Kenku

 

Species Name: Kenku, Tengu

Kenku are a type of legendary creature found in Japanese folk religion and are also considered a type of Shinto god (kami) or yōkai (supernatural beings). Although they take their name from a dog-like Chinese demon (Tiangou), the tengu were originally thought to take the forms of birds of prey, and they are traditionally depicted with both human and avian characteristics. Kenku are seen as both disruptive harbingers of war, and protective spirits of the mountains and forests.

Type: Humanoid

Physical Traits: Kenkus evolved from avians, with soft, dark feathers covering it's head and torso, although its scrawny arms and legs remain bare. They have a large beak and glossy black feathers, which cover the body except for their clawed hands and the skin starting about halfway up its legs. The skin on these areas can range from dark grey to bright yellow. They can fly at a speed of 45 kph with a ceiling of 8 kms.

Height: 4'6 - 5'6 ft with a wingspan of 10 ft

Weight: 90-110 lbs

Abilities: Vision is double normal

Mobility: Legs and wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6 -2, DEX: 3D6 +2, CON: 3D6, CHA: 3D6 +3, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 90 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Kenku dwell in nests or aeries that are often built near human cities until the age of nine, when they set off on their own with bands of like-minded Kenkus. They often dwell in human cities, running criminal enterprises and confidence schemes. Kenku live in family units (referred to as clutches), with several family units (normally extended families, those related by blood, etc.) forming a Murder. Most Murders are fairly close-knit, and form an extended family. When large numbers of Kenku are present, several Murders may come together to form a Flock, a loose association of families and acquaintances. Flocks can occasionally include non-Kenku families, mainly those who have a member who has done the Flock (or a particularly high-ranking Murder) some great kindness.

Government: Council

Population: 460,000



 

Creating a Kenku character

Step 1: Attributes
Roll attributes as normal but DEX +2, while STR is -2. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Kenku gain all the following free;

Mimicry - You can mimic any sounds you have heard, including voices. This talent extends to handwriting. A creature that hears the sounds or sees your forgery can tell they are imitations, or a forgery, with a successful Wisdom (Insight) check. The DC of this check is equal to 8 + your Charisma modifier + your proficiency bonus.

Wings - The feathered wings provide flight at WIS x10kph, +10kph per level with a maximum ceiling height of one kilometre. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms. The character can also hit enemies with his wings with each wing doing damage equal to the character's own STR. The HPs of each wing is equal to half the character's total HPs.

Additionally Kenku start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Kenku can establish telepathic communication with any normal or giant aerial animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Detect Hidden 5 The character gains +1 per 5 INT to detect a hidden object, door, person, etc.
Enhanced Hearing 5 Hearing increases by x1 normal range per 3 WIS with an additional x1 per level (eg. WIS 15 = x5 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. +6 Initiative, +2 AC.
Enhanced Vision 5 The eyes can focus on extremely distant objects too small for normal vision to perceive. The eyes function as telescopes magnifying normal visual images. x2 normal range. +3 to thaco with modern weapons, add +5 to thaco with thrown objects.
Reduced Sleep 10 The character needs one hour less normal sleep per 5 CON.
Sanity Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Starlight Vision 5 A Kenku can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.
Talons 5 Some Kenku have developed 1 centimetre long talons made of bone which extend from his fingers. They do D6 plus STR damage bonus.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any.

 

 

 

Races