Final Fantasy Crystal Chronicles Races - Preferred weapons are required to conduct focus attacks. - All characters are proficient with all weapons. - Armor proficiencies are based on race, not class. - The terms 'tribe' and 'race' are used interchangeably throughout the documents. They are one in the same, with the exception of cross-breeds (see below). - Interracial breeding is possible between the Clevats, Lilties, and Selkie, although the combination can often be fatal to the fetus. Yukes and Moogles have anatomies that are far too different from the standard races to consider crossing. If your character is a cross, pick one or the other of the races as dominant. However, some traits (such as casting stat, stat lines, appearance, and abilities) may carry over from the recessive parent. Talk to me if you wish to have a mixed bloodline, and we can discuss shared traits. - Each Race starts with their own language (Clavat, Yuke, Lilty, Selkie, and Moogle) as well as Common. Bonus languages include, but are not limited to: Draconic, Goblin, Orc, Gnoll, Sylvan, Abyssal (Undead), Undercommon, Giant, (Ancient) Selkic, (Ancient) Rebina, Selkic (Sign), Yuke (Sign), Avianic, Lamian, Pug (Sign), Aquan, Ignian, and Celestial. Any of the basic languages known by the races are also available to the other races as bonus languages. -Clavats Clavats are the humans of the world. Generally hailing from the Fields of Fum, they can be found anywhere the other races are found (except moogles). Adventurers wear shorts and long sleeve shirts for the males, oversized (by a lot) shirts and shorts for females. They live about as long as humans, reaching 'adulthood' at age 18. The oldest Clavats can live just over a century. Clevats should be around 14-17 years old, if they are first-year caravanners. The other races all look favorably on the Clavats, as they look to have the least to hide and be the standard by which all other races go by. Clavats are commonly sought out as mediators for conflict, as they are known for encouraging harmony among the tribes. They range in height and weight as normal people from the general area of current day Europe do. Clavats are generally farmers, craftsmen, and ranchers, and tend to keep a down-to-earth feel about them, and generally try to keep harmony among the races. Example Clavat names are simply the names we use every day. Normal Size 30 ft. run speed +2 con +1 SP/level (+4 SP at level 1) 1 bonus general feat at character generation Preferred weapons: Long sword, Great sword, Shorts word, Scimitar, Shields, and other blades Armor Proficiencies: All armor, All Shields Base Focus Attacks: Dash, Charged Shot Casting Stat: Wisdom -Lilties Lilties are a proud, strong, and sometimes confusing race. Standing around three and a half to four and a half feet tall as full-grown adults, they are surprisingly strong for their size. Their hair appears to be 1-5 'leaves' that all grow out at one point in their head. As lilties grow older, they get more 'leaves', eventually acuminating at 5 (or more) at adulthood. Characters on the caravan should have 3-4 leaves. Lilties live a rather long time, hitting adulthood at age 25. Lilties can reach upwards of 180 years in age, provided they lead a healthy life. Caravanner Lilties should be between 15 and 20 years old. They weigh a considerable amount for their height, with both genders generally weighing 170 lbs. Lilties at one point ruled the world, before the Miasma came. As such, they are very proud of their former empire. Some wish to see those days return, while others couldn't care less. The weapons forged during this era can still be found today in the form of powerful lances, and to follow this most Lilties are crafters and blacksmiths. Example Lilty names are: Rahn Doltt, Sol Racht, Artin Lern, Lanal Stage. Normal Size 25 ft. run speed +2 str Low-light vision 1 bonus fighter feat Preferred weapons: Shortspear, Longspear, Scythe, Lance, Ranseur, and other polearms Armor Proficiencies: All armor, bucklers Base Focus Attacks: Jump Attack, Charge Beam Casting Stat: Wisdom -Selkies Selkie, some say, come from the sea. This has no real explanation whatsoever, though, so we'll ignore that. What *is* known is the Selkie are fast, have a good way with words, and tend to be very attractive. They generally have their hair long and are dressed for hot and dry climates. Slekie develop quickly, then appear to stop 'ageing' for much of their lives. They reach adulthood at age 15, and live to about 70 before showing the effects of age. Once this ageing sets in, however, they die rapidly, usually not living any further than 10 years after that event. Selkies on the caravan should be between 14 and 16 years old. The other races are generally untrustworthy of Selkie because of their reputation as being self- serving and greedy. Selkie rarely give up general information on themselves, such as age, weight, or natural hair color, but the average male Selkie to have silver hair, grow to about 5'7", and weigh in the 140s, with females being slightly smaller in height and weight. Skelkie are usually merchants, ranchers, and fishermen. They tend to follow pursuits that lead to travel and exploration. Example Selkie names are: Gahl Namm Ellah, Cea Lein Quan, Meil Marrs Pichal, and Fan Pocon Acrolem. The first two words are spoken as the first name, and the last name is the family name. Normal Size 35 ft. run speed +2 dex, -2 con Low-light vision 1 bonus expert feat at character generation Preferred weapons: Paddles, Blackjacks, Daggers, Claws, Whips, Shortswords Armor Proficiencies: Medium, Light Quickened Focus Attack Base Focus Attacks: Strike Past, Double Shot Casting Stat: Charisma Quickened Focus Attack: Selkies may focus attack as a standard action, instead of a full-round action. -Yukes Redesign: Yukes are considered the oddballs of the tribes. More closely tied to magic than any of the others, Yukes appear a bit more avianic than the others. All wear helmets to hide their faces, and what is exposed of their body from their robes is covered in feathers. Outside of their clothing, males and females appear identical except for variances in color trends. It's guessed that they either have bird-heads underneath their helmets, or nothing at all. Some females do wear fake 'breasts' to help themselves look more 'normal' in the eyes of the other races, but usually all they get are odd looks instead. It is not known how long a Yuke can live their natural lifespan. The presumed adulthood age is somewhere between 25 and 35 years old, with the eldest Yukes known to be well over two centuries old. Caravanner Yukes should be about 16-23 years old. The other races have never seen the inside of a Yuke's helmet, and combined with the odd behaviors that most Yukes exhibit, other races tend to carry a bit of skepticism towards them. Yukes are usually taller than Clavats, reaching an average height of 6'6" when full-grown. Despite their taller bodies, their weight still remains very light, most of them being in the 130 lbs range. Masters of the arcane, they are excellent spell users and tend to become alchemists or tailors. Examples of Yuke names are: Gaoinclach Equanmoph, Pelanchan Talosen, Zunalmelkox Adinalen, and Damoismita Riaedemal. Normal Size 30 ft. run speed, 15 ft. fly speed (Poor)* -2 con, +2 int Darkvision 1 bonus Spellcaster feat at character generation (Does not include calling) Preferred Weapons: Hammers, staves, Clubs, Maces Armor Proficiencies: Light Quickened Casting +1 caster level Defensive veil Base Focus Attack: Charge Aura Casting Stat: Intelligence * Yukes can only fly for two minutes at a time and only with a light load. Quickened Casting - Yukes may cast as a standard action, instead of a full- round action. Defensive Veil - For 10 rounds/day, divided however they chose, a Yuke may temporarily shoot off to another dimension. They still see the material plane, but they may not act nor move in it. In addition, they may not move while in this pocked dimension. Most creatures cannot detect a veiled Yuke. Material spells and attacks do not affect a veiled creature at all. -Moogles Moogles are the puffballs that we all know and love. In FFCC they have short, stubby arms and hands and usually stay outside of the other racial affairs as a neutral party. Immune to miasma, they aren't dependent on any other races, although they certainly enjoy the company. Moogles vary in color from white to black, and their pompoms are pink to blood red. They reach a full grown height of two feet, and can fly almost effortlessly using their wings. Moogles mature and age rapidly, reaching adulthood at 12 years old. It's rare for a moogle to attain an age greater than 60 years in length. Moogles on the caravan should be about 10-12 years old. Moogles are small and light, having a height of around two to three feet, and weighing about twenty to thirty pounds. Females tend to be at the larger and heavier range, while the males are usually lighter and smaller. Example Moogle names are: Mogen, Kupok, Mogoki, and Kupelan. Moogles Type: Fey Small Size (Must use smaller weapons, 3/4ths carrying capacity, +1 size AC, +4 bonus to hide checks) 15 ft. run speed, Flight 25 ft (Good) -4 str, +2 dex, -2 con, +2 cha Low-light vision 3/- DR Natural Weapons (2 claws, 1d2 damage each) Preferred Weapons: Throwing weapons, natural weapons Armor Proficiencies: NONE * Speedy Chalice Carry Miasma Immunity Casting Stat: Charisma Speedy Chalice Carry - Moogles are very quick at picking up items, in particular the crystal chalice. Unlike other races, Moogles may pick it up and drop the chalice as a move-equivalent action. In addition, on the round they drop a chalice, they may cast a spell as a standard action. They may also fly horizontally at full speed while carrying the chalice. Miasma Immunity - Moogles are immune to the debilitating effects of miasma. While many theories on why this is are out, the most likely is that moogles are simply friendly monsters. * Moogles, while unable to wear armor, may have their clothing enchanted to provide a bonus to their DR similar to that of enhancement bonuses on armor.