Cepn

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Cepn

The cepn (sep in) are a sullen, silent race of bat like humanoids who dwell deep beneath the earth. They are slender and light, generally in the range of five to five and a half feet tall, with narrow features and dark, nebulous eyes. Cepn have supple, leathery wing membranes under their arms that allow them to glide short distances, or recover from falls. They are frequently covered in pale scar markings and delicate gothic jewellery, such as spurs or piercings. Their clothing is complex and highly functional, often meant to conceal weapons or other items. Males tend to be a little larger than females, with more elaborate scarring. The cepn speak their own language, which is completely inaudible to other races. They may learn other languages, but most never leave their caves. Generally, cepn can only use special weapons and armour built for their light frames and shortage of fingers. Like bats, cepn prefer to sleep in high places, and always upside-down, gripping with their long, clawed toes.

The cepn culture is obsessed with two things: sleep, and death. While such a fascination may seem excessively morbid, it has a purpose. The cepn believe that killing another sentient being cannot be justified unless the killer himself understands death. Their society is one of concentric circles, where the young move gradually towards the centre. Each advancement involves complex and often agonizing rituals, tests, and sacrifices until, at the centre, the young cepn stands face to face with death itself, gaining true respect for its nature and purpose. A cepn kills gently, painlessly, with an eerie tenderness. They will always close the eyes of their victims if possible.

For all their grim nature, the cepn are capable of more than just gothic reflection and death. They are skilled weapon-smiths and artisans, even if most of their knowledge an advancements have been stolen from other races. They have little love for each other, even among family, but strangely enough they can form very strong attachments to members of other races, be it love or simply admiration. However, most cepn never come to truly understand the concept of love or loyalty, simply moving on when the whim takes them. Cepn who leave their elaborate cave systems are marked, and never allowed to return, most often venturing into the outer world to become spies or assassins to whomever pays the most money.

Until recently, the cepn seemed content to hide under the umbrella of their ruler, known as The Decider. They were charged with eliminating threats to her empire, but with the destruction of the cepn homeland by Nigh, they have no place to call their own. Since then, the surviving members of the cepn race have come to Kith Kanaan, following the call of their resurrected goddess, Nyx.

The cepn are ruled by a council system based on circles. As one learns and gains station, he moves inwards towards the middle, all the while dodging assassination attempts by those attempting to usurp his place. As one moves towards the middle rings of the circle, competition becomes more cruel and intense, and many arrive at the centre with nothing left but a jaded heart. The outer, fourth circle (Novice of the Fourth Circle) contains young assassins and expert scouts, all of whom show particular promise. The third circle (Journeyman of the Third Circle) is made up of experienced assassins and trackers, many of which are responsible for leading sorties of fourth level novices. Members of the second circle (Adept of the Second Circle) include high level teachers who train lower ranks and advise the journeymen in particular. The highest rank, those who report directly to the Nyx, are the five Masters of the First Circle. It is these cepn who decide the cultural agenda, so long as it suits Nyx.

Merit (Moon Touched)

As an Instant Action, the character gains the blessing of Nyx, one of Rym’s goddesses. Nyx has been reborn, and has placed her blessing upon the survivors of her chosen people. The blessing of the goddess of Night and Secrets remains upon the Cepn for the Scene, allowing them to blend with the shadows and move with complete silence. The Cepn adds their Growth as Additional Successes to all Larceny and Stealth rolls. In addition, attempts to discern the Cepn’s presence using means other than mundane Skills have their Successes reduced by the Cepn’s Growth. Cepn are capable of gliding, their forearms doubling as wings. The character’s base gliding Speed is equal to half the character’s Speed for every one yard the character drops in altitude. The character can attempt to keep their current altitude by making a Physical + Acrobatics roll against a Difficulty of 5. Each Success reduces the rate of descent by one foot (and enough successes will allow the Cepn to increase their altitude). Cepn flight is very silent, and the Cepn can add their Growth to any attempts to ambush opponents while airborne. A Cepn may remain freely gliding for a number of minutes equal to their Physical + Endurance + Growth before they begin making Endurance rolls to resist fatigue. This last benefit does not require this Merit to be activated, and is always available.

Granted Powers

Favored Powers

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