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The Jackal-Kin are a species created by the experimental spells of Giant wizards beyond the Great Ocean. Originally desert predators, the Jackal-Kin have learned to walk upright and have developed opposable thumbs. They are reasonably intelligent, but still show traces of pack mentality. The Jackal-Kin serve the Giants as trusted household slaves and domestics, and generally are delighted to be accorded such a role: like dogs of every variety, they're only too happy to follow strong leadership.

Pools and Restrictions

A Jackal-Kin character must have a starting Reason of 4 or lower, but their Instinct can go as high as 7.

Jackal-Kin tend to be highly social creatures, but they seldom display exceptional powers of discernment or inspiration. They must have the Social ability ranked at A or B, and Priestly must be ranked at B or C.

Innate Ability: Litter-Bond (I)

(Adapted from the World of Near book.) This is the Jackal-Kin ability to move as part of a group and automatically foresee the actions of its brethren. It can be used to defend anyone in the character's litter from danger, but another Ability Check (modified by this one) is needed to actually stop the danger.

Jackal-Kin Species Secrets

Secret of Night Vision

Jackal-Kin can see at night pretty darn well. This is required for Jackal-Kin characters. Cost - Nothing.

Ceremony of the Pagans

You can refresh Instinct by engaging in the wild religious ceremonies of your people.

Secret of Atavism

When stressed, you freak out and become more bestial. When bloodied, you refresh your Instinct. Cost - 2 Reason.

Secret of the Fanatic

Pick a belief. You have “armor” whenever anyone challenges your belief through coercion, persuasion, or logic. The degree of armor is inversely proportional to the likelihood it will be called into question: believing that you’re the greatest warrior in the world might be +1 armor; believing that this “Thursday” concept is all a big conspiracy might be +3.

Jackal-Kin Species Keys

Key of the Litter

(Stolen from World of Near book)

Key of the Sycophant

Gain 1 XP for praising your superiors. Gain 3 XP when they reward you for your loyalty. Buy off – acrimoniously denounce your master(s) in public.

Key of Sublimation

You gain XP for displaying self-restraint over your animal urges. Gain 1 XP every time you refresh your Reason score. Gain 2 XP for resolving personal disputes without getting angry. Gain 5 XP for resolving a mortal threat without resorting to violence. Buy Off - Give in to carnal lust or bloodthirstiness.

Key of the Rumormonger

Gain 1 XP for passing along scandalous stories about people, whether they’re true or not. Gain 3 XP whenever someone tells you especially juicy gossip. Buyoff – Refuse to dish.

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Page last modified on August 02, 2005, at 01:25 PM by JamesNostack

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