Giantborn
The descendants of giants and titans, the Giantborn are massive compared to most mortals, ranging between 7 and 9 feet tall, and often heavily muscled and well built.
There are three main bloodlines usually seen among the giantborn, and traces of that heritage can often be spotted in them - the Stoneborn can resembled vast dwarfs, the Flameborn tended to be redheaded and ruddy skinned and the Stormborn paler and lighter.
Despite there powerful physical nature many of them become strong in elemental or nature magic that fits there blood, and other buck the trend. It's especially worrying when the necromancer attacking town uses a small tree as a stave...
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Statistics
Giantborn gain of the following heritages.
Stoneborn - Gain a Terramancy and +10 Physical Prowess.
Flameborn - Gain a Pyromancy talent and +10 Ranged Skill.
Stormborn - Gain a Aeromancy talent and + 10 Willpower
Giantborn also gain two of the following abilities.
Mighty Thews - Inflict and additional +2 damage with melee attacks, gaining an additional +2 every 6 levels.
Long Limbed - Melee weapons have +1 meter on there reach.
Agile - Gain +10 Agility.
Potent Weapons - Gain the Two-Handed Blade and Heavy Axe talent.
Physical Might - Add +10 to Physical Prowess.
Bloodline
Finally, the character selects one of the below abilities;
Traditional Giantborn - Gain an additional racial ability
Human Blood - Add one Social Talent.
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
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.
Anemoi Infusion - Reduce lightning 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
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.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.