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'''ELVES'''. Survivors of an advanced blue-skinned elder race whose civilisation was destroyed in a magic apocalypse. Step pyramids, ziggurats and henges of their lost cities are seen everywhere. Elegantly if simply attired, they are seen as mysterious and aloof by most humans. Many are sworn secretly to discretely help humans whose post-apoc condition they pity and feel responsible for. <br/> | '''ELVES'''. Survivors of an advanced blue-skinned elder race whose civilisation was destroyed in a magic apocalypse. Step pyramids, ziggurats and henges of their lost cities are seen everywhere. Elegantly if simply attired, they are seen as mysterious and aloof by most humans. Many are sworn secretly to discretely help humans whose post-apoc condition they pity and feel responsible for. <br/> | ||
− | Typical names have an exotic, perhaps subtly not-Aztec feel, or use an evocative pseudonym: Azolon, Trana | + | Typical names have an exotic, perhaps subtly not-Aztec feel, or use an evocative pseudonym: Azolon, Trana, Joxolo the Wanderer, Rainbow Follower <br/> |
'''Edges and Hindrances''':<br/> | '''Edges and Hindrances''':<br/> | ||
'''Paragon''': Smarts, Agility and Spirit start at d6; 3 more points can be spent to advance attributes. <br/> | '''Paragon''': Smarts, Agility and Spirit start at d6; 3 more points can be spent to advance attributes. <br/> | ||
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<br/> | <br/> | ||
'''DWARVES''': Masters of iron and steel, the dwarves feel contempt for the clumsy technology of bronze-age man. They will never share their secrets with inferior human smiths, seeking instead to profit from their monopoly on iron and steel making. They are uniformly close-knit and greedy for gold. Dwarves are admired for their smithing, but also mistrusted in business dealings because of their greed. <br/> | '''DWARVES''': Masters of iron and steel, the dwarves feel contempt for the clumsy technology of bronze-age man. They will never share their secrets with inferior human smiths, seeking instead to profit from their monopoly on iron and steel making. They are uniformly close-knit and greedy for gold. Dwarves are admired for their smithing, but also mistrusted in business dealings because of their greed. <br/> | ||
− | Names: have a less Nordic, more sci-fi feel: Zap Fireburner | + | Names: have a less Nordic, more sci-fi feel: Zap Fireburner, Xolo, Ironbringer Childthree |
'''Edges and Hindrances''':<br/> | '''Edges and Hindrances''':<br/> | ||
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'''Dwarven gear''': Human bronze-smiths can fashion heavy but effective medium (+2) scale armour. Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting). Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer. | '''Dwarven gear''': Human bronze-smiths can fashion heavy but effective medium (+2) scale armour. Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting). Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer. | ||
<br/><br/> | <br/><br/> | ||
− | '''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans | + | '''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans can choose theri caste, or elect to be casteless (no hindrances or edges). Crude human heavy armour is too heavy for adventuring. <br/> |
''CHIEFTAN CASTE'': <br/> | ''CHIEFTAN CASTE'': <br/> | ||
'''Martial upbringing''': start with d6 in fight, intimidate, taunt and ride/drive. <br/> | '''Martial upbringing''': start with d6 in fight, intimidate, taunt and ride/drive. <br/> | ||
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Scribes, magicians, traders, etc. start with no special skills or hindrances, but should define their background for the purposes of Common Knolwedge roll bonuses. | Scribes, magicians, traders, etc. start with no special skills or hindrances, but should define their background for the purposes of Common Knolwedge roll bonuses. | ||
<br/><br/> | <br/><br/> | ||
− | '''OGRONS''' : half ogre or other giant, these brutes are raised to do labour or other service for humankind | + | '''OGRONS''' : half ogre or other giant, these brutes are raised to do labour or other service for humankind. <br/> |
'''Mighty''': start with d8 strength; can purchase starting strength up d12+2 <br/> | '''Mighty''': start with d8 strength; can purchase starting strength up d12+2 <br/> | ||
'''All Thumbs'''''<br/> | '''All Thumbs'''''<br/> |