To begin with, all characters will start out as Supplicants. Your race is a free package granted to you through the grace of being born. The relevant abilities and drawbacks represented by the race's description are averages. Obviously, a player could very concievably create an above or below average character if they desired it. There are other sentient races in Citadel, and the PCs will no doubt encounter them. However, for the time being these six are sufficient.
Classes
The Pilgrim[/b][/u]
-Pilgrims are the pious non-members of the Order. Those who are devout to the Willow, but do not wish to join the ranks of the Order are Pilgrims. Many go on great journeys across Citadel in search of knowledge or even just to see the great holy sites that the Willow visited. Some even go so far as to minister to the layman about piety and living a good life. In essence, they are the most common of religious believers.
-Becuase of the mundaneness of the class, PCs are not allowed to be Pilgrims.
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The Supplicant[/u]
BODY: +0
MIND: +0
SOUL: +0
Attributes: -no bonus-
Skills: -no bonus-
-Supplicants are the souls who hear the call to the Order and have entered the Trial. These are the most common of all the Order, as all the Order's members are Supplicants at their most basic. Also, the Supplicants who have passed the Trial, but not taken a title, wander the world seeking their calling.
-All PCs start out as Supplicants and have unlimited advancement after ward into any listed class afterwords. Supplicants have no bonuses to stats or attributes, as they have no experience in the world and have no real idea of what their calling in the Order is.
*
The Warrior[/u]
BODY: +1
MIND: -1
SOUL: +1
Attributes: +1 Attack Combat Mastery
Skills: +1 Any Combat Skill (Any Specializtion)
+1 Military Sciences (Any Specialization)
+1 Medical Sciences (Emergency Response)
-Warriors are the backbone of the Order. They do the missionary work of the Willow and the Grandmasters, aiding the weak, protecting life, and aquiring knowledge wherever possible. Dutifully bound to defend the other members of the Order, the Warriors outnumber any other Class by two to one. Restricted by the Code of Aranas, they cannot kill another without pressing cause. The Code lists these as the imminent death of a member of the Order, the imminent death of a defensless person, or the perscesution of anyone without just purpose.
-Warriors start with heightened BODY and SOUL stats because of their need for higher health and resiliency. Also they have a greater need for piety and honor. They have a lower MIND stat because of their unyielding devotion to the Code of Aranas without exeption. Warriors recieve a bonus rank of the Attribute, Attack Combat Mastery, as they are the most combat inclined and willing to fight of the Order. They also recieve a bonus rank of the skills Medical Sciences (Emergency Response), Military Sciences (Teamwork), and any Combat Skill (any specialization). These are most clearly important to the Warriors for their practicality and usefulness in combat situations.
*
The Scholar[/u]
BODY: -1
MIND: +1
SOUL: +1
Attributes: +1 Dynamic Powers (any Minor)
Skills: +1 Occult (Any Specialization)
+1 Physical Sciences (Any Specialization)
+1 Social Sciences (Theology)
-Scholars exist only to learn and apply this learning. They understand more about the world around them than the most learned of mages and wisest of priests. Most Wizards and Priests alike across Citadel study as Scholars of the Order. They follow the Dimarian Oath, whose fundamental teaching is "to watch and conserve what one can; record all else." Though many follow this tenant, there have been many in history who have brought more aggressive tendancies to the Order. The Order's sages and wizards have been almost exclusively responsible for advancement of magic theory and theological thought. Without Scholars, it is almost assured that history as it is known now would be forgotten and lost to mortals.
-Scholars recieve higher MIND and SOUL stats to reflect their training in the dynamic arts of the world. However, they suffer from lack of combat prowess, and as such, their BODY Stat suffers. Physical Sciences and Occult skills show how Scholars deal in Mana and Ether. Their training in Social Science (Theology) reflects their advancements made by the Order in understanding Pantheon and Divinity. Scholars recieve a free Dynamic Power rank for their constant study of magic and theology.
*
The Itinerant[/u]
BODY: +1
MIND: +1
SOUL: -1
Attributes: +1 Heightened Awareness
Skills: +1 Performing Arts (Any Specializtion)
+1 Acrobatics (Any Specialization)
+1 Stealth (Concealment)
-Itinerants are the eyes and ears of the Order, recording those secrets and plans that none may know. Many Itinerants fight with shadows, acknowledging that a world of darkness can be lit only so much. Skirting the more sinister parts of mortal nature, the Itinerants are exposed the secrets and atrocities of the world. Most likely to diverge from their path, former Itinerants are the most common of the Forsaken.
-With more influence put upon their quick wit and dexterity, they train to increase their BODY and MIND Stats. However, the constant exposure to temptations and nefarious nature of the world grates against their SOUL. They have a Performing Arts skill to reflect their ability to become someone or something else. Acrobatics allow them to escape from most situations, and Stealth to allow them to get into those situations. Itinerants recieve Heightened Awareness to allow them to be conscious of thier surroundings and observe things as they are happening and percieve more about the world around them.
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The Knight[/u]
Stat: +1 to all class bonus Stats.
Attributes: +1 Organizational Ties
Skills: +1 Management and Administration (Executive)
+1 Any Skill (your choice)
+1 Etiquette (any class)
-Knights lead the Warriors in combat and have the duty of leading the entirety of the Order by example; only the most superb may become Knights.
-Info pending
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The Grandmaster[/u]
Stat: +2 to all class bonus Stats.
Attributes: +2 Organizational Ties
Skills: +2 Management and Administration (Executive)
+1 Any skill not already aquired
+2 Any skill already aquired
+1 Social Sciences (Theology)
-Grandmasters are the ultimate leaders of the Order. A group of twelve members meet every year on the summer solstice to discuss the relevant events of the upcoming year and the previous year. The members of the Grandmasters are called from all the ranks of the Order without exception. The voice of a Pilgrim is the same as that of a Knight in the Council of the Grandmasters.
-Info pending
Races
Average Humans[/b][/u]
Cost: 0cp
Character Points: +5CP
Skill Points: +10
Most common humans fall under this racial package. Able to comprehend abstract ideas and concepts faster than any other races.
*
Meremel Elves[/u]
Cost: 0cp
Half-Mortal Cost: 4cp
Attributes:
Heightened Senses +2 (Hearing)
Features +2 (Appearance, Ears)
Special Defenses +4 (Immune to disease, Does not age)
Defects:
Ism (Civilization) - 1bp
Not So Tough - 1bp
Restricted Heightened Senses (Requires Check) - 2bp
Meremel Elves are the most reclusive and apathetic of all the elven races on Citadel. Unwilling to involve themselves in the politics of the world, the Meremel often dedicate themselves to the study of theology and other scholarly pursuits. With an almost unlimited lifespan before them, most opt to serve Pantheon as guardians in their homes in Lysisit after a few millenia.
*
Suhr Dwarves[/u]
Cost: 0cp
Half-Mortal Cost: 5cp
Attributes:
Immovable +1
Massive Damage +1 (One melee weapon, of choice)
Superstrength +1
Tough +1
Defects:
Less Capable (SOUL: Charisma) - 3bp
Physical Impairment (Short Stature) - 1bp
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Tribal Mowershian[/u]
Cost: 0cp
Half-Mortal Cost: 5cp
Attributes:
Features +1 (Fur)
Heightened Awarness +2
Heightened Senses +3 (Sight, Smell, Hearing)
Natural Weapons +3 (Claws x2, Fangs)
Defects:
Blind Fury (When at 25% Health; Removal of ALL threats) - 2bp
Easily Distracted (Pretty Things) - 3bp
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Ama'aed Eosians[/u]
Eosians are the only remaining race from the northern continent of the world. It is undetermined as of yet what happened to the other race, but they have not been seen nor heard of since the end of a "Great War". The Eosians believe that "the tactical application of brute force can solve any problem." Whether this force is muscle or magic is completely irrelevant.
Female:
Cost: 0cp
Half-Mortal Cost: 6cp
Attributes
Features +2 (Ears, Eyes)
Highly Skilled +1
Dynamic Power (Minor, your choice) +1
Energy Bonus +1
Defects
Unappealing - 2bp
Owned - 2bp
Not so Tough - 1bp
Inept Attack - 3bp
Detectable (Dynamic Power: Audible) - 1bp
Female Eosians study magic and ether from their earliest days. Though physically weaker than other races in Citadel, their understanding of ether and mana is unsurpassed by any other ethnicity.
Male:
Racial Cost: 0cp
Half-Mortal Cost: 5cp
Attributes
Features +2 (Ears, Eyes)
Highly Skilled +1
Extra Attacks +1
Attack Combat Mastery +1
Defects
Unappealing - 2bp
Owned - 2bp
Bane (Magical Damage) - 2bp
Phobia (Magic) - 2bp
Dependant Attack Combat Mastery (Extra Attacks) - 2bp
Male Eosians begin training in combat in the early days of their lives. Their upbringing has caused them to be more sturdy and combat-worthy than many races of Citadel.
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Common Arcozians[/u]
Racial Cost: 0cp
Half-Mortal Cost: 4cp
Attributes:
Jumping +2
Natural Weapons +3 (Claws x2, Fangs)
Super Strength +1
Regeneration +1
Massive Damage +1 (Natural Claws)
Defects:
Burns Energy Regeneration (5 energy/turn) - 6bp
Dependant Regeneration (Superstrength) - 2bp
Marked (Reptilian) - 3bp
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Half-Mortal[/u]
A half-mortal has ancestors who are some combination of human and another mortal species. Most common are half-elves and half-mowershians. To take a half-mortal race, pay the listed Half-Mortal Cost in CP. Once you have done this, your race becomes half-"race". There are some rules to consider however.
Your racial Attributes are capped and cannot be increased during character creation. You may improve them later with Advancement Points awarded by the GM. Also, you may increase or decrease Defects as necessary as normal. Note that increasing a Defect nets BP, while decreasing it costs CP.
You cannot take the human racial package. The package describes humans, on average, as fast learners with no preset genetic abilities. On the contrary, the other mortals have manifest powers and disting Attributes that make them different from the humans. To be half-mortal and human would be a contradiction of genetics, not to mention interests.
In terms of roleplaying, your character may have some interesting complexes, being a descendant of two very seperate worlds. This particular race should have a very interesting backstory.