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Playtest Core Rules

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Lineages

3 min read

Your character’s Lineage is the type being or creature they are. Classic examples from fantasy roleplaying games include humans, dwarves, elves, and halflings.

The list of Lineages you can choose from is different for every game world and campaign setting, so talk to your Gamemaster about which Lineages are appropriate for the game you are playing. To help you get started, however, we have included rules for some of the most common fantasy Lineages.

Lineage Entries #

Each Lineage entry includes the following Lineage traits:

  • Name: The name of the Lineage.
  • Attribute Minimums: This is the minimum number of Attribute Points you must assign to the listed Primary Attribute/s if you wish to play a character of this lineage.
  • Attribute Maximums: This is the maximum number of Attribute Points you may assign to the listed Primary Attribute/s if you wish to play a character of this Lineage.
  • Abilities: An Ability represents a special Action available to characters of this Lineage.
  • Modifiers: These are Action Score modifiers for certain types of Actions available to characters of this Lineage.
  • Powers: These are otherworldly powers possessed by all characters of this Lineage.

Dwarf #

Attribute Minimums:Toughness 2
Attribute Maximums:None
Attribute Modifiers:+1 Toughness
-1 Coordination  

Born in caverns dark and deep, the dwarves are the masters of mines, lords of the deepholds, and the keepers of the ancient fire. They are as strong and sturdy as the mountains beneath which they were born, and they have an uncanny connection to stone from which the first dwarves arose.

Depth Sense (Ability): If a dwarf succeeds at a DS 3 Awareness Action Check, they can identify exactly how deep underground they are. This is a measurement of how far the dwarf would need to travel straight up to reach the surface.

Infravision (Power): As a Minor Action, dwarves can shift their vision from standard vision to Infravision. When using Infravision, dwarves see infrared light. The warmer an object is, the more infrared light it emits, and the brighter it appears to the dwarf. Fine details and color are impossible to see with Infravision, but even invisible objects are visible to the dwarf if the object still gives off heat.

Stone Sense (Modifier): When making Mind or Spirit Action Checks related to stone, dwarves gain a +1 modifier to their Action Scores.

Elf #

Attribute Minimums:Coordination 2
Awareness 2
Attribute Maximums:Strength 2
Attribute Modifiers:+1 Coordination
+1 Mind Defense -1 Strength -1 Body Vitality  

The elven people were old before the other Lineages even appeared in the world. They are ethereal beings, beautiful and fine, and they move with extraordinary grace. They have an inborn affinity for magic, and it is so important to their lives that it borders on the religious.

Low Light Vision (Power): As long as any amount of light is present, even starlight or candlelight, elves can see as if it were bright as day.

Sense Magic (Modifier): When attempt to sense the presence of magical objects, effects, and creatures, elves get a +1 to their Action Scores.

Unearthly Grace (Modifier): Elves receive a +1 modifier to their Action Scores for Action Checks involving balance and grace.

Halfling #

Attribute Minimums:Toughness 2
Attribute Maximums:Strength 2
Attribute Modifiers:+1 Body Vitality +1 Spirit Vitality +1 Spirit Defense  

Halflings are a stout and sturdy little folk who often go unnoticed by the big folk of the world. These diminutive beings have survived in a dangerous world by keeping silent and staying out of sight. Still, a heart as powerful as a blazing hearth fire beats in their chest, and if pushed to anger, their stubborn fury makes them surprisingly dangerous opponents.

Elusive (Modifier): Halflings gain a +1 modifier to their Action Scores when they hide. They also gain a +1 modifier to their Action Score for Withdraw Actions.

Lucky (Power): Once per game the player of a halfling character may reroll any one die roll. They must accept the new result, even if it is worse than the original roll.

Resilient (Power): If a halfling fails their Death Check, they have double the normal number Rounds to stabilize before they die.

Tough Feet (Power): Halfling feet are as tough as a good pair of boots. They can go barefoot in any environment or climate without suffering any negative effects.

Human #

Attribute Minimums:None
Attribute Maximums:None
Attribute Modifiers:+1 Creativity
+1 Initiative  

Humans are the youngest of the Lineages, having only appeared in the world during the last great age. Despite their recent arrival in the tapestry of time, they have flourished and are now the most common Lineage in the world. They are highly creative, and they react quickly and easily to change.

Adaptable (Power): Humans may take the Initiative Action as a Minor Action during an Encounter.

Extremophile (Modifier): Humans add a +1 modifier to their Action Scores when making Action Checks to resist the negative effects of heat or cold.

Good Instincts (Modifier): Humans have excellent instincts when it comes to identifying the best way to help others. Humans gain a +1 modifier to their Action Score for Assist Action Checks.

Updated on October 20, 2024
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  • Lineage Entries
    • Dwarf
    • Elf
    • Halfling
    • Human
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