Mimling
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Mimlings are strange creatures that are known for their amazing hunting abilities, known for their nonlethal poison used to knock out their prey before taking and consuming it with their tribe. Developing underwater webspinners that they use to create intricate and elaborate traps to catch other creatures, they are highly advanced and thrive in archipelagos and other islands.
Characteristics
A Mimling has soft, slimy skin, with tentacles on their head and shoulders, they function, and are treated more as hair. They have small claws on their hands that have tiny spinnerets residing underneath them, giving them the ability to shoot webs from, and can be an assortment of very vibrant colours that they can change on command (although it takes a minute for it to fully kick in). Their eyes are not too dissimilar from a cuttlefish, and while they don’t have teeth like omnivorous creatures, they have a face plate which allows them to chew and eat things, and many fangs, which are venomous and can take down even the most heartiest of creatures.
Mimlings are known for their obsessions and hyperfixations on a specific topic, concept objects or items, spending their whole lives collecting information or items connected to that topic, they almost always are known to become experts in their fields due to their innate ability to do
Native Environments
The Mimling typically resides in more coastal and tropical environments, as they thrive best in hunting for fish and other seafood in rivers and other streams, creating giant nets to catch fish and other creatures. While their appearance doesn’t necessarily allow them to be sneaky, they typically resort to using tactics to capture their creatures via traps and interlinking systems that alert the Mimling of any creatures that trip them. They tend to be naturally aggressive and chase creatures into such traps. Charging into animals and chasing them as quickly as they can, slowing them down and capturing them before biting and killing them with their venom.
History
Mimlings do not keep a written history, and typically communicate orally or through olfactory methods when discerning their historical records, they have always been relatively traditional in their beliefs in terms of remaining more in tribal situations, however, some do often choose to live in cities and adapt to the city lifestyle.
Society & Culture
Mimlings are very tribal in their appearance, and their mindset. They are very communal and family oriented, the ones with the most dedication to their collections. Many also even attempt to assert dominance through various play-fighting techniques. They signify their marriage and lifelong bonds, between friends, blood-brothers, and various pacts, by cutting off one of their tentacles, and feeding it to the other. Showing an utmost trust and desire. This ritual is only reserved for those that the Mimling considers very close, and is seldom seen by anyone other then fellow Mimlings.
Mimling Racial Modifiers
Table: Mimling Health, Stamina and Magic Point Modifiers | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 125 + Vitality % | 1d10 x 5 + Vitality % |
Magic Points (MP) | 75 + Psyche % | 1d6 x 5 + Psyche % |
Stamina Points (SP) | 150 + Fortitude % | 1d12 x 5 + Fortitude % |
Mimling Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Mimling range from Small, Medium and Large sizes.
Movement Speed – Mimling move at 1m/TP and have a swim speed of 3m/TP.
Languages Known – Mimling start knowing Greedish, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Amphibious – Mimlings can breathe underwater indefinitely. They have a swim speed of 3m/TP.
Tentacles – Mimlings have multiple tentacles on their head and shoulders, they have 12 weak tentacles that can lift no more then 5kg each, and automatically drop when experiencing moderate force. If cut, these tentacles regrow back as if they are hair, and they do not have the capacity to feel pain.
Obsession – Pick one type of concept, type, or thing (e.g. Humans, Computers, Vehicles, Guns, Bows, Politics, etc.). Mimlings automatically succeed on all actions related to or directly affecting the obsession.
Minor Traits
Fangs – Mimlings gain a bite attack and functions as an unarmed weapon. Mimlings choose 1 chemical, poison or drug of any kind per level. They gain the ability to produce a compound with their fangs an amount of times equal to their level per day. They receive a +10% potency bonus to all actions made with that chemical per level. Mimlings are immune to all poisons.
Webspinner – Mimlings gain Web Shoot, Web Sling and Web Trap as powers, they cast this power using their SP.
Scent Communicators – Mimlings gain a 50m scent. They secrete pheromones which allow Mimlings to interpret simple emotions, territory and similar messages to other Mimlings.
Mimling Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Colossal
Colossal Mimlings are known for their deep-sea travels and pressures, hunting larger creatures and pursuing more prey then most, they are extremely strong and are more suited to taking down larger prey then your standard Mimling.
Colossal Racial Modifiers – Colossal Mimlings gain a +10% Muscle, +5% Intellect, and a -5% Psyche
Bulky Build – Colossal Mimlings can choose to start as Huge Sized, they automatically receive a +25% bonus to all actions made to grapple others
Pulse Jet – Colossal Mimlings can launch a jet, moving 5m an amount of times equal to their level per encounter.
Deep Sea – Colossal Mimlings are immune to pressure differences, and receive a +5% Damage Reduction bonus.
Pygmy
Pygmy Mimlings are known for their extremely small size, being able to change their body to match the environment around them in both texture and appearance. They are elusive and hide in various locations underwater, ambushing their prey regularly and easily makign quick getaways.
Pygmy Racial Modifiers – Pygmy Mimlings gain a +10% Fortitude, +5% Senses, and a -5% Vitality
Runt Build – Pygmy Mimlings can choose to start as Tiny Sized
Chameleon Skin – Pygmy Mimlings can change the colour of their skin to match their environment for 2 TP. They are considered invisible while remaining still, and the colour of the environment is unchanged. If they are attacked while in this state, they are exposed.
Squishy – Pygmy Mimlings can squeeze and move through any sized hole, they automatically succeed at all actions made to move past others undetected or through any other means.
Desert
Desert Mimlings are known for
Desert Racial Modifiers – Desert Mimlings gain a +10% Agility, +5% Luck, and a -5% Muscle
Dune Dweller – Desert Mimlings can burrow at 3m/TP, they no longer can swim, but do not need to breathe while underground.
Cold-Blooded – Desert Mimlings are immune to all fire damage, and are weak to frost damage, they are immune to all hot temperatures.
Sandshark – Desert Mimlings receive a +25% bonus when attacking an exposed target from a burrowed position.
Blue-Ringed
Blue-Ringed Mimlings are known for their extremely strong poisons, and large bright rings on their body, usually being highly reflective, appearing as a neon blue. They are feared for their toxicity and lethality, but can be an amazing asset to their allies for their increased potency in their chemical production.
Blue-Ringed Racial Modifiers – Blue-Ringed Mimlings gain a +10% Psyche, +5% Nerve, and a -5% Social
Potent Poison – Blue-Ringed Mimlings receive a +100% potency bonus to all poisons, chemicals or drugs used from their fangs ability
Bright Rings – Blue-Ringed Mimlings have large bright rings that they can use to change colours, they receive a +30% bonus to all Intimidation actions, however, receive a -20% penalty to all Stealth actions.
Poisoning Strands – All webs created by webspinner can have the effects administered from a Blue-Ringed Mimling’s fangs onto them, affecting those who touch these webs, these webs receive a +50% bonus to all actions made to remain hidden.