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Timothy Rice edited this page Nov 3, 2022 · 3 revisions

Kin

Compared to Forbidden Lands, we change the list of possible Kin. Even Kin that are given the same name often have different Kin talents, and overall are noticeably tougher.

Human

Young humans receive two additional Attribute points, i.e. 17, and Adult humans receive one additional point, so 15. Adult humans receive two additional skill points, i.e. 12, and Old humans receive four additional skill points, so 16.

  • Key Attribute: Empathy plus one extra
  • Typical Professions: All
  • Kin Talent: Adaptive

Dwarf

  • Key Attribute: Strength
  • Typical Professions: Fighter
  • Kin Talent: True Grit

The cost of increasing Strength is halved for the first four points purchased. That is, the first two points of Strength only cost one Attribute point, and an additional Attribute point will bring you up to four points of Strength.

Mül

Mül are mechanically similar to Orcs in Forbidden Lands: their Key Attribute is Strength and their Kin Talent is Unbreakable.

Like their human parent, they increase their maximum for one additional Attribute. All Mül gain two additional Attribute points.

Mül may re-roll the wild psionics check for one Attribute.

Elf

  • Key Attribute: Agility
  • Typical Professions: Hunter, Minstrel, Peddler

The cost of increasing Agility is halved for the first four points purchased. That is, the first two points of Agility only cost one Attribute point, and an additional Attribute point will bring you up to four points of Agility.

Kin Talent: Travelling

Elves are renowned for their ability to rapidly cross the wasteland and eke out survival, despite an aversion to mounts. By spending Willpower Points, you can combine more activities with Hike when on a journey: any of Lead the Way, Keep Watch, Forage, Hunt, Rest and Explore. Each Willpower Point spent provides the option for an additional activity that you may perform while Hiking. (Note that you can always add one of Lead the Way and Keep Watch for free, just as for non-elves.)

For example, by spending one Willpower Point, you can Hike, Lead the Way and Keep Watch all at the same time (since one but not both of Lead the Way and Keep Watch can already be combined with Hike.) By spending two Willpower Points, you could Hike, Lead the Way, Forage and Hunt; or Hike, Lead the Way, Keep Watch, and Rest; or Hike, Keep Watch, Rest and Explore.

The ability of elves to combine all these activities explains their reputation for vigilance, survival and speed in the wilderness.

Half-Elf

  • Key Attributes: Agility and Empathy
  • Typical Professions: Druid, Minstrel, Rogue

Half-elves gain one extra Attribute point, one extra Skill point and one extra Talent.

Kin Talent: Self-Reliance

Half-elves are hardened by the intolerance they experience from both their parent races for their whole lives.

When help from others is offered for a skill roll, a half-elf may refuse and instead spend up to three Willpower Points to gain +1 to the roll per point spent. When rolling their Pride, half-elves may spend up to three Willpower Points to increase the d12 result by one per point.

Halfling

  • Key Attributes: Agility and Empathy
  • Typical Professions: Druid, Hunter, Minstrel
  • Kin Talent: Hard to Catch

In addition to increasing the maximum of their Key Attribute (Empathy), halflings also increase their maximum for Agility. The cost of increasing Empathy and Agility is halved for the first four points of each.

On the other hand, their Attribute maximum for Strength is reduced by one, and every point of Strength above two costs twice as much.

When checking Food or Water consumption, halflings decrease their dice on a roll of 1 only.

Half-Giant

  • Key Attribute: Strength
  • Typical Professions: Fighter, Crafter

Instead of increasing their Key Attribute (Strength) by one, half-giants increase it by three. Furthermore, the cost of increasing Strength is halved for the first six points purchased.

However, when checking Food or Water consumption, half-giants decrease their dice on a roll of 1, 2, or 3, and a roll of 1 implies two levels of the consumable are lost. Furthermore, the maximum Wits of half-giants is reduced by one, and every point of Wits above two costs twice as much.

Half-giants can carry two regular items in each inventory slot, or one heavy item (instead of taking two inventory slots).

Kin Talent: Blank Slate

Half-giants have no culture of their own, but instead adapt to go along with what the little people around them are working on. After observing someone using a skill for one minute, a half-giant may spend a Willpower Point to gain one temporary level of the skill. Whilst only one skill can be improved in this way at a time, more Willpower Points may be spent (up to once per day) to accumulate greater skill levels. This requires that the half-giant is able to continue emulating someone who is using the skill nearby.

The maximum skill level is capped by both the half-giant's Wits and the skill of the person they are copying. The accumulated skill levels decay at the rate of one per day that the half-giant is no longer able to observe someone using the skill.

Thri-Kreen

Thri-Kreen are mechanically similar to Wolfkin in Forbidden Lands: they have Agility as a Key Attribute, and their Kin Talent is Hunting Instincts.

  • Key Attributes: Agility and either Strength or Wits
  • Typical Professions: Druid, Hunter, Psionicist
  • Kin Talent: Hunting Instincts

Thri-Kreen are tough and well-adapted to desert survival. They have a natural 3 points of armor, including on their head equivalent to a closed helmet. When checking Food or Water consumption, they decrease their dice on a roll of 1 only.

Thri-Kreen may re-roll the wild psionics check for one Attribute.

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