Attributes

Every Kin has unique Attributes. Players may select one to start with and may learn two more by completing Kin Quests during the course of an event. (Players cannot start with attributes marked by an *asterisk).

Angalucian

 

  • Flight - The player can take flight for up to the entire (in-game) day. They cannot attack or be attacked except by other airborne targets or ranged attacks (OPQ).

  • Amaze - The player opens their wings and stuns enemies or friends for 5 seconds. Individuals in a 5-foot radius are affected. If someone attacks the stun is broken (OPQ).
  • Take Heed - The player can pick up a target of any size and fly them back to the Hero’s Encampment. The player must take 3 steps without being interrupted to fly (OPQ).
  • Beacon of Light - The player's wings glow in a 10-foot radius around them. It may also be used when the player is unconscious or dead to illuminate themself (OPQ).
  • Blessed Weapon - The player may activate Blessed Weapon to summon a weapon of their choice from the heavens. The weapon swings for 3 with weapon dexterity and 2 without. The weapon cannot be voided, broken, or disarmed. This weapon does double damage and glows blue against the Forsaken and their allies. Lasts for an encounter. May not use any abilities with the weapon while in use (OPE).

 

Bandi

 

  • Survival instinct - When something is hidden and is about to attack the player can tell and will instinctively heat up and glow a little brighter.
  • Flare - The player heats up, making anything holding onto them let go or can catch something on fire (OPQ).
  • Inner flame - The player can ignore any natural heat or fire.
  • *Soulfire - In combat, when the player has <4 health and has no other armor or protection they get a +1 to swing, all incoming damage is reduced to 2, and they cannot be mentally manipulated. If they get knocked out after using this and are not revived that same day their body burns to ash.

 

Catdrah

 

  • Climb/Cling - Allows the player to instantly climb or cling to any target as long as it is made of an organic material and the player is both conscious and can use 3 limbs (OPIGD).
  • Safe Landing - The player can fall any distance onto regular terrain and take no damage.
  • Cuteness - Allows the player to ease any malice currently directed at them (OPQ).

 

Dark Elf

 

  • Vox Corunum - The player can meditate during a rest (counts as sleeping) to align their will to the Queen of Corunum. For the next in-game day, they will not be able to knowingly make any choice contrary to the Queen’s cause, but gain +1 to damage and +1 DR against enemies of the Queen.
  • Effortless - Allows the player to move more nimbly through dangerous and/or taxing obstacles. Player may slow the movement of avoidable traps for themselves (OPR).
  • Selfless - Allows the player to resist any amount of pain.
  • Royal Marine - Player can ignore debuffs and agility checks due to difficult conditions on any water-faring vessel. Player can also climb masts, rigging, or the sides of vessels without agility checks and in half the normal time as long as one hand is free and the player is not wearing armor heavier than Medium.

 

Drakohnon

 

  • Fire is Energy - Allows the player to absorb non-magical fire to refresh a Kin attribute or health (OPQ).
  • Heat Vision - The player's eyes glow, allowing them to see heat signatures or Rank 1 abilities. The player cannot move from their location (OPR).
  • Piercing Gaze - The player can ask a target whether or not the given statement is true immediately after it is spoken (OPQ).
  • *Dragon Skin - Allows the player to ignore one instance of fire damage (OPR).
  • *One with the Dragon - Inquire with your local Drakhonon leader for details. 

 

Dryad

 

  • Rooted - Allows a player to hold their ground. The player can’t be moved or knocked down by anyone else. If the player moves this is broken (OPQ).
  • Biome - The player gets a different effect depending on what type of forest they’re from. 
    • Taamak - Can ignore thick brush or similar natural inconveniences.
    • Ranok - If organic, heavy armor weighs 1 less, and ultra-heavy weighs 2 less. Does not change weight class.
    • Nadaar - If you’re in a snowy environment, you can sense your surroundings by hearing. 
  • Barkskin - Player gets 2 extra HP that refreshes after every encounter.
  • *Song of the Forest - The player can duplicate up to 3 herbs and sculpt the growth of a tree, large plant, or large group of plants into a specific structure. This takes 1 minute of in-game focus to initiate and takes either the entire rest of the event or the time in between events to finish (OPE).

 

Dwarf

 

  • Heart of Fire - If the player is in competition and is completely equally matched, the player will win (OPQ).
  • Dwarf It - Allows the player to toss another character 20 feet (TPQ).
  • Examination - Allows the player to tell whether something is real or not (OPQ).

 

Ethereal

 

  • Story of Resolve - The player may tell a story that lasts at least 5 minutes about some form of fight. After the story is finished, everyone who listened to the whole story takes no damage from the next attack that hits them (OPE).
  • Story of Tradition - The player may tell a story that lasts at least 5 minutes about some form of livelihood. After the story is finished, everyone who listened to the whole story gains a background of the storyteller’s choosing for a single use (OPE).
  • Story of Cooperation - The player may tell a story that lasts at least 5 minutes about some form of cooperation. After the story is finished, everyone who listened to the whole story gains a single use of “Cooperation” until the end of the event. If someone calls “Cooperation” and someone else responds by calling “Cooperation” the players can use one of the following effects:
    • You may use a combined effort to overcome an obstacle out of combat (e.g., move something heavy, climb a cliff).
    • You may have a short conversation with the other player. The next time one of you falls to 0 HP, if the other player can get within arms reach within 10 seconds, the downed player may get up with 1 HP but cannot fight until healed.

 

Faerleth

 

  • Comforts of Home - Player can dig a rudimentary dwelling into suitable earth and unpack their keepsakes, allowing for a much safer and more enjoyable campsite. They’re so accustomed to this evening habit, that it takes hardly any time at all for them to make a cozy bunker for themselves. To make one large enough for guests would require some additional time.
  • Talkative Trader  - Player can persuade others that a given item is worth somewhat more than the normal going-price by telling a vivid story (based on at least some truth) about it.
  • Master Munchyologist - Player can scrounge hodgepodge rations for their entire party from the recesses of their pack. The various traditional snacks are the perfect addition to a fortifying feast before battle, or alternatively, a nutritious source of sustenance should the party’s usual staples become unavailable (OPQ).
  • *Perplexing Puzzler - The player can ask the enemy a riddle, forcing non-combative enemies to answer it (OPIGD).

 

Fairy

 

  • Freedom - Allows the player to sense the next step or direction to the quickest exit (OPQ).
  • Flutter - Allows the player to fly a short distance. Could be used to escape in open areas, or access high places, etc. (OPEn).
  • Robust - J’hum - The player’s kin prowess counts as a medium kin.
  • Animal Heart - Alucaro - Allows the player to consult in the creation of an animal transformation scroll. Scroll writing is still required to create the scroll (OPE).
  • Illumination - Shauthuto - Allows the player to light up a 10-foot radius around them for an encounter in a dark area (OPQ).
  • Plant Telepathy - Ecall - Allows the player to talk to plants or leave messages with them.

 

Faun

 

  • Stalwart Stance - Allows the player to stay standing on unsure footing caused by the environment.
  • Plow Through - Allows the player to run through a group of targets or 5 steps and not take any damage or effect during the talent. The player may take no other actions while plowing through (OPQ).
  • Sturdy Ligaments - The player negates any severing or gimping effect on their legs.

 

Felucian

 

  • Darkness - Allows the player to hide in shadows for 15 minutes or until they leave the darkness, are illuminated, or attack someone (OPR).
  • Hanging Around - Allows the player to hang upside down while sleeping, or hiding in a tree. The player may also walk on a ceiling (OPE).
  • Wing Burst - Allows the player to create a burst of wind, both taking flight and knocking over targets within a 5-foot cone. The player has 5 seconds to relocate before landing (OPQ).

 

Gnome

 

  • Tinker - Allows a player to understand, fix, or break anything with mechanical moving parts so long as they can see, hear, or feel it.
  • Listen Here - The player must come up with something insulting to say, but anyone that hears it must be quiet for 5 seconds in shock.
  • Head First - Allows the player to maneuver small spaces (anything their head can fit in) with the guarantee of not getting stuck.
  • *Masterpiece - The player can come up with a contraption, art piece, or anything else craftable to call their masterpiece. They may change it but doing so takes a full event to work on before it is finished. The masterpiece must be approved by a GM.

 

Goblin

 

  • Light Frame - The player has only partially significant weight.
  • Entertaining - Gives the player a chance to distract, entertain, and/or earn money by forcing people to watch their act or listen to the joke (OPQ).
  • Roll Away - The player must roll, allowing them to avoid any attacks, regular conflicts, or encounter (OPQ).
  • *Trial by Error - In a pickle? Throw a goblin at it! No matter what the situation—as long as the goblin is not in the middle of combat—the first time they try something they'll come out of it unharmed. The next time they definitely won't die. 

 

High Elf

 

  • Mind Over Matter - Character uses their breadth of knowledge and experience to practice a certain task or feat (for which no buyable skill/ability is required) in their mind. After mentally performing the feat for 1-3 watches, depending on its difficulty, the player can then accomplish the task or feat without a roll (OPIGD).

  • Mind Palace - The player may attempt to recall a specific piece of academic (scientific, historical, geographical, etc.) information by focusing their minds for at least 15 seconds. 
    • Information that is particularly extensive, specific, or otherwise difficult to recall perfectly requires taking 1 or 2 actions during rest to dredge up in its entirety.
    • Information that is personal or otherwise esoteric requires a roll, with ⅔ chance of success (OPR).
  • Arcane Attunement - Allows the player to sense when magic has been used recently in the immediate area, and with enough time, what type of magic it was. 
  • *Decency -The player’s beauty and stately flourish will make most people somewhat more amenable to their suggestions. The player must be careful though, any break in their practiced poise and grace will nullify their diplomatic advantage. Additionally, High Elf Decency will be of limited use if the target is not dazzled by High Elf pomp. This facade is best used in elegant long-cons but can improve any persuasive action, especially when used in conjunction with other negotiation techniques such as (sometimes overly) subtle flattery; a hallmark of High Elf diplomacy. Conversely, it can do nothing to enhance aggressive coercion (OPIGD).

 

Jade Imperial

 

  • Sanctioned - Allows the player to place the responsibility of a non-lethal action onto a group they are a part of (OPQ).
  • Ancestry - Jade equipment weighs half as much (this can reduce weight class).
  • Team Player - Allows the player to use the R1 of a non-combat skill a member of their party just used (OPR).

 

Kinsman

 

  • Neutrality - Allows the player to claim neutrality if anyone is trying to start up a conflict unless they’re the target of the conflict.
  • Diplomacy - Allows the player to earn trust and possibly skip some low-level trust-earning tasks based on their honor alone. The player must never betray the trust given from this attribute.
  • Militia - Allows the player to improvise replacement weaponry from common tools and similar objects. The resulting weapon has stats of bronze for whichever weapon type it is replacing.
  • Field Medic - May heal a person 1 HP after an encounter ends. Every time you gain an additional HP by reaching an XP milestone you add 1 an additional healing point to your attribute. 

 

Minotaur

 

  • Ram - Allows the player to ram down a normal threshold (OPQ).
  • Daunting - Allows the player to appear very intimidating to an NPC.
  • Charge - Allows the player to run into a battle until they are within 5 feet of the nearest target (OPQ).

 

Nyad

 

  • Water Affinity - Allows the player to breathe and move freely underwater. Can roleplay moving faster than non-Nyads. Can’t be knocked down underwater.
  • Liquefy - Allows the player to transform into water for 2 seconds. Can be used to ignore the damage of anything non-magical but must be called before, not as a reaction. This is meant to be for roleplay (OPQ).
  • Impurities - (Shallow ocean) - Allows the player to tell what substances are in water—mainly if it has been poisoned or is otherwise tainted—and how it got there.
  • The Bigger They Are - (Deep ocean) - When facing a creature that is 10 feet or larger, the player can choose between adding 1 DR or 1 damage to their attacks and can resist any fear effects from the creature.
  • Flow - (River) - Can ignore any type of displacement caused by a strong current (Wind, Water, Pulse, etc.).

 

Orc

 

  • Staunch - Allows the player to delay incapacitation for 5 seconds after they drop to 0 HP.
  • Inexhaustible - The player is not subject to any effect caused by physical exertion, even when they have gone without rest for extended periods of time. Additionally, the player has an effectively infinite blood supply.
  • Ruthless - Allows the player to ignore the effect, but not any damage, from a spell (OPR).
  • *Surge - Allows the player to absorb the dissipating energy from any spell that negatively affects them, channeling it into 3 extra damage on their next attack. Does not work if the spell triggers any void ability.

 

Sanjoran

 

  • Mithridatism - Allows the player to negate an animal’s venomous effects.
  • Regrowth - Allows the player to regrow a limb after resting.
  • Nip - The player can use their tongue to grab small objects that are partial or no weight.

 

Squirrel

 

  • Honored Gift - If you are given an item that has an etching with some character significance to you, it weighs 3 less to you (minimum of 0). Only one held item can have this effect. 
  • Honor Duel - Allows a player to call an honor duel and force a one-on-one fight with a combative opponent. No combat halting effects can occur during the duel (OPQ).
  • Oath - The player may use their house bond an additional time. The bond is still constricted by its time requirements (e.g. OPQ --> TPQ). 

 

Troll

 

  • Stout - Allows the player to carry an additional 2 weight.
  • Tough - After being in an environment for a full encounter, gain Resistance R1 to the harshest of environmental qualities. You keep this resistance until entering another environment that requires a different resistance.
  • Lug - Allows the player to carry up to 4 other players of any Kin in one hand.

 

Wastelander

 

  • The Old Ways - The player must sleep/meditate to receive a DR of 1 when taking damage to HP. The sands cover the player's skin like a shell to protect them (OPOOGD).
  • The Sand Whispers - The player may summon a creature from the Wasteland while in the desert. The player may summon a creature for quick travel, to befriend, or to eat. The player will have to do some type of summoning ritual and should remember the steps for summoning in case it goes badly.
  • Blend in - Allows the player to disappear from sight if in a crowd of 5 or more people.
  • Desert Training - The player may escape from any desert traps or effects. Your whole life the desert has been trying to kill you and now you know what to do. The player must describe what they want to do to avoid the environmental effects.

 

Wolfsbein

 

  • Honest Eyes - Allows the player to convince a target they make eye contact with that they are telling the truth (OPQ).
  • Power Through - The player can move a heavy object (OPQ).

  • Redolent - Allows the player to make out faint scents and identify all scents on a target. The player can retain 1 scent at a time and track it (OPQ).

 

Wood Elf

 

  • Natural Recombination - If in need of fire, water, or a small amount of naturally-occurring material, the player can dance for 15 seconds and they will find it (OPQ).

  • Equilibrium - Allows the player to sense the next encounter. Certain creature encounters cannot be sensed this way and the results of Equilibrium become unreliable in areas with heavy arcane or void disturbances (OPQ).
  • Woodland Wile - Allows the player to escape an encounter if in a wooded area (OPR).
  • *Life Attunement - Player may meditate during a rest. During the in-game day after meditating, if the player drops to 0 HP, they will regain consciousness with 1 HP after the encounter ends (OPOoGD).

 

Yo-Na

 

  • Belly Slam - Allows the player to throw down their weapon and call “Belly Slam” while pushing their belly forward, pushing a target 5 feet back (OPQ).
  • Gentle Voice - Can soothe a distressed target, provided the source of the distress is gone (OPIGD).
  • Thick Coat - The first attack that would drop the player to 0 HP brings them to 1 HP instead (OPIGD).