It's time for another peek behind the curtain in Wasted Lands. In case you've missed our past posts, we have already covered what type of game Wasted Lands will be, and how Divine Touchstones work in game. This time we'll look at nonhuman species and cultural backgrounds. These things in the O.G.R.E.S. system work a bit differently than some of our old-school (and even new-school) players may be used to seeing, but at the same time will have a degree of familiarity. Let's dive in.
Why "Species?"
First things first: why "species" and not "race?" The use of the term "species" goes back to Night Shift: VSW. We chose the term species for a couple reasons (and we did it long before those Wizards decided to pretend it's some sort of socially relevant term). First, it's flat-out more accurate: elves, dwarves, gnomes, halflings, and the like are quite literally a different species from humanity. Races occur within the same species. We're not posturing or trying to make any sort of statement - it's just, quite simply, a more accurate term.
Second, it's just another move away from the D&D-centric OGL, though that one admittedly no longer applies now that those guys have jumped on the bandwagon with the term.
Okay, now that we have that out of the way....
Species in the Dreaming Age
Technically, there are no nonhuman species in the dreaming age. By and large that's because even the proto-humans that dominate the age aren't true homo sapiens, and are themselves genetically divergent. Many are even sterile and cannot produce offspring (though not all, by any stretch - reproduction has been necessasry and essential for the species to survive for the millennia or three that have passed since the Other Gods were driven into their eternal slumber).
We do, however, optionally allow for cultural backgrounds among humans in the Dreaming Age. These backgrounds are found in the optional rules appendix, and they work identically to species. They cover things like a hunter-gatherer culture, a horse culture, a warrior culture, a sorcerous culture, etc.
There is also an option to play a Serpentfolk character, which technically would be the only nonhuman species allowable. In the future we may add one or two others such as Deep Ones, but it is my feeling that the more nonhuman species added to the Dreaming Age, the less it feels like a Lovecraftian/Howardian swords and sorcery setting, and the more it feels like, well, Dungeons & Dragons. So don't look for too many species in this core setting.
Traditional Fantasy with Wasted Lands
Now, all that being said, one of the biggest requests we've seen from fans was that Wasted Lands should be easily divorced from its setting so that one can use it to play any type of fantasy they like. For that reason alone it was important to include guidelines for dwarves, orcs, goblins, and the like. They can be found in the optional rules appendix, along with some other guidelines to help with traditional style epic fantasy using the O.G.R.E.S. (or O.R.C.S., if you prefer) rules set.
So How Do Species and Backgrounds Work?
Species (and backgrounds, if you choose to include them) work the same way. They are, in old school terms, something of a cross between race-as-class as it existed in BX and BECMI, and race-and-class as in original, Advanced, and later editions of That Famous Game.
Species and cultural backgrounds function quite literally as single-level classes that you take at character creation. They provide a very specific set of abilities unique to the species and/or culture they represent (species traits also represent the common culture from which the species hails). They provide a single Vitality Die for Vitality Points, usually a specific save bonus, and other abilities (dwarves, for example, get the expected mining and craftsmanship abilities, and certain weapon proficiencies). You gain +0 to hit, no save bonus, and no Tiered check bonuses for ability scores.
Species and Backgrounds also have an XP Threshold, usually between 1,000 and 2,000 XP.
You then begin play without a character class, only this species or cultural background. When you reach the XP Threshold, your experience total resets to zero, you choose a character class, and proceed as normal, selecting your Tier 1, 2, and 3 ability scores, starting your to-hit progression, etc.
You do not have to choose a species class to be a member of a species. If you wish to play an elf, for example, that bucks the trend, you simply play a normal character without choosing the elf species, and say that your character is an elf. In this case, your species is simply a matter of appearance - you look like an elf, but you don't have their fey magic, nightvision, and the like.
Can I Have a Species and a Cultural Background?
There is no reason you couldn't have both a species and a cultural background. Simply choose both. Any redundant abilities are just that - redundant. They do not combine unless something in the species or background says otherwise. A species that has stealth abilities like a Renegade combined with a background that provides the same, for example, may improve your stealth abilities by 10% if both state that having the ability as a part of the renegade class allows this. If, however, you then choose Renegade as a character class you wouldn't get the +10% again. It's a one-off bonus.
Choosing both a species and a cultural background, however, would require you to gain the full XP threshold of both combined before choosing a normal character class. If, then, your species has a threshold of 1,500 and your culture has a threshold of 1,000, you would have to gain 2,500 XP before you could take a class.
What if Everyone Selects a Species or Background?
If everyone at the table agrees to take a Species or Background, the GM can grant everyone a "bonus" or "bank" of 1,000 XP or the cost of the lowest XP threshold at the table, reducing the cost to take a character class accordingly. Thus, if everyone chooses a species that costs 1,500 XP, the GM can hand-wave the requirement and let everyone also start with a class, since no balance issues are in play.
If, on the other hand, you have four players, and each takes a background or species with XP thresholds of 1,000, 1,500, 2,000, and 1,500, the GM may award a "bank" of 1,000 XP. This allows the player who chose the 1,000 XP species to take a class immediately. The two players with 1,500 XP thresholds need only gain 500 XP each, and the 2,000 XP player will need gain only 1,000 before selecting a class.
In the end, however, the XP "bank" award is left entirely to the GM, who is not required to hand out such a discount. They can require playing through the XP threshold as they like.
Art by Bradley K. McDevitt. Used under license. |
Sample Species: Orc-Men
Species/Cultural Abilities
Sample Background: Sorcerous Culture
Cultural / Background Abilities
Sorcerous Blood: Choose one first-level spell or one Arcane Power from the Sorcerer spell list. You may use this spell or power once per day. If the ability is a spell, you need no components to cast it, and you need not make a casting check to use this ability. If you later choose Sorcerer/Sorceress as your character class, this spell or arcane power does not count against those you know for your class.
XP Cost: 1,500
That's all for this round. Next time, a peek behind the curtain at how tiered abilities work in O.G.R.E.S.
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