Legends of Steel: Shadows of Yar
Cultural Archetypes
The first step of character creation is to choose a cultural background.
Savage
Savages include warriors from the frozen north and
witch-doctors from the snake-infested jungles of the south. Savages tend to
have a close connection with nature, but are easily spooked by things outside
of their normal expectations.
Savages have the following racial traits:
·
Strong: start with a d6 Strength
·
Feral: start with a d6 in Survival
·
Superstitious: You suffer -2 to Fear
checks (as the Doubting Thomas Hindrance)
Example starting areas:
·
Green Death Jungle
·
The Great Forest
·
Erendor Forest
Nomadic
Nomads roam the empty wastes beyond the civilized cities;
quick to strike and bound by no laws. Nomads live with their animals and
usually ride into battle with them; they feel ill at ease without them.
Nomads have the following racial traits:
·
Agile: start with a d6 Agility
·
Horselord: Start with a d6 in Riding
·
Bowlegged: Base land speed is 30 feet per
turn (5” or 5 squares)
Example starting area:
·
Sikkar Plains
Rural
Rural folk have the following racial traits:
·
Healthy: start with a d6 Vigor
·
Hunter: Start with a d6 in Tracking
·
Luddite: -2 to Repair rolls
Example starting areas:
·
Belsa
·
Taurus
Civilized
Civilized peoples cultivate the land, build great cities;
develop trade; and study medicine, mathematics, languages, and other areas of
knowledge. In the civilized lands dwell noble knights, wise kings, and learned
sages — as well as greedy merchants and cunning thieves.
Civilized people have the following racial traits:
·
Smart: start with a d6 in Smarts
·
Professional: start with a d6 in a
Knowledge skill
·
Frail: -2 to all Fatigue checks (as the Anemic
Hindrance)
Example starting areas:
·
Albena
·
Emesa
Ascendant
Some civilizations rise above others. These nations dominate
the area around them or even the entire world. People of ascendant cultures are
builders of cyclopean monuments, explorers of distant lands, conquerors of
neighboring lands, delvers into esoteric knowledge, or sorcerers of great
power.
Ascending cultures have people with the following racial
traits:
·
Wise: start with a d6 in Spirit
·
Imposing: start with a d6 in the
Intimidate skill
·
Conceited: -2 Charisma outside of your
society
Example starting areas:
·
Akkar
·
Yar
Decadent
Great civilizations reach their peak and eventually start to
decline. Such fallen empires are ruled by jaded nobles, corrupt priests, and
self-serving bureaucrats. Drinking, drug abuse, and the need for entertainment
are all too common in these cultures. The bureaucracy expands to dominate the
government.
Decadent people have the following racial traits:
·
Tempting: +2 to Charisma
·
Insidious: start with a d6 in Persuasion
·
Corrupt: Decadent people cannot resist a
good time and have the Quirk Minor Hindrance related to a need to party, drink,
have a good time, and be entertained.
Example starting areas:
·
Crascia
·
Pyrani
·
Tyros
Degenerate
The last survivors of decadent civilizations start to feud
over dwindling resources, or are driven away by stronger cultures. Fleeing into
the wilderness, or deep underground beneath their ruins, they start to inbreed
and devolve into something no longer entirely human. Degenerates may outwardly
resemble savages, but they carry the evil taint of fallen empires.
Or
Inbred cannibal hillbillies are fun!
Degenerates have the following racial traits:
·
Tough: start with a d6 in Vigor
·
Nocturnal: Degenerates ignore penalties
for Dim and Dark conditions.
·
Unwholesome: Degenerates always have a
physical deformity, usually caused by inbreeding, which sets them apart from
other humans. This unwholesomeness can never be fully concealed. Choose one of
the following Hindrances:
o All
thumbs (misshapen hand)
o Anemic
(pox ridden)
o Bad
Eyes (Minor) (pus filled tumors over your eyes)
o Hard
of Hearing (pus filled tumors over your ears)
o Slow
(misshapen leg)
o Obese
(hideously bloated)
o Ugly
o Stinky
(-2 Charisma)
Example starting areas:
·
Jandahar
·
Radu