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Quick Reference


Race Maximums


Weight Ranges

Height Ranges

Life Expectancy



Fortitude: 70
Speed: 100 
Mental: 60
Strength: 60
Luck: 80
Will: 50


S: 90-115
M: 116-170

Male: 4'-6'
Female: 4'-6'

Male: 200
Female: 210



1. Brief History

Cathars are a nomadic race who never stay put in one area. Because of this, they have had little to no impact with the rest of the world. Their only fights have been against their sword enemies, kobolds. It is widely believed that they came to exist after during the Great Magic War. It is believed that the effects of the Great Magic War mutated the wild cats changing them forever into a race of sentient upright beings with human like intelligence yet cat senses.


2. Positives & Negatives

Cathar have human-like intelligence and cat-like speed, reflexes, and skills. They boost excellent vision, even in

Quick List of Modifiers

+30 to Perceive
+20 to Speed
+3 to Battle Movement Range
+2 to Initiative
Flat PR of 20

Saga of Ablution: -10 to Magic Stability

the dark, a great sense of smell, and amazing reflexes. Cathar however are temperamental and full of themselves.

Cathar benefit from bonuses of +30 to Perceive, +20 to Speed,+3 to Battle Movement Range, and +2 Initiative. Cathar also have a natural Flat PR of 20 . Cathar excel at skills that make them great hunters, trackers, and explorers.

Cathars have retractable claws that have an attack power of 10. They can also bite doing Melee Power + 5 damage.

In the Saga of Ablution campaign, cathars have a penalty of -10 to their chance for casting stable magic.


3. Lifespan

Cathar have two stages of life. The first stage, kitten, last from birth until 12. During this stage the young cathar grows and develops it’s many skills needed for survival. The young cathar stays at home during this stage. The cathar also learns hunting and tracking skills during this stage.

The final stage, adulthood, last from 13 until death. To be accepted as an adult, the cathar must prove his or her worth as an adult by hunting down a canid. It is also during this stage that a cathar may find a spouse. According to cathar custom, the male must win the love of his hopeful mate by challenging and besting her other hopeful mates. If there are no other contestants for the female, then it is decided that the female is unfit to be mated and sent into exile. Death come naturally and expectantly to the cathar.


4. Appearance

Cathar have a human stance, standing on two legs and have human reproductive organs and human-like features. However cathar are covered from head to toe in fur. Some cathars have single color fur while some have multicolored fur. Some have long fur while some have short fur. Some have long tails while some have bobbed tails. Also with the fur they have human hair on their heads, usually in red, brown, blond, or black… of any length. They have cat ears. Cathar bare human shaped faces, cat-shaped eyes that are yellow, blue, or gray. They also have cat noses.


5. Living Habitat

Cathar can be found in many various locations trying to fit in and make a home for themselves. They also enjoy the forests. Cathar are constantly traveling.


6. Food & Sleeping Requirements

They require one meal a day, and must sleep for one cycle, whether it be day or night, lest they tire out (-5 endurance per missed hour). The sleep cycle must come after seven awake cycles.


7. Culture

Cathar, similar to canids and the anthropoids, are very tribal. They are also a nomadic people, migrating across the great plains or the deep forests of the world. They are polytheistic in belief, worshiping nature and their ancestors.

Cathars do not use surnames. Instead they will refer to the tribe that they are part of, for example, Jagar of the Black Paw. First names are often very beast-like.


8. Racial Relations

Cathar have actually had very little interaction with most races partly because most of them live in the more remote areas of the world. Thus cathar generally do not have a per race relationship, it is more of a per individual or per tribe relationship with their relationships being based on need, desire, or circumstance. The few races that almost always drive them to violence are the canids and the adolfites.


9. Racial Skills & Abilities



Stat and Action CostRange and AreaDurationSuccess Rate

Skillful Climbing
Tier 1

This ability allows you to climb difficult to climb areas successfully. You must purchase each climbing specializations seperately. The specializations are: MountainCliffTall Tree, and Flat Wall. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing, refer to Exploration and Gameplay rules for more details. Tall Tree applied.

N/A self permanent 100

Tier 2

This ability allows you to identify and follow tracks. You will be able to learn what made the tracks, how old the tracks are, and be able to follow them as long as they are able to be followed. This is a permanent effect ability.

N/A self permanent 100

Tier 2

With this ability you can increase your damage against a predetermined beast type by + 1d20. You must make it know to the GM the type of beast you are wishing to hunt when you use this skill, which are: insectsmall mammalmoderate size mammallarge mammalsmall reptilemoderate size reptilelarge reptilesmall fowllarge fowlskeletonspiritzombievampiredragon, a particular race, water creature, etc. Once you have determined what you are hunting, the effects of this ability will only work for that type of target. If you wish to hunt another type, you will have to use this ability again. 

20 SA; Free Action self 1d10 hours 55

Battle Rage
Racial Ability
Tier 2

With this ability the cathar can go into a battle rage that triples his or her Attack Actions. Only normal attacks can be preformed with this ability using melee weapons or bare hands – no projectile weapons can be used with this ability. With this ability you can use all of your attack actions as seperate attacks for that round. To use this ability simply spend 20 EP. This ability can only be used once per battle.

20 EP; 1 support self 1 round 100

Night Vision

This talent gives the character night vision, allowing the character to see as well in the dark as he or she can in daylight. This talent removes any perception penalties due to lack of light.