Hi all! I’m designing an urban fantasy setting, and I’m making a bunch of species for people to play as. Because the various species are all at different power levels, I’ve also created a Tier system (although a different name suggestion is welcome !) to help balance species with different levels of base strengths.
I could use some help ensuring that the species are relatively balanced. These aren’t the species that will end up in the setting, but they’re the initial wave. Here’s the tier system as it exists now:
Species Tier
The species that inhabit Aryyna are incredibly varied, and many are noticeably more powerful than humans. While on the global scale, this disparity is made up for by humanity’s vast numbers, in a personal encounter, a human requires a significant amount of training and expertise to compete with an eladrin in any meaningful way.
To reflect this, each species is given a tier, representing the overall strength of their innate abilities. When beginning a game, the Game Master should inform the players what tier will be used for the game. Only species of the indicated tier or lower are available. If a character’s species is a lower tier than that of the game, they gain 50 experience points after character creation for each step down the ladder they are. Additionally, if a character’s species is two or more tiers below the game’s rating, they may train their starting skills one rank higher than normal.
For example, a human is part of the Standard tier, so in a Heroic-level game, they would gain an additional 150 experience points to spend after their starting experience. An eladrin character in the same campaign would only gain 50 additional experience points, as eladrin are in the Paragon tier, only one step down from Heroic.
The tiers are as follows:
- 1: Standard
- 2: Expert
- 3: Paragon
- 4: Heroic
As a side note, an assumption I made is that extra XP from being a lower tier than another PC is worth slightly more than a species’ extra starting XP. The reasoning is that, with, say, 100 extra XP, that’s not just extra skill ranks and talents that you get, but it’s also a foundation for higher-level talents sooner after character creation. +100 xp, for instance, can get you all the way up to your first Tier 4 talent, meaning you’re only 75 xp away from a Dedication. A species that starts in the Paragon tier might start with an extra point in a charactertistic, but they’ll be 175 xp away from that first Dedication, or nearly double.
This is mostly to say that the total abilities of a species above Standard tier may not add to exactly +50 or +100 over, but I gave a little bit more wiggle room because of the head start on climbing the various ladders that lower-tier species get. That assumption may be wrong and if so please let me know! But that’s why there may be a slight inconsistency there.
Without further ado, the first several species!
DEMI-LADRI (Expert)
Brawn (2) Agility (3) Intellect (2) Cunning (2) Willpower (2) Presence (2)
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 11 + Willpower
- Starting Experience: 100
- Starting Skills: A demi-ladri starts with one rank in either Negotiation or Deception. The character may not increase Negotiation or Deception higher than rank 2 during character creation.
- Elven Reflexes: After making an Agility-based check, a demi-ladri may suffer any number of strain to remove an equal number of [T] from the results, or may suffer 3 strain to remove a [D] from the results.
- Heightened Senses: A demi-ladri removes 2 Setback dice from all Perception and Vigilance checks.
- Glamour: As a maneuver, a demi-ladri may create an illusion to alter her appearance. This effect can make the demi-ladri appear however she wishes, including masking gear she is carrying up to her Encumbrance, as long as she does not change Silhouette. A character that believes that the demi-ladri may not be what she appears to be may attempt a Perception or Vigilance vs. Deception check to see through the glamour.
ELADRIN (Paragon)
Brawn (2) Agility (3) Intellect (2) Cunning (3) Willpower (2) Presence (3)
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 12 + Willpower
- Starting Experience: 100
- Starting Skills: An eladrin starts with one rank in Negotiation and one rank in a Willcrafting skill of your choice. They may make checks using that Willcrafting skill without possessing the Willcrafting talent. The character may not increase these skills higher than rank 3 during character creation.
- Elven Grace: After making an Agility-based check, an eladrin may suffer any number of strain to remove an equal number of [T] from the results, or may suffer 3 strain to remove a [D] from the results. They only suffer 1 strain when taking an additional maneuver during their turn.
- Heightened Senses: An eladrin removes 2 Setback dice from and adds a Boost die to all Perception and Vigilance checks.
- Faetouched: An eladrin adds a Boost die to all checks made regarding fae, the fae world, and fae laws. However, an eladrin adds [FF] to all checks regarding spirits and the spirit world.
- Glamour: As a maneuver, an eladrin may create an illusion to alter her appearance. This effect can make the eladrin appear however she wishes, including masking gear she is carrying up to her Encumbrance threshold, as long as she does not change Silhouette. A character that believes that the eladrin may not be what she appears to be may attempt a Perception or Vigilance vs. Deception check to see through the glamour.
HUMAN (Standard)
Brawn (2) Agility (2) Intellect (2) Cunning (2) Willpower (2) Presence (2)
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 110
- Starting Skills: A human starts with one rank in each of two different non-career skills. These skills may not be increased higher than rank 2 during character creation.
- Ready for Anything: Once per session as an out-of-turn incidental, you my move one Fate Point from the Game Master’s pool to the player’s pool.
MAUNA-BLOODED (Expert)
Brawn (2) Agility (2) Intellect (2) Cunning (2) Willpower (2) Presence (3)
- Starting Wound Threshold: 11 + Brawn
- Starting Strain Threshold: 11 + Willpower
- Starting Experience: 110
- Starting Skills: A Mauna-blooded starts with one rank in each of two different skills. These skills may not be increased higher than rank 2 during character creation.
- Spark of Greatness: The character selects one characteristic to be a radiant characteristic. Whenever the character spends a Fate Point to augment a check using the chosen characteristic, every [R] generated by the roll adds 1 additional Ability die to the pool. The character may choose to spend a Fate Point after making a roll to add this effect, if desired.
- Touch of the Divine: Select 1 Spark ability available to Mauna characters. The character gains that Spark ability and 1 Facet of their choice that they can use as if their rank in the associated Spark skill was 1.
A couple notes: I can probably find another minor species ability to add to humans if needed, to increase the basic power level a bit. Also, I’m debating moving the Glamour ability to a talent for the demi-ladri. As they’re half-elves, they can use that ability, but it would make sense if they need to spend more effort to learn it.
Likewise, there are going to be several species-specific talents for each species, although I haven’t made them yet.
Also, I have background writeups to go with each of these statblocks if anyone would like them, but my guess is most won’t care .
Thanks for any help!