Wednesday, November 21, 2018

Stonekeepers, Gnomes of the Third Eye

Statistics

90 points
ST -3 [-30] DX +1 [20] IQ +1 [20]
Advantages: Acute Vision 2 [4]; Ambidexterity [5]; Arm DX +1 [16]; Eidetic Memory [5]; Enhanced Tracking 1 [5]; Fit [5]; Flexibility [5]; Hyperspectral Vision [25]; Magery 0 [5]; Manual Dexterity +4 [20]; Microscopic Vision 2 [10]; Nictating Membrane 1 [1]; Penetrating Vision 1[10]; Sensitive Touch [10]
Disadvantages: Easy to Read [-10]; Hemophilia [-30]; Light Sleeper [-5]
Quirks: Artsy [-1], Curious [-1].
Skills: First Aid [1]

Common Advantages: Double Jointed from Flexibility for +10; Extra levels of Microscopic Vision, Penetrating Vision; High Manual Dexterity (Cosmic +50%) up to +10 total [7.5/level above 4]; Inscription [3].

Description

Thin and wiry, stonekeepers are about 3 tall with grayish skin. Their most distinctive feature however is a large third eye on the forehead. Stonekeepers have an extremely developed sense of touch and dexterity as well as unusual vision abilities which while making them good scouts and sentinels, makes it harder for them to sleep due to the sensory input. They also have an unusual cardiovascular system that lets them recover fatigue faster, but makes them more vulnerable to bleeding and show physical responses to emotions (like blushing) or sensations.

Culture

Stonekeepers live chiefly among the dwarves though are commonly found in large human cities as well. They are generally peaceful people and known for their scholarly, jewelry, and medical skills. These benefit greatly from their combination of dexterity and vision abilities. Their hemophilia makes them cautious of combat but everyone is trained in First Aid as a youth. Around 20% continue to become full surgeons, but most focus on jewelry which is a better money making skill and allows them to work with pretty things and get paid for it! A few become police investigators or other services making use of their enhanced sight.

Magic and Special Abilities

Stonekeepers can readily learn dwarven Sigil magic but also have their own form of Affinity magic based on gems. They also lean chi based abilities, most typically Chi Sorcery (Pyramid #3/105) blended with Chinese Elemental Magic. However the ability they are most well known for is Inscription Magic.

Combat

Because of their low ST and HP, not to mention hemophilia, they would seem to be poor combatants. However those that do train for combat have some unique advantages that play into their own custom styles and specific tactics.
Penetrating Vision grants +2 to Diagnosis and Physiology for spotting internal injuries or uses like Pressure Secrets.  They rely on precision in combat and will typically fight with bare hands or small throwing weapons. They can be very deadly in the dark and attacking from cover as well, using Penetrating Vision to see through thin cover while they attack around it or use popup tactics.  Finally where they become extremely dangerous is those who choose to master Ki (Chi) abilities.

Martial Style: Stones Breath

Skills: Karate; Meditation, Running
Perks:
Advantages: Ki Investment (Pyramid #3/105) 15 points for level 1, +7 points/level. Ki Talent
Abilities
  • Level 1 (15) Chi Sensing; Light Walk; Mental Strength; Breaking Blow; Concealment; Invisibility Art; Lizard Climb; Zen Archery
  • Level 2 (22) Anatomic Control; Immovable Stance; Phoenix Heart; Power Blow; Precognitive Parry; Push; Sensitivity; Kiai; 
  • Level 3 (29) Iron Skin; Breath of Life; Hypnotic Hands; 
  • Level 4 (36) Flying Leap; Pressure Secrets
  • Level 5 (43) Blind Fighting;  Dim Mak; Throwing Art
  • Level 6 (50)
  • Level 7 (57) Pressure Points

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