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Caldrao Sea - Character Creation

pyrak Nov '15  /  edited Nov '15
Harbor Master Yasold looked at you "You're looking for the Windrider matey? you must be their new recruit. Say you look like a..."

There are five races who're common in the lands around the Caldrao Sea, or in the Merfolk's case, in the sea.

The most common race is humans, while not particularly good at any one thing, they don't have any particular weaknesses either. Widely varied in appearance, they are the most abundant and versatile folk around. Humans typically join ships for loot, adventure, or because the can't do anything else.

1-3 Wisdom, 1-3 Agility, 1-3 Might
Traits: point goes into your class trait.
Weakness: None

Merfolk, while not common on land, are vary populous in shallow waters and often trade with land-dwellers. In the water they're the dominant force, and are usually unmatched in their domain. While out of the water they form a pair of legs which they can walk on. They're also not usually the brightest, but can figure things out fairly well. Merfolk don't often join ships, though they make great treasure hunters, scouts, and often are highly helpful for rescuing people in the water.

1-2 Wisdom, 2-4 Agility, 2-4 Might
Traits: Waterborn: 1 - As long as underwater, Might, Agility, senses.
Weakness: -1 on agility and might rolls while not in water.

Half-Harpy. once some Harpies found that there were things you could do with male sailors, other than eat them, half-harpies started hatching. These humanoid are mostly human looking in appearance, but they either have feathers growing on their arms, or full on harpy wings instead of hands. Males are a lot less common, and none of them have the full wing. They still have their ancestor's sweet song voice, which can lead them into or get them out of sticky situations.

3-4 Wisdom, 2-4 Agility, 1-3 Might
Traits: (pick one)
Wings: 1 - Flying, no hands.
Alluring Voice: 1 - Charm, barter, bluff.
Weakness: Bird bones, crushing damage deals twice as much damage against you.

Minotaur. a uncommon and temperamental race, these folk are incredibly strong, but lacking in wit and dexterity. Typically unable to use or comprehend more than a few simple sentience, they are likely the least intelligent of the civilized intelligent races. They make up for their lack of intellect for their brute strength, and capability to continue working endlessly, and can be highly valued on a ship when needing heavy work to be done.

1-2 Wisdom, 1-2 Agility, 3-4 Might
Traits: Mighty: 1 - Might
Weakness: - 1 to any roll that you don't have a bonus trait in.

Cyclops. one eyed humanoids who stand a couple heads taller than the average human. highly intelligent, and quite powerful, Cyclopes are genuinely gentle giants. Renowned for their craftsmanship, any ship is fortunate to have a Cyclopes carpenter on board to keep the ship in functioning order after some rough seas or a battle.

2-4 Wisdom, 1-2 Agility, 2-4 Might
Traits: Craftsmanship: 1 - crafting, repairs.
Weakness: - 1 to dodging, and initiative.

"Well anyways, what sort of work you doing on the ship anyways?"
"I'm a..."

Sailor. Every ship needs a lot of these folk to keep them running.
Sailor: 1 - Navigation, sailing, line use, musket use, cannon use.
5 Life | 3 Power

Carpenter. You'll want one of these if you don't want your ship falling apart.
Carpenter: 1 - Carpentry, sailing, barter, musket use, cannon use.
3 Life | 5 Power

Merchant. Money pinching for your benefit as always.
Merchant: 1 - Barter, navigation, collect information, sword use, pistol use.
2 Life | 6 Power

Explorer. Who doesn't want to go find rare treasurers and annoy the natives?
Explorer: 1 - Scout, communicate, loot, charm, pistol use, musket use, sword use.
4 Life | 4 Power

Pirate
Pirate: 1 - Sail, intimidate, loot, weapon use.
6 Life | 2 Power

"That's great, I'm sure you'll fit in with the crew just perfectly!" Yasold slaps you in the back, sending you flinging forwards to the ship in question.

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