Satyr
These Kanoia are known as Eirkhuud, peoples that roam any place where the ground melts into the horizon. While some see them as dangerous, the Kanoia of Eirkhuud typically adhere to a very strong communal and social societies referred to as “Herds”. Decisions are typically not made with the groups consent and dissent usually only ending in Herd members going their own way under extremely rare and tenuous situations. Their culture revolves around the freedom they have to go where they wish when they wish, this is seen in how they measure their life in distance and not time.
No hooves to travel continents, but Satyr move with the ease of a breeze of wind. Traveling in caravans based off of family through blood and alliances for safety and greater celebration. Wherever the Satyr go there are grand celebrations showcasing their people’s skills in acrobatics, music, and craftsmanship. However, their presence always leads to an uptick in petty crimes like theft, because in their culture it is not considered stealing as long as you intend to bring it back. Of course this works fine when they “borrow” from each other, but less so when they borrow from people they will not see in years.
Satyrs
Starting Skill: Satyrs start with one rank in Coordination. You still cannot train their Coordination above rank 2 during character creation. Cirque du Satyr: Satyr get a boost die whenever they make a check in front of a large crowd. Lucky: Once per session, a Satyr may flip a Story Point in order to change the facing side of one die after it is rolled and there are more failures than success.
Archetype Abilities
2
2
1
2
2
3
- Starting Wound Threshold: 8 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 90
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