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I did something similar for fantasy races for the Freeport NWOD game Liam ran. I just created ethnic merits which people could buy for their PCs while embellishing that ethnic cocktail of mixed heritage port cities are so famous for.
Liam has been thinking of running Freeport with REIGN which means overhauling this system. It should be okay.
FANTASY ETHNIC MERITS for the Storteller System
SS Fantasy GM Liam made a clever deconstruction of the typical fantasy races. Instead of separate categories, he threw them all into the same family tree, all divergent in the evolutionary sense.
He says this feature is inspired by Shadowrun’s races. I also compare it to REIGN’s fantasy races which have been re-catalogued as purely national analogues. I just like this human-centric racial idea because it is nifty and I feel it almost wants a greater exploration of heritage and diversity than, say, a mere Half-Elf race. This collection of “people” follows the essential idea of what if humans were as genetically divergent as dogs.
As a system of a single root race coloured with modular traits, ethnicities can be blended with each other in a plausible and game-sensible way. Each pure strain ethnicity or race costs six merit points (see below). I suggest giving ten merit points to players at character creation. All the ethnic merits or reduced cost merits can only be bought at character creation.
This Tolkien-esque fantasy reconstruction is what I remember and understand of Liam’s ideas. I had to fill in gaps with my own assumptions. This fantasy system is built on the back of the Storytelling System game as it appears in World of Darkness. The World of Darkness rulebook was used and no other. Everything not in the rulebook is mine and my doing (except the obvious other game references).
Basics on Dwarfs, Elves, Goblins, Humans, Orcs and Hobs Dwarf includes gnomes and halflings as cultural versions *– but not different Dwarf sub-races. Halflings are pastoral dwarfs from the plains and farms, gnomes are dwarfs integrated into foreign cities. Beards for all three are the player’s choice.
Elves are vaguely Eastern in origin in this fantasy set-up. All the elfin sub-races are also just cultural colours not genetic specie. A dark elf may be just that not a cave-dwelling sociopath with neuroses from having an abusive, domineering mother-figures. It seems these elves grow at the same rough rate as the other races. Elves may have longevity through magic, exceptional immune systems and mitotic fidelity, or maybe do not age visually as other ethnicities. It is not known at this stage.
Goblins are a form of pygmy orc, that’s it. Read orc below.
For ease, plain humans are considered the racial average for all other races. Humans are created as instructed in World of Darkness except with ten merit points. Humans are also function as the raw, racially-neutral template when buying a race or mix-matching your hob.
Orcs are divergently evolved Neanderthal humans. They have more testosterone than other races but their brains are better equipped to control the emotional aspects. They are large, stocky, and feral. Initially primitive many are adapting to city life.
Hobs are the mixed people which feature different ethnic features. This doesn’t mean being black or white, Asian or Latino. Those are cosmetic features applicable to all races. If you complain about some sort of vague racial purity (A dwarf-elf-orc hob is impossible and will never, never, never happen, know this: 1) the game takes place in a notorious pirate city which is, as port cities were, libertarian and uncaring, and 2) that’s my entire explanation, and 3) either go away or read on).
New Merits The idea behind using merits is, well, ubiquity. They help individualise and specialise a character far more than a single splat can. The idea of Ethnic Merits is mine while Reduced Cost Merits is Liam’s. Rather than lose one idea, I resolved both together. There’s also payout merits. They aren’t revolutionary, just old-style flaws with a new name.
Payout Merits Some Merits are Payout Merits. Technically they’re weaknesses, handicaps, and characteristic foibles which can be bought at character creation only. Payout Merits payout additional Merit points for having them. Yes, you get extra merit points for having them.
Short (2- or 2-point Ethnic Payout Merit) – Dwarf, Goblin You are shorter than most races. You are Size 3 for the three-point buyout and Size 4 for the two point buyout merit. Short reduces both Speed and Health scores.
Primal Motivation (3-point Ethnic Payout Merit) - Orc Your mind has trouble differentiating reaction and thought. The friction generates the fire of confusion. Your mental rolls are retarded (10s don’t reroll and 1s cancel successes one for one).
Cold (3-point Ethnic Payout Merit) - Elf Your emotional range is too rarefied for ordinary social banter like the thin air at the top of a mountain. Your social rolls are retarded (10s don’t reroll and 1s cancel successes one for one).
Favour Attribute (3-point Merit) This merit applies to all nine Attributes individually, and it can be bought more than once, but each is applied to a separate Attribute. You start with two dots in the favoured Attribute and the sixth dot, not the fifth, costs two points. For ease these are the Favoured Attributes for the races: Dwarf, Stamina; Elf, Wits; Goblin, Dexterity; and Orc, Strength.
Hale (3-point Ethnic Merit) - Dwarf Sevens count as successes with stamina-based rolls.
Knotted Flesh (3-point Ethnic Merit) - Orc Sevens count as successes with strength-based rolls.
Whipfast (3-point Ethnic Merit) - Goblin Sevens count as successes with dexterity-based rolls.
Stonewilled (3-point Ethnic Merit) - Elf Sevens count as successes with resolve-based rolls.
Tactical Intuition (3-point Ethnic Merit) - Elf Sevens count as successes with wits-based rolls.
Enduring (3-point Ethnic Merit) – Dwarf, Goblin, and Orc You do not suffer the -3 dice pool penalty for damage and you recover and heal from damage as if you rolled an extra success.
Combined Ethnic Merits for each race Dwarf Merits: Enduring, Favour Stamina, Hale, and Short (2 or 3 with Fleet of Foot 1 for free, no prerequisite needed – if you want gnomes and halflings). Elf Merits: Favour Wits, Stonewilled, Tactical Intuition, Cold Goblin: Enduring, Favour Dexterity, Short (2 or 3 with Fleet of Foot 1 for free), and Whipfast Orc: Enduring, Favour Strength, Knotted Flesh, and Primal Motivation
The Hobelf and the Half Elf Each ethnic merit set (deducting for the single payout merit) is six points. Technically this leaves you with one Merit point left over unless the GM gives three bonus points. Humans just get ten Merit points for fairness.
Each of the four merits also paint ethnic features at roughly 25% of the total race. Since you have to take the ethnic payout merit (and get the freebie points), you or the GM chooses one of the three Attributes which is retarded (in a pinch, the most useful first, down to the least useful).
Hobdwarfs: Short and the Size and Speed Dilemma If your hob choice is Dwarf with Short, the first point of Short penalises either Size or Speed, not both.
Racially Reduced Merits Some merits referred to in the World of Darkness book are also highly appropriate for the melange of combo races. If you are playing a hob you can buy one of these merits at the reduced costs for every Ethnic merit you have for that race. You may freely ignore the payout merit and pay for the ethnic merit costs your self and choose the right number of racially reduced merits.
For example if you have one ethnic merit from dwarf, elf, and orc each, you can choose one cost-reduced merit from each of the dwarf, elf, and orc lists.
The merits in parentheses tell you either the new cost or the reduced prerequisites. Additional explanations follow.
Dwarf Iron Stamina (1 or 2) the 1 and 2 points are as effective the 2 and 3 dots Iron Stomach (1) Strong Back (1) adds two dice not one Toxin Resistance (2)
Elf Ambidextrous (2) Eidetic Memory (1) Fresh Start (1) no prerequisite Natural Immunity (1) adds three dice not two Striking Looks (1 or 3) 1-point adds one die and 3-points adds two
Goblin Fast Reflexes (no prerequisite) +2 or +3 Initiative points, respectively Iron Stomach (1) Quick Healer (2) Toxin Resistance (2)
Orc Brawling Dodge (no prerequisite) Danger Sense (1) Giant (2) Quick Healer (2) Striking Looks (2) add two dice for intimidating social rolls only Toxin Resistance (2) Deleted Scenes
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