Estrelonians
In spoilers below you will find details for character creation.
Ethnic Abilities - Estrelonians
When designing a character, a player chooses positive and negative ethnic abilities of equal value. Custom suggestions are possible upon approval by the GM. Mixed ethnicity abilities can be custom designed as well.
Since all characters are human, you are always Adaptable: Humans begin play with any Novice Edge of their choosing. They must meer its Requirements as usual.
Typical Estrelonian characteristics are:
Intelligent (2): As a republic Estrelonia is a country of universities and academics. They start with a d6 Smarts instead of a d4. This increases maximum Smarts to d12+1.
Researchers (1): With its many universities, the Republic of Estrelonia is a beacon of science. One specialization of the Science trait starts at d4.
Published Knowledge (1): Estrelonian libraries, though sometimes limited in access, are a vault of knowledge. Your Research trait starts at a d4.
Summer Souls (1): Those from the vast plains of Estrelonia are well acclamatized to hot days over the summer. You receive a +4 bonus to resist the negative effects of heat. Damage from heat sources is also reduced by 4.
Racial Enemy (-1): From the early days of colonization, Estrelonians saw conflict with local natives. Many have lost family or property at the hands of savage natives. Others have suffered their raids themselves. The Winoni are your Racial Enemy. You subtract 2 from Persuasion when dealing with them and may become hostile with little provocation.
Gunpowder Nation (-1): Most Estrelonians are not used to fighting with their fists or with melee weapons no more. All fighting rolls suffer a -1 penalty.
Loyal Countrymen (-1): Many Estrelonians are Loyal to their fellow Estrelonians and shall try to help or aid them when seeing a fellow countryman in need. You gain the Loyal (minor) Hindrance and may even risk your life to defend or rescue a fellow Estrelonian.
Loud (-1): With Estrelonians increasingly living in big cities, they are losing their touch for moving through nature quietly. Stealth is no longer a core skill and does not start at a d4.
Positive Abilities | Negative Abilities |
---|---|
(2) Attribute Increase: Smarts increased by one die type | (1) Racial Enemy: Winoni |
(1) Skill: Science starts at d4 (choose specialization) | (1) Hindrance: Loyal (see above) |
(1) Skill: Research starts at d4 | (1) Skill Penalty: Fighting -1 |
(1) Environmental Resistance (Heat) | (1) Reduced Core Skill: Stealth |
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