Scintelkin
I heard a loud BOOM, followed by an eruption of laughter and coughing. I got here in time to see them stumbling out of the burning caravan and they collapsed into the grass. They are insane creatures!
Overview
Name of Heritage Group:
Scintelkin
The Scintelkin are a small, radiant people whose bodies carry glyph-veins—living photonic tattoos that constantly shift with their emotional state.
Born from the convergence of Runed Flesh artisans and Gleamwright light-crafters, they embody living illumination. Their existence revolves around experimentation, humor, creative accidents, and reinvention.
To the Scintelkin:
- Invention is play
- Mistakes are sacred
- Laughter is a form of purification
- Stillgleam is a living color-spirit, not a “resource”
Their caravans appear as moving carnivals of light, noise, and tinkered machines.
Species:
Race:
Culture:
Predominant society is Errant Bloom Commune
Indigenous Regions:
Areas near Fizzlefair in the Ainaria region on the western coast of Keotura
Attribute Shifts:
Dexterity +1, Intellect +1, Charisma +1, Endurance -1
Total IP Cost:
(Playable with GM Permission)
Physical Traits
Frame
Average Frame Value (Male):
4 (Light)
Frame Min./Max. Values (Male):
Average Frame Value (Female):
Frame Min./Max. Values (Female):
Frame Variation (both sexes):
Height
Average Height Value (Male):
4-6 (3'10" - 4'10")
Height Min./Max. Values (Male):
Average Height Value (Female):
Height Min./Max. Values (Female):
Height Variation (both sexes):
Physique
Average Physique Value (Male):
2 (Frail) or 3 (Thin)
Physique Min./Max. Values (Male):
Average Physique Value (Female):
Physique Min./Max. Values (Female):
Physique Variation (both sexes):
Resilience
Resilience:
Age
Average Lifespan:
~120 years
Age Breakdown Table:
| Age Category | Age Range |
|---|---|
| Child | 6-9 yrs |
| Adolescent | 10-19 yrs |
| Young | 20-30 yrs |
| Adult | 31-59 yrs |
| Old | 60-75 yrs |
| Elderly | 76-90 yrs |
| Venerable | 91+ yrs |
adjust table based on average lifespan
Interactive Points
IP Gained per interval:
(Avg. Lifespan/70 = Interval in yrs.):
Gender Ratio
% Male:
% Female:
Appearance
Appearance:
- Translucent skin with shifting inner glow
- Eyes are faceted prisms scattering light
Inherent Physical Aspects
Inherent Physical Aspects:
Runebloom Flesh Rank 2-3
Your glyph-veins can be manually reshaped once per day, granting:
- +1 to one Skill Trait (player chooses) for 1 hour
- Glow reveals emotional state (-1 to Stealth in dim light)
Psychological Traits
Inherent Aspects:
Mental & Spiritual Traits
Inherent MS Aspects:
Flash of Inspiration Rank 1-2
When failing a Craft, Improvisation, or creative Lore Trial:
- Roll 1d4. On a 4, the failure becomes a functional but flawed prototype (GM chooses humorous or chaotic side effects)
Gleam Reservoir Rank 1-2
Stores a tiny Stillgleam charge internally.
Once per rest you may:
- Emit light (torch-bright)
- Power a tiny device/rune
- Offset a minor magical cost (1-2 Stillgleam equivalency)
Festival Kin Rank 1-3
Among Scintelkin caravans:
- Gain +2 Influence when bartering, storytelling, or negotiating
- Are offered hospitality, materials, and shared workshops
Overexposure Rank 2
Strong emotions cause uncontrolled bioluminescent flares:
- -2 Stealth
- -1 to subtle social efforts
- On Critical Failure, temporary sensory dazzlement (GM: -1 to Awareness)
Recommended MS Aspects:
Common Traits include:
- Enthusiastic
- Emotionally transparent
- Fearless inventors
- Prone to distraction
- Treat problems as puzzles rather than threats
Typical Motivations (Rank 6-7):
- Seek New Sparks: Discover or create something surprising.
- Honor the Cosmic Joke: Reduce tension, uplift others.
- Celebrate Failure: Every mistake is sacred.
Typical Suppresions:
- Struggles with rigid hierarchy
- Poor at solemnity or secrecy
Development Considerations
Inherent Expertises:
Recommended Expertises:
Craft (Lightcraft, Tinkering, Alchemy) Rank 5-7
Improvisation Rank 4-6
Performance (Glow-Choreography, Storytelling) Rank 4-6
Guile (Misdirection via illusion-light) Rank 3-4
Awareness Rank 4
Special Abilities
Ephemeral Glyphs (Minor Magic/Psuedomancy)
Once per session, inscribe a glowing rune on:
- Any surface
- A willing creature
- Your own skin
Duration: 10 minutes
Effects: one simple effect (choose one)
- Light beacon
- Chime or rhythmic sound pulse
- Warmth/harmless heat
- Short-range light signal
- Artistic Illusion (minor)
Can be used for calling signals, jokes, misdirection, or improvised tools.
Emotional Bloom
If the Scintelkin succeeds a social Performance Trial by +3 degrees:
- Audience receives +1 Morale (temporary)
- Allies gain +1 to next Influence Trail
Cultural Features
Environmental Adaptation
Principle Environment:
Adaptability:
Heritage Orientation
Orientation:
Knowledge (Active)
Orientation Description:
They pursue understanding through chaos, creative accidents, humor, and improvisation.
Orientation Aspects:
- Revelation Through Error
- Living Artifice (inventions as living jokes)
- Celebratory Epistemology (festivals = philosophy)
Customs & Lifestyle
Status & Family
Scintelkin do not form stable lineages. Instead, they organize into:
Caravans / Bloom-Bands
- Mixed clans, guilds, and wandering artists
- Leadership determined during festivals (“Brilliant”: whoever’s light display outlasts others)
Festival Communes
- Temporary settlements where caravans merge
- Site of the annual Festival of Errors
Gleamscribe Circles
- Semi-mystical groups that track glyph-lore and Stillgleam omens
Kinship is chosen, not inherited—defined by shared laughter, inventions, and color resonance.
Symbols & Art
Clothing & Decoration
Typical gear includes:
- Glow-ink vials
- Reactive dyes
- Light-tools (snap prisms, tiny rune-lights)
- Wearable carnival rigs
- Collapsible instruments and tinkered toys
- Scribe-plates for temporary tattoos
Armor is rare; clothing is chosen for glow-display surfaces.
Religion & Magic
Language
Language Family:
Dialect:
| Word | Meaning |
|---|---|
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