Racial Archetypes for Sharp Swords and Sinister Spells
Sharp Sword & Sinister Spells by Diogo Nogueira is one of the best games out there, I highly recommend you to pick it up if you haven't already. Actually, that goes to all of his games, they're really that great.
Anyways, after some OSR delving and SS&SS establishing itself as one of my favorites, I eventually wanted some races-as-classes for my weird human-centric setting. I figured: "This is a pretty popular game, I'm sure a dozen people made then already." Well, wrong.
My search didn't bear much fruit, and even it being pretty easy to adapt it from another game, it surprised me a lot. So I made a few, now without further ado:
Dwarf
Hit Dice: 1d10 Hit Points per level
Luck Die: d6
Prime Attributes: Physique and Willpower
A Dwarf receives the following Special Abilities:
- Mountain's Endurance: Your body is more resilient than that of humans. You receive a positive die to resist poison and disease.
- Stoneskin: A dwarf is considered to be wearing medium armor while unarmored, due to its durable skin.
- Darkvision: You are used to the life underground with no light. You can see in the dark to nearby distance.
- Dwarven Weapon Training: As a Dwarf, you are specialized in axes and hammers. You gain a positive die when attacking with weapons of those groups.
Elf
Hit Dice: 1d6 Hit Points per level
Luck Die: d8
Prime Attributes: Intellect and Agility
An Elf receives the following Special Abilities:
- Elven Sight: The life amidst the deep forest made elves develop a keen sight. While everyone else is able to see details only in nearby distance, elves can see with details at any distance.
- Mageblood: Your blood grants you the capability to cast a single spell, following the standard casting rules.
- Precise Hunters: When you attack with bows, you get a positive die.
- Fey Ancestry: Elves are relative to fey creatures, this bloodline grants then resistance to mind-affecting effects. You get a positive die to resist charm effects.
Halfling
Hit Dice: 1d6 Hit Points per level
Luck Die: d8
Prime Attributes: Willpower and Agility
A Halfling receives the following Special Abilities:
- Brave: Even with their small size, halflings are known for their great bravery. You get a positive die to resist fear effects.
- Lightfoot: Halflings are particularly agile and dextrous. You get a positive die to move silently, climbing and avoid damage from falling.
- Nimbleness: Your diminutive size is a great ally in combat. Once per round, you can inflict a negative die to an attack made by a larger creature.
- Light Weapon Mastery: Your agility and small size make you extra deadly with smaller weapons. You get a positive die when attacking with melee light weapons.
Half-Orc
Hit Dice: 1d10 Hit Points per level
Luck Die: d6
Prime Attributes: Physique and Agility
A Half-Orc receives the following Special Abilities:
- Berserker: Half-orcs are always eager for battle, and keep fighting until their last breath. When you are reduced to 0HP, you stay on your feet for a number of turns equal to your level, as long as you're still in combat.
- Savage Attacker: You fight recklessly, attacking with all your strength and without any fear. When you make a melee attack in your turn, you can give yourself a positive die on that attack. If you do so, the next attack against you also receives a positive die.
- Dreadful Aspect: Your hardened and scarred visage is frightening to most. You get a positive die when intimidating someone.
- Survivalist: Half-orcs are used to subsist out in the wilderness. You're always successful in hunting or foraging for food, given that the environment can produce such resources.
Goblin
Hit Dice: 1d8 Hit Points per level
Luck Die: d6
Prime Attributes: Intellect and Agility
A Goblin receives the following Special Abilities:
- Opportunist: You are used to fighting dirty with hit and run tactics, taking any opening to your advantage. When you land a critical hit, you get an extra movement action.
- Hardened Guts: Goblins are used to live in dire, unclean environments without trouble. You are immune to disease and have a positive die to resist gas poisoning.
- Strength in Numbers: As a Goblin, you fight using numbers as your main advantage. When fighting with a number of allies greater than the number of enemies, your attacks deal extra damage equal to your level.
- _Escape artist:_ You know how to recognize the moment to run away from a fight. You and your allies have a positive die when escaping from enemies.
Now, with these five I was pretty satisfied, I had what I needed. But I wanted 6, so you can roll it as a table, then an idea came to me.
One thing that I find quite silly about a lot of people in OSR, is how much they dislike anything related to modern games, especially playable races. This made me like some races much more than I used to, just for the fun of it. So then, one that's a little controversial to round it up:
Dragonborn
Hit Dice: 1d8 Hit Points per level
Luck Die: d6
Prime Attributes: Physique and Willpower
A Dragonborn receives the following Special Abilities:
- Draconic Ancestry: Your blood is related to a kind of chromatic or metallic dragon. Choose what your draconic lineage is, you have a positive die to resist effects of the same element as the one of your ancestry.
- Breath Weapon: You have a breath attack of the same element as your dragon ancestor. Once per day, you can release your breath, dealing Ld6 damage to 1d6+1 nearby enemies.
- Weapon Specialization: A Dragonborn chooses a type of weapon (swords, axes, bows, polearms, spears, hammers) that he has mastered. When using weapons of that type, they roll a Positive Die with attack rolls.
- Reptilian Kin: You have +1 in reaction rolls to other draconic and reptilian beings.
So, I hope you like those ones. And if you made some of your own, please share, I want to see all sorts of content for this game.