Difference between revisions of "Human Kunmarg"

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* '''The Dragon Sun:''' x
 
* '''The Dragon Sun:''' x
 
==Kunmarg Traits==
 
==Kunmarg Traits==
 +
<div style="float: right; border: 1px black solid; margin: 10px; padding: 10px;">
 
{| align="right" border="0" style="background: white"
 
{| align="right" border="0" style="background: white"
!2d6 Roll || Benefit
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!colspan="2" |Kunmarg Racial Benefit
 
|-
 
|-
|2||Kunmarg Ability
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|'''2d6 Roll''' || '''Benefit'''
 +
|-style="background:lightgrey"
 +
|2||Wild Gift
 
|-
 
|-
|3-4||Kunmarg Weapon Group
+
|3||Focus: Intelligence (Navigation)
 +
|-style="background:lightgrey"
 +
|4||+1 Perception
 
|-
 
|-
|5-6||Kunmarg Focus
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|5||Focus: Willpower (Courage)
 +
|-style="background:lightgrey"
 +
|6||Focus: Constitution (Drinking)
 
|-
 
|-
|7-8||Kunmarg Ability
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|7||+1 Strength
 +
|-style="background:lightgrey"
 +
|8||Focus: Constitution (Running)
 
|-
 
|-
|9-10||Kunmarg Focus
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|9||Focus: Accuracy (Brawling)
 +
|-style="background:lightgrey"
 +
|10||+1 Fighting
 
|-
 
|-
|11||Kunmarg Weapon Group
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|11||Focus: Perception (Tracking)
|-
+
|-style="background:lightgrey"
|12||Kunmarg Ability
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|12||Blue Kunmarg
 
|-
 
|-
 
|}
 
|}
If you choose to play a Kunmarg, modify your character as follows:
+
</div>
 +
If you choose to play a Kunmarg human, modify your character as follows:
 
* Add 1 to your Constitution Ability.
 
* Add 1 to your Constitution Ability.
* Pick one of the following Ability Focuses: ''Communication (Animal Handling), Perception (Seeing)''
+
* Pick one of the following Ability Focuses: ''Communication (Animal Handling)'' or ''Perception (Seeing)''.
* You can speak and read one cultural language and one additional language.
 
* '''Cold Resistant:''' You have a natural AR 2 against cold damage. This increases by +1 every three levels (so at 3rd, 6th, 9th, etc).
 
 
* Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
 
* Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
 +
* Roll twice on the Kunmarg Racial Benefits chart. These reflect inborn traits and natural tendencies in your folk, rather than anything you were trained or raised to.
 
===Kunmarg Benefits===
 
===Kunmarg Benefits===
'''Roll twice''' on the Kunmarg Benefits table for additional benefits. Re-roll if you end up with the same result.  
+
'''Roll twice''' on the Kunmarg Racial Benefits table for additional benefits. Re-roll if you end up with the same result.
* '''Kunmarg Ability:''' Choose one of the following Abilities to increase by +1: ''Fighting, Perception, Strength''. You cannot increase any Ability by more than +1, even if you get this result multiple times.
+
* '''+1 Ability:''' Increase the indicated Ability by +1.
* '''Kunmarg Focus:''' Choose one of the following Ability Focuses: ''Accuracy (Bows, Brawling), Constitution (Drinking, Running), Fighting (Axes, Bludgeons), Intelligence (Brewing, Navigation), Perception (Tracking), Willpower (Courage)''
+
* '''Focus:''' Gain the indicated Ability Focus.
* '''Kunmarg Weapon Group:''' Choose one of the following Weapon Groups to gain proficiency in: ''Axes, Bludgeons, Brawling''. If you gain a Weapon Group proficiency granted by your class, you may choose an Ability Focus for that group instead.
+
* '''Blue Kunmarg:''' Your skin has a bluer tinge than most, the same blue which the elders claim was once the birthright of every Kunmarg. You have a natural AR 2 against cold damage. This increases by +1 every three levels (so at 3rd, 6th, 9th, etc).
 +
* '''Wild Gifted:''' You have a natural Wild Gift. Choose either ''Gifts of the Air'' or ''Gifts of the Frost'', and they are associated with Constitution for you. They follow all the normal rules of a Wild Gift.

Latest revision as of 10:13, 23 August 2015

Kunmarg are native to the Frost Sun system. They are of middling height, usually over five feet, but rarely over six feet tall, with women being somewhat slighter than men. Kunmarg have pale skin that ranges from a light blue in tone, through a pale white to a slightly ruddy pinkish complexion, and they often freckle when they spend time in the light of any sun save their native Frost Sun. Their eyes tend to be hazel-to-brown in color and small; Kunmarg develop crow's feet and laugh lines early, and their eyes often disappear into small slits when they smile. Their builds are thick with muscle and fat, with broad shoulders, wide hips, and shorter legs. Their hair tends to be light-colored, ranging from a pale white (in Kunmarg of any age, not just the aged), bleeding to pale blondes and red colors.

Kunmarg in the Ravimarga

x

  • Baharis: x
  • The Golden Sun: x
  • The Blood Sun: x
  • The Frost Sun: x
  • The Dragon Sun: x

Kunmarg Traits

Kunmarg Racial Benefit
2d6 Roll Benefit
2 Wild Gift
3 Focus: Intelligence (Navigation)
4 +1 Perception
5 Focus: Willpower (Courage)
6 Focus: Constitution (Drinking)
7 +1 Strength
8 Focus: Constitution (Running)
9 Focus: Accuracy (Brawling)
10 +1 Fighting
11 Focus: Perception (Tracking)
12 Blue Kunmarg

If you choose to play a Kunmarg human, modify your character as follows:

  • Add 1 to your Constitution Ability.
  • Pick one of the following Ability Focuses: Communication (Animal Handling) or Perception (Seeing).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll twice on the Kunmarg Racial Benefits chart. These reflect inborn traits and natural tendencies in your folk, rather than anything you were trained or raised to.

Kunmarg Benefits

Roll twice on the Kunmarg Racial Benefits table for additional benefits. Re-roll if you end up with the same result.

  • +1 Ability: Increase the indicated Ability by +1.
  • Focus: Gain the indicated Ability Focus.
  • Blue Kunmarg: Your skin has a bluer tinge than most, the same blue which the elders claim was once the birthright of every Kunmarg. You have a natural AR 2 against cold damage. This increases by +1 every three levels (so at 3rd, 6th, 9th, etc).
  • Wild Gifted: You have a natural Wild Gift. Choose either Gifts of the Air or Gifts of the Frost, and they are associated with Constitution for you. They follow all the normal rules of a Wild Gift.