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[Mini Six]: Blackmoor Player Templates
#4
Humanity

Aka: Peshwah and Thonian

Brief: In the North there are two branches of Humanity that standout as player race. Known as the Peshwah and the Thonian, these two branches are separated by only few facets that little differs in a mechanical sense. In physicality they also share somewhat soft skin, humanoid builds, and a height that places them above Dwarves and sometimes above Elves. Peshwah tend towards skin tones of deep tan to black with black or dark brown hair. Their taste in clothing reflects their environment of the Plains or Eastern Hak. Turbans and hoods made of silk or cloth to keep the sun off their heads, light chain shirts or soft leather gear rather than heavier males or plate due to the hot sun. Contrasting the Peshwah are the Thonians whose skin towards thin or light tan, depending on how much hard work they find in the fields. Their hair tends toward blonde or light brown, and given their homes are in more temperate climates of the North, they also tend to wear heavier armor and heavier arms. Thonians who descend from Blackmoor's nobility see themselves as 'High Thonians' while more humbler, perhaps wiser folk simply call themselves Thonians (and take umbrage if being called a 'Low Thonian').

Traits

Attribute Dice: 12D

Skill Dice: 8D

Move: 15

Might: 1D / 4D
Agility: 1D / 4D
Wit: 1D / 4D
Charm: 1D / 4D

Perk: Skilled: Begins play with 1 extra Skill dice to allocate to wherever the Human sees fit.

Optional Perks: Sorcerer/Cleric (Cost: 3 SP) You cast spells and gain the Magic Skill - this takes the form of either divine or arcane magic; Swimmer, Minor (Cost: 1 SP): You gain the Swimming specialization and do not spend extra on Swimming at character creation, you also swim twice as fast than your list speed and hold breath twice as long; Attractive (Cost: 1 SP): You have looks that are pleasing to the eye. Once per day you may double the result of a Bluff or Diplomacy roll when dealing with the opposite sex; Quick Study (Cost: 1 SP) You catch on more than others when it comes to book or scroll learning. All Wit skills cost 1 CP less to learn. For example, a character with Lore (Arcana) at 4D will only spend 3 CP to raise it to 4D+1 instead of 4 CP as normal.

Orc

Brief: The long and bitter history between Orcs and other races have lead to years of war and conflict and some years where to two have worked together for various reasons. Some were individuals or small families who preferred the relative peace and safety of Hanford or Loch Gloomen over the Orcish frontier. The Afridhi Invasion has certainly solidified those Orcs who have made peace with their neighbors into further alliance, better an alliance with the Thonians who wish to farm and trade rather than the Afridhi who wish to enslave. Orcs are taller, brutish people whose skin tones range from shades of green to shades of gray, typically a light gray. They have gray or red eyes, tusk like mouths, and noses that are either large and pointed or snout-like. Their hair colors include shades of black or very dark brown.

Traits

Attribute Dice: 12D
Skill Dice: 6D

Move: 15

Might: 2D / 5D+1
Agility: 1D / 4D
Wit: 1D / 3D+2
Charm: 1D / 3D

Perks: Nightvision - Can see in the dark; Natural Weapon (Bite): Add +3 to Brawl when making a Bite attack and +3 to Might when dealing damage with this weapon. / Complication: Reputation: Orcs suffer from their reputation of many, many, many years of war between them and other races. Races typically begin at a Hostile level to an Orc, unless they are accompanied by allies from other races.

Optional Perks: Natural Weapon (Heavy Bite) (Cost: 2 SP): Like their Bite, but they add +6 to Might checks when determining damage; Armor, Light (Cost: 1 SP) Your Orc has manifested heavy bones and thick skin. They gain a Natural Armor bonus +3 Soak; Scent (Cost: 1 SP): You have a great sense of smell and add +1D when making Search or Tracking checks that the sense of smell could benefit the Orc.
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