I’m inspired to create a setting for my kids, they have enjoyed the Star Wars game so I’m confident in their use of the dice. They are interested in Fantasy stories, magic, and animals. So my plan is a Wind in the Willows or Peter Rabbit inspired setting with magic added.
In interests of giving and sharing I thought I would post my musings here for any input or for others to steal. Keep in mind as i post this I’m still waiting for my book to arrive.
First up is the PC Species choices:
Species
The good creatures:
- Rabbits 2,2,2,2,1,3, ST 10, WT 10 Underground Dwellers (boost underground), Pack Animal (2 Boost when assisting) 95xp
- Hares 2,3,2,2,2,1 ST 9, WT 11 Vigilance, Boost to Chases 90xp
- Squirrels 2,3,1,2,2,2 ST 10, WT 10, Coordination, Climbing Boost 90xp
- Badgers 3,2,1,2,2,2 ST 8, WT 12, Claws (dig and weapon), night dweller 85xp
- Beaver 2,2,3,2,1,2 ST 10, WT 10, Swimmer (hold breath and fast swim speed), Mechanics 90xp
- Otters 2,2,2,3,2,1 ST 11, WT 10, Swimmer, Survival 90xp
- Frogs 2,1,2,2,3,2 ST 13, WT 9, Silhouette 0, Swimmer, Jump 90xp
- Swallows 1,3,2,3,1,2 ST 12, WT 8, Flyers, Silhouette 0 80xp
- Pelicans 2,2,2,1,3,2 ST 11, WT 10, Flyers, Encumbrance Strength +10, 85xp
- Falcons 1,3,3,2,2,1 ST 12, WT 9, Flyers, Silhouette 0, bird of prey (Boost to first attack when flying) 80xp
The evil creatures:
Snakes
Owls
Foxes
Cats
Eagles
Hawks
Weasels
Ferrets
Skill list:
General:
Alchemy (Int)Athletics (Br)Cool (Pr)Coordination (Ag)Discipline (Will)Mechanics (Int)Medicine (Int)Perception (Cun)Resilience (Br)Riding (Ag)Skulduggery (Cun)Stealth (Ag)Streetwise (Cun)Survival (Cun)Vigilance (Will)
MAGIC:
Arcana (Int), Nature (Cun)
COMBAT:
Brawl (Br) Melee-Heavy (Br)Melee-Light (Br)Ranged
SOCIAL:
Charm (Pr)Coercion (Will)Deception (Cun)Leadership (Pr)Negotiation (Pr)
KNOWLEDGE SKILLS:
Knowledge Arcane
Knowledge History
Knowledge Geography
Knowledge Nature
Knowledge Adventuring
Careers:
Magician
(magic damage and distraction/confusion, trickster)
Knowledge (Arcane), Discipline, Magic (Arcane), Knowledge (History), Cool, Deception, Coordination, Perception.
Druid
(healer, summoner, nature knowledge)
Medicine, Magic (Nature), Knowledge (Geography), Knowledge (Wilds), Vigilance, Athletics, Alchemy, Survival, Knowledge.
Warden
(police, investigation and sword/board)
Vigilance, Perception, Negotiation, Brawl, Melee (Light), Streetwise, Coercion, Resilience.
Knight
(mounted combat, leader, healer)
Ride, Melee (Heavy), Melee (Light), Leadership, Medicine, Discipline, Knowledge (Adventuring), Athletics.
Ranger
(Stealth and ranged, survivalist)
Stealth, Ranged, Survival, Coordination, Cool, Knowledge (Geography), Riding, Resilience
Noble [Princess or Prince]
(knowledge and social face, fencing)
Leadership, Charm, Negotiation, Discipline, Vigilance, Melee (Light), Knowledge (History), Knowledge (Geography)
Thief
(Stealth, suburban, skullduggery, deception)
Skullduggery, Stealth, Coordination, Deception, Brawl, Streetwise, Knowledge (Adventuring), Cool.
Tinkerer
(Machines, Potions, acorn guns!)
Ranged, Mechanics, Alchemy, Knowledge (Adventuring), Perception, Vigilance, Coordination, Negotiation.
Edited by Richardbuxton
Added more details