Translucent, floating beings whose silvery skeletons shimmer as they dance on unseen mountain currents.
The adventurer’s field guide
Avan scorecard
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Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR2/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 8
DEX6/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 4
CON2/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 8
INT4/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 6
WIS7/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 3
CHA7/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 3
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Needs a light
Carry a light for dark rooms and unlit paths.
Fly Major
Can take flight and travel the outworld by air.
Charming dance Major
Hypnotic movement can freeze an attacker.
Natural resistances
Physical -5Fire +5Cold +5Lightning +5Acid +5
Positive resistance ratings reduce damage of that type; negative ratings mean vulnerability. Ratings are not percentages of damage blocked.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
18
Above human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
8
Below human · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
20
Above human · Human 15
Spell points fuel your magic.
PSP
Psi points
15
Above human · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two possible paths for your character. Their skills and abilities develop as you train.
Avan mage
Mages of Valkor
Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.
The Avans are peculiar, rarely seen creatures that live far in the northern reaches of the valley. They can usually be seen flying in the morning breeze, dancing around mountain tops in the unseen currents. It is said that seeing them dance is the most beautiful sight one can see.
The avan's body resembles a floating jellyfish, with four flexible skeletal tendrils extending from the top of its translucent trunk. They have no human arms or legs. A small, child-like head lies within the upper body, enclosed by the same translucent flesh as the delicate bone structure inside the trunk and tendrils. Their bodies are almost see-through, almost completely transparent, only their silvery skeletal structures are in view, their flesh and organs being quite translucent. Their hues vary from clear red to yellow and pale blue, with few golden ones and purple avan's around. The colour of their translucent body usually presents their rank in the avan society, the golden ones being the leaders. For any observer, the first sight of a flying skeleton, surrounded by haze-like body that emits it's own pale light is a strange and peculiar happening indeed, but once the dance starts, they would give anything for it never to stop.