NORN (Medium-Large Gargant [Nether World/Mirror World])
CLAN AFFINITIES
Defenses: Reflex
Skills: Athletics (Str), Concentration (Sta), Endurance (Sta), Guile (Int), Might (Str), Recall (Int)
Proficiencies: Fables, History
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]
Wetlands Seer Sight: You gain Senses: Postcognition or Precognition (chosen at creation) on creatures or objects you are touching, but your eyes appear a solid chromatic color and appear to glow while using Wetlands Seer Sight due to your inner eyelid closing and you become fatigued after using it [1]
Highlander: You can either make prodigious leaps, far more than even a skilled athlete or climb faster (Leaping 1 [Rank -1] or Movement, Wall Crawling 1, Limited [No Ceilings]) [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 Control or Sensory 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 Highlands or Wetlands 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 Highlands or Wetlands. 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 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: Norns average between five and eight feet tall with wiry to brawny broad shouldered builds, and skin and hair shades much like humans, though typically with a metallic grayish or bluish 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. Norns tend to have various features depending on their Territorial and Fate Adaptations. Facial and body hair can average from average to thick.