Following on my blog post last week about the Clockwork Ronin race, and the much earlier one about the Kappa race, I'm going to continue to slog on with the core races of Steampunk Musha.
Today, however, I'm going to kind of "cheat" -- it's been a busy week, and today's a hectic day, so I'm going to share the short write up for "native humans" and also a short version of the write about playing "gaijin" in Steampunk Musha.
Native Rosuto-Shima Humans
Although humans have shorter life spans than other races indigenous to Rosuto- Shima, they are one of the oldest of the races present on the Island, younger only than the oni themselves — the demons who once roamed the land freely. From a culture steeped in tradition, many humans keep to the old ways, following very traditional patterns of life and honoring their ancestors. Others have turned to the new technologies to guide their lives, adapting quickly to the changes on Rosuto-Shima. Still others exist in the middle, following newer philosophies without betraying the old ways. Although the humans of Rosuto-Shima use the same basic racial traits as the standard Pathfinder Roleplaying Game, there will be diverse options for them that are not typical for humans in the game.
So, as can be guessed from that short write-up, the core write-up for native humans of Rosuto-Shima is oftly familiar...
Native Rosuto-Shima Human Racial Traits
+2 to One Ability Score: Native human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Native humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Native humans have a base speed of 30 feet.
Bonus Feat: Native humans select one extra feat at 1st level.
Skilled: Native humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Native humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Now, while that's not terribly exciting, we do plan on having a number of alternate traits that native humans can choose but they tie in with deeper aspects of the game, like philosophies or geography, and thus aren't as easy to share without more context.
The following is also going to be included (with a bit more detail) in regards to playing "gaijin" or foreigners in Steampunk Musha. <<Read more about 'being a gaijin' over here on this old blog-post>>
A key element of the setting of Steampunk Musha is the idea that “foreigners” — known as gaijin, a word that means litterally “other person” but could be more figuratively translated as “outsiders” — have been coming into the country, bring with them new ideas, new technologies, and new problems. Generically throughout the book lumped under the single heading of gaijin, they could range from standard races like elves, dwarves, and orcs, or they could be, for instance, pulled from Fat Goblin Games’ other popular setting, Shadows over Vathak. Whether its bhriota traders or just “different looking” humans to even stranger races, it's immaterial to the setting in large part because they’re expected to be vastly outnumbered by the local races, and 99% of the time, all natives of Rosuto-Shima see them as just “not us.” This concept will be vastly more deeply explored in the full Steampunk Musha: Player’s Guide, but know that here is a setting that players should be given free reign to play nearly any race, and even in turn any class, but to understand that they’re going to be treated as the outsiders they are.
I know, I know, not a terribly large amount of "exciting" information in this post, but next week I'll be trying to discuss the Jinteki-oni, which got mentioned a bit in this blog from months ago.