Races (FiD)
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These are fantasy races for use with Blades in the Dark. If these rules are in play, each character selects a race at character creation and gains the corresponding special ability.
- Human: The basis of comparison for other races. Humans are the most common people, and the most widely adaptable.
Special Ability—Adroit: Humans start with an additional advance, either an action or a special ability available to their playbook.
- High Elf: Civilized elves living in settlements, among humans or as leaders among gnomes or other elves. Elves have the physical appearance of a human in their late teens, along with pointed ears and slightly oversize eyes. Human hair colors, turning metallic as the elf ages.
Special Ability—Star Lover: See as well outdoors at night as a human under the same cloud conditions. Keep this vision even in lit conditions.
- Wood Elf: Forest elves that prefer their own company. Elves have the physical appearance of a human in their late teens, along with pointed ears and slightly oversize eyes. Brown or green hair and eyes, some with such a tinge on their skin.
Special Ability—Forest Lover: Clear vision under the stars or in woods.
- Other Elves: There are wild elves that live in broken terrain, snow elves, sea elves, and various other elves. Use wood elves as a model, adapting look and abilities for their chosen terrain.
- Gnome: Intelligent people, with size and manners similar to humans around age ten. They have pointed ears, adult bodies, and males may have facial hair. Most are shy and live in forests and hills or work for elves in their settlements, but a few are gregarious and go out into the world to explore. They have a talent for artificing and wizardry.
Special Ability—Minuit Vision: Gnomes see very well at short ranges. They can see about 30 meters outdoors at night or 10 meters in almost complete darkness. At a range under 1 meter, their sight is truly exceptional, as if they were using a fine looking-glass. They gain a +1d bonus on tinker rolls relating to jewelry, precision mechanics, and similar very fine tasks.
- Dwarf: Short and stout compared to humans, dwarves are strong and more enduring but not as agile in mind or body. Dwarfs prefer to live in mines or burrows and are craftsmen extraordinaire.
Special Ability—Miner: Dwarves have a sonic sense that works as sight out to 10 meters, but can detect only shape and composition not color or pattern. They gain a +1d bonus on tinker rolls relating to brewing, stone, or metal.
- Halfling: Slightly taller than gnomes and more solidly built, Halflings resemble humans in their early teens, but with facial and foot hair.
Special Ability—Lithe: Halflings have +1d on Prowl rolls.
- Faun: Gregarious fey creatures of woods and meadows, some fauns are curious enough to explore the world. Humanoids with the lower body and some characteristics such as horns and ears of a goat.
Special Ability—Frolic: Fauns are very nimble and gain a +1d bonus on all Prowl actions not involving stealth. They also have the ability to turn water and fruit juice into wine, with better materials making for better vintage. Fauns gain +1d on Resolve rolls against creatures who are drunk on their wine.
- Centaur: Smallish horses with humanoid torso instead of an equine head and neck. Some have horse ears as well. This can also cover other quadruped people like alseid and bariaur.
Special Ability—Quadruped: Centaurs are faster than humans and better sprinters. You can run with the speed or a horse. You can use Hunt instead of Prowl for running and Hunt instead of Finesse in a chase. You can carry two additional items based on your load. A rider with a size matching your torso counts as two items.