Anthro
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Humanoid Animals, Beastmen, and many other kinds of names, Anthro’s have been created through years of evolution from humans, and the merging and splicing of animal DNA from ancestors previously. They have developed multiple physical traits and abilities of these kinds of animals due to it, leading themselves to develop similar animalistic traits and tendencies, combining with more human characteristics, they receive the best of both worlds between man and animal.
Characteristics
Anthro’s typically have a generally humanoid body, containing fur, feathers or scales covering it, with the main traits being the facial structure, ears and if possible a tail, or wings of the creature or genus that they are mainly resembling, they can be dogs, cats, lizards, any kind of creature.
Anthro’s have typically a more simplistic mentality, seeing black-and-white, or simple priorities, such as focusing on food, water, and basic survival needs, this doesn’t say that they aren’t smart or lack the ability to have complex needs, but their simplistic wants and needs usually leads to greater satisfaction then other creatures, making them incredible warriors in attrition battles.
Native Environments
Anthro’s typically steer away from urban centres, while some do live in large cities, they mainly live in communions, separate from society and surrounded by nature, to feel more with themselves, they are typically outdoorsy, focusing on the habitats that the creature that they are derived from mainly reside in.
History
Anthro History is mainly verbal over written, being a group of people that live nomadically in their own natural habitats, they travel and speak about their culture through song, painting and other means to keep their traditions alive. They have been ostracised multiple times and conquered, driven out of lands by corporations due to using their lands for profit, and typically are known to rebel and fight against these acts of injustice against their own people, or for others experiencing similar circumstances.
Society & Culture
Anthro’s are a nomadic people that live in various tribes and cultures, with a clan leader that they go to, who usually has a well-defined trait through evolutionary advantage or some sort of strength or unique trait that others do not have. Through the wisdom of others and conservation and care of their homelands, they prosper quite greatly, easily opposing materialistic societies and focusing more on the innate nature and beauty of everything around them.
Anthro Racial Modifiers
Table: Anthro HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 100 + Vitality % | 1d8 x 5 + Vitality % |
Magic Points (MP) | 75 + Psyche % | 1d6 x 5 + Psyche % |
Stamina Points (SP) | 125 + Fortitude % | 1d12 x 5 + Fortitude % |
Anthro Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Anthro’s range from Small, Medium and Large sizes
Movement Speed – Anthro’s move at 2m/TP
Languages Known – Anthro’s start knowing Wilderspeak, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Animal Instincts – Anthro’s gain a 50m sense ability, being able to detect the presence of other creatures or targets in this range, They know what direction they are coming from, but not how far away these targets are. If an Anthro is looked at directly, even outside of this range, they can always feel it, when they are exposed via being caught off-guard, this is instead partial exposure. This ability is active while the Anthro is resting.
Wilderbeast – When an Anthro is at death’s door, they can choose to remain fully conscious for the period, if they choose to remain conscious, their Maximum Wounds is reduced by half. They lose 1 wound per round in this state.
Darwinism – Anthro’s gain the ability to start with 1 natural ability or limb, they gain an extra natural ability or limb every level. If they choose the same natural ability or limb, the effectiveness for the ability is increased by a +50% at base. The Anthro has all facilities to perform this natural ability or otherwise gains the facilities to perform it.
Minor Traits
Animal Call – Anthro’s may call out to others of their kind with a specialised call, causing all anthro’s in a 1km radius of their type to recognise and decipher it. They may say up to 5 words with this call. All other creatures consider this as regular animal noises.
Naturalist – All Naturalism Powers casted by Anthro’s have their MP and TP costs halved.
Quadrupedal – Anthro’s may go in a quadrupedal state, doubling their movement speed and carry weight, they cannot use their hands while in this state to hold items or grab objects. They gain a +20% stealth bonus while quadrupedal.
Anthro 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.
Avian
Avian Anthro’s are Anthro’s that have their genetics similar to that of a birds, or a creature that typically flies quite often, they characteristically usually have beaks or similar mouths, and feathers that cover their body instead of fur.
Avian Racial Modifiers – Avians receive a +10% Agility, +5% Nerve, and a -5% Vitality
Wings – Avians gain a set of wings, allowing them to gain a fly speed of 2m/TP.
Lightweight – Avians may immediately start flying after dodging an attack, provoking no exposure.
Aerodynamic – Avians receive only 25% of all fall damage.
Cnidarian
Cnidarian Anthro’s are those with similar genetics to that of Jellyfish, they reside underwater typically, featuring a very soft and squishy body, they have multiple stingers throughout their body that zap those who get close to them.
Cnidarian Racial Modifiers – Cnidarian’s receive a +10% Senses, +5% Psyche, and a -5% Muscle
Aquatic – Cnidarians can breathe underwater and is their primary form of breathing. They gain a swim speed of 4m/TP
Membrane – Cnidarian’s have a very squishy membrane, they receive resistance against all Bludgeoning damage, and weakness against Piercing damage.
Stingers – Cnidarians have multiple stingers that function as zappers. Whenever someone touches a Cnidarian, The Cnidarian at no TP cost can deal a critical hit with their Zappers immediately, this is unblockable.
Echinoderm
Echinoderm Anthro’s largely consist of Starfish and other creatures, being primarily aquatic, these creatures have multiple tiny bones that fortify the defences of themselves, and are known to regenerate limbs over time.
Echinoderm Racial Modifiers – Echinoderms receive a +10% Vitality, +5% Fortitude, and a -5% Nerve
Aquatic – Echinoderms can breathe underwater and is their primary form of breathing. They gain a swim speed of 2m/TP
Ossicles – Echinoderms have a unique bone structure, and receive a +10% Damage Reduction bonus.
Regeneration – Echinoderm’s regain 10 HP per minute, their limbs, if removed, regenerate within one week of being severed.
Mammalian
Mammalian Anthro’s are some of the most common types of Anthro’s, making up Dogs, Cats, Wolves, Horses, Zebras, Cows, Gorillas and every other creature similar, they are usually covered in fur, and make up a large majority of the Anthro population.
Mammalian Racial Modifiers – Mammalians receive a +10% Fortitude, +5% Muscle, and a -5% Intellect
Sprinter – Mammalians are not exposed while double timing, and receive a +20% Dodge bonus while moving.
Fur – Mammalians receive only half of the effects of cold temperatures, and are immune to moderate cold temperatures.
Glands – Mammalians regain 10 SP per round, this bonus is doubled for 1 round after they have performed a Double Time action.
Reptilian
Reptilian Anthro’s are cold-blooded, scaly creatures that reside in usually warmer climates, Their unique properties are similar to that of Lizards, Crocodiles and other creatures. Typically, these creatures can regenerate limbs quite quickly.
Reptilian Racial Modifiers – Reptilians receive a +10% Nerve, +5% Fortitude, and a -5% Social
Cold-Blooded – Reptilians are immune to severe heat and lesser hot temperatures, they treat extreme heat as severe heat. They are resistant to fire, and have weakness to frost damage.
Scales – Reptilian’s gain 50 Passive DT. This does not stack with Block DT. They receive a 5% Damage Reduction when not blocking.
Limb Regeneration – Reptilians regenerate their limbs at quick rates, spending 10 minutes with a lost limb connected to their original connection regains the limb, otherwise, it takes 12 hours to regenerate a limb fully.
Fish
Fish Anthro’s cover a wide category of Aquatic and Underwater Anthros, known as Merman/Mermaids, Different kinds of tropical fish, or other kinds of Fish, Fish Anthro make up the large majority of underwater Anthro’s, being covered in scales, they swim through the sea and hunt others of their kind to eat them.
Fish Racial Modifiers – Fish receive a +10% Social, +5% Agility, and a -5% Intellect
Aquatic – Fish can breathe underwater and is their primary form of breathing. They gain a swim speed of 4m/TP
Fins – While in the water, All movement and Dodge actions for fish have their TP costs halved.
Sea Scales – Fish receive a +10% Damage Reduction bonus due to their scales.
Molluscan
Molluscan Anthro’s are soft, fleshy, and usually bind themselves to various bits of armour to protect their physical form. They are known to dig and hide in various cracks and reside for long periods of time, having the ability to stick and stay inbetween surfaces for extended periods of time. These anthro’s are usually creatures like snails, oysters, clams, and multiple other creatures
Molluscan Racial Modifiers – Molluscan receive a +10% Psyche, +5% Social, and a -5% Fortitude
Soft – Molluscan are typically very soft, and can fit through extremely small cracks, Medium sized Molluscan can fit through ½m3 holes, any smaller sizes have this amount halved per size step away from Medium, and all larger sizes have their amount doubled per size step away from Medium.
Burrower – Molluscan can dig quite quickly, and receive a 1m/TP dig speed.
Scraper – Molluscan have a scraper limb, that allows any object of their choice to stick onto it, they may retract and extend this limb at any time. When using this limb, the Molluscan receives a +50% bonus to grapple, and receives a +100% bonus to remain on any objects that it has grappled.
Invertebrate
Invertebrate Anthro’s cover a wide range of creatures, usually characteristically not having any legs, and a long, slimy body that they use to propel themselves forward, similar to Worms or Snakes, Invertebrate Anthro’s are very resilient and make great infiltrators due to their unnatural shapes.
Invertebrate Racial Modifiers – Invertebrates receive a +10% Agility, +5% Psyche, and a -5% Nerve
Spineless – Invertebrate are spineless, they cannot be knocked prone, and their movement is silent, they receive a +20% bonus to all stealth actions when remaining still.
Biological Sense – Invertebrate are immune to being blinded or deafened, and can use the vibrations, chemical differences and other forms of detection to detect others within their 50m radius.
Slippery – Invertebrate receive a +20% Dodge bonus, and gain a +40% bonus against all Grapple actions.
Arthropodan
Arthropodan Anthro’s are creatures with multiple limbs and joints, usually having multiple legs, they have a hard, chitinous exoskeleton. Their ancestors are similar to those of crabs, lobsters, ants, spiders, and most kinds of insects and crustaceans.
Arthropodan Racial Modifiers – Arthropodan receive a +10% Luck, +5% Agility, and a -5% Vitality
Multi-Legged – Arthropodan have multiple appendages and limbs, they gain a 2m/TP climb speed and are immune to difficult terrain.
Exoskeleton – Arthopodan are resistant to all physical damage types.
Segmented – Arthopodan are immune to all paralysis and petrification, their limbs, once severed, act independently from the Arthopodan, and the Arthopodan suffers no pain from their limbs being severed.
Amphibian
Amphibian Anthro’s are creatures that can breathe both in air and underwater, they are usually coldblooded, and are very slimy so their body remains moist even when out of water, Amphibian Anthro’s consist of Frogs, turtles, and other amphibious creatures.
Amphibian Racial Traits – Amphibians receive a +10% Psyche, +5% Agility, and a -5% Muscle
Amphibious – Amphibians can breathe in both air and underwater, they receive a +10% modifier to all physical stats (Muscle, Vitality, Fortitude, Agility) while submerged underwater.
Slimy Skin – Amphibians have very slimy skin, granting them a +50% bonus against all Grapple and Disarm actions.
Cold-Blooded – Amphibians are immune to severe heat and lesser hot temperatures, they treat extreme heat as severe heat. They are resistant to fire, and have weakness to frost damage.