The Asrathi

Nicknames: (Damned) Cats, Tail-Lashers, Whiskers
Homeworld: Azra, the Spindel Web
Other Worlds: Nekotara (the Maelstrom), Sarai (the Umbral Rim)

Asrathi Intent

Since Psi-Wars began, I've been using existing GURPS material to fashion as much as possible, including the Felinoid template in GURPS Basic as an alien race, including "Kendra Corleoni," one of the signature characters of the old playtests. In Iteration 5, I codified them as a worked example of how to build a race. Since then, I've let them be, but I've found that people seem more likely to play as one of them than as any other race, and the Witch Cats in particular seem especially popular.

So I've wanted to do better than just a quick blog post somewhere. I've made some house rules since that change a lot about how the Asrathi would work and be costed. I can always improve on their design. I gave them a name, so you can call them something more Space Opera-sounding than "cat people," and I've integrated various elements from other GURPS works. This new design adheres more closely to the DF cat-folk, which look like an updated version of the Felionoid template, and I've added some typical traits and power-ups that you might find in the Felinoid template in GURPS Bio-Tech. Finally, to fit them better into the setting, I've given them a handful of cultural traits and story elements that you can play with, if you're building an Asrathi.

Treat them as a worked example of how you could integrate any race from the rest of GURPS into Psi-Wars (or any other setting). With a "Aliens everywhere!" setting like Psi-Wars, you should absolutely be able to port any racial template in with just a bit of work; the Asrathi happen to be one with additional setting support.

When it comes to familiar aliens, few are more familiar than the Asrathi. They originally came from the verdant, fertile world of Asra, famous for its forests with enormous trees and its sprawling, tropical savannas. Like many minor races, they never rose to great prominence, and greater powers shattered whatever dreams of interstellar empires the ancient Asrathi might have had, and scattered them to the stars, first as slaves, then as colonists, then as fortune seekers. Today, one can find Asrathi in ghettos and dives in nearly every metropolis, and scattered villages and clans out in the Galactic Rim, where they might hope to be left to their own devices.

The Asrathi bear a striking resemblance to an animal familiar to most humans: a cat. Their physiology merges the feline with the humanoid: they walk on two legs and have two hands and have surprisingly human-like faces, but their hands sport claws, they have pointed, tufted ears, a fine layer of fur covers their bodies, they have thick noses with moist, black tips, golden eyes with narrow slits, a lashing tail and a fang-filled mouth. They tend to be slim and graceful when compared to humans, though some (sometimes called “Primal Asrathi” or “Jagarathi”) have a much heavier set and much less human features. Many people find Asrathi to be exceptionally beautiful, both male and female. Asrathi have a great deal of variety: some with thick manes or a rich chest of fur, with a wide variety of colors and patterns to their fur from burnt orange with black stripes to rich, tawny brown to a mottled mix of colors. A few, the so-called “witch cats,” have entirely white or black fur, with no distinct or recognizable patterns.

The Asrathi typically have light, quick builds. They react swiftly and with precision and have sharp-senses, which make them excellent hunters (and adventurers). They can fall great distances without getting hurt, see well in the dark, and have sharp teeth and claws (though not so sharp that they can penetrate ultra-tech armor). While not exceptionally strong, they have the capacity for powerful strikes that far exceed the power one might expect such a slender build. They pay for their exceptional physical prowess with short attenion spans and long sleeping spells (which many mistake for laziness).

The Asrathi no longer have a culture to speak of. They have been scattered to the stars and have largely adapted to the cultures around them. They have only a handful of half-remembered words from their dead language and a few shreds of cults and traditions from whatever their original culture was. Most Asrathi accept this, and have folded themselves into their local culture. They can be found anywhere in the galaxy, but they tend to concentrate in the Spindel Web of the Sylvan Spiral (their home), the Glorian Rim and the Umbral Rim. The Alliance welcomes them and holds their presence and treatment within the Alliance as an example of how tolerant and open the Alliance is. In the Empire, the Asrathi tend to be clustered in crime-ridden ghettos, where their increasing reputation for crime is used to justify Asrathi internment camps. In the Umbral Rim, the Asrathi have long been held as slaves;

Some Asrathi still remember “the Old Ways,” however. Some Asrathi “witch cats” cultivate their natural connection with the dead to recover lost tidbits of knowledge and lore and maintain the old “Morathi” Death-Walker cults. Others, "the Asrathi Pride," carefully reconstruct an idealized version of what they believe their old culture to be like, and fight savagely to remove outsiders from their homeworld and to purify the Asrathi race from outsider influences.

Most Asrathi are Outcasts. Some, especially in the Umbral Rim or the Empire are Slaves, though the nature of that slavery differs; Asrathi are prized in the Umbral Rim for their beauty (both male and female) and their excellence in the gladiatorial arena, though many consider them inferior in both to the Ranathim. The Empire often uses the Asrathi as a scapegoat for alien crimes, and many in the Empire find themselves imprisoned and forced to labor in chain gangs; slaves in all but name! Those who live on the edges of the Galaxy have the equivalent of a Humble Origins, living as hunters of the land, or simple mechanics and miners. Finally, the Asrathi do have some last vestiges of Aristocracy, though these titles tend to be “reconstructed” and tend to be found only the most successful communities that adhere to the Old Ways; the most common title for such “noble Asrathi” is Khan (Khanum for feminine rulers).

Asrathi Racial Template

20 points

Attributes: ST -1 [-5]; DX +1 [20]

Secondary Traits: Perception +1 [5]

Advantages: Asrathi Claws [6]; Catfall [10]; Fur [1]; Night Vision +5 [5]; Striking ST 3 [3].

Feature: Purring Voice [0]; Tail [0];

Disadvantages: Impulsiveness (12) [-10]; Phobia (Entering Water) (15) [-2]; Sleepy (1/2 of the time) [-8], Social Stigma (Alien Outsider) [-5].

Asrathi Traits

Asrathi have numerous traits common to them that players may always justify taking them. Some, like Appearance or Temperature, should really only be taken at character creation, but the rest can be purchased after character creation.

Asrathi tend to have excellent senses and can thus justify Acute Hearing or Discriminatory Hearing (thanks to their great ears) or Acute Taste or Smell, or even more levels of Night Vision. Asrathi tend to be exceptionally graceful and fluid in movement; many have Flexibility, Perfect Balance and even Silence. They often have an inhuman capacity for jumping (Super Jump). Those with longer, thicker fur can have Temperature Tolerance, while those with unique and recognizable patterns have a Distinctive Feature. Those with a “hunter’s mindset” have Single Minded. The Asrathi tend to be known for their beauty, and thus many have appearance, and those with especially large eyes and adorable ears tend to be Pitiable.

On the downside, several stereotypes dog the Asrathi. Many blame their natural lack of patience with Overconfidence, or their sleepiness with Laziness. These might even be true!

Common Advantages: Acute Hearing +1 to +4 [2/level], Acute Taste and Smell +1 to +2 [2/level], Appearance (Any) [varies], Discriminatory Hearing [15], Flexibility [5], improved Night Vision up to 9 [1/level], Perfect Balance [15], Pitiable [5], Silence 1-2 [5 or 10], Single Minded [5], Super Jump 1 [10], Temperature Tolerance (Cold) 1 to 3 [1/level], Voice [10].

Common Disadvantages: Distinctive Feature (Fur pattern) [-1]; Laziness [-10]; Overconfidence [-5*].

Asrathi Claws

Asrathi Claws are Natural Weapons that allow the Asrathi to convert their unarmed attacks to thr+3(3) cutting attacks; they also have sharp teeth that do thr-1 (3) cutting damage as a feature.

Statistics: Natural Weapons (Cutting; Armor Divisor 3, +100%; Cannot Parry -40%; increased damage +2 +60%) [6]

Asrathi Power-Ups

Primal Instincts

16 points/level

Asrathi have powerful, primal instincts that can kick in when they face extreme circumstances. They can naturally speed up their own reaction time (+1.00 speed) at a cost of their energy reserves (-2 fatigue). This lasts for one minute (and can be maintained at a cost of 2 fatigue per minute). Once the increased speed expires, the Asrathi is overwhelmed with hormones that make them especially affectionate and hungry; they suffer the effects of Gluttony (12) and Lecherousness (12) for an amount of time equal to how long they enjoyed the benefits of their increased speed (minimum 10 minutes). Some Asrathi instead manifest a return to a more primal state and have Bestial [-10] instead for the same amount of time.

This trait may be purchased three times, for up to +3.00 (but still only costing 2 fatigue).

Statistics: +1.00 Basic Speed (Costs 2 fatigue, -10%; Aftermath, Gluttony (12) and Lecherousness (12), -10%) [16]; may be taken up to three times.

Primal Rage

8 points

The Asrathi already have surprisingly good “fast-twitch” muscles, and can “fight above their weight class.” Some excel at this and learn to tap into a primal, ancestral rage. When they do so, they must pay 2 fatigue per minute, suffer Berserk (15; 12 for Jagarathi) and must immediately make a self-control roll or go Berserk when they activate the ability. In exchange, they improve their effective ST for the purposes of damage by +10.

Statistics: +10 Striking ST (Costs 2 fatigue -10%; Nuisance Effect, immediately check for Berserk Rage -5%; Temporary Disadvantage, Berserk (15) -5%) [8]

Asrathi Sub-Races


Asrathi Racial Lens
+25 points

Most Asrathi have a svelte, appealing figure, and stand shorter than humans and tend to be more graceful than powerful. Some, however, are not. They tower over their brethren with fearsome pelts of jagged stripes and hunter’s spots, each unique and very distinct. They have great and powerful roars, and have a savage strength to them. Rage kindles in their golden eyes.

Early speculation suggested that the Jagarathi were a different species of the Asrathi, a more primal off-shoot, but genetic studies proved that the two are much more closely related than that. Asrathi and Jagarathi can interbreed, though the resulting children are either Asrathi or Jagarathi and never mingle traits of both. Today, they usually see one another as kin from the same race and share a cultural bond, such as Asrathi culture still exists.

Attribute modifiers: replace ST -1 [-5] with ST +3 [15] for 20 points;

Advantages: Penetrating Voice [1]; improve Striking ST from 3 [3] to 13 [13] for 10 points.

Disadvantages: Berserk (15) [-5]; Distinctive Feature (Fur Pattern) [-1]

Morathi, the Witch Cats

Asrathi Racial Lens
+1 point

Some Asrathi are born with completely white or completely black fur (they never have a unique or distinct pattern of fur), and most Asrathi (and indeed, most people who study the occult) consider this an ill-omen. Such Asrathi tend to be seen as cursed, and for good reason! All such Asrathi are latent psychics with a talent for the rare power of Probability manipulation. Those who don’t learn to control it often manifest unusual coincidences around them that often create unusual weather patterns or result in the bizarre demise of those who dare touch them.

In reality, these Asrathi also have a deep connection to the Death Path of Broken Communion. In primal times, these Asrathi were inducted into “Death Walker” cults that flourished on their homeworld, and some still maintain that tradition. Those who follow the “Old Ways” of the Asrathi see Witch Cats (or the “Morathi,” as they call them) as holy and revere them.

Note that if you purchase Probability Manipulation powers at character creation, you should trade in the point of Latent Psi to reduce the cost of the Probability manipulation abilities (or talent) by a point. This is not necessary with the uncontrollable probability manipulation power-ups below, as these represent expressions of said latent power.

Advantages: Latent Psi (Probability Manipulation) [1]; Social Regard 2 (Venerated; only among religious Asrathi -80%) [2]

Disadvantages: Reputation -1 (Bad luck, Superstitious people only) [-2]

Feature: Taboo Trait (Distinctive Fur Pattern) [0]; may purchase Probability Manipulation [0].

Witch Cat Power-Ups

Witch Cats often have untrained psychic potential which might manifest as unique powers that earn them a reputation as “bad luck.”

Limited ESP

In addition to their latent probability manipulation powers, all Witch Cats may purchase the following abilities even after Character Creation. Many Witch Cats take levels of ESP Talent or Latent Psi (ESP) at character creation, but this is not required.

Allowed Psychic Abilities: Retrocognitive Flashbacks [10-36]; True Sight [15 or 19], Visions (Aspected Dreams; Death) [1], Visions (Aspected; Death; Overwhelming) [5]

Deathly Destiny

The Path of Death calls to Witch Cats, whether they know it or not. Those who do not gain training in Death Walking may well end up walking the path anyway, but untrained. This can manifest as Destiny, and the Witch Cat has two choices.

Weirdness Magnet [-15]: The GM should treat this as anti-serendipity; the GM gains 3 “impulse buy” points he can use to “scene edit” or to justify strange Broken Communion miracles; the obviously haunted and weird nature of your character often results in a -3 reaction modifier.

Destiny (to Walk the Path of Death) [5/level]: The character is destined to walk the path of Death, and they gain 1 impulse buy point per session that they can spend on anything that gets them closer to the Path of Death, including editing the scene to make a moment more like a Death milestone. The GM also gets one “villain point” per scene, which he can only use to cause the player to fail at rolls that would pull him away from the Path of Death. Any unspent Destiny Impulse Buy points are lost at the end of the session.

Touch of the Witch Cat

9 points

One reason many people avoid Witch Cats is the belief that they’re “bad luck,” especially to touch. For some Witch Cats, this is true. Characters with his power might curse those they touch up to once per day. Upon touching skin to skin (or fur to fur, etc), the GM may secretly roll the Witch Cat’s Will in a quick contest with the target’s will. If the Witch Cat’s roll is successful, the target suffers the Cursed disadvantage for up to 6 seconds per margin of success at a time of the GM’s choosing. On a 14+, this power automatically fails to curse the target, and instead some other, strange or ominous event occurs, typically worth a -2 reaction towards the Witch Cat as strange coincidences seem to suggest that they’re spooky and occultish.

This power triggers at most once per day, and the Witch Cat has no control over it. The power tends to follow the subconscious desires of the Witch Cat; it usually afflicts those that mean them harm, or those the Witch Cat dislikes, but it can affect anyone.

Witch Cats who learn to control their power may, at the GM’s discretion, trade the points for the power in for one level of the probability manipulation power, Curse; this costs 2 additional points.

Statistics: Affliction 1 (Will; Based on Will, +20%; Contact Agent, -30%; Delay, Supernatural, variable (Unconscious Only -20%; Uncontrollable -30%) +50%; Disadvantage, Cursed, +75%; Malediction 1, +100%; Melee Attack, C, -30%; No Signature, +20%; Nuisance Effect, strange coincidences on failure, -5%; Probability Alteration, -10%; Reduced Duration 1/10, -20%; Limited Uses, 1 per day, -40%; Unconscious Only -20%; Uncontrollable -30%) [9]

Witch Storm

9 points

Strange weather patterns haunt the Witch Cat. Once per day, these weather patterns benefit the Witch Cat: the GM declares that some unexpected and fortitious event occurs that assists the Witch Cat, based on the weather. While trying to hide, a fog might roll in, or the clouds might part just in time to let the Witch Cat line up a shot, or it may begin to rain during a street chase. Neither the Witch Cat nor their player have control over this weather, though the player may make suggestions. Those who see the event cannot help but realize that the Witch Cat’s presence caused it, as the event tends to highlight the character in some spooky way (It rains everywhere but where the Witch Cat is standing, the fog caused a weird, liminal lighting around the Witch Cat, etc), which usually results in a -2 reaction for those who see or interact with the Witch Cat during the event.
Witch Cats who learn to control their power may trade their points in this power for a level of Coincidence (for +18 points) or, if the GM allows, a level of Weather Control (for +13 points).

Statistics: Serendipity (Aspect, Weather only -20%; Nuisance Effect, -2 reaction, -10%; Probability Manipulation -10%;) [9]

Asrathi Culture

Whatever culture the Asrathi once had, it has largely dissolved into the greater culture of the galaxy. They generally speak the local language of wherever they live (typically Galactic Common, though Asrathi in the Umbral Rim speak Lithian), and adopt local customs and traditions. But they do retain some sense of unity with other members of their race, and a restoration movement, sometimes called “The Pride,” has arisen among some of the disenfranchised Asrathi of the Spindel Web.

The Asrathi home world of Azra lies in the Spindel Web. It has towering forests and sprawling savanna full of large prey animals that the primitive Asrathi hunted, and modern Asrathi hunt still. The homeworld has a nearly religious importance to the scattered Asrathi, and those who can visit it, strip away their accumulated galactic culture and just be Asrathi claim it to be the greatest experience of their lives; this movement reached its zenith in the twilight of the Galactic Federation, and many who came chose to stay, to rediscover what it meant to be Asrathi. These formed the foundations of the Asrathi movement known as “The Pride,” who sought to rediscover (or recreate) “the old ways.” The Empire’s xenophobia hit the Asrathi hard, and the Pride rose up against the Empire, and were crushed, with over a million Asrathi cast in chains and crack-downs reverberating across the Empire. Only the intervention of Lord Apex, the ruler of the neutral world of Xen, lifted the Imperial embargo on Azra and allowed Asrathi to return to it once more, and for this, many Asrathi hold House Apex in high esteem.

Asrathi follow many religious or philosophical traditions. Most Asrathi have no use for the human-focused Akashic Mysteries, or the overly academic Neorationalism, but many Asrathi followed the ways of True Communion during its heyday and some follow it still (even Asrathi who do not embrace True Communion know the name Narasima Shedu, the Asrathi Templar master). The Divine Masks also prove popular, as they can fold their own traditions rather easily into it, and thus even some Asrathi outside of the Umbral Rim have Lithian idols or talismans; there is tension, however, between the Asrathi native tradition of Death Walking and the Ranathim death cult of Domen Khemet that prevents the Asrathi from fully integrating in the Lithian religion.

The Asrathi have their own tradition in the form of the Death Walkers, or the “Morathi Cult.” This is better understood as a single tradition or practice, rather than a total religion or philosophy. The Asrathi “witch cat” has a natural affinity for ghosts and death, and those who learn to master this become “Death Walkers.” Asrathi often turn to them for healing, guidance, grief counseling or relief from bad luck. However, they have no cohesive philosophy or world-view that they espouse: Death Walkers do not “preach” nor do they require certain moral values, nor are there “Death Walker festivals” or “sacraments.” They’re just Asrathi with a deep understanding of ghosts. As such, they often find themselves folded into other philosophies or traditions.

Asrathi Names

Female Names: Basta, Dwelf, Kasha, Kendra, Maya, Neema, Persia, Savanna, Serrada, Sing, Shara, Tizbeth
Male Names: Asante, Daro, Dovan, Chase, Keebu, Kit, Matua, Ocelot, Roko, Selkar, Shar, Sylvar
Clan Names: Abyssina, Bageerbasti, Corleoni, Manticora, Purasinga, Ro, Tsavo

Unique Asrathi Intoxicants: Matatabi and Kuruma

Asrathi cultivate two plants native to Azra, the Matatabi vine and the Kuruma root. Matatabi, or “Asrathi Mint,” can be dried and turned into a tea, a green liqueur or smoked in a pipe. It has a sharp, fresh taste that most races find quite pleasant (especially when sweetened); it has a mildly hallucinatory effect on Asrathi (see B440-441) when smoked, but Asrathi resist with HT instead of HT-2, and the effects never last longer than an hour. When drunk as a liqueur, it affects the characters like alcohol (B439-440), except Asrathi must roll HT+4 if Tipsy to see if they’re Hallucinating, and HT+0 if they’re Drunk (other races use the normal rules for alcohol, though many claim to be more likely to hallucinate while drinking Matatabi liqueur). Humans and Asrathi both claim that Matatabi liqueur improves creativity; characters who take the Matatabi Creativity perk may ignore their drunken penalties for the purposes of creative, artistic works and apply a further +1 to such endeavors. Matatabi is mildly addictive (less pernicious than alcohol);
Matatabi Addiction is worth [-10] points for Asrathi.

The milk of the Kuruma root is a far more dangerous. It has similar effects to Matatabi, but is highly addictive for Asrathi (it is mildly addictive for other races). It has an earthier taste than Matatabi, and less pleasant, though it’s often used as a cheap substitute for Matatabi. It’s usually drunk straight, but it can also be dried and powered, which allows it to be smoked or distilled into a liqueur (sometimes called an “Asrathi White” or “Cat’s Milk”). It can create aggression in those who take it; anyone currently Hallucinating under Kuruma also has the Berserk (15) disadvantage, or lowers their self-control roll for Berserk by one step. It is highly addictive to Asrathi but less addictive to non-Asrathi; often when Matatabi is sold to tourists or non-Asrathi who don’t know better, it is actually Kuruma and this can often snare unsuspecting Asrathi; anyone with Connoisseur (Drugs or Alcohol) can taste the difference with a +1 roll.

Kuruma Addiction is worth [-15] points for Asrathi, [-10] for everyone else.

Unique Asrathi Technology: Argentium Claws

Asrathi value their claws and fangs as a sense of their own identity. Those who wish to punish or humiliate an Asrathi will defang and declaw and Asrathi; such an Asrathi has Social Stigma (Declawed Asrathi) [-5], which applies a -3 reaction from other Asrathi or those who know what it means and a -1 reaction from everyone else (as it looks odd).
The Asrathi sometimes replace their claws, whether to enjoy more powerful damage with them, or because someone removed their claws.

Carbide Claws

1 point
Prerequisite: Asrathi Claws

Carbide Claws represent the most common Asrathi cybernetic upgrade. It replaces the claws (and, in come cases, the fangs) of the Asrathi with super-fine carbide claws. These have a glossy, black appearance, making them obviously artificial to those familiar with the normally white claws of the Asrathi.

This improves the armor divisor to 5.

Statistics: Replace the standard claws with Natural Weapons (Cutting; Armor Divisor 5, +150%; Cannot Parry -40%; increased damage +2 +60%) [7] for +1 point

Availability: Minor Procedure, $100.

Argentium Claws

5 points
Prerequisite: Asrathi Claws

Argentium, a naturally occurring phase of silver that occurs deep within the core of Azra. Ancient Asrathi were able to extract it and maintain the stability of the silver and alloy it to create a fantastically sharp material capable of fusing very well with Asrathi biology: argentium carbide. While the technique has largely been lost, one can still find ancient sets of Argentium claws. These must be installed like any cybernetics, though they don’t require any special maintenance. Given their ancient age, however, some have managed to pick of some psychic resonances; the design of Argentium relics is left as an exercise for the GM (though they should be treated as gear-based advantages, as the claws become part of the character). Argentium claws have an unmistakably white-silver color that seem to catch the light ominously when unsheathed.

Argentium claws improve the characters natural cutting damage by +1d damage as well as applying an armor divisor of 5.

Statistics: Replace the standard claws with Natural Weapons (Cutting; Armor Divisor 5, +150%; Cannot Parry -40%; increased damage +2 +60%) [7] for +1 point and add Striking ST 8 (Affects the damage of claws only -60%) [4]
Availability: Minor Procedure, $1000.

The Asrathi Pride – The Asrathi Old Ways

Some Asrathi have tried to reconstruct what their original culture must have been. The resulting culture cobbles together real Asrathi traditions with an obsession with racial purity and fabricated mythology meant to make the Asrathi seem more important than they are. The Pride was strongest in the Spindel Web, but after an uprising forced Imperial reprisal, the movement has scattered across the galaxy, and one can find Asrathi supremacists nearly everywhere.
Those who follow the movement vary from kind-hearted individuals who value a greater sense of community with his fellow Asrathi to intolerant fanatics who seek to punish Asrathi who step too far outside of the bounds of what they consider “proper Asrathi behavior,” which makes them a controversial movement among the rest of the Asrathi. The Asrathi Pride values the traditions of the Asrathi, which they’ve collected into a body of folklore, and have beliefs about the proper way Asrathi should behave, which can be distilled into a Code of Honor (Asrathi Pride). It has the following tenets:

  • Hunt with honor: the Pride believe their ancestors were great hunters and warriors. They believe that in battle with a worthy opponent, they should avoid “dirty tricks,” and honor the fallen.
  • Marry worthy Asrathi: The Pride believe in bolstering Asrathi numbers, and thus encourage marriage and fecund family building. They also insist in keeping all romantic and intimate activity within the race, and often react negatively to those who stray outside of racial bonds for any reason.
  • Matatabi is for Asrathi; Kuruma is evil: the Pride object to others partaking in Matatabi, and see it as near religious in significance (though some will accept non-Asrathi partaking in Matatabi provided they honor it). They reject those who partake in Kuruma as disgusting degenerates, and destroy the substance whenever they come across it.
  • Honor the Morathi: The Death Walkers might not see themselves as the spiritual backbone of the Asrathi people, but the Asrathists see them that way. The Pride claims that through their connection to the dead, the Death Walkers are the receptacle of all Asrathi history and lore, and that they and all Witch Cats should be honored.
  • Die for your Clan: The Pride believes in the idea of family and put a great deal of emphasis on Asrathi clan names and tend to stereotype one another based on clan. They believe that dying for one’s kin is the greatest honor, and will happily through away their lives for their kin.

Those who follow the Asrathi Old Ways should take Philosophy (Asrathi Pride) [-1] as a quirk. Those who strictly follow the tenets of Asrathi Pride have Code of Honor (Asrathi Pride) [-15]. Those who follow the Asrathi Old Ways can learn the Hobby Skill (Asrathi Folklore), a loose collection of beliefs, stories and traditions, which works like Occultism or

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