Sunday, August 31, 2014

The Center Cannot Hold: Human Stats and Traits v1.o

Continuing the plan to do stats for all the races in Crux, here are stat changes for humans, upping them to
around the 16 RP mark as well.  Instead of messing with humans' favored class bonuses, I've instead included traits for each of the human tribes I expect to show up in Crux.

Humanity
Known for their current dominance over Orphos, Humanity defines itself by its sheer diversity.  Humans vary.  That is their one constant as a species.

Same Stats as Humans except for below:
Adaptable: Humans get a +2 bonus on the Physical Ability Score of their choice, then gain a +2 bonus on the Mental Ability Score of their choice.  This replaces the normal ability score choice for humans.
Heart: A Human selects one of the following abilities, to reflect their origins and nationality.  These are inherited traits.  This reflects a core diversity in Humans, as each of their tribes differ and are unique in their own way.

  • Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.
  • Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. 
  • Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. 
  • Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. 
  • Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions.
  • Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. 
  • Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.
  • Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

Languages: Starting languages for humans vary based on their nationality and ethnicity.  Select one of the following nationalities:

  • The Jarn: Jarn begin play speaking Jarnish, Borish and Ferrit.
  • The Salaro: Salaro begin play speaking Salish, Tomish* and Othish.
  • The Rosac: Rosaci begin play speaking Rani, Borish, Othish and Rosic.
  • The Ramelin: Ramelin begin play speaking Malic, Sorami and Tomish*.
  • The Jotnar: Jotnar begin play speaking Ferrit and Borish.
  • The Tomasi: Tomasi begin play speaking Tomish*, Othish and Salish.
  • The Soramese: Soramese begin play speaking Sorami and Malic. 
  • The Sabizi: Sabizi begin play speaking Sabi, Rani, Tomish*, and Othish.

*Tomish is the main language spoken by native Cruxites, a relic of Crux once being the center of the Tomasi Empire centuries ago.

Human Traits
Ironfolk Hunter (Jarn)  The Ironfolk once were well-known for their raids against Ainesia and Othebea, able to use prodigious strength and intimidation to take what they wanted.  Your strength score is considered 2 higher for determining your carrying capacity.  Whenever you roll for a Intimidate check, you roll twice and take the better of the two rolls.
Saltfolk Sailor (Salaro) The Salaro invented most human sailing techniques, and have spent centuries sailing the Maru Sea.  You gain a +1 trait bonus on Swim checks.  Whenever you roll for a swim check, you roll twice and take the better of the two rolls.
Rosefolk Seminary (Rosac) All Rosefolk are raised on the important books of the Church of the Twins, making them literate from a young age.  You gain a +1 trait bonus on Linguistics and always treat Linguistics as a class skill.  Whenever you roll for a Knowledge (Religion) check, you roll twice and take the better of the two rolls.
Sandfolk Trader (Ramelin) The Ramelin are excellent traders, often traveling through the world's deadliest deserts to sell their wares.  You gain a +2 trait bonus on saving throws against fire, heat stroke or dehydration.  Furthermore, whenever you roll for a Appraise check, you roll twice and take the better of the two rolls.
Icefolk Wanderer (Jotnar) The Jotnar are at home in the cold, and often wander the cold northern reaches beyond any nation's control.  You gain a +2 trait bonus on saving throws against cold or cold conditions.  Furthermore, whenever you roll for a Survival check, you roll twice and take the better of the two rolls.
Seafolk Arcanist (Tomasi) The Tomasi have ancient magical techniques that even their nonmagical descendants learned the secrets of.  You gain a +1 trait bonus on Use Magic Device and always treat Use Magic Device as a class skill.  Furthermore, whenever you roll for a Use Magic Device check, you roll twice and take the better of the two rolls.
Soramese Survivor (Soramese) Soramese tribes thrive off of hunting and being aware of their surroundings.  You gain a +1 trait bonus on Perception and always treat Perception as a class skill.  Furthermore, whenever you roll for a Perception check, you roll twice and take the better of the two rolls.
Greenfolk Nomad (Sabizi)  Traveling the world over, Greenfolk often are best known for their excellent performances, their caravans always bringing new entertainment to the lands they visit.  You gain a +1 trait bonus on the perform skill of your choice, and Perform is always a class skill for you.  Furthermore, whenever you roll for a Perform skill, you roll twice and take the better of the two rolls.

*****

Welp.  That's another post.  Thanks for readin'.  I appreciate everybody who comes by and takes a look.  Feel free to leave a comment, I read all of them and try to give honest responses.  Good ideas are appreciated, Bad ideas ignored and Great ideas are stolen outright.  See yah next time.