Ifriya
Born of Fire Itself and mortal blood, the Ifriya are passionate and emotional creatures, quick to laugh, cry and rage in equal measure.
The Ifriya are physically warmer than average for a member of there mortal parent's race, and often have ruddy or ashen skin tones. Some have tattoo-like markings in red, orange and gold on there skin.
Others can be closer to there elemental selves, with there hair turning to flickering fire that doesn't burn and wisps of smoke rising from them as there emotions increase.
A common feature of the Ifriya is they feel very strongly. There emotions rampage and are a struggle to control, and many adventure to find a way to balance these boiling feelings.
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Statistics
Ifriya gain three of the following racial abilities.
Smoke Vision - See through smoke but not mist as though it weren't there.
Fire Magic - Gain a Pyromancy talent.
Flames of Battle - Add 1 fire damage per three levels to all melee attacks.
Fire Resistance - Take half damage from Fire damage.
Agile - Gain +10 to Agility.
Civic Minded - Gain +10 to Fellowship.
Elemental Form - Gain the Fire Form talent.
Bloodline
Finally, the character selects one of the below abilities;
Pure Fire - Gain an additional racial ability.
Human Blood - Remove one Drawback.
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
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
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
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.