Brinchie Racial Abilities

  • Dexterous: Brinchie are incredibly nimble and quick on their feet, beginning with a d8 Agility. Furthermore, their natural maximum Agility is d12+2.
  • Fast: Brinchie begin with a Pace of 8” and “Run” of d10. If they take the Fleet-Footed Edge, this is increased to a Pace of 10” and a Running Die of d12.
  • Flighty: Brinchie are not deep thinkers; it requires double points to raise Smarts during character creation. As well, a brinchie can never raise his Smarts above d8.
  • Hot Blooded: Brinchie are from warm areas, and hate the cold. They receive a -4 penalty to resist frigid climes.
  • Low Light Vision: Brinchie have natural “night eyes.” Ignore attack penalties for Dim and Dark lighting.
  • Natural Acrobats: Brinchie have the Acrobat Edge (no prerequisites required).
  • Natural Claws: Brinchie can do lethal damage with their bare hands (Str+d4). This means they are always considered “armed.”
  • Needs Action: When things are slow, the GM may require a Spirit check; failure means the brinchie character becomes irritable and unfocused. He temporarily gains the Mean Hindrance, and suffers a -1 distraction penalty on all Trait rolls until they get some kind of action.
  • Outsider: Brinchie are still seen by many as being tainted by their Norcan Darr origins and the average person is quite put off by their appearance.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License