Hello. Character creation is going to be a little different from the more extensive Pathfinder system we've used in the First RP. Both to simplify things as well as to speed things up. So we're gonna go over all of it, one by one to ensure that we're all on the same page.
Also, required reading for Magic using characters.
Some notes on equipment.
Races:Many are the variant of races in Grimm Wars-verse, and more so for a place as Cosmopolitan as the United Kingdom. Playable races are restricted to the following.
Humans:Somnium, Aurora, Agrabah, Caledonian, Stadt Des Drachan...Humans are as varied as snowflakes and can come from all walks of life. Humans are the most common race in the Grimm Wars.
Dwarfs: Dwarfs hadn't changed much with the times. All that has altered are the tools they use and the wonders they craft. Dwarf-made metal works are accounted as the best and in culture, they consist of several clans with their own names and dialect which they use to keep their traditions alive. An unspoken, iron rule they keep is teamwork...What happens to one dwarf, affects all dwarfs of that same clan. In the United Kingdom, the biggest Dwarf community is located in the cities Industrial District. Under it actually, and it is known as "New Moria". They are a common sight in the Grimm Wars.
Halflings: As diverse as humans, Halflings are a seemingly perpetually cheerful race. Famed for their work ethic and culinary skills in particular, a wealthy household usually has one Halfling servant or two. As a race, Halflings tend to go on by unnoticed and for as long as there have been humans, Halflings have always been with them as well. They are a common sight in the Grimm Wars. They have no centralized community in the city, opting instead to gather at places such as the park or at select, quaint restaurants.
Elves: Over the years, Elves have faded and by and large, left the world in ways unknown. Retreating to places such as Avalon or beyond to the Undying Lands. So the majority of Elves that remain in the world are Drow. Currently, the Drow are in two camps. One being the old school sort who believe that their traditions make them Drow and dangerous....And the new generation, who raised on the surface regard the whole thing as bogus and opt to look forward to the future. Ironically, it is these Drow largely responsible for the "party" atmosphere that the new era is known for. Flapper styles, Jazz music...Inspired or funded by these new Drow. As for the usual Elves who yet remain, they tend to be either loners or scholars or both. Drow are semi-common. Regular Elves are extremely rare.
Half-Orc: Grunt work hasn't changed much these years, and someone is always needed to do the heavy lifting. In that respect, Half-Orcs have found a reasonable niche and tend to gravitate towards Jobs that don't require too much thought, and generally hang around the Docks. Half-Orcs are a common sight around the working districts and are rarer outside of them.
Half-Elves:"Half-Elve" is a misnomer, as its a rare one who can actually claim to be "Half-Elve". A quarter, ten percent and even rarer are what most of these mixed bloods are, though Half-Elves who marry generally have Half-Elve infant children. They are a semi-common sight.
Gnomes: With ties to the Fae world having become thinner and thinner in successive years, Gnomes have likewise become a rarer sort. What Gnomes yet make their home around here usually turn to such professions such as scientists and mages or newspaper reporters and such that let them keep atop of things. They are a rare sight in the Grimm Wars, but not so much as Elves.
Monster Races:As progress moves forward, so does other aspects. No longer for example, do wandering adventurers head to random caves to wipe our Kobold infestations. After all, who'd get the coffee if they did? As time passed, so did various monster races agree to behave themselves and vice versa to join in the march of progress which has proven to be quite an unique alliance, though centuries and even a hundred years of enlightenment cannot fully eradicate all misgivings. They are as follows.
Harpies:Harpies are a winged race, often taking jobs as messengers for hard-copy messages, packages and so forth in conjuncture with the Postal Service. A common sight, especially in the city where they dart to and fro above to one locale or the other.
Naga:Half snake below and half human above, Naga are a unique sight. They tend to gravitate towards cerebral roles and make good scientists. Though in number, they are semi-rare.
Kobold:There is nothing as mind-numbing as paperwork. Thankfully, Kobold's appear to have a knack for it and often take up clerk roles and secretary as they file the world, one cabinet at a time. A common sight.
Centaur:Half Horse, half human. Centaurs are martial figures. Warriors and possessed of a stern, stick-in-the-mud disposition by their critics. They tend to take the roles such as Police Work, and its a very, very, very rare Centaur who turns to crime. A common sight.
Damphir:Like Half-Elves, Damphir had grown into their own subrace. Unfortunately, due to the nature of their race, Damphir are often met with mistrust and many turn to crime. A semi-common sight.
Lycan:A stern, pack-oriented race. Lycan's prefer the outdoors to indoor jobs and many take up jobs that allow them to do such. More then a few had distinguished themselves as Private Investigators though Lycan's without a pack to guide them end up turning to crime. A semi-common sight. Generally mistrusted as well.
GM Note:Any deviation from the list here can be discussed with the head GM, to be accepted or rejected depending on how well it fits in the background as a whole.
Edited 10:03am, July 18, 2013 by The Narrator, author. |