Races

The Angelis

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Created by the Goddess Lxi, the Angelis are a race of mediators, philosophers and artists. They are winged humanoids and before the Age of Blood they resided solely in their capital of Avalon, but after the new Autarch Irapet the Pirate Lord came to power they were allowed to move to other places of the world, to spread their culture to the furthest reaches of Fuin ’Yaana. They succeeded, winning the respect of many and establishing themselves as emissaries, creators and healers without compare. However, due to the relatively light role they played during the Age of Blood many races see the Angelis as cowardly and self-centered. Additionally, their wings disturb Humans and Great Lizards, so many Angelis fold their wings to their backs while around non-Angelis. They are singularly fair and tall, but are hardly ever brawny.

If you choose to play an Angelis, the following rules apply:
• Add +1 to your Communication ability.
• Your wings allow you to fly, but exposing them will stigmatize you in Human-led societies.
• You receive your choice of either the COMMUNICATION (PERSUASION) or PERCEPTION (EMPATHY) focus.
• You receive the Novice degree of the Racial Talent: Angelis
• You can read and speak Common and Enochian.
• Roll twice on the Angelis background table.

Angelis Background Table:
2d6
2 +1 Perception
3-4 Focus: Communication (Etiquette)
5 Focus: Willpower (Faith)
6 Focus: Communication (Performance)
7-8 +1 Dexterity
9 Focus: Communication (Leadership)
10-11 Focus: Cunning (Healing)
12 +1 Magic

Racial Talent: Angelis
Novice: You gain +2 to all COMMUNICATION (PERSUASION) tests. Your wings allow you to fly up to 200 meters high in the air. Exposing them however carries the risk of stigmatizing yourself to humans, in which case the former bonus becomes a -4 penalty.
Journeyman: You gain the Novice degree in a talent that you would otherwise not be able to obtain. If you are not a mage and choose a magical talent you will not gain spells from the talent, but will gain any other benefits.
Master: The Angelis state rewards your efforts by promoting you to the Upper class, giving you +2 to your Communication ability and allowing you to re-roll failed COMMUNICATION (PERSUASION) tests a number of times per day equal to your Cunning.


The Great Lizards

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It is not an overstatement that without the Great Lizards, Fuin ’Yaana would have fallen to the Darkness long before the Gods could have returned from their sleep. Created by the God Kwen, the reptilian Great Lizards were the first inhabitants of the subterranean realm of Terra, and along with the Humans, they became the occupants of the holy City of Light. The Great Lizards breed extraordinarily fast and compared to other races their metabolisms are terrifyingly resilient. It is those qualities that allowed the City to fend off its daemonic besiegers for a thousand years, a feat that all Great Lizards are proud of. However, the Great Lizards are not only capable soldiers, but also extraordinary artisans and builders. Anything a Lizard wants to achieve, it shall achieve, as is the will of Kwen. Ordinarily, Lizards are a head shorter than most humans, the tallest only being about 1,65 meters tall, but they make up for it with their tough and scaled frames.

If you choose to play a Great Lizard, the following rules apply:
• You have a base Speed of 8.
• Add +1 to your Constitution ability.
• You gain the Dark Sight trait, allowing you to see 20 yards into darkness without a light source.
• You receive your choice of any two ability focuses.
• You receive the Novice degree of the Racial Talent: Great Lizard
• You can read and speak Common and Politika (Human dialect).

Great Lizards Background Table
2d6
2 +1 Dexterity
3-4 Focus: Willpower (Morale)
5 Focus: Cunning (Engineering)
6 Focus: Perception (Smelling)
7-8 +1 Strength
9 Focus: Strength (Might)
10-11 Focus: Constitution (Stamina)
12 +1 Perception

Racial Talent: Great Lizards
Novice: You gain a permanent +2 bonus to your Defense due to your fully developed scales. You can also see in low light levels and your attacks are unaffected by this level of illumination.
Journeyman: You have the blessing of Kwen power: Your reptilian legacy allows you to laugh in the face of even the most serious injuries. You may regenerate a number of HP equal to your Constitution ability +1d6 as a minor action. You may do this a number of times per day equal to your Willpower.
Master: When you are first reduced to 0 health or less, you can make one final, major action immediately before succumbing to your injuries. It also takes you 2 rounds longer to die than normal.


The Humans

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Created by the Denziroh the Mad, Humans are the second most populous race on Fuin ‘Yaana after the Great Lizards, but they exceed the latter in how widespread they are. Humans have created many cultures, from the rugged warrior-tribes of the North to the hedonistic patrons of the city-state of Synaxis to the faithful priests and templars of the City of Light, it is impossible to find a community completely without Humans. They have proven themselves efficient leaders, warriors, merchants and adventurers. Humans are capable of being both noble and depraved. Examples include the Mad King himself, who was King of Synaxis before becoming the monster that history remembers and Grand Master Lionus of the Vaylen’s Shields, perhaps the most valiant knight to have ever lived and died in the service of the Sun-God. No two humans are completely alike, the only constant being two legs, two arms and one head. It is also noteworthy to add that Humans control the wine trade, with wine being perhaps the most precious good on Fuin ’Yaana.

If you choose to play a Human, the following rules apply:
• Add +1 to one ability of your choice.
• You receive your choice of either the WILLPOWER (COURAGE) or the COMMUNICATION (LEADERSHIP) focus.
• You receive the Novice degree of the Racial Talent: Humans
• You can read and speak Common and one Human dialect of your choice.

Humans Background Table
2d6
2 +1 Communication
3-4 Focus: Communication (Animal Handling)
5 Focus: Perception (Empathy)
6 Focus: Cunning (Historical Lore)
7-8 +1 Strength
9 Focus: Willpower (Self-Discipline)
10-11 Focus: Constitution (Drinking)
12 +1 Willpower

Racial Talent: Humans
Novice: You gain a +1 bonus to a single Communication, Cunning, Perception or Willpower ability focus of your choice.
Journeyman: You gain the Novice degree in a talent of your choice, provided you meet its requirements.
Master: You gain a degree in the talent you chose at Journeyman level.


The Reborn

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At once both the oldest and the youngest race on Fuin ‘Yaana, the Reborn were created by the God Elghinn, the Reaper, immediately after the end of the Age of Blood. During the bloodbath that was the Mad King’s reign, the Land of the Dead became overcrowded with mortal souls. For this reason, Elghinn allowed several to become mortal once more through the process of reincarnation. The Reborn are humanoid in all respects, but retain the memories and skill sets of their past lives. They are born as members of their parents’ race, but as they grow they change, their skin color becoming pasty white or teal colored, their irises disappearing and strange lines forming on their bodies. They appear Human in all other respects, however. Many Reborn take up necromancy whilst others abhore it. They appear strangely resistant to its negative effects and Reborn necromants seldom become insane or physically corrupted. The Reborn are tolerated in most societies, except for Synaxis, due to the City’s fervent dislike of anything related to necromancy. Due to their ancient memories, the Reborn make excellent scholars.

If you choose to play a Reborn, the following rules apply:
•Add +1 to your Cunning ability.
•You receive either the CUNNING (CULTURAL LORE) or WILLPOWER (FAITH) focus.
•You receive the Novice degree in the Racial Talent: Reborn
•You can read and speak Common and one language of your choice.

Reborn Background Table
2d6
2 +1 Dexterity
3-4 Focus: Cunning (Historical Lore)
5 Focus: Dexterity (Calligraphy)
6 Focus: Communication (Persuasion)
7-8 +1 Magic
9 Focus: Cunning (Military Lore)
10-11 Focus: Perception (Tracking)
12 +1 Willpower

Racial Talent: Reborn
Novice: Your past life gives you insights into lost lore and higher learning. You gain +1 to all CUNNING (HISTORICAL LORE) and CUNNING (RELIGIOUS LORE) and one other Lore of your choice.
Journeyman: You have the memory of truly ancient lifetimes. For a number of times per day equal to your Cunning, when you fail any roll you can add the result of the Dragon Die again in order to succeed. This successful result cannot generate stunt points.
Master: You gain +1 Defense against all attacks that do necrotic damage and +1 Defense against any necromantic magic. Furthermore, all your attacks do an amount of penetrating radiant damage against demons, devils and undead equal to your Willpower.


The Saeryen

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The Saeryen are the children of Alaerys, the patron Goddess of research and invention. It is fitting then that the Saeryen are the most technologically advanced of Fuin ’Yaana’s races, their capital city essentially being one massive University. Although at first the Saeryen were little better than barely-sapient savages that lived upon the floating mountains of Exerae, Alaerys’ guidance turned them into a highly inquisitive people that appreciates ability above all else. Perhaps most astoundingly, the Saeryen do not worship their creator as a Goddess. This, along with their appearance and the diminutive manner with which they treat other races (except for the Angelis, with whom they are allied) has created a rift with the Humans and the Great Lizards, although the Saeryen are confident that their would-be detractors have no way of even reaching Exerae. The people of Alaerys are usually scrawny and about as tall as the average Angelis, with females being slightly taller than males.

If you choose to play a Saeryen, the following rules apply:
• Add +1 to your Cunning ability.
• Your wings allow you to fly, but your appearance and beliefs are anathema to human-led society.
• You receive your choice of either the CUNNING (ENGINEERING) or PERCEPTION (SEARCHING) focus.
• You receive the Novice degree of the Racial Talent: Saeryen
• You can read and speak Common and Saeryen.
• Roll twice on the Saeryen background table.

Saeryen Background Table
2d6
2 +1 Perception
3-4 Focus: Cunning (Arcane Lore)
5 Focus: Dexterity (Initiative)
6 Focus: Perception (Seeing)
7-8 +1 Willpower
9 Focus: Cunning (Military Lore)
10-11 Focus: Cunning (Natural Lore)
12 +1 Magic

Racial Talent: Saeryen
Novice: All Saeryen are very well educated and driven to create and question throughout their lives. You gain +1 to all Lore tests and CUNNING (ENGINEERING). You can also use your wings to fly up to 200 hundred meters in the air. However, due to your beliefs and physical appearance you are a -4 at all COMMUNICATION (PERSUASION) tests.
Journeyman: You gain a number of Cunning focuses equal to your Perception ability.
Master: Your intelligence allows you to overcome many obstacles. You may substitute your Communication or Strength ability with Cunning for a number of tests equal to your Perception.


The Sulian Elves

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Hunters without equal, the Sulian Elves are the children of Voleune, the original creator of Fuin ’Yaana. Their homeland, the forests of the Eastern continent were brutally burned to a cinder by the dread forces of the Mad King. Ever since, the Sulian Elves have led secluded lives in either the new magical forests their mages created in place of the old, or in the frozen citadel of Helke Arta, led by their four noble houses. The lives of most Elves are steeped in conspiracy and silent murder, in a ritualized form of intrigue known only as The Game. The Game begins for a Sulian when they are born and end only when they die. Many try to evade it by fleeing their homes and immigrating elsewhere, usually to Avalon where the Elves form the main police force and garrison, known as the Blackguard. However, Sulian Elves can be found basically everywhere and excel as bounty hunters and assassins. It is also noteworthy that Sulian society is dominated by females and not males and is the only race on Fuin ’Yaana in which this occurs. Sulian Elves are usually of average height and are as lean and graceful as cats and possess keen sights.

If you choose to play a Sulian Elf, the following rules apply:
• You have a base Speed of 12.
• Add +1 to your Dexterity ability.
• You gain the Dark Sight trait, allowing you to see 20 yards into darkness without a light source.
• You receive your choice of either the STRENGTH (INTIMIDATION) or DEXTERITY (STEALTH) focus.
• You receive the Novice degree of the Racial Talent: Sulian Elves
• You can read and speak Common and Sulian.

Sulian Elves Background Table
2d6
2 +1 Cunning
3-4 Focus: Cunning (Poison Lore)
5 Focus: Dexterity (Acrobatics)
6 Focus: Communication (Investigation)
7-8 +1 Perception
9 Focus: Cunning (Military Lore)
10-11 Focus: Perception (Tracking)
12 +1 Magic

Racial Talent: Sulian Elves
Novice: All Sulian Elves gain proficiency in the BOWS (DEXTERITY) weapon group. You have elven senses and gain +1 to PERCEPTION (HEARING) and PERCEPTION (SEEING) tests. You can also see in low light levels and your attacks are unaffected by this level of illumination.
Journeyman: You possess the true sight power: as a minor action, you carefully read a sentient individual’s body language, predicting their attacks or reading a single one of their thoughts. You can use this power a number of times per day equal to your Perception.
Master: You become a master at reading others. You gain +2 to attack and +2 to Spellpower to creatures you have used your power on.


Races

DARPG: Heroes of Fuin Yaana. Crusadeath