Description

Setting

Legends tell of a time when the gods were hostile. Their shining servants terrorized the name-giver races, herding them around the valley, and taking a few through the walls at the edge of the valley itself to unknown fates. Their voices made terrible pronouncements, echoing throughout the valley, chased by deadly storms of wind and lightning, deep winters out of season, and waves of sickness and death. Whatever creatures name-givers hunted would be killed off at the whim of the gods. Where they allowed name-givers to live, they scattered identical medicine bars, most of which had no effect, but just enough did something to taunt the desperate with hope.

Then came The Rebellion. Bluestripe of Fortune's Hundred Lights, Tempo of Lightning Devotion Path, and Sixblade of Ten Sky Hammer organized the name-givers, pushing back the shining servants of the gods, making weapons from their shells and innards, and eventually tearing sheets from the outer walls for use as shields and armor. There they made a pact with the gods which holds today.

Only nine types of medicine bar are placed among us, and they're delivered to the tribes by the shining servants. Each child and adult anyone old enough to not nurse takes a purple one each month. The gods will send their shining servants to pressure anyone who gets behind. The shining servants also determine which creatures we may hunt, bringing statuettes of the allowed creatures to each settled tribe, and when a creature is hunted too heavily, removing the corresponding statuette. In exchange, the other medicine bars are useful and marked, `

Languages

Each language, even your first, costs 3 points.

Sex, Gender, & Reproduction

Genders are segregated(hunter, speaker, and gatherer), but not linked to sexes. Most people are promiscuous and actively trisexual. The link between sexual activity and reproduction hasn't yet been found(or has been lost).

Children are the future of the tribe, and are generally looked after in common by the parents and trained fledgers of the tribe; this also preserves certain bloodlines, with valuable traits that nevertheless make them poor parents.

Name

Hunter Names

Arrow
Blade
Chance
Crash
Dent
Fang
Jander
Kit
Mistbow
Obsidian
Savage
Spike
Tangle
Thunder
Trace
Walker

Speaker Names

August
Clarity
Cloudbreak
Fox
Hawkwood
Jade
Justice
Melody
Moonwhisper
Serenity
Silence
Storm
Windseeker

Gatherer Names

Blackstone
Blackthorn
Constance
Eternity
Jade
Leaf
Nightstone
Pepper
Rain
River
Shadow
Silverleaf
Silverthorn
Sparkle
Walker

Tribe Names

Blue By Light Of Day
Copper Disk Spoken
Deep Water Sand
Double River Of The Yellow Hand Unspoken
Falcontail Rock
Frostbone Point
Last Sky Flash
Light Spiral Spear
Lightningstruck Eyes
North Shadow Bow Unspoken
Quickthorn
Red Bound Stone
Silverblade Unspoken
Sun Dance Shield
Sweet Gum Tree
Tailfeather Hill
Three Twist Rainbow
Thunder Path
Wooden Lance Web

Attributes

AgilityAGI
CreativityCRE
DexterityDEX
HealthHEA
IntelligenceINT
SavvySAV
ToughnessTOU

An attribute costs 10 points per 1.

DX has been split into AGI and DEX; IQ has been split into CRE, INT, and SAV; ST has been renamed TOU; and HEA is, of course, HT. Basic Speed is based on AGI, not DEX.

Name-Giver Races

Aurian

Appearance
Tall, slender humanoids with long limbs and fleshy tails, aurians are also "clean" they don't shed skin, or sweat. They're hairless, and generally have dark brown skin. Their faces are angular, with long, pointed ears. Their tails are nominally prehensile, but have a strong grasping instinct, so most aurians wrap them around their torsos to avoid randomly grabbing things. All four limbs end in hands.
Young
Oviparous, 3% of births are twins. Adulthood at 27 years. Death of old age around 100 years. Around 2/3 of aurians are female.
Other
Roughly 1/3 of aurians are "black-boned"; these are more durable, with more angular faces and longer ears. They're also all female.
Average Size
11'7" tall, 135pd.
#char Aurian
110
0	AGI: 10
50	DEX: 15
20	HEA: 12
30	INT: 13
0	SAV: 10
-30	TOU: 7
0	SM: 0
9	Double-Jointed: +3
20	Long Arms: +1
10	Long Legs: +1
1	Perk: Sanitized Metabolism

#char Black-Boned Aurian
134
110	Aurian
6	+3 HP
18	DR: 5(Vitals Only(-30%))

Chakat

Appearance
Feline taurs, with prehensile tails. Their shape is generally curvaceous and graceful. Their fur patterns include natural feline patterns, feline recolors, abstract designs, and green, beige, white, and grey camouflage. Their heads have cat-like muzzles and floofy hair.
Young
Live birth, almost always single. Adulthood at 18 years. Death of old age around 75 years. Chakats are hermaphroditic, but look female aside from their genitals.
Other
Some chakats have atavism problems; individuals can take Stress Atavism as a personal disad.
Average Size
5'4" tall, 8' long, 395pd.
#char Chakat
303
20	AGI: 12
0	DEX: 10
30	HEA: 13
10	INT: 11
20	SAV: 12
18	TOU: 12(SM: +1(-10%))
20	+4 TOU(No Fine Manipulators(-40%), SM: +1(-10%))
0	SM: +1
10	Catfall
-5	Chummy
15	Discriminatory Smell
15	Double-Jointed: +5
5	DR: 1
10	Augmented Move: Ground: 1
20	Extra Arm 2
1	Extra Legs: 4 total(Alternate Ability(1/5))
-2	Extra Sleep: 1
8	Hard To Kill: +4
10	Infravision
5	Night Vision: 5
10	Regen: +1/12hr
5	Resistant: +8 vs Disease
5	Sharp Claws
5	Subsonic Hearing
10	Super Jump: 1
5	Ultrahearing
15	Very Fit
35	"Tail"  Extra Arm(Extra-Flexible(+50%), Long: +2(+200%))
1	Perk: Alcohol Tolerance
1	Perk: Fur
1	Perk: Milkwater Reserve

Iyo

Appearance
Amphibious humanoids; their shape resembles a twelve-foot human with a shark's head and tail, surrounded by seaweed. The "seaweed" is actually a mass of tendrils that can function together as several weak hands. Their skin is rubbery, and ranges from white to light grey on their belly and black to dark blue on their back. (This generally results in a moving iyo being a flurry of light and dark tendril sides, and a sleeping iyo being uniformly light from below and dark from above.)
Young
Live birth, almost always single. Adulthood at 47 years. Death of old age around 90 years.
Other
`
Average Size
12'3" tall, 1 500pd.
#char Iyo
215
-20	AGI: 8
-10	DEX: 9
10	HEA: 11
20	INT: 12
0	SAV: 10
96	TOU: 22(Size(-20%))
0	SM: +2
25	+5 Basic Move
6	Acute Touch: +3
10	Amphibious
5	DR: 5(Tough Skin(-40%), Can't Wear Armor(-40%))
14	Doesn't Breathe(Oxygen Storage: 100(-30%))
15	Empathy
20	Extra Arm 4(Extra-Flexible(+50%), Short(-50%), Weak: (-50%))
2	Fangs
5	Nictitating Membrane: 5
5	Pressure Support I
2	Temperature Tolerance: 2
10	Versatile: +2

Leafwalker

Appearance
Small, compact humanoids with horns that curve back, the tips projecting forward beside their mouths like tusks. Their eyes are large and almond-shaped. Their skin ranges from cream to medium brown, and their hair from brown to shockingly green. Their fingers and toes are tipped with multi-pointed claws, granting them considerable speed when climbing in trees. This doesn't help, however, with the valley walls.
Young
Live birth, usually 1 or 2. Adulthood at 18 years. Death of old age around 35 years.
Other
`
Average Size
2'7" tall, 25pd.
#char Leafwalker
36
20	AGI: 12
20	DEX: 12
0	HEA: 10
-10	INT: 9
10	SAV: 11
-50	TOU: 5
0	SM: -2
10	3D Spatial Sense
16	Clinging(Specific: Wood Or Similar(-20%))
5	Sharp Claws
15	Super Climbing: 5

Lycor

Appearance
Burly wolf-like humanoids. Their coloration divides them into blue, grey, and sharp; blues have blue-grey fur, with bright blue ticking on the belly, greys have a salt-and-pepper ticked mixture, while sharps have black fur, with stark white fur on the belly.
Young
Live birth, 4% chance of twins. Adulthood at 21 years. Death of old age around 48 years.
Other
Fully 50% of lycor are hunters. Prime warriors, they have improved healing capability, resistance to disease and poison, and a digestive system that can even handle grass.
Average Size
6'2" tall, 175pd.
#char Lycor
72
20	AGI: 12
0	DEX: 10
10	HEA: 11
0	INT: 10
20	SAV: 12
10	TOU: 11
0	SM: 0
-10	Bloodlust(SC: 12(׽))
-5	Chummy
15	Combat Reflexes
15	Discriminatory Smell
2	Fangs
-5	Light Sleeper
-20	Low Empathy
-5	Overconfidence(SC: 12(׽))
4	Reduced Consumption: 4(Cast-Iron Stomach(-50%))
10	Regen: +1/12hr
5	Resistant: +8 vs Disease
5	Resistant: +3 vs Poison
1	Perk: Fur
1	Perk: Penetrating Voice
-1	Quirk: Proud

Naga

Appearance
A saurian humanoid from the waist up, with a serpentine tail below the waist. Their skin is covered in soft scales, in striking patterns of blue, purple, green, and/or black.
Young
Oviparous, 10% chance of twins. Adulthood at 36 years. Death of old age around 75 years.
Other
Naga fangs are envenomed; the victim must roll HEA or experience Euphoria for [margin]min. If they fail by 5 or more, they experience Ecstasy for [margin]min first. While distracting, this is also quite pleasant, and naga venom is often used as a recreational drug. It's psychologically addictive, but otherwise safe.
Average Size
4'6" long, 47pd.
#char Naga
49
10	AGI: 11
30	DEX: 13
0	HEA: 10
-10	INT: 9
0	SAV: 10
-30	TOU: 7
0	SM: -1
14	Affliction(Follow-Up: Fangs(0%), Incapacitation: Ecstasy(Secondary(1/5), +20%), Irritant: Euphoria(+30%), Limited Use: 6/day(-10%))
10	Amphibious
2	Fangs
15	Flexibility: +5
0	No Legs: Slithers
8	+4 Deceive skill

Skills

SkillBaseDescription
Attacks
Grapple AttackAGI εUsed to hit with a grab, and to hit a target you've grabbed.
Melee AttackAGI εUsed to hit with melee weapons(including natural melee weapons).
Ranged AttackDEX εUsed to hit with ranged weapons.
Defenses
Dodge DefenseAGI`
Dodge defense is at -5 while flat-footed, against an invisible attacker, or against a flanking attacker.
Fortitude DefenseHEA
Numen DefenseCRE
Will DefenseSAV
Paths Of Magic
Path Of HealthSAV
Path Of FortuneSAV
Path Of SpiritsSAV
Other
AcrobaticsAGI ε`Balance, Escape Artist, & Tumble`
AthleticsAGI ε`Climb, Jump, Ride, & Swim`
StealthAGI ε

Usually opposed by Sense. Only roll Stealth once to sneak, and compare the result to each Sense roll.

InfluenceCRE

Used to influence others via intimidation, negotiation, seduction, or simply finding common ground that already exists. Doesn't involve actual lying, merely a matter of maneuvering and perspective; accordingly, it can't utterly change someone's opinion.

Intimidate
Usually opposed by Will Defense.
Negotiate
Usually opposed by Influence itself. Each participant has a "worst trade" and an "asking trade"; there is also an "intercept trade", which is the geometric mean of the asking trades. On a tie the result is the intercept trade, otherwise the winner moves the trade 5% in their chosen direction, but in any case it can't go past the worst trade of either participant. Intimidation or seduction can also be used in parallel to adjust a target's trades.
Seduce
For standard seduction, usually opposed by the Influence checks of anyone else pursuing the same target, and each target has a minimum margin(their "standards"). For seduction for favors, resisted by Will Defense, with a bonus based on the magnitude of the favor. Modify for the target's preferences.
Brief/Debrief
Used together with Influence by a cooperating subject, to share information. Add your margins to gauge how much information is shared.
Gather Information
Given a few hours, an unopposed roll grants "the word on the street". The margin gauges how much you learn; adventures may include tables of margins and specific bits of information. You can reduce the time to a single hour, in exchange for halving the margin.
Handle Animal
`
Tricky HandsDEX`Pick Lock, Sleight Of Hand, Use Rope`
DeceiveCREBluff, Disguise, Forgery, Use Magic Device`
AnalyzeINT`Decipher Script, Search, Spellcraft`
SenseSAV`Concentration, Listen, Sense Motive, Spot`
SurvivalSAV`Heal, Survival`
CraftINT`Appraise, Craft, Disable Device`
KnowledgeINT`Knowledge`
PerformCRE`Perform`
ServiceSAV`Profession`

ε Encumbrance penalties apply.

Other ADS

Appearance

Cost: 4 per 1

You are attractive or unattractive, giving a bonus or penalty on reactions from others.

Individuals with reduced gender preference are somewhat resistant to Appearance; for any gender outside their preference, they treat any Appearance better than +2 as +2, and are largely immune to seduction. Accordingly, this is a Perk per gender outside their preference.