The Rules and Details of Alryx
There are ten basic playable species on Alryx: Humans, Gnomes, Elves, Brownies, Sprites, Centaurs, Da’chk, Saurians, Lizarrds and Slith. These species are diverse, representing the different worlds from which they came. While there are similarities between species, breeding between them is not genetically possible (though magic can change these rules).
The history of a species is important to note, in that it affects how they perceive the world in which they live. More important to how it thinks however, is the biological makeup of a species. A brownie is only 1 foot in height, and that will affect its outlook quite differently than a human, as the world in human lands is built for a being around 5 to 6 feet in height. Also, the desert-dwelling slith, who have no legs, do not blink, and have no vocal cords, will not hold the same outlooks as a human could. Singing and ladders are foreign concepts to a slith. Their range of weather comfort is different, too, liking the warm deserts instead of forested temperate zones. The idea, then, is to realize what features a species has, and play the role of that species from this perspective.
Prejudices are a major factor to consider when playing another species, too. While individual members of a species vary considerably, there are tendencies for certain reactions between average members of any two given species. These reactions, which can be friendly, hostile, indifferent, cautious or more, are usually the result of racial outlooks, frequency of contact, or even the way the species’ physical form is perceived by an individual. For example, humans often find slith to be gruesome, because they closely resemble snakes. Da’chk, too, are viewed as big bugs by many humans. Elves and sprites are often viewed as beautiful, while gnomes are generally seen as dumpy and crude. Individual humans can have very different opinions of another species of course, but these are general outlooks on average for humans.
Each species is summarized below. Some of these species have modifiers to their attributes, skills or specializations. These adjustments do not affect the attribute, skill or specialization directly, but rather add or subtract to each roll made that includes the specified statistic. These are cumulative, so a species that has 1 Dodge and Attack rolls, ½ carrying capacity)
Base speed is 2 mph
Attributes 4 Dodge and Attack rolls, 1/8 carrying capacity)
Base speed is 3 mph flying, or 1 mph walking.
Attributes -1 Wisdom, -1 Body, 1 Dodge and Attack rolls, ½ carrying capacity)
Base speed is 2 mph
Attributes 2 Dodge and attack rolls, ¼ carrying capacity)
Base Speed is 1 mph
Attributes 1 to Dodge and attack rolls, 1x carrying capacity)
Da’chk have a natural Toughness bonus of 4/5/6, but all damage inflicted after Toughness is doubled, as it is similar to breaking bones.
Base speed is 3 mph
Attributes +1 Intelligence, -1 Strength
Skills +1 Diplomacy, +1 Perception, -1 Athletics
Specializations +1 Innuendo, -1 Ride, -1 Swim