BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Race Game Statistics

Brief Desciptions:

  Human: Great leaders and sturdy.   Couatl: Resilient to hot weather, weak to cold. Great merchants and negotiators   Axolotl: Great with magic, weak to heat. Great swimmers. Do not fumble spells.   Pygmy: Can fly and can communicate over long distances, great linguists. Resilient to hot weather, weak to cold.       

Humans

+2 HP   First Impressions: Gain a +1 to your first interaction with someone you have never met before. Everyone, except some spirits and dragons, speak the language of humans.   City Slicker: You can navigate cities on land better than anyone. You do not have to make roles for finding locations in any city.   Lucky: Humans, despite being unremarkable, have somehow not only survived but thrived in the world. Once per session you can reroll one di. This can turn a fumble into a success or a ragular role to a crit.    

Couatl

Cold Blooded: Gain a +1 in condition and travel checks in dry and hot environments. Conversely cold or humid environments will have a -1 to travel and condition checks.   Desert Dwellers: Couatls are well adapted to desert environments. They can last 2 days without penalties for not drinking water, and 3 without food.   Quick Learner: You learn from your mistakes more than others. Whenever you fumble(not other people), get 1 extra fumble point.   Prideful Attack: While Couatls learn from their mistakes, they can also be incredibly prideful, especially in battle. Start every combat with a +1 to your first attack. When you make a successful hit or cast a successful spell, take a -1 on the next attack or spell after wich the penalty disappears.   Couatl Heavy Accent: Couatls have picked up a bit of every language. If a Couatl would like to keep their discussion secret(for example, scamming a human Trader) they can speak with heavy accent that non-Couatls have trouble understanding. Other creatures must make a successful [SPI + INT] check of 10 to understand the accent.   A Couatl can also have extremely basic conversations with every race except some spirits.      

Axolotl:

Isolationist: Playing an Axolotl will have an impact in how people view you and will be more difficult to RP. You will also take a -1 to the first roll you make with any NPC for any social interaction.   Born of the Ocean: Gain a +1 in condition and travel checks in wet or cold environments or in rain. Conversely dry or hot environments will have a -1 to travel and condition checks.   Water Breathing: You can hold your breath up 30 minutes under water, or use your air sack to hold your breath for an hour. Every 10 minutes afterwards will take 1 HP.   Born into Magic: Your people are deeply rooted in tradition, requiring all of their young to learn their customs and magic. Choose two spells from any seasons low magic. You can cast them even if you are not a Magic Type or use magic of that season. Alternatively you may choose 1 incantation magic spell instead.   Ancient Language: Additionally you can speak Dragonic, the language of dragons and Ryuujin. Your people have invented Dragonic Sign Language(DSL) for underwater communication.   Mental Acuity: Axolotl cannot fumble spells that do not have accuracy checks. Also once a day they can reroll one intelligence di for an accuracy check.  

Pygmy

  Flight: Pygmy's arms and wings are one and the same, so while in flight they cannot do intricate tasks like opening a lock. They can however hold small objects in their talons, or make quick attacks with a melee weapon. Melee attacks are difficult to maintain while flying, and will take a -1 penalty at less the flyer chooses to land. They can however take the movement action for free if it is from the front to the back line, and vice versa, while flying. Flying will allow the player to stack on top of another player in narrow combat situations. A pygmy can change from front line to back line the same turn as they take flight.   Combat Flight: Avoiding attacks while taking high ground is a strenuous and dangerous task. Taking flight in combat will cost 1 HP.   Out of combat Flight: Although Pygmy enjoy the ability to fly, they have a trade off where their strength can never surpass a D8. This can go to a D10 only by magical means.   Hollow Bones: Pygmys do not have much endurance. At less they're carrying a weight of 2 or less(including armor and weapons), they will take 2 HP of damage per 30 minutes of flight. Quick flights(30 seconds or less) out of combat are free.   Pygmy Language: Pygmy have their own language, which can be heard heard a mile away. Pygmy can speak simple ideas to each other up to 10 miles away. The Pygmy Script is also the basis of all written language, however other species have trouble reading Pygmy ancient claw-writing without practice. To do claw-writing Pygmy use their beaks, claws and sometimes feathers to imprint in clay. Claw-writing is dying language outside of Pygmy inner circles.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!