Chapter I · Ancestry

Jann

Children of the genies who bear their gifts of the elements.

Ancestry Details

Reference during character creation

Children of the genies who bear their gifts of the elements.

Janni appear human, with human heights and weights, but have blue skin that grows lighter as they age. Infants, for example, have midnight blue skin, while elders are so pale as to be almost white. All janni have white hair, though most adults shave their scalps and eschew facial hair.

They all have blue-on-blue eyes. Most wear clothing of local fashions, though many elders have yet to shed the hooded gray robes they all wore when they first arrived.

Janni Traits

Size: 1, Speed: 5
Bonus Languages: Janni
Elemental Affinity (Magical): If you lack the confused, controlled, stunned, and unconscious afflictions, you can use this trait at the start of your turn to gain affinity to air, earth, fire, or water. The effect lasts until you end it, use this trait again, or become confused, controlled, stunned, or unconscious.

  • Air Affinity: The air moves around you constantly to create light wind in a Size 5 space centered on you. Increase your Speed by 2 and gain the Strider trait. Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes a Strength roll. On a failure, you push the target up to 5 yards away from you.
  • Earth Affinity: Dirt and stone crawl up from the ground to encase your body. Increase your natural Defense by 3 and your Health by 5. Whenever you get a critical success, you can choose one creature or object within 5 yards. A target creature makes an Agility roll; on a failure, it falls prone. A target object takes 1d6 damage.
  • Fire Affinity: Flames envelop you but do no harm to you or your possessions. Your attacks with melee weapons deal an extra 1d6 damage from the flames. Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes an Agility roll. On a failure, it takes 1d6 damage.
  • Water Affinity: Water spreads across your body until you become fully enveloped. You can breathe the water as if it were air. You gain the Slippery trait. Whenever you get a critical success, you can choose one creature or unsecured object within 5 yards of you. A target creature makes a Strength roll. On a failure, or if you target an object, you pull it up to 5 yards toward you.