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Human

In this world, Humans are Humans, and this is how they are measured.   Ability Score Metrics   0 = Untrained, average person.   1-2 = A person who often uses this ability in their everyday life. (A person who has a hobby of reading books may have 1 or 2 INT.)   3-4 = A person who has training in said ability. (An Apprentice Tracker may have 4 AWA for example. Other examples include a typical Guard having 4 FGT.)   5-6 = A person who has finalized their training in said ability. (A normal Tracker would have 6 AWA, or a Lorekeeper would have 6 INT typically.)   7-8 = A master at that ability. (A master thief might have a 8 in AGI.)     These stats can be modified by enhancing abilities (like self buffing) or by Gear and Equipment.     PLAYABLE RACES   Each race has allocated 15 points to create a Template character for the player.     Primordian   "Primordian culture revolve heavily on the presence of their Spirit Gods as well as being a Kingdom who's resources are dominantly obtained from hunting the peculiar Fauna in their region."   Primordians speak Prima (Primordian Language) and Common.   Average Primordian Abilities and Defenses. (10 Points)
Abillties STR STA DEX AGI FGT INT AWA PRE
Values 0 0 0 0 0 1 1 1
Defenses +0 Fort +0 Dodge +0 Parry +4 Will
Due to the nature of their society, Primordians are usually civil and have a basic education. In addition to that, their faith in the Spirit Gods help contribute to their resilient minds.     Advantages (5 Points)   Divine Sensitivity   Primordians are more sensitive to the presence of Divine Energy more than any other race.   You get +4 to Perception checks involving Divine Energy.   Nature Attunement   Primordians understand Flora and Fauna due to them being essential in their lives.   You get +4 to Insight and Perception checks involving Flora or Fauna.           Seandician     "Seandician culture revolve around strength, and hoarding. Seandicians commonly can be seen as mercenaries and raiders, though they are most well known for their expert Seamanship."   Seandicians speak Seatle (Seandician Language) and Common.   Average Seandician Abilities and Defenses. (10 Points)
Abilities STR STA DEX AGI FGT INT AWA PRE
Values 1 1 0 0 1 0 0 0
Defences +4 Fort +0 Dodge +0 Parry +0 Will
Rowdy brawls are not to uncommon for Seandicians. In addition to that, the cold climate of Seandice may also explain their love of Alcohol and their high resilience to it as well.   Skills (4 Points.)   Expertise: Seamanship, +8   Advantages (1 Point.)   Improvised Weapon 1   Drunk Seandicians are infamous for their ability to turn common tavern items into instruments of incapacitation.   Increase damage dealt by non-weapons by 1.       Zarticans   "Zartic culture is a culture of expertise. Zarticans take pride in what they do, whether it'd be artisans, merchants, craftmanship, entertainers, or the more questionable practices such as thievery."   Zarticans do not have their own language, though they primarily speak Common. Most Zarticans have a basic understanding of other languages. (1 Point)   Average Zartican Abilities and Defenses. (8 Points)
Abilities STR STA DEX AGI FGT INT AWA PRE
Values 0 0 1 0 0 2 0 1
Defenses +0 Fort +0 Dodge +0 Parry +0 Will
Due to the job seeking nature of Zarticans, they are generally well versed in many matters.   Skills (4 Points.)   Expertise: (Pick a Craft; Ex: Crafting, Entertaining, Armorer, Power Tools, etc), +8   Advantages (2 Point.)   Jack of All Trades   In the process of finding their fated job, Zarticans will probablly have learnt skills from many sources.   You are able to use all Skills, with or without training (you still need equipment if the Skill requires it.)   Well Informed   The diversity of people in Zartic lends itself to the amount of varying information floating around...   When you first encounter an individual or a group, make a Persuasion or Investigation check to see if you've heard about them before.     Melinkolian   "Melinkon culture is a society which demands humility and respect. To a Melinkon, reputation and public image is as the air they breathe."   Melinkolians speak Melink (Melinkon Language).   Average Melinkolian Abilities and Defenses. (8 Points)
Abilities STR STA DEX AGI FGT INT AWA PRE
Values 0 0 0 0 0 0 2 2
Defenses +0 Fort +0 Dodge +0 Parry +0 Will
Besides being known for their responsibility, Melinkons are also known for their expertise in taming and domesticating the beasts of their lands.   Skills (6 Points.)   Insight, +6   Expertise: Beast Handling, +6     Advantages (5 Points)   Fearless   Melinkons are not afraid of stories, rumors, and even the threat of death. The only thing they truly fear is a loss in honor or reputation.   Immunity to Fear.   Sivterian   "Sivterians are pragmatic and purposeful. They rarely do things that do not give them benefit. You will never find a Sivterian doing something without reason."   Sivterians speak Sivteace, a variant of Seatice. Only those who plan to expand speak Common to mainly get benefits from Zarticans.   Average Sivterian Abilities and Defenses. (10 Points)
Abilities STR STA DEX AGI FGT INT AWA PRE
Values 1 1 1 1 0 0 1 0
Defenses +0 Fort +0 Dodge +0 Parry +0 Will
Sivterians are pragmatic survivalists by nature. They are adaptable and ferocious people, being able to live where they are in the cold North. They live as nomads, travelling in families, typically staying clear of each other unless they meet at conflicts of interest.   Skills (3 Points.)   Expertise (AWA): Survival +6   Advantages (2 Point.)   True Grit   Pain is just the body's warning. Bear the pain and keep moving. Survival is all that matters.   After rolling a Toughness check, you may choose to re-roll the dice with a Hero Point.   Adrenaline Surge   The rush that a Sivterian feels is more potent then what others feel.   When the conditions for an adrenaline rush to occur have been met, until the end of your second round, you may choose to gain these bonuses until the end of your 2nd round: [+4 initiative, +2 STR, +2 Active defenses]. Afterwards, you gain a Tired condition.       Lamacian   "Lamacians are headstrong people who work closely with animals. They are able to make a bond with an animal and use them as a means to use their divine power to manifest."   Lamacians speak Lamak and a bit of Melink. They also speak Common.   Average Lamacian Abilities and Defenses. (8 Points)
Abilities STR STA DEX AGI FGT AWA INT PRE
Values 1 0 1 0 0 1 0 1
Defenses +0 Fort +0 Dodge +0 Parry +0 Will
Lamacians use their Bonded in various ways, and the familiar is treated as well as a human.   Skills (5 Points.)   Expertise: Animal Handling, +8 Treatment (Animals): +6   Advantages (2 Point.)   Link to the Bonded   You are able to communicate certain terms to your Bonded.   Animal Honor   "In a culture which teaches respect to animals, Lemacians treat animals as well as possible."   You get a +5 bonus to checks when attempting to make interaction checks with animals.       Colarakan     "Colarakans are people blessed with the power of the Sea itself."   Colarakans speak in Colari, a form of Fish speak. They do not speak any other language usually.   Average Sivterian Abilities and Defenses. (10 Points)
Abilities STR STA DEX AGI FGT AWA INT PRE
Values 0 2 2 0 0 0 0 0
Defenses +2 Fort +0 Dodge +0 Parry +0 Will
  Due to the way they live as well as their heritage from their gods, Colarakans are naturally more resilient to effects.     Innate Ability - (5 Points.)   Blessing of the Sea - Immunity 2 (Drowning, Pressure Movement 1 (Environmental Adaptation—Aquatic Senses 1 (Low-light Vision Swimming 4 (120 feet per round.)   You get -2 to rolls in heat or fire like conditions.       Celts   "Celts are fun loving people who find joy in every-day life. Their life can vary from hard and honest work in the mines, to being an adventurer."   Celts speak common and Celtine (a variation on Primordian language).   Average Celt Abilities and Defenses. (8 Points)  
Abilities STR STA DEX AGI FGT INT AWA PRE
Values 0 0 2 0 0 0 0 1
Defenses +0 Fort +0 Dodge +0 Parry +2 Will
    Celts know how to make the most of a bad situation, and are generally quite upbeat about the matter!   Skills (3 points.)   Expertise: Entertain +6   Advantages (4 Point.)   Turn the Table   "As the Celt saying goes, where one door closes..."   Gain a Hero Point when things start to go south (DM decides, Player may ask DM too for it!). This Hero Point is lost when the situation sorts itself. (Once per session.)   Nope!   "Nope, nope, nope, nope, nope, nope, nope........... still saying nope you hear!"   You may spend a Hero Point before rolling for the purposes of your Active Defenses or to disengage/escape.

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