Malkin (blurb)
“Seek, first among all other things, one truth; that all who were born unto this world deserve their opportunity to find freedom.” – Alith-Handar, First Among the Free
Description
Though the Malkin themselves do not often take kindly to the comparison, physically they resemble a race of bipedal cats, fur-covered humanoids with pointed ears and a long, non-prehensile tail. Perhaps their most defining characteristic though is their innate resistance to spells, which cannot be controlled but can become stronger in some Malkin over time.
![](https://fantasyalivelrp.com/wp-content/uploads/2024/02/IMG_2263COPY-835x1024.jpg)
Many of the adult Malkin on the continent today were not born here, but were instead bred by the arcaners of Magedom as servants and soldiers in that far-away land. Under the leadership of Alith-Handar, a large number of these so-called Kargath managed to escape during the Great Uprising of 2014 A.T. and eventually made their way to the continent where they have sought to create a new home and cultural identity for themselves. Perhaps unsurprisingly, nearly all such Malkin possess an extreme distrust of mages and a fear of being confined.
The Malkin race claims no official nations or built-up cities of their own. Instead, those Malkin who have not integrated themselves into the populations of other lands, live in a series of dispersed enclaves that maintain sizable territories in unclaimed areas across the continent, and they will fiercely defend their territory. Though natural-born hunters, and often possessing martial training from their former lives in Magedom, Malkin today can be found in nearly all walks of life.
Racial Bonuses
- Begin with 10 Skill Points (SP)
- Begin with 6 Life Points (LP)
- Begin with 2 Resurrections
- Begin with one Weapon Skill (all pre-requisites must be met at character creation)
- Begin with one innate Spell Shield skill. This innate ability is always on until used. Once this ability is used it is treated as a per-encounter skill. Similarly, if used between encounters, it automatically returns after 5 minutes. The call for this is “Spell Shield”.
- May purchase additional innate Spell Shields for 6 SP each
- May purchase LP to a maximum of 12 LP
- Must pay double Skill Points for the Magery skill
- Must take double the amount of required time in order to regenerate Magical Energy
- Must take double the amount of required time in order to regenerate Spiritual Energy
Mandatory Costuming
- Prosthetic furry, pointed ears
- Make-up indicating the patterned skin of a large hunting cat (all exposed skin must be represented)
- Solid, singularly black or brown make-up is not permitted
- Long cat-like tail
Racial Aging
Youth | Elderly | Aging | Max. Age |
---|---|---|---|
20 years | 75 years | 5 years | 130 years |
Youth: This is the minimum starting age for a given race. This is also the minimum age that can be achieved through rejuvenating spells.
Elderly: This is the age when the effects of time begin to take their toll and benchmarks aging negatives for a character, eventually affecting their Life Points.
Aging: Upon reaching the age indicated in the “Elderly” column, a character’s maximum LP decreases 1 Life Point for every increment of years indicated in the “Aging” column. For example, if the racial maximum LP for a goblin is 8 LP, a 42-year-old goblin character would have a maximum Life Points of 6. (A 42-year-old Goblin is 12 years over “Elderly” and, marking two increments of aging at 5 years each, reducing that characters’ Life Points by 2.)
Maximum Age: Upon reaching the age indicated in “Max. Age” the character is deceased and may not resurrect.
Nations and Lands
Malkins have no kingdom, nation, or empire of their own.