Angelkin
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The Angelkin are an old race, existing before time itself and the creation of the material plane, beings of pure light, created in the image of the divines, an Angelkin is a picturesque person, made of perfect design, a lead soldier against the forces of darkness, the Angelkin stands over those, triumphantly, using their innate wellspring of radiant energy to channel purity in to those who desperately require the retribution.
Characteristics
Angelkin are generally humanoid, gaining a lot of traits from multiple other races as their general appearance, some may have slightly pointed ears, others may have cat ears, but one striking characteristic is their almost unnerving natural beauty that is unshaken even in the worst possible scenarios, they retain a very pure look at most times with modest appearances, appearing as if they are royalty. They are typically highly sociable and extroverted creatures.
Angelkin, in appearance, are diverse, with three main physical characteristics that point them out compared to other races, they will always have two or more wings, ranging in physical appearance from bats, birds and butterflies, which they can retract and hide in their own bodies quite easily, and a light glowing from behind their head, giving them the most perfect lighting possible. The final trait is one that cannot be hidden of an Angelkin, their main tell is their eyes, which are very vibrant, unnatural colours with a faint glow, glowing brightly when they are deeply affected, touched, or moved, in a positive or even negative way.
Native Environments
Angelkin come from a plane now long forgotten, a plane of pure radiant energy, going under many names such as Valhalla, Elysium, Heaven, Nirvana, etc. After the destruction of their plane, Angelkin have been wandering from location to location, forming societies in uninhabited, bright locations, Angelkin live in places where light is abundant, and tend to avoid living in dark, damp conditions. Some favoured places of Angelkin are snowy lands, lowland plains, and even deserts, due to their appearance and the familiarity aspect of their original home.
History
Angelkin, being from a plane of radiant energy, are creatures that have lived in peace for a long while, having occasional spats with their rival, Demonkin, before both realms were eventually completely destroyed, leaving both races entirely stranded in a place where they do not understand the nature of others.
Angelkin have a long history of fighting in multiple wars against Demonkin due to their opposing, misunderstood energies, retaining peace and balance with other creatures in the universe, and overall upholding the value in a belief to keep the universe in a pure state, not performing unnecessary tasks, they tend to try and leave as little impact to the world as possible.
Society & Culture
Angelkin are purists at heart, and rarely tend to have ill intentions, however, it should be noted that it is not impossible for Angelkin to have ulterior motives. Their societies are simple, with younger members performing more menial and mundane tasks for older members of society, there is a high importance of elder Angelkin, who take their role seriously as role models for future generations to come. A lot of pressure is put on younger Angelkin to remain pure and on the path of light, while a lot of pressure is put on elder Angelkin to remain wise and be a good example to their peers.
Angelkin are kind and open to all that show love, affection and devotion, as they believe these are the main traits of remaining pure. They devote themselves to their activities, and love others that have similar traits of purity and devotion.
Angelkin Racial Modifiers
Table: Angelkin HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 100 + Vitality % | 1d8 x 5 + Vitality % |
Magic Points (MP) | 125 + Psyche % | 1d10 x 5 + Psyche % |
Stamina Points (SP) | 100 + Fortitude % | 1d8 x 5 + Fortitude % |
Angelkin Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Angelkin range from Small, Medium and Large sizes.
Movement Speed – Angelkin move at 2m/TP, and have a fly speed of 2m/TP.
Languages Known – Angelkin start the game knowing Angelic, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Wings – Angelkin have two wings that they may use for flight, they gain a 2m/TP fly speed. They gain an extra wing every 5 levels, increasing their flight speed by 1m/TP. Angelkin may equip perks or powers on their wings to cast. They may conceal and expose their wings at will for 0 TP
Halo – Angelkin can generate a bright light behind their head, while this light is active, they are visible to all creatures within 10m, but gain a truesight aura of 2m. They may turn this on and off at will for 0 TP.
Purity – Angelkin deal an additional 100 (d4%) Radiant Damage per round on Light, 200 (d4%) Radiant damage per round on True Light and 500 (d4%) Radiant Damage per round on Radiant Light abilities. The imbuement effects of these abilities are doubled for an Angelkin. The base damage caused by this trait increases by +100% every 5 levels.
Minor Traits
Radiance – Angelkin receive 10% of all Radiant Damage they deal as MP and SP.
Peaceful Demeanour – Angelkin receive a +20% bonus to all diplomatic actions and pacifist resolutions.
Devotion – Angelkin gain a +10% bonus to all actions for 1 hour when performing a daily ritual of up to 3 activities (e.g. chores, cleaning, prayer, etc.)
Angelkin Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Mothran
The Mothran Angelkin is very common and prevalent one, lingering in forests and such, these creatures dominate most food chains, living in solitary locations and having no sense of morals or understanding of civilisation. Their appearance is similar to that of a moth, characteristically fluffy hair and antennae, silken, moth-like wings, and multiple eyes on their skin which range in colours and appearance, these eyes are functional, and create an unnerving experience for the viewer.
Mothran Racial Modifiers – Mothran’s receive a +10% Agility, +5% Senses, and a -5% Social
Apex Predator – The Mothran gains Execute and Devour as perks, while using Devour, the Mothran regenerates 10 HP per round equal to the Mothran’s level, and receive Haste for 1 round. This trait can stack up to 10 times.
Silent Hunter – The Mothran receives a +20% bonus to all Stealth actions, while flying, they remain perfectly silent.
Eyes – Mothran cannot be exposed via their sight and have 360 degree vision, They gain a +20% bonus to all Intimidation actions, and use their Senses modifier when Intimidating others. This ability has no effect if the Mothran is blinded.
Celestial
The Celestial Angelkin is a creature with a deep connection to their Radiant energy pools, being a descendent of the main soldiers in ancient wars against the forces of evil, these Celestials have a deeper well of magic and meaning, and a deeper connection to their own gods. They have characteristically white hair, and golden eyes.
Celestial Racial Modifiers – Celestials gain a +10% Social, +5% Psyche, and a -5% Vitality
Lightbringer – Celestials gain the ability to cast Light for no MP an amount of times per day equal to their level. This changes to True Light at level 5 and Radiant Light at level 10.
Lifegiver – Celestials gain a +50% effectiveness to all powers and abilities that regenerate HP.
Divinity – Celestials count as 2 ranks higher then their current rank for the purposes of determining Divine Powers and their effectiveness.
Fallen
There are those that fall from grace in Angelkin Society, known as the Fallen, these rebellious types reject the ideas of purity and believe life is more complicated and nuanced then it is made out to be. Their traitorous nature biologically brands them against the pools of Radiant Energy, causing them to fall deep into the pits of the Necrotic Plane. Fallen Angelkin typically are seen with their Black wings, and dark eye colours, that have a strong, white glow compared to other Angelkin.
Fallen Racial Modifiers – Fallen gain a +10% Nerve, +5% Vitality, and -5% Senses
Doombringer – Fallen gain the ability to cast Darkness for no MP an amount of times per day equal to their level. This changes to True Darkness at level 5, and Umbral Darkness at level 10.
Disgraced – Fallen gain Death Toll and Raise Undead as powers, all necromancy powers are +50% more effective when used by a Fallen.
Sacrificial – Fallen may use their own sacrifices to regenerate 100 HP, MP and SP per level of the sacrifice instantly.
Blackened Heart – Fallen deal an additional 100 (d4%) Necrotic Damage per round on Darkness, 200 (d4%) Necrotic damage per round on True Darkness and 500 (d4%) Necrotic Damage per round on Umbral Darkness abilities. The imbuement effects of these abilities are doubled for a Fallen. The base damage caused by this trait increases by +100% every 5 levels. The Fallen also receives 10% of all Necrotic Damage Dealt as MP and SP. This trait replaces Radiance and Purity
Valkyrie
These battle-hardened, angelic warriors exist solely on battlefields to determine the fates and deaths of the soldiers that have died there, carrying their corpses into the afterlife known as Valhalla. These formidable fighters are some of the best air cavalry out there, they traditionally can be seen with long, blonde or auburn-red hair colours.
Valkyrie Racial Modifiers – Valkyrie receive a +10% Muscle, +5% Fortitude, and a -5% Psyche.
Air Cavalry – While flying, the Valkyrie receives a +20% bonus to hit, and a +50% bonus to damage against targets on the ground. When blocking attacks from flying targets while flying, the Valkyrie receives a +20% bonus to their next immediate attack to that target.
Fate Carrier – Valkyrie’s can carry up to x2 the amount of items while flying, and may carry up to 2 people per wing owned on their own body with no penalty.
Quick Flight – When performing Double Time while flying, the Valkyrie receives Haste on their next action, halving it’s TP cost. They are not exposed while using double time to fly, and may use Double Time while hasted to keep this bonus. If they were to lose this bonus, this trait cannot be reactivated for the rest of the round.