Zimbwi

## Skills and Sparks

### Skill Grades

Acrobatics 1/+1, Athletics 2/+4 (Running 3/+6 or 5+8 on grassland), Bowyer 1/+0, Conditioning 1/+1 (Disease 2/+2), Culinary 1/+1, Evade 1/+1, Guile 2/+0 (Lying 3/+1), Handle Animal 1/-1 (Hyena 2/+0), Hand-to-Hand 2/+3, Heavy Weapons 2/+3, Insight 1/+1, Intimidate 2/+2, Leatherworker 1/+0, Medium Weapons 2/+3, Marksman 1/+2, Outdoorsman 2/+2, Perception 2/+2, Sing 1/-1, Stealth 2/+2

## Sparks and Cinders

### Feats

5 pointsBasic Armour Training, Skull Smasher

## Traits

### Benefits

Bite (4/0/5), Darkvision, Duplicitous, Grassland Runner, Low-light Vision, Species-Granted Talents: Athletics (Running), Conditioning (Disease) and Handle Animal (Hyena), Unsettling

### Colours

Eccentric, Expert, Keeper, Entertainer, Challenger

## Attribute Modifiers

### Male

STR +2, DEX +0, VIG +0, INT -1, DIS +0, PRE -1

### Female

STR +2, DEX +0, VIG +0, INT -1, DIS +0, PRE -1

The zimbwi are a therian species within Thaelis-Y'Aada.

## **Zimbwi Benefits**

### **Bite**

A zimbwi has a Bite attack with its bone-crushingly powerful jaws. Despite the bluntness their teeth, the sheer strength its jaws exerts easily compensates and can inflict savage injury. This Hand-to-Hand attack deals 4/0/5.

### **Darkvision**

A zimbwi is a nocturnal predator and as such can see in the dark out to a distance of 60 feet. Its low-light vision is 4 times better than a human's.

### **Dupilicitous**

Zimbwis are adept at lying to get their way instead of having to do the necessary work themselves to achieve their goals. They have a +1 bonus to all Guile (Lying) rolls.

### **Grassland Runner**

When traversing the plains and savannas they hail from, all zimbwis get a +2 Grade bonus to their Athletics (Running) skill.

### **Species-Granted Talents**

Zimbwis are naturally familiar with the following abilities and naturally receive 1 level of Talent in each of them without having to spend Spark points: Athletics (Running), Conditioning (Disease) and Handle Animal (Hyena).

### **Unsettling**

The twitchy, unsavoury aspect of a zimbwi is deeply disturbing and easily evokes fear in others. When attempting to Intimidate another, a zimbwi gets a +2 bonus to its skill roll.

## **Zimbwi Weaknesses**

### **Cowardly**

Zimbwis, although terrifying in their own right, are vulnerable to fear themselves and have weak morale. They suffer a -1 penalty to all Meditation (Fear) rolls.

### **Laziness**

All zimbwis have a natural inclination to be lazy and idle, and this means they do not develop skillsets as willingly or as readily as other races. The skill cap for a zimbwi is always calculated as if it were 10 levels lower than they actually are. For example, at Level 30 a character has a skill cap of 8, but a zimbwi character has a skill cap of 7 at this level.

### **Low-Life**

Zimbwis are known by scholars to be one of the most degenerate species in existence, far from the light of the Kiln. At character creation, a zimbwi cannot select an alignment higher than that of Neutral, and cannot have a starting Corruption of less than 7. The road a zimbwi must tread towards redemption should be extremely taxing upon its mind as it contradicts its very base nature. This could make for a compelling story arc for the exceptional zimbwi who seeks to elevate itself above the brutish savagery of its birth, however.