Polemos: 4th Age - Races

Races

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

Human

Ingenious and industrious, humans are found in most every corner of the world. Progenitors of the Curse, humans are deeply flawed and fractured into thousands of shifting tribes, ethnicities, cultures, and religions. Paradoxically, they are also known to be the most favored race by the Celestials; often befriending spirits of all kinds and, unlike other races, are often greeted in angelic visitations with "fear not." Humans can develop strong magical abilities, but in the current age few study them due to ignorance, taboo, or fear of unforeseen consequences.

  • Body: Human
  • Starts With:
    • Measures:
      • 12 focus score
      • 12 stamina score
      • 0 magic score
    • Aspects:
    • XP: 12
    • Languages:
      • Native language - fluency rating 10 in a language commonly spoken by native culture. Literate in one commonly used script of native language.
      • Choice of fluency rating 8 in 1 additional language . Literate in one commonly used script of chosen language .
    • Items:
      • Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.

        Whether a homesteader, tenant farmer, land-bound serf, or other rural laborer - the vast majority of the population in all settled human cultures are involved in agriculture.

        With much of their time spent grazing in the wilderness, shepherds rely on wealth that walks.

        Everyday laborers are essential to filling mines, kilns, ships, and other work sites.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Meals worth up to a total of 0.1 silver.
        • [pleasure] items worth up to a total of 0.3 silver.
        • Choose one of the following options:
        • [tool] items worth up to a total of 2 silver.
        • (3D6/2) * 0.05 silver in local currency.

        Shop owners, innkeepers, and petty craftsmen form the backbone of towns ranging from small villages to sprawling cities.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Meals worth up to a total of 0.1 silver.
        • [pleasure] items worth up to a total of 0.5 silver.
        • [tool] items worth up to a total of 3 silver.
        • Torch up to quality 3.
        • Choose one of the following options:
        • (2D6/2 + 3) * 0.05 silver in local currency.

        A traveling drifter without a home, or a tribal nomad ranging the wilderness - often looked upon with mistrust and suspicion by the settled peoples.

        Lower class soldiers that serve in town watches, feudal levies, mercenary companies, or other military units are often loaned equipment by a benefactor. This gives them armaments well beyond what a commoner could afford on his own, but they are often equipped by the lowest bidder.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Meals worth up to a total of 0.1 silver.
        • [pleasure] items worth up to a total of 0.1 silver.
        • Choose one of the following options:
        • Choose one of the following options:
          • Dagger up to quality 2.
          • 3x Javelin up to quality 1.
          • Long Bow up to quality 1, 8x Broadhead Arrow up to quality 1.
          • Culturally appropriate secondary weapon or shield up to quality 1.
        • Light Armor up to quality 2 worth up to a total of 4 silver.
        • Choose one of the following options:
          • Shields up to quality 2 worth up to a total of 20 silver.
          • Helmet up to quality 2.
          • Mail Hauberk up to quality 2.
          • Culturally appropriate mail or armor piece up to quality 2.
          • Upgrade 1 starting item to quality 3.
        • 2D6 * 0.05 silver in local currency.

        Plying a trade to produce quality goods, skilled craftsmen make up the bulk of the middle class.

        • Culturally appropriate clothing worth up to a total of 7 silver.
        • Meals worth up to a total of 0.2 silver.
        • [pleasure] items worth up to a total of 0.2 silver.
        • Choose one of the following options:
          • Dagger up to quality 2.
          • Quarterstaff up to quality 2.
          • Baton up to quality 2.
          • Culturally appropriate personal defense weapon up to quality 2.
        • Choose one of the following options:
          • All tools required by a single profession up to quality 3.
          • [tool] items up to quality 3 worth up to a total of 4 silver.
          • 2 silver in local currency.
        • Choose one of the following options:
          • Animals up to quality 2 worth up to a total of 80 silver.
          • All facilities required by a single profession up to quality 2.
          • 20 silver in local currency.
        • 2D6/2 silver in local currency.

        Some cultures rely on citizen-soldiers who work a profession for most of the year, but are required to equip themselves for military duty in defense of their homeland. Often their equipment is passed generationally.

        • Culturally appropriate clothing worth up to a total of 7 silver.
        • Meals worth up to a total of 0.2 silver.
        • [pleasure] items worth up to a total of 0.2 silver.
        • Choose one of the following options:
          • All tools required by a single profession up to quality 2.
          • [tool] items up to quality 2 worth up to a total of 4 silver.
          • 2 silver in local currency.
        • Choose one of the following options:
        • Choose one of the following options:
        • Light Armor up to quality 2 worth up to a total of 4 silver.
        • Choose one of the following options:
          • Helmet up to quality 2.
          • Culturally appropriate head armor (excluding great helms) up to quality 2.
        • Choose one of the following options:
          • Mail up to quality 2 worth up to a total of 40 silver.
          • Armor up to quality 2 worth up to a total of 40 silver.
          • Donkey up to quality 2.
        • 2D6/2 * 0.75 silver in local currency.

        Dealing in trade and finance, merchants often seek to use their middle class wealth to enter the ranks of the elite.

        • Culturally appropriate clothing worth up to a total of 11 silver.
        • Meals worth up to a total of 1 silver.
        • [pleasure] items worth up to a total of 1 silver.
        • Choose one of the following options:
          • Dagger up to quality 2.
          • Quarterstaff up to quality 2.
          • Baton up to quality 2.
          • Culturally appropriate personal defense weapon up to quality 2.
        • Choose one of the following options:
          • Animals up to quality 2 worth up to a total of 180 silver.
          • 80 silver in local currency.
        • Choose one of the following options:
          • Vehicles up to quality 2 worth up to a total of 20 silver.
          • 80 silver in local currency.
        • (3D6/2) * 10 silver in local currency.

        Scribes, scholars, bureaucrats, petty clergy, and other professionals are well paid for their specialized knowledge and form the upper middle class.

        • Culturally appropriate clothing worth up to a total of 11 silver.
        • Choose one of the following options:
          • Dagger up to quality 2.
          • Baton up to quality 2.
          • Culturally appropriate personal defense weapon up to quality 2.
        • Pen up to quality 3.
        • 20x Parchment up to quality 2.
        • 20x Ink up to quality 3.
        • Oil Lamp up to quality 2.
        • 4x Oil up to quality 3.
        • 10x Small Candle up to quality 3.
        • Riding Horse up to quality 2.
        • Basic Saddle & Reins up to quality 2.
        • (3D6/2) * 5 + 10 silver in local currency.

        With examples including knights, equites, and samurai, upper class warriors are granted land or other wealth to allow them time to focus on training and meeting martial obligations.

        • Culturally appropriate clothing worth up to a total of 20 silver.
        • Weapons up to quality 3 worth up to a total of 70 silver.
        • Ammunition up to quality 2 worth up to a total of 5 silver.
        • Choose one of the following options:
          • Wearable items up to quality 3 worth up to a total of 220 silver.
          • 50 silver in local currency.
        • Riding Horse up to quality 2.
        • Basic Saddle & Reins up to quality 2.
        • 3D6/2 * 5 + 50 silver in local currency.

        Land owners, courtiers, and other elites are financially independent and can spend their time influencing culture and politics.

        Regardless of title or form of government, the kings, high clergy, senators, and other rulers sit at the top of the economic ladder.

        Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.

  • Progression:
    • Focus Point (FP): (4 - [discounts]) XP, minimum 1
    • Stamina Point (SP): (4 - [discounts]) XP, minimum 1
    • Magic Point (MP): (4 - [discounts]) XP, minimum 1
    • Skill: ([current score] + 1 - [discounts], minimum 1) XP, minimum 1
    • Skill (trade) : ([current score] - [discounts]) XP, minimum 1
    • Ability: (3 * [ability tier]) XP

Dragoon

Dragon-men, or "dragoons," are a tall and rugged people known for their competitiveness, mysticism, and deep familial bonds. Legend has it the first dragoons descended out of the deep mountains at the end of the third age. Besides the dragoons' above-average size and pair of sweeping horns on their heads, the physical differences with humans are few, but the inner differences are more fundamental. Dragoons are mortal and suffer under the same Curse as humans, but can develop deep spiritual bonds that last their whole lives and imbue them with mystical powers.

  • Body: Dragoon
  • Starts With:
    • Measures:
      • 9 focus score
      • 15 stamina score
      • 0 magic score
    • Aspects:
    • XP: 12
    • Languages:
      • Fluency rating 10 in Drakontal. Literate in one commonly used script of native language.
      • Choice of fluency rating 6 in 2 additional languages . Literate in one commonly used script of chosen languages .
    • Items:
      • Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.

        Shepherds, ranchers, and other pastoral workers provide food, clothing, and mounts to the clans.

        Semi-nomadic laborers, while sometimes disdained as wandering troublemakers, they are nevertheless in high demand for their strong backs.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Meals worth up to a total of 0.1 silver.
        • [pleasure] items worth up to a total of 0.3 silver.
        • Choose one of the following options:
        • Choose one of the following options:
          • Buckler up to quality 2.
          • Dagger up to quality 2.
          • 1 silver in local currency.
        • (3D6/2) * 0.1 silver in local currency.

        Those that live in the clan are expected to work and fight for the clan.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Meals worth up to a total of 0.1 silver.
        • [pleasure] items worth up to a total of 0.1 silver.
        • Choose one of the following options:
        • Choose one of the following options:
        • (2D6/2) * 0.02 silver in local currency.

        A wandering soldier of fortune, eager for adventure and loot.

        • Culturally appropriate clothing worth up to a total of 7 silver.
        • 4x Travel Biscuit up to quality 1.
        • Choose one of the following options:
        • Choose one of the following options:
        • Choose one of the following options:
        • Light Armor up to quality 2 worth up to a total of 5.1 silver.
        • Choose one of the following options:
          • Mail up to quality 2 worth up to a total of 68 silver.
          • 20 silver in local currency.
        • Helmet up to quality 2.
        • 2D6 * 0.1 silver in local currency.

        The ruling elite of the clans include chieftans, warlords, shamans, and others whose influence means others will labor for them.

        • Culturally appropriate clothing worth up to a total of 20 silver.
        • Weapons up to quality 3 worth up to a total of 70 silver.
        • Ammunition up to quality 2 worth up to a total of 5 silver.
        • Choose one of the following options:
          • Wearable items up to quality 3 worth up to a total of 220 silver.
          • 50 silver in local currency.
        • (3D6 * 7) + 20 silver in local currency.

        Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.

  • Progression:
    • Focus Point (FP): (4 - [discounts]) XP, minimum 1
    • Stamina Point (SP): (2 - [discounts]) XP, minimum 1
    • Magic Point (MP): (3 - [discounts]) XP, minimum 1
    • Skill: ([current score] + 2 - [discounts], minimum 1) XP, minimum 1
    • Skill (melee) : ([current score] + 1 - [discounts], minimum 1) XP, minimum 1
    • Skill (magic) : ([current score] + 1 - [discounts], minimum 1) XP, minimum 1
    • Ability: (4 * [ability tier]) XP

Agkelos

While all manner of angels have existed in the celestial realms since the beginning, agkelos were specifically created to be soldiers and servants in the Great War. They are a special class of angels, with self-awareness and a limited form of will. As with all other spirits some fell to evil and became demons. Agkelos are often categorized by the celestial spirit they serve.

  • Body: Angelic
  • Starts With:
    • Measures:
      • 12 focus score
      • 10 stamina score
      • 2 magic score
    • Aspects:
    • XP: 12
    • Languages:
      • Choice of fluency rating 10 in 2 additional languages . Literate in one commonly used script of chosen languages .
    • Items:
      • Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.

        On a mission from some greater spirit, agkelos are granted the tools necessary to accomplish that mission.

        • Choose one of the following options:
          • Robe up to quality 10.
          • Dress up to quality 10.
          • Toga up to quality 10.
        • Tools or equipment required to perform a mission, all up to quality 2.

        Regardless of their master, agkelos fill the ranks of the celestial armies.

        • Choose one of the following options:
          • Robe up to quality 10.
          • Dress up to quality 10.
          • Toga up to quality 10.
        • A quality 5 set of weapons made from bdellium, sulfursteel, or meteorite steel.

        Lacking purpose or support, wandering spirits often live a meager existance.

        Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.

  • Progression:
    • Focus Point (FP): (4 - [discounts]) XP, minimum 1
    • Stamina Point (SP): (4 - [discounts]) XP, minimum 1
    • Magic Point (MP): (1 - [discounts]) XP, minimum 1
    • Skill: ([current score] + 2 - [discounts], minimum 1) XP, minimum 1
    • Skill (magic) : ([current score] - [discounts]) XP, minimum 1
    • Ability: (4 * [ability tier]) XP

Anthegal

The High Men, who call themselves Anthegals, came to be during the Great War, when the early kingdoms of men bred with agkelos. Isolated for centuries, they became something different from men and agkelos, but share general traits of both. Like men they are adaptable, but like agkelos they have larger-than-life frames built for warfare. Like agkelos they see a drastic transformation when they fail to follow the path of Good, but like men they are able to appeal to divine mercy.

  • Body: Anthegal
  • Starts With:
    • Measures:
      • 14 focus score
      • 12 stamina score
      • 0 magic score
    • Aspects:
    • XP: 12
    • Languages:
      • Native language - fluency rating 10 in a language commonly spoken by native culture. Literate in one commonly used script of native language.
      • Choice of fluency rating 4 in 1 additional language . Literate in one commonly used script of chosen language .
    • Items:
      • Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.

        The anthegals are farmers and labrorers who work dilligently for their lord.

        • Culturally appropriate clothing worth up to a total of 3 silver.
        • Choose one of the following options:
        • (2D6/2) * 0.1 silver in local currency.

        Anthegal craftsmen are well rewarded for their high skill and style.

        • Culturally appropriate clothing worth up to a total of 7 silver.
        • Choose one of the following options:
          • All tools required by a single profession up to quality 3.
          • [tool] items up to quality 3 worth up to a total of 4 silver.
          • 2 silver in local currency.
        • Choose one of the following options:
          • Animals up to quality 2 worth up to a total of 80 silver.
          • All facilities required by a single profession up to quality 2.
          • 20 silver in local currency.
        • 2D6/2 + 1 silver in local currency.

        Anthegal warriors are often professionals that are highly trained and well paid.

        • Culturally appropriate clothing worth up to a total of 20 silver.
        • Weapons up to quality 3 worth up to a total of 70 silver.
        • Ammunition up to quality 2 worth up to a total of 5 silver.
        • Choose one of the following options:
          • Wearable items up to quality 3 worth up to a total of 220 silver.
          • 50 silver in local currency.
        • Riding Horse up to quality 2.
        • Basic Saddle & Reins up to quality 2.
        • 2D6/2 * 7 silver in local currency.

        Some of the few anthegals seen outside the hidden kingdoms are those sent by their lord on funded delegations.

        The aristocrats of anthegal society are known for their opulence.

        • Culturally appropriate clothing worth up to a total of 120 silver.
        • (2D6 * 200) + 700 silver in local currency.

        Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.

  • Progression:
    • Focus Point (FP): (3 - [discounts]) XP, minimum 1
    • Stamina Point (SP): (3 - [discounts]) XP, minimum 1
    • Magic Point (MP): (4 - [discounts]) XP, minimum 1
    • Skill: ([current score] + 2 - [discounts], minimum 1) XP, minimum 1
    • Ability: (3 * [ability tier]) XP

Shapeshifter

Legends contradict themselves on how shapeshifters came to be, and only the most traveled adventurer has seen proof of their existence, but most people agree that shapeshifters are agents of chaos. Born seemingly at random to other races, many go through life not realizing their true identity until they disappear from the world without warning. Others are able to hone their powers and take on the form of others. Some say that a cabal of shapeshifters use these abilities to covertly rule the world from a secluded tower in the arctic.

  • Body: Shapeshifter
  • Starts With:
    • Measures:
      • 10 focus score
      • 10 stamina score
      • 1 magic score
    • Aspects:
    • XP: 12
    • Languages:
      • Native language - fluency rating 10 in a language commonly spoken by native culture. Literate in one commonly used script of native language.
      • Choice of fluency rating 8 in 2 additional languages . Literate in one commonly used script of chosen languages .
    • Items:
      • Choice of starting item profile that best fits background or current economic strata, or work with the GM to create a custom profile.

        Most shapeshifters seek to conform to the ways of those around them, whether out of goodwill, deception, or ignorance of their status.

        • Choose a starting item profile from another race.

        Valued for their unique abilities, many shapeshifters are employed in clandestine work.

        • Culturally appropriate clothing worth up to a total of 7 silver.
        • Choose one of the following options:
          • All tools required by a single profession up to quality 2.
          • Dagger up to quality 2.
          • Wrist Cuffs up to quality 2.
          • Lockpick up to quality 2.
          • 2 silver in local currency.
        • Choose one of the following options:
          • Dagger up to quality 2.
          • [poison] items up to quality 2 worth up to a total of 3 silver.
          • traps up to quality 2 worth up to a total of 4 silver.
          • 2 silver in local currency.
        • 2D6/2 silver in local currency.

        Whether by service, sagacity, or subterfuge, the shapeshifters elite are able to gain influence and status.

        • Culturally appropriate clothing worth up to a total of 45 silver.
        • (2D6 * 10) + 230 silver in local currency.

        Work with the GM to determine starting items and money appropriate for your character's background, social status, and starting situation.

  • Progression:
    • Focus Point (FP): (3 - [discounts]) XP, minimum 1
    • Stamina Point (SP): (4 - [discounts]) XP, minimum 1
    • Magic Point (MP): (2 - [discounts]) XP, minimum 1
    • Skill: ([current score] + 1 - [discounts], minimum 1) XP, minimum 1
    • Ability: (5 * [ability tier]) XP