By far the most common and populous of all the race. Approximately 1.25m to 2.5m tall
@RP Impact:
Individual circumstances around Social Dealings will override any absolute predisposition.
Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).
@RP Impact:
Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >
Encounter Reaction predisposition is Rejection by default.
Encounter Reaction predisposition is Neutral by default.
Encounter Reaction predisposition is Acceptance by default.
i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
Are you using Best Practice guidelines? (ask your Game Master)
This corresponds to the HALFLING ( Race/Species)
The following aspects deviate from or add to the base race, though may also vary by setting, back story, and/or cultural experience; ‘Baseline’ values are just average/defaults to be used * without specific reference checks. *
i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.
Are you using Best Practice guidelines? (ask your Game Master)
The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits). Racial Based Differences: Racial experiences do not by default grant anything other than a primary language as defined by the Feature of Basic Communicator.
HUMAN VARIANT: This does NOT grant a Feat any longer; The variant typically gains an additional fluent spoken language. Unless the Setting or GM specifies they do not, humans variants gain the benefit of Dynamic Familiarity.
Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.
Common Cultural Experience
> This inherits from: None.
Open Cultural Experience
The following elements reference game details that are physically part of every character of this race/species: