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
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.
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
Choose two of the
following:
Beginner’s Luck,
Fearless,
Inspire, Luck, Second Chance, Teamwork or Uncanny Dodge
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).
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
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
Advantages
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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