Shryms
AncestryLand of Eem Core Rulebook · p.64
Open source p.64shryms
Shryms are slight, furry humanoids that resemble shrews. They originally come from the eastern realm of Shrym, a largely inhospitable desert wasteland. But many shryms have migrated west to the Mucklands, bringing with them an influx of new, incredible technology. In fact, shryms are responsible for the invention of sputtertech and sparkworks, and their culture frequently produces adept engineers and machinists.
EXAMPLE NAMES
Theodare, Quembly, Shona, Kit, Ferdie, Rooger, Velma, Danathan
SIZE
Small or Medium
SKILLS
Tinker, Realms, or Lore
- Perception, Search, or Intimidate
HOMELANDS
The Used T'Be Forest, The Drippy Downs, The Quagmash, River Country, Fleabag County, Scalawag Strand
PERKS
- Engineer (Culture): Shryms learn mechanics and engineering at a young age. PC has Proficiency in Mechanics.
- Gadgeteer (Culture): It's common for shryms to hold a certain piece of gear very dear. PC owns a 0–3 Slot tool item of choice with a random Magnificent trait.
- Antidotal Blood (Ancestry): After age upon age in conflict with desert serpents, shryms developed resistance to some poisons. PC has Proficiency in Resisting Poison.
QUIRKS
- Age Old Fear (Culture): Shryms have a phobia of snakes that dates back thousands of years. PC suffers Disadvantage on Mettle Checks against snake and snake-like Adversaries.
- Nearsighted (Ancestry): Shryms come from a dusty, low visibility land. PC has Deficiency in Seeing Distant Objects.