Umbresk
A blend of mortal and Darkness Itself, Umbresk are often monochrome in appearance and intelligent of mind.
Although there builds and heights can vary, the Umbresk's skin tends towards the extremes - very pale or very dark. Occasionally other shades of grey appear in there bloodlines.
There eyes are often similar - tending towards many colours but in shades adjacent to black or white, making it difficult to know what colour they actually are.
Socially the Umbresk tend towards smaller, clan-like extended family groups.
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Statistics
Umbresk gain three of the following racial abilities
Dark Vision - See in total darkness, albeit in black and white, up to 30m.
Shadow Magic - Gain a Shadow magic talent.
The Shadow's Shadow - Gain the Outsider Companion Talent with a Shadow Companion
Cold Resistance - Take half damage from Cold Resistance.
Martial Tradition - Gain +10 to Weapon Skill.
Cunning - Gain +10 to Intelligence.
Bloodline
Finally, the character selects one of the below abilities;
Pure Darkness - 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.
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.
Anemoi Infusion - Reduce lightning damage by half.
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.
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.
Anemoi Infusion - Reduce lightning damage by half.
Chalkydri Infusion - Gain a Luxomancy talent.