Sky Hippos- The safest means of transportation on the entire world. Native to the Primal Land and faring better for the most part and warmer and wet environments, these animals alternately like to feed on aquatic plants and fish and take to the air to avoid predators. The better-fed and oldest ones can be the size of small-buildings. Gaggles of the oldest wilder one still migrate with the seasonal winds from the marshes south of Sihlt-Awash into the Central continent and the Big Island and then back to the western-most Primal lands every few years.
Lope-Trolls- Believed to be evolved from the trolls that are recorded to have been driven out of the world by humans and their gods back in the mythic ages, not a member of those trollish species. They like cooler weather and mud. Though predatory when they are younger, the older ones are smart enough to work with the humans around them not against them.
Kindred of Blimp World
Human- D6. The player must decide before the GM rolls for them whether they have a "plus 1," a "minus 1", or to have no modifier.
0 Wizard
1 Recognized
2 Learned
3 Criminal
4 Newly Rich
5 Landed
6 Titled
7 Part of the Aristocracy/Oligarchy/Elite of their background nationality.
Furry- May be any animal the Player chooses. They will be either a animal-headed humanoid (60%), a talking-version of the regular animal (30%) or a shape-shifter. The Player does not get to choose, the GM must roll which kind in front of them. They then must live with the results. Bonus points for roleplaying out any disappointment.
Place at Home (roll D6)
1 Criminal
2 Learned
3 Recognized
4 Merchant
5 Landed
6 Wizard
Goblin- D6. The Player does not get to choose, the GM must roll which kind in front
of them. They then must live with the results. Bonus points for
roleplaying out any disappointment.
1-Cute and lucky (plus 2D to CHARM and LUCK stats).
2-4 Ugly but smart (-3 from CHARM, plus 2d3 to MENTAL)
5 Ugly and brave (-4 from CHARM, plus 2d3 NERVE)
6 Hobgoblin (-5 from CHARM, plus 2d6 to PHYSICAL)
Elf-Blood- A "halfling" race. CHARM plus 2D. Born with pointed ears and Glamour ability (Caster's NERVE vs Target's MENTAL). GM rolls for whether the Player gets to roll on the Human (even) or Furry (odd) social standing chart.
Trollkin- A "halfling" race. Player rolls D6 or the Player opts to allow the GM to choose for them.
1-4 Hobgoblin (-5 from CHARM, plus 2d6 to PHYSICAL)
5-6 Were-troll (spend 2 NERVE and 3 MENTAL points and PC gains 2D PHYSICAL. Able to recover points when back in human form a single point per day.)
A Personage of Blimp World
Klust's Spy Master
Parsifal Kipt, Vice-General Cloud March West Group. the Quick 125
Cut his teeth in the Horde's second war with the Maroon as an Infantry Leutnant. He would then become a sky-hippo pilot in the Western Wars as an Horde advisor to the Floating Sultanates against the Western Oligarchy. Since the undertaking of Horde Unification he has become one the leaders of the nation's intelligence branches. Working near his native lands in the city of Kluster he has many assets in Havre and the Fields.
He has a knack for finding disaffected halflings within his city's neighbors and coercing them into devious schemes against their compatriots and spies of the Compact.
MENTAL 55
LUCK 20
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