Here's what I have so far. As kind of a noob to the whole GENESYS system though, I'd value any input.
The Mahkim are a four-armed reptilian race, and the inheritors of the lizardman empire that once spread throughout Zanaga. Formerly the martial scions of that race, the legacy of those glorious days remains in their advanced tactics, unique weapons, and jungle combat skills. While the remaining lizardmen are primitive descendants, the Mahkim have lost little of their culture.
Appearance : Mahkim appear as a roughly man-sized reptilian with four arms. The two upper arms are larger. They are well-muscled,
Society : The Mahkim organize themselves in tribes, but within these are the nashan. This term describes more of an ideological brotherhood versus bloodline ties. They revere and respect tribal and nashan elders, and are largely nomadic in their native lands of Zanaga.
Culture : The largest Mahkim village, and the spiritual center of their people, rides on the back of the huge crocodile Ravin. This vast beast is worshipped as a god by the Mahkim, and it bears them throughout Zanaga across rivers and lakes, though they must constantly feed its massive appetite. When challenged or wronged, Mahkim warriors paint the god's likeness on their hides and cry out his name as they charge into battle. These same devotees then devour their fallen enemies, each gulp of meat another prayer to their god.
Young Mahkim warriors and hunters often have a reputation for striking out on their own to make their fortune, and are often recruited by explorers. The Mahkim's mastery of the inland waterways make them handy guide. However, many explorers often seek the Mahkim's eggs, as the milky-green orbs' healing properties are well-known, and can fetch a high price in foreign ports.
SPECIES ABILITY
Brawn 3
Agility 3
Intellect 1
Cunning 2
Willpower 2
Presence 1
Wound Threshold : 12 + Brawn
Strain Threshold : 8 + Willpower
Starting Experience : 90 EXP
Starting Skills : Mahkim begin with one rank in Survival and one rank in Perception. You still cannot train their Survival or Perception above rank 2 during character creation.
Four-armed : A Mahkim does not increase the difficulty of combine checks to attack with multiple weapons.
Multi-attack : Mahkim may spend ^^ from an initiative check to perform a free maneuver before the first round of combat.
Equipment note :
The Mahkim have a unique weapon called a Doloch . (Brawl; Damage 5; Critical 3; Range (Engaged); Accurate 1; Linked 1.)
They also have Hard, Scaly Skin (+2 Soak, +1 Defense)
I'm not sure how to reflect these two within the normal race presentation in the Realm of Terrinoth book.
As I said, I'd welcome any input, suggestions. Thanks.
Edited by IamGazrok