Appearance: A Djeet’s body stands at seven feet tall, with four muscular arms and thick waists to compensate, enabling the proud posture many maintain. Djeet typically have strong brows and jawbones that result in a brutish image. The skin of a Djeet comes in various blue shades, from as bright as the sky on a sunny day to the darkest blue of the storm-wracked seas. Most male Djeet are bald, and the females grow their brown or red hair in long waves or single braids.
Half-Djeet bred from any other race, known as Ambassadors, have been bred to only have two arms. Members of this subrace have softer facial features than their brutish progenitors and appear as blue-skinned humans, no matter their non-Djeet parent. Typical Djeet clothing involves basic cloth with some form of armor plating over their shins, forearms, and chests.
Society:
Reputation:
- ""
-Wikas Twocoin, Almost Politically Correct Merchant [Talruul Humans] - ""
-Hans Langfuhrem, Military Corporal [Irth Humans] - ""
-Daedri Armisus, Caravan Guard [Chibrus] - ""
-Caliendro Alvernas Vi Striker Paulaquet, Sailor [Wukai] - ""
-Arnipold Gabenhobbler, Lockpick Enthusiast [Feyborn]
Religion: Djeet do not worship a God. They instead follow an adaptable philosophy known as The Way, a guidance of life passed down from the first Djeet Archon, Tal, who united their warring race. This philosophy holds four basic tenants: Honor one’s task, honor one’s people, honor one’s achievements, and honor one’s humility. All Djeet laws stem from The Way in different aspects, depending on that region’s ruling Archon, and the same tenant can be used to refer “one” as the treatment of one’s self or the treatment of others. While many Djeet enjoy debating their interpretation of The Way, it is considered "corruption" if any member of an outside race attempts to make the same debate. The Way is a Djeet concept, and they hold that only the Djeet may determine its truth.
Languages: Trade, Imperial
Lifespan: ~100 years
Size: Medium
Speed: 30 ft.
Senses: Darkvision 60 ft.
Racial Trait: Superiority
- Select a single ability during character creation. Your cost when activating or sustaining that ability, including boosts, is lowered by 1 to a minimum of 1. Your limit on total Boosting per turn is still treated as if you paid the full price. You may choose an additional ability at level 5 and 15.
- You have a second pair of arms that increase your carrying capacity by 50% and grants a +3 bonus to MO and MD when performing the Wrestling or Disarming maneuver. You cannot use these arms to wield weapons or shields, but you can use them to hold items that require non-attacking activation such as potions or magical trinkets, or to manipulate objects while your main hands are occupied.
- Gain a plus +3 bonus to Sense. Once per day you may spend a Free Action to prevent your target from spending Energy for 2 turns. The resistance against this is Focus vs Focus. If your target succeeds their save, your once per day use of this ability is not expended but you must wait 24 hours before targeting the same opponent. You do not gain the Quadradextrous trait.