Difference between revisions of "Human"

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=Overview=
<gallery heights="400px" perrow="4" mode="packed-hover">
<gallery widths=405px heights=600px mode="nolines">
human1.png
human1.png|Human Monk
human2.png
human2.png|Human Warrior
human4.png
human3.png|Human Sorceress
human3.png
human4.png|Human Rogue
</gallery>
</gallery>
Humans possess a wide variety of skin colours, body types, and facial features. Generally speaking, humans’ skin colour assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair colour and texture, eye colour, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess.<br>
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honourable tribes to decadent, devil-worshipping noble families in the most cosmopolitan cities. Humans’ curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbours, simply because they can.


~ From Pathfinder Wiki
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=Overview=
Humans possess a wide variety of skin colours, body types, and facial features. Generally speaking, humans’ skin colour assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair colour and texture, eye colour, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess.
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honourable tribes to decadent, devil-worshipping noble families in the most cosmopolitan cities. Humans’ curiosity and ambition frequently triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbours, simply because they can.


=Game Facts=
=Race Meta=
* Height: 5-7ft (Medium)
* Humans average between 5 and 8ft tall, their [[Size]] is Medium ('''1''').
* Genus: Humanoid
* Genus: '''Humanoid'''
* Rarity: Common
* Rarity: Common across Cerulean, uncommon everywhere else.
* Faction: '''Cerulean'''


  Humans are the most common and most relatable of all the races. Often the centre of every intrigue and drama, they may appear to be less fantastic than the other races, but they make up for it by being able to become good all-rounders and fantastic specialists. Humans get the most customization, from bonus character-build options an even traits that benefit an adaptive play style.
  Humans are the most common and most relatable of all the races. Often the centre of every intrigue and drama, they may appear to be less fantastic than the other races, but they make up for it by being able to become good all-rounders and fantastic specialists. Humans get the most customization, from bonus character-build options and even traits that benefit an adaptive play style.<br>
'''Humans are the best option to get into the game with the most customization options and the least barriers and limitations.'''


=Base Stats & Archetypes=
=Racial Adjustments & Archetypes=
==Human==
==Human==
''Humans are a diverse set of individuals who tend to good at a lot of things or become exceptional at one or few things. They are the most unpredictable when it comes to gauging their core strengths.''
''Humans are a diverse set of individuals who tend to be good at a lot of things, or become exceptional at one or few things.''
♦ Humans gain a total of 3 [[attribute]] points at creation, to distribute to any attribute scores they wish. (This includes the 1 free attribute point given at creation).
* Human Adventurers can choose any 4 [[Attributes]] scores to receive a '''<code>-1</code>''' Progression-Point discount when increasing Attribute scores.
♦ Humans gain a total of 2 [[Skill-Focus]] points at creation, to use on any skill groups not yet boosted by Skill-focus. (This includes the 1 free Skill-Focus given at creation).
* Humans are considered to be a '''Medium'''-sized race: they have a [[Size]]-rating of '''1'''.
 
===Warrior===
''Human Warriors tend to excel in warfare, defense and martial arts. When it comes to life or death, a good warrior survives to fight another day.''
♦ Warriors gain a +1 attribute bonus to Strength, Endurance and Perception.
♦ Warriors gain a Skill-Focus in one '''[Combat]''' skill group and the '''[[Defense]]''' skills.
 
===Mystic===
''Human Mystics often persue fields of the mysterious or arcane, channelling their knowledge, senses or personality into their exploration of the unknown.''
♦ Mystics gain a +1 attribute bonus to Intelligence, Charisma and Perception.
♦ Mystics gain a Skill-Focus in one '''[Metaforce]''' skill group and '''[[Analysis]]''' skills.
 
===Fixer===
''Human Fixers are often good at solving problems, whether they be personal or on behalf of someone else. A good Fixer also knows how to avoid creating problems as well.''
♦ Fixers gain a +1 attribute bonus to Perception, Agility and Charisma.
♦ Fixers gain a Skill-Focus in one '''[Combat]''' skill group and the '''[[Larceny]]''' skills.
 
===Socialite===
''Human Socialites have a way of influencing others by their words or status than using brute force, some can even channel their personality to change the moods of others through song and entertainment.''
♦ Socialites gain a +2 attribute bonus to Charisma and a +1 bonus to Luck.
♦ Socialites gain a Skill-Focus in '''[[Social]]''' skills and '''[[Analysis]]''' skills.


=Traits=
==Traits==
==Adaptive==
The following Racial Perks must be unlocked via the '''Potential''' skill via Skill-Ranks. As all character gain a Skill-Focus in Potential. they are able to pick one Racial Perk at creation.
''Humans are capable of adapting to situations that would otherwise have them trapped.''
♦ Humans may keep attribute points, skill points and perk points unassigned from their previous level up and assign them at any time during a game, but must do, so before they perform actions or checks. Success or fail, those points remain assigned when the appropriate action or skill related to the assignment is invoked in play. (Using a skill locks skill points added to it when the skill is used. Using an action which is influenced by an attribute point or perk will lock their assignment.
♦ (Normally: Characters may not be permitted to assign character build points in the middle of games and are encouraged to use all unassigned points after levelling up between games.)
♦ Humans using Adaptive can retain no more than one level's worth of each point. The human must use their previous level's level up rewards before incrementing to the next level.


[[Category:Races]]
{| class="wikitable" style="width:100%; text-align:center; margin:auto;"
|-
! Name !! Requirements !! Effect
|-
| '''Adaptive'''
| -
|
Humans may spend [[Progression Point|Progression Points]] in the middle of a game to '''purchase one (1) upgrade''' as a Meta-Ability:
* They can only perform this meta-ability '''once per session, once per battle or once per scene''' (whichever takes longer to complete).
* Normally: Adventurers can only spend P-Points between games.
* The Adventurer must be able to '''afford the P-Point cost''' in order to acquire an upgrade in order to use this meta-ability.
|-
| '''Talented'''
| -
|
Humans gain Progression-Points for '''purchasing Perks''', and can get a '''tiny discount on Perks''' if they're short one point:
* Human Adventurers gain a '''<code>+1</code> Progression-Point refund''' each time they purchase a Perk.
* If the Adventurer is one (1) P-Point short from being able to purchase a Perk: They can purchase the Perk at a '''1 P-point discount''', in exchange for '''not receiving a P-Point refund''' for purchasing a Perk.
* If this Trait is acquired late: The Adventurer gains a number of P-Points equal to the '''number of Universal-Perks purchased''' before '''Talented''' was active.
|-
| '''Prodigy'''
|
* '''Talented'''
|
'''Increases the number of P-Point gained''' for purchasing Perks, and the amount of points one can be 'short' in order to purchase them:
* The number of P-Points gained for purchasing Perks is increased to '''1 per Skill-Rank''' in the Adventurer's Potential skill.
* The number of P-Points the Adventurer can be short to purchase a Perk is also increased to '''1 per Skill-Rank'''.
* (The Adventure still loses the P-Points that would have been gained if they choose to purchase a Shorted Perk.)
|}
[[Category:Races]] [[Category:Humanoid]] [[Category:Cerulean]] [[Category:WIP]]

Latest revision as of 15:17, 11 October 2022

Overview

Humans possess a wide variety of skin colours, body types, and facial features. Generally speaking, humans’ skin colour assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair colour and texture, eye colour, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess.

Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honourable tribes to decadent, devil-worshipping noble families in the most cosmopolitan cities. Humans’ curiosity and ambition frequently triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbours, simply because they can.

Race Meta

  • Humans average between 5 and 8ft tall, their Size is Medium (1).
  • Genus: Humanoid
  • Rarity: Common across Cerulean, uncommon everywhere else.
  • Faction: Cerulean
Humans are the most common and most relatable of all the races. Often the centre of every intrigue and drama, they may appear to be less fantastic than the other races, but they make up for it by being able to become good all-rounders and fantastic specialists. Humans get the most customization, from bonus character-build options and even traits that benefit an adaptive play style.
Humans are the best option to get into the game with the most customization options and the least barriers and limitations.

Racial Adjustments & Archetypes

Human

Humans are a diverse set of individuals who tend to be good at a lot of things, or become exceptional at one or few things.

  • Human Adventurers can choose any 4 Attributes scores to receive a -1 Progression-Point discount when increasing Attribute scores.
  • Humans are considered to be a Medium-sized race: they have a Size-rating of 1.

Traits

The following Racial Perks must be unlocked via the Potential skill via Skill-Ranks. As all character gain a Skill-Focus in Potential. they are able to pick one Racial Perk at creation.

Name Requirements Effect
Adaptive -

Humans may spend Progression Points in the middle of a game to purchase one (1) upgrade as a Meta-Ability:

* They can only perform this meta-ability once per session, once per battle or once per scene (whichever takes longer to complete).
* Normally: Adventurers can only spend P-Points between games.
* The Adventurer must be able to afford the P-Point cost in order to acquire an upgrade in order to use this meta-ability.
Talented -

Humans gain Progression-Points for purchasing Perks, and can get a tiny discount on Perks if they're short one point:

* Human Adventurers gain a +1 Progression-Point refund each time they purchase a Perk.

* If the Adventurer is one (1) P-Point short from being able to purchase a Perk: They can purchase the Perk at a 1 P-point discount, in exchange for not receiving a P-Point refund for purchasing a Perk.

* If this Trait is acquired late: The Adventurer gains a number of P-Points equal to the number of Universal-Perks purchased before Talented was active.
Prodigy
  • Talented

Increases the number of P-Point gained for purchasing Perks, and the amount of points one can be 'short' in order to purchase them:

* The number of P-Points gained for purchasing Perks is increased to 1 per Skill-Rank in the Adventurer's Potential skill.
* The number of P-Points the Adventurer can be short to purchase a Perk is also increased to 1 per Skill-Rank.
* (The Adventure still loses the P-Points that would have been gained if they choose to purchase a Shorted Perk.)