The Kinfolk are an aberrant race. Which every other race seems to have their speciality and purpose (even the humans, whose seems to be filling the gaps), the Kinfolk simply.. are. Whether by creation of the ancient gods, alteration experiments gone wrong, or nature's will itself, no one is quite sure, but the Kinfolk seem to be a descended from unions of awakened animals and humanoids. Each of them carries within them an aspect, which becomes more prominent as they develop. Something of an outsider race, without a defining culture, they aren't shunned, but they certainly have to work a little harder to prove their worth at any individual task; one cannot assume that they are as dependable as a dwarf, as passionate as an orc, or as wise as a treant.
One of the theories behind the lack of consistency within perception of the Kinfolk is that, due to their internally fragmented culture, they do not have a unified identity. Indeed, no race has as much infighting as the kinfolk, as family groups from different aspects often find themselves at odds with each other.
When you choose to play a Kinfolk, you must select an aspect. You also take on part of the appearance of the aspect.
- Kinfolk receive a major bonus (+3) to an attribute relevant to their aspect. This is chosen by the player.
- Kinfolk receive a major malus (-3) to an attribute relevant to their aspect. This is chosen by the GM.
- Kinfolk gain a natural melee weapon in line with their aspect, as they mantle their heritage. This natural weapon takes an appropriate form for their aspect. It deals 1d8 base damage, and counts as a one-handed weapon.
- Kinfolk's heritage offer them an almost preternatural sense of danger. During a surprise round, they are never caught flat footed.
- Kinfolk are used to adversity in social environments, enjoying a +2 bonus to social skills in non-combat situations.