Aemer

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Overview

Physical Description

Noticably taller than most humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly coloured irises. The colouration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their colouration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.

Culture & Social

While Aemerian clothing often plays off the beauty of the natural world, those Aemers who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling Aemers encounter other urbanites, the Aemers are often fashion trendsetters.

Game Facts

  • Height: 7'6 to 8'6" / 8'0~ (Size: 1, Medium)
  • Genus: Humanoid
  • Rarity: Common
  • Faction(s): Cerulean Kingdom
The Aemer are basically the Elves of the setting, very tall, very pretty, probably great at magic and being graceful too. With the occasional snob aside, their perfect prettiness is more likely to be the stigma that draws the ire of these people rather than anything that may have said or done to anyone else, but fortunately they don't have to explain themselves because they can back up their looks with style and execution. Aemer are purposefully taller than humans by a foot in height to counterbalance the way Duergar are around a foot shorter and focus on power and toughness whereas Aemer are focused in precision and speed.

Base Stats & Archetypes

Aemer

The Aemer are very quick and light, giving them the opportunity to show off and style upon their opponents, however getting hit is more than a bruising of an ego because they're more sensitive to pain.

♦ Aemer gain a +2 attribute bonus to Perception and Agility, but suffer a -1 penalty to Endurance.
♦ All Aemer gain a Skill-Focus in all Defence skills.
♦ Aemer are considered Medium size and have a size rating of 1.

Archetype: Slinger

Aemer are quite precise with their aim and often take up archery as a hobby. These individuals have built up a bit of muscle in their arms to fire powerful compound bows and firearms.

♦ These Aemer gain a +1 attribute bonus to Strength and Agility.
♦ They also gain a Skill-Focus in one [Ranged] skill group.

Archetype: Dilettante

In peaceful times, the Aemer often take up various hobbies, learn new skills and read literature. The most practical Aemer will try to use this knowledge for their own gain.

♦ This Aemer gains a +2 attribute bonus to Intelligence.
♦ They also gain a Skill-Focus in all Knowledge skills.

Archetype: Guardian

Some Aemer take great responsibility for their people and the things they care about most, they strive to fight to ensure the freedom and prosperity.

♦ These Aemer gain a +1 attribute bonus to Strength and Endurance. The penalty to Endurance is negated.
♦ They also gain a Skill-Focus to one [Combat]-related skill group and all Equipment skills.

Archetype: Weaver

Aemer consider themselves experts when it comes to magic and the metaforce, as such they are able to weave spells as one may swirl smoke and water.

♦ These Aemer gain a +1 attribute bonus to Intelligence and Charisma.
♦ They also gain a Skill-Focus in one [Metaforce]-related skill group.

Archetype: Trickster

Some Aemer know they're destined for greater things and often take risks for their pleasure or fortune, as such their luck and charisma can help them out of a dire situation where others may stumble.

♦ These Aemer gain a +1 attribute bonus to Charisma and Luck.
♦ They also gain a Skill-Focus in all Social and Larceny skills.

Traits

Passive + Ability: High Elf

Aemer are noticeably taller than most Humans and Duergars, this does give them a small physical advantage in close-quarters combat.

♦ Aemers have an increase base speed of 7 steps, instead of 6.
♦ Aemer can perform a reach attack at a -25 ToHit penalty, increasing their melee attack range to 2 steps instead of 1.

Ability: Saving Grace

Mistakes, embarrassments and other forms of failure is something an Aemer aims to avoid at all costs, so much so that they've developed a knack to turning failures into successes.

♦ (1 + Charisma score) times a day after rest: The Aemer can reroll Social or other non-combat skill check where the attempt had failed. The rerolled result will be based on the maximum possible result the roll would be possible to achieve. (It is possible to still fail if the maximum result does not result in a success).

Passive: Second Wind

Aemer are capable of containing a lot of magical energy, when it seems they've run dry, they find it within themselves to spark just a small amount more to keep them going.

♦ When an Aemer's resource points are too low to activate any spell or power: The Aemer regains 5% of their maximum resource pool; this recovery occurs only once per rest.