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nexusframe:characters:ancestries [2025/11/08 02:07] – created - external edit 127.0.0.1nexusframe:characters:ancestries [2025/11/30 04:28] (current) – [Attributes] tailkinker
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 ===== Creating new Ancestries ===== ===== Creating new Ancestries =====
  
-Because **The Nexus Framework** is setting-agnostic, only two ancestries are presented herein:  Humans and Orcs.  If you want more ancestries, you will need to custom create them for your game.+Because **The Nexus Framework** is setting-agnostic, only two ancestries are presented herein:  Humans and Orcs.  If you want more ancestries, you will need to custom create them for your game.  Creating ancestries is largely a subject of judgement calls;  as it is extraordinarily unlikely that players of your game will be able to justify creating new ancestries, it's easier for the game designer to balance them at design time.
  
 ==== Attribute Distribution ==== ==== Attribute Distribution ====
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   * No single attribute should receive more than +6, with +4 being the recommended maximum.   * No single attribute should receive more than +6, with +4 being the recommended maximum.
   * No attribute should receive less than +1, ensuring that every lineage provides at least a small bonus in all areas.   * No attribute should receive less than +1, ensuring that every lineage provides at least a small bonus in all areas.
 +
 +==== Statistics ====
 +
 +For most human-sized ancestries, a typical maximum health is 12 + Body, and a typical speed is 5. Humans are an exception, with a maximum health of 10 + Body, reflecting their greater flexibility in skill and trait selection rather than raw resilience.
 +==== Skills ====
 +
 +Every ancestry should offer two skills, and the player who selects an ancestry chooses one of those skills and gains a +2 training value in that skill.
  
 ==== Traits ==== ==== Traits ====
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 This approach encourages creativity while maintaining mechanical fairness, allowing players and GMs to craft diverse and meaningful ancestries suitable for any setting. This approach encourages creativity while maintaining mechanical fairness, allowing players and GMs to craft diverse and meaningful ancestries suitable for any setting.
 +
 +----
  
 ===== Humans ===== ===== Humans =====
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 ==== Attributes ==== ==== Attributes ====
  
-When you select Human as your ancestry, increase each of your attributes by +2, providing a balanced starting point without favoring any particular specialty.+When you select Human as your ancestry, increase each of your attributes by +2, providing a balanced starting point without favouring any particular specialty
 + 
 +==== Statistics ==== 
 + 
 +When you select Human as your ancestry, your maximum health is 10 + your Body modifier, and your speed is 5. 
 + 
 +==== Skills ==== 
 + 
 +Humans are varied and adaptable, and this is reflected in their ability to learn //anything// Choose any skill, and gain a +2 training value in that skill.
  
 ==== Traits ==== ==== Traits ====
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 This distribution emphasizes raw strength and durability, while still allowing Orcs to function competently in other areas. This distribution emphasizes raw strength and durability, while still allowing Orcs to function competently in other areas.
 +
 +==== Statistics ====
 +
 +Orcs are a bit more physically robust than humans, with a maximum health of 12 + Body modifier.  They have a Speed of 5.
 +
 +==== Skills ====
 +
 +Orcs are expected to be able to fight, preferably up close and personal.  Choose either Brawling or Melee, and place a +2 training value in the selected skill.
  
 ==== Traits ==== ==== Traits ====
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 Orcs have a pool of traits reflecting their culture and biology. Traits are organized into four tiers: Orcs have a pool of traits reflecting their culture and biology. Traits are organized into four tiers:
  
-Apprentice (available at character creation)+Initiate (available at character creation)
  
-Journeyman (requires Level 2)+Adept (requires Level 2)
  
 Master (requires Level 8) Master (requires Level 8)
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 Suggested Orc traits for each tier: Suggested Orc traits for each tier:
  
-Apprentice:+Initiate:
  
 Resilient: +1 bonus to Stamina rolls. Resilient: +1 bonus to Stamina rolls.
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 Savage Strike: +1 bonus on first attack in combat. Savage Strike: +1 bonus on first attack in combat.
  
-Journeyman:+Adept:
  
 Battle-Hardened: Advantage when resisting fear effects. Battle-Hardened: Advantage when resisting fear effects.
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