Races
Races
The world of the Kin is one with as many diverse races as there are in any other fantasy world, in fact it is possible to have as many races as there are animals you can see. The races presented here are those that have come from the country of Iriton and are available for players to quickly choose a race rather than consider the logistics of one themselves.
Under each race description there are the following parts.
Minimum/ Maximum attribute. This describes the two attributes that your race is weakest/strongest at. The corresponding attribute has D4/D12 assigned to it at the beginning of character creation.
Skill Affinities: These are the skills that your race have a natural talents for and gain a extra D# during character creation.
Instinct: This is a description of your characters instinct or instincts (some races have lots of small instincts rather than one deliberating one.)
Starting Development: This is the physical development that all of your race share.
Bat.
Bats are reknowned for be sly and sneaky, their physical bodies maybe weak so they commonly make up for this with magic or poisons. Must become spies, assassins or warlocks, they are, however, considered of a lower class, even if many rise to high stations through personal abilities.
Minimum attribute: Physical, bats are not known for masses of strength, in fact many become weaker as their bone structure becomes light enough to allow them to fly, should they grow wings.
Maximum attribute: Mental, bats spend a lot of their time studying the world around them in order to find ways in which it can be manipulated through its weaknesses.
Skill Affinities: Alchemy, Dodge, Flight, Herbology and Stealth.
Instinct: Nocturnal. Bats are creatures of the night and have a overwhelming desire to sleep during the day, a bat character must roll against instinct at the crack of dawn to avoid receiving penalties due to being around in the daylight. If they fail this roll all rolls have an increased difficulty of 2, this worsens to 4 at level five and increases by another 2 points every five levels. If performing actions in night time conditions during daylight hours (in a basement or tomb, for example) then this penalty is halved.
Starting developments:
Screech. All bats can le out an ear piercing shriek that stuns and deafens enemies. Spend one Energy and roll your Spirituality versus each opponents Physical individually. If an opponent fails they are stunned for two rounds and suffer a increased difficulty of one to all actions for four rounds. Bats are immune to this ability.
Whispers: Bats are creatures of silence (except the aforementioned screech!) and as such they have trouble speaking over a whisper, even their shouts are only as loud as normal speech. This gives Bats a increased difficulty of four for every social action the storyteller thinks would require being able to talk normally or loudly. This does not effect Karma.
Wolf.
In the world of Kin when people think of wolves they look back to the history of the world and remember the northen invaders who landed in Iriton centuries ago with fangs bared and claws ready to sever limb for limb. The wolf of today, however, has followed the path of some of its animal likenesses and has become relativly domesticated, though still capable of great acts of ferocity.
Minimum attribute: Mental, wolves are not ones for making desicsions based upon logic and reason. Should something fall upon a wolf to do, he will do it as his spirit tells him, not his mind.
Maximum attribute: Physical, wolves are strong and majestic, able to leap from rock to rock and bear down upon prey with brute force and grace. They are built to hunt.
Skill affinities: Natural weapons,stealth, survival, dodge and indimidation.
Instinct: Pack Habit. Wolves are uses to running with the pack and this makes them very suceptible to ideas, emotions and manipulation. When a superior creature (an alpha male so to speak) or large group of creatures take an action the wolf must roll against his Instinct attribute if he wishes to resist following the actions of others.
Starting developments.
Eyes of the hunter. All who look at wolves eyes see eyes of hunger staring back at them and this causes many to quake with fear. Instead of taking any actions in a round, your character may level his eyes against someone, marking them as your prey. When attacking this person the difficulty to hit them is reduced by 3 (the character reduces their dodge roll by 3.) A wolf character can do this once per battle and once a person is marked, must hunt that person solely until either the battle is over or that person is dead.
Shaggy. Your character has always had more hair than others. It grows uncontrollably in patches across your body. This hair is lanky and always notted and the appearence it gives increases the difficulty roll of all social rolls (except Intimidation) by 3. The development of Fur Coat removes this penalty.
Obviously not complete, wanted to do one in my half hour free. Am looking for help with ideas for the instinct that bear and cat could have.
