Etyri

An avian race from Grail, the flying Etyri survived fierce competition against their land-based predators only with the aid of human technology. One of the least populous sentient races, the Etyri are highly religious, deeply concerned about the afterlife and what form it takes.

Few Etyri leave their homeworld, and those who do are often considered insane by their brethren. But they are sometimes deemed heroes, questing for the secrets waiting beyond death to pave the way for Etyri to come.

Huar’raughq: Heavier and much more powerfully built than the others, the Huar’raughq are by far the strongest fliers among the Etyri, bearing a strong resemblance to eagles and hawks of other worlds. With large eyes facing directly forward and craggy hooked beaks, they are the most dominant and imposing of the Etyri, stately presences whose piercing gaze transfixes all who meet them. Their coloring is simple but with striking contrasts, and their clandistinctive markings tend to emphasize their size and strength.

Cha’arkut: By far the most numerous on Grail, these Etyri resemble the game and song birds of most worlds, with pointed beaks, and small eyes mounted on opposite sides of their round, usually uncrested, heads. Shorter and stockier than most, the Cha’arkut tend toward obesity in old age. Their plumage is generally the most subdued, composed mainly of mottled, muted earth tones, with notable tribes being distinguished by striking touches of bright crimson or iridescent green. In recent centuries, more and more Cha’arkut have begun to show the distinctive aquiline profile and stately markings of the Huar’raughq, as a result of both intermarriage and cosmetic feather-dying.

Chirikiti: The esthetic opposite of the tastefully restrained Cha’arkut, the Chirikiti encompass a greater variety of body types and the wildest plumages displays found on Grail, dazzling the eye with brilliant vibrating colors and hypnotic patterns. Chirikiti beaks are more massive but usually blunt and rounded, and their eyes are on opposite sides of a flamboyantly crested head. Most Chirikiti maintain trimmer figures than the Cha’arkut, but their shorter, rounded-off wings restrict their flying abilities.

Ghek-da’az: These flightless runners are generally considered the ugliest of the Etyri, with thicker bones and enormous beaks jutting from naked skulls, resembling somewhat the ancient Urthish diatryma. Their plumage, when it can be seen through its habitual coat of dust, is patchy and indistinct, and in permanent disarray.

Etyri (Huar’raughq) Species Template
Attributes
  • Fitness 3(5)
  • Coordination 2(5)
  • Intellect 2(5)
    • Perception +1
  • Presence 2(5)
  • Psi 0(5)
  • Force 0(5)
  • Essence 0(5)
Skills
  • Culture, Etyri 2(3)
  • History, Etyri 1(2)
  • World Knowledge, Grail 1(2)
  • Fly 2(3)
  • Choose One of:
    • Intimidation 1(2)
    • Weapon, Any Melee 1(2)
Typical Traits
  • Language: Etyri (Fluent/R/W) (+4)
  • Language: Urthish (Accented/R/W) (+3)
  • Fly (+5)
  • Excellent Sight (+2)
  • Natural Weapon: Beak 1 (1)
  • Natural Weapon: Claws 1+1d (+2)
  • Claustrophobia (Challenging) (-4)
  • Hollow Bones (-3)
    • Etyri lose 1 point of Resistance and 1 point from each Wound Level, to a minimum of 1.
Etyri (Cha’arkut) Species Template
Attributes
  • Fitness 2(5)
  • Coordination 2(5)
  • Intellect 2(5)
    • Perception +1
  • Presence 3(5)
  • Psi 0(5)
  • Force 0(5)
  • Essence 0(5)
Skills
  • Culture, Etyri 2(3)
  • History, Etyri 1(2)
  • World Knowledge, Grail 1(2)
  • Fly 2(3)
  • Charm 1(2)
Typical Traits
  • Language: Etyri (Fluent/R/W) (+4)
  • Language: Urthish (Accented/R/W) (+3)
  • Fly (+5)
  • Excellent Sight (+2)
  • Natural Weapon: Beak 1 (1)
  • Natural Weapon: Claws 1+1d (+2)
  • Perfect Pitch (+1)
  • Claustrophobia (Challenging) (-4)
  • Gluttony (-1)
  • Hollow Bones (-3)
    • Etyri lose 1 point of Resistance and 1 point from each Wound Level, to a minimum of 1.
Etyri (Chitikiti) Species Template
Attributes
  • Fitness 2(5)
  • Coordination 2(5)
  • Intellect 2(5)
    • Perception +1
  • Presence 3(5)
  • Psi 0(5)
  • Force 0(5)
  • Essence 0(5)
Skills
  • Culture, Etyri 2(3)
  • History, Etyri 1(2)
  • World Knowledge, Grail 1(2)
  • Fly 2(3)
  • Choose One of:
    • Charm 1(2)
    • Persuasion 1(2)
Typical Traits
  • Language: Etyri (Fluent/R/W) (+4)
  • Language: Urthish (Accented/R/W) (+3)
  • Fly (+5)
  • Excellent Sight (+2)
  • Natural Weapon: Beak 1 (1)
  • Natural Weapon: Claws 1+1d (+2)
  • Claustrophobia (Challenging) (-4)
  • Hollow Bones (-3)
    • Etyri lose 1 point of Resistance and 1 point from each Wound Level, to a minimum of 1.
Etyri (Ghek-da’az) Species Template
Attributes
  • Fitness 3(5)
    • Vitality +1
  • Coordination 2(5)
  • Intellect 2(5)
    • Perception +1
  • Presence 2(5)
  • Psi 0(5)
  • Force 0(5)
  • Essence 0(5)
Skills
  • Culture, Etyri 2(3)
  • History, Etyri 1(2)
  • World Knowledge, Grail 1(2)
  • Athletics 2(3)
Typical Traits
  • Language: Etyri (Fluent/R/W) (+4)
  • Language: Urthish (Accented/R/W) (+3)
  • Excellent Sight (+2)
  • Natural Weapon: Beak +1+1d (+2)
  • Natural Weapon: Claws 2+1d (+3)
  • Swift (+2)
  • Claustrophobia (Challenging) (-4)

New Skill: Fly

All Etyri characters, except for Ghek-da’az or the lame, begin with the skill Fly. Level flight can be maintained at a relative ground speed of 12 meters per turn plus 2 meters per point of Fitness. Powered flight is twice as fast, but can only be maintained for a number of turns equal to the flier’s Fitness + Vitality. During takeoff and powered flight, an Etyri can carry up to 30 pounds per point of Fitness + Strength, but only with extreme effort; twice this amount may be carried through an unpowered glide. To take flight from a standing position, an Etyri needs a clear area of about two and a half meters on either side to flap his wings.

Flight Maneuvers

The Fly skill has a variety of applications beyond simple reconnaissance or quick escapes. The Etyri take great pride in their aerial prowess, and nearly all their time in the air is spent practicing sharp turns, barrel rolls, loops and spirals.

General Maneuvers: Coordination + Fly should be rolled for precision maneuvers, like in-flight combat actions, flips, rolls, intercepting flying objects, and taking off from a confined area.

Powered Maneuvers: Fitness + Fly should be rolled for powered maneuvers, like pulling out of a steep dive, or taking off in, and flying against, high winds. On occasion the Narrator may require an Fitness + Vitality + Fly roll for prolonged maneuvers, like carrying another character through a long glide or keeping oneself perfectly angled to ride an updraft or crosscurrent.

Stooping (Diving): Stooping, or diving to attack, can be an extremely powerful, albeit risky, maneuver used to augment hand-to-hand or melee weapon attacks; treat a simple dive like a controlled fall, converting the direct damage points the faller would normally receive into additional damage dice for the diver’s attack.

For a powered dive, add the effect dice from an initial Fitness + Fly roll, and the falling damage, to the attack’s damage dice. Remember that the roll for an attack must still be made as usual, and in the case of the power dive, a -2 penalty is incurred for every 10 meters of diving.

In some cases, the gamemaster may require a separate roll to pull out of a dive; this is generally determined by the available space around the target. If the diving attacker has room to level out and approach the target horizontally, or if the target is airborne, no roll is necessary. A critically fumbled dive directly toward a ground target can result in the attacker taking all the extra falling damage (and Strength damage, when used) as a normal fall. Devoted Etyri warriors have been known to make suicidal, high-altitude power dives that are incredibly destructive even when the attacker is unarmed.

Etyri

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