Race
We’ll begin with the basics. Do you want to play a human? Or a troll? RPGStuck has unique traits for humans and all twelve castes in the troll hemospectrum. Depending on the race you choose, your character will receive related bonuses and penalties to their stats (we’ll go over what those do later), a capacity for slots (used for powering psionic abilities-we’ll get to those next), and at least one racial feature, an ability or option that can only be selected during character creation. In general, lower blood caste races receive bonuses to psionics and increased vulnerability to psionics in turn, higher blood races receive severe penalties to psionics but higher defenses against the same, and midbloods receive a compromise of these two.
Reference the table below, which contains all of the racial traits, and the descriptions of racial features that follow. When you know what you want to play, stat adjustments and psionic slots can be marked down on the Mechanics tab in the character sheet (for ability scores, use the column marked Racial), while the tab has space below the stats to mark your choice of race.
| Color | Features |
|---|---|
| Burgundy | Has +1 INT, +1 to a stat of choice and Psionic Gift or Lowblood |
| Bronze | Has +1 WIS, +1 to a stat of choice and Sanguine or Lowblood |
| Gold | Has +2 INT and Presence of Mind or Lowblood |
| Lime | Has +1 CHA, +1 to a stat of choice, and Social Expert or Lowblood |
| Olive | Has +2 DEX and Apex Predator or Midblood |
| Jade | Has +2 CHA and Life and Death or Midblood |
| Teal | Has +2 to a stat of choice and On Patrol or Midblood |
| Cerulean | Has +1 CHA, +1 to a stat of choice and Vivacity or Midblood |
| Indigo | Has +2 STR and Ruffiannihilate or Highblood |
| Purple | Has +1 CON, +1 to a stat of choice and High Fever or Highblood |
| Violet | Has +1 DEX, +1 to a stat of choice, Amphibious, and Harbinger or Highblood |
| Fuchsia | Has +1 to any two different stats of choice, Amphibious, and Iron Will or Highblood |
| Human | Has +1 to a stat of choice, +1 to another stat of choice, Childhood |
Amphibious: Your swim speed is equal to your normal speed, and you can breathe in air and water.
Alternately, if this isn’t your first rodeo, you might consider taking a variant that’s associated with an archetype over a specific blood caste.
| Variant | Features |
|---|---|
| Spirited Scrapper | Has +1 STR, +1 to a stat of choice and High Fever: Berserk, Ruffiannihilate, or Vivacity: Killing Flair |
| Street Smarts | Has +2 WIS and Vivacity: All-Seeing Eye, Social Expert, or Childhood: Had to be Sharp |
| Stalwart Scales | Has +2 CON and Autoparry, Iron Will, or Highblood: Refresher |
There’s a lot more racials this time around.
| Racial | Description |
|---|---|
| Psionic Gift: Left Hand Rule | You know Telekinesis’ Affinity, Lift. Additionally, Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity, but you use Intelligence/Occult as your psionic casting stat/skill for this. |
| Psionic Gift: Psi Pulse | Once per short rest, as a free action, make a psionic attack against Fortitude resistance, targeting all creatures within 30 feet. For each target, if you break resistance, they release any grapples, and for 3 rounds they are Impaired and cannot benefit from bonus dice. You then refill one lesser slot. |
| Sanguine: Brave | Once per strife, as a free action, you may move up to your base speed, then Aim, Assail, and Avert. |
| Sanguine: Empathetic | You know Empathic Mind Control’s Affinity, Empathy. Additionally, Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity, but you use Wisdom/Sanity as your psionic casting stat/skill for this. |
| Presence of Mind: Overdrive | Once per strife, you may either make a missed attack roll still deal half damage (but no effects), or make a landed attack deal 50% bonus damage. |
| Presence of Mind: Lateral Thinking | Given a problem, you see solutions where others don’t. P times per short rest, once per check, you add +3 and a Stakes die to a non-strife skill check. |
| Social Expert | You have a fair understanding of the common rituals and norms followed by any sentient being with emotions. You have one Stakes die to any non-strife skill checks made, and reroll any Stakes dice of 1 and Flaws dice of 6, when dealing with them. You also possess a cursory knowledge of psychology and emotions such that you can present a surface level knowledge of those topics, but not enough to claim any skill bonuses for the knowledge itself. |
| Lowblood: Latent Talents | Choose two of the following psionic powers. You know the Affinity of those powers. For each affinity, P times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of it. Also pick either Intelligence/Occult or Wisdom/Sanity: When casting in this way, you use this stat as your psionic casting stat.>Antipsionics, Beast Control, Electrokinesis, Eyebeams, Pyrokinesis, Radionics, Telekinesis, Whispers. |
| Apex Predator | Attacks against enemies with any negative condition have +1 to crit. If the condition is Exposed, Prone, or Stuck, this is increased to +4. |
| Life and Death: Rainbow Drinker | You have +1 to any hit die rolls when healing, and as a reaction to being attacked, you may grant yourself +2 to Fortitude/Will. If you can already grant yourself a bonus or impose a malus (like Block dice) through a reaction, you get +2 to Fort/Will as part of that action instead. If you die, you revive as a rainbow drinker (alongside god tiering if applicable). You can see in darkness as if it were light, you can shed light freely, your +1 bonus to hit die healing becomes +2, you can always move 10 feet as a minor action (or increase another minor action movement by 10 feet), and you have a newfound supernatural nature and the visage to go with it; you have one Stakes die to any non-strife skill checks made wherever you can bring either of these to bear. |
| Life and Death: Cut to Size | Once per short rest, when you land a damaging attack, after all bonuses and multipliers to damage are added, you force it to deal additional true damage equal to a tenth of the target’s maximum hit points. The target is then Weakened for 1 minute. |
| On Patrol | You learn the following maneuvers, and can use one per round as a free action.>Hammershot: When you land a damaging attack, the target is also Dazed for 1 round.>Fieldcraft: When you make a skill check against a target’s resistance, you add +3 to the check.>Fortify: Whenever you are in cover, increase any defensive bonuses from it by +2 until you move again. |
| Vivacity: Killing Flair | Once per strife, before making a damaging attack, you heal a number of hit points equal to your Level. You then add your Level to the damage roll. If this attack kills its target (at least one target, if targeting multiple), you heal for your Level again. |
| Vivacity: All-Seeing Eye | You know Eyebeams’ Affinity, Sight. Additionally, Lvl times per rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity. |
| Midblood: Academic Privilege | You gain an additional 6 skill points at character creation. |
| Ruffiannihilate | Gain +1 die size to your damage and Aim dice. |
| High Fever: Chucklevoodoo | You know Dominating Mind Control’s Affinity, Obligate. Additionally, Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity, but you use Charisma/Performance as your psionic casting stat/skill for this. |
| High Fever: Berserk | Once per short rest, you enter a berserker rage as a free action, lasting 1 minute (10 rounds). You gain Aegis (Lvl/2), +2 to crit range, 10 ft. to your base speed and can Assail as a free action once per round for the duration. |
| Harbinger | Once per strife, when making a damaging attack, you also inflict Exposed, Impaired, or Weakened, of your choice, for 2 rounds. Your attack then benefits from the condition inflicted. |
| Iron Will | Twice per short rest, when an attack would break your resistance, you treat it as if it failed to break resistance. Additionally, you gain +1 to your AC and resistances. |
| Highblood: Refresher | Once per short rest, as a free action roll a hit die but do not spend it. You gain twice that amount in hit points and temporary hit points, then regain one lesser slot and remove all negative conditions of duration 2 minutes or less on yourself. |
| Childhood: Had to be Sharp | You cannot be surprised in a strife, and you have advantage to roll for initiative. |
| Childhood: Well-Educated | You gain an additional 6 skill points at character creation. |
| Childhood: Supernatural | Choose one of the following psionic powers. You know the Affinity associated with that power. Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity.>Cryokinesis, Electrokinesis, Pyrokinesis, Radionics |
| Childhood: Autoparry | Twice per short rest, when an attack targeting your AC would hit, you treat it as if it missed. Additionally, +1 die size to Block dice. |
