Name: Rokha sver-Peresh, "Knight" - Friends and Enemies
Race: Khavash (singular of Khavash'ii)
Inventory: Stripped-down light assault rifle, standard clothing, hooded cloak, lots of knives in many, many holsters. Gas mask.
Backstory: Rokha was a Lorraine native who was used to the backstreets and accompanying lowlifes of Lorraine. Of course, she was understandably irritated when the Elves ruined the relative peace that the city normally enjoyed (even during times of war). What especially raised her ire was how there was so little being done (at least that she knew of). She went into smuggling illegal goods (the new lifeblood of the city). After a few close encounters, she decided to put together a group of similar people in order to be prepared for any eventuality that may befall her on a goods run, and thus the (rather dramatically-named) Circle of None was created: a gang of smugglers, assassins and bodyguards that created an armor-plated trade network throughout the alleys of Lorraine.
Has a penchant for the unexpected. Her mind-voice sounds unusually childlike, something she uses to her advantage in negotiations.
STATS:
Firearms: 10
Dodge: 15
Melee: 10
Agility: 15
Charisma: 10
Strength: 15
SKILLS:
Assault Rifles: 10
Knives: 10
Blend with Crowd: 10
Unarmed Combat: 15
Acrobatics: 10
Sneaking: 5
Running: 5
Lifting/Carrying:5
Name: The Circle of None
History: The Circle of None is a small group, mostly consisting of Rokha sver-Peresh's contacts and their contacts. She knows most of them well, and it was no hard task to convince them to join up. However, it has hardly grown, although its members are sufficiently strong in their own right. Acts on a client basis, and each member has a specific role. Their aim is to maintain the flow of black-market goods the city needs until the Elves can be overthrown. Their methods involve copious amounts of sneaking around, unless the main courier is caught, at which whoever caught them is mobbed by a group of people seemingly coming from nowhere.
Inventory: Starts off Empty.
STATS:
Manpower: 10
Experience: 15
Stealth: 20
Muscle: 15
Guns: 10
Melee: 15
Face: 5
Profit: 10
SKILLS:
Public Relations: 10
Ambush: 15
Mobility: 15
Sniper Rifles: 10
Shotguns: 5
Assault Rifles: 5
Knives: 10
Theft: 5
Smuggling: 15
Allies: Police: 5
Allies: Commoners: 5
A catch-all phrase for the nomadic races of bipedal insectoids, with faces that look vaguely human and innate unidirectional telepathy. They're spread all over the place, and nobody is really sure where they come from. Very diverse, and they have all sorts of abilities. However, their diverse sizes, shapes and needs make it difficult for them to fit into a structured society, and they tend to elicit disgust more often than welcome.
NOTE: Khavash types are very diverse, so for the sake of simplicity they are all treated as uniform. Feel free to make slight modifications to an individual Khavash to compensate for being, say, part-spider.
Affinities: Dodge - The Khavash'ii often have strange, alien biologies, and move in ways ordinary humanoids cannot. This makes them hard to hit and even harder to hit effectively. Strength - Again, Khavash'ii are often a lot stronger than their spindly frames would suggest, and they have carapaces and chitinous exoskeletons.
Aversions: Firearms - Khavash biology means they almost always have trouble using other races' trigger-based weaponry effectively. Bows are not such a problem, and the Khavash'ii do rarely produce Khavash firearms. Magic - The Khavash'ii know of magic, and there are many Khavash mages, but the race seems to be unnaturally inept at magic for unknown reasons.
Abilities: Limited Telepathy - The Khavash'ii communicate with other races (and other Khavash types) using one-way telepathy, which has several obvious benefits. However, it is only one-way (a human can hear a Khavash telepathically but not speak to them telepathically) and quite short-distance (about as far as a human can be easily heard shouting). Khavash Weaponry - Some Khavash'ii (bizarre as it may seem) cultivate their chitinous exoskeletons into blades or points. Certain individuals have trained themselves in this regard and can make simple folding blades and the like, but most of the time the weaponry is fairly crude. Bugs! - The insectoid features of a Khavash often make them quite terrifying to behold. This gives them advantages when trying to intimidate or scare non-Khavash'ii.
Impotences: Bugs! - The Khavash'ii being insectoids brings with it some negative side effects. One of these is that insects are seen as disgusting vermin by most sentient races, and thus the Khavash'ii are at a disadvantage in diplomatic conversation with non-Khavash parties. They are also often scorned by less well-meaning people. Uncommon - The Khavash'ii in Lorraine, or indeed most cities, are a minority: even more of a minority are those who actually live in the city permanently. It is very hard not to notice a Khavash in the streets of Lorraine, giving them a disadvantage to blending into crowds or trying to escape notice. Outsiders - The Khavash'ii, as mentioned before, do not really have a place in Lorraine, although their leaders were made to sign the treaties in the case of those that do live there. There are no real places in Lorraine where one would find Khavash, as there are 'dwarven districts' and 'orcish districts'. Finding a specific Khavash, or indeed a Khavash at all, is hard, despite their aforementioned visibility. This makes them somewhat inappropriate as reliable members of gangs, or as suppliers, or the like.