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, `
Each language, even your first, costs 3 points.
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.
Tribe NamesBlue By Light Of Day
Copper Disk Spoken
Deep Water Sand
Double River Of The Yellow Hand Unspoken
Last Sky Flash
Light Spiral Spear
North Shadow Bow Unspoken
Red Bound Stone
Sun Dance Shield
Sweet Gum Tree
Three Twist Rainbow
Wooden Lance Web
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.
#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%))
#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
#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: ¼(-50%)) 2 Fangs 5 Nictitating Membrane: 5 5 Pressure Support I 2 Temperature Tolerance: 2 10 Versatile: +2
#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
#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(×½)) -5 Chummy 15 Combat Reflexes 15 Discriminatory Smell 2 Fangs -5 Light Sleeper -20 Low Empathy -5 Overconfidence(SC: 12(×½)) 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
#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
|Grapple Attack||AGI ε||Used to hit with a grab, and to hit a target you've grabbed.|
|Melee Attack||AGI ε||Used to hit with melee weapons(including natural melee weapons).|
|Ranged Attack||DEX ε||Used to hit with ranged weapons.|
Dodge defense is at -5 while flat-footed, against an invisible attacker, or against a flanking attacker.
|Paths Of Magic|
|Path Of Health||SAV|
|Path Of Fortune||SAV|
|Path Of Spirits||SAV|
|Acrobatics||AGI ε||`Balance, Escape Artist, & Tumble`|
|Athletics||AGI ε||`Climb, Jump, Ride, & Swim`|
Usually opposed by Sense. Only roll Stealth once to sneak, and compare the result to each Sense roll.
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.
|Tricky Hands||DEX||`Pick Lock, Sleight Of Hand, Use Rope`|
|Deceive||CRE||Bluff, Disguise, Forgery, Use Magic Device`|
|Analyze||INT||`Decipher Script, Search, Spellcraft`|
|Sense||SAV||`Concentration, Listen, Sense Motive, Spot`|
|Craft||INT||`Appraise, Craft, Disable Device`|
ε Encumbrance penalties apply.
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.