Racial Templates (Kishanko)

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Dwarves

The song of stone sings out to the dwarven ears, and echoes in the dwarven heart. Dwarves are born for stone, they have the strength and endurance of stone, the heart of stone sings out to them, granting them the ability to tunnel through solid rock by will alone. However, dwarves also have the speed and heart of stone, they are slow to change and slow of foot.

Dwarves are very straightforward and honest. They are still good traders, not in spite of this, but because of it. The dwarven reputation for honesty is respected and admired in most communities. Of course, dwarves are also slow to trust non-dwarves, as they tend to view them as flighty, fickle, and not to be trusted.

Dwarves, due to their strong wills, make good Sorcerers, mostly from the Ancient School of Enduring Stone, in Garos. Some dwarves prefer other elements, like nature, water, or shadow. If willing to risk an ocean passage, they also make excellent time sorcerers. Dwarves are short, stocky, and somewhat coarse of appearance. A dwarf's beard is a point of pride, they make certain to comb and clean it as necessary. Both genders have beards, which leads to confusion amongst non-dwarves. Dwarves have no problems telling each other apart, however. Due to the dwarven body structure, it is difficult for them to swim, but not impossible for short periods. Dwarves usually wear garments of cured leather and a layer of chainmail over that, although the chainmail is optional.

Dwarves of 'ancient bloodline' may learn Earth and Time Elemental Magics, as well as increase their Tunneling Attribute.

Attributes:

  • Features 3 (Direction Sense, Longevity, Night Vision) [3]
  • Super Strength 1 [8]
  • Tough 2 [4]
  • Tunneling 2 [8]

Defects:

  • Less Capable (Body: Minor-Swimming Ability) [-2]
  • Less Capable (Body: Minor-Running Speed) [-1]

Total: 20CP

Elves

Known for their pointy ears and long lifespans, Elves live in the forests in small communities of at most several hundred. Elven villages are typically built either around or in an ancient tree which serves as a meeting place and a point of pride amongst the elven community. Elven homes are created directly from living trees, either woven from flexible branches, or shaped by powerful magics inside the trunks of trees. Typical elven attire is lightly colored and allows freedom of movement.

Elves in general have little desire or reason to go adventuring, although elven culture encourages practice with swords, bows, quarterstaff, and magic. Elven magic is primarily concerned with manipulating the elemental force of Nature, as well as enhanced regeneration and the creation of light. As elven magic is composed mostly of Nature force, it must be restored from time to time. Elves must commune with the force of Nature at least once a month for a full day in order to maintain their magical abilities.

Elves have great empathy, especially with animals. They make good Dragon Knights, as well as Shamans, and are excellent trainers of exotic animals. In addition, the elven empathy allows them to resonate with both magic and the spirits of the world.

Attributes:

  • Features 3 (Animal Empathy, Longevity, Night Vision) [3]
  • Sixth Sense 1 (Sense Magic) [2]
  • Supersense (See Spirits) 2 [4]
  • Also buy up to 13 points of Elven Magic

Defects:

  • Special Requirement (Commune with nature) [-2]

Total: 20 CP

Subrace-Kirdun/Kurdan Elves

Native to the island of Kirdan, these two tribes of elves lack the ability to utilize Elven Magic, and live in an primitive existence of nearly perpetual tribal warfare. Although they look identical to regular elves, a tradition of ritual scarification and tattooing makes them instantly recognizable by anyone who knows the signs. They would be a superstitious people, but their ability to recognize spirits and magic for what they are allows them to deal with these forces on an equal level.

For the most part, these elves remain on their island, very few have ever shown any interest in the outside world. When they do, typically they take passage on a passing airship with a Green Diatramy bonded to them. Both tribes have a special bond with these birds, and would never leave the island without one. They may also have their traditional weaponry, a longbow and arrows, a Naginata (which they call a fighting pole), and a sword. Typically, they will also have some other equipment, but little of note.

Although they retain certain advantages of the elves, they neither practice Elven Magic, nor slave under the prohibitions placed upon their race by the ancient Winged Ones. The reasons behind this are currently a mystery. Kirdun/Kurdan Elves may take an Occupational Template, except Nature Aspected Sorcerer, although this indicates they have been away for at least a generation (Human, not Elven), unless they take the Shaman Occupational Template, which is also a native talent. Although lacking Elven Magic, they may still practice Elemental Magics of Light and Nature.

Attributes:

  • Companion (Green Diatramy, [4 points/level])
  • Features 3 (Animal Empathy, Longevity, Night Vision) [3]
  • Sixth Sense 1 (Sense Magic) [4]
  • Supersense (See Spirits) 2 [4]

Skills:

  • Wilderness Survival 1 (Forest) [2]
  • Wilderness Tracking 1 (Forest) [2]

Defects:

  • Marked (Ritual Scars and Tattoos) [-3]

Total: 19 CP

Golem

The creations of Ktaln technomagic, Golems are clockwork people fueled by Elemental Stones. Golems were once built by the score by the Ktaln as manual laborers and guards. This practice was stopped once it was determined that Golems were actually sentient creatures. The Elemental Forces used to power the machine's clockwork body acted upon the Golem's form and the desires of its creators to fashion a living mind for each Golem. As slavery of sentients is illegal within the Sovereign Democracy of Grand Ktal, all Golems had to be set free, given choices of employment, and if hired, paid a fair wage.

As it has been many years, a large number of Golems have ceased functioning due to accident or misadventure. Their mechanical bodies, although sturdy, require a trained mechanic to effect repairs after damage is sustained. The few Golems who remain typically hire technomagic mechanics, or insist on employer payment of same, which tends to restrict them to Ktal's larger cities, where Technomages are relatively common.

This racial template is incompatible with the Mechanist Occupational Template, but does qualify the character to purchase additional Technological Special Attributes with Character Points as an extension of the Racial Template. Golems may learn Elemental Magic, but only Fire and Earth types.


Attributes:

  • Armor 1 [1]
  • Land Speed 3 [6]
  • Special Defense (Aging x2, Disease x2, Lack of Air x2 Poison x2) 8 [16]
  • Super Strength 1 [8]
  • Large Size [20]

Defects:

  • Sensory Impairment -3 (Smell)
  • Special Requirement -2 (Elemental Stones)
  • Unique Defect-Doesn't Heal -3 (Requires repairs using Mechanics [Technomancy])

Total: 43 CP

Humans

Creations of the Lifemasters of Mu, much like Elves and Dwarves, Humans were meant to be the playthings of the winged race. As such, they were made to be a wide variety of things to suit the temperaments of a wide variety of masters. Pure Humans come in all the various skin colors and appearances as they do on Earth, with the same range of hair and eye color.

If you are a standard human, this costs no points.

Humans are capable of learning any Elemental Magic, although few do so.


Subrace- Angel Blooded Humans

Angel-Blooded Humans capable of working High Magic typically eschew the standard adventuring professions in the pursuit of fragments of Ancient Winged Race lore. It should be noted that this template also applies to those rare humans who possess Demonic ancestry as well, as both Angels and Demons came from Winged Race stock.

Angel-Blooded Humans, those descended from both the winged race of Mu and human stock, tend to have truly unusual hair and eye colors, with a tendency towards monochromatic hair in unrealistic hues (blue, green, purple). It should be noted that one in ten Humans has some degree of winged race in their ancestry, but only one in several thousand has the requisite 1/3 or higher winged ancestry needed to work High Magic.

As the true power of High Magic (Dynamic Sorcery) can only be used with the full knowledge of the High Tongue of Mu, the Angel-Blooded are guided by the fragments of dreams of previous incarnations, which allow them to decipher the lost High Tongue, if imperfectly in some cases.

The Angel-Blooded tend to be a bit more frail than regular humans, as, in these times, they tend to be the product of selective breeding to re-introduce High Magic into their bloodlines. Those that are born as the result of happenstance may freely buy off the Not So Tough Defect, as well as those who have had standard combat training.


Attributes:

  • Divine Relationship 1 [2]
  • Energy Bonus 1 [2]
  • Features 1 (Longevity) [1]
  • Power Flux (Magic) 1 (Backlash -2, Deplete -1, Detectable -1) [11]
  • Soul +1 [10]

Skills:

  • Languages 1 (High Mu) [1]

Defects:

  • Not So Tough -2
  • Recurring Nightmares -1 (Angelic or Demonic Dreams)

Total: 24 CP

Subrace- Half-Spirit Humans (Half-Demons)

The product of a human mother and a materialized spirit (although it is technically possible for certain female spirits to conceive with a human male, it has never been recorded) this rare type of human is born attuned to the Spectral Levels and derives powers from their spirit ancestry. These children grow up with an intuitive understanding of the Balance of Elemental Forces, and they learn to manipulate the Balance for their own ends.

Sometimes referred to as half-demons (although these humans have absolutely no trace of Winged Race blood), half-spirit humans always sport at least one unnatural feature which sets them apart, be it a fox tail, dog ears, or even fish scales or bark for skin. These 'tells', as they are sometimes called, are extremely difficult to hide with magic or Sorcery for reasons unknown. It can be difficult to categorize these fey humans, as their powers and abilities are highly dependant upon their parentage.

Attributes:

  • Sixth Sense 1 (Detect Magic) [2]
  • Supersense (See Spirits) 2 [4]
  • 16 or more points of Attributes to represent their heritage (Typically Alternate Form, Armor, Elemental Magic, Heightened Senses, Invisibility,Special Movement, or Super Strength, Telekinesis, Telepathy, etc. dependent on parent spirit type)

Defects:

  • Marked -2 (Unnatural Spirit Features)
  • some are also different sizes and a rare few even have Vulnerabilities.

Total: 20 CP

Ktaln

The Ktaln are one of the First Races, unlike Dwarves, Elves, and even Humans, they predate the Kingdom of Magic. Also known as Cat People, the Ktaln are artificers. During the War of Thought, they withdrew to their mountain fortresses and experimented with technology.

When civilization collapsed, the Ktaln trained their Gunslingers and sent them out to help rebuild. As such, the Gunslinger is respected and admired, and many traveling Ktaln are Gunslingers. Of course, the Ktaln tendency to tinker with mechanical devices has led to both admiration and fear, as several excellent machines and many explosive disasters have been built by wandering Ktaln.

Ktaln average about human height, have a moderate coating of tan fur covering their bodies (with a white stomach area) with hair similar to humans or elves (although typically in light colors, like white, blond, or oddly, green) and a tail. Ktaln ears are located on the top of their skulls, and they turn independently to catch faint noises (although this does make hair styling difficult). Ktaln eyes are similar to those of other feline species, with slitted pupils and light gathering corneas. Ktaln have a leonine countenance, their jaws retaining much of their primitive strength. Typical garb is a light tunic and loose pants.

Although their fangs are slightly more pronounced than human canines, they are not nearly as sharp as those of their ancestors. They have retained their claws however, and they remain retractable, which can prove useful when climbing. Although Ktaln can run on all fours, they find this somewhat embarrassing to do so.

Ktaln of particularly strong will may learn Fire and Air Elemental Magics.

Attributes:

  • Features 2 (Night Vision, Soft Fur) [2]
  • Heightened Awareness 1 [2]
  • Heightened Senses 1 (Hearing) [2]
  • Special Movement 2 (Balance, Cat-like) [4]
  • Weapon 1 (claws) [1]

Skills:

  • Mechanics 1 [2]

Defects:

  • Easily Distracted -1 (Players choice, but usually mechanical devices of some kind)

Total: 12 CP

Subrace-Xyx Ktaln

The cannibalistic Ktaln of the island of Xyx, while not necessarily a viable play option, do sometimes appear off of their island and their yearly attacks on Karnhanar. They are immediately recognizable from their dark black or brown fur, although non-cannibals will lack the tell-tale black spots which otherwise cover their fur. Unlike regular Ktaln, Xyx Ktaln have absolutely no aptitude with technology, centuries of brutal warfare against the dwarves and mountain Ktaln (the standard race) have forced them down a slightly different, more violent, evolutionary path.

Player Xyx Ktal are allowed only with an excellent background, and are typically not allowed to take an Occupational Template in any case, although a few Xyx Ktaln Psychers do exist. Xyx Ktaln, unlike their mountain cousins, may learn Shadow and Water Elemental Magics.

Attributes:

  • Armor 1 [1]
  • Features 1 (Night Vision) [1]
  • Combat Technique (Lightning Reflexes) [2]
  • Heightened Awareness 1 [2]
  • Heightened Senses 1 (Hearing) [2]
  • Special Movement 4 (Balance, Cat-like, Fast, Wall Crawling) [8]
  • Weapon 2 (Claws) [2]

Defects:

  • Easily Distracted -1 (Players choice)
  • Wanted -2

Total: 15 CP