Enveloped in the ancient tapestry of Anake's bloodlines, the Vana stand as one of the most time-honored legacies. In the contemporary era, they dwell at the fringes of the formidable Crags, their presence a rarity within bustling cityscapes. Formerly dubbed the Wildfolk in ages long past, the Vana exhibit a robust aversion to grand civilizations, preferring the solace of isolation or the intimacy of small communities.
For the Vana, the paramount pursuit is storytelling--whether it be the recounting of others' tales or the chronicling of their own exploits. Gathered around tribal fires, the Vana share a deep reverence for the oral tradition, weaving narratives and singing ballads that echo through the wilderness.
The Vana beckon seasoned role-players, requiring a readiness to approach fellow players with suspicion until trust is painstakingly earned. Once trust is forged, however, these newfound allies become akin to cherished family members, compelling a Vana to defend them with a willingness to sacrifice.
Inheriting the noble traits of Dogs and Foxes, the Brogue emerge asthe Guardians and Caretakers of nature within the intricate tapestry of their tribes. Often donning the roles of Fighters and Diplomats, they epitomize both strength and diplomacy..
Roleplay: When Alone, Roleplay Nervous
Vana Trait: The Howl: You must howl to activate any skill that requires the usage of your Vana Trait.
Adjustment: +1 Blood, -1 Spirit, -1 Strength, +1 Will
Spike: You may instead grant “Aura Next Strike Damage +X” where X is your Spike Damage Numeric.
Vulnerability: Fire
Taking on the traits of Bears and Racoons, they are Scavengers and Storytellers by nature, but fierce when aroused to anger or defend what is theirs. They are often Tinkerers and Bards.
Roleplay: Hoarding tendencies
Vana Trait: The Roar: You must Roar to activate any skill that requires the usage of your Vana Trait.
Adjustment: +1 Blood, -1 Spirit, +2 Strength, -2 Will
Spike: You may instead call “Quick Fear”
Vulnerability: Dark
Taking on the traits of Cats, they are Hunters and Explorers, quick to pounce and fleet of foot. They are often Courtesans and Artists.
Roleplay: Mischief Makers, when bored, find minor ways to make trouble to amuse yourself.
Vana Trait: The Hiss: You must Hiss to activate any skill that requires the usage of your Vana Trait.
Adjustment: -2 Blood, +2 Spirit, -2 Strength, +2 Will
Spike: Blood Damage
Vulnerability: Poison
Taking on the traits of Bats, they are Scouts and Observers, with keen hearing and a love of the darkness. In Vana tribes, they are often Politicians and Spymasters.
Roleplay: Revel in the Night, and react overly negatively to loud noises.
Vana Trait: Echolocation: You must stop and listen intently to activate any skill that requires the usage of your Vana Trait.
Adjustment: -1 Blood, +1 Spirit, -3 Strength, +3 Will
Spike: Sonic Damage
Vulnerability: Light
Taking on the traits of Reptiles and Amphibians, they are stoic and aloof, but keenly aware of their surroundings, often preferring to stay near the warmth of the fire, they can often be found as Cooks and Homemakers.
Roleplay: Quiet Observation, beings of Brevity, they value communication only that which is necessary.
Vana Trait: Cold Blooded: You must have been near a fire or a source of warmth within the last 15 minutes to gain usage of your Vana Trait.
Adjustment: -1 Blood, +1 Spirit, -3 Strength, +3 Will
Spike: Poison Damage
Vulnerability: Ice
NOTE: Those who are looking for Bird type racials should look to the Ho’ua. Because the oceans of Ananke are not traversed and absurdly dangerous, there is no Aquatic themed Vana support at this time.
Base Pools: 3 Blood | 3 Spirit | 5 Strength | 5 Will
Creature Type: Animal, Humanoid
Racial Spike: See Vana Spike
Vulnerability: See Vana Vulnerability
Costuming: To gain Tier 1 you should have some elements of your Vana Heritage visible. To gain Tier 2 you should be immediately recognizable as Vana of that heritage and must have a Tail or Ears or Claws, as well as Scales or Fur as it applies. To gain Tier 3 you must have Tail, Ears, and Claws, wherever they apply, as well as Scales or Fur where appropriate.
Natural Navigator: You may ask 3 Questions every Encounter about how to get to or from a Location, or to help determine where you are.
Costume Level 1:
Tooth and Nail: 1s: Activate your Vana Trait, Your Next Strike may be Spike Damage +1.
Costume Level 2:
Nature’s Bond: Choose either +1 Blood or +1 Spirit.
Self Sufficient: You may spend 15 Minutes at any time and assign a Skill you possess as a Slotted Skill, even if you don’t have any open ability slots. You may only have a single skill slotted in this way at any time.
Costume Level 3:
You gain 1 additional ability slot.
The Inner Fire (slotted ability): Spend at least 5 Minutes telling a Story about a Deed either you or another has done, the Target of your Story may gain Imbue +2 Blood or Spirit, and all who listen may gain Imbue +1 Blood or Spirit. If you spend 1 Will, you may Imbue 1 additional ability slot for the next encounter.
Stand Up and Fight!: The first time you would fall into Death or Critical (Your Choice) each day, within 15 seconds, you may activate your Vana Trait, and restore yourself to 1 Blood.