Hoomiku
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Hoomiku
The hoomiku are a secretive and highly intelligent race of feline humanoids whose aging colony ship crashed on Rym some six and a half centuries ago. They now make their homes in the deepest deserts of Rym, hidden monasteries of learning and solitude meant to avoid contact with the local 'savages'. They stand between five and six feet tall, with light, wiry frames and extremely long, agile tails. The hoomiku have intricate patterns of spots, the exact number of which typically dictate a complex equation that can be used by other hoomiku to trace bloodline. They wear light clothing in earth tone shades, and are fond of complicated jewellery. Their rapid numeric language simply cannot be understood by other races, and so they employ a delicate headset translator when venturing out into the world. This device slows their language down and converts it into more common dialects for the benefit of other beings.
The hoomiku are inventors, astronomers, and scholars, almost by nature. Their brains are capable of breaking down complex problems into dozens of smaller parts, solving each independently before putting the solution back together. Unfortunately, they have yet to fully adapt to Rym's heavier atmosphere, and are considerably more vulnerable to local diseases. They are a quiet, dignified people, amazingly patient and focused. Their society is somewhat xenophobic, as they fear outside influences can create a breach of harmony. The most important words in the hoomiku language are calm, insight, and focus. Hoomiku have little interest in matters of faith and spirituality, questioning and studying the concept of faith and belief, rather than simply accepting such matters.
Hoomiku monasteries are hidden with almost unbelievable care, the assumption being that any discovery by those other than hoomiku will lead to disaster. Within their hidden sanctuaries lie entire microcosms; magnificent botanical gardens to grow food, spacious living quarters, vast libraries, observatories, laboratories, and so on. Each monastery follows a general philosophy knowledge is life. They dedicate themselves to learning, mastering the various sciences and often the most benevolent of magical arts. Each monastery has a council of thirteen sages, an authority of each science, who teach the complex ranks of students beneath them. Most hoomiku never leave their monasteries, and thus they are virtually unheard of in the outside world. Only rarely do they embark on pilgrimages to other monasteries, or to investigate happenings of great importance in the world outside their walls.
The hoomiku colony ship has just recently left Rym, taking most of the hoomiku race with it. Those who remained behind (either by choice or by accident) have begun assisting the lutrai in protecting the gate to Kith Kanaan, and have begun to move their operations to Kith Kanaan as a safe haven. The hoomiku have taken a great interest in protecting the gate, and there have been some wondering as to whether or not it should remain under lutrai control.
Merit (Eidetic)
While not blessed by the Rymnian gods, the Hoomiku are not without their own talents. The Hoomiku are technological geniuses and may activate this Merit as part of a Crafting or Artificing Project. By activing this Merit and committing the Essence at the beginning of the project, the Hoomiku may do all of the following: The Hoomiku gains a number of Additional Successes equal to twice their Growth on any Skill Rolls for an Artificing or Crafting project. They increase the Pool' for an Artificing Project equal to twice their Growth. They may add a number of additional Exceptional Traits to a Crafting Project equal to their Growth. In addition, Hoomiku have an Eidetic Memory, and are capable of remembering anything they encounter or are exposed to. By activating this Merit and spending an Action, the character can remember anything they have experienced with perfect clarity. This manifests as if the character had a Lore Skill equal to the character's Growth + 3. The character may use this Lore Skill as if they had the appropriate Specialty. This benefit remains for the Scene.
Granted Powers
Favoured Powers
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