Despite their appearance khemites are a peace loving race and get along with pretty much anybody not trying to kill them. They tend to stay close to home and rarely travel, but can be found in all the lands. They tend to blend into the background socially and make great servants as they get along very well with everyone, don't like to cause trouble, and pretty much mind their own business.
They are excellent farmers and cooks, though most aren't very imaginative. They are also considered great wait staff and sometimes protectors and caretakers of a nobles children,
They are rarely seen as adventurers, and when it happens they are most often servants of a wealthy patron or party member.
They are excellent farmers and cooks, though most aren't very imaginative. They are also considered great wait staff and sometimes protectors and caretakers of a nobles children,
They are rarely seen as adventurers, and when it happens they are most often servants of a wealthy patron or party member.
Khemite
26 points
Attributes:Secondary Attributes:
Advantages: Absolute Direction [5]; Acute Taste and Smell 2 [4]; Alcohol Tolerance [1]; Blunt Claws [3]; Breath Holding 1 [2]; Burrower [1]; Damage Resistance 2 (Cant wear armor, -40%) [6]; Deep Sleeper [1]; Discriminatory Smell (Emotion Sense,+50%)[23]; Discriminatory Taste [10]; Fur [1]; Honest Face [1]; Hooves [3]; Plant Empathy [5]; Signals, Chemical Messengers [15]; Social Chameleon [5]; Temperature Tolerance 2 (cold) [2]; Vibration Sense (Air) [10].
Disadvantages: Bad Sight (Nearsighted) [-25]; Chummy [-5]; Hidebound [-5]; Incurious (12) [-5]; Pacifism (Self Defense Only) [-15]; Sense of Duty (Civilization) [-15].
Quirks: Broad-Minded [-1]; Responsive [-1].
Power Ups
Charisma; Green Thumb [5/level]; Profiling to Smell [+7] or Taste [+5]. Some, especially cooks buy off Hide bound. Some can afford magical glasses to mitigate their extreme nearsightedness, though most humans find the look very amusing for some reason.
As player characters khemites tend to Bards or the face man role, but do best in a subtle mode. They are generally assumed to be not very bright (Hidebound and Incurious) or threatening (Pacifism and Sense of Duty), yet you dont want to back one into a corner. Also they are typically assumed to be someones servant, and often able to go places others might not. Most people know they have keen senses of smell and taste but are not aware of the empathy aspect.
Another good option is the humble martial artist. This makes good use of their natural weaponry and inability to wear armor and works well towards their natural unassuming and nonthreatening appearance and demeanor.
As player characters khemites tend to Bards or the face man role, but do best in a subtle mode. They are generally assumed to be not very bright (Hidebound and Incurious) or threatening (Pacifism and Sense of Duty), yet you dont want to back one into a corner. Also they are typically assumed to be someones servant, and often able to go places others might not. Most people know they have keen senses of smell and taste but are not aware of the empathy aspect.
Another good option is the humble martial artist. This makes good use of their natural weaponry and inability to wear armor and works well towards their natural unassuming and nonthreatening appearance and demeanor.
Appearance
Khemites are bipedal but otherwise look a lot like a badger, They are heavier built but shorter than human average, about 5 height and 200 pounds. They have blunt retractable claws on their hands and heavier claws on their hind legs. Despite their appearance most people react to them positively and are not afraid, due in large part to how they carry themselves and their uncanny ability to sense the mood of those around them.
They wear minimal or no clothing,typically aprons and carrying belts or a small knapsack for working.
They wear minimal or no clothing,typically aprons and carrying belts or a small knapsack for working.
Martial Styles
Spanking Bear
While a khemite will try to avoid a fight when they can, sometimes they have to defend themselves or their charges and friends, For those times they invented a style that focuses on grappling, slaps, shoves, and the use of their natural weaponry. Due to their extreme nearsightedness they eschew ranged combat but their Vibration Sense helps them be effective in close combat.
Skills: Karate, Sumo Wrestling
Techniques: Stamp Kick
Perks:;
Optional Traits: Metabolism Control 1;
Note: Blunt Claws is +1 per die with punches, and Hooves plus claws provide +2 per die with kicks and an extra +1 DR for their feet.
Brother Mole
This is a very rare style that is derived from Spanking Bear and The Way of the Elements with its own twists.
Skills:
Techniques:
Perks:
Optional Traits: Tunneling Move 1 (Chi, -10%; Costs 1 FP, -5%) [30] up to Basic Move!; Chi abilities from either Earth or Wood elements and several from Stones Breath.
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