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# TDGS RACES - AI REFERENCE

Document 11 | Structured specification for AI parsing

## RACE DEFINITION

RACE_DEFINITION: - A Race represents inherent nature, biology, and inborn capability - Class is what you've BECOME - Race is what you ARE RACES_PROVIDE: [ "Innate Traits (including natural weapons and armor)", "Base Stat Ranges (starting limits)", "Size", "Slots (equipment locations)" ]

## RACE STRUCTURE

race: { name: string, size: string, description: string, base_stat_ranges: { str: {min: integer, max: integer}, dex: {min: integer, max: integer}, con: {min: integer, max: integer}, int: {min: integer, max: integer}, wis: {min: integer, max: integer}, cha: {min: integer, max: integer}, ref: {min: integer, max: integer}, mov: {min: integer, max: integer}, luk: {min: integer, max: integer} }, slots: { [location: string]: integer // e.g., "head": 1, "finger": 10 }, natural_weapons: [ {name: string, damage: string} // "+5" or "+1d6" or "+2 + 1d4" ], natural_armor: [ {name: string, deflection: float} // 0.0 to 0.75 ], traits: [string] }

## STAT RANGE RULES

STAT_RANGES: Starting Limits Only Characters START within racial stat ranges. Training, items, and class bonuses can exceed later. Example: Human STR range: 6-14 Human starts with STR 6-14 Human can later exceed 14 through advancement

## HUMAN BASELINE

HUMAN_BASELINE: average_stat: 10 typical_range: 6-14 All other races compared to Human: "Stronger than Human" = higher STR range "Less intelligent than Human" = lower INT range

## LUK RANGE

DEFAULT_LUK_RANGE: -3 to +3 Most races use default. Exceptions noted in race definition. Examples: Leprechaun: +2 to +6 (inherently lucky) Cursed Bloodline: -6 to -2 (inherently unlucky)

## SLOTS

SLOTS: - Define where equipment CAN be worn/wielded - Races determine available slots - Non-humanoids may have different slot layouts STANDARD_HUMANOID_SLOTS: { "head": 1, "face": 1, "ears": 2, "neck": 1, "torso": 1, "back": 1, "arm": 2, "hand": 2, "finger": 10, "waist": 1, "leg": 2, "foot": 2 } // Total: 26 slots DRAGON_SLOTS: { "head": 1, "face": 1, "ears": 2, "neck": 1, "torso": 1, "back": 1, "wing": 2, "foreleg": 2, "claw": 4, "hindleg": 2, "tail": 1 } // No finger/hand slots (claws can't manipulate fine objects)

## NATURAL WEAPONS

NATURAL_WEAPONS: - Listed as race traits - Using natural weapon is an action - Cannot combine with held weapon in same attack - Damage can be flat (+5) or dice (+1d6) or both (+2 + 1d4) Example: dragon.natural_weapons = [ {name: "Claws", damage: "+2d6"}, {name: "Bite", damage: "+3d6"}, {name: "Tail Sweep", damage: "+1d8"} ]

## NATURAL ARMOR

NATURAL_ARMOR: - Listed as race traits - STACKS with worn armor - Respects 75% deflection cap Example: dragon.natural_armor = [ {name: "Dragon Scales", deflection: 0.40} ] // Dragon (40%) + Chain Mail (30%) = 70% deflection // Dragon (40%) + Plate (50%) = 75% deflection (capped)

## TEMPLATE RACES

RaceSizePower LevelKey Traits
HumanMediumBaselineAdaptable, Versatile
ElfMediumBaseline+Darkvision, Longevity, Arcane Affinity
DwarfMediumBaseline+Darkvision, Poison Resistance, Sturdy
OrcMediumBaseline+Intimidating Presence, Relentless
GoblinSmallLowDarkvision, Cowardly, Nimble Escape
DragonGargantuanHighFlight, Breath Weapon, Frightening Presence
// HUMAN EXAMPLE (BASELINE) { "name": "Human", "size": "Medium", "base_stat_ranges": { "str": {"min": 6, "max": 14}, "dex": {"min": 6, "max": 14}, "con": {"min": 6, "max": 14}, "int": {"min": 6, "max": 14}, "wis": {"min": 6, "max": 14}, "cha": {"min": 6, "max": 14}, "ref": {"min": 6, "max": 14}, "mov": {"min": 8, "max": 12}, "luk": {"min": -3, "max": 3} }, "slots": { "head": 1, "face": 1, "ears": 2, "neck": 1, "torso": 1, "back": 1, "arm": 2, "hand": 2, "finger": 10, "waist": 1, "leg": 2, "foot": 2 }, "natural_weapons": [], "natural_armor": [], "traits": ["Adaptable", "Versatile"], "power_level": "baseline" } // DRAGON EXAMPLE (HIGH POWER) { "name": "Dragon", "size": "Gargantuan", "base_stat_ranges": { "str": {"min": 30, "max": 50}, "dex": {"min": 15, "max": 25}, "con": {"min": 35, "max": 55}, "int": {"min": 15, "max": 25}, "wis": {"min": 15, "max": 25}, "cha": {"min": 20, "max": 40}, "ref": {"min": 15, "max": 25}, "mov": {"min": 20, "max": 35}, "luk": {"min": -3, "max": 3} }, "slots": { "head": 1, "face": 1, "ears": 2, "neck": 1, "torso": 1, "back": 1, "wing": 2, "foreleg": 2, "claw": 4, "hindleg": 2, "tail": 1 }, "natural_weapons": [ {"name": "Claws", "damage": "+2d6"}, {"name": "Bite", "damage": "+3d6"}, {"name": "Tail Sweep", "damage": "+1d8"} ], "natural_armor": [ {"name": "Dragon Scales", "deflection": 0.40} ], "traits": ["Flight", "Breath Weapon", "Frightening Presence", "Elemental Affinity", "Ancient Knowledge"], "power_level": "high" }

## POWER SPECTRUM

POWER_LEVELS: low: Goblin (cannon fodder, underdog PCs) baseline: Human (default, versatile) baseline+: Elf, Dwarf, Orc (specialized but balanced) high: Dragon (boss monster, special PCs) // TDGS doesn't assume balanced parties // System handles any combination

## TRANSFORMATION

TRANSFORMATION_RULES: When entity changes race: 1. Stats may change to fit new racial ranges 2. Racial Traits swap (lose old, gain new) 3. Class abilities persist (may become Dormant if impossible) 4. Power Tier recalculates based on new stats // Race is what you ARE right now // What you ARE can change

## RACE DESIGN QUESTIONS

RACE_DESIGN_CHECKLIST: [ "1. IDENTITY: What IS this race? (core physical/mental truth)", "2. COMPARISON: How does it compare to Human baseline?", "3. TRADEOFFS: Where does it excel? Where does it fall short?", "4. TRAITS: What 2-4 traits capture its essence?", "5. NATURAL_EQUIPMENT: Does it have natural weapons/armor?", "6. SIZE: How big is it?", "7. SLOTS: What equipment locations does it have?" ]

## KEY CONSTANTS

HUMAN_AVERAGE = 10 HUMAN_TYPICAL_RANGE = {min: 6, max: 14} DEFAULT_LUK_RANGE = {min: -3, max: 3} DEFLECTION_CAP = 0.75 NATURAL_ARMOR_STACKS = true STAT_RANGES_ARE_STARTING_LIMITS = true

## DESIGN NOTES

DESIGN_PRINCIPLES: { "stat_ranges_starting_only": true, // Can exceed through advancement "human_is_baseline": true, // Average 10, compare others to Human "natural_weapons_are_traits": true, // Use as action, don't stack with held "natural_armor_stacks": true, // With worn armor, 75% cap "luk_default_neg3_to_pos3": true, // Exceptions noted per race "damage_can_be_dice": true, // "+5", "+1d6", or "+2 + 1d4" "templates_are_examples": true, // Not canonical content "power_imbalance_intentional": true, // Goblin vs Dragon is valid "slots_define_equipment_locations": true, // Races define where gear goes "standard_humanoid_26_slots": true // Non-humanoids may differ }