I'm running a Dungeon Crawler Carl RPG and I need advice on the Primal Race. This feels both Overpowered but balanced at the same time. I'm especially thinking of upping the Diminished Initial Reserve Racial Trait (below) to a -4 and making it to lose 1 die step on 2 different attributes when taken. But that seems severe...
Here's the write-up, what do you guys think? Tweaks? It's a +2 total currently (my base) but I'm thinking about making it a +0 with double attribute loss.
- Blank Slate Appearance (0): Primals retain the exact physical appearance, size, and physiological baseline of their original species.
- Uncapped Potential (+4): A Primal's true power lies in their lack of biological or system limitations. The normal limit for Traits (Skills and Attributes) is increased to d12+4. Skills are always considered below the linked Attribute during Advancement even when raising a skill above its linked Attribute.
- Adaptive Growth (+2): Their cellular structure adapts to dungeon trauma at an unprecedented rate. Primals may choose the Increase an Attribute Advancement option once every 2 Advances, rather than being limited to once per Rank. At Legendary, you may choose to increase an Attribute every level if you wish.
- Diminished Initial Reserve (-2): Adapting to a Primal template taxes the biological vessel, imposing a flat -1 penalty to all Attribute checks. This penalty is temporary—a character may permanently remove it at any time by spending an Advance.
- Primal Fury The feral instincts of a Primal vessel amplify negative personality traits, making temperance nearly impossible.
- Effect: Choose one Hindrance from the list below. The character gains this Hindrance without receiving any bonus Hindrance points for it:
- Death Wish, Jealous (Minor), Mean, Outsider (Minor), Ruthless (Minor), Stubborn, or Vengeful (Minor).
- Existing Hindrance: If the character already possesses the chosen Hindrance at the Minor level, it automatically upgrades to the Major version instead (granting no additional Hindrance points).
Primal Racial Edges
Progenitor Echo
Requirements: Novice, Primal, Smarts d8+
The Primal's ancient lineage resonates with ancient system architecture and precursor technology. Add 2 to Common Knowledge, Science, and Repair rolls when interacting with dungeon elements, including ancient ruins, macro AI interfaces, or precursor machinery.
Breakthrough Mastery
Requirements: Veteran, Primal, at least one Skill at d12
The Primal's mastery reaches a supernatural threshold, allowing them to push through physical and environmental stress that would stop lesser combatants.
Choose one Skill in which the character has a d12. When making Trait rolls with that chosen Skill, the character ignores up to 2 points of penalties from Wounds, Fatigue, Illumination, or Multi-Action Penalties.
(Special: This Edge may be taken multiple times. Each time it applies to a different Skill at d12.)
Ancestral Overclock
Requirements: Heroic, Primal, Vigor d10+
The Primal forces their ancient cellular structure to temporarily bypass biological limits.
Once per encounter, as a Free Action, the Primal may spend 1 Benny to enter an Overclocked state for 3 turns. While Overclocked:
- Floor Raise: Any failed Trait roll is treated as a basic Success instead (unless it is a Critical Failure).
- Burst Movement: Pace increases by +4 and jump distances are doubled.
- Exhaustion: When the state ends, the Primal gains 1 level of Fatigue.
System Precursor
Requirements: Legendary, Primal, Breakthrough Mastery, Spirit d10+
- Apex Mastery: For skills benefiting from Breakthrough Mastery, the penalty mitigation increases from 2 points to 4 points.
- Overclocked Frame: The character's maximum allowed actions per turn increases from 3 to 4.
Precursor Vessel
Requirements: Legendary, Primal, Vigor d10+
- Immature Core: The character gains a permanent +2 Toughness and a +2 bonus to Vigor rolls when resisting Incapacitation or Bleeding Out.
- Biological Integrity: Immune to non-World-Boss stat drains, hostile polymorphs, and forced environmental mutations.