Erudael

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An aquatic, scaled race from Erudan, an aquatic world in the Frost Sun system. Though they are resistant to cold, they are not immune to it, and erudael settlements are all built near the warm core of the world, deep in its trenches. They have three counter-jointed digits on their forelimbs with poisoned talons.

Erudael are native to Erudan, a water-world in the Frost Sun system. They are a slight people, ranging from about five feet in height to about six at the uppermost, though their average falls at the lower end of that scale. Their eyes are large and pearlescent, without visual pupil or iris, and their mouths are small though filled with needle-like teeth. Erudael are wholly carnivorous, though they tend to dislike the taste of meat from land-dwelling creatures.

Erudael often have barrel-chests and narrow waists, with long, ropy-muscled limbs. Their fingers and toes are three-digited and counter-jointed, webbed and very dextrous, with tiny claws at the ends of their central digits which they use as simple tools constantly. Their skin is pebbly in texture, and ranges in color within the blue-green spectrum, ranging into black, and in intensity from a light pastel to deep, shadowy colors. Individuals often have different patterns, from striations to spots, which were apparently once indicative of tribal affiliations but are wholly meaningless in modern Erudael society. The front of their bodies (their "bellies") tend to be lighter in hue than their backs.

Erudael have delicate fin-like structures with incredible jewel-like coloration at the sides of their heads, along their backs, and along the back of their legs. Clothing has to be designed specifically with these features in mind, though they keep them folded up and out of harms way when out of the water. When in the water, they fan them out to their full bloom.

Erudael in the Ravimarga

x

  • Baharis: x
  • The Golden Sun: x
  • The Blood Sun: x
  • The Frost Sun: x
  • The Dragon Sun: x

Erudael Traits

Erudael Racial Benefit
2d6 Roll Benefit
2 Wild Gifted
3 Focus: Communication (Animal Handling)
4 +1 Perception
5 Focus: Accuracy (Brawling)
6 Focus: Intelligence (Navigation)
7 +1 Constitution
8 Focus: Constitution (Stamina)
9 Focus: Dexterity (Initiative)
10 +1 Communication
11 Focus: Perception (Touching)
12 Chameleon Coloration

If you choose to play a Erudael, modify your character as follows:

  • Add 1 to your Accuracy Ability.
  • Pick one of the following Ability Focuses: Constitution (Swimming) or Dexterity (Stealth).
  • You may choose Mosah, the Erudael gesture-language, as one of your cultural languages when choosing Backgrounds.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable). Your Swimming Speed is equal to 15 + Dexterity (minus armor penalty if applicable); if your fins are restricted while swimming, your Swimming Speed drops to 10 + Dexterity.
  • Amphibious: You are fully amphibious, capable of breathing either water or air indefinitely. However, you do require full-body immersion in water once every (Constitution) days, for at least an hour's time. For each day you do not get this, you lose 1d6 Health that cannot be healed without such immersion. Once immersed, you regain 1d6 Health per hour of immersion until you Health is back to normal (this does not heal actual injuries, but only Health loss due to lack of water).
  • Insulation: You have a natural AR 2 against cold damage. This increases by +1 every three levels (at 3rd, 6th, 9th, etc).
  • Roll once on the Erudael Racial Benefits chart. These reflect inborn traits and natural tendencies in your folk, rather than anything you were trained or raised to.

Erudael Benefits

Roll once on the Erudael Racial Benefits table for additional benefits. Re-roll if you end up with the same result.

  • +1 Ability: Increase the indicated Ability by +1.
  • Focus: Gain the indicated Ability Focus.
  • Chameleon Coloration: Your coloration shifts to better match your environment. You may reroll any Dexterity (Stealth) roll, and keep the better of the two rolls. You may only do this once per "environment" - skulking through a building counts as a single environment, but fleeing that building to the gardens outside counts as a shift in environment.
  • Wild Gifted: You have a natural Wild Gift with Gifts of the Waters, and it is associated with Accuracy for you. This follows all the normal rules of a Wild Gift.