Human
|
||
Areinian
|
You are from the home of freedom and
free enterprise.
|
Notches in Coercion, Elocution
|
Confederate
|
You were a Tarluskani slave.
|
Notches in Fortitude, Resilience
|
Korg
|
The sea is in your veins – you grew
up in the lawless pirate capitol.
|
Notches in any Fighting Style,
Sailing
|
Southerner
|
Hard work is no stranger to you.
|
Notches in Fortitude, Piety
|
Tarluskani
|
You are descended from the nomads of
the Forbidding Waste.
|
Notches in one Tarluskani Fighting
Style, Gymnastics
|
Archivist
Trikosmos
|
||
Laborer
|
You were born to grow and nurture
other beings.
|
Notches in Alchemy, Beastspeeech
|
Maker
|
Craftsmanship is your heritage.
|
Notches in Alchemy, Device Lore,
|
Thinker
|
Abstract thinking comes as easily as
breathing.
|
Notches in Academics, Elocution
|
Bairnedred
|
||
Troubadour
|
You were a member of a traveling
troupe of entertainers.
|
Notches in Gymnastics, Legerdemain
|
Nithya
|
You are a member of the friendlier
Nithya tribe
|
Notches in two of: a Bairnedred
Fighting Style, Beastspeech, Hunting, Alchemy, Sorcery
|
Equimeni
|
You spent your childhood in the
Wildlands with your tribe.
|
Notches in one Equimeni Fighting
Style, Stealth
|
Currently, these cultures are grouped by race, but as I look at how the different groups have meshed together (Yrsh, for example, is a swamp populated by humans, Bairnedred, and Equimeni, but I don't have a write-up for that culture/region yet) I'll retabulate all of this in a more neutral format.
As you can see, we have a name for each distinct culture, a snippet describing the culture, and then the practical benefits of hailing from that culture. I make a note in the actual book that a character doesn't have to choose one of the cultures affiliated with their race - the race descriptor merely lists the dominant race in the culture - so a human baby adopted by the Bairnedred would probably choose either the Troubadour or Nithya culture.
In Prodigy, characters gain skill training from their culture - most Confederates, as Tarluskani slaves, are resistant to physical and mental abuse, so they are better at Fortitude and Resilience tasks.
Why do this? As a GM, you've needed to do all of this prep work to make the world ready for your players. This is a way to bring your players in on it - except for actual genetic advantages (ability score mods, etc.) everything else is determined by culture.
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