Journey: Races

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Humans are not necessarily the only race to walk the world. Other beings - some more fantastic than others - live amongst them.

A character's race determines a good deal about him or her. Your race determines your starting abilities, modifies your personality and sets limits on how much it will change, and grants access to other abilities specific to your race.

Note that race is separate from culture. Your race is set in stone, and grants you benefits and disadvantages that no amount of culture can overcome.

Human

Humans are capable, driven, equipped with much potential. Their strength lies in the fires of their souls: no other race is as driven as the humans are. However, they are short-sighted and short-lived, which can cause their more sinister emotions to amplify.

Humans are the assumed mechanical baseline, and as such, have no attribute modifiers. Human personalities are likewise unmodified and suffer from no limitations: humans run the gamut of personality types.

Attributes
   None
Personality Modifiers and Limits
   Extraversion: +0 (25 / 0 to 0 / 25)
   Openness: +0 (25 / 0 to 0 / 25)
   Agreeableness: +0 (25 / 0 to 0 / 25)
   Conscientiousness: +0 (25 / 0 to 0 / 25)
   Neuroticism: +0 (25 / 0 to 0 / 25)

Lynae

Halflings!

Attributes
   Strength: 1d2
   Dexterity: 1d6
Personality Modifiers and Limits
   Extraversion: -2 (16 / 4 to 0 / 30)
   Openness: +2 (30 / 0 to 4 / 16)
   Agreeableness: +0 (22 / 0 to 0 / 22)
   Conscientiousness: +2 (26 / 0 to 2 / 18)
   Neuroticism: +0 (20 / 0 to 0 / 20)

Thran

Something!

Sidhe

Elves!

Dwarf

Dwarves!

Nephilim

Semi-celestials or semi-fiends!

Isci

Twili!