tisdag 19 maj 2015

Aenglum culture traits

I have struggled with the human traits for some time but I have it finnaly solved now!


Northman

The winterborn sons and daughters, of the cold and dark northern lands, of Aenglum; are the most suitable, without training or difficulty, to adapt to a life of that of a warrior. They are big, strong and hardy in many ways.

Winterborn 
The sons and daughters of the north all are used to the long and cold harch winters.
Resist cold +2, Max life at 12 (+/- Con modifier).

Roll Sign/Ability
  1. A friend to the wild, +8 mod to any KAR roll to get a friendly result from an animal encounter. (Natural animals), have a +4 mod on all order rolls.
  2. Live by the sword, Die by the Sword, +2 AV with swords but -1 AV with all other weapons. +2 on saves vs fear
  3. The coldest heart , Resist Cold +4 (instead of +2), Con +1
  4. The Dragon, +4 on reaction rolls vs dragons and understanding the draconic. +1 Will
  5. Berserker – -1 KAR, 1-5 on 20 to go berserk. +1 AV when not berserk, +1 Damage while berserk, +4 on all saves vs fear while berserk, +1d6 temporary CM while berserk. Can each round make a will roll vs Diff 15 to break out of the rage.
  6. Sweihander - +1 STR, gains +1 AV with all two-handed wepons
  7. Man of the Mountain - +1 DEX, +2 on Climb checks
  8. Path of Ancestors - +2 KAR, +2 on any check to hire northman companions
  9. A mind of stone - +1 INT
  10. Hold it! Hold it!- +1d4 CM

Midlander

Children of Autumn Max life at 10 (+/- Con modifier) 

Roll Sign/Ability
  1. The Spear - +1 Str, +1 AV with spears, CM +1
  2. The Bow, +1 AV/Damage with bow and arrows, and can shoot 20% longer with these.
  3. The Ox, con +1, CM +1, heal 20% faster
  4. The lake (of secrets), +2 save vs magic, -2 on save vs undead, +4 on rolls to comprehend text and code
  5. The Free (of the land), +2 CM, +1 AV with swords
  6. The Mirror (of an old world), +2 Kar
  7. The Watcher - +2 on all rolls for noticing things (eyes and ears)
  8. The Woods - +2 AV with bows, +2 on hiding in woods, +4 on all tracking rolls in woods
  9. The Fey touched- Get a 1st level fey spell.
  10. In waters deep - +2 on Swim check, can hold breath twice as long,


Southling

Summerborn +2 on saves vs heat/fire

Roll Sign/Ability
  1. The Guard - +1 AV with all polearms, -2 on save vs magic attacks
  2. The Sands - +6 on rolls to find water, +1 Con
  3. A Dance in Leafs - +1 Dex, +2 hide in woods, +2 on reaction rolls with all animal encounters
  4. The helper - +1 Kar, all healing increased by +2
  5. The Red Anger- +2 AV on all attacks vs undead and demonic creatures. +2 on all saves vs magic
  6. The Secret - +2 Kar
  7. The (Fearless) lion - +1 Will, +2 DV vs undead, +1 vs fear.
  8. The Sun - +1 STR, +1 KAR, -2 on all reaction rolls vs people other than southlings cause of arrogance. +1 AV with swords.
  9. The Cloak - +1 AV with daggers, +2 when hiding in shadows, +1 on climbing
  10. The Emperor - +1 WILL, +1 KAR, +4 on all rolls while hiring henchemen and getting a decent price.