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Chapter 1: Race and Gender<br />

Anakim (sing.), Anakim (pl.)<br />

Anakim 1 are the offspring of fallen angels<br />

and mortal women. They are recognizable to others<br />

who often refer to anakim as giants, since they<br />

are much taller than the typical human. Ancient<br />

terms for anakim are the annunaki, enim, nephilim,<br />

zuzim, and zamzumin. Anakim are not a natural<br />

race, but a crossbreed. It is not every day that fiends<br />

mate human women, so few anakim exist.<br />

Most anakim are the result of an incubus or<br />

succubus mating with a human. These anakim are<br />

more commonly called cambion. Oftentimes,<br />

cambion children show no signs of life until they<br />

are 7 years in age. Once again, few anakim exist.<br />

Sub-Ability Modifiers: Strength + 100,<br />

Hand-Eye Coordination - 30, Agility - 25, Reaction<br />

Speed - 20, Language + 5, Math + 5, Analytic + 5,<br />

Spatial + 5, Drive - 5, Intuition - 10, Common Sense<br />

- 20, and Reflection - 10.<br />

Base Current Armor: 11.<br />

Base Life Points: 27.<br />

Physical Description: Anakim average a<br />

towering 8’ in height for males, 7’ 6” for females,<br />

and are appropriately heavier than humans as well.<br />

Often, they are considered giants. Also, they are<br />

likely to live much longer, provided they do not meet<br />

a premature death. Because of their fiendish heritage,<br />

anakim characters have 1d10 traits, which are<br />

determined by rolling 1d100 on the table that begins<br />

on the next page.<br />

Disposition Modifiers: - 25 Ethicality and<br />

- 50 Morality.<br />

Temperament Modifiers: - 25 to Sanguine<br />

and - 25 to Melancholic.<br />

Sociality: The human mother of an anakim<br />

dies during childbirth. Anakim do not have their<br />

own society, so they try to live secretly among humans<br />

or in isolation. Due to their size, many humans<br />

mistake them for giants. Anakim tend not to<br />

get along well with others.<br />

Language: Anakim usually speak Sapien,<br />

and if they have both good Language ability and<br />

the luxury of education, most aspire to learn Underworld.<br />

12<br />

Occupation: It is possible for an anakim to<br />

be nearly any occupation, but the most common<br />

include: Bandit, Berserker, Gladiator, Mercenary,<br />

Ruffian, Slave, Slave-Trader, and Sorcerer. Anakim<br />

begin work at age 10.<br />

Skills: Brawling + 3, Intimidation + 5, Mangling<br />

+ 3, Sexual Adeptness + 5, Trickery + 3, a<br />

bonus Weapon (Specific), and Wrestling + 5.<br />

Religion: Anakim may worship any religion,<br />

though often they are foreign to notions of worship<br />

or venerate fiends. All anakim receive a bonus<br />

of 1d20 PP (see Chap. 4: Disposition).<br />

Names: Anakim often have human names,<br />

since their mother names them at birth, or if she<br />

dies immediately, those in her culture will name the<br />

infant.<br />

1. Anakim have been referenced from Gustav Davidson’s A Dictionary of Angels. For more information, see the References<br />

section at the end of this book.

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