Kitsune Homemade race. What do you think?
Posted: Sun Jul 10, 2016 5:37 pm
Kitsune
These shape shifters are now showing up on Rifts Earth and throughout the mega-verse since past 38 years. No one knows what sort of world they are coming from and those that have studied them know not if they are more like full fairy folk or if they are related to were-foxes. These magical humanoids with lean fox-like features are friendly tricksters that hold fast to their Kith and Kin. In what communities that they have built since their arrival show a great similarity to the culture of ancient Japan.
Kitsune born with blue or red eyes and white fur are chosen to be priests of Inari. Those rare Kitsune born with gold fur and eyes are said to have a great destiny set for them and are also trained to be priests or great heroes. Along with being tricksters, Kitsune are naturally intelligent, cunning and stunningly beautiful.
Most Kitsunes are found in Asian countries and smaller communities are found in areas with ordinary Foxes.
Alignment: Any
Attributes: IQ: 4d6, ME: 3d6, MA: 4d6, SNPS: 3d6, PP: 3d6, SNPE: 3d6+6, PB: 3d6+8, SPD: 3d6+4.
Size: 5 foot 4 inches to 6 foot 2 inches tall, and with 3 feet long tails.
Weight: 180 to 220 pounds.
SDC: 50 with skill bonuses.
HP: PEx2, +2d6 per level.
PPE and ISP are same as your chosen OCC. If you’re OCC do not come with PPE or ISP use the PPE or ISP below.
PPE: 5d6
ISP: 4d6
Awe Factor: 9, if golden change it to 12.
Racial skills: Faerie, Goblety, and two language skills all at 89%, Land Navigation, Dance, Sing, Grooming, Seduction, prowl, palming, and pickpocket with +20% skill proficiency.
Natural abilities: Night vision 100 feet, Bio Regenerate 2d6 MDC per hour, Metamorphosis: Human at will no cost, Resistant to all harmful magic (half damage, effects, and duration). All mega Damage attacks only do standard damage. They are vulnerable to silver and cold iron.
Magical Tails: at level one Kitsunes start out with one tail and gain’s another tail at levels 2, 4, 6, 8, 10, 12, 14, 15. When a Kitsune gains a new tail he/she add a spell or psionic power on this list to her list of his or her choice. Only two of them may be super psionics. These spells and psionics powers cost 1/3rd less PPE and ISP.
Kitsunes may take any magic or psionic OCC to start. To go with their mischievous and cunning nature they normally pick magic or psionic types that let them trick people. 20% of them are Temporal Wizards.
Foxes Lantern
4th level spell
Range 50 feet: can lighten up a room.
Duration: 30 minutes per level of the spellcaster.
Saving Throw: none/standard.
PPE: 30
This spell is similar to the lantern light spell. You summon 3 metal Japanese lanterns that you and your friends can move with their minds. The light in your lanterns give off an eerie glow in the colors and shape you desire. You can move each lantern any distance apart from each other. It can float anywhere between 50 feet from a friendly person you designate to be linked to one of the lanterns. The lanterns constantly use Turn Undead with no extra costs. You can spend 20 P.P.E. to make everyone in the light of the lanterns to be healed as if someone casts Heal wounds on them. The standard save is for the Turn Undead spell.
These shape shifters are now showing up on Rifts Earth and throughout the mega-verse since past 38 years. No one knows what sort of world they are coming from and those that have studied them know not if they are more like full fairy folk or if they are related to were-foxes. These magical humanoids with lean fox-like features are friendly tricksters that hold fast to their Kith and Kin. In what communities that they have built since their arrival show a great similarity to the culture of ancient Japan.
Kitsune born with blue or red eyes and white fur are chosen to be priests of Inari. Those rare Kitsune born with gold fur and eyes are said to have a great destiny set for them and are also trained to be priests or great heroes. Along with being tricksters, Kitsune are naturally intelligent, cunning and stunningly beautiful.
Most Kitsunes are found in Asian countries and smaller communities are found in areas with ordinary Foxes.
Alignment: Any
Attributes: IQ: 4d6, ME: 3d6, MA: 4d6, SNPS: 3d6, PP: 3d6, SNPE: 3d6+6, PB: 3d6+8, SPD: 3d6+4.
Size: 5 foot 4 inches to 6 foot 2 inches tall, and with 3 feet long tails.
Weight: 180 to 220 pounds.
SDC: 50 with skill bonuses.
HP: PEx2, +2d6 per level.
PPE and ISP are same as your chosen OCC. If you’re OCC do not come with PPE or ISP use the PPE or ISP below.
PPE: 5d6
ISP: 4d6
Awe Factor: 9, if golden change it to 12.
Racial skills: Faerie, Goblety, and two language skills all at 89%, Land Navigation, Dance, Sing, Grooming, Seduction, prowl, palming, and pickpocket with +20% skill proficiency.
Natural abilities: Night vision 100 feet, Bio Regenerate 2d6 MDC per hour, Metamorphosis: Human at will no cost, Resistant to all harmful magic (half damage, effects, and duration). All mega Damage attacks only do standard damage. They are vulnerable to silver and cold iron.
Magical Tails: at level one Kitsunes start out with one tail and gain’s another tail at levels 2, 4, 6, 8, 10, 12, 14, 15. When a Kitsune gains a new tail he/she add a spell or psionic power on this list to her list of his or her choice. Only two of them may be super psionics. These spells and psionics powers cost 1/3rd less PPE and ISP.
Kitsunes may take any magic or psionic OCC to start. To go with their mischievous and cunning nature they normally pick magic or psionic types that let them trick people. 20% of them are Temporal Wizards.
Foxes Lantern
4th level spell
Range 50 feet: can lighten up a room.
Duration: 30 minutes per level of the spellcaster.
Saving Throw: none/standard.
PPE: 30
This spell is similar to the lantern light spell. You summon 3 metal Japanese lanterns that you and your friends can move with their minds. The light in your lanterns give off an eerie glow in the colors and shape you desire. You can move each lantern any distance apart from each other. It can float anywhere between 50 feet from a friendly person you designate to be linked to one of the lanterns. The lanterns constantly use Turn Undead with no extra costs. You can spend 20 P.P.E. to make everyone in the light of the lanterns to be healed as if someone casts Heal wounds on them. The standard save is for the Turn Undead spell.