Below is a list of available races, so take a look and email me with a couple of choices you are considering. I will get back to you with detailed information and pics. If you are totally stumped and just can't decide, answer the following questions in an email and I will suggest some good matches for you.
Q's -
1. How would you like to deal with conflict? Brute force, Talk it out, Finesse
2. Do you want to be the underdog, or the obvious hero?
3. Are you an outsider, or part of the "in" group?
4. Are you pretty or pretty ugly?
5. Do you like weapons and armor, or do you want to BE the weapon?
Human - No real surprises here, what you know is what you get. Humans are currently the dominant race in the Palladium world and many arer worried they will go down the same path of arrogance and dominance as the Elves. Pros: You know what you getting. Cons: A safe choice.
Elves - Most of you are familiar with these tall, handsome "cousins" of man. They thought they used to rule the known world, but their arrogance lead to their downfall. True elven culture only exists in a handful of places these days. Pros: An easy to play non-human race. Cons:Tend to be viewed as arrogant pretty boys.
Dwarves - A stalwart folk, mostly subterranean, who are probably everything you imagine them to be. Little known fact: they used to be the most powerful wielders of magic in the world. Pros: Likeable curmudgeons. Cons: Can't be ANY magic OCC at all.
Gnome - Sort of like smaller dwarves except they never made up with the Elves who killed almost all of their kind. Yes, they are kind of like fiesty garden gnomes. Pros: Unusual little race to play. Cons: Tiny and not suited for direct combat situations(?).
Troglodyte - Homely, pale, flabby underground dwellers who don't visit topside much or really wear much in the way of clothing. Although they aren't particularly bright, they are surprisingly quick and agile. Pros: Great night vision. Cons: Not even a cool kind of ugly.
Kobold - The handsomer cousins of Orc and Goblins, Kobolds are also part of the subterranean crew of races and are thus nocturnal by nature. Their cities are often connected to Dwarven ruins. They are craftsmen whose work is second only to Dwarves. Pros: Great smiths and an interesting choice. Cons: They are usually enemies with Humans, Elves, Gnomes and Changelings, and a good natured one will be considered an outcast or traitor by its own kind.
Goblins - Malicious little underground dwellers (not too little) who keep company with Kobolds, Orcs and Hob-Goblins. Pros: You could play a traitor to your own race and help the overworld races. Cons: Uglier version of Kobolds.
Hob-Goblins - These are genetic mutants of Goblins; they are tall and lanky and very similar to Goblins escept that their race suffered more than their cousins in the Great War, and their society never recovered fully. Pros: Good if you want to play a goblin that doesn't need a booster seat. Cons: Big chip on their shoulder which is likey to cause a lot of fights.
Goblin Cobbler - A Goblin in every way with the additional of natural magical ability: metamorphosis, and faerie magic. Pros: Be ugly AND have magic. Cons: You're still ugly.
Orc - The most common of the so-called sub-human races, the have a rep for being dim-witted , muscle bound freaks who like to beat things to a pulp for fun, or something. No one disagrees. Among their own kind, they are actually caring, nurturing people. And they actually aren't as dumb as rocks. Pros: Cool choice, they often work with humans and can smash real good. Cons: People are prejudice and think you are all stupid.
Ogres - Closely enough related to humans to breed with them, they resemble giant, neanderthal cousins to humans. Pros: Giant race, very strong. Cons: Can't squeeze into tight places and are feared by most reasonable humans and smaller creatures.
Troll - Another giant race who has little respect for any other race. Generally pretty foul tempered by nature, they like toying with their victims and enemies. Pros: Giant race with a rep. Con: Rep as trouble starters: always blamed whenever anything bad happens.
Changelings - How would you know if you met one? You wouldn't. They can change form to look like anyone of almost any race. They are hated and feared by almost everyone, but not because they are evil, just because they creep the hell out of everyone. Pros: The ultimate in espionage! Impersonate anyone... Cons: If anyone finds out what you are, they will burn you like a witch!.
Wolfen - Everyone's fav, the canine humanoids and the next most powerful race these days after humans. Strong, agile, and disciplined...and did I mention feared by humans of the Eastern Territories? They are often victims of racism because of their unwarranted rep as baby eaters and savages. Pros: Proud, powerful race Cons: Humans may not like you, and other races worry about your intentions as an empire.
Coyles - A canine race similar to Wolfen, they are the origin of much of the rumor about the savagery of Wolfen. Pros: An underdog canine race to play. Cons: Humans AND Wolfen have it in for you.
Kankoran - This is the earthy and recluse canine race that prefers to live in small tribes in harmony with nature. They are like the Native-Amercians to the Wolfen's British empire. Pros: In touch with nature and canine-humanoid Cons: Humans don't trust you anymore than your cousins, and your cousins don't have the time of day for you.
Centaur - Just like you think, human torso, horse body...even good archers to boot. The stereotypes are true. Pros: You don't need a horse, you ARE the horse Cons: Just try walking into a rough seaman's bar in Morel...
Bearmen - Big bear humanoids with a foul temper, a dislike for company (anybody's, usually), and generally a hatred for all life. You don't have to play them that harshly, though, but they are sort of chronic depressed drunks who believe life is a pointless charade of misery. They are believed to be the product of a magic experiment gone terribly wrong. Pros: Play a bear-humanoid and eviscerate the weak. Cons: An unhappy race that is often enslaved and sold into gladiatorial combat. Sort of like having a negative downer wookie on your team.
Drakin - Only for the more daring player, this is a featherless birdlike creature that can fly. The look more like an animal, but they are intelligent and often associated with luck and good things. Pros: Play a bird Cons: No opposable thumbs, and you must be of a good alignment.
Dragon Wolf - These are not dragons at all, but wolves with big, leathery wings and serpent tails. Natural magic abilities: limited metamorphosis, and some spells. Understands ALL languages. Pros: Very cool, powerful creature, and you can fly. Cons: Considered untrustworthy by most, can't wear armor, and you mostly walk on all fours.
Eandroth - Just check out the Eandroth Rogue.
Eandroth Rogue - Kind of like a reptile headed humanoid, but the skin is all smooth, no scales. Matriarchal society. Desert dwellers, but wander the world in their "rogue" years in search of adventure. Pros: Neat monster-esque race that is totally different from Kobolds and their ilk. Cons: Rarely use armor; don't survive well in the cold.
Emerin - Giant psionic cats that look kind of like a lynx. They are always and only Mind Mages, so their OCC is restricted. Pros: Great psionic powers. Cons: Well, you are a cat. No armor, no weapons...
Gromek - Minotaur, dinosaur, humanoid thing, their society is like the Klingons or Spartans- oriented entirely around war. They have wings and can fly. Pros: Unique warring race Cons: Most people of all races don't trust them, as they have waged war at one time or another on every race.
Hytril - So-called "monkey men" they look like large lemures. They love humans and shiny objects. They are actually pretty smart and very clever, but they don't make great melee fighters. They are not allowed to have many OCCs, although I allow a few. They are natural thieves and con-men, although they are almost never evil, just selfish. Pros: Fun, tree climbing race that can scurry around where most can't go. Cons: Deadly weakness for shiny objects and not good for direct, brute combat.
Lizard Men - Really, it is what is seems. They are swamp dwellers, and hate the desert and cold. They seek to control the world's waterways someday. Pros: Great jungle trekkers. Cons: There are more interesting monster races to play.
Dragons - There are many kinds that run the spectrum of your imagination. Let me know if you'd like to know more. Pros: Powerful. Cons: Difficult to play.
Androsien - Waifishly thin humanoids that remain remarkably attractive despite seeming so "off". Skin can be of many colors, but always has an underlying pearlescence. Their eyes are all solid black or deep blue, and so are more than a little freaky to look at. What is most interesting is that there are no historical records of this race in Palladium, but the Androsien insist that they have always been around. Suspicious, hmm? Pros: Very intelligent, they make great magic users and the like. Cons: They are kind of freaky, mistrusted, and physically weak.
Sekai- Like the Androsien, this is a race of my own creation, so I am very fond of it, and likely to make it a fun race to play. Sekai are cyborgs; robots with a human brain and nervous system. Sekai have no knowledge or memory of ever having had a flesh and bone body. All Sekai worhsip The Truth, The Persistence, and The One Mind...all terms which refer to the same singular thing. Many Sekai are warrior monks for The Persistence. In general Sekai make awesome martial arts and melee combat characters. The major drawback is that they never use magic, although, neither do Dwarves. Pros: Super-strong, great in combat. Cons: There are only three known places in the world where you can get repaired (recover SDC or HP).
Wednesday, November 12, 2008
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2 comments:
Bill, the Sekai sounds intriguing, but as you know after the economy and the Iraq war, health care is of major importance. Where are the three known places for cyborg repir? The other races i'm interested in are: kobold, ogre, wolfen (NOT), dragon wolf or androsien. Like the warrior monk idea for Sekai. I am sure that you have a plan for the progression of the campaign so any help in character development would be appreciated.
Well, the sekai can get serviced at one of the three Skedic cities: Aja, Eta, and Amma. Only the sekai and skedic know where these cities are. Kobolds can be nice to have around, since everyone will need their armor and weapons repaired. Look at it like this: do you want to be a martial arts fighter, a sword fighter, a mind mage/wizard, or magical creature?
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