Rhenne (Greyhawk Action)

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Greyhawk Action!

Fantasy gypsies.

Attributes and Schticks

Body: 4-10
Mind: 4-10
Reflexes: 4-10
Move: 5

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Description

Rhenne form a migrant population, some on the waterways of the Nyv Dyr, others on the roads of other civilized lands. Nonmilitant yet not docile, they latch on to the civilizations of others. They have a cultural phobia against formal worship; any Rhenne found doing this is cast out.

Appearance

Lithe yet strong, with dark hair and eyes and skin a wide range of olive tones, Rhenne are considered attractive among other humans.

Role

Clannish, laid back, chauvinistic, and manipulative. Rhenne value freedom above all else and are chaotic to a fault. At the same time, they value friendships and clan loyalties very highly, but such loyalties can change quickly if honor is at stake. A stable society with well-defined laws is anathema to them, as is the stable servitude to a higher power, even one of chaos. Whatever the powers of their old homeworld were like, they have left deeps scars and an even deeper distrust among the Rhenne.

Politics

Rhenne very rarely act with any political cohesion. While individual Rhenne defend their rights and might even pursue a vendetta, the people as a whole is very peaceful.

Integration

Exiles from another world, the Rhenne are so culturally unintegrated that there is limited contact. It is speculated that they fled from some oppressive force or that they simply outstayed their welcome on their previous world.

Family

Clan. Couples often live as married, but arrangements are casual and the responsibility of family is shared in the clan. Clan elders keep track of lineages and enforce the incest taboo, which is very deeply and subtly ingrained in the culture. It is rare that the father of a Rhenne child is from the same clan as the mother. Adoption (even to the point of kidnapping), breeding outside the culture, and inter-clan transfer are seen as healthy ways to avoid inbreeding. The child of such a liaison is the responsibility of the mother's clan, tough a gift from a potential father is appropriate. This has nothing to do with marriage and relationships, and is sort of a civic duty. However, such customs translate very easily into prostitution when in contact with other cultures. Many Rhenne live as stable couples, but these have no legal status and bith control is commonly used to avoid breeding within the clan.

Powers

Rhenne refuse to use god-inspired powers and are very careful with magic. Their preferred "powers" are fooling the unwary with sleight-of-hand and legerdemain. Only women commonly have genuine magical gifts; they are shamans, psychics, or sorcerers and focus on the arts of divination, enhancement, and illusion. What few male power-users the Rhenne have tend to be powerful and destructive sorcerers.

Pantheon

None. The Rhenne honor ancestors and former tribal leaders, but they do not worship them. They disdain gods of all stripes.