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Anchin (ahn-chihn)

“The Superior Being cultivates the Six Virtues in every thought and deed. Through this observance he achieves proper balance. The barbarians of the north are not virtuous, nor do they seek proper balance to become Superior Beings. They respect only Fire and Strength. They are a scourge upon the honorable, virtuous, lands of the Middle Empire.”
  • Sage, Tong Zhao-zi
  • Career

    Qualifications

    Anchin are largely the hunters and providers of the more tribal societies of the Middle Empire. In these societies, the hunters are trained and educated nearly from the point they reach sexual maturity. They are trained in woodcraft, stealth, and the proper techniques to take down a beast with as little pain and effort as possible. They are taught how to hunt, how to kill quickly and cleanly, and how to clean and prepare the animal for consumption. 
    At the same time, they are often also trained about beneficial plants and medicine. How to survive in the wilds, and how to apply first aid. Of course, many of the skills these hunters are taught can be applied to battlefield techniques, and many forms of combat are taught, as well.

    Career Progression

    Anchin is the word for "hunter" among the Khumuus peoples. This is the only title that is associated with this profession. You either are a hunter or you are not. Other societies, such as the Bamboo dragons or the Sarlagkhun, may have other words for it like Naek-praman or Wambi, it always amounts to the same thing. Once a child is considered an adult and has been trained as a hunter, they are called a hunter.

    Payment & Reimbursement

    For the most part, the reimbursement for being a hunter is a place to sleep, food to eat, and clothes upon one's back. Every hunter contributes to the tribe, and the tribe contributes to the hunter. Within the wider world, however, there can sometimes be a lot of money to be made for the right animal parts or furs. The ivory of the mammoths and the great seals which roam the northern steppes and great ice fields can fetch a great price from southern traders. As can the furs, and the claws, teeth, talons, beaks, and other parts of rare beasts for clothing or traditional medicines.

    Other Benefits

    As they are the nominal providers and protectors, hunters tend to enjoy a great deal of status among their individual tribes. Even among the matriarchal societies of the Khumuus and the Sarlagkhun, the predominantly male hunters hold a status nearly as equal to that of women. Great hunters are often known even beyond their own tribes and clans, and often have the first choice of things like horses, gear, tents, etc.

    Perception

    Purpose

    They are the providers and protectors of their tribes. Trained in both the arts of hunting and the arts of war.

    Social Status

    As was mentioned before, hunters typically have a rather high degree of status within their individual communities. Many clan, or tribal, War Chieftains were hunters in their past and the profession is often considered to be critical to those who would vie for the position.

    History

    The history of the tribal hunters, the Anchin, goes back into the beginnings of the world and of sentient life, itself. To be a hunter and hunt food for survival is one of the, if not the, oldest profession in the known world. At one point, the hunter was the staple profession of every society from the elven peoples on down through the mists of time to the zuixiao (last born) humans. It wasn't until many tribes became sedentary, settled, and began domesticating crops and animals that the hunters began to lose their privileged positions and status within their communities. In these societies, they slowly became the Wuren and lost much of their provider status. 
    Among the more tribal societies, though they were still the primary warriors of the tribes and participated in inter-tribal and larger conflicts such as the Kami Daisenso, they never lost their primary role as being the chief providers of their tribes and clans.

    Operations

    Tools

    The primary equipment of this profession is their training and most likely a bow or spear of some sort. Other, up-close-and-personal weaponry, is not often used in their roles as hunters. Sword and shield, or other such weaponry, are more often used in their roles as protectors and warriors of their tribes. The other tools would be those useful in preparing a kill, such as a large skinning knife, hide scrapers, carrying frames to transport the carcass, ties to secure it, etc.

    Workplace

    The open wilds.

    Provided Services

    In their role as hunters, they provide the bulk of the meat for their tribes. In their role as warriors, they are the protectors of the tribes.

    Dangers & Hazards

    Hunting can be a hazardous occupation. Especially when one is hunting the great beasts of the Far North. There is always the danger of being clawed or gored, but there's also the danger of nature, itself. The chance of falling from a height, drowning, or breaking a limb are much greater when away from even the scant civilization provided by the nomadic camps. There's also the danger from the people themselves. 
    Many of the animals which fetch the greatest prices in the empire proper, are often considered to be sacred by the groups which traditionally hunt them. Especially amongst the Sarlagkhun. Every beast they hunt is considered sacred to one of the tribes, and an outsider attempting to hunt them for sport and wealth is just as likely to get a yak-folk's axe between the shoulderblades as to cash out on their kill.
    Alternative Names
    Yemanren & Yabanhito (Dayangyu & Daiingo meaning "barbarian"), Naek-praman (Draconic), Man-zeh (Elvish), Wambi (Gisun)
    Type
    Hunting
    Demand
    Among their societies, the Anchin are a staple occupation.

    Anchin Level Progression

    The Anchin is general barbarian archetype of the setting. They serve as hunters and warriors for the tribal peoples of the empire. Anchin gain the following at Lesser First Rank:
     
     
    Health Points: +6 Health.
    Face: +1
    Arts: Anchin gain one point and are adept in one Exploration Art and one Combat Art of the player's choice. Anchin also gain one point in each of the following Arts: Woodcraft, Bajutsu, and an appropriate Scholar (Nature) Art.


    RankAttacksAbilties
    First Lesser1Anchin Aspect: Beginning at the Lesser First Rank and Rank up to Sixth Rank, an Anchin acquires an Anchin Aspect.
    First Greater1Anchin Aspect
    Second Lesser1Anchin Aspect
    Second Greater1Anchin Aspect
    Third Lesser1Anchin Aspect
    Third Greater1Anchin Aspect
    Fourth Lesser2Extra Attack Phase: At the Lesser Fourth Rank, the Anchin gains an extra Combat Phase to be used for the Attack Action. Anchin Aspect
    Fourth Greater2Anchin Aspect
    Fifth Lesser2Anchin Aspect
    Fifth Greater2Anchin Aspect
    Sixth Lesser2Anchin Aspect
    Sixth Greater2Anchin Aspect
    Anchin Aspects
    Tribal Fortitude: the Anchin can survive climates and weather extremes that most people would find unbearable, if not deadly, through a combination of hardiness, knowledge, and clever adaptations. Without adequate coverage, the Anchin can survive in extreme climates a number of days equal to half their Vigor, rounded down. Given adequate coverage, they can survive a number of weeks equal to their Vigor. As well, they are able to use their Woodcraft without penalty to find food and water in even these extremes. 
    Hunter's Endurance: the Anchin are used to chasing down prey, often for miles, and in extreme conditions. They may run or walk twice as far as normal before being forced to make Vigor checks for exhaustion. In addition, they gain a +2 bonus to rolls made to resist endurance-related effects.
    Skirmisher: the Anchin spends an extra combat phase to move at 1.5x their movement speed and gain +2 to Passive Defense for the next turn.
    Two As One: when they are mounted, many Anchin are forces to be reckoned with, both beings seeming to move with one mind. While mounted, the Anchin and their mount receive a +1 to Passive Defense. If they are in an area they Control, that bonus goes up to +2.
    Mounted Archery: the Anchin suffers no penalties to attack rolls made with a ranged weapon while mounted and moving.
    Adroit Maneuvers: a mounted Anchin may spend an extra Combat Phase to maneuver their way through their Controlled space while avoiding Opportunity Attacks.
    War Cry: the Anchin may spend an extra Combat Phase to Chill any enemies within their Controlled space by unleashing a bellowing war cry. This can be done with a war-horn or with a simple, full-throated roar in the manner of the Sarlagkhun. 
    Thundering Charge: the Anchin uses an extra Combat Phase to initiate a powerful, charge through their Controlled area. The Anchin must use the maximum amount of movement within the straight line of their area of Control and there must be at least 10' between the Anchin and their enemy. On a successful attack, the attack does an extra 2d6 worth of damage. Extra Combat Phases may be spent to attack extra enemies during the charge. 
    Hunter's Precision: the Anchin spends an extra Combat Phase to gain a +1 attack bonus and make 7 and 8 their Lucky Numbers for the next ranged attack roll. 
    Raised in the Saddle: the Anchin does not need their hands in order to control their mount. While riding, they may perform any action requiring their hands at no penalty. As such, they also receive no penalties to melee attacks while mounted. 
    Eagle's Blessing: the Anchin gains a +1 bonus to Vigilance and Ranged Combat Arts rolls.
    Environmental Familiarity: while attempting to gain Control of an area, the Anchin may make a Woodcraft roll at a DV 18. If successful, this roll allows the Anchin to camouflage themselves with their environment. While within their area of Control, this gives them a +1 to Skulk rolls and +1 to Passive Defense.
    Barbaric Mien: many Anchin come from tribal societies or areas of the empire which are considered to be "uncivilized" and "barbaric" by those of the empire proper. This perception of barbarism can often work in the Anchin's favor by granting them a +1 bonus to Coerce Arts rolls. 
    Wolf's Gift: Anchin spend their lives surviving, and thriving, in some of the most dangerous places in the world. Therefore, they are quite attuned to the ebbs and flows of the natural world around them. When in a natural environment, the Anchin may never be caught by surprise, and suffer no penalties due to surprise or ambush. Furthermore, when in area they Control, they may use this uncanny insight to avoid traps, hazards, or area affects by applying their Total Defense as a free action to avoid the danger. 
    Entangling Snare: the Anchin may spend a Turn setting traps and snares within an area they Control. These traps may have various effects such as hindering Movement, Attacks, Defense, etc. Only one effect may be applied to a single snare, a single snare may be placed in a 5' square, and a number of snares may be placed equal to the Anchin's Woodcraft. 
    Alpha's Boon: allies within the Anchin's area of Control gain +1 bonuses to Attack and Passive Defense for as long as they are within their Controlled area.
    Tribal Quarry: many Anchin, especially among the Sarlagkhun, are used to taking down beasts which are much larger than themselves. This lifelong practice of bringing down large creatures has given them an edge when dealing with other great beasts and monsters. So long as their Health Points aren't at the maximum, the Anchin gains an extra d6 when doling out damage to a creature larger than themselves. 
    Hunting Trails: Anchin often must follow their game over and through rough, hazardous terrain. They suffer no penalties to movement due to difficult terrain.
    Great Khan's Sundering: the Anchin spends an extra Combat Phase against multiple, adjacent foes, dealing damage to each. The enemies must be in an area Controlled by either the Anchin or an ally, and Phases must be spent for each enemy struck.
    Horde Tactics: the Anchin are used to fighting in large groups against overwhelming odds. Opportunity attacks made against them suffer a -1 penalty.

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