Races

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The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal. The character’s ancestors may have bred with the divine, faerie, or infernal, or the character may be connected to the ancient dragons of old, or have the blood of some mythic race flowing within them. Others may be savages, someone who has drawn on their primal instincts to become a berserker, able to tear apart anyone who angers them. Or, the character may be from the broken world of Rym, seeking refuge from the horrors there, or rallying allies to come back with them. Mythic and Outsider Races grant three free Powers, and offer a discount on another six Powers. Bloodline Races grant a discount on nine Powers instead. Each Race also has access to a Merit. Merits are innate abilities which manifest through the character’s blood, unique to that particular Race.

Cost: 40 DP for one, 30 DP per additional Race
Discount: -10 if from a Favoured Nation
Bonus: -20 DP discount when buying a Favoured Sorcery (stacks with National discount for Sorcery)


Step Three Attributes


Races

Race
Favored Nation
Featured Sorcery Merit Innate Powers

Divine Bloodline

Divine ancestry, connected to one of the pantheons of Kith Kanaan. Someone in the character’s history drew the attention of one of the divine servants of the gods. A few cultures have stories of dalliances between the divine and the mortal, but there are some nations where such heritage may result in the death of the divine-touched.

Angel
Anansie, Heartlands, Hinde, Tarantis
The Path of the Chorister Redemption None
Archon
Aregon, Drachen
The Path of the Chorister Prescience None
Daeva
Ajani Plains, Drachen, Shire Lands
The Path of the Chorister Purity None
Omi-Kami
Carcassonne, Chang’Na, Naipon
The Path of the Chorister Authority None

Faerie Bloodline

Those born with the blood of the faeries are watched with suspicion and are sometimes even persecuted, depending on what blood flows their their veins. The people of Kith Kanaan consider faeries an unknown factor, and there are legends of changelings and young stolen by the fae which keep most people on their toes.

Animae
Carcassonne, Chang’Na, D'Remes, Greenheart, Northern Wilds, Roan Isles, Wold
The Path of Veils Bonding None
Dao
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
The Path of Veils Dao None
Djinn
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
The Path of Veils Djinn None
Ifrit
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
The Path of Veils Ifrit None
Marid
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
The Path of Veils Marid None
Miko-Kami
Carcassonne, Naipon
The Path of Veils Favour None
Shade
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
The Path of Veils Shade None
Sidhe
Aregon, D’Remes
The Path of Veils Kenning None

Infernal Bloodline

Those who carry the blood of the infernal are often turned against with prejudice and hatred. It is often believed that the infernal-blooded carry the corruption and the sins of their infernal lineage, and it is almost impossible to convince any normal person otherwise. This prejudice often becomes a self-fulfilling prophesy, as the victims of such hate often lash out against the world around them, becoming as dark as their reputations make them out to be.

Betrayer
Akhenatem, Anansie, Cordona, Hinde, Roan Isles
The Spiral Path Envy None
Deceiver
Akhenatem, Anansie, Chey Sart, Cordona, Hinde, Roan Isles
The Spiral Path Pride None
Destroyer
Aramous, Badlands, Heartlands, Savage Coast, Sinking Lands
The Spiral Path Savagery None
Devourer
Anansie, Greenheart, Heartlands, Hinde, Savage Coast, Sinking Lands
The Spiral Path Hunger None
Enticer
Anansie, Chey Sart, Hinde, R’Tal, Sinking Lands
The Spiral Path Unbound None
Saboteur
Anansie, Cordona, Greenheart, Savage Coast
The Spiral Path Sloth None
Usurper
Akhenatem, Anansie, Cordona, Hinde, Roan Isles
The Spiral Path Greed None
Yokai
Carcassonne, Chang’Na, Naipon
The Spiral Path Third Eye None

Mythic

Not bloodlines, the mythic races are the mundane equivalent to the wild supernatural beasts that exist in Kith Kanaan. While these races have some of the abilities of their supernatural counterparts, they are not nearly as powerful. Most mythics are viewed with awe or fear, depending on the reputation of the race they mirror. Those races with wings usually have a wing span of two-and-a-half times their height.

Draconian
Drachen, Northern Wilds
The Azure Path Legacy Dragon Breath, Natural Weapons, Wings
Griffin
Aranous, Tarantis
The Ashen Path Majesty Natural Weapons, Scream, Wings
Pegasus
Ajani Plains, Aregon, D’Remes, Roan Isles, Wold
The Path of Awakening Liberty Alacrity, Sixth Sense, Wings
Phoenix
Anansie, Chang’Na, Hinde, Tarantis
The Path of Suleiman Fiery Rebirth, Frozen Rebirth Aura (Harming), Longevity, Wings
Sphinx
Anansie, Badlands, Chey Sart, Hinde
The Path of Twilight Enigma Longevity, Tongues, Wings
Unicorn
Ajani Plains, Aregon, D’Remes, Rath Sliabh Dorca, R'Tal, Tarantis
The Path of Amairgin Immaculate Longevity, Immortal, Strong Soul

Outsider

Except for the Savage Race, all Outsiders come from the world of Rym, a world of dead gods slowly being devoured by a force called ‘The Eater’. The lutrai were the first race to discover Rym, but since that time many of the races of Rym have come to Kith Kanaan seeking refuge and a chance to recover and thrive. Some return to Rym to continue the war, while others have given up their home as a lost cause.


Aven
Topanga
The Path of Awakening Aven Vision (Constant), Plume Ambush, Anti-Magic, Imitation
Cepn
Rym
The Path of Twilight Moon Touched Alacrity, Sense (Echolocation), Scream
Chimera
New Noctae
The Path of the Witch Leap, Lope, Resilience, Tireless, Tolerance, Vitality
Hoomiku
Rym
The Path of the Artificer Eidetic Iron Will, Sense (Dark Vision), Tolerance (Glamour)
Kizril
New Noctae
The Path of the Witch Cling, Imitation, Leap, Sixth Sense, Strong Soul, Tolerance
Koba
Rym
The Path of Awakening Earth Touched Sense (Dark Vision), Vitality, Water Baby
Lapix
Rym
The Path of the Witch Water Touched, Wind Touched Alacrity, Leap, Longevity
Lutrai
Ajani Plains, Shire Lands, Roan Isles, Rym
The Path of the Witch Sun Touched, Water Touched Tolerance (Disease), Vitality, Water Baby
Myrix
Rym
The Path of the Witch Sun and Moon Ambush, Longevity, Loosen Tongue
Nizril
New Noctae
The Path of Twilight Ambush, Bleeding, Cling, Imitation, Leap, Vitality
Quimi
Nahuatl
The Path of Awakening Vox Alacrity, Cling, Imitation
Savage
Chey Sart, Greenheart, Northern Wilds, Roan Isles, Savage Coast, Wold
The Path of the Wild Feral Alacrity, Natural Weapons, Resilience
Skole
Rym
The Path of Awakening Earth Touched, Fire Touched Sense (Dark Vision), Tolerance (Cold), Vitality

Special: Merits

All Merits require 5 Essence to activate for Bloodlines and Mythics. These are the innate powers that flow through the veins of those with supernatural heritage. At Growth 4, the Essence Cost is reduced to 3. At Growth 7, the Essence Cost is reduced to 1. True Supernatural Creatures and Outsider characters of the appropriate race can activate these merits for only 4 Essence. At Growth 4, the Essence Cost is reduced to 2. At Growth 7, the Essence Cost is reduced to 0

Merits are expensive, to represent the fact that not every member of a race has immediate access to their racial abilities. Those of exceptional quality are known for their supernatural talents which go beyond that of the normal members of their race, and as such only a character of strong will are able to draw upon these abilities.

If you are looking for information on a specific merit you may try looking at the race in question.