Disir

DISIR (Small-Large Gargant [Nether World/Mirror World])

CLAN AFFINITIES
Defenses: Reflex
Skills: Athletics (Str), Concentration (Sta), Endurance (Sta), Might (Str), Persuasion (Cha), Presence (Cha)
Proficiencies: Tactics, Religion

RACIAL QUALITIES [7]
Visual: Dark Sight (Senses, Dark Vision 1, Noticeable -1 [Solid Chromatic Third Eyelid that seems to glow to others with Dark Sight when using Dark Sight], Sustained) [1]
Mental: Spatial Awareness (Senses, Direction Sense 1, Distance Sense 1, Noticeable -1 [Occipital Bun]) [1]
Grasslander: You can move faster than normal or have wings that allow you to fly through the air (Speed 1 or Flight 1 [Rank 0], Wings) [1]
Sturdy: Your lifting and carrying capacity better than most, giving you +1 to your Strength rank for determining how much you can lift and carry, but does not increase your Strength damage or other effects of your Strength rank (Enhanced Strength 1, Limited [Lift and Carry]) [1]
Longevity: Once you reach maturity you age at a slower rate, and have a longer lifespan. In addition, you gain Resistance against Aging effects (Immunity, Aging 1, Half Effect) [1/2]
Drive: Rather than eat or drink, you can focus on a task, job, craft, or mission. You need half as much food or water as other races to gain the same benefits. In addition, you gain Resistance against Hunger or Thirst effects (Immunity, Starvation and Thirst 1, Half Effect) [1/2]
Fate Adaptation: 1 Power Point to spend on an additional Territorial Adaptation, or a Defense or Movement Power. Your appearance is always affected by your chosen Fate Adaptation if you choose a Power and should have the Noticeable Flaw [1]
Territorial Adaptations: Choose 2 Territorial Adaptations that define you, all from a chosen Native Environment or either Darklands or Grasslands and offering particular benefit options. Your appearance is always affected by your chosen adaptations. You also take an additional hubris at 1st level from one of those suggested by your Native Environment or either Darklands or Grasslands. The Power Point awarded by this hubris is already spent on this racial ability (Hubris) [1]
Racial Edges [0]

  • Specialization (Bludgeoning and Slashing Weapons)
  • Quirk (Difficult): Once per day this quirk can be activated as if you had one of the remaining hubris options from your Territorial adaptations [-1]

CULTURAL QUALITIES [3]
Languages: Common, Dwarven or Gargant [0]
Skills: 2 Heritage Ranks each to any 2 Affinity Skills available to this Clan [2]
Proficiencies: 2 Heritage Ranks each to any 2 Affinity Proficiencies available to this Clan [1]

CLAN DESCRIPTION
Description: Disirs average between three and eight feet tall with sinewy to brawny broad shouldered builds, and skin and hair shades much like humans, though typically with a metallic grayish or reddish tinge and can vary drastically depending on territorial adaptations, and eye colors of blue, grey, red, or amber typically, that glow blue, silver, red, or gold when using their Dark Sight. Disirs also have a noticeable bulge on the back of their skulls called an occipital bun, and some might also have a set of feathery wings. Disirs tend to have various features depending on their Territorial and Fate Adaptations. Facial and body hair can average from average to thick.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.