Nov 5, 2024 1:26 pm
Everybody begins at level 1. The majority of characters in "Shadow of the Weird Wizard" belong to the human ancestry. There are numerous other ancestries available, though. I'll post the human details below, followed by a brief description of the other ancestries. If you want to play one of those ancestries, let me know and I'll provide you with further details.
Human
Most people found in the borderlands belong to the great family of humanity, which encompasses people much like those found in our world, but also exotic people, with unusual physical characteristics that would make such people stand out. Blue skin, upswept, pointed ears, scaled skin, and other features reflect the influence of magic on humans, as well as the fantastical nature of the setting.
The human family is incredibly large and diverse. A human can be tall or short, big and bulky, small and slight. Humans’ skin tones run the gamut from blue-black to bone white, green, blue, pink, or patterned. Typical height and weight ranges from 4 to 7 feet tall and from 80 to 400 pounds, though examples of shorter, taller, lighter, and heavier people abound. Differences in appearance have, at times, led to enmity between different groups, and a tendency toward xenophobia persists in some isolated communities, but over the passage of time humans have come to appreciate their common origin and similar nature, looking beyond the physical qualities that make them individually distinctive.
As a human, you might have been born and raised in the borderlands or could have traveled here, perhaps as one of the many troubled refugees fleeing war and disease in their homelands, or as an exile, cast out from your native land for a crime you did or did not commit. You can choose your homeland from those made available to you by the Sage. You and the other characters might come from the same village or be part of the same band of refugees, or you might hail from different parts of the world, brought together by fate or circumstance.
Human Ancestry Benefits
HUMAN
Size: 1, Speed: 5
A CUT ABOVE (HUMAN ONLY): You have certain advantages that set you apart from other people. These advantages can source from special training, a knack, a destiny, or something that happened during upbringing. You can increase the scores of two different attributes by 1 each.
Human
Most people found in the borderlands belong to the great family of humanity, which encompasses people much like those found in our world, but also exotic people, with unusual physical characteristics that would make such people stand out. Blue skin, upswept, pointed ears, scaled skin, and other features reflect the influence of magic on humans, as well as the fantastical nature of the setting.
The human family is incredibly large and diverse. A human can be tall or short, big and bulky, small and slight. Humans’ skin tones run the gamut from blue-black to bone white, green, blue, pink, or patterned. Typical height and weight ranges from 4 to 7 feet tall and from 80 to 400 pounds, though examples of shorter, taller, lighter, and heavier people abound. Differences in appearance have, at times, led to enmity between different groups, and a tendency toward xenophobia persists in some isolated communities, but over the passage of time humans have come to appreciate their common origin and similar nature, looking beyond the physical qualities that make them individually distinctive.
As a human, you might have been born and raised in the borderlands or could have traveled here, perhaps as one of the many troubled refugees fleeing war and disease in their homelands, or as an exile, cast out from your native land for a crime you did or did not commit. You can choose your homeland from those made available to you by the Sage. You and the other characters might come from the same village or be part of the same band of refugees, or you might hail from different parts of the world, brought together by fate or circumstance.
Human Ancestry Benefits
HUMAN
Size: 1, Speed: 5
A CUT ABOVE (HUMAN ONLY): You have certain advantages that set you apart from other people. These advantages can source from special training, a knack, a destiny, or something that happened during upbringing. You can increase the scores of two different attributes by 1 each.
[ +- ] Other Ancestries
Archons: Fallen angels cast from Paradise
Cambions: Fiendish humans cursed by the gods
Centaurs: Nomadic horse-human hybrids
Changelings: Mistrusted shapeshifters
Clockworks: Constructs built by the Weird Wizard
Daevas: Humans who share their bodies with symbiotic spirits
Demigods: Born from the union of human and god
Dhampir: Humans who bear the vampiric curse
Dragonets: Intelligent, talking miniature dragons
Dwarves: Short, strong mountain folk
Elves: Nigh-immortal faerie folk
Fauns: Humanoids with the lower bodies of goats or deer
Ferrens: Shapechangers who can change between human and cat forms
Goblins: Wicked and mischievous faeries
Halflings: Wandering tradesfolk
Haren: Rabbitfolk with mysterious origins
Harpies: Humanoids with bird wings and talons
Hobgoblins: Helpful and friendly offshoots of goblins
Janni: Blue skinned humanoids with elemental affinities
Nagas: Serpentfolk from a fallen empire
Pollywogs: Tribal frog folk from the swamps
Revenant: Risen undead driven by a purpose
Shadowkith: Humanoids from a dark reflection of the world
Sphinxes: Bipedal winged humanoids with leonine facial features from a distant land
Spriggans: Ambulatory plant-humanoids that can transform into trees
Sprites: Tiny winged faeries with animal kinship
Tatterdemalions: Piles of clothes possessed and animated by dead spirits
Tritons: Aquatic humanoids who dwell in the deep
Wargs: Wild humans who can transform into wolves
Woodwoses: Hulking furry humanoids who guard the deep woodlands
Cambions: Fiendish humans cursed by the gods
Centaurs: Nomadic horse-human hybrids
Changelings: Mistrusted shapeshifters
Clockworks: Constructs built by the Weird Wizard
Daevas: Humans who share their bodies with symbiotic spirits
Demigods: Born from the union of human and god
Dhampir: Humans who bear the vampiric curse
Dragonets: Intelligent, talking miniature dragons
Dwarves: Short, strong mountain folk
Elves: Nigh-immortal faerie folk
Fauns: Humanoids with the lower bodies of goats or deer
Ferrens: Shapechangers who can change between human and cat forms
Goblins: Wicked and mischievous faeries
Halflings: Wandering tradesfolk
Haren: Rabbitfolk with mysterious origins
Harpies: Humanoids with bird wings and talons
Hobgoblins: Helpful and friendly offshoots of goblins
Janni: Blue skinned humanoids with elemental affinities
Nagas: Serpentfolk from a fallen empire
Pollywogs: Tribal frog folk from the swamps
Revenant: Risen undead driven by a purpose
Shadowkith: Humanoids from a dark reflection of the world
Sphinxes: Bipedal winged humanoids with leonine facial features from a distant land
Spriggans: Ambulatory plant-humanoids that can transform into trees
Sprites: Tiny winged faeries with animal kinship
Tatterdemalions: Piles of clothes possessed and animated by dead spirits
Tritons: Aquatic humanoids who dwell in the deep
Wargs: Wild humans who can transform into wolves
Woodwoses: Hulking furry humanoids who guard the deep woodlands