Quick rules changes of the Ginnungagap

So, some quick changes and additions:

  • Honour stat – because I feel like it will be important to the setting. I need to work on appropriate tests for it. It will definitely be important with dealing with gods…(Yeah, just going to leave that hook hanging there)
  • Additional skills – Computer Use, Engineering, Navigate/Pilot (I haven’t fully decided the name yer). And then a skill I’m either calling Lore or Skald, see below
  • Skills removed – Animal Handling and Nature (folding into Survival), Arcana, History, Religion (folding all three into Lore/Skald)

I’m still working out some Feats of my own, but I’ll be stealing liberally from Fifth Age for now, whilst I whittle and shape.

Races of the Ginnungagap

So I’ve been having a little brainstorm today about the different races of the Ginnungagap that I would allow for players.

I know it’s a sci-fi setting, so why not Warforged/robots you ask? Well, they’re in the setting. But they’re the bad guys, agents of the Frost and Fire Giants (bigger robots).

I changed up the races a bit because I wanted them to be a bit more setting fitting. The Drow are fine for Forgotten Realms, but they don’t fit what I had in mind, so I tweaked them a bit as a variant to the High Elves.

Oh, and if you don’t have a copy of Volo’s Guide to Monsters, then the Krar character abilities named below make no sense, and you don’t know what the Firbolg, Goliath, Goblin or Kobold stats look like. So get a copy!

Mannethli (Humans)

Aelfr (Elves) – Ljos (High elf variant), Svartaelf – +1 Cha, trained in stealth, elven weapons training, darkvision

Aelfblod (Half-Elf)

Dvergr (Dwarves) – hill / mountain variants

Dvergblod (Half-Dwarf) – +2 con, +1 in two others, darkvision, dwarven resilience, skill training in one skill

Niflingr (Goblins/Kobolds) – Looking at the stat blocks in Volo’s Guide, it’s very easy to believe these are variants of the same race.

Firbolgr (Firbolg / Goliath) – wood variant (Firbolg stats) / stone variant (Goliath stats). Again, could be easily tweaked to skins of the same race I think.

Krar (Ravenfolk) – Dex +2. Kenku Training (but include investigation, perception), Mimicry. Huginr +1 Int, +1 skill training. Muninr +1 Wis, Expert forgery/craft.