Maridians
In spoilers below you will find details for character creation.
Ethnic Abilities - Maridians
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 Maridian characteristics are:
Pirate Tradition (1): Many Maridians make a living at sea as pirates. The Boating trait starts at d4.
Boarders (1): Pirates are boarders and CQB fighters by definition. One specialization of the Fighting trait starts at d4.
Well-Travelled (1): Maridians sail the world and board many a ship, picking up on languages as they go. You gain an additional language at d6.
Swashbucklers (1): As swashbucklers pirates know how to defend themselves in melee combat. Your Parry is increased by +1.
Night Fighters (1): The best time to surprise an enemy vessel is at night. You gain Low Light Vision, ignoring penalties for Dim or Dark Illumination (but not Pitch Darkness).
Tropical Cruise (1): A trip out to sea is best under a sunny blue sky. You receive a +4 bonus to resist the negative effects of heat. Damage from heat sources is also reduced by 4.
Racial Enemy (-1): Being a huge naval power, the Eldonians have a specific naval branch dedicated to pirate hunting. The Maridians lost more captains and ships to the Eldonians than to all other nations combined. The Eldonians are your Racial Enemy. You subtract 2 from Persuasion when dealing with them and may become hostile with little provocation.
Unpolitical (-1): Maridians are not very interested in world politics, as long as wealth flows and cannons roar. Common Knowledge is no longer a core skill and does not start at a d4.
Hot-headed (-1): Maridians don't take an insult lightly. You gain the Thin Skinned (minor) Hindrance and subtract 2 when resisting Taunt attacks.
Small (-1): Maridians are smaller than your average folk on the Sinisterra continent. You reduce your size and toughness by 1.
Frail (-1): Maridians have a somewhat frail build on average. Reduce your toughness by 1.
Iceberg (-1): Icebergs are as much a threat to ships as they are to Maridians. You suffer a -4 bonus to resist the negative effects of cold. Damage from cold sources add an extra 4 damage.
Positive Abilities | Negative Abilities |
---|---|
(1) Skill: Boating starts at d4 | (1) Racial Enemy: Eldonia |
(1) Skill: Fighting starts at d4 (choose specialization) | (1) Reduced Core Skill: Common Knowledge |
(1) Skill: Additional Language at d6 | (1) Hindrance: Thin Skinned |
(1) Parry +1 | (1) Size -1 |
(1) Low Light Vision | (1) Frail |
(1) Environmental Resistance (Heat) | (1) Environmental Weakness (Cold) |
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