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Bekuma (Bee-coo-ma)

Humans fused with primal wind energy, the Bekuma have grown extra arms that are made of hyper-compressed air. These arms are known as vectors, and are quite dangerous, capable of being swung at high velocities.

Basic Information

Anatomy

Bekuma have faint, nearly translucent arms known as Vectors. A typical bekuma only has one pair of vectors, but they are know to grow more with time and training. With concentration and practice, a bekuma can solidify their vectors to manipulate objects or slam into their enemies, but don't have great motor control over them. A bekuma's hair is always some shade of red, orange, or pink.

Genetics and Reproduction

Bekuma reproduce in a mannar similar to regular humans, but are more prone to pregnancy complications.

Growth Rate & Stages

A Bekuma is born without their vectors. Typicaly, a Bekuma's first vectors emerge during the early stages of puberty, typically in the 8-12 range. During this time, the young Bekuma kept is isolated, as they lack control over the vectors and can easily cause harm. A Bekuma is considered an adult at the age of 15.

Dietary Needs and Habits

Bekuma share most of their dietary needs with regular humans, but often must eat a bit more than average to compensate for their vectors.

Additional Information

Geographic Origin and Distribution

Bekumas live in seclusion in Kirru, the Realm of Air. Their ancient homeland is the Ruins of Luca, however the presence of the Svanti Empire means that pilgrims must visit the area in secret.

Average Intelligence

Bekumas are just as smart as regular humans, but lack good attention spans. They are often referred too as "air-headed" and suffer from intense mood swings and violent rages.

Perception and Sensory Capabilities

The bekuma have no extrasensory capabilities.

Civilization and Culture

Naming Traditions

Like most Kirrans, the Bekuma often place their surname before their traditional name.

Major Organizations

Bekuma are solitary creatures, and don't have any official organizations. More nonviolent Bekuma create small hidden viliages away from the eyes of the Svanti Empire, while more radical ones create or join organizations dedicated to fighting Imperial forces wherever they can. Luca, the Queen of the Bekuma, keeps a small court of powerful warriors who are constantly on the move, avoiding the Empire's grasp.

Beauty Ideals

The amount of vectors and their length is a large factor for establishing the value of a Bekuma. Most Bekuma can only grow up to four vectors, but rarely some are born with the ability to grow extra, causing them to be viewed as quite beautifull or powerful.

Gender Ideals

Bekuma are a matriarchal society, as they view women to be more emotionally connected to their primal powers and Luca, their demigod. Men typical take up roles as bodyguards and personal warriors, while women take on leadership roles.

Major Language Groups and Dialects

Most Bekuma speak Kirran Common, but also know Auran. Many hate to speak in Auran, viewing it as the language of their oppressers, and only do so when absolutely needed.

Common Dress Code

The bekuma often wear large hooded robes to easily cover their oddly-colored hair. They usually must cut holes in the backs or weaken the material of their clothing so that they can accomedate or hide their vectors.

Common Customs, Traditions and Rituals

Nearly all bekuma worship Luca, the Queen Bekuma, who was the first one created by the Eleyai. Some may also worship Protos, the god of Chaos, and some extreme heretics even venerate the Titans Hecaton or Teth as outlets for their rage.

Common Taboos

The Eleyai are the Bekuma's sworn enemies, so willingly working with them or revealing the locations of Bekuma villages' to them is a reprehensible crime.

History

In 3300, when the Eleyai race excavated an ancient ruin, they found a wellspring of primal wind energy that they were unable to harness. They constructed a laboratory in the ruin, and over the years experimented with this energy. After years of failure, they began to push into more extreme territories, and began to even utilize Human experiments. They began injecting the energy into the native humans, and eventually this mutated the humans, causing them to grow extra limbs made of air, creating the first Bekuma.

Common Myths and Legends

It is said that the first successful experiment of the Bekuma created Luca, The Queen of the Bekuma, and the energy from that experiment elevated her to demigod status. It is believed that she destroyed the ancient lab-city and went on to share her new power to create the Bekuma, and the Eleyai continue to hunt her to this day.

Interspecies Relations and Assumptions

Bekuma hate the Eleyai for the ancient experimentation and oppression they have suffered through, and this hatred extends out towards many other air-related races. Their tendency for violence and the propaganda from the Eleyai have caused them to be viewed as dangerous and monstrous creatures, so few races trust them. As such, many Bekumas view all other races as enemies.

Racial Table: Bekuma Hit Dice: D8; Class Skills: Climb, Craft, Intimidate, Profession, Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus vectors; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Vectors
2nd +1 +0 +3 +0 Extra Vector, Unstable Rage
3rd +2 +1 +3 +1 Aerial Strikes, Vector Increase
4th +3 +1 +4 +1 Extra Vector, +1 Strength, +1 Dexterity
5th +3 +1 +4 +1 Vector Increase, Vector Mastery

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (16 - 21) +2d6 years (17 - 27)
1: This category includes armigers, barbarians, bloodragers, kineticists, imbuers, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.   2: This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3: This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Starting Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 140 lbs. +(2d10x5 lbs.) (150 - 240 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 1 in.) 105 lbs. +(2d10x5 lbs.) (115 - 125 lbs.)

Random Bekuma Homelands
% Rolled Homeland Trait Gained
01-26 Hidden Bekuma Settlement Vagabond Child
27-47 Mountain Town Highlander
48-68 Mountain City Master of Peaks
69-83 Human Homeland (Roll on Human Homeland Table) (Kirran)
84-94 Secret Laboratory Bloodthirsty
95-00 Unusual Homeland (Roll on Unusual Homeland Table)

Random Bekuma Families
% Rolled Parental Status
01-50 Both of your parents are dead
51-70 Only your mother is alive
71-90 Only your father is alive
91-00 Both of your parents are alive
Random Bekuma Siblings
% Rolled # of Siblings
01-40 1d4 bekuma siblings
41-70 1d2 bekuma siblings and 1d2 human siblings
71-90 1d4 bekuma siblings and 1d4 human siblings
91-00 No siblings
Genetic Ancestor(s)
Lifespan
70 - 110 years
Average Height
Male Bekumas average between 5' and 6'6", while females average between 4'7" and 6'1".
Average Weight
Male Bekumas average between 150 - 240 lbs, while females average between 115 - 125 lbs.
Average Physique
Bekuma's are stronger and faster then normal humans, gaining extra lift with their vectors and extra mobility from the primal energy running through their veins.
Geographic Distribution
Related Organizations
Related Ethnicities

Bekuma

Type Humaniod (Human)
Ability Score Modifier +2 Strength, +2 Dexterity, -2 Wisdom. Bekuma are strong and fast, but are empty-headed.
Size medium
Speed Bekumas have a base speed of 30 feet.
Language A bekuma begins play speaking Common (Kirran) and Auran. A bekuma with a high Intelligence score can pick from any languages it wants, excluding secret languages.

  • Materil: Bekumas are intrinsically tied to the Air Materil, and must become Windcallers.
  • Vectors (Su): Bekumas have a set of semi-corporeal arms made out of super-compressed air known as vectors. They can use these vectors as Slam natural attacks that deal 1d4 points of damage. These vectors have a range of 10 feet and act as primary natural weapons. A bekuma cannot wield weapons with a vector, but can wield a weapon in their normal hands. If a bekuma wields a weapon in its normal hands, its vectors are considered secondary weapons instead of primary weapons. A vector can be used to grab objects and make Combat Maneuver Checks. A bekumas vectors are bulky, and can't be used to make complex gestures like somatic components for spell casting. Making a vector corporeal takes concentration, and if the bekuma takes damage while a vector is corporeal, it must make a concentration check (10 + ½ the damage dealt) or each vector it has becomes incorporeal, causing a bekuma to drop any item or creature held by them. Vectors can hit incorporeal creatures normally. At 2nd racial level a bekuma gains a 3rd vector, and at 4th racial level the bekuma gains a fourth vector. At 3rd racial level the damage the vectors deals increases to 1d6 and increases again at 5th racial level to 1d8.
  • Unstable Rage: Starting at 2nd racial level, whenever a Bekuma fails a saving throw against a mind-affecting spell, it is affected by the spell rage instead of the normal spell, with a duration equal to the duration of the original spell. While under the rage, the bekuma treats all non-bekuma as enemies and must attack (or otherwise hinder) the closest one each turn if able. A bekuma always targets a creature with the Air subtype or tied to the Air Materil first if possible.
  • Aerial Strikes: Starting at 3rd racial level, a bekuma deals 50% more damage to creatures with the Air subtyped, tied to the Air Materil, or that are flying. A flying creature never gets a bonus for having high ground against a bekuma.
  • Vector Mastery: At 5th racial level, a Bekuma gains Multiattack as a bonus feat, and it's vectors are no longer treated as secondary attacks when the bekuma wields weapons in their normal hands.

Alternate Racial Traits
  • Adaptable: Some bekuma are born with less vectors, and must work harder to survive. These bekuma gain a bonus feat at 1st level, but only has one vector at 1st racial level, and only gets a total of 3 vectors at 4th racial level.
  • Hatred (Ex): Some bekuma still rage at the ancient woes dealt to them by the other natives of Kirru, especially the eleyai. They gain a +1 attack and damage rolls against creatures with the Air subtype and/or natural natives of Kirru. They gain the effects of rage when faced with an eleyai. Bekuma with this trait start play speaking only Common, gain no bonus languages, and gain a -4 penalty to Wisdom instead of a -2. This ability alters the bekuma’s starting abilities scores.
  • Human Heritage: Some Bekuma are closer related to normal humans, gaining a +2 to any ability score of their choice. This ability alters the bekuma’s starting abilities scores.


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