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nexusframe:characters:ancestries [2025/11/09 15:50] tailkinkernexusframe: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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 ==== Statistics ==== ==== Statistics ====
  
-For most human-sized ancestries, a maximum health of 12 + Body and a speed of 5, is usual Humans themselves have only a maximum health of 10 + Body, because they gain flexibility in skill and trait selection, instead. +For most human-sized ancestries, a typical maximum health is 12 + Bodyand 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 ==== ==== Skills ====
  
-Every ancestry should offer two skills, and the player who selects an ancestry chooses one of those skills and gains a +training value in that skill.+Every ancestry should offer two skills, and the player who selects an ancestry chooses one of those skills and gains a +training value in that skill.
  
 ==== Traits ==== ==== Traits ====
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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 ==== ==== Statistics ====
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 ==== Skills ==== ==== Skills ====
  
-Humans are varied and adaptable, and this is reflected in their ability to learn //anything// Choose any skill, and gain a +training value in that skill.+Humans are varied and adaptable, and this is reflected in their ability to learn //anything// Choose any skill, and gain a +training value in that skill.
  
 ==== Traits ==== ==== Traits ====
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 ==== Skills ==== ==== Skills ====
  
-Orcs are expected to be able to fight, preferably up close and personal.  Choose either Brawling or Melee, and place a +training value in the selected skill.+Orcs are expected to be able to fight, preferably up close and personal.  Choose either Brawling or Melee, and place a +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.
nexusframe/characters/ancestries.1762703448.txt.gz · Last modified: by tailkinker