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Format for Races<br />

The following races are presented in the<br />

format shown on this page. First, each race is described<br />

in general terms, including useful gaming<br />

information such as their preferred armor or weapons.<br />

The information presented here is incomplete<br />

and supplemented in other chapters where appropriate.<br />

Instead, the information in this chapter is<br />

meant to give an impression that is representative<br />

of each race.<br />

Aside from the information presented here,<br />

most other information on races may be found in<br />

Chapter 6: Sociality.<br />

When possible, the information is accurate<br />

historically or mythically. However, much information<br />

has been invented so that an equal amount of<br />

information or statistics could be presented for all<br />

races.<br />

Sub-Ability Modifiers: Sub-abilities are<br />

presented in Chapter 3: Abilities. Racial modifiers to<br />

sub-abilities are listed here. Sub-abilities, for example,<br />

include Strength, Health, and Common Sense among<br />

others.<br />

Base Current Armor: Current Armor (CA)<br />

is presented in Chapter 10: Combat. CA varies by<br />

race. Base CA represents the amount of natural<br />

protection of the character in terms of being physically<br />

attacked.<br />

Base Life Points: Information on Life<br />

Points (LP) is presented in Chapter 2: Body, Chapter 3:<br />

Abilities, and Chapter 10: Combat. LP vary by race.<br />

LP represent the capacity for damage among other<br />

things.<br />

Physical Description: Physical information<br />

is presented here, such as average height. Most physical<br />

features of a character are determined in Chapter<br />

2: Body. To enhance the understanding of the physical<br />

appearance of each race, artwork is presented<br />

with each race, and an overview of the races is presented<br />

with artwork on the previous page.<br />

Disposition Modifiers: Disposition represents<br />

the ethics and morals of the character, and is<br />

presented in Chapter 4: Disposition. Disposition varies<br />

by race.<br />

Temperament Modifiers: Temperament<br />

represents the personality of the character, and is<br />

presented in Chapter 5: Mind. Temperament varies<br />

by race.<br />

Sociality: Information on sociality is presented<br />

in Chapter 6: Sociality. Because sociality varies<br />

by race, an overview is presented here. Information<br />

may include tendencies in social class, location<br />

of kingdoms, and more.<br />

Language: Different races tend to speak<br />

different languages. Languages are presented in<br />

Chapter 6: Sociality.<br />

Occupation: Information on occupations<br />

is presented in Chapter 7: Occupation. Hundreds of<br />

occupations are available for characters. The age<br />

that a character begins work is listed, which may be<br />

used to determine their current occupational level.<br />

Skills: Information on skills is presented in<br />

Chapter 8: Skills. Skills vary by race. Skills are a large<br />

part of the game and should be considered carefully.<br />

Hundreds of skills are available to be chosen<br />

by the player. Although most skills listed for characters<br />

grant bonuses, some bestow penalties.<br />

Religion: Information on religions and gods<br />

is presented in Neveria, a supplemental book that<br />

presents the official gaming world for F.A.T.A.L.<br />

Since gods are an aspect of the gaming world, not<br />

the game system itself, they are not presented in<br />

this book.<br />

Names: Names have been compiled from<br />

historical sources and are available in Appendix 7:<br />

Names. Names vary by race. The names of each<br />

fantasy race have been based on actual names from<br />

history.<br />

Chapter 1: Race and Gender<br />

11

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