Beastkin

The savage race referred to as the Beastkin is as diverse as the animals that live across Geos. Beastkin come in many forms because they are both humanoid and animal in origin. No two Beastkin, even those of the same subrace, are alike, but in most cases a single animal type dominates a Beastkin’s appearance.

Many of the near humanoid Beastkin races seem to be a mixing of the various animal races with humans; however, it is unlikely that the progenitors of the Beastkin races were of animal with human breeding. The more likely origin of the Beastkin is some long forgotten act of magic or divine mandate. Indeed, during the coming of Oblivion, the forces of creation acted to create many new species of plants and animals; many Beastkin races emerged at this time. The shifting nature of creation makes it difficult to pinpoint the origin of the Beastkin: it sometimes seems that races emerge at random, while others arise to meet a specific need. The majority of Beastkin reproduce in a mammalian way, but often their mating habits are influenced by their animal aspect.

beastkin_sml.jpg

Beastkin are often fierce individuals who carry the rage of nature against those who would despoil it; it is a fool who takes them lightly as enemies. Many Beastkin are powerful natural casters or druids and generally their shamans are equal to those of almost any other race. Beastkin of certain types make the best scouts, rogues, and assassins due to their ability to hide, move, and strike; others make excellent warriors due to their powerful builds and unrivaled speed.

Beastkin sometimes separate themselves into communities based on their animal aspect, but many Beastkin communities have mixed and joined together since the coming of the Elder Gods during which time many of the Beastkin gods were lost. The loss of their gods was actually a unifying event for the Beastkin tribes and many communities are now comprised of a wide variety of Beastkin living together in harmony. Previously each group worshipped a different deity in a different way; with the coming of the Elder Gods, most Beastkin took to the worship of either Cerberus or Gaea and most of their settlements include a shrine to each.

Amphibian

Amphibian Beastkin almost always live near sources of water; they revel in water’s presence and their lives often revolve around it. Amphibian Beastkin are found living in mixed Beastkin communities as often as they are found living in segregated communities. When living in segregated communities, Amphibian Beastkin are often xenophobic and reject other cultures. Those in mixed communities embrace other cultures and study other ways of life.

Race: Beastkin
Subrace: Amphibian
XP Modifier: 0
Boon Cost: 0

Multipliers

Reduction: Agility 2
Increases: Might 1, Intellect 1

Background

Suggested Alignment: Neutral-Neutral-Neutral
Banned Alignment: None

Suggested Faith: Gaea, Cerberus
Banned Faith: None

Suggested Geographies: Swamp
Banned Geographies: Desert, Arctic

Suggested Heritages:Gaean, Bestial
Banned Heritages: Elemental (Fire or Ice), Draconic (Fire or Ice)

Starting Attributes

LOC: 4
CON: 10
Halo: 0
Mana: 0

Starting Skills

  • Lore (Beastkin) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)

Costume Requirements

  • Primarily green or brown skin.
  • If a shell or prehensile tongue is chosen, they must be physrepped.
  • The animal type represented by the character should be clear.

Advantages

  • +2 constant bonus to Climb
  • +2 constant bonus to Swim
  • +2 constant bonus to Jump
  • +2 constant bonus to Escape Artist
  • +2 constant bonus to Stealth
  • Can speak with animal of the same type.
  • Immune to effects which affect breathing.
  • Can survive underwater for up to 1 hour.
  • Shelled:
    • (Optional) The character has a shell on their back which functions as a fixed tower shield and gives no hindrance.
      • Note: Characters who select Option 1 cannot wear armour.
  • Prehensile Tongue:
    • (Optional) The character has a long prehensile tongue with which the character can pick up small objects.

Disadvantages

  • Skill Limitations:
    • Craft (Specific) Rank 5
    • Profession (Specific) Rank 5
    • Casting (Arcane) Rank 7
    • Casting (Divine) Rank 7
    • Casting (Psionic) Rank 7
  • Hindrance from any source is doubled
  • Affected by Speak with Animal
  • Must fully immerse themselves in water once a day or the character takes 1 point of CON damage per hour which cannot be recovered until they have done so.

Aquatic

The vast oceans which cover half of Geos are home to millions of lifeforms including the Aquatic Beastkin. The oceans were not spared the coming of Oblivion, nor were they unaffected by the coming of Tridian, and many who live below the waves feel as strongly about such matters as surface dwellers. With the coming of the Elder Gods and the departure of the Fae, the Melusine departed Geos leaving behind dozens of Melusine Talismans which they believed contained part of the physical form of their deity. Aquatic Beastkin have scavenged off the remains of Melusine civilization and have taken up these talismans which grant them the ability walk on land.

Race: Beastkin
Subrace: Aquatic
XP Modifier: 0
Boon Cost: 0

Multipliers

Reduction: Connection 2
Increase: Might 2

Background

Suggested Alignment: Neutral-Neutral-Neutral
Banned Alignment: None

Suggested Faith: Gaea, Cerberus
Banned Faith: None

Suggested Geographies: Ocean
Banned Geographies: All others

Suggested Heritages: Gaean, Bestial, Elemental (Water), Draconic (Water)
Banned Heritages: Elemental (Fire, Earth, Air), Draconic (Fire, Earth, Air)

Starting Attributes

LOC: 6
CON: 6
Halo: 10
Mana: 0

Starting Skills

  • Lore (Natural Creatures) Rank 2
  • Lore (Beastkin) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)

Costume Requirements

  • Coloured skin
  • Fins, webbed hands, gills
  • Melusine talisman physrep.
  • The animal type represented by the character should be clear.

Advantages

  • +5 constant bonus to Swim
  • +3 constant bonus to Dexterity when in water
  • Can speak with animal of the same type.
  • Immune to effects which affect breathing.
  • Can survive underwater indefinitely.
  • DR5 Water

Disadvantages

  • Skill Limitations:
    • Craft (Specific) Rank 4
    • Profession (Specific) Rank 4
    • Casting (Arcane) Rank 5
  • Hindrance from any source is doubled
  • Affected by Speak with Animal
  • Must fully immerse themselves in water once a day or the character takes 1 point of CON damage per hour which cannot be recovered until they have done so.
  • Must carry Melusine talisman at all times. If the talisman is lost, the character loses the ability to breath air.
  • Cannot Lie minor flaw with no benefit.

Arachnid

The arachnid beastkin are one of the most misunderstood variety of Beastkin and many other beastkin stay away from the arachnids out of fear; in fact, the arachnid beastkin make powerful allies. Arachnid beastkin are often solitary, and when they do join together, their groups tend to be small and loosely knit. They tend to believe in fate and prophesies and it is common for them to believe that they can tell the future from the patterns in the webs of non-beastkin spiders.

Race: Beastkin
Subrace: Arachnid
XP Modifier: -20%
Boon Cost: 100

Multipliers

Reduction: Agility 1, Intellect 1
Increase: Connection 3

Background

Suggested Alignment: Neutral-Evil-Neutral
Banned Alignment: None

Suggested Faith: Gaea, Cerberus
Banned Faith: None

Suggested Geographies: Underground, The Dark
Banned Geographies: None

Suggested Heritages: Gaean, Bestial
Banned Heritages: Elemental (Fire), Draconic (Fire)

Starting Attributes

LOC: 6
CON: 10
Halo: 10
Mana: 0

Starting Skills

  • Lore (Beastkin) Rank 2
  • Lore (Natural Creatures) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)

Costume Requirements

  • Dark skin and fur.
  • Mandibles, visible poison sacs, and eight limbs.
  • The animal type represented by the character should be clear.

Advantages

  • +5 constant bonus to Climb
  • +3 constant bonus to Use Rope
  • +1 constant bonus to Balance
  • +1 constant bonus to Jump
  • +2 constant bonus to Craft (Poison)
  • +2 constant bonus to Dexterity when in darkness
  • Can speak with animal of the same type.
  • Take no damage from falling.
  • Webslinger:
    • They use this web as a rope
    • By spending 10 Halo, they can target an enemy with Pin
    • Once per hour, by spending 50 Halo, they can target an enemy with Pin (Greater)
    • Note: Pin and Pin (Greater) are both delivered by packet.
  • Venomous:
    • By spending 40 Halo, they can produce a venom which can be applied to a weapon which adds 1 CON damage at Low and Mid, 2 at High, and 3 at Epic to the next successful weapon blow.

Disadvantages

  • Skill Limitations:
    • Profession (Specific) Rank 5
    • Craft (Specific) Rank 5, other than Craft (Poison)
  • Hindrance from any source is tripled
  • Often react as an animal of their type.
  • Affected by Speak with Animal.
  • Fragile:
    • All damage taken to LOC is increased by 1 and bleed out at twice the normal rate.

Avian

Avian Beastkin tend to live away from land-based communities of beastkin and make their homes on mountain tops and along cliffs for protection from non-winged aggressors. Avian beastkin communities often include huge flocks of non-beastkin birds; some communities even include massive Rocs. Avian beastkin society is extremely lawful and follows a strict system of organization. Avian beastkin consider their fitness to be their most important attribute; they test their young folk extensively for survival and self-reliance before allowing them to progress to adulthood.

Race: Beastkin
Subrace: Avian
XP Modifier: -10%
Boon Cost: 50

Multipliers

Reduction: Agility 1, Connection 1
Increase: Might 1, Psionic 1

Background

Suggested Alignment: Lawful-Nuetral-Neutral
Banned Alignment: None

Suggested Faith:Gaea, Cerberus
Banned Faith: None

Suggested Geographies: Mountains, Cliffs
Banned Geographies: None

Suggested Heritages: Angelic, Gaean
Banned Heritages: Vampiric

Starting Skills

  • Lore (Beastkin) Rank 2
  • Lore (Natural Creatures) Rank 2
  • Lore (Law) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)
  • Willpower (Defensive) Rank 1

Starting Attributes

LOC: 3
CON: 12
Halo: 10
Mana: 0

Costume Requirements

  • Feathers and a beak-like face.
  • Wings must be physrepped.
  • The animal type represented by the character should be clear.

Advantages

  • +2 constant bonus to Heightened Senses when flying
  • +2 constant bonus to Dexterity when flying
  • +2 constant bonus to Craft (Herbalism)
  • Avian beastkin can speak with an animal of the same genus as their own aspect, depending on the animal’s intellect.
  • Flight:
    • A character with flight can fly up to 20 ft. in height while moving at a walking pace. They ascend or descend 1 ft. per step. While ascending or descending, a character who is flying cannot take any other action.
      • Note: Characters must physrep wings at least half their arm span in length to ascend/descend at 1 ft. per step. If they physrep wings their full arm span in length, a character can ascend/descend at twice this rate.
      • Note: Characters who are flying cannot carry another character unless they have Strength Rank 5.
  • May have natural claws which cannot be disarmed.

Disadvantages

  • Skill Limitations:
    • Craft (Specific) Rank 6, other than Craft (Herbalism).
    • Strength Rank 7
    • Brutal Strike Rank 7
  • Hindrance from any source is tripled
  • Often react as an animal of their type.
  • Affected by Speak with Animal
  • Fragile:
    • All damage taken to LOC is increased by 1 and bleed out at twice the normal rate.

Equine

Once the herds of equine beastkin were numerous and spread across the plains, but now they are incredibly rare. As the Argeads spread across Antios, they enslaved nearly all of the equines beastkin that they could in order to use their strength in mining and construction. Those few equine beastkin who are still encountered across Geos are usually those who are linked to the most powerful equine aspects. Equines are normally placid and pleasant, but can be terrifying when roused to anger.

Race: Beastkin
Subrace: Equine
XP Modifier: Various
Boon Cost: Various

Multipliers

Reduction: Any by 1
Increase: Any two by 1 each

Background

Suggested Alignment: Various
Banned Alignment: Various

Suggested Faith: Gaea
Banned Faith: None

Suggested Geographies: Plains, Forests
Banned Geographies: Underground, Urban

Suggested Heritages: Gaean, Bestial
Barred Heritages: None

Starting Skills

  • Lore (Beastkin) Rank 2
  • Lore (Natural Creatures) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)
  • Read Language (Argead)
  • Willpower (Defensive) Rank 1

Starting Attributes

LOC: 7
CON: 15
Halo: 10
Mana: 0

Costume Requirements

  • Can choose to costume as a beastkin or as a centaur.
  • Coloured skin, a mane and tail.
  • The specific aspect represented by the character should be clear.

Advantages

  • +2 constant bonus to Strength outside of combat
  • Can speak with animal of the same type.

Disadvantages

  • Skill Limitations:
    • Cannot learn Climb
    • Cannot learn Stealth
    • Craft (Specific) Rank 5
    • Profession (Specific) Rank 5
  • Often react as an animal of their type.
  • Affected by Speak with Animal

Aspects

Equine beastkin may select 1 of the following aspects and take the additional advantages and disadvantages.

Wind

  • Advantages:
    • +2 Constant bonus to dexterity.
  • Disadvantages:
    • Skill Limitation:**
      • Strength Rank 5
      • Burtal Strike Rank 5

Stallion

  • Advantages:
    • +1 constant bonus to Strength.
    • +2 constant bonuse to Willpower (Defensive) against fear effects
    • Constitution Rank 2 at start
  • Disadvantages:
    • Skill Limitation:
      • Dexterity Rank 4
      • Balance Rank 4

White Unicorn

  • XP Modifier: -30%
  • Boon Cost: 200
  • Advantages:
    • +2 constant bonus to Lay on Hands
    • +2 constant bonus to Detect (Evil Alignment)
    • +2 constant bonus to Detect (Oblivion Faithful)
    • Can cast Cleanse for 10 Halo.
    • Immune to Oblivion taint.
  • Disadvantages:
    • Must remain Lawful-Good-Hopeful or lose this aspect.
    • Cannot cast spells or use items associated with Dark, Death, Demons, Evil, or Oblivion.
    • Vulnerable to Void and Dark damage.

Black Unicorn

  • XP Modifier: -30%
  • Boon Cost: 200
  • Advantages:
    • +2 constant bonus to Torture
    • +2 constant bonus to Detect (Good Alignment)
    • +2 constant bonus to Detect (Hopeful Alignment)
    • Can cast Taint (Lesser) for 20 Halo.
    • Immune to Oblivion taint.
  • Disadvantages:
    • Black Unicorn aspect equines must remain CEO or they will lose this aspect.
    • Cannot cast spells or use items associated with Healing, Good, Light, or Hope.
    • Vulnerable to Hope and Light damage.

Pegasus

  • XP Modifier: -20%
  • Boon Cost: 100
  • Advantages:
    • +2 constant bonus to Dexterity when flying.
  • Flight:
    • A character with flight can fly up to 20 ft. in height while moving at a walking pace. They ascend or descend 1 ft. per step. While ascending or descending, a character who is flying cannot take any other action.
      • Note: Characters must physrep wings at least half their arm span in length to ascend/descend at 1 ft. per step. If they physrep wings their full arm span in length, a character can ascend/descend at twice this rate.
      • Note: Characters who are flying cannot carry another character unless they have Strength Rank 5.

Kirin

  • XP Modifier: -20%
  • Boon Cost: 200
  • Advantages:
    • +2 constant bonus to Detect (Evil Alignment)
    • +2 constant bonus to Detect (Oblivion Faithful)
    • DR10 Air
    • At Low and Mid, can spend 10 halo to deliver a Lightning Dart instead of damage on a successful weapon blow.
    • At High and Epic, can spend 40 halo to deliver a Lightning Bolt instead of damage on a successful weapon blow.
    • Immune to fear effects.
  • Disadvantages:
    • Hero Complex flaw with no benefit.
    • Cannot cast spells or use items associated with Dark, Death, Demons, Evil, or Oblivion.
    • Vulnerable to Earth damage.

Nightmare Aspect

  • XP Modifier: -10%
  • Boon Cost: 100
  • Advantages:
    • DR10 Fire
    • At Low and Mid, can spend 10 halo to deliver a Fire Dart instead of damage on a successful weapon blow.
    • At High and Epic, can spend 40 halo to deliver a Fire Bolt instead of damage on a successful weapon blow.
    • Immune to fear effects.
    • Cause Fear (Lesser) for 20 Halo.
  • Disadvantages:
    • Vulnerable to Water, Ice, and Light damage.

Kelpie

  • XP Modifier: -10%
  • Boon Cost: 100
  • Advantages:
    • +1 constant bonus to Strength
    • DR10 Water
    • At Low and Mid, can spend 10 halo to deliver a Water Dart instead of damage on a successful weapon blow.
    • At High and Epic, can spend 40 halo to deliver a Water Bolt instead of damage on a successful weapon blow.
    • Can breathe underwater.
  • Disadvantages:
    • Vulnerable to Fire damage.
  • Must fully immerse themselves in water once a day or the character takes 1 point of CON damage per hour which cannot be recovered until they have done so.

Felinae

The Felinae beastkin subrace encompasses all feline beastkin and the various types range from playful housecat like companions to dangerous predatory cats. The affections of a felinae are fickle at best; they are friendly towards those who provide them with attention, food, and affection, but have little regard for those who do not cater to their needs. Felinae are not known for their loyalty and are often easy to bribe. Felinae are known for their arrogance and vanity; many felinae spend a good deal of time cleaning and grooming themselves to maintain their appearance which, in the Felinae mind, is superior to that of other races. While their arrogance often keeps felinae from forming deep friendships, some go to a great deal of effort to internalize their superiority complex so as to avoid the wrath of those who are, in the Felinae mind, clearly jealous of them. Most felinae’s favorite pastime is sleeping.

Race: Beastkin
Subrace: Felinae
XP Modifier: -10%
Boon Cost: 50

Multipliers

Reduction: Agility 2
Increase: Connection 2, Divine 1

Background

Suggested Alignment: Chaotic-Neutral-Hopeful
Banned Alignment: None

Suggested Faith: Gaea, Cerberus
Banned Faith: None

Suggested Geographies: Plains, Forest, Urban
Banned Geographies: Ocean, Lake

Suggested Heritages: Gaean, Bestial
Banned Heritages: None

Starting Skills_

  • Lore (Beastkin) Rank 2
  • Lore (Natural Creatures) Rank 2
  • Speak Language (Bestial)
  • Read Language (Bestial)
  • Speak Language (Argead)
  • Detect (Arcane Magic) Rank 2
  • Detect (True Magic) Rank 2
  • Detect (Undead) Rank 2
  • Willpower (Defensive) Rank 1

Starting Attributes

LOC: 5
CON: 14
Halo: 0
Mana: 0

Costume Requirements

  • Coloured skin and fur.
  • Tail and cats ears.
  • The animal type represented by the character should be clear.

Advantages

  • +2 constant bonus to Dexterity
  • +2 constant bonus to Climb
  • +2 constant bonus to Balance
  • +2 constant bonus to Jump
  • +2 constant bonus to Heightened Senses
  • Can speak with animal of the same type.
  • Land on their Feet:
    • Always land on their feet and take no damage from falling as long as they have no hindrance and their movement is not restricted.
  • Nine Lives:
    • The first event which would cause a character’s death in a game instead reduces them to -9 LOC and stable. This costs half the character’s total Halo.
  • May have natural claws which cannot be disarmed.

Disadvantages

  • Skill Limitations:
    • Craft (Specific) Rank 5
    • Profession (Specific) Rank 5
    • Faith (Specific) Rank 6
    • Casting (Divine) Rank 6
    • Casting (Arcane) Rank 6
    • Cannot learn Research.
  • Hindrance from any source is doubled.
  • Often react as an animal of their type.
  • Affected by Speak with Animal.
  • Insatiable Curiosity flaw with no benefit.
  • -4 constant penalty to Constitution when resisting disease and Willpower (Offensive) required to cure a disease is increased by 2.
  • Hatred of getting wet and are unwilling to do so.

Insect

Insect Beastkin are the least humanoid of the beastkin. They live in great swarms, often containing many different aspects, and they gain power when travelling with their swarm mates. Insect beastkin are mostly nomadic hunters, although some Insect beastkin civilizations are huge and have been around for several centuries. When travelling in groups, all Insect beastkin know which of them is the leader and they are always loyal to and report back to their Hive.

Insect%20Beastkin.jpg

Insect Beastkin Hives vary just as much as the Insects themselves. However, they all share some central authority, and a bond that goes much deeper than can be XPressed in words. While a multitude of Hives remain in constant flux between existing as a unit versus an uncoordinated mass of bodies, those listed here are a few of the largest, having been established many, many years ago.

Note: The names are the closest translation into comprehensible speech, and not necessarily the exact name the Beastkin have given the Hive itself. Hive names usually refer to the Hive Mind’s name, which could be either a singular entity or a council of linked overminds. Other types may exist, but no one can quite be sure.

Hive Sanguine Devourer - There is a certain myth scattered amongst the oldest bloodlines in the tundras of the north. Much of it has been lost, and few details correlate between any of the various storytellers that know of it. Indeed, few continue the tradition of passing on this tale, lest they bring it upon their land once more. What does remain the same is the tale of a time when the icy plains were not quite so icy; when it was more forest than taiga. Their peoples were far more populous then, and there were more seasons than just the endless winter. Their heroes were many and hunted for both food and posterity, slaying an innumerable amount of terrifying creatures (many storytellers boast that their particular bloodline took the heads of the most powerful). But one day, the ground and the sky opened, and the hum of wings filled the air.The hum became a buzz became a roar became a thunder, and the Insects came. The accounts vary in how the inhabitants of the tundras fared, that the animals and all the divided races came together to repel this newest threat.

Whether they succeeded at first or failed all stories tell of a maw, that hungered beyond anything that could be known. Endless teeth, a thousand tongues, eyes themselves that ate the souls of anyone that gazed upon them. It ate the men, the women, the plants and the animals. The Insects threw themselves into its mouth to sate it, but the hunger persisted. The land itself was eaten, valleys created through the inevitable passage of the creature, the skies turned red from the lakes of blood from its passing. Geos fought back, the trees growing thorns to stab the tongues, the rocks turning to sinister blades and leaping into the hands of any that could wield them. Still, everything was consumed until all that remained were the farthest reaches of the scattered societies, a remnant of what they once was. As all hope seemed lost, the sun flared and light burned the lesser insects to ashes. They fled into the ground, a gaping crevasse from which the Devourer first emerged. But it turned to the sky and bit, trying vainly to consume the banishing light. The warmth of the world itself left their land, a winter more bitter than any they had known wrapping their world in cold and darkness. Still the light burned, and the creature fell into the heart of that pit, the ice and rock collapsing around it. The light dimmed and winked out, but the winter remained.

Present day scholars dismiss this as another of the over exaggerated ethnic tall tales. The massive rent valleys are the passage of glaciers, the sky red is a simple occurrence of a solar eclipse at a low viewing angle in high humidity, and of course the climate changes over a great period of time. But the truth remains that the World’s Mouth, the pit into which according to the stories Devourer fell, exists. It seems an endless fall, none having ever ventured near to verify its exact depth. Insect Beastkin emerge every so often, their bodies littered with parasites and deformed. They take the living and the dead, the inanimate and the fleeing. The land is ravished every time the raids happen, but they disappear as quickly as they arrive and the world heals quickly after.

But the story says the Devourer is to return, to stain the sky once more. And that a diseased darkness cradles it now, a million eyes caring for the Sanguine’s thousand, to shelter it from that cleansing light. One by one, the storytellers have been dying, their last words always the end to this myth.

Hive of That Which Takes Hearts - Unlike many other Hives, the Hive of That Which Takes Hearts seems to have no central LOC. Furthermore, theirs is the only in which what appears to be their centralized Hive Mind XPoses itself regularly. The swarm appears nearly anywhere, burrowing from the ground, flying in from the sky or even masquerading as other races as a caravan before beginning a vicious assault, regardless of the identities or prosperity of their victims. Their favoured target does seem to the the various militaries, often in a suicidal frenzy. Still, they do leave dead and wounded in their wake, and some are always unaccounted for.

The Hive has a singular purpose: eradicate and evolve. Every appearance, they exhibit a fighting style that seems similar to at least one of their previous victims, even casting magics in the same manner. Their formation changes to match their target, or else mirrors a prior foe. They are learning, copying even weapons and occasionally armor though not always to their benefit. That Which Takes Hearts seems to correlate to one particular Insect on every raid, who the others defer to. When others fights, it does exactly its namesake - tearing the hearts free of those that have fallen. Yet they’re not eaten, but absorbed through some unknown process, seeming to disappear directly into the chest carapace. Every raid so far has left the entire Beastkin force slain, That Which Takes Hearts included, but inevitably it appears once more, tearing open the bodies of the slain to find its treasure.

Hive Splinter Mind - Unlike most Hives, Hive Splinter Mind is surprisingly open to interaction with the rest of Geos. If ever Insect Beastkin make contact, it is nearly always delegates from Hive Splinter Mind. They’ve even gone so far as to provide psionic training to numerous candidates, and have offered assistance in certain pursuits for the Mages Conclave. Still, little is actually known about the Hive itself.

The colony is centred in a rock structure, far off the coast of the Argea. Many holes run through it, constant reinforcement and XPansion done by the residents to preserve what sailors have dubbed the Thrumming Spire. Some ships even use it as a landmark at night, as the entirety of it lights up from bioluminescence. It shines like a lighthouse, shadowy blips flicking through the beams of unearthly light. Trade with the Hive is always quite lucrative; they appear to have struck a massive vein of gold deep under the ocean. Indeed, gold practically flakes off of some of the Insects and they carry it in great number, though unminted. They ask for strange things in trade, from wagons to flowers of particular colours, their interest apparently piqued for any object at all so long as they haven’t already obtained one, their Hive Mind meticulously aware of their previous dealings. They’re even willing to ferry others to their Hive should a particularly large item be requested, and return them with just as large an amount of gold. It’s not surprising that many would be muggers have jumped particularly wealthy looking Beastkin, only to find their efforts ineffectual. The Hive only asks to speak with these assailants which the local authorities are often more than willing to agree to (especially with a bit of profit on the side), and the Hive seeks no further punishment after their conversation. The criminals themselves seem no worse for wear - at least on the outside.
Race: Beastkin
Subrace: Insect
XP Modifier: -20%
Boon Cost: 80

Multipliers

Reduction: Might by 1, Psionic by 1.
Increase: Divine by 2, Arcane by 2, Natural by 2.

Background

Alignment Guideline: NNN
Banned Alignment: Any Lawful
Faith Guideline: Gaea or Cerberus
Banned Faith: None
Suggested Geographies: Underground, Garbage
Banned Geographies: None
Suggested Heritages: Elan, Bestial, Vampiric
Banned Heritages: Arcana

Starting Skills

Lore (Beastkin) Rank 2
Lore (Natural Creatures) Rank 2

Language: Read Language (Bestial), Speak Language (Bestial), Speak Language (Argead)
Starting Skills: Psionic Attunement

Starting Attributes

** LOC:** 6
** CON:** 16
** Halo:** 20
** Mana:** 0
** Willpower:** Rank 1 Defensive

Costume Requirements

  • Insect beastkin require coloured skin and must use prosthetics for facial structures, like antennae and mandibles. Claws and an external carapace are also appropriate, but not necessary.
  • In order to fly, a winged character must have wings of significant size: no less than half of the player’s arm span in the wings most open form. Characters can only fly up to 20 feet in height. Regardless of height, all ranged attacks can hit the character. Characters using fly cannot move faster than a walking pace. While ascending or descending they must concentrate and cannot use their hands for actions other than flying. Characters using fly cannot carry other players, unless their Strength is Rank 5 or higher and they have a method of holding that player without using their hands. Magical flight removes the need for costumed wings, but otherwise follows the rules for wings half an arm's length.
    • a character with wings of half of their arm span ascend or descend at a rate of 1 foot per step;
    • a character with wings which are equal to or exceed the player’s arm span ascend or descend at a rate of 2 feet per step.
  • The animal aspect of the character should be evident.

Advantages

  • Insect beastkin can speak with an animal of the same genus as their own aspect, depending on the animal’s intellect.
  • Insect beastkin receive a +2 Constant bonus to Heightened Senses and Strength. They receive a +1 Constant bonus to Casting (Psionic),
  • Depending on their specific aspect, Insect Beastkin can choose 1 of the following: a +3 Constant bonus to Jump, a +4 Constant bonus to Climb, a +5 Constant bonus to Swim, or the ability to Fly up to fly up to 20 feet high and at a walking pace.
  • Insect beastkin have a naturally tough carapace which provided them with Soak | Soak 2.
    • Note: This soak does not stack with soak from any other source and does not affect hits that hit the player's armour.
  • When insect beastkin of the same swarm travel together, their LOC is increased for each additional swarm member present: by 1 at Low level, by 2 at Mid level, by 3 at High level, and by 4 at Epic level.
  • Insect beastkin are completely loyal to other members of their swarm and cannot be forced to attack each other even when Dominate | dominated, Drugs | drugged, or Rage | raging.
  • Insect beastkin are all connected to the hive mind of their swarm and can, for 20 Halo, ask the hive mind for guidance.
    • Note: The hive mind can only provide information it has access to.
  • Insect beastkin may have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.
  • Note: This does grant the character Weapon Proficiency Claws.
  • * Optional: A hard shell attached to their back which functions as a Tower Shield not including hindrance
    • Note: Selecting this option means the character cannot wear any other armour, and count as proficient with the shield.

Disadvantages

  • Insect beastkin cannot learn Casting (Arcane) and cannot learn Casting (Natural) or Casting (Divine) above Rank 3. They cannot learn Skill List (Alphabetic) | Craft or Skill List (Alphabetic) | Profession skills above Rank 4.
  • Insect beastkin treat the hindrance of any item to be 3x its normal hindrance.
  • Insect beastkin have tapped into the animal within and often react and act as an animal of their aspect.
  • Insect beastkin are animals at heart and are affected by Speak with Animal.
  • Any time Insect beastkin take LOC damage, they take an additional point of LOC damage. It doesn’t matter what the source of the LOC damage was, but it increases by one point. LOC damage which is entirely consumed by PAC, DAC, or MAC doesn’t increase by one. Bleeding out causes LOC damage and as such the damage is increased by this affect.
  • Insect beastkin are unable to act against the will of the hive mind. Doing so causes them to Rules of Life | die.

Kitsune

The fox-like Kitsune beastkin are a race of contradictions: they are free spirited and easygoing, but are bound by honour; they revel in cunning, trickery, and jokes, but are hardworking, honest, and logical; they love life, but will not hesitate to raise a blade. Though they are a proud, they are not vain and try not to show off. They believe in humility and in dignity and that it is their duty to remind each other of those values through trickery and humiliation. If a Kitsune becomes too proud or haughty, he will often find himself being bombarded with jokes, pranks, illusions, and other things designed to embarrass him. As much as Kitsune love to use their cunning to trick and deceive others, they try to be logical and honest with themselves: if they see someone who is more skilled than they are, they will admit it. If a fight goes awry, they will not hesitate to run. Overall, Kitsune believe in personal duty to clan and to self.

Race: Beastkin
Subace: Kitsune
XP Modifier: -20%
Boon Cost: 200

Multipliers

Reduction: Agility by 1, Arcane by 1, Connection by 1, Intellect by 1
Increase: Might by 2, Divine by 2

Background

Alignment Guideline: CGH
Banned Alignment: alignment | Evil, alignment | Oblivion
Faith Guideline: Gaea, Puck
Banned Faith: Oblivion
Suggested Geographies: Urban
Barred Geographies: Underground
Suggested Heritages: Gaean, Bestial, Angelic
Barred Heritages: Demonic, Vampiric

Starting Skills

Lore (Beastkin) Rank 2
Lore (Natural Creatures) Rank 2

Language: Read Language (Bestial), Speak Language (Bestial), Write Language (Bestial), Read Language (Argead), Speak Language (Argead), Write Language (Argead)
Starting Skills: Detect Demon Rank 2, Detect Arcane Magic Rank 2

Starting Attributes

** LOC:** 4
** CON:** 12
** Halo:** 10
** Mana:** 10 Arcane
** Willpower:** Rank 1 Offensive

Costume Requirements

  • Kitsune should have orange skin and fur.
  • Kitsune must have whiskers and between 1 and 9 tails.
  • The animal aspect of the character should be evident.

Advantages

  • Kitsune can speak with an animal of the same genus as their own aspect, depending on the animal’s intellect
  • Kitsune receive a +2 Constant bonus to Heightened Senses, skills-dexterity, Escape Artist, and Craft Magical XPendable (Specific) | Craft Magical XPendable (Wands). In addition, they recieved Crafting Focused Wands.
  • The rules for using wands are changed for Kitsune. In order to use a Wand, the Kitsune must have a suitable casting rank which equals the unmodified level of the spell minus two. Kitsune can use wands of magic types they do not have access to as long as their primary casting rank equals the unmodified level of the spell plus two.
  • Kitsune are able to imbue other individuals with luck. No more than once a game, a Kitsune can call upon their luck to allow another to achieve something. This functions exactly as if the target has been granted the Exceptional Luck merit for one action.

Disadvantages

  • Kistune cannot learn Skill List (Alphabetic) | Craft skills or Skill List (Alphabetic) | Profession skills above Rank 5, other than Craft Magical XPendable (Specific) | Craft Magical XPendable (Wands). They cannot learn Strength, Rage, or Brutal Strike above Rank 3.
  • Kitsune treat the hindrance of any item to be 2x its normal hindrance.
  • Kitsune have tapped into the animal within and often react and act as an animal of their aspect.
  • Kitsune are animals at heart and are affected by Speak with Animal.
  • Kitsune treat attacks from Demons as Bane to them. The touch of an actual Demon delivers a Cause Pain to a Kitsune. Because of this, Kitsune fear demons and must take Phobia (Medium) | Phobia (Medium) of demons without any benefit.

Predator

Of all the beastkin who travel in groups, the most common are the predator packs. They thrive in the tundra, in the mountains, in the depths of the forests, and some even close to settlements. They form family like packs which are extremely close knit; members almost always mate within the pack. Predator beastkin packs are some of the most clever and most cunning hunters on Geos. Their prey often fall because of the pack’s ability to think as one and to trust each other implicitly.

Race: Beastkin
Subrace: Predator
XP Modifier: None
Boon Cost: None

Multipliers

Reduction: Might by 1, Agility by 1
Increase: Connection by 2, Arcane by 2

Starting Skills

Lore (Beastkin) Rank 2
Lore (Natural Creatures) Rank 2

Language: Read Language (Bestial), Speak Language (Bestial), Speak Language (Argead)
Starting Skills: Strength Rank 1, Weapon Proficiency Claws, Style Mastery Dual Claws Rank 1 or Style Mastery Single Claw Rank 1

Background

Alignment Guideline: NNN
Banned Alignment: None
Faith Guideline: Gaea, Cerberus
Banned Faith: None
Suggested Geographies: Any
Banned Geographies: None
Suggested Heritages: Bestial, Gaean
Banned Heritages: None

Starting Attributes

** LOC:** 6
** CON:** 15
** Halo:** 0
** Mana:** 0
** Willpower:** 0

Costume Requirements:

  • Predator beastkin’s costume will depend on their animal aspect, but should include coloured skin or fur, a tails, ears, and pointed teeth.
  • The animal aspect of the character should be evident.

Advantages:

  • Predator beastkin can speak with an animal of the same genus as their own aspect, depending on the animal’s intellect.
  • Predator beastkin receive a +2 Constant bonus to Tracking and Heightened Senses.
  • When Predator beastkin of the same pack travel together, their LOC is increased for each additional pack member present: by 1 at Low level, by 2 at Mid level, by 3 at High level, and by 4 at Epic level.
  • Predator beastkin are completely loyal to other members of their pack and cannot be forced to attack each other even when Dominate | dominated, Drugs | drugged, or Rage | raging.
  • Predator beastkin may have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.

Disadvantages:

  • Predator beastkin cannot learn Skill List (Alphabetic) | Craft or Skill List (Alphabetic) | Profession skills above Rank 4. They cannot learn Casting (Arcane) above Rank 3. They cannot learn skills-research or skills-diplomacy.
  • Predator beastkin treat the hindrance of any item as 2x its normal hindrance.
  • Predator beastkin have tapped into the animal within and often react and act as an animal of their aspect.
  • Predator beastkin are animals at heart and are affected by Speak with Animal.
  • Predator beastkin are colour blind.

Prey

The prey beastkin are a widely diverse group and are the most numerous of all the Beastkin. They are the members of the races who fill in all of the gaps in beastkin society: the professionals, the crafters, the farmers, the clerks, the researchers, and the diplomats. Prey beastkin are natural pacifists and rarely react violently, they always prefer to negotiate.

Race: Beastkin
Subrace: Prey
XP Modifier: None (-20% for flying)
Boon Cost: None (50 for flying)

Multipliers

Reduction: Agility by 1, Connection by 1.
Increase: Might 2.

Background

Alignment Guideline: NNN
Banned Alignment: None
Faith Guideline: Gaea
Banned Faith: Cerberus
Suggested Geographies: Underground, Forest
Banned Geographies: None
Suggested Heritages: Gaean
Banned Heritages: None

Starting Skills

Lore (Beastkin) Rank 2
Lore (Natural Creatures) Rank 2
Lore (Survival) Rank 2

Language: Read Language (Bestial), Speak Language (Bestial), , Write Language (Bestial), Speak Language (Argead) , Read Language (Argead), Write Language (Argead)

Starting Attributes

** LOC:** 2
** CON:** 7
** Halo:** 10
** Mana:** 10 Natural
** Willpower:** 0 Defensive, 0 Offensive

Costume Requirements

  • Prey beastkin should have coloured skin or fur.
  • If the prey beastkin can fly, they must have wings of at least half of the player’s arm span. Feathers should be present and they should have a beak.
  • The animal aspect of the character should be evident.

Advantages

  • Prey beastkin can speak with an animal of the same genus as their own aspect, depending on the animal’s intellect.
  • Prey beastkin receive a +3 Constant bonus to Heightened Senses and +2 Constant bonus to Stealth and skills-dexterity.
  • Depending on their specific animal aspect, prey beastkin receive one of: Fly, a +2 Constant bonus to Climb, a +2 Constant bonus to Jump, or a +5 Constant bonus to Swim.
  • Prey beastkin are XPerts at getting themselves out of dangerous situations. They are able to use Fair Escape.

Disadvantages

  • Prey beastkin cannot learn Skill List (Alphabetic) | Craft or Skill List (Alphabetic) | Profession skills above Rank 8. They cannot learn Strength above Rank 3 or skills-willpower-defensive above Rank 5. They cannot learn Rage, Embolden, Incite, Brutal Strike.
  • Prey beastkin treat the hindrance of any item as 2x its normal hindrance.
  • Prey beastkin have tapped into the animal within and often react and act as an animal of their aspect.
  • Prey beastkin are animals at heart and are affected by Speak with Animal.
  • Prey beastkin must select a Phobia (Minor) and a Phobia (Medium) for which they receive no benefit.
  • Prey beastkin receive a -5 Penalty to their skills-willpower-defensive when resisting Fear effects.
  • Creatures which hunt by scent find it easier to track Prey beastkin and receive a +2 Constant bonus to Heightened Senses and Tracking when following a Prey beastkin.
  • Prey beastkin are naturally pacifists and prefer to negotiate; however, they are not required to select the flaws | flaw as Prey beastkin can and will react with violence if necessary.
  • Any time Prey beastkin take LOC damage, they take an additional point of LOC damage. It doesn’t matter what the source of the LOC damage was, but it increases by one point. LOC damage which is entirely consumed by PAC, DAC, or MAC doesn’t increase by one. Bleeding out causes LOC damage and as such the damage is increased by this affect.

Reptilian

Reptilian Beastkin tend to live in scattered villages far away from other civilizations, they often create their homes deep in caverns or swamps. Reptilian Beastkin wander far during their travels but often return to their to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most Reptilian Beastkin hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste. Reptilian Beastkin are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright. After the coming of the Elder Gods, many of the Reptilians started to manifest an affinity for one Element or another. Those Reptilians who have manifested elemental resistance and elemental creation powers are often referred to as Dragonkin by other races, but are neither true dragons, nor the descendants of dragon. There may, however, be some reptilians who have the blood of true dragons in their veins.

Race: Beastkin
Subrace: Reptilian
Alignment Guideline: None
Banned Alignment: None
Faith Guideline: Gwiddion
Banned Faith: None
XP Modifier: -30%
Boon Cost: 150
** Lores:** Lore (Beastkin) Rank 2, Lore (Natural Creatures) Rank 2
Suggested Geographies: None
Barred Geographies: None
Suggested Heritages: Draconic, Elemental.
Barred Heritages: Gaean
Reduction: Arcane by 1, Might by 1.
Increase: Natural by 2, Intellect by 2.
Language: RS Bestial, S Argead
Loc: 7
Con: 15
Halo: 10
Mana: 10 [Arcane]
Willpower: Rank 1 Defensive

Costuming:

  • Reptilian Beastkin are required to have scaled skin and tails. Reptilian Beastkin commonly have no hair at all. It should always be possible to tell what animal aspect the character follows.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their aspect’s genus, based on the animal’s intellect.
  • Natural Skills: Reptilian Beastkin have Climb, Balance, and Swim Rank 1.
  • Natural Armour: Reptilian Beastkin have a naturally toughened hide. This hide provides them with Soak 2, this does not stack with soak from any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.
  • Lizard/Serpent Venom: Reptilian Beastkin are immune to lizard and serpent venom of all kinds, but only to venom which is specifically lizard or serpent venom.
  • Shed: Reptilian Beastkin have the ability to shed their limbs or tails if they so choose. This ability costs 2 Temporary Con and 50 Halo. Once shed, the Beastkin can have the limb regenerated as if it had been severed.
  • Elemental Attunement: Reptilian Beastkin may select at character creation to be attuned to one element. If they so choose, they gain DR 5 against that Element, can survive when XPosed to that element, and can throw Darts of that Element once a minute for no cost and with no casting time.
  • Natural Weapon: Reptilian Beastkin may choose at character creation to have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.
  • Note: This gives you proficiency.

** Disadvantages:**

  • ** Skill Restrictions:** Reptilian Beastkin may not learn Nature Casting, Casting (Divine), or Psionic casting above Rank 6. Reptilian Beastkin cannot learn Craft or Profession skills above Rank 5.
  • Hindrance: Beastkin consider the hindrance of any item to be double its actual hindrance.
  • Animalistic: Beastkin and often react and act as an animal of their type.
  • Speak With Nature: Beastkin are animals at heart and Speak with Animal works on them.
  • Elemental Vulnerability: Any Reptilian who selected to be Attuned to an Element takes double damage from that elements opposite.
  • Greed: Reptilian Beastkin have an inbuilt greed which makes them long for gold and gems.

Rodera

The Rodera are the most numerous of the Beastmen, and most serve Oblivion of Tridian. Rodera represent the worst aspects of humanity, with few of its redeeming features. Rodera are selfish, spiteful, paranoid, cowardly, treacherous, greedy, and hateful. Love, loyalty, self sacrifice and honour are alien concepts to the ratmen. From birth to death all Rodera attempt to climb the rungs of power by backstabbing, cheating, and killing to gain any advantage. Despite its huge population, the existence of an organized Rodera society is carefully and violently concealed from the civilized races. Those who know of them believe that if the Rodera could put aside their in-fighting and distrust of each other, they could take over the world: fortunately their innate paranoia and deceitful, treacherous natures make such an occurrence impossible. The Council of Thirteen rules the Rodera, the council are constantly shifting allegiances, backstabbing, cheating, lying, and trying to undermine each other. Rodera mine strange ores from deep underground which fuel their strange way of life, but which have twisted their bodies and minds. Rodera have close links with the Derro and together their mad plots have little chance of success.

Race: Beastkin
Subrace: Rodera
Alignment Guideline: CEN
Banned Alignment: Good
Faith Guideline: Cerberus
Banned Faith: Greymayre
XP Modifier: -10%
Boon Cost: 50
** Lores:** Lore (Beastkin) Rank 2, Lore (Natural Creatures) Rank 2.
Suggested Geographies: Caverns, Garbage
Barred Geographies: None
Suggested Heritages: Bestial, Beast Within
Barred Heritages: Yddrasil, Deity's Chosen
Reduction: Agility by 2
Increase: Connection 4, Divine 2
Language: S Bestial, S Argead
Loc: 4
Con: 12
Halo: 0
Mana: 10 [Arcane]
Willpower: 0

Costuming:

  • Rodera Beastkin are required to have coloured skin, tails, and rat ears. Prosthetics for Rodent face structure, claws, coloured contacts, whiskers, and pointy teeth are advised.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their genus, based on the animal’s intellect.
  • Senses: Beastkin have a Constant +2 bonus to Heighten Senses.
  • Skills: Rodera get a Constant +1 constant bonus to DAC, Escape Artist, and Stealth.
  • Contagious: Rodera are immune to diseases [but not infected heritages], however, in the case of things like Contagion, they remain contagious even though they are not suffering any ill effects.
  • Strength of the Swarm: When Rodera of the same Swarm travel together their Loc is increased for each additional Swarm member present [Low Loc increases by 1 per pack member, on Mid 2, on High 3, on Epic 5]. Rodera of the same swarm, while on a mission, are completely loyal to each other and cannot be forced to attack each other even when Dominated, Drugged, or Raging.
  • Fuelled Warlocks: Rodera without casting, can give their Arcane mana to a Rodera Caster to increase their maximum Mana; this lasts one day. Both Rodera must remain within 100 feet. A Rodera Caster can only benefit from one gift per day.

** Disadvantages:**

  • ** Skill Restrictions:** Rodera cannot learn Divine or Casting (Natural) above Rank 4, Strength or Brutal Strike above Rank 6, nor can they learn any Craft or Profession skills above Rank 5.
  • Hindrance: Beastkin consider the hindrance of any item to be double its actual hindrance.
  • Animalistic: Beastkin react and act as an animal of their type and Speak with Animal works on them.
  • Mad: Rodera must select 10 points of Derangements for which they receive no benefit.
  • Shifting Agony: Rodera suffer a Raw Wracking Pain once an hour, every hour. It is normally up to the player to decide when this occurs, but referees are also free to trigger this painful event.
  • Dark Fate: Due to the twisting of their dangerous ores, Rodera die very young because of physical health problems. Rodera have a modified version of Dark fate, they are at 0% for their first six months of play, after which they are a 5% chance of irrevocable death. Rodera spend much of their lives attempting to cure their medical problems. Retired Rodera are assumed to have found a solution to the twisting of the ore.

Saproling

In the hearts of the densest forests live the strangest and rarest forms of Beastkin, Saprolings. It is commonly argued that Saprolings are not true Beastkin, but a unique race of their own with as much to tie them to Dryads and Treants as to Beastkin. Saprolings confuse scholars, mainly because they can comprehend the applying of animalistic qualities to a humanoid, however, applying plant features to a humanoid seems incomprehensible. It has been suggested that Saprolings can be tied to the lingering consequences of the Awaken Flora spell or the Forest Marches spell. Saprolings rarely leave their forest homes, usually only to do Gaea’s will. Saprolings often live within Wild Elf or Dryad communities; the Wild Elves veneration of plant life leads them to welcome Saproling families with open arms.

Subrace: Saproling
Race: Beastkin
Alignment Guideline: NNN
Banned Alignment: None
Faith Guideline: Gaea
Banned Faith: None
XP Modifier: -20%
Boon Cost: 250
** Lores:** Lore (Natural Magic) Rank 2, Lore (Natural Creatures) Rank 2, Lore (Natural Plants) Rank 2
Suggested Geographies: Forest
Barred Geographies: City
Suggested Heritages: World Halo, Giant, Yddrasil
Barred Heritages: Vampiric, Demonic
Reduction: Agility or Might and Natural.
Increase: Arcane, Psionic, and Intellect.
Language: Bestial S. Fae S.
Loc: 8
Con: 16
Halo: 20
Mana: 20 [Natural]
Willpower: 0

Costuming:

  • Saprolings are plant creatures as shown by their body and dress. Saprolings are required to have high quality costumes which make the player appear to be as much plant as humanoid. Costumes in green and brown are advised especially if they can change the character’s shape to appear less humanoid.

** Advantages:**

  • Plant Form: Saprolings are as much plant as they are humanoid. Saprolings can be targeted by spells which normally only work on plants. Saprolings are naturally buoyant. Saprolings reproduce by planting a male’s seed fertilized by a female, the sapling usually takes a year to grow.
  • Inhabitants of the Wild: Saprolings are creatures of the Wild, they are attuned to the natural world and are skilled enough to inhabit it. They start the game with DAC Rank 2, Climb Rank 2, Balance Rank 2, Escape Artist Rank 2, and Stealth Rank 2.
  • Nature’s Warden: Saprolings start with Natural Attunement. They also gain a +2 constant bonus to Craft Herbalism and Craft Poison.
  • Natural Armour: Saprolings have a naturally toughened hide. This hide provides them with Soak 1, which does not stack with any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.
  • Barkskin: Saprolings are able to manifest a Barkskin effect on themselves once per hour for free with no casting time or casting cost. At Low level this is Bark Skin Lesser, at Mid Level this is Bark Skin, at High Level this is Bark Skin Greater, and at Epic Level this is Oaken Armour.
  • Rooted Meditation: Saprolings are masters of meditation when in Natural Surroundings and effectively gain a +2 constant bonus to all forms of Meditation when able to sink themselves into the earth.
  • Speak With Type: For 20 Halo, Saprolings can cause a Speak with Plants effect, however please note that most plants pay little attention to the goings on of humanoids.

** Disadvantages:**

  • ** Skill Restrictions:** Saprolings cannot learn Craft or Profession skills above Rank 6. Saprolings cannot learn Casting (Arcane) or Casting (Psionic)s above rank 5.
  • Vulnerability: Saprolings take are Vulnerable to damage from Fire or Heat sources, meaning they take double damage. In addition Saprolings consider axes to be Bane.
  • Reduced Lore: Saprolings generate free lore points at half the rate their Intellect modifier and Connection modifier suggest.
  • Hindrance: Beastkin consider the hindrance of any item to be double its actual hindrance.
  • Nature’s Arsenal: Saprolings may only use weapons and armour made of natural materials.
  • Speak With Nature: Saprolings are plants at heart and Speak With Nature effects work on them.

Spiritual

From generation to generation some Beastkin are born without the physical advantages of other forms of Beastkin, however, these Beastkin are inherently more spiritual than other Beastkin. These individuals often take on roles of druids, shamans, ritualists, or spiritualists. Shaman Beastkin are often called upon to officiate at weddings and other ceremonies when actual priests are not available.

Race: Beastkin
Subrace: Spiritual
Alignment Guideline: NNN
Banned Alignment: None
Faith Guideline: Gaea or Cerberus
Banned Faith: None
XP Modifier: -10%
Boon Cost: 50
** Lores:** Lore (Beastkin) Rank 2, Lore (Natural Creatures) Rank 2, Lore (The Planes) Rank 2.
Suggested Geographies: None
Barred Geographies: None
Suggested Heritages: None
Barred Heritages: None
Reduction: Connection by 2.
Increase: Any Two by one.
Language: RWS Bestial, RWS Argead
Loc: 4
Con: 10
Halo: 20
Mana: 20 [Natural, Divine or Arcane]
Willpower: Rank 2 Defensive, Rank 2 Offensive

Costuming:

  • It should always be possible to tell what animal aspect the character follows. The costume of Spiritual Beastkin is always covered with totems and talismans.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their aspect’s genus, based on the animal’s intellect.
  • Speak with Dead: For Twenty Halo, a Spiritual Beastkin can create a Speak with Dead effect.
  • Out of Body XPerience: A Spiritual Beastkin can project their own Spirit out of their body in a manner akin to the Scout Spell. The spirit can move 20 meters from its body plus an additional 20 meters for each point of Willpower (Offensive) the character has to a maximum of 100 meters. Using this ability costs 50 Halo.
  • Senses: Beastkin have a Constant +2 bonus to Heighten Senses.
  • Spirit Sight: Spiritual Beastkin have the ability to see spirits and ghosts. This ability allows them to see spirits of all kinds even when they are almost invisible to the naked eye, incorporeal, or phased out. If the Spirit is attempting to hide they may still use their Stealth against the character’s Heightened Senses.
  • Ancestral Spirit: Each Spiritual Beastkin has an ancestral spirit which they can ask questions of. This costs Twenty Halo and can be used as often as the character chooses, or until the ancestor gets annoyed. The spirit can only answer from its own knowledge.
  • Natural Skills: Spiritual Beastkin have a Constant +2 bonus to Ritual Leading and Ritual Contribution. They also have Detect True Magic, Detect Natural Magic, and Detect Undead at Rank 2.

** Disadvantages:**

  • ** Skill Restrictions:** Spiritual Beastkin may not learn Craft or Profession skills above Rank 6.
  • Hindrance: Beastkin consider the hindrance of any item to be double its actual hindrance.
  • Animalistic: Beastkin have tapped into the animal within and often react and act as an animal of their type.
  • Speak With Nature: Beastkin are animals at heart and Speak with Animal on them.
  • Superstitions: Spiritual Beastkin must select 15 points of superstition flaws for which they receive no benefit.
  • Totemic Dependence: Every Spiritual Beastkin has one totem or talisman that means the most to them, without it they have no access to their halo or mana. If the totem is lost or destroyed it takes one month to bond with a new totem.

Tauran

Of all the Beastkin, the Taurans are, perhaps, the most civilized; their culture is extremely lawful and well developed. Most Taurans follow extremely rigid codes, which unfortunately causes many to rebel and live within the Horde outside of Tauran society. Tauran society includes Goat Beastkin, Bull Beastkin, and Rhino Beastkin; Minotaurs, a sub-sect of Taurans with Giant blood, are almost feral and the Taurans are ashamed of them. In order for someone to advance in Tauran society, they must compete in the Great Circus. Only champions of the Great Circus can be leaders, Taurans believe that carefully applied might makes right; the ruler of the Taurans is the one who defeats all his opponents in the ring and becomes the Champion. Nothing is more important to most Taurans than their honour, they are very proud creatures and they rarely forgive a slight; many knighthoods have Taurans among their leadership. Traditional Tauran homes are built in mazes, this is so they can use their innate direction sense to feel superior.

Race: Beastkin
Subrace: Tauran
Alignment Guideline: LNN or CNN
Banned Alignment: Neutral on the Law Axis.
Faith Guideline: Gaea or Cerberus
Banned Faith: None
XP Modifier: -10%
Boon Cost: 30
** Lores:** Lore (Beastkin) Rank 2 Lore (Natural Creatures) Rank 2
Suggested Geographies: None
Barred Geographies: None
Suggested Heritages: Giant, Gaean, Bestial
Barred Heritages: None
Reduction: Might by 2
Increase: All Magic by 1
Language: RWS Bestial, RWS Argead
Loc: 7
Con: 18
Halo: 0
Mana: 0
Willpower: Rank 1 Defensive

Costuming:

  • Taurans are required to have brown or grey skin, a powerful frame, and thick horns. It should always be possible to tell what animal aspect the character follows.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their aspect’s genus, based on the animal’s intellect.
  • Senses: Tauran Beastkin have a Constant +1 bonus to Heighten Senses.
  • Natural Skills: Tauran Beastkin are proficient with swords and axes of all sizes.
  • Environmental: Tauran Beastkin have an innate sense of direction, they never get lost. Taurans are also immune to Confuse spells and effects.
  • Natural Armour: Tauran Beastkin have a naturally toughened hide. This hide provides them with Soak 1, which does not stack with any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.
  • Code of Honour: Taurans are extremely strict about their moral code and ethics, they receive a plus 5 bonus to their Willpower (Defensive) versus fear and mind effects.
  • Charge: If a Tauran runs into combat then their first blow does double damage, this ability can only be used once per encounter.

** Disadvantages:**

  • ** Skill Restrictions:** Taurans cannot learn DAC, Style Mastery (dual or ranged), or Stealth above rank 5. Taurans are not permitted to learn Craft or Profession skills above Rank 5. Chaotic Taurans are not permitted to learn any form of Meditation or Casting above Rank 6, nor are they permitted Research or Diplomacy.
  • Animalistic: Beastkin often react and act as an animal of their type.
  • Speak With Nature: Beastkin are animals at heart and Speak With Nature works on them.
  • Code of Honour: Taurans cannot break their promises, doing so causes a Condition Heart Stop. Taurans who are Non-Lawful at character creation do not gain this disadvantage.
  • Achilles’ Horn: A Tauran who is stabbed by its own horn dies; Lore 7 (Beastkin) is required to know this.

Unformed

The Unformed are a forlorn group of Beastkin, derogatively referred to as mongrels by other Beastkin. They are humanoid beasts, but they are not tied to any particular genus of animals, so are unable to tap into the heritage, spirituality, or meaning that comes to the other Beastkin races. During the height of the Oblivion wars a group of Beastkin emerged who were able to forge pacts with multiple varied animal totems, the changes in the world that followed the coming of the Elder Gods spelled doom for these unique individuals; none survived the coming of the Elder Gods and those who have tried to follow their example have found it impossible in this changed world. Since the change, those Beastkin who would have been able to bond with multiple spirits are born twisted and unformed, their countenance a mess of different features and their spirits lost and unsure.

Subrace: The Unformed
Race: Beastkin
Alignment Guideline: NNN
Banned Alignment: Hope
Faith Guideline: Gaea or Cerberus
Banned Faith: Greymayre
XP Modifier: -10%
Boon Cost: None
** Lores:** Lore (Beastkin) Rank 2 Lore, (Natural Creatures) Rank 2, Lore (Magical Creatures) Rank 2
Suggested Geographies: None
Barred Geographies: None
Suggested Heritages: Bestial, Gaean
Barred Heritages: None
Reduction: Any Multiplier By One
Increase: Connection +2, Divine +2
Language: RS Bestial, S Argead
Loc: 6
Con: 16
Halo: 10
Mana: 0
Willpower: 0

Costuming:

  • Unformed Beastkin have mottled coloured skin. It must be possible to identify features from a minimum of three types of animals from their costumes however such features are non-functional.

** Advantages:**

  • Speak With Type: The Unformed can speak with all animals, based on the animal’s intellect.
  • Senses: Unformed Beastkin have a Constant +1 bonus to Heighten Senses.
  • Natural Skills: Unformed Beastkin have a Constant +1 bonus to Strength, DAC, Climb, and Balance.
  • Environmental: Unformed Beastkin take half damage from Suffocation and Drowning, they also double their CON against inhaled toxins and gases. Unformed Beastkin take half damage from falling.
  • Natural Armour: Unformed Beastkin have a naturally toughened carapace. This carapace provides them with Soak 2, which does not stack with any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.
  • Chirurgic Patient: The unformed nature of the Unformed makes them ideal patients for chirurgery; time spent performing chirurgery on them counts as double. If an Unformed is ever subjected to chirurgic enhancement then the cost of the surgery, their recovery time, and the permanent Con loss is also halved.
  • Natural Weapon: At character creation, The Unformed may choose to have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.

** Disadvantages:**

  • ** Skill Restrictions:** The Unformed may not purchase Faith, Divine or Casting (Arcane), or Craft or Profession skills above rank 5. They are barred from Meditation skills.
  • Hindrance: The Unformed are not permitted to wear any armour which is rigid because of the discomfort it causes on their distorted bodies. This usually means anything other than fur or leather is prohibited, but lighter chain or scale is also permitted.
  • Animalistic: Beastkin are tapped into the animal within and often act with animalistic tendencies.
  • Speak With Nature: Beastkin are animals at heart and Speak with Animal works on them.
  • Spiritual Emptiness: The Unformed, are spiritually and emotionally lacking something within them, as such, they have a constant feeling of emptiness, and loneliness.
  • Shifting Agony: The bodies of The Unformed frequently cramp so once an hour, every hour, an Unformed suffers a Raw Wracking Pain. It is normally up to the player to decide when this Wracking Pain occurs, but referees are also free to trigger this painful event.

Ursine

The Ursine are a rare group of Beastkin they normally live apart from other races, alone in the wilds. Unlike other Beastkin, they seek very little from other humanoids, spending most of their time with their animal counterparts. The Ursine have very interesting beliefs about death as they retain the ability to contact their ancestors even decades after their deaths; effectively they see death as a movement from body to spirit something they look forward to, if it wasn’t for the fact that they abhor suicide, there would be no Ursines left at all.

Race: Beastkin
Subrace: Ursine
Alignment Guideline: Hope
Banned Alignment: Oblivion
Faith Guideline: Gaea or Cerberus
Banned Faith: Oblivion
XP Modifier: -10%
Boon Cost: 50
** Lores:** Lore (Beastkin) Rank 2, Lore (Natural Creatures) Rank 2
Suggested Geographies: Forest, Cave, or Tundra
Barred Geographies: Desert
Suggested Heritages: Bestial, Shapeshifter, Gaean
Barred Heritages: None
Reduction: None
Increase: None
Language: RS Bestial, S Argead
Loc: 10
Con: 20
Halo: 0
Mana: 0
Willpower: Rank 1 Defensive

Costuming:

  • Ursine Beastkin are required to have bulky, fur covered costumes and coloured skin. Prosthetics for Ursine face structure, claws, and pointy teeth are advised. It should always be possible to tell what animal aspect the character follows.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their aspect’s genus, based on the animal’s intellect.
  • Senses: Beastkin have a Constant +2 bonus to Heighten Senses.
  • Natural Skills: Ursine Beastkin have a Constant +2 bonus to Strength and may start with Rage Rank 2.
  • Environmental: Ursine Beastkin have DR 2 against Cold damage.
  • Stubborn: Ursines have a Constant +2 bonus to Willpower (Defensive).
  • Natural Weapon: Ursine Beastkin have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.
  • Natural Armour: Ursine Beastkin have a naturally toughened hide. This hide provides them with Soak 1, which does not stack with any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.
  • Ancestral Spirit: Each Ursine Beastkin has an ancestral spirit which they can ask questions of. This costs twenty Halo and can be used as often as the character chooses, or until the ancestor gets annoyed. The spirit can only answer from its own knowledge.

** Disadvantages:**

  • ** Skill Restrictions:** Ursines cannot learn Casting (Arcane) or Casting (Psionic); they also cannot learn Craft or Profession skills above rank 5.
  • Hindrance: Beastkin consider the hindrance of any item to be double its actual hindrance.
  • Animalistic: Beastkin have tapped into the animal within and often react and act as an animal of their type.
  • Speak With Nature: Beastkin are animals at heart and Speak With Nature works on them.
  • Hibernation: Ursine beastkin usually hibernate during the months of December, January, and February. they can be roused from their slumber to go on adventures but are weak and groggy if they do so. As a result their ordinary constant bonuses to strength, heighten senses, and willpower are halved. Furthermore they may not use craft or profession skills between games during these months as they would rather sleep.
  • Hunger: Ursines are hungry, especially from August to November, they will find it hard to resist eating any available food and will be distracted by its presence. Ursine Beastkin in the presence of available food lose their Heightened Senses and their Willpower (Defensive) bonus.

Venomous

Among the Beastkin a certain group moves like outcasts, the colours and patterns of their skins instantly marking them out from other Beastkin as those to be avoided. These Beastkin are those who use venoms to hunt and to defend themselves. Venomous Beastkin are almost always morally dubious and travel around selling their wares and services to those who can afford them. Many predator packs and Beastkin communities have seen the value and power these individuals can bring and have welcomed them into their civilizations.

Race: Beastkin
Subrace: Venomous
Alignment Guideline: NEN
Banned Alignment: Goodly
Faith Guideline: Gaea or Cerberus
Banned Faith: None
XP Modifier: -20%
Boon Cost: 50
** Lores:** Lore (Beastkin) Rank 2, Lore (Natural Creatures) Rank 2, Lore (Chemistry) Rank 2
Suggested Geographies: None
Barred Geographies: None
Suggested Heritages: Bestial, Draconic.
Barred Heritages: Shapeshifter
Reduction: Agility by 1, Intellect by 1.
Increase: Connection 2, Divine 1.
Language: RS Bestial, S Argead
Loc: 6
Con: 12
Halo: 0
Mana: 0
Willpower: 0

Costuming:

  • Colouring for a venomous Beastkin must include bright colours and stripes. Costuming should include poison glands, sharp claws, and sharp teeth. It should always be possible to tell what animal aspect the character follows.

** Advantages:**

  • Speak With Type: Beastkin can speak with animals of their aspect’s genus, based on the animal’s intellect.
  • Senses: Beastkin have a Constant +2 bonus to Heighten Senses.
  • Natural Skills: Venomous Beastkin have a Constant +2 bonus to Craft Poisons and teh Crafting Focus skill for Poisons. They begin play with Stealth, Balance, Escape Artist, and Open Lock at Rank 1.
  • Immunity to Afflictions: Venomous Beastkin are immune to all forms of poison, disease [but not infected heritages], venom, and toxin.
  • Natural Weapon: Venomous Beastkin have natural claws which must be represented by daggers. These are base 1 weapons which cannot be disarmed.
  • Poisoned Blade: Venomous Beastkin can, for forty halo, produce a sticky venom which can be applied to a weapon or claw. This poison deals CON damage [1point at Low, and Mid, 2 at High, and 3 at Epic]. This venom has a difficulty to resist that equals the Venomous Beastkin’s CON. This Venom, like others, only affects the victim if it reaches the victims skin rather than their PAC, DAC, or MAC.
  • Spit Venom: Venomous Beastkin can take vials of venom of poison and spit them in packet form to harm their opponents from a distance.
  • Last Line of Defense: If a Venomous Beastkin gets bitten by a creature, that creature is subjected to a 1 minute per bite cumulative Nausea effect with a difficulty to resist that equals the Venomous Beastkin’s CON.

** Disadvantages:**

  • ** Skill Restrictions:** Venomous Beastkin are not permitted to learn Craft or Profession skills above Rank 4 except for Drugs, Poisons, Herbs, Alchemy, and Potions. Venomous Beastkin are not permitted to learn Faith or Casting (Divine) above Rank 6.
  • Hindrance: Beastkin consider the hindrance of any item to be triple its actual hindrance.
  • Animalistic: Beastkin often react and act as an animal of their type.
  • Speak With Nature: Beastkin are animals at heart and Speak with Animal works on them.
  • Thin Blood: Venomous Beastkin have thin blood and bleed out at twice the rate of a normal character.