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Main Species

Common Species

Common species of Syseria include human, elf, dwarf, halfling, goblins, orcs, quicklings, and crossbreeds. Humans are not the dominant Species in all places, but that generally is true (the primary exceptions being (as the name implies), The Dwarven Empire, as well as Sorvestedsstäd.

Characters with common Species ancestry have their traits and roles on Syseria described here. Special characteristics do differ slightly from region to region on Syseria, as do Special roles. It is not necessarily very important that the character follow all these roles to a 'T', but experience is earned for roleplaying a well-defined personality within these basic characteristics.

Infravision

Infravision is a special optical sense that allows a creature to “see in the dark” (sort of) by detecting heat signatures in the infrared spectrum, and is the most common type of low light vision that most species get.

This ability works only in total darkness. Dim light remains dim light for beings with infravision and works per the normal rules.

Beings with infravision are able to identify facial characteristics, absence of life, and recent footprints or handprints under optimal conditions.

Infravision “deactivates” if any light is present. With the sun gone, a creature with very good infravision could see almost normally right after full darkness falls. Distant images may appear fuzzier and less distinct than usual (like with normal vision).

In extreme heated environments, such as within an active volcano, if it is also completely dark, then the character with infravision is considered to be blinded.

Infravision also detects the lack of heat, just as normal vision detects the lack of light, with a very dark appearance.

A species with Infravision capability can detect invisible creatures under optimal conditions.

Humans

Humans are not the dominant Species in all places, but that generally is true (the primary exceptions being The Dwarven Empire, as well as Sorvestedsstäd).

There are three human countries in The Dwarven Empire near the southern portion of the continent. These humans are required to know the heraldry of the empire, and when leaving their own kingdoms must display a horse on its hindlegs prominently across their shield or flag, and carry with them an official permissiary parchment, or risk being arrested or even attacked (only in extreme cases would dwarves outright attack illegally located humans).

Humans tend to have a tolerance of other Species, particularly those in Cirisca. While not always outrightly hateful, or even unaccepting, they do tend to be specist towards all other Species, which are considered inferior. Human societies in which slavery is acceptable usually enslave demihumans, especially half-elves, or hybrids, if they can get them. Humans of Cirisca also find the humans of The Dwarven Empire to be inferior weaklings, too cowardly to claim the independence they believe Xi granted to them. They do not tend to be hateful of other humans, no matter what variety they are.

Throughout Cirisca especially, human kingdoms, principalities, and nations are at more or less constant war over territory, resources, pride, and general dominance. Its borders change too frequently to map.

It’s hard to make generalizations about humans, but your human character has these traits.

Ageing

Humans typically live to be about 85 years old, with a maximum possible lifespan of 100.

Statistical Requirements

Humans do not have any statistical minimums they must meet.

Field Role Die

All actions are FRD rolls—humans do not use AD.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Humans may choose their proficient statistic.

Statistical Bonuses

Humans gain a 1d6 bonus each on two statistics of their choosing.

Special Hit Points

All humans gain 8 hit points at inception.

Special Hit Point Buy-In

Humans can Buy-In 2 hit points up to a maximum of 8 times.

Speed

Humans move normally at a rate of 12 units per round.

Human Achievements

Milestones Feats
Adapt

Human XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Human HP 1 +2 HP Maximum of 8 purchases None
Quick Advance
Quick Train
Instant Adaptation switch class temporarily no change to pools or proficiencies, just become proficient in relevant ability
Prodigy 1/x2 Instantly Gain a Skill of Your Choice Ignores training process As Normal for Chosen Skill

Suggested 100 Week Human Training Program

This is a suggested dwarfish training program to be implemented at Character Inception phase 2. Humans are known for versatility and adaptability. This training program leverages their natural flexibility and focuses on building skills that align with their culture of ambition and drive. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential skills and special traits.

Ability Score Training: var

Skill Training Phase 1: Foundational Skills (40 weeks): tbd

Skill Training Phase 2: Specialization (40 Weeks): TBD

Phase 3: Mastery (20 Weeks): TBD

Languages

Humans gain Common as a free starting language.

Faith

Humans come in all faiths and lack thereof. They do not particularly tend toward any deity.

Dwarves

Dwarves of Syseria are short, stocky, hardy, and thick-skulled, but not as much so as most of their archetypical counterparts. They tend to be a bit more down to earth, comparatively. Syserian Dwarven society has adapted to underground living among the fragmented planetoids, and are partially to blame for the shattering that occurred due to millennia of their persistent and excessive greed mining resources beneath the planetary crust; the holes and tunnels being so extensive that it actually weakened the planet’s structural integrity. This in turn set the stage for the planetary sphere to rupture when the gods intended only to shatter the continents.

Today, Dwarves love nothing more than laboring for the greater good of their society. Whether their task is farming, forging, mining, trading, or fighting, it is usually approached with utmost effort and pride. Dwarves will not use faces on any imagery to avoid idol worship. The dwarves of the empire didn't even mint their emperor's face on their currency, rather it depicts a graphic representation of the Anvil Mountains.

The Dwarven Empire is shared equally with the elves. It was actually the elves who first inhabited this area, but since then the Dwarves have come out of the Anvil Mountains, and, due to years of immensely helpful mining services to the elves, were given The Empire City as a gift. The empire was then effectively the dwarves', although not officially until c.5400 ADI. The important thing to note is that the elves made this transition willingly, and the dwarves and elves live here in harmony to this day.

Elsewhere, the dwarves are not always so civilized. The Chaos Wastes in the south are home to tribes of barbarian dwarven slavers. Cirisca, in addition to its population of dwarven miners and carpenters, contains savage jungle dwarves, and evil duergar dwarves within the Meotaen Mountains. Probably the most hostile territory in the world would be Sorvestedsstäd. The Species that roam that wasteland are genetically dwarves but have grown to colossal size and are completely feral.

Of course, evil dwarves are not the only dwarven inhabitants of Cirisca. Many tribes roam the plains and accompany caravans for protection and gold, and the opportunity to kill some orcs and goblins. These Ciriscan dwarves have made many attempts to be diplomatic with the dominant humans, but it usually just results in another display of the humans' disgusting arrogance. Still, the attitudes of their brothers and sisters to the east have led the dwarves to believe that these humans may someday let go of their pettiness. Human attitudes and opinions can change quickly.

Dwarf Names

Male Dwarf Names: Borin Stonebeard, Grom Ironfist, Thorgar Deepdelve, Kael Granitehelm, Falin Emberforge, Rurik Boulderheart, Dwalin Axebreaker, Haldor Silverpick, Orm Copperkeg, Balin Ironclad, Jorim Rockfall, Hargin Flintlock, Durim Mountainbane, Fargrim Goldhammer, Vondal Steeltoe

Female Dwarf Names: Astrid Gemcutter, Brynja Ironbrow, Dagny Stonehewer, Eira Coalheart, Frida Amberlock, Gretta Bronzebeard, Hilda Silvervein, Idunn Rockridge, Kella Flintfist, Liv Granitegrip, Nyssa Deepforge, Runa Goldthread, Sigrid Mountainshield, Thilda Ironhelm, Ylva Stonetop

Non-Gendered Dwarf Names: Malrim Gemfinder, Dagur Understone, Rendar Blazebrow, Urvin Blackhammer, Zylor Drakestone, Thariv Caskstone, Vornar Mountainborn, Ulrin Ivorybeard, Flintor Runeblade, Vornar Ironbeard, Ermur Leadhammer, Zurin Truehammer, Malkor Thundershield, Granir Earthshield, Rarin Granitehelm

Ageing

Dwarves typically live to be about 200 years old, with a maximum possible lifespan of 250.

Statistical Requirements

Dwarves are required to have a minimum Endurance of 12.

Field Role Die

Work with, detect, and/or craft any metal or any mineral.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Dwarves are proficient in Endurance.

Statistical Bonuses

Dwarves gain 1d6 on Endurance and 1d6 on Spirit.

Special Hit Points

All dwarves gain 10 hit points at inception.

Special Hit Point Buy-In

Dwarves can Buy-In 3 hit points up to a maximum of 8 times.

Speed

Dwarves move normally at a rate of 6 units per round.

Dwarf Achievements

Milestones Feats
Drink Alcohol Defeat Grudge
Settle and End a Longstanding Grudge Craft Anything
Found a Clan Hold Mine Anything
Master a Forge/Craft Recite the Ancestry
Detect grade or slope in passage Brew
Detect new tunnel/passage Defeat an Orc or Goblin
Detect sliding/shifting walls or rooms
Discover Ore
Detect stonework traps, pits, and deadfalls
Win a Drinking Contest
Reunite Scattered Clanmembers Separated by MourningStar
Detect approximate depth underground

Dwarf XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Dwarven HP 1 +3 HP Maximum of 8 purchases None
Select Grudge 1/x2 +3 to Attack Designated Grudge Earn a feat upon defeat of grudge None
Resist Poison 1/e -1 to Enemy Attack/Inflict Poison Per Buy-In None
Resist Disease 1/e -1 to Enemy Attack/Inflict Disease Per Buy-In None
Resist Magic 1/e -1 to Enemy Attack/Inflict Magic Per Buy-In
Infravision 3 Units 1/x2 Infravision, 3 Units Range per Buy-In
Mineral Expert 1 +5 Bonus to Craft With, Detect, or Investigate Minerals Collect All 5 Dwarven Underground “Detection” Milestones
Underground Expert 1 +5 Bonus to Subterranean Navigation and Survival Collect All 5 Dwarven Underground “Detection” Milestones

Suggested 100 Week Dwarf Training Program

This is a suggested dwarfish training program to be implemented at Character Inception phase 2. Dwarves are known for toughness and endurance. This training program leverages their natural strength and focuses on building skills that align with their culture of hardiness, survival, and stoic toil. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential physical skills and dwarven toughness.

Ability Score Training: Increase Endurance to 24, minimum. Recommend 30. Increase Physical Fitness to 20 minimum, recommend 24, excepting Dwarven Priests which should increase Empathy to 20 minimum, recommend 24.

Skill Training Phase 1: Foundational Dwarf Skills (40 weeks): Competitive Drinking (1 week), Hold Breath (1 week), March Longer (2 weeks), Spelunking (8 weeks), TBD

Skill Training Phase 2: Specialization (40 Weeks): TBD

Phase 3: Mastery and Advanced Combat (20 Weeks): TBD

Languages

Dwarves gain Common and Dwarvish as free starting languages.

Faith

Dwarves tend toward Hemdur in worship, although dwarf PC’s may choose any deity they wish.

Elves

Even though the world's mundane elves are direct distant descendants of the celestial creators of the world, they have no knowledge of this (see history of Syseria.) Elven civilization is scattered across the shards of Syseria, with some communities maintaining ancient traditions while others have adapted to new environments. They were the first, and remain among the best, spacefarers.

Elves have played key roles in many communities throughout history. Their versatility and adaptability has been utilized by nearly every society. They are usually not found in huge quantities anywhere but in their own cities and villages, but they do tend to aid and nurture all civilization around them, perhaps a primal instinct leftover from their ancient ancestors.

The elves of The Dwarven Empire share the region with the dwarves, as stated before. They reside throughout the land, particularly in The Empire City and Ashikira, as well as any of the numerous villages dotting the land, and in nomadic tribes that roam across the plains.

Ageing

Elves can live up to 3,000 years old, but require special Buy-Ins to do so.

Statistical Requirements

Elves are required to have a minimum Perception of 12.

Field Role Die

Shoot bow or use longsword.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Elves are proficient in Perception.

Statistical Bonuses

Elves gain 1d6 on Mental Acuity and 1d6 on Perception.

Special Hit Points

All elves gain 5 hit points at inception.

Special Hit Point Buy-In

Elves can Buy-In 1 hit point up to a maximum of 4 times.

Speed

Elves move normally at a rate of 12 units per round.

Elf Achievements

Milestones Feats
Live Past 200 years old Navigate Outer Space
Establish a Spaceport Craft Art
Find a New/Lost Elven Colony Decipher an Ancient Elven Text
Find a Concealed Door or Hidden Passageway Find Secret Door
Find Illusion
Complete the Pilgrimage of the Stars

Elf XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Elven HP 1 +1 HP Maximum of 4 purchases None
Increase Range of Vision 2/x2 Increases Visual Range
Infravision 3 Units 1/x2 Infravision, 3 Units Range per Buy-In
Resist Sleep 4 Immune to Sleep Magic and Related Effects for 10 Rounds Collect all 4 Elven “Find” Milestones
Resist Charm 4 Immune to Charm Magic and Related Effects for 10 Rounds Collect all 4 Elven “Find” Milestones
Improved Spacefaring Complete the Pilgrimage of the Stars
Increase Age Cap to 1000 10 Complete the Pilgrimage of the Stars
Increase Age Cap to 1500 25
Increase Age Cap to 2000 50
Increase Age Cap to 2500 75
Increase Age Cap to 3000 100

Suggested 100 Week Elf Training Program

This is a suggested Elven training program to be implemented at Character Inception phase 2. Humans are known for versatility and adaptability. This training program leverages their natural flexibility and focuses on building skills that align with their culture of ambition and drive. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential skills and special traits.

Ability Score Training: var

Skill Training Phase 1: Foundational Skills (40 weeks): tbd

Skill Training Phase 2: Specialization (40 Weeks): TBD

Phase 3: Mastery (20 Weeks): TBD

Languages

Elves gain Common and Elvish as free starting languages.

Faith

Elves tend toward Cimbrianus in worship, although elf PC’s may choose any deity they wish.

Halflings

Syserian halflings tend to dislike humans (understandably so,) and usually will form societies of their own, or join those of other Species.

Ageing

Halflings typically live to be about 125 years old, with a maximum possible lifespan of 140.

Statistical Requirements

Halflings require a minimum of 12 in their Empathy score.

Field Role Die

Burglary and attacking with shortswords or slings.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Halflings are proficient in Empathy.

Statistical Bonuses

Halflings gain 1d6 on Empathy and 1d6 on Perception.

Special Hit Points

All halflings gain 4 hit points at inception.

Special Hit Point Buy-In

Halflings can Buy-In 1 hit point up to a maximum of 4 times.

Halfling Achievements

Milestones Feats
Leave Home Perform a daring heist
Establish a Thriving Halfling Settlement Hide in plain sight
Hospitality: Host A Friend or Group Deceive a powerful person or creature
Hospitality: Plan and Facilitate a Halfling Soiree Pick a pocket Undetected
Hospitality: Prepare or Provide a Meal Escape from a trap
Hospitality: Host an Unexpected Party

Halfling XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Halfling HP 1 +1 HP Maximum of 4 purchases None
Infravision 3 Units 1/x2 Infravision, 3 Units Range per Buy-In
Halfling Luck 1/x2 1 Reroll per 24 hours Per Buy-In Collect All Four Halfling Hospitality Milestones
Hide in Plain Sight 2 Removes Stealth Penalties for No Cover
Improved Agility Bonuses to agility-based actions.
Enhanced Stealth Bonuses to stealth-based actions.
Nimble Fingers Bonuses to thievery and lockpicking.
Bravery 4 Immune to Fear-Based effects for 10 rounds
Light of Foot 2 Once Per Day, You Can Either Double Your Speed or Reduce Your Weight by Half for 10 Rounds Improved Agility
Titan Killer 1/x2 Additional Damage of 1d6 per Buy-In Upon Successful Attack with Sling Against Giants
Empathic Intuition 1/e Bonuses to Empathy based rolls. +1 per Buy-In.

Suggested 100 Week Halfling Training Program

This is a suggested Halfling training program to be implemented at Character Inception phase 2. Halflings are known for stealth, perception, and even theft. This training program leverages their natural dexterity and focuses on building skills that align with their culture of subterfuge and comfort. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential skills and special traits.

Ability Score Training: var

Skill Training Phase 1: Foundational Skills (40 weeks): tbd

Skill Training Phase 2: Specialization (40 Weeks): TBD

Phase 3: Mastery (20 Weeks): TBD

Languages

Halflings gain Common and Halfling as free starting languages.

Faith

Halflings tend toward Billic Baggilor in worship, although halfling PC’s may choose any deity they wish.

Goblins

Goblins are an unintelligent, savage Species composed largely of miscreants and hooligans. As with any population, they have their outliers but that is the trend.

Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy teeth. Hair can vary between jet black (the most common), to dark dingy brown, sandy blonde (rarest), or gray (often as they age). They have beady yellow eyes and most have a lot of body hair from head to toe. Besides that, goblins are very numerous and varied creatures.

Goblin history is rich with folklore and tall tales, ranging from hobgoblin invasions of old to the story of a young goblin once rode a chicken into an orc camp. However, it is also riddled with tales of subjugation and powerlessness as, due to their small size, they are frequently bullied into the service of other malevolent creatures. This history of groveling makes goblins dream of gaining power and strength of their own, which sometimes draws them to adventure.

Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently wage war against their neighbors, if not attempt to annoy them. More peaceable goblins, who are fewer and far between, prefer to play practical jokes on neighbors, which sometimes can be just as bad as if they had declared war.

Some goblins believe in reincarnation, which makes them even more dangerous than normal Goblins, as, without the fear of death, they have no qualms dying or sacrificing other goblins for the greater (their own) good.

In the cities where they are accepted, most of the time begrudgingly, goblins usually live in solitary or occasionally join gangs with other Species.

Goblin names are not given at birth as the average goblin life expectancy is very short and they believe giving a name to be a waste. Instead, they assign them numbers until, if the goblin is lucky or resourceful enough, they reach the age of maturity (usually after 4 years). This is of limited use, as the majority of goblins can’t count beyond 3 or 4. These names are given by the Mob Boss and named goblins gain great respect among their comrades. If a goblin does something incredibly daring (or stupid) and gains renown, he may also be given a title describing the deed.

The question isn't "Why would you want to play a goblin?" The question is, "How uncomfortable are you with your character setting himself on fire?"

Ageing

Goblins don’t usually die of old age, but when they do this occurs around the age of 60-75 years old.

Statistical Requirements

Goblins are required to have a minimum Spirit of 14.

Field Role Die

Any action a Goblin is taking in tandem with a group of two or more other Goblins uses the FRD.

Crossbreeding/Hybrids

Yes/No.

Proficient Statistic

Goblins are proficient in Spirit.

Statistical Bonuses

Goblins gain 1d6 on Spirit and 1d6 on one statistic of their choosing.

Special Hit Points

All Goblins gain 5 hit points at inception.

Special Hit Point Buy-In

Goblins can Buy-In 1 hit points up to a maximum of 6 times.

Speed

Goblins move normally at a rate of 6 units per round.

Goblin Achievements

Milestones Feats

Goblin XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Goblin HP 1 +1 HP Maximum of 6 purchases None

Suggested 100 Week Goblin Training Program

This is a suggested Goblin training program to be implemented at Character Inception phase 2. Humans are known for versatility and adaptability. This training program leverages their natural flexibility and focuses on building skills that align with their culture of ambition and drive. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential skills and special traits.

Ability Score Training: var

Skill Training Phase 1: Foundational Skills (40 weeks): tbd

Skill Training Phase 2: Specialization (40 Weeks): TBD

Phase 3: Mastery (20 Weeks): TBD

Languages

Goblins gain Common and Goblinoid as free starting languages.

Faith

Goblins tend toward atheism, although goblin PC’s may choose any deity they wish.

Orcs

Most extensive of all goblinoid pantheons is that of the populous, fertile orc Species. Their myth of pre-time, constantly re-told by shamans around the campfire in the deepest dark of night, is archetypal for most of the goblinoid Species. Their physical appearance varies with age and experience. Young orcs are often colored─green being the most common, but blue, red, and others are possible. The phrase “he is very green” comes from orc harassment of the youngers and those with less experience. As they age, they gain in strength, physical stature, and battle experience. Their skin (regardless of what color it was in their youth) begins moving toward a pale color with the young orc skin leaving behind a subtle undertone. The biggest and most powerful orcs are easily identifiable by their albino skin, nearly completely absent of any remaining pigment—and of course their size.

Traditional common orc culture is extremely warlike and when not at war the Species is usually planning for it. Most orcs approach life with the belief that to survive, one must subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other Species as well as themselves. This belief is spurred in part by Kynteelas and his Orcish liaison, Szikuleth, which teaches that all Species are inferior to the orcs. Shaman of Szikuleth are orcs who offer sacrifices, read omens, and advise tribes of Kynteelas' will. For millennia, common orcs have plagued civilizations as raiders and pillaging hordes with orc tribes.

Orcish legend (known also to sages and scholars of the other Species) tells of the inception of the race. The scenario describes spawning pits that were used to corrupt the souls of humanity and demihumanity into a twisted form of life, which was further trained and conditioned into an vicious, hierarchical warrior structure. The truth or lack thereof of this myth is unknown, but regardless the orc race of today has moved far beyond their initial savage counterparts. Whatever war or purpose they were initially bred for passed out of knowledge millennia ago and orcs are now relatively free to reproduce and choose their own path.

Ageing

Orcs typically live to be about 100 years old, with a maximum possible lifespan of 120.

Statistical Requirements

Orcs are required to have a minimum Physical Fitness of 14.

Field Role Die

Swing Greataxe.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Orcs are proficient in Physical Fitness.

Statistical Bonuses

Orcs gain 1d6 on Endurance and 1d6 on Physical Fitness.

Special Hit Points

All Orcs gain 9 hit points at inception.

Special Hit Point Buy-In

Orcs can Buy-In 3 hit points up to a maximum of 8 times.

Speed

Orcs move normally at a rate of 12 units per round.

Orc Achievements

Milestones Feats
They are not for eating

Orc XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
Orc HP 1 +3 HP Maximum of 8 purchases None
Orc Cleaver spec

Orc Names

Male Orc Names: Deneh, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront, Shump, Thokk, Stunkbug, Gunkbog

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shaulha, Sulha, Vola, Volen, Yevelda

Suggested 100 Week Orc Training Program

This is a suggested orcish training program to be implemented at Character Inception phase 2. Orcs are known for their physical prowess and adaptability. This training program leverages their natural strength and focuses on building skills that align with their culture of combat, survival, and dominance. The player may tweak or ignore these suggestions at their prerogative.

Objective: Build a strong base in essential physical skills and combat readiness.

Ability Score Training: Increase Physical Fitness to 24, minimum. Recommend 30. Increase Endurance to 20 minimum, recommend 24.

Skill Training Phase 1: Foundational Orc Skills (40 weeks): Animal Handling (8 weeks), Ambidexterity (4 weeks), Athletics (2 weeks), Climb (1 week), Jump (1 week), Combat (6 weeks), Weapon Proficiency (4 weeks), Armor proficiency: Light (3 weeks), Armor proficiency: Medium (3 weeks), Street Fighting (4 weeks)

Skill Training Phase 2: Specialization (40 Weeks): Dual Wield (6 weeks), Wild Fighting (5 weeks), Power Attack (6 weeks), Close Quarter Fighting (1 week), Running (1 week), Swimming (1 week), Bend Bars/Lift Gates (3 weeks), Deep Diving (1 week), Fine Balance (4 weeks), [Resist] Grappling/Shoving (1 week), Freefall (5 weeks), Slow Fall (3 weeks)

Phase 3: Mastery and Advanced Combat (20 Weeks): Armor Proficiency: Heavy (3 weeks), Weapon Proficiency: Great Slashing (4 weeks), Fighting Withdrawal (4 weeks), Weapon Specialization: Greataxe (8 weeks), Charge (1 week)

Languages

Orcs gain Common and Orcish as free starting languages.

Faith

Orcs tend toward Tyrusine or Brognor in worship, although orc PC’s may choose any deity they wish.

Crossbreeds

Crossbreeds are detailed here. Any species listed as cross-breedable can be crossbred (e.g. “Half Elves, Half Orcs, etc.”)

Crossbreeds may use experience, achievements, and buy-ins of both species that have been crossbred at no penalty. Crossbreeds have additional Achievements and Buy-Ins of their own. They must also take all penalties of both species.

Ageing

Crossbreeds have a maximum possible lifespan of the average of their two parents, A crossbred elf can Buy Into longer lifespans only up to the limit of this averaged maximum.

Statistical Requirements

Crossbreeds are required to meet the statistical requirements of both parents.

Field Role Die

Choose one from either of your parents—excluding humans. Only purebred humans have the FRD: (All) ability.

Crossbreeding/Hybrids

Yes/Yes.

Proficient Statistic

Crossbreeds are proficient in either of their parents’ proficient ability (player choice).

Statistical Bonuses

Crossbreeds gain one 1d6 bonus from both parents. The player gets to choose which one of the father’s two bonuses they want, and which one of the mother’s two bonuses they want.

Special Hit Points

All Crossbreeds gain the average of their mother and fathers’ special hit point bonuses at inception.

Special Hit Point Buy-In

Crossbreeds can Buy-In to whichever of the two parents’ Special HP that is more beneficial. (The Crossbreed cannot Buy-In to both Special Hit Point awards, only one of the two).

Speed

Crossbreeds move at a rate equal to the average of their two parents’ movement rate.

Crossbreed Achievements

Milestones Feats
TBD

Crossbreed XP Buy-ins

Buy-in Cost Effect Special Prerequisite(s)
tbd

Suggested 100 Week Crossbreed Training Program

A creator of a crossbred character should feel free to mix and match the skills suggested in their parents’ training programs as desired, or design their own.

Languages

Crossbreeds gain all languages of both parents.

Faith

Crossbreeds are likely to favor one of their parents’ gods in worship, if any at all.

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