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Undari
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The Undari are descendants of the Aranashi race of Humanity that were once united
in a vast Empire two millennia past. In the long centuries since that Empire was
finally shattered many small successor states have struggled to survive and have
in the process developed into distinct nations with different customs and cultures
and new traditions.
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APPEARANCE & DRESS
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Undari Assassin
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Undari Volomancer
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Undari Rogue
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Undari Con Artist
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Aranashi tend to be small, quick, and alert but very physically frail, ranging from
4 feet tall (or less) up to 5' 6" at the most, and weigh anywhere between 90
to 175 pounds. Undari tend towards a pale yellowish skin tone that can range from
a very attractive buttery gold to an unfortunate tone similar to a light orange
sherbet. Their hair color ranges from an attractive lustrous black to shades of
reddish brown and some tawny blondes.
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Undari favor earth tones in their clothing, and dress practically in robes, trousers,
comfortable blouses, work clothes, or role specialized attire. Undari clothing is
typically of simple design, and they favor solids rather than patterns. Most Undari
favor cloth and eshew attire made from hides when they can, save for warriors that
wear leather armors. The Orgoroshi are an exception to this general rule however.
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Most Undari favor low ankled and light weight shoes or where practical slippers,
with only those that must wearing boots. They prefer light weight and usually one
handed weapons such as daggers, and many Undari eshew weapons altogether and choose
flight rather than opt to fight when faced with confrontation of a violent nature.
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Undari can see in all but the deepest night, and their eyes have the same reflective
quality as those of canines in high contrast. Their eyes are often shades of yellow,
red, and orange..
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GENERAL CHARACTER
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By and large the Undari are a practical, salt-of-the-earth people with an incredible
ability to focus on immediate needs for survival and to strive tirelessly with a
certain grim determination that is quite suprising in a people of their stature.
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However this very tenacity and ability to not obsess over details has a dark side;
many Aranashi are extremely short sighted and seemingly incapable of taking a long
view. Among other things this means that they are not deliberate risk takers, and
rarely exhibit much in the way of true creativity or long range planning.
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ORIGINS & ORGANIZATION
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During the Ages of Legend, the Aranashi built their Empire by bartering with otherworldly
powers and over time were altered by one or more of them. After the raising of the
Caul, the Aranashi were split; the southern, civilized lands remained mostly together
eventually becoming Zha'iir, but the northern more remote Aranashi drifted apart
from their roots, spreading out and managing to survive by becoming substitence
farmers and eventually became the Undari and the Zadeshi over several thousand years.
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Though still Human in a broad sense, the Aranashi have some unusual characteristics
atypical of mainstream humanity which breeds true among themselves all the time,
and about 25% of the time when they breed with other "normal" humans.
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Due to their physical weakness many Undari choose to accentuate their strengths
and opt towards professions where wit or reflexes are valuable commodities.
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PACKAGE DEAL
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Cost
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Ability
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9
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Deft: +3 DEX
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7
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Quick: +1 SPD
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5
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Resistance: Power Defense: 5
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5
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Small & Dodgy: +1 DCV
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5
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Sneaky: Stealth +1
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5
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Hidey: Concealment +1
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6
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Alert: +2 PER All Senses
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5
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Night Eyes: Nightvision
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2
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Human Craft: Any 1 Professional Skill (GEN)
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1
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Human Knowledge: FAM with any 1 Knowledge Skill (GEN)
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-5
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Distinctive Feature: Aranashi Human (Concealable w/ Magic, Noticed, Not Distinctive
in Some Cultures)
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-5
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Physical Limitation: Light Sensitive (-1 to all rolls in Intense Light)
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-5
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Physical Limitation: Small (4 ft - 5 ft 4 inches; 100 to 165 lbs)
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-5
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Weedy: -5 STR
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-10
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Weedy: -5 BODY
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+0
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Total Cost of Package
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Cost
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Options
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-
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All Aranashi
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var |
Volomancy: This character can be a Volomancer, but must purchase one
of the following Package Deals during character
creation. |
55 |
Volomancer |
23 |
Novice Volomancer |
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Undari Only (Requires GM Permission)
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var |
Thanomancy: This character can be a Thanomancer, but must purchase one
of the following Package Deals during character
creation. |
55 |
Thanomancer |
36 |
Novice Thanomancer |
+20 |
Steal Health: Transfer 2d6
(BODY to BODY), Delayed Return Rate (points return at the rate of 1 per
Minute; +1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Required
Hands Two-Handed (-1/2), Must Make Contact With Bare Skin (-1/4); 4 END |
+20 |
Ignore Pain: Transfer 1d6 (BODY
to PD & ED), Variable Effect (To) to PD & ED simultaneously (+1/2), Delayed
Return Rate (points return at the rate of 1 per Minute; +1/2), Can Apply
Adders (Damage Resistance) (+1) (45 Active Points); Required Hands
Two-Handed (-1/2), Extra Time (Full Phase, -1/2), Must Make Contact With
Bare Skin (-1/4); 4 END |
+20 |
Fuel Magic: Transfer 2d6
(standard effect: 6 points) (BODY to Thanomancy VPP & Control Cost),
Variable Effect (To) to VPP and Control Cost simultaneously (+1/2) (45
Active Points); Extra Time (Full Phase, -1/2), Required Hands Two-Handed
(-1/2), Must Make Contact With Bare Skin (-1/4); 4 END |
+20 |
Absorb Strength: Transfer 1d6
(BODY to STR), Can Transfer Maximum Of 10 Points, Delayed Return Rate
(points return at the rate of 1 per Minutes; +1/2) (25 Active Points); Must
Make Contact With Bare Skin (-1/4); 2 END |
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