PLAYABLE RACE - CAPPY
Discover one of the fun new playable Anima races of Moonsoon!
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    Cappy
      Cappy are a furred, semi-aquatic ancestry
    who have a well-deserved reputation as
    being among the friendliest and most
    outgoing people in all Tooj. Some go so
    far as to suggest that they are far t oo
    trusting and lack any caution in dealing
    with outsiders - a trait that has led to tragedy
    more than once.
      Despite this, cappy society never loses its
    optimistic glimmer for long as steadfast refusal to
    judge the many by the few stands as one of the pillars of
    their community. Though repeat offenders are given little
    leeway before enough is enough and even the cappy are
    driven to anger.
      They are uniformly vegetarian, highly social and seem
    to possess a natural affinity for the simple creatures that
    exist alongside them. Cappy populaces are usually gentle
    and unassuming communities, rarely committing to
    violence in any meaningful way, but are often made up of
    farmers, fisherfolk, priests and affable wayfarers offering
    aid to wayfarers in need.
    Water Lovers
      Cappy communities are almost exclusively located
    near large bodies of fresh water, in which family groups
    spend much of their time each day. Those rare few that are
    located elsewhere have large common bathing facilities
                                                                     Bathing areas are important community locations
    that utilize water conjured by magic or simply carried
                                                                   where cappy villagers meet and make collective decisions
                    by hand overland. Cappy kept away from
                                                                   in a relaxed environment. Decisions are by consensus,
                                   their beloved baths for
                                                                   and the cappy are known for never explicitly arguing – an
                                       too long are prone to
                                                                   atmosphere that can be either relaxing or infuriating
                                          uncharacteristic
                                                                   to a participant, depending on their stake in what is
                                            irritability brought
                                                                   being discussed.
                                            about by parasites
                                            or skin lesions.
                                                                   Kin to All
                                                                   Cappy have an innate empathy for living creatures that
                                                                   puts beasts as ease around them. Even normally danger-
                                                                   ous, wild creatures have been known to traipse into and
                                                                   laze about their villages without any hint of aggression
                                                                   towards the villagers or other creatures in the vicinity. For
                                                                   their part, the cappy welcome these visits as minor bless-
                                                                   ings from the Asura and happily allow these creatures to
                                                                   come and go as they please.
                                                                   Cappy can learn to use their natural affinity for animals
                                                                   to communicate with and to some extent direct animals’
                                                                   behavior, though they avoid doing so if it will cause the
                                                                   animals to come to harm. If threatened, a cappy often
                                                                   calls upon nearby animals to distract and harass their ene-
                                                                   mies, allowing them to escape or otherwise avoid danger.
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Only to Defend
A cappy community’s response to aggression is
consistent with their members’ earnest
and peaceful disposition; they far prefer
flight to fight and usually try to with-
draw rather than cause harm. Though
when circumstance forces the issue, a
cappy takes up arms as readily as any
- but usually only long enough to give
them and their comrades a chance to flee.
Cappy martial artists are even renowned across
Tooj for specializing in techniques that misdirect or delay
foes rather than cause injury.
Harming or even killing another creature is seen as a dire
taboo by many cappy, with those who commit such acts –
even accidentally – often withdrawing from their commu-
nities in penance.
Due to this philosophy, cappy are rarely found adventur-
ing. When they are, it’s usually as healers or sages with
practical views regarding the necessity of their and their
companions’ work, or they were raised outside of cappy
communities. In rare cases, they might even be pariahs
who have turned away from cappy culture at large in the
face of a dire threat.
Cappy Traits
   Favored Ability Score. Wisdom and Charisma. Increase
one by 2 and the other by 1.
   Age. Cappy mature quickly, reaching adulthood in 10
years. They are also relatively short-lived with a lifespan of
about 60 years.
   Alignment. Friendly and outgoing, cappy tend toward
good alignment, and are usually more concerned with
fairness and neutrality when it comes to law versus chaos.
   Size. Cappy average about three and a half feet in height
and around 70 pounds in weight. Your size is Small.
   Speed. You have a walking speed of 30 feet and a swim-
ming speed of 15 feet.
   Animal Empathy. As an action, you focus on one beast
within 30 feet of you. Through gentle murmurs and calm
movements, you convey simple ideas to the beast and gain
a sense of what the beast most wants in the situation. You
might be able to persuade a beast to perform a small favor
for you, at your GM’s discretion.
   Beast Whisperer. As an action, you may utter soothing
words towards a nearby animal. Choose one beast that
can see you within 30 feet of you must make a Wisdom
saving throw with a DC of 8 + your proficiency bonus +
your Wisdom modifier. If the creature fails its saving
throw, it is charmed by you for 1 minute or until it takes
damage. While it is charmed by you, it is friendly to you
and your allies.
   Languages. You can speak, read, and write Common
and one language of your choice.
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