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, an Expertise

RACIAL QUALITIES [7]
Dark Sight: You gain Dark Vision, Microscopic Vision, and Distance Sense, but your eyes appear a solid chromatic color and you become colorblind while using Dark Sight due to your inner eyelid closing, and your eyes seem to glow to others who are also using Dark Sight [1]
Darklands Spatial Awareness: You gain Direction Sense and Detect 1 (what you detect is chosen at creation), but you have a noticeably large 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 [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 [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]

Variations: Some Disir are more bizarre and startling than others, gaining an additional 1 power point to spend on Fate Adaptation but also gain the negative Racial Edge below [0]

  • Benefit (Startling): You suffer -1 Disadvantage to interactions with creatures who are not from the Gargant Tribe [-1]

Variations: Some Disir are more aloof and eccentric than others, gaining an additional 1 power point to spend on Fate Adaptation but also gain the negative Racial Edge below [0]

  • Benefit (Eccentric): You suffer -1 Disadvantage to interactions with creatures who are not from the Gargant Tribe [-1]

CULTURAL QUALITIES [3]
Languages: Common, Dwarven or Gargantish [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.

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