Anemoi
Born of Air Itself, the Anemoi are excitable and explorative, searching more for the joy of searching than with a particular goal in mind.
The Anemoi tend towards the pale and air with even there eyes being pale to the point of white in many cases. They often have swirling markings on there skin, and there hair seems to
Those with even a little Anemoi ancestry tend to seem a little...insubstantial, almost, and tend towards the lithe. They also tend to weigh less than you would think by there looks.
Socially, they tend towards individualism, rarely gathering in larger than family groups and often travelling.
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Statistics
Anemoi gain three of the following racial abilities.
Mist Vision - See-through mist and clouds but not smoke as though it weren't there.
Air Magic - Gain a Aeromancy talent.
Misty Step - Once a turn, when moving, spend an additional 1AP to teleport instead of walking, but half the distance you would move.
Lightning Resistance - Take half damage from Electric damage.
Ranged Master - Gain +10 to Ranged Skill.
Agile - Gain +10 to Agility.
Bloodline
Finally, the character selects one of the below abilities.
Pure Air - Gain an additional racial ability.
Human Blood - Gain an additional Advantage.
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.