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character_creation [2022/05/28 12:14] nmorsecharacter_creation [2026/05/09 22:19] (current) – external edit 127.0.0.1
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 There are a wide, and only divinely feasible number of sentient races in the world.  They generally break down into the following categories: There are a wide, and only divinely feasible number of sentient races in the world.  They generally break down into the following categories:
   *[[Humans]]: you, me, and everyone else on Earth.  Oddly wide range of builds, skin tones, and facial structures, frequently based on where their bloodline originated.  Humans are known for making __new__ rules for doing things, and having offspring under conditions other races would find impractical.   *[[Humans]]: you, me, and everyone else on Earth.  Oddly wide range of builds, skin tones, and facial structures, frequently based on where their bloodline originated.  Humans are known for making __new__ rules for doing things, and having offspring under conditions other races would find impractical.
-  *[[Uruks]]: roughly the same size as Humans, a little heavier built, grayish cast to their skin tone, tusks.  In the dead languages of a lost [[Divine Era]] civilization, Uruk means "sturdy" An Uruk character is expected to have Iron Stomach and a better CON stat than average.+  *[[Uruks]]: roughly the same size as Humans, a little heavier built, grayish cast to their skin tone, tusks.  In the dead languages of a lost [[history|Divine Era]] civilization, Uruk means "sturdy" An Uruk character is expected to have Iron Stomach and a better CON stat than average.
   *[[Elves]]: same size range as Humans, but slighter build.  Pointy ears, cat-slit pupils, longevity, and most of the rest of the tropes.  Personal appearance tends to be standardized with whichever of the [[Great Houses]] of the [[Elven Principlalties]] your family is/was associated with.  The [[Great Houses]] also tend to specialize in particular styles of magic, but that is tradition, not required.   *[[Elves]]: same size range as Humans, but slighter build.  Pointy ears, cat-slit pupils, longevity, and most of the rest of the tropes.  Personal appearance tends to be standardized with whichever of the [[Great Houses]] of the [[Elven Principlalties]] your family is/was associated with.  The [[Great Houses]] also tend to specialize in particular styles of magic, but that is tradition, not required.
   *[[Dwarves]]: generally towards the lower end of the human height range, but closer to the average breadth.  Do not float, single level of longevity, and no, the girls __don't__ have beards!  Dwarves average with a better STR and CON than humans, and are __culturally__ known for quality craftsmanship, living underground, and an affinity for Earth, Fire, and Enchantment [[magic]].   *[[Dwarves]]: generally towards the lower end of the human height range, but closer to the average breadth.  Do not float, single level of longevity, and no, the girls __don't__ have beards!  Dwarves average with a better STR and CON than humans, and are __culturally__ known for quality craftsmanship, living underground, and an affinity for Earth, Fire, and Enchantment [[magic]].
-  *Goblins: a general category.  Any of a number of races that are generally smaller, lighter, and more agile than Humans.  This includes, but is not limited to: [[Halvelings]], [[true Goblins]], [[Kobolds]], [[Pumakin]], [[Fauns]], and [[Selkies]].  Generally breed true, even with Humans.  New Goblin races pop up every few generations, frequently because someone was messing with powers Best Left Alone. +  *Goblins: a general category.  Any of a number of races that are generally smaller, lighter, and more agile than Humans.  This includes, but is not limited to: [[Halvelings]], [[true Goblins]], [[Kobolds]], [[Pumakin]], [[Fauns]], [[Ymps]], and [[Selkies]].  Generally breed true, even with Humans.  New Goblin races pop up every few generations, frequently because someone was messing with powers Best Left Alone. 
-  *Hobgoblins: another general category.  A group of races that are bigger, stronger, tougher, and __on average__ not as smart as humans.  [[Ogrilions]](half-ogres), some [[Half-Trolls]], [[Minotaurs]], [[Gnolls]], [[Wolven]], and [[Lizardfolk]] are common examples.+  *Hobgoblins: another general category.  A group of races that are bigger, stronger, tougher, and __on average__ not as smart as humans.  [[Ogrilions]](half-ogres), some [[Half-Trolls]], [[Franai]], [[Minotaurs]], [[Gnolls]], [[Wolven]], and [[Lizardfolk]] are common examples.
   *[[Keshanti]]: aka "Foxtaurs" The torso of a Human-sized anthropomorphic fox, that merges at the shoulders with the body of a giant fox.  Generally three to four times the mass of an equivalent human.  Natively prefer cooler climates and forested regions.  Physically a match for most Hobgoblins, but trade off the lower intelligence with how much extra space they occupy.   *[[Keshanti]]: aka "Foxtaurs" The torso of a Human-sized anthropomorphic fox, that merges at the shoulders with the body of a giant fox.  Generally three to four times the mass of an equivalent human.  Natively prefer cooler climates and forested regions.  Physically a match for most Hobgoblins, but trade off the lower intelligence with how much extra space they occupy.
   *[[Capritaurs]]: Keshanti, but goats.  Lighter than the foxtaurs, and more environmentally adaptable.  Make for highly effective rough-terrain cavalry.   *[[Capritaurs]]: Keshanti, but goats.  Lighter than the foxtaurs, and more environmentally adaptable.  Make for highly effective rough-terrain cavalry.
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   *Wargs: Not a PC race: no thumbs.  A wolf roughly the size of a light pony or a Harley-Davidson.  Wargs have what can be described as "on-demand" sentience.  Wild wargs are generally no more than fairly bright pack hunters, while a warg raised among people will grow up to become a person themselves.  Civilized wargs will frequently partner up with a member of the goblin races to their mutual benefit.  Warg saddles are complicated, by the way.   *Wargs: Not a PC race: no thumbs.  A wolf roughly the size of a light pony or a Harley-Davidson.  Wargs have what can be described as "on-demand" sentience.  Wild wargs are generally no more than fairly bright pack hunters, while a warg raised among people will grow up to become a person themselves.  Civilized wargs will frequently partner up with a member of the goblin races to their mutual benefit.  Warg saddles are complicated, by the way.
   *Harpies: Not a PC race: no thumbs.  Technically one of the goblin races, and the only one who can fly.  Small humanoid whose limbs have been swapped out with those of a bird.  Usually have tails, frequently have 80%+ feather coverage.  Feral colonies of harpies exist in the wilds whose ancestors abandoned civilization.  Civilized harpies have it rough: no hands, limited wardrobe options, $%#@ outhouse doors(!).  Usually get by under the protection of a patron, either as a performer or a messenger.   *Harpies: Not a PC race: no thumbs.  Technically one of the goblin races, and the only one who can fly.  Small humanoid whose limbs have been swapped out with those of a bird.  Usually have tails, frequently have 80%+ feather coverage.  Feral colonies of harpies exist in the wilds whose ancestors abandoned civilization.  Civilized harpies have it rough: no hands, limited wardrobe options, $%#@ outhouse doors(!).  Usually get by under the protection of a patron, either as a performer or a messenger.
-Racial packages will be determined on case by case basis at the time of character creation.+  *Porpoises: Not player character race, for bloody obvious reasons.  The one recognizably sentient cetacean species, though their outlook is considered a bit odd by land dwelling and amphibious peoples.  Like Wargs, porpoises function best when partnering with other aquatic communities, such as sea Elves, Troglodytes, and the like.
   *Nagas: Not a player character race, environmental considerations.  Serpent-men from the waist up, full serpents below, Nagas are the Jungle god’s answer to Elves.  Cold blooded, they aren’t happy north of the Madarinate, and are crippled past Asteria.  Due to their longevity, they frequently end up in positions of power: the Fang Imperial house and the Sultana of [[Ourmir]] are Nagas.  Nagas have pronounced gender dimorphism, and are the only race known to be infertile with humans, barring divine intervention.   *Nagas: Not a player character race, environmental considerations.  Serpent-men from the waist up, full serpents below, Nagas are the Jungle god’s answer to Elves.  Cold blooded, they aren’t happy north of the Madarinate, and are crippled past Asteria.  Due to their longevity, they frequently end up in positions of power: the Fang Imperial house and the Sultana of [[Ourmir]] are Nagas.  Nagas have pronounced gender dimorphism, and are the only race known to be infertile with humans, barring divine intervention.
 +
 +Racial packages will be determined on a case by case basis at the time of character creation.
 ====Builds==== ====Builds====
 Character builds will not be quite as regulated as was envisioned for James's Spelljammer game, but to simplify and speed up game play, I'll be adopting some of his ideas. Character builds will not be quite as regulated as was envisioned for James's Spelljammer game, but to simplify and speed up game play, I'll be adopting some of his ideas.
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   *Starting gear has no point cost: it's all mundane.  Your core signature weapon(s) add two damage classes over your strength and +1 OCV, regardless of what it looks like: axe, staff, surfboard-sized great-sword, or adorable stuffed animal full of lead shot.  Mundane ranged weapons add +2 DC and +2 with Range Modifiers   *Starting gear has no point cost: it's all mundane.  Your core signature weapon(s) add two damage classes over your strength and +1 OCV, regardless of what it looks like: axe, staff, surfboard-sized great-sword, or adorable stuffed animal full of lead shot.  Mundane ranged weapons add +2 DC and +2 with Range Modifiers
   *Damage cap is initially 8DC, 7DC for "limited" multiple target abilities (sweep, autofire, explosion, etc.), and 5DC for full AoE attacks.  A "Limit Break" ability you can only use occasionally or under specific conditions is campaign valid, and will require GM input and discussion.   *Damage cap is initially 8DC, 7DC for "limited" multiple target abilities (sweep, autofire, explosion, etc.), and 5DC for full AoE attacks.  A "Limit Break" ability you can only use occasionally or under specific conditions is campaign valid, and will require GM input and discussion.
 +    * After the Limloch incident in Book 1, damage caps are 10d6 for single target, 8d6 for limited AoE, and 7d6 for true AoE attacks.
   *All basic damage is considered Normal: Killing attacks are not being used.  Ego, NND, and Power damage is acceptable with special abilities.   *All basic damage is considered Normal: Killing attacks are not being used.  Ego, NND, and Power damage is acceptable with special abilities.
   *Body armor: choose appropriately from the Fantasy Hero or Ultimate Martial Artist lists for your strength, style, and expected party role.  You're junior adventurers, so no one is likely to start out with better than chainmail.   *Body armor: choose appropriately from the Fantasy Hero or Ultimate Martial Artist lists for your strength, style, and expected party role.  You're junior adventurers, so no one is likely to start out with better than chainmail.
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