SOTDL: Birthright

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Birthright covers the things you were born into such as. Nationality will determine your initial skill bumps. Social standing defines the expectations of your people and grants you a free knack.

Nationality[edit]

Nationality indicates the people you were born into and the region you hail from.

Note: While each nationality conforms to a general appearance for that nation at large, a PC might have any appearance, having mixed ethnicity or just unique genes or whatever. We won't really be focusing on negative social implications of race in this game. That's just something that too many folk are forced to struggle with in day to day life, and I am unwilling to drag it into a game.

Setting details on the people of the Salt Coast, including appearance, government, religion, and trade, may be found HERE

Corsair[edit]

Corsair tend to be compact and stocky folk with weathered olive skin and dark hair. Their eyes are almost always brown or green.

Corsair are the most populous people group of the Salt Coast with arguably the most vast expanse of natural resources. They are the only people to build cities. They are also prolific traders with fleets of ships at sea and caravans and river boats in every city to trade inland.

While PCs may hail from anywhere on the map regardless of nationality, Corsair primarily dwell along the sea coast or in the plains and riverlands between the coast and the mountains.

Include where you are from in your character bio.

Corsair step up each of the following skills by one (1): Influence, Perform, and Pilot (inland characters may substitute Ride/Drive for Pilot).


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Druidan[edit]

Druidan tend to be tall and fair of skin and eye and hair.

They typically live on homesteads and in small communities.

While PCs may hail from anywhere on the map regardless of nationality, Druidan almost exclusively dwell in the mountains and the vast forests of the westlands.

Include where you are from in your character bio.

Druidan step up each of the following skills by one (1): Ride/Drive, Survive, and Track.


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Islanders[edit]

Islanders tend to be very lean folk with dark brown to near-black skin and brown or black or - rarely - green eyes. Their hair is naturally black and wirey, but it is also the fashion in the Inner Isles to stain the hair a bright red and wear it in ornate braids.

Islanders are the sparsest people group of the Salt Coast with arguably the fewest accessible natural resources. While PCs may hail from anywhere on the map regardless of nationality, Islanders primarily dwell in the archipelago of the Inner Isles.

Include where you are from in your character bio.

Islanders step up each of the following skills by one (1): Move, Pilot, and Treat.


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Kindred[edit]

Kindred vary in appearance across the spectrum of human possibility, but there will always be some feature that doesn't quite fit, some whisper of otherness. This might be anything from slightly pointed ears to eyes that reflect light in the dark like an animal to metallic colored hair or unnaturally hued skin.

None of these features automatically grant a mechanical advantages, but players are welcome to incorporate such advantage into an SFX if they want a feature to have mechanical weight.

Kindred tend to measure their numbers by individuals or families rather than communities or nations.

PCs may hail from anywhere on the map, and this is more true of the Kindred than any, as they tend to make their homes among the other peoples of the Salt Coast.

Include where you are from in your character bio.

Kindred step up each of the following skills by one (1): Notice, Sneak, and Trick

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Social Standing[edit]

Social standing is more a roleplaying tool than anything specifically represented in the mechanics of the game. It gives you, the player a framework for a facet of the character's motivation and gives the GM a framework for how a given GMC might react to them apart from more pertinent cues.

Social standing also grants you a d6 knack associated with your Know skill.

Nobility[edit]

You were born into a wealthy or influential family. You are known in fairly wide circles and have the ear and perhaps the purse strings of wealthy and influential people. You have the d6 knack Resources associated with your Know skill.

Artisan[edit]

You were born into a family of notable craftsmen or performers. Gossip is as much your lifeblood as air or drink. You have the d6 knack Rumors associated with your Know skill.

Laborer[edit]

You were born into a family of hard workers. You are known to be dependable and have the ear of honest men everywhere. You have the d6 knack Professional associated with your Know skill.

Vagrant[edit]

You were born an orphan or were abandoned or struck out on your own at a very young age and have been making your way ever since. You have the d6 knack Street Smart associated with your Know skill.

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