Nokken
As fluid as the water they hail from, Nokken flow between forms and genders.
Nokken are born shape-shifters, although unlike the animalistic shifters they are typically limited to Humanoid forms. From a young age they flow between appearance, genders and the like with a literally fluid ease.
As a result, there's a rough half and half split between Nokken who identify as one gender with the ability to change into the other gender and Nokken who don't consider themselves to have a gender.
Equally, there's no real set way to tell a Nokken at a glance. They tend to wear lighter, looser clothes and there's an odd habit of having something blue, but beyond that they blend in to whatever race they wish.
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Statistics
Nokken gain the follow Racial Ability automatically;
Fluid Form - Gain the first three talents of the Appearance Magic Social Talents.
They also gain two of the following.
Water Weaver - Gain an Aquamancy talent.
Liquid Grace - Gain a +10 to dodge.
Amphibious - Breath water or air with equal aplomb.
Cold Resistance - Take half damage from Cold Resistance.
Agile - Gain +10 to Agility.
Cunning - Gain +10 to Intelligence.
Bloodline
Finally, the character selects one of the below abilities;
Water Itself - 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.
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
Ifriya Infusion - Reduce fire damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.