STEP 1: SPECIES in Straalara | World Anvil
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STEP 1: SPECIES

This step determines what your characters species is. The species your character belongs to will define the character’s initial Traits. As was stated previously, I am not a fan of defined races, so each of these is a more generic idea with variable Traits that will help you come up with something original.

Roll on the Species table below to determine your characters base species. Once you have determined your base species, consult the entry below for the specific species.
Roll a D10: SPECIES TABLE
1-2 Human/Near-Human
3-4 Humanoid
5-6 Non-Humanoid
7-8 Construct
9-10 Plant


HUMAN/NEAR HUMAN


The Human race. They lack some of the pizazz that other races have, but they are the most versatile people on the planet. Near-Humans are races that are essentially humans with cosmetic changes (such as different colored skin, elongated ears, a non-prehensile tail, etc.). Basically, they don’t have any “abilities” that make them substantially different than humans (such as scaly skin, a prehensile tail, ram-like horns, wings, four arms, etc.). Roll once on the Human/Near Human Table.

Roll a D10: HUMAN/NEAR HUMAN TABLE
1-2 Friendly Face (1pt.)
3-4 Seldom Sleeps (2pt.)
5-6 Calming Presence (2pt.)
7-8 Robust Health (1pt.)
9-10 Good Night Vision (2pt.)

Allocate 1 point to any single Attribute and 3 points to Skills as you see fit. Remember, you cannot raise an Attribute or Skill.
You may pick Generic Merits and Flaws.



HUMANOID


The character belongs to a race that is human shaped, but is quite different from humans. You get to define the race’s aspects through the use of Traits. Roll once on the Humanoid table.

Roll a D10: HUMANOID TABLE
1 Roll twice on this table and ignore another roll of 1 or 10
2 Enhanced Senses (Merit Acute Sense 1; Tunnel Vision 2)
3 Extra Arms (Merit Extra Arms 5)
4 Invisible (4pt.)
5 Spirit Sight (4pt.)
6 Natural Weapons (Merit Claws/Fangs/etc. 3)
7 Flight (Merit Winged 4)
8 Animal Kinship (Merit Animal Affinity 1; Animal Speech 3)
9 Untamable (5pt.)
10 Roll twice on this table and ignore another roll of 10 or 1

* If you roll the same category twice, re-roll the result, ignore further duplicates and rolls of 1 and 10.


NON-HUMANOID


The character is not humanoid looking at all! Roll on the Non-Humanoid Table and consult the entry for your species.

Roll a D10: NON-HUMANOID TABLE
1-2 Centaurian
3-4 Insectile
5-6 Reptilian
7-8 Shape Changer
9-10 Blob



  • Centaurian

You have four legs and two arms. They come in many varieties, but they all share similar Traits.
Merit
Claws/Fangs/etc. 3
Extra Legs 2


  • Insectile

Your species all resemble insects.
Roll a D10: INSECTILE TABLE
1-2 Winged (4pt.)
3-4 Spike Skin (2pt. Tough Hide (2pt.)
5-6 Tough Hide (4pt.)
7-8 Fly Fingers (4pt.)
9 Friend to Spiders (4pt.)
10 Extra Arms/Leg (5pt.)


  • Reptilian


Whether you resemble a lizard, snake, turtle or crocodilian, you resemble a reptile of some sort.
Roll a D10: REPTILIAN TABLE
1-2 Lizard Limbs (2pt.)
3-4 Claws/Fangs/etc. (3pt.)
5-6 Prehensile Tongue (3pt.)
7-8 Chameleon Scales (3pt.)
9 Tough Hide (4pt.)
10 Venomous Attack (5pt.)


  • Shape Changer


Your species naturally possesses the ability to change shape. You possess the spell Critter Form naturally and can cast it at will with no roll needed. It takes one full turn to change your shape.

Merit
Wolf Sight 1
Dexterous Toes 1.

  • Blob


You may change shape to appear similar in shape to other creatures. This will only stand up to distant observation. Blobs also have damage resistance to bladed attacks and all ranged attacks that aren't blunt objects like a large rock. Blobs cannot wear armor of any kind. They can use weapons and shields, however. It's a blobs life either way!

Merit
Prehensile Tongue (FREE)

Puddle (FREE)
Tough Hide (4pt.) Only against bladed and non magical ranged attacks.



CONSTRUCT


The character is a construct made from metal, wood,, stone, gears or whatever else seems appropriate. Despite the name, not all Constructs are created, per say. Golems, Clockworx, etc. obviously are created, but spirits often possess things and animate them to interact with mortals. Constructs cannot wear armor, but may use a shield. Roll once on the Construct Traits Table.

Merits
Tough Hide (3pt.)

Roll a D10: CONSTRUCT TABLE
1-2 Claws/Fangs/etc. (3pt.)
3-4 Clear Sighted (3pt.)
5-6 Iron Will (3pt.)
7-8 Increased Pain Threshold (3pt.)
9 Huge Size (4pt.)
10 Hidden Strength/Stamina (6pt.)


PLANT


Your species has come from some kind of plant or fungus. Mushroom people, Cacti, Tree skinned and Vine people are all possible with this species. Roll once on the Plant Table.

All Plant Species possess the spells Bind and Antidote naturally.

Roll a D10: PLANT TABLE
1-2 Spike Skin (2pt.)
3-4 Tough Hide (2)
5-6 Surreal Beauty (1pt.)
7-8 Supporter (2pt.)
9-10 Aura of Fear (2pt.)

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