Species Descriptions

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Your species describes your character’s physical form and often suggests certain common cultural traits or innate abilities passed down through generations.

Table of Contents

Dwarf

Dwarves are typically stout, sturdy humanoids known for their resilience, affinity for stone and metal, long memories (especially regarding grudges or oaths), and dedication to craft. They often form clans centered around mountain strongholds or underground cities.

Traits

  • Sturdy: Your resilience is notable. You gain a flat bonus of +5 Hit Points at character creation.
  • Resilient: You gain a +10% bonus on Body checks made to resist poison or disease.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Traditional Craft: Choose one Crafting skill specialty (e.g., Weaponsmithing, Stonemasonry). You gain a +5% bonus on checks made with that specific specialty.

Elf

Elves are often depicted as slender, graceful humanoids with long lifespans, a deep connection to nature or magic, and keen senses. Elven cultures vary widely, from isolationist forest dwellers to integrated urban artisans.

Traits

  • Keen Senses: You gain a +5% bonus on all Perception skill checks.
  • Forest Affinity: You gain a +5% bonus on Stealth checks made in natural environments (forests, jungles, fields) AND a +5% bonus on Survival checks.
  • Low-Light Vision: You can see in dim light within 60 feet of you as if it were bright light. You still perceive colors normally.

Halfling

Halflings are small humanoids known for their curiosity, surprising bravery, love of comfort and community, and often an uncanny bit of luck. They tend to live in peaceful, settled communities but possess a wanderlust that sometimes leads them to adventure.

Traits

  • Naturally Stealthy: You gain a +5% bonus on all Stealth skill checks.
  • Nimble: You gain a +5% bonus on all Dodge skill rolls.
  • Brave: You gain a +10% bonus on checks made to resist fear or intimidation effects (often Mind-based checks).

Human

Humans are the adaptable, ambitious, and numerous species found in most fantasy worlds. They exhibit a vast range of cultures, appearances, and talents, known for their shorter lifespans (compared to elves or dwarves) but remarkable drive and versatility.

Traits

  • Adaptable Learning: Choose any one skill. You may either initiate this skill for only 5 XP (instead of 10 XP) OR, if you initiate it normally, gain a starting +5% bonus to it. This choice is made once per skill at character creation.
  • Resourceful: Choose either Persuasion or Insight. You gain a +5% bonus on checks made with that chosen skill.
  • Quick Study: You gain an additional +10 starting Experience Points (XP) during character creation to spend as you wish following normal advancement rules.

GM Note: Balancing New Species Traits

When introducing new species (races/ancestries) into your Alacrity campaign, whether adapted from other sources or created whole cloth, aim to provide a package of traits that is both thematically appropriate and roughly balanced in mechanical value compared to the standard options (like the revised Dwarf, Elf, Halfling, and Human presented here). Perfect balance is elusive, but the goal is to offer interesting choices without making one species feel like a mandatory pick for certain character concepts due to overwhelming mechanical advantages. Here are some guidelines:

  • Trait Budget: Aim for roughly 3 distinct, thematic traits per species. Sometimes a single powerful or versatile trait might count as two minor ones. Vision types (Darkvision, Low-Light Vision) count as one trait.
  • Benchmark Comparison: Look at the revised standard species as a baseline. Does your new species’ total package feel significantly more powerful or impactful than the Dwarf’s defensive utility, the Halfling’s combined defense/stealth, the Elf’s minor skill utility, or the Human’s flexibility?
  • Evaluating Trait Value:
    • Minor Skill Bonuses (+5%): A +5% bonus to a single skill is a common and relatively low-impact trait. It’s more valuable if applied universally to a core skill (Dodge, Stealth, Perception) rather than situationally.
    • Moderate Bonuses (+10%): A +10% bonus is more significant, equivalent to one step on the difficulty ladder. Reserve these for resisting common effects (like poison, fear) or highly thematic, but perhaps less frequently rolled, skills.
    • Direct Combat/HP Bonuses: Be very cautious here. Avoid large, scaling bonuses. Small, flat bonuses (like the revised Dwarf’s +5 HP) are much easier to balance. Direct bonuses to combat rolls are generally best avoided at the species level.
    • Vision: Darkvision and Low-Light Vision are standard fantasy utilities and fit well as one trait.
    • Starting Bonuses (XP/SP): These provide a temporary boost but have little long-term impact. Use them as minor additions or reflections of versatility.
    • Unique Abilities: If giving a species a unique action or innate ability, ensure it’s clearly defined and consider its power relative to other traits. Avoid granting free access to things that normally cost XP (like initiating skills or Effects).
  • Thematic Fit: Ensure the traits make sense for the species’ description, culture, and physiology within your world.
  • Avoid Redundancy: Try to give each species a distinct mechanical feel.
  • Iterate: Don’t be afraid to adjust traits after seeing them in play if one proves unexpectedly strong or weak.

By comparing against the established benchmarks and considering the impact of traits within Alacrity’s percentile system, you can create flavorful and reasonably balanced new options for your players.

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File Created: 05/05/2025
Last Modified: 05/05/2025

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