Humans / Customs / Demi-/Half-

Information on the different Races playable in DW, as well as special traits that characters or races may have.
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Humans / Customs / Demi-/Half-

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Post by Tony »

Race Name: Humans

Vital Data
Description: One of the most prolific races in the universe, humans are a unique blend of ancient races' breeding, crossbreeding, evolution, and simple universal happenstance. They are by far the most diverse race, and can be found in almost every corner of space.
Homeworld/Habitat: Any
Typical Height/Weight: 5'0" - 7'0", 100-350 lbs.
Lifespan: 80-100 years; 10-25 (Young), 26-65 (Average), 66-80 (Old)

Society: Human societies are diverse in nature, culture, and origins; they have a grand spectrum of moral and legal systems, and even more types of governance and servitude. From tribal sects to corporate meritocracies to theocratic monarchies, human/humanoid societies are primarily molded by the history of their environment. However, due to their relatively short age for such a widespread race, humanity is known to be one of the most ambitious types of race in existence, with near boundless aspirations for greater things however they choose to pursue them.

Roleplaying: Humanity is the most varied creatures in existence; therefore, they can fit almost any archetype, any role, and any background. They can be raised monastically with strict moral codes, or as vicious, sociopathic criminals, or as an aimless nomad searching for meaning in his/her life.

Racial Attributes:
  • 1 Statistic Improvement Feat of player's choosing
  • 1 Standard Feat of player's choosing
  • 2 Traits from those listed below.
  • 1 additional trait of player's choosing, with GM approval.
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Human Feats

The following, if not selected as part of the Human's Racial Attributes, may be taken as Standard Feats. Humans are one of the few races that may select to take Traits this way.
Windfall Cash
Pre-requisite: Racial/GM Assigned
Description: Humans love money, possibly more than any other race in the universe. Even those who are evolved past the primal urge to hoard green paper know that it is the blood of civilization and the tinder of dreams. Through simple good fortune or business savvy, the character blessed with this Feat enjoys a consistantly greater wealth than the average person.
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.

Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +100 EXP. Feat subject to enhancement with inflation.

Mysterious Power
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurance with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstancial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

Favored Weapon
Pre-Requisite: Generally taken on creation, but this is flexible with good IC reason
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: See 'Favored Weapon' standard feat. Listed here because Humans are able to take this as a Racial Trait.

Status Effect Resistance
Pre-requisite: Racial/GM Assigned
Description: Unusually resilient for their unassuming build and fleshy pinkness, humans with the right tenacity can ward off or shrug off adverse effects on their bodies.
Effect: Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

Dare Devil
Pre-requisite: Racial/GM Assigned
Description: Fortune favors the bold, and so does the adrenal gland. Humans that hold on to the reckless immortality of youth are at their best when the chips are down and the odds are against them, known as heroes to some and idiots to others, but daredevils to all.
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction or Block.

Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skills, essentially starting them at Level 10.
AND
+130 to ONE backstory-relevant Skill, essentially starting it at level 15


Human Curiosity
Pre-Requisite: Racial
Description: The staggering ability of humans to seek and take in new forms of knowledge is rivaled only by their apathetic disinclination to do so. Those that retain that childish spark of curiosity though are blessed with the ability to rapidly pick up on new information.
Description: Halves the time requirement to pick up a new Skill or increase the level of the lowest one has at the time. The truly curious however prefer the new to the old; This benefit -cannot- apply to their highest level skill, even if it is also tied for their lowest level skill.

Cultural Osmosis
Pre-Requisite: Human, this feat MUST be taken on character creation unless the character has a -very- good, plot-heavy reason to take it later.
Description: While many humans consider their race to be the zenith of evolution, many see it as a limitation to be overcome. Such humans prove admirably capable of mimicing the powers of others, whether through science, sorcery, study, or sheer willpower. A lucky few are even raised by such a "greater" species.
Effect: Taking this trait and naming another race or species allows said human to learn Racial Traits of that species as if they were Feats. At least one such trait must be bought along with this Feat, and every two such traits taken, they also gain one of the races Negative traits.
Innate skill levels and Aptitudes are taken on a by-Skill basis, two skills per Feat.
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Race Name: Demi-*

Vital Data
Description: A demi- or half-race character is split between two races, generally with a mother and father of each race, though some demi- characters may be simply birthed as one and raised as the other. They will always, however, be the child of two worlds, which may weigh heavily on their development and lifetime. Not all races can half demi- characters. 99% of demi- characters will cross with the "human" race.
Homeworld/Habitat: Varies
Typical Height/Weight: Varies
Lifespan: Varies.

Society: N/A

Roleplaying: A demi- character's roleplaying will base heavily on the races that they are made of, and the environment in which they develop.

Racial Attributes:
  • The statistic improvement feat of the non-human race.
  • 1 Standard Feat of the non-human race.
  • 3 Traits of the character's choosing, with at least 1 of the non-human race's.
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Tony
Aide-de-Camp
Posts: 800
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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