Book:Races

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At this point, think about some of the coolest fantasy and science fiction stories you've ever experienced. Chances are, they contained characters which were strange and unusual, especially in appearance. Since role-playing allows us the opportunity to revel in a character quite unlike ourselves, what could be better than to thrive under the guise of something completely non-human? This chapter describes all the weird and interesting beings that populate the world of Elysium and how playing one of these creatures affects the game. Each of these beings belongs to a Race, or a population of similar beings.

When you construct your character concept as detailed in chapter two, certain personality types mesh well with some of the races below. For example, your concept might be stoic bodyguard, which would be very well-suited to a Man, Dwarf, or Trowl, but would probably be difficult (yet not impossible) for a Goblyn or Halfling. Do not let the behavioral or physical specifics of a race limit your character concept. This game encourages creativity, and some members of races deviate from their norm, often making the most interesting characters. That being said, each race has common cultural values and personality quirks which are shared by most members of that race, so if you are struggling with Personality and Motivation, reading the entry for each race may help you make up your mind.

The racial descriptions below give the game statistics for the different races of the setting.

Physiology
This is a brief account of the race's lifespan, height, weight, and notable anatomy.
Appearance
This is a physical description of a common member of the race.
Personality
This is a description of the behavior and tendencies of the race.
Habitat
This is a description of the common dwelling place or locale of a common member of the race.
Society
This is a description of the social structure and order (if any) of a race.
Relations
This section tells how members of the race typically get along with other races and organizations.
Motivations
If a member of the race were to leave his or her brethren and lead a life of high adventure, this describes why he or she might do that.
Max Caps
This details the natural limits of Ability Scores a race is allowed (10 for humans). To put more points in this Ability than your Max Caps would allow, your character must buy the Supernatural Attribute Trump, as detailed in the Trumps, Faults, and Special Powers chapter. Magic spells and items can temporarily raise this score above its normal level, as well.
Powers
This details any inherent skills, techniques, or powers the race can use.