Difference between revisions of "Book:Races"
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− | After choosing a Concept and completing step one, | + | After choosing a Concept and completing step one, which is all about who your character is, you can now move on to step two, which deals with what your character can do in the game. |
One of the most important choices a player can make about his or her character is the character's '''Race'''. With it comes possible boons and hindrances as well as a starting place for behavior, appearance, and physical traits. 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. | One of the most important choices a player can make about his or her character is the character's '''Race'''. With it comes possible boons and hindrances as well as a starting place for behavior, appearance, and physical traits. 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. |
Revision as of 18:14, 11 April 2010
After choosing a Concept and completing step one, which is all about who your character is, you can now move on to step two, which deals with what your character can do in the game.
One of the most important choices a player can make about his or her character is the character's Race. With it comes possible boons and hindrances as well as a starting place for behavior, appearance, and physical traits. 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.