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Playing Ethnis using E.Lite

Character Creation

With some homebrew notes under each section

Sophont

  • 3 Abilities and...
    • Human: Astral Meta
    • Verin: Double Meta
    • Sazashi: +2 Attributes, Claws, Tail, Extra Mantra, Akjhe

Banners

  • 1 Mantra

Provenance

  • 1 Mantra
  • 2 Skills
  • 1 Ability

Mantle

  • 2 Skills (Char creation only)
  • 1 Ability

And then choose 1 mantra for yourself. So you end with:

  • 3 Mantra
  • 4 Skills
  • ~5 Abilities

Sophont

Banners

For more information about these Banners, read their Introduction. This takes you away from the RPG content and into the Narrative Universe.

The Jupiter Syndicate


—Read more about the Jupiter Syndicate.

The Free Planet Federation


—Read more about the Federation of Free Planets.

The Apple of Hedonism


—Read more about the Apple of Hedonism.

The Verin Haimarchy


—Read more about the Verin Haimarchy.

The Church of the Somnolent


—Read more about the Church of The Somnolent.

The ValuSelu Pact


—Read more about the ValuSelu Pact.

The House of Sorrows


—Read more about the House of Sorrows.

Provenance

Your provenance encompasses your life circumstances of your early years, somewhere up to your mid-20s.

Hubworlder

You grew up on a world that serves as a primary hub for a Banner, where there was always a safety net for failure, education was common, and scarcity was rare.

Base Skills
  • [Narrative] Describe to the party an academic skill you learned. Gain a +1 to that skill.


  • Tribe: Metropolitan

    Chaos was a constant—things were always in wane while yet more things waxed into renaissance. With so much populace you learn to cope with a crowd.

  • +1 bonus to navigating cities

  • Enochlophilia: [Passive] Negate maluses caused by crowds.
    Tribe: Pariah

    You grew up among the unwanted of society. Life might have been tough, but you lived by your own rules.

    Tribe Skills
  • +1 bonus to stealth in urban settings

  • Seedy Inspiration: [Active/Narrative] Describe to the Narrator an intellectual skill needed from your childhood. Activate this ability to gain a +1 to a check of said skill.

    Cosmic Nomad

    You were raised in the cold environment of space. In such confined spaces the faces were familiar, setting foot on solid ground was a rare experience, and everyone had a part to play in maintaining the quota.

    What was your first profession? Gain either ++ to that skill, or choose a 2nd and gain + to both.

    • MütOrg Farmer or Medical Assistant (Biology)
    • Port Escort or Junior Xenotherapist (Anthropology)
    • Scrap Welder or Wayship Custodian (Engineering)
    • Astroid Technician or WayRoute Planner (Navigation)

    Tribe: Stationeer

    You worked in a stationary platform, whether that be orbiting a planet or operating in deep space. You see many new faces, and get to glean something from each.

    Always Familiar: [Active] When activated, you can ask two questions to the GM about a culture.
    Tribe: Wayshipper

    You grew up aboard a Wayship, where gravity was generated by gravity plating or centrifuges.

    Living in fluctuating orientation and gravity has made you resistant to disorientation.


    [Active Ability] Negate a Rank of Motion Sickness or 0-G sickness.

    [Mantra] "Always be prepared to change course."

    Colonist

    You come from a world that had been colonized at one point. The condition of fringe worlds vary greatly, and can range from near hub-like to an apocalpytic wasteland. Being so away from the rest of the galaxy has left you as a stranger in a strange land.

    Base Skills
  • [Narrative] Describe a skill you had to learn to survive on your world. +1 to that skill.
  • -1 to all hubworld culture checks


  • Tribe: Survivor

    The world you grew up on approaches the realm of inhospitable. Whatever the reason, civilization has failed, and you were left to survive.

    Tribe Skills
  • [Narrative] Describe an obstacle that you had to overcome. Gain a + to the skill used to overcome said obstacle.

  • Hardened: [Passive][Narrative] Describe a horror faced on your world, be it physical or mental. If physical gain +2 Armor, if mental gain +2 SDR
    Tribe: Civilized

    Despite being cut off from the hubworlds, your world survived its trials. Civilization lives on, and imparts its knowledge onto you.

    Tribe Skills
  • [Narrative]Describe a skill needed to thrive on your world. +1 to that skill.

  • Wildcard: [Active/Narrative] Describe what your world specialized in to survive. Activate to reroll a single dice when using related skill.

    Metropolitan

    You grew up in the thrum of a city where everybody had a hustle and nobody had a name. Chaos was a constant—things were always in wane while yet more things waxed into renaissance.   The greatest threats were falling behind and the greed of others.

    Skill Bonuses

    • +1 to navigating large cities
    • +1 to navigating a crowd

    Mantras

    • Welcome in those in need, but never forget it is your home.
    • Never let a good deal escape your grasp.

    Mantles

    Need a doctor mantle, and a tank (Rook), and a Parkourist

    Rename Commander to Diplomat or something

    Skills

    Some of the various skills useful to the setting that Players are advised to pick up.
    Ballistics • Weaponry • Brawling • Sneaking • Driving • Mechanics • Investigation • Persuasion • History • Style


    Cover image: The Wheel before the Wayhall

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