ARDUIN ETERNAL PDF

Launching forward is an enhanced game for the new millennium that retains all the qualities of its predecessors in a single volume! Plumb the depths of the rich world of Arduin. Engage as the emotionless insectiod Phraint. Dash through battle with a hot-blooded Amazon.

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Choosing a Race Arduin Eternal has 26 races, ranging from the familiar — human, dwarf, "hobbitt" — to the more esoteric such as Deodanth and Throon. Racial write-ups consist of the following sections: Outlook describes the demeanour and outlook of the average member of the race.

Appearance outlines what the average member of the race looks like. Common Culture lists the most common cultures in which these races appear, but again, is specifically not a limit for player characters. Attributes gives the method of calculating all the 11 main attributes for members of this race, as well as the racial bases for all Saves, Resists, Defenses and Rates.

Annoyingly, the 11 attributes are not listed in the same order as in the previous chapter, though they are at least in the same order in every racial description. Racial traits are the abilities all members of the race get.

Racial choices are the specific options available only to that race. It looks like most races get to select three racial choices, which can come from the abilities listed here, or from the common list. Some selections count as 2 or even 3 "choices" by themselves. Now, on with the actual races! Amazon Amazons are apparently an actual separate race within the world.

They often attempt to instil the "feminine qualities" or warrior, mother and leader in females of other races, and are baffled when these efforts are rebuffed. Sounds pretty fun to play, for the right group. Physically, they resemble humans, with lean frames and skin shades ranging from golden tan to Nubian.

Oddly, while "Amazon Motherland" is an available culture type in the game, it is not listed here as a common culture for Amazons themselves. This seems like an oversight. Attribute-wise, the core 11 for Amazons are very similar to those of humans, though not identical. They tend to be fractionally taller and fractionally lighter in build, for instance.

Amazons generally have better bases for Saves than humans do, and significantly better Defenses. On the other hand, they have a learning rate which will presumably mean they improve more slowly in a long term campaign. Amazon racial traits include keen senses, and two bonus cultural options, over and above those normally granted.

Amazon racial options include several "heroic bloodline" type abilities, which count as 2 choices and provide both positive and negative effects. There are also some traits that have some implicit cultural aspects to them: it seems Amazons often have strong connections to the sea, or to being horsewomen. Centaur: Gara-Khai Centaurs apparently came to Khaas as interstellar travellers, but have forgotten their starfaring heritage over time.

There are actually three races of Centaur, each of which are slightly different. Or at least, the ones most likely to use manufactured goods and practise sedentary occupations such as farming. It even seems a good fit for the described appearance. For attributes, as you might expect, Gara-Khai are significantly larger and stronger than humans: Size, Mass and Strength are also roughly double in score.

Physically then, they are real powerhouses. Racial traits include fast movement and native weaponry in the form of their hooves. Racial choices include one bloodline which makes them even faster moving and improves their Reason attribute, but causes them to respond to failed Fear saves by going berserk. Pony-centaurs, if you will. In terms of attributes or characteristic bases, their only real compensation for this is excellent Disease saves.

On the other hand, they do have some racial traits that boost the Hit Point and Dodge characteristics. Unsurprisingly, they also have a hoof attack, though they lack the "attack and do other stuff at the same time" ability of the Gara-Khai. Their racial options are two bloodlines, both of which count as three choices, and have the usual mix of positives and negatives; more of the former than the latter, obviously.

Like other centaurs, Tara-Khai have a hoof attack; the inability to use that as a free optional ability probably means they are weaker in melee than the Gara-Khai, though. Racial options include a bloodline trait that gets rid of the berserker rage problem — probably a pretty vital pick to make for playing in a group! This also grants them some spiritual advantages, but marks them as the enemy of Shagrath, God of the Red Moon. Among other things, this means spiders and spider-like monsters will attack them in preference to other targets.

Legend has it that they are lost time travellers from aeons in the future, when the suns are dying. Deodanths are generally solitary by habit, rarely gathering in anything more than small groups, which means that much of their own lore has been lost. They have a reputation for being vicious and cruel: deservedly so, as it seems most of them are sadists.

There are a few exceptions to this, but even "gentle" Deodanths are implacable hunters when roused. Elves and Deodanths hate one another, but Deodanths do not generally get on with any of the other races. Deodanths are tall, feline-looking humans with black skin and silver nails. Culturally speaking, they are commonly found only in the kingdom of Arduin. Attribute-wise, Deodanths are significantly faster, more agile and stronger than humans.

Sorry, "magik". Not 1d4; 1. As a technique, it is better than level limits, I guess. None whatsoever. Which is why they have such a low learning rate, apparently. On the other hand, they can spend EPs to gain advancement bonuses to skills, which offsets their weak learning rate. No doubt we will find out eventually! Finally, Deodanths are hated by everyone, and have the Despised, Merciless and Feared social motifs, which I expect will be explained in about pages literally; the social connections section is around pages Races: Thoughts So Far I like the Amazons, as they manage to be something a bit more distinctive than they usually are.

The Deodanth seem pretty problematic to play too, what with everyone hating them. If attacked physically, an average human has Defense 24 and Damage Resistance 0. That looks like a massive gap, but maybe equipment, skills and other factors will mitigate it.

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ARDUIN ETERNAL PDF

Size: 7 x 10 in or x mm of pages: Hardcover not stitched This is the latest version of Arduin and is the primarily supported version of Arduin for new products. Launching forward is an enhanced game for the new millennium that retains all the qualities of its predecessors in a single volume! Plumb the depths of the rich world of Arduin. Engage as the emotionless insectiod Phraint.

IRFU 420 PDF

[WIR] Arduin Eternal

Choosing a Race Arduin Eternal has 26 races, ranging from the familiar — human, dwarf, "hobbitt" — to the more esoteric such as Deodanth and Throon. Racial write-ups consist of the following sections: Outlook describes the demeanour and outlook of the average member of the race. Appearance outlines what the average member of the race looks like. Common Culture lists the most common cultures in which these races appear, but again, is specifically not a limit for player characters. Attributes gives the method of calculating all the 11 main attributes for members of this race, as well as the racial bases for all Saves, Resists, Defenses and Rates.

GRAMATIKA BOSANSKOGA JEZIKA PDF

I can only imagine what it takes the uninitiated. By using this site, you agree to the Terms of Use etrenal Privacy Policy. Things left unsaid or entirely open glaringly, the function and nature of lycanthropy, or the entire bestiary have to bee worked up on a case by case basis to the satisfaction of the individual players and it requires players as well who are strong and on the game. Want to Read Currently Reading Read. There are more than these, and a quick dip into the other topics at those fora will show a few of them.

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