicious teeth. A Saurian character can make a bite attack, which is a complex action, that has a DR of 2k1.
  • Claws [Physical]
    • Coast Saurians have sharp claw giving a Coast Saurian character +1k1 on all natural damage rolls.
  • Cold Blooded [Physical]
    • As large reptiles, Coast Saurians are cold blooded. A Saurian character suffers from the Weakness (Cold & Ice) Special Rule. They also suffer a -1k0 when in cold areas on all skill, trait or ring rolls, except the magic ring and increase the Slow special rule by one rank. These penalty’s might increase depending one how cold it is. On the flip side, a saurian character Receive a free raise when in a warm climate and lose the Slow special rule.
  • Lumbering [Physical]
    • Due to their weight and leg movement, a Coast Saurian character suffer from the slow special rule at rank 1.
  • Swimmer [Physical]
    • Coastal Suarians are renowned as good swimmers, making them a great nuisances for seafarers and a constant terror for coastal villages. When in deep enough water a Coastal Saurian loses the slow special rule gained form the Lumbering Racial disadvantage and instead gains the swift special rule at rank 4.
  • Simple Minded [Mental]
    • Saurians are simple beings due to their small brains. A Coast Saurian character gains the Weakness (Intelligence) Disadvantage with out the additional Experience. A player may remove this Racial Disadvantage by paying the appropriate amount of experience points.
  • Language [Mental]
    • Coast Saurian characters start with the Language (Saurian) Advantage. Coast Saurian character’s can’t speak the Common Tongue and must purchase the Language (Common Tongue) Advantage in order to do so.

Races

L5R High Fantasy Rule Rewrite Roke