Races of Esterwatch

Now we get to some mechanical bits for Esterwatch. Remember, this is designed for Fantasy AGE, so the races below are designed using the Fantasy AGE races as a guide.

Races are Esterwatch are divided between Human and Supernatural Races.

Human Races

The following races are human. You may create a hybrid of two of these races using the optional Mixed Heritage rules in Fantasy AGE.

Imperial

The proud people of the Golden Empire. They have bronze skin and hail from a harsh desert environment.

  • Add 1 to you Fighting ability
  • Pick one of the following focuses: Willpower (Morale) or Constitution (Stamina)
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial
  • Roll twice on the Imperial Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Imperial Benefits

2 +1 Intelligence
3-4 Focus: Strength (Intimidation)
5 Focus: Perception (Searching)
6 Focus: Communication (Persuasion)
7-8 +1 Constitution
9 Focus: Communication (Deception)
10-11 Focus: Accuracy (Brawling)
12 +1 Strength
Dawn Islander

The seafaring merchant people of the Dawn Islands. They are a tan peoples who often dress in bright colors.

  • Add 1 to you Communication ability
  • Pick one of the following focuses: Constitution (Swimming) or Communication (Bargaining)
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial and one other language of your choice
  • Roll twice on the Islander Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Islander Benefits

2 +1 Constitution
3-4 Focus: Dexterity (Sailing)
5 Focus: Intelligence (Navigation)
6 Focus: Perception (Empathy)
7-8 +1 Intelligence
9 Focus: Communication (Deception)
10-11 Focus: Accuracy (Dueling)
12 +1 Perception
Wilderman

The wild peoples of the Southern lands. They inhabit the forests and live off the land.

  • Add 1 to you Strength ability
  • Pick one of the following focuses: Fighting (Axes) or Strength (Intimidate)
  • Your speed is equal to 12 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial and Vulcanite
  • Roll twice on the Wilderman Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Wilderman Benefits

2 +1 Constitution
3-4 Focus: Perception (Tracking)
5 Focus: Strength (Might)
6 Focus: Dexterity (Initiative)
7-8 +1 Fighting
9 Focus: Fighting (Heavy Blades)
10-11 Focus: Communication (Animal Handling)
12 +1 Dexterity

 

Vulcanite

The hardy peoples of the Volcanic Western provinces. They spend their lives among burning rocks and are known for their slanted eyes.

  • Add 1 to you Constitution ability
  • Pick one of the following focuses: Constitution (Running) or Strength (Climbing)
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial
  • Roll twice on the Vulcanite Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Vulcanite Benefits

2 +1 Dexterity
3-4 Focus: Accuracy (Black Powder)
5 Focus: Constitution (Drinking)
6 Focus: Dexterity (Acrobatics)
7-8 +1 Perception
9 Focus: Intelligence (Healing)
10-11 Focus: Communication (Gambling)
12 +1 Willpower
Northerner

The innovative people of the Northern provinces. They are black skinned people who inhabit the mountains and rainforests beyond, and are renowned for their engineering prowress.

  • Add 1 to you Intelligence ability
  • Pick one of the following focuses: Intelligence (Engineering) or Accuracy (Black Powder)
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial and Runic
  • Roll twice on the Northerner Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Northerner Benefits

2 +1 Willpower
3-4 Focus: Intelligence (Arcane Lore)
5 Focus: Dexterity (Lock Picking)
6 Focus: Communication (Investigation)
7-8 +1 Perception
9 Focus: Willpower (Self-Discipline)
10-11 Focus: Intelligence (Research)
12 +1 Accuracy
Grasslander

The proud peoples of the Eastern grasslands. They are of fair hair and fair skin, and thrive in large feudal states.

  • Add 1 to your Accuracy ability
  • Pick one of the following focuses: Dexterity (Riding) or Accuracy (Dueling)
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial and Eastern
  • Roll twice on the Grasslander Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Grasslander Benefits

2 +1 Intelligence
3-4 Focus: Communication (Etiquette)
5 Focus: Intelligence (Cultural Lore)
6 Focus: Communication (Persuasion)
7-8 +1 Constitution
9 Focus: Accuracy (Bows)
10-11 Focus: Accuracy (Brawling)
12 +1 Communication

Supernatural Races

The two races below are not human, though they have human blood. They are rare in Esterwatch, and cannot be hybridized using the optional Mixed Heritage rules.

Feyborn

The product of a union between human and fey. Feyborn are rare creatures who, in ages past, were often abandoned as children. Though this does sometimes still happen, many Feyborn have found acceptance with their human parents, and a rare few with their fey parents.

  • Add 1 to you Dexterity ability
  • Pick one of the following focuses: Perception (Hearing) or Intelligence (Arcane Lore)
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source
  • Your speed is equal to 12 + Dexterity (minus armor penalty if applicable)
  • You can speak and read Imperial and Fey
  • Roll once on the Feyborn Benefits table for additional benefits. Roll 2d6 and add the dice together. Then choose a human race and roll once on that race’s Benefits table. If you get the same result twice, roll again until you have two different results.

Feyborn Benefits

2 +1 Accuracy
3-4 Focus: Communication (Seduction)
5-6 Focus: Communication (Persuasion)
7-8 Focus: Dexterity (Stealth)
9 +1 Intelligence
10-11 Focus: Dexterity (Acrobatics)
12 Focus: Intelligence (Natural Lore)

 

Revenant

An undead creature, created from an accident of dimensional power. Revenants are a rare sight in the streets of Esterwatch, and most live in the Undercity. They retain no memories of who they were in life, and some scholars that they are in fact wholly new beings who happen to inhabit the bodies of the deceased.

  • Add 1 to you Willpower ability
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source
  • Your speed is equal to 10 + Dexterity (minus armor penalty if applicable)
  • You are Undead, and require no food, drink, air, or sleep to survive. You can participate in eating, drinking, breathing, or sleeping, but receive no benefit from doing so. You cannot taste anything and instantly fail any Perception (Smelling) tests. In addition, you are immune to the effects of poison and disease.
  • You are a creature of dimensional magic, and have an innate resistance to Arcane magic. You have a +2 bonus to resist the effects of spells cast on you, and are possess 5 points of Dimensional Armor that resists magical damage. However, healing magic is only half as effective on you, and your Magic Points are fixed at 0, with no chance of gaining more.
  • You can speak and read Imperial and one other language
  • Choose one of the following races: Imperial, Dawn Islander, Wilderman, Vulcanite, or Northerner. Roll twice on the Benefits table associated with that race for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

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