Gevana

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The tall, jet-skinned people of the Rastram Kanaga. They do not need water, and their eyes are always protected by a nictating mirror-reflective membrane protecting their delicate gem-colored eyes. They have six digits on the ends of their limbs and narrow chins. They wear implanted stones of qamani, the glass created by their people. They are the originators of the Suryavarna faith, and all their people are assumed to occupy a position of clergy within it, even if they are not part of the religious structure per se.

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Gevana in the Ravimarga

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

Gevana Traits

Gevana Racial Benefit
2d6 Roll Benefit
2 Wild Gift
3 Focus: Willpower (Faith)
4 +1 Willpower
5 Focus: Intelligence (Engineering)
6 Focus: Perception (Empathy)
7 +1 Communication
8 Focus: Communication (Etiquette)
9 Focus: Dexterity (Acrobatics)
10 +1 Dexterity
11 Focus: Intelligence (Historical Lore)
12 Wild Gift

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

  • Add 1 to your Intelligence Ability.
  • Pick one of the following Ability Focuses: Intelligence (Research) or Willpower (Self-Discipline).
  • Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
  • Sleepless: You halve all penalties associated with exhaustion and lack of sleep.
  • Roll twice on the Gevana Racial Benefits chart. These reflect inborn traits and natural tendencies in your folk, rather than anything you were trained or raised to.

Gevana Benefits

Roll twice on the Gevana 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.
  • Wild Gift: You have a natural Wild Gift. Choose either Gifts of the Aura or Gifts of the Sun, and they are associated with Intelligence for you. They follow all the normal rules of a Wild Gift.