Monday Races: Centipeople
This weeks winner is the always interesting, Centipeople! I went mostly giant centipede, with arms. Possibly not the most standard of player races, but I think it is most certainly a fun one!
“At first glance one could mistake it for simply a giant centipede. A pair of arms and the ability to speak dispels that notion quite quickly however. Really quite friendly to humanoid species, often trading gold and other precious materials for interesting crafted goods.”
Advantages: Acute Touch 1 [2], Clinging [20], Double-Jointed [15], Extra Legs (Seven or More; Thirty) [15], Paralyzing Bite [27], Perk (Sanitized Metabolism) [1]
Disadvantages: Bad Vision (Farsighted) [-25]
Paralyzing Bite [27]: Like their smaller kin, Centipeople possess a powerful and paralyzing toxic bite!
Advantages: Fangs [2], Affliction 1 (Follow Up Fangs; Paralysis +150%) [25]
What are the Centipeople?
A strange variant of giant centipede, gifted with intelligence and some humanoid like traits. They have most all of the features of giant centipedes, with many flaws lessened. A most formidable natural weapon benefits them as well, quickly ending conflicts with a paralyzing toxin.
A race of jungle explorers and traders. Most spend their days prowling the ground of the jungle, gathering interesting materials and trading them for finished products with those who will deal with them. This is more for aesthetics than practical use however, as they require very little help.
The homes of the Centipeople have a surprising amount of structure, with a council of elected individuals who determine punishments for crimes, who are trustworthy merchants for the trading, and where search efforts should be directed. The members of this council are called Segments, since each is as important to the community as a segment is to a Centipeople. Their language is referred to as Chitters an insectoid language, and does have a written form of dots and dashes.
Great at feeling out items of the jungle floor, and digging them up if they must, the Centipeople make great saboteurs and scouts.
Tyber, Root Crawler 170 Points
“A prodigy in the searching arts, learning from passing rangers tricks few Centipeople would think of. In fact Tyber has even learned weapon skills like those of more traditional elven rangers!”
Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 10 [0]
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 11 [0]; Per 12 [5]; FP 12 [6]; Basic Speed 5.50 [0]; Basic Move 6 [5].
Advantages: Centipeople [55], Combat Reflexes [15], Talent (Animal Friend) 1 [5], Talent (Outdoorsman) 1 [10]
Disadvantages: Curious [-5], Pacifism (Reluctant Killer) [-10]
Primary Skills: Naturalist (H) IQ+2* [12]-14
Secondary Skills: Broadsword (A) DX [2]-12; Navigation (Land) (A) IQ* [2]-12
Background Skills: Shortsword (A) DX-1 [1]-11; Tracking (A) Per [2]-12
Important Gear: Broadsword and Shortsword
Tactics: Tyber tries to not go for killing blows in combat against humanoids and others of his kind, but has no such reservations against the many beasts which prowl his home. Tyber will take full advantage of his surroundings, and natural abilities. Often striking from odd angles and paralyzing very tough foes.
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