Anpur


Though Anpur did not start recording their own history until fairly recently, they have lived alongside and co-existed with human desert civilizations for as long as any of them can remember, assisting them with their superior senses and seemingly god-given knowledge of the ways of the world. Some speculate that, long ago, they were given sentience and form by Anubis, so they could carry out his will while he tends to his duties.
 

Species Name: Anpur, Jackalfolk

Type: Humanoid Jackal

Physical Traits: Anpur are bipedal humanoids that strongly resemble wild jackals, with similar heads, tails, legs, and fur patterns and colours. They are anatomically similar to other canine beastfolk, but Anpur are on the smaller end of the spectrum, generally being shorter and less built than their cousins. Their hands are fully formed, complete with opposable thumbs, but their feet fall somewhere between humanoid feet and canine paws. Anpur have coarse fur, either black or a very dark shade of brown, grey, blue or purple, covering their bodies. Their eyes tend toward
a watery black or dark brown.

Height: 6-7.5' feet

Weight: 200-325lbs

Abilities: Anpur are well suited for hunting at night, and as such their eyes are adapted to low light conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern colour in darkness, only shades of grey. Their sense of smell and hearing is better than most, granting them an advantage in deception, investigation, perception, performance, and stealth checks involving these senses. Anpur are a desert-living race, and as such are well-adapted to extremely hot weather conditions, droughts, and feel more at home in sandy environments. They gain an advantage on survival checks made in desert conditions. Anpurs have no fear of death, and receive a +2 to saves against fear effects.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 -2, WIS: 3D6 +2, STR: 3D6 +2, DEX: 3D6, CON: 3D6, CHA: 3D6 -2, MR: 3D6, HPs: CON +D10

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 65 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Anpurs are powerful, observant, and ordered in their thinking. Their obsession with the afterlife and predatory instincts make others uncomfortable, however, and they tend to think more slowly than humans do. The Anpurs are a harsh, rigid people, made hard by the environment in which they dwell and the faith they espouse. The Anpur are relatively quick to anger, and while not the bloodthirsty fiends some other races believe, they are swifter than humans to resort to violence. This is due not to any love of killing, but to the fact that, they have no fear of death — neither receiving it, nor meting it out. They are not especially eager to slay, but neither do they express the slightest hesitation to do so when circumstances warrant. Combined with their carnivorous natures and predatory instincts, this makes Anpurs seem vicious and warlike. That aside, the Anpurs are a remarkably disciplined and religious people. All they do, they do with the afterlife in sight, to ensure they are found worthy of Anubis’ respect when they stand before him. They always act with honour, though their code of ethics is unique to them and often misunderstood by outsiders. Anpurs are scrupulously honest with one another, and with anyone they consider worthy of respect, but have no compunctions about deceiving those not so worthy, which includes the vast majority of outsiders. In the eyes of a Anpur, it is far more preferable to be slain than to be taken as a slave or prisoner, and they themselves take captives in battle only if the tribe absolutely requires slaves or food—Anpurs dislike consuming members of other races, but will do so if the alternative is starvation.

The average Anpur performs many religious rites in a given day, and shirking one’s religious duty or showing disrespect to Anubis is a serious crime. Anpurs acknowledge few societal distinctions between the genders. As neither death nor the hazards of the desert make any distinction between male and female, the Anpurs see little reason to do otherwise. Only in matters of procreation do Anpurs draw a distinction, and even then, females just keep their focus on the duties of motherhood up until the child no longer nurses. From that point, the entire Anpur community shares childrearing duties equally, raising their children as a single litter.

On the whole, Anpurs prefer to be left alone, interacting with the other races only when need drives them. Most Anpurs dwell in nomadic tribes or small villages in the desert. A few Anpur communities exist at the edges. Though
small, these towns are as advanced as anything built by human hands. Some Anpurs dwell temporarily among other races, but few are comfortable enough among outsiders to remain there permanently. Anpur lands are peppered with many aboveground tombs, and even a few pyramids rivalling those of humans.

Government: Tribal

Population: 320,000


 

 

Creating an Anpur character

Step 1: Attributes
Roll attributes as normal but then minus 2 from INT and CHA, and add +2 to WIS and STR. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +10, +10 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Anpurs gain all the following free;

Anpur Senses - All Anpur can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern colour in darkness, only shades of grey. Their sense of smell and hearing is double the normal range.

Additionally Anpur start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Desert Animal Empathy 5 The character can establish telepathic communication with any normal or giant desert dwelling animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Fearless 5 Absolutely no fear of death whatsoever and +5 to save vs any other fear attacks.
Increased Thac0 5 +1 Thac0 with pole weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5 Using this ability the Anpur can blend into and render himself nearly invisible in desert terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passers-by, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Nature Survival 5 Due to a Anpur's extensive experience and training in deserts they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Sanity Bonus 10 +1 Sanity save at levels 2, 6, 10, 14, 16 and 19.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but Shaman is the favoured mage class.

 

 

Races