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Atufolk

Atufolk are good aligned beings that live peacefully within craggy hills and rough mountains of most worlds. While distant cousins to koboru and kaznarks, atufolk are best known for their greater intelligence and creativity. They have centered most of their entire culture on education, predominately the use of jinhu (often thought to be even more attuned to the eternal forces than ba-liyan) as well as physics and technological engineering. They are a highly cultured species where ever they make their homes that prefer art, literature and music in all its forms.

Physical Description

     Atufolk or Athus are a sentient reptilian humanoids similar in looks to  koboru. They have beaked mouths, four-fingers, long necks, their long  tails end in tufts of hair. Athus have large, pointed ears similar to that of a bat.

     They are generally a mottled green in color, with  white, black or gray hair. Their eyes are generally golden in hue with  amber flecks. They have reversed knees with long legs that end in four  clawed toes.

Personality

       Most atufolk tend to be calm, straightforward thinkers. Rarely will  they take any action without an almost assured outcome.  This makes them  expert gamblers who enjoy testing their wits and strategy.  Atufolk  find themselves working as advisors, detectives, and in other lines of  professions that require tactical and analytical thinking.  These are a  set of natural instincts that all atufolk are born with, often using  their innate skills to work out solutions to problems most are unaware  even exist.

      Their sharp minds and keen sense of observation are highly valued among adventurers.  They are very observant and eager to  learn more about the large Omniverse.  Atufolk have an aged sense of  wisdom, and a unique childlike excitement in discovery of new places and  locations.  Most atufolk believe in taking each day as it comes, and  find it odd that anyone that believes that they have learned, done and  seen all there is, is doing themselves a great injustice. 

Languages and Names

      All atufolk speak Hwar,  a language made up of a large number of sounds beyond simple words that  add to their overall linguistics.  These include tongue clicking, beak  clicking, and shrill sounds similar to whistles and squawks.  While the  verbal component is easily picked up by other species, the added  clicking, whistles and squawks which adds to the total verbal language  is nearly impossible to recreate. 

Cultural Kin and Communities

          They have are often referred to by ha'vatu for advice on unique and  unusual technological issues that they are unable to solve.  They have  proven to be excellent instructors and masters to those that look to  learn jinhu or even technological engineering.

     Atufolk do not  favor the gods, but death holds a mystical place in their culture. When  atufolk die it is believed that their souls (called the Hathu) will seek out the Astion to return the life essences and be re-born as a new atufolk in the future.       Despite their non-belief in gods or deities, atufolk have a deeply  spiritual society, and this believe is a  major unifying force within  the various communities. Their spiritual leader, which is often a female  called the Iskal are empowered with a great deal of moral and political  authority, advising and influencing the communities leader called the  Jhusta.

      The Iskal was chosen from a council of monks referred to  as the Jhumtar the title given to atufolk spiritual leaders. Either sex  of atufolk is equally capable of achieving any level within this  spiritual structure.  The atufolk spirituality is based upon the  revelations of the ancient atufolk working with jia (JEE-yuh),  who came to learn about the power of the hathu has and the importance  of maintaining a pure hathu through out life so that through the Astion  and their re-birth will be insured.

      Atufolk families are divided  into castes, called Kajars, which tend to dictate a atufolk's place  within the community.  These castes are not meant to divide the  communities into higher and lower castes, but away for the community to  ensure that its needs are met from merchants to artists to teachers to  spiritual leaders.  Each family wears a large, chained earring on their  left ear that symbolizes their family and their kajar. 

Atufolk Features

Species Merit Cost: 1200 

Age: 12-20, live to be over 100 yrs 

Size: Atufolk tend to be medium creatures, (4 to 5 Feet) 

Weight: Base 125 plus 2d10 

Vision: Atufolk have normal vision 

Move: Base Move of 20 feet per Movement Action 

Languages: Atufolk begin play speaking Hwar (Atufolk Common), Cor Shan (Ta' jahu Common), Uthai (Syliph Common), and Common 

Resistances: +20 to Fear Checks and Horror Checks 

Atufolk Bonuses: +15 Alertness checks, Immune to spells or powers that would cause them to fall asleep, +20 Fatigue Points 

Atufolk Attribute Modifiers: +10 to any two: Stamina, Intelligence, Wits, Willpower

 Atufolk Traits

Sense Evil.   An atufolk can determine if a creature or being is evil by taking a  moment to concentrate on one target that is within 15’ of the atufolk.   In combat an atufolk must concentrate for one full turn on a single  target. The atufolk must make a Wits check at a TS of 2 to determine if  the target is evil or not. 

Psionic Thoughts.  Atufolk have a very limited form of telepathy which grants them the  ability to communicate with any willing creature within a 15’ radius of  them.  Addressing multiple targets is possible with a Willpower TS check  of 1 per additional target above 1.  They do not need to know the  language of targets around them. 

Species Abilities Atufolk  begin play with two of the following abilities: Affable, Ancient  Memories, Bond to the Land, Focused Mind, Jia Talent, Prehensile Tail,  Unique Aptitude and Weave Talent 

Species Abilities

Affable:  You have that certain something that makes you even more likable.  Anytime you attempt to influence (typically this includes Convince,  Gaming, Haggle, Interrogate, or Leadership) other beings can make this  check twice and take the better result of the two. Additionally,  non-player character dispositions towards you always start off one level  better than normal (for example, hostile changes to unfriendly). 

Ancient Memories:  You have a strong tie to the ancient wisdom and knowledge of the world  and your ancestors. You gain four Lore skills, which also receive a +10  bonus to these skills.

 Bond to the Land: Choose one  of the following terrain types: Aquatic, Desert, Forest, Hills,  Mountains, Plains, Swamp or Underground. So long as you are in this  specified terrain you gain a +10 bonus to all skills dealing with Evade,  Lore (Specific Region), Navigation, Search, Stealth, Survival, and  Tracking. 

Focused Mind: You gain +10  cumulative bonus for every hour you concentrate on any next non-combat  skill check. You may only focus for 1/2 your Stamina modifier in hours  to gain this bonus. During combat as a Simple Action you gain +10 bonus  to any next non-attribute check that you make. 

Jia Talent: Gain +10 bonus to either Divine Knowledge or Jinhu Discipline and gain +10 Fatigue Points. 

Prehensile Tail:  Your long tail is highly flexible and you have mastered its control.  You can use it to retrieve small objects, hold onto small objects and be  able carry these small objects as easily as if they were in your hand. 

Unique Aptitude:  The creature is a unique individual among its species and stand out  from the norm, displaying attributes and abilities not common among its  people. it may take another species’ ability. Weave Talent: Gain +10 bonus to either Divine Knowledge or Spellcraft and gain +10 Fatigue Points. This cannot be used with Jia Talent.

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