Tuesday, August 25, 2015

Forgotten Fable RPG™: Karajin Race

by Tim Wallace and Adam Frank

The karajin are a varied people. They have been responsible for some of the greatest triumphs and some of the most terrifying moments of history on Densetsu. Their passions tend to run shallow but fierce. A karajin will oftentimes use any readily available excuse to carry out an action for better or worse. This great burning passion has been the reason, some say, of the technological advancement of the last few decades. A karajin sees something and simply needs to improve it.
Physical Description: In height, they average about six feet tall for males and about five and a half feet tall for females. Their skin color varies from pale pinks to dusky yellows, sandy reds to dark browns depending upon where they hail from. Darker skinned karajin originate closer to the warmer climes while the lighter skinned karajin are from colder homelands. Eye color can be green, brown, black, or blue. Again this depends on what part of the world they hail from and it's average climate. From stocky builds to thin the karajin are built to suit their homeland. Those closer to the sea or focused more on hunting are thinner while those who make their living through agriculture tend to be bigger and more powerful.
Society: Karajin are a social folk, gathering together in anything from small tribes to sprawling kingdoms. They gravitate to positions of authority and are often in charge of these gatherings. The vast potential of the karajin allows them to survive in conditions that others may not through ingenuity, skill and a bit of luck. High adaptability and a willingness to think outside the box has created some of the most beautiful kingdoms:, technological marvels like Tokai and Kokoshima and some of the most beautiful and architecturally wondrous places like the Tower of Bugendai, a place that some say has no end.
Relations: The karajin's relations to the other peoples of Densetsu are as varied as they are. Most of the time there is little prejudice between them and others, save the kumajin who, by nature of their stature and fairly amiable attitudes, were used as slaves by the karajin dominated empire for some time. Overall the most animosity between the karajin are kingdom to kingdom or between tribe and tribe.
Alignment & Religion: Karajin don't hold to any specific belief structure or moral code. Their passions and drive lead them on into new and different territories. Some follow the gods, others, themselves, even others follow their inventions; the great machines they have crafted to aid their great cities in military power or just day to day use.
Adventurers: Many karajin adventure. No two karajin do so for similar reasons as their own personal drive carries them into the life of danger. They will take any roles they feel suit them and their needs. Due to their passions they will often rise to the top of their chosen profession for either good or bad. Karajin adventurers run the gambit from the greatest of heroes to the darkest of villains.

Karajin (空人) Racial Traits (10 RP)
+2 to One Mental Ability Score: Karajin are intellectual, wise, or companionable.
Humanoid (human): Karajin are humanoids with the human subtype. Karajin count as humans for any effect related to race.
Medium: Karajin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Karajin have a base speed of 30 feet.
Focused Study (4 RP): Karajin tend to specialize in a handful of skills. At 1st, 8th, and 16th level, a karajin gains Skill Focus in a skill of his choice as a bonus feat.
Skilled (4 RP): A karajin gains an additional skill rank at 1st level and one additional skill rank whenever he gains a level.
Skill Training (1 RP): Karajin characters choose two skills. These skills are always considered class skills.
Languages (1 RP): Karajin begin play speaking Common. Karajin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Karajin Racial Traits
The following racial traits may be selected instead of existing karajin racial traits. Consult your GM before selecting any of these new options.
Evasive: Karajin with this racial trait gain a +2 bonus to Dexterity and the evasion ability. This racial trait replaces the +2 bonus to any one mental ability score and the skilled ability.
Gifted: At 6th, 12th, and 18th level, a karajin with this trait gains a bonus feat of his choice. He must still meet any prerequisites the feat may have. This racial trait replaces focused study.
Prowess: Karajin with this racial trait gain a +2 bonus to one physical ability score in addition to a +2 bonus to one mental ability score. This racial trait replaces skilled and focused study.
Weapon Training: A karajin with this racial trait gains proficiency with a single weapon group of his choice. This racial trait replaces focused study.

Karajin Racial Rules
The following options are available to karajin. At the GM's discretion, other appropriate races may also make use of some of these.

Karajin Feat
Karajin have access to the following feat.

Be Prepared
Your training has taught you to always have the correct tool on hand for any given situation.
Prerequisites: Human.
Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Survival check with a DC of 10 plus the item's cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.
Special: At the GM's option, a character can substitute the Sleight of Hand skill for Survival with this feat. Such a choice is permanent.

Karajin Equipment
Karajin have access to the following equipment.



25 gp
1/2 lb.

75 gp
1/2 lb.

This pocket-sized multitool contains a folding knife and a variety of other tools that fold into the handle, and allows you to make checks on five Craft skills (baskets, carpentry, leather, shoes, or traps) with only a –1 circumstance penalty on the associated Craft skills.
Masterwork Multitool: This tool grants a +1 circumstance bonus on the associated Craft skills.

Designers’ Notes: While we recognized the need to include a human race in the Forgotten Fable RPG™, we did not want it to be the stock human race from the Pathfinder RPG: Core Rulebook. We chose the name karajin (空人) for the race because the Japanese character means “empty,” it also means “vacuum” or “blank.” This is to symbolize that while each member of the race is a tabula rasa in terms of their potential, which has lead to some of our species’ greatest creations; that very same ambiguity of nature has also lead to some of the most soulless things we have seen humans do in our own reality. We hope you like it.