Saturday, October 15, 2016

Five (Generic) Races


Specialized species or "races" of human-like beings are a common trope of fantasy settings (including those with a modern or futuristic style). For the purposes of story-telling, these divisions allow the audience to instantly recognize the characteristics of cultures or societies important to the narrative and to understand preexisting sources conflict. Within the context of a game setting, these races offer players a wider range of choices while providing an easily recognized stereotype giving each player a common starting point for how the character interacts with and is recognized within the game setting.

Most settings with fantasy elements feature characters with traits that map to one of the five races even when all of the characters are actually members of the same race or species, particularly with a larger number of main characters. The templates below can be customized to suit most settings and the description of each includes notable examples.
  
Stout
These characters are often associated with masculinity, physical labor, and a surly attitude. The typical fantasy Stout is the dwarf, although half-orcs are a common variation on the theme. Other examples include; clone troopers, Green Martians (from John Carter of Mars), jötnar, Klingons, labor robots, super battle droids, and Wookiees.

Stout
Abilities
+1 to Stamina or Strength (choose one); -1 to any other ability (choose one not listed)

Skills
2 ranks in your choice of any two of the following: Athletics, Close Combat (choose one), Expertise (choose one related to a craft or profession), or Technology

Advantages
Choose one of the following: Diehard, Improved Defense, Power Attack, or Ultimate Effort (choose from Ultimate Fortitude, Ultimate Toughness or Ultimate Will, or any Ultimate Skill from those listed above)

Powers
Select martial, sensory, size, strength or talent powers with the racial and/or toughness descriptors. Avoid magic powers in most settings or select magic powers with the axiomatic, divine, hermetic, moral, or technomancy descriptors

Complications
Honor, Obsession, Prejudice, or personality Quirks are common

Character Points Abilities 0 + Skills 2 + Advantages 1 + Powers 0 = Total 3
  

Fairy
These types may are regarded as mysterious and aloof by other kinds of beings and often have esoteric ways and seemingly magical abilities. They may have chosen isolation for reasons not well remembered or understood within the setting or they may have been forcibly exiled by other races out of fear.
Examples: elves, Jedi (in the prequel trilogy), psychics, Vulcans, and wizards.

Fairy
Abilities
+1 to Awareness, Dexterity, Intellect or Presence (choose two); -1 to any other ability (choose one not listed)

Skills
2 ranks in your choice of any two of the following: Acrobatics, Close Combat: Blades, Expertise (any, but particularly Magic or another mystifying discipline, Ranged Combat: Bows (in a fantasy setting), or Technology

Advantages
Attractive or Trance and your choice of one of the following: Animal Empathy, Fascinate, Improved Aim, or Seize Initiative.

Powers
Select animal, illusion, magic, martial, mental, plant, sensory or talent powers.

Complications
Obsession, Prejudice, Reputation, or Weakness are common

Character Points Abilities 2 + Skills 2 + Advantages 2 + Powers 0 = Total 6


Mundane
Mundane character types offer an introductory or novice perspective within an otherwise fantastical world. They are usually the most common racial group or species in the setting and lack extraordinary abilities, however they often possess exceptional courage, ingenuity, or an indefinable quality that enables them to persevere when others would fail or submit.
Examples: flying bricks (in a superpowered setting), Hobbits, humans, muggles, non-powered costumed vigilantes (in a superpowered setting), and Red Martians (from John Carter of Mars)

Mundane
Abilities
Either no adjustment or +1 to Agility or Fighting (choose one) and -1 to any other ability (choose one not listed)

Skills
2 ranks in your choice of any one skill

Advantages


Powers
Usually none

Complications
Any except Power Loss or Weakness

Character Points Abilities 0 + Skills 1 + Advantages 2 + Powers 0 = Total 3


High Men
This type exemplifies the most desirable human qualities, usually courage, honor, and wisdom. In some settings, mundanes can actually transition into high men by undergoing trials testing their resolve. Sometimes, this race or species has vanished and left artifacts from a nobler time and the memory of them serves to inspire and empower the mundanes (who may be a “fallen” version of the same race).
Examples: Æsir, Dúnedain, Elder Things (At the Mountains of Madness), Federation humans (in Star Trek: TNG), Green Lanterns, half-elves, Jedi (in the original trilogy), Kryptonians, Space Marines (Warhammer 40k), Vanir, and wizards (in Harry Potter).

High Men
Abilities
+1 to Awareness, Fighting, Presence or Strength (choose one)

Skills
2 ranks in your choice of any two of the following: Athletics, Close Combat (choose one), Insight, or Persuasion

Advantages
Choose one of the following: Assessment, Fearless, Inspire, or Skill Mastery (choose from those listed above)

Powers
Select martial, sensory, and talent powers with the racial descriptors representing abilities that push just beyond human limits. In some settings, mental or magic powers may be open only to humans who qualify as high men.

Complications
Doing Good, Enemy, Fame, Honor or Responsibility are common

Character Points Abilities 2 + Skills 2 + Advantages 1 + Powers 0 = Total 5


Cute
Seemingly weak or feeble, cute races often possess a moral or spiritual strength that succeeds where the physical prowess or arcane mastery of other types fail. Cutes are an increasingly popular character choice which regularly overlaps with elements of the other four races. In classic D&D gnomes are cute and stout with a bit of fairy thrown in, while the more recent interpretation minimizes or removes the stout aspect to create a manic cute/fairy hybrid.
Cutes are a favorite of game “spoilers”, serving to inject fun or outright zany wackiness into otherwise serious adventure stories. If a cute species isn’t immediately evident, players with this inclination may look for opportunities to play against type by designing a dwarf ninja, an emotive robot who communicates with beeps and zorts, or a cultured and erudite mutant with the appearance of a ferocious monster.
Examples: cat people, children, Ewoks, halflings, Hobbits, humanoid animals, gnomes, goblins, Jawas, Kender, kobolds, monster girls, pixies, and trolls.

Cute
Abilities
+1 to  Agility, Dexterity, Intellect or Presence (choose one); -1 to Awareness, Fighting, Strength, or Stamina (choose one)

Skills
2 ranks in your choice of any two of the following: Acrobatics, Deception, Stealth, or Technology

Advantages
Choose one of the following: Artificer, Evasion, Fearless, Inventor, Luck or Taunt

Powers
Anything goes but strange or seemingly useless powers are common. Consider dream, illusion, life, luck, magic, morphing, plant, tech or teleport, but if heart is available, take it.

Complications
Acceptance, Addiction, Disability, Phobia, Prejudice, Recognition, and Thrills are common, but Quirk is virtually required.

Character Points Abilities 0 + Skills 2 + Advantages 1 + Powers 0 = Total 3



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