Solaris RPG
Race Name:
Kith
Height Range:
4.5'-5'
Available Personalities:
Aggressive, Apathetic, Defensive, Distant, Pacifist
Available Job Classes:
Ninja, Rogue, Bard, Ranger, Cleric, Druid, Elementalist, Energist
Homeland:
Planet Solaris - Deep Forest
Weight Range:
90-120 lbs.
Racial Stat Multipliers:
1.4 AGI; 1.2 WIS

STA:
10
ACC:
26
AGI:
28
STR:
14
VIT:
12
WIS:
20
EQU:
15
The Kith are an ancient but frail race of beings from the deepest forests of Solaris. Culturally, they are insectoid, living in massive colonies with a rigid social structure. They live in colonies that stretch from underground caverns to the trees above, and each colony contains a Queen, a worker caste, a drone caste, and a warrior caste. Physically they resemble thin humanoids with rough skin. The roughness is caused by a net of exposed nerves. These nerves are sensitive to the myriad vibrations of the physical world, and are their primary perceptive sense, serving a purpose similar to eyes and ears. Additionally, the nerves are sensitive to other vibrations such as temperature changes, or the beating hearts of other living beings. Because the nerves covering a Kith’s body are very sensitive, they possess very acute perception of the world around them. Although this sense fades over distance, at close range, a Kith can easily sense something as subtle as the flow of blood through the veins of a nearby opponent, or the changes in air density caused by a projectile in flight. Because of the nature of Kith senses, their communication is vibration based, and the sensation is very grating to non-kith individuals. In extreme cases, this vibration has been known to induce seizures in unwary victims. In addition to this, Kith bodies naturally produce a mild toxin that they can deliver through strikes of their small but sharp talons that can cause physical illness and tremors in those afflicted.
Racial Ability 1:
Vibrationally Sensitive - Once per battle, a Kith can reroll any parry or dodge roll and use the better of the two. (Reaction Ability)
Racial Ability 2:
Disruptive Vibration - Once per battle, a Kith can produce a grating sensation that targets all enemies. In order to avoid this, a character must make a roll with a target value exceeding the Kith’s level. Affected enemies deal half damage with their next attack. (Action Ability)
Racial Ability 3:
Venomous - Once per battle, a Kith can declare a venomous physical strike. On a success, the target is poisoned and suffers a 25% penalty to Hit SVS for the purposes of attacking and parrying for his next three turns. (Action Ability)
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