Twilight Empire is a human-oriented campaign; dwarfs and elves are mysterious fey creatures, like goblins and trolls, and are not generally a part of human society. In addition, halflings and half-orcs and other common nonhuman races are not a part of the Twilight Empire campaign, which is based more on traditional folklore and mythology than on modern fantasy.
While players are prohibited from playing elves, dwarfs, or other faerie creatures, human characters are distinguished by their Background Package, which gives them skills and bonus items, and by their homeland, which determines their native language and alignment (general religious affiliation).
I have also included a few human/nonhuman crossbreeds as options for player characters; these characters can generally pass as human, but have one or more nonhuman ancestors, whether demon, elf, or troll.
Most of the skills are self-explanatory; the cambion's mentalism skill is a simplified version of psionics which will be covered in a later post.
Races
Race Statistics Table
Race
|
Ability
Bonus
|
Race
Powers
|
Race
Skills
|
Social
Level
|
Native
Language
|
Cambion
|
charisma +1
|
dark vision (6”)
enchanted
magic save bonus (+2)
|
mentalism
occult lore
|
3d6
|
Infernal
|
Elfborn
|
dexterity +1
|
dark vision (6”)
detect secret bonus (+1)
hear noise bonus (+1)
|
hide in wilderness
move silently
outdoor survival
|
3d6
|
Elfish
|
Human
|
varies by BP
|
background package
homeland
|
varies by BP
|
varies by BP
|
varies by HL
|
Trollborn
|
strength +1
|
dark vision (6”)
detect secret bonus (+1)
magic save bonus (+2)
|
craft (any)
mining
underground lore
|
3d4
|
Trollish
|
Ability Bonus
The race ability bonus is added
to the stated ability score once at 1st level. A human character’s
ability bonus varies by background package (BP).
Race Powers
Unlike most skills, powers never
require a skill roll to use successfully.
Race Skills
Race skills are in addition to a
character’s class skills, training package skills, and elective skills. A human character’s race skills vary by background package.
Social Level
Social level is a measure of a
character’s status in society. A human character’s social level
varies based on his background package.
Native Language
A character begins play knowing
his native language and one other language of his player’s choice. Generally,
the second language should be Valish (the Common Tongue of the Twilight
Empire), or whatever the local human language is for the campaign setting. A
human character’s native language varies by homeland (HL).
Cambion
Ability Bonus: charisma +1
Race Powers: dark vision (6”); enchanted;
magic save bonus (+2)
Race Skills: mentalism; occult lore
Social Level: 3d6
Native Language: Infernal
Description
A cambion is a character of mixed
human and demon blood—usually the product of sexual congress between a man and
a succubus, or between a woman and an incubus. A cambion is always raised by
humans; if born of a succubus, the infant is left at the doorstep of its human
father (or his family).
A cambion is uncommonly
attractive, magnetic, and seductive in appearance and demeanor. A cambion also always
has a hidden “telltale” feature which indicates his demonic ancestry. The
telltale is easy to conceal or downplay in daily life, but will not escape
sustained scrutiny.
Cambion Telltale Table
Roll
|
Telltale
|
1
|
Ears: unusually pointed
|
2
|
Eyes: glow faintly in darkness
|
3
|
Horns: hidden beneath hair
|
4
|
Mole(s): oddly shaped, colored,
or placed
|
5
|
Tail: hidden by normal clothing
|
6
|
Teeth: unusually pointed
canines
|
Cambions have a natural affinity
for magic and the supernatural. They are collectors of magical lore and are
more knowledgeable than humans about the affairs of demons and other spirits.
Cambion Powers
Dark Vision
A cambion can see in the dark up
to 60’ away.
Enchanted
A cambion is an enchanted
creature, and is able to affect spirits and other incorporeal creatures using
non-magical weapons and attack forms.
Magic Save Bonus
A cambion receives a +2 bonus to
all saving throws against magical effects.
Elfborn
Ability Bonus: dexterity +1
Race Powers: dark vision (6”); detect secret bonus
(+1); hear noise bonus (+1)
Race Skills: hide in wilderness; move
silently; outdoor survival
Social Level: 3d6
Native Language: Elfish
Description
An elfborn is a character of
mixed human and elfish ancestry. Elves and humans occasionally marry, sometimes
for love, more commonly to seal an alliance against a common foe. Depending on
the situation, either the human will journey to the realm of Faerie to live
with his spouse, or the elf will move to live in the human realm and pass
himself off as a human from a distant land.
Many elfborns are born out of
wedlock. Usually, the child of a human mother will be raised by humans, and the
child of an elf mother by elves. Sometimes the elves will steal the child of a
human mother and take him to the realm of Faerie, or else deposit the child of
an elf mother at the doorstep of its human father.
An elfborn is typically tall,
fair in complexion, and exceptionally lithe and agile. Elbloods have keen
senses and are naturally at home in the wilderness.
Elfborn Powers
Dark Vision
An elfborn can see in the dark up
to 60’ away.
Detect Secret Bonus
An elfborn receives a +1 bonus on
rolls to detect secret doors or hidden objects.
Hear Noise Bonus
An elfborn receives a +1 bonus on
rolls to hear faint noises.
Human
Ability Bonus: varies by background package
Race Powers: background package; homeland
Race Skills: varies by background package
Social Level: varies by background package
Native Language: varies by homeland
Description
A human character is of pure human
ancestry, rather than being of mixed human and demon, elf, or troll ancestry.
However, a character of mixed ancestry counts as fully human if more than 75%
of his ancestors are human.
Human Powers
Background Package
Every human has a background
package, which determines his ability bonus, race skills, and social level.
A background package represents a human character’s upbringing and
education. In general, a male is trained in the occupation of his father and a
female in the occupation of her mother. Most exceptions occur due to the custom
of fostering, in which a boy or girl is sent to another family to work as a
servant or apprentice, and to learn skills relevant to his or her intended
profession or station in society.
The ability score bonus gives a character a +1 bonus to one ability
score, but each background package permits a player to choose from two
abilities when assigning the bonus. No ability score may be raised above 18 as
a result of this bonus.
Background Package Table
#
|
Background
Package
|
Ability Bonus
(Choose One)
|
Skills
|
Social
Level
|
1
|
Craftsman
|
dexterity +1
intelligence +1
|
appraisal
craft
teamster
|
1d4+6
|
2
|
Fisherman
|
constitution +1
dexterity +1
|
fishing
rowing or sailing
weather sense
|
1d6+4
|
3
|
Forester
|
dexterity +1
wisdom +1
|
direction sense
outdoor survival
tracking
|
1d6+4
|
4
|
Herdsman
|
constitution +1
wisdom +1
|
animal husbandry
musical instrument
weather sense
|
1d6+4
|
5
|
Merchant
|
charisma +1
intelligence +1
|
appraisal
merchant
scribe or teamster
|
1d6+4
|
6
|
Mountaineer
|
constitution +1
strength +1
|
climbing
tracking
weather sense
|
1d6+4
|
7
|
Noble
|
charisma +1
strength +1
|
courtesy
riding
scholarship or tracking
|
1d4+12
|
8
|
Nomad
|
constitution +1
dexterity +1
|
animal husbandry
riding
tracking
|
1d6+4
|
9
|
Pauper
|
charisma +1
dexterity +1
|
appraisal
begging
bluffing
|
1d2+2
|
10
|
Peasant
|
constitution +1
wisdom +1
|
farming
teamster
tracking
|
1d4+6
|
11
|
Scholar
|
intelligence +1
wisdom +1
|
divinity, juristry, or medicine
scholarship
scribe
|
1d4+6
|
12
|
Seaman
|
constitution +1
strength +1
|
rowing or sailing
swimming
weather sense
|
1d6+4
|
Homeland
A human character’s homeland
indicates his general cultural background, including native language, default
alignment, and permitted selection of background packages. Homeland can also
influence the reactions of monsters and NPCs, at the referee’s discretion.
The default starting point for
the Twilight Empire campaign is the
city of Greymouth; it is thus assumed that most player characters are native to
that city or to the surrounding regions of Val (the land of the Twilight
Empire). However, people of many homelands can be found in Greymouth, whether
they have arrived as merchants, mariners, mercenaries, slaves, or captives.
Homeland Table
#
|
Home
Land
|
Native
Language
|
Typical
Alignment
|
Background
Packages
|
1
|
Albu
|
Valish
|
lawful
|
all
|
2
|
Burath
|
Burathish
|
neutral
|
craftsman, fisherman, forester,
herdsman, peasant, seaman
|
3
|
Rham
|
Rhamish
|
lawful
|
all
|
4
|
Don
|
Donish
|
neutral
|
craftsman, fisherman, forester,
herdsman, peasant, seaman
|
5
|
Dul
|
Dulish
|
lawful
|
all
|
6
|
Hur
|
Hurish
|
lawful
neutral
|
all
|
7
|
Hux
|
Huxish
|
neutral
|
craftsman, fisherman, forester,
mountaineer, peasant, seaman
|
8
|
Let
|
Letish
|
lawful
|
all
|
9
|
Tur
|
Turish
|
lawful
|
all
|
10
|
Val
|
Valish
|
lawful
|
all
|
11
|
Zargoz
|
Zargozish
|
lawful
|
all
|
12
|
Zun
|
Zunish
|
neutral
|
craftsman, fisherman, forester,
herdsman, mountaineer
|
Trollborn
Ability Bonus: strength +1
Race Powers: dark vision (6”); detect secret
bonus (+1); magic save bonus (+2)
Race Skills: craft (any); mining;
underworld lore
Social Level: 3d4
Native Language: Trollish
Description
A trollborn character is of mixed
human and troll ancestry. Trolls sometimes mix with humans in remote or
borderlands areas.
A trollborn is unusually tall, stout, and sturdy of limb. They may be dark of complexion or noticeably hirsute. Throllborn are skilled
craftsmen and warriors, and are at home in mines and under the earth.
Trollborn Powers
Dark Vision
A trollborn can see in the dark
up to 60’ away.
Detect Secret Bonus
A trollborn receives a +1 bonus
on rolls to detect secret doors or objects.
Magic Save Bonus
A trollborn receives a +2 bonus
to all saving throws against magical effects.
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