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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 28, 2012 4:50 pm
  

Wanderer

Joined: Fri Apr 27, 2012 12:26 am
Posts: 66
I really like the hyper kittens, I'd be tempted to play something like that in an all animals game (or maybe an vicious evil bunny with pointy teeth, and deadly cuteness).

I wanted to play something with a Celtic theme, but races with a Celtic theme are sorely lacking so I rolled up something random (using a combination of rules from Heroes Unlimited and Phase world). I got lucky and rolled that it has a special ability too, and then decided I wanted that to be something from heroes unlimited and ended up rolling that it has superpowers (1 major 1 minor). I picked on minor (healing factor) and randomly rolled one major (animal powers, and then I rolled hooved). I decided to loosely base the race on the Celtic Galistig (which is sort of like a satyr, though they appear as beautiful women, with goat-legs which they often try to keep hidden. They range from helpful benevolent beings, to downright demonic depending on the particular tale.)

My Glaistig character is a scathach Druid whom is pretty quirky. She talks to her horse (which of course talks back, but only she can hear it). She also really has a thing for tea and is a vegetarian (mostly, she did try fish but refuses to eat any other animal so far, which is not unheard of for real life partial-vegetarians).

So here's the background for my race (it's in a game that currently involves a lot of mythological elements so the race fits right in). It's a bit long thus why I put it in a spoiler tag.

Spoiler:
The glaistig are beings that originally hail from Brodgar, the home of the Celtic gods. However most of them long ago fled their home from the fomorians.
Glaistig are not warlike beings, and have none of the drive that beings like the Fomorians have to conquer and destroy. Some do remain behind in Brodgar, taking shelter in the native millenium trees.

Some glaistig have sought out places rich with magic and vast stretches of wilderness to settle in. Others have become adventurers, driven in part by a thirst to learn all about the vast universe around them, and experience its many wonders. The glaistig also adventure in hopes of finding something that can help them protect their ancestral home.

The glaistig do have some difficulty getting along with many other sentients, but this is because they tend to be as mischevious as they are curious, and often have little understanding of (or regard for) the social norms of other beings. Of course that they are commonly believed to be true fey, (which isn’t too far from the truth) or even some sort of demon or deevil hasn’t helped them in their dealings with humanoids.

Technology
The glaistig have nothing in the way of really advanced technology of their own, instead they view the study of magic as superior, and often rely on their own natural abilities.

Though they use primitive materials (wood and stone), the glaistig take pride in making their weaponry and simple tools beautiful, and often their tools and weapons will be ornately carved.
The glaistig are curiious and like to learn everything they can about the world around them and the other beings that inhabit it. They may find the technology of another race interesting to study, but typically only in the same way one would study any other feature of some one else’s society.

Appearance:
These humanoids look rather like an elf from the waist up, aside from a pair of goat-like horns (both males and females). They have a light gray skin tone, and hair colors ranging from snow white, to blonde to red. Their eyes vary from shades of green to blue. They have goat-like white furred legs, and hooves.

Allies
The glaistig have found allies among the Druids. Fairy folk are likely to acknowelege a certain level of kinship with the glaistig, and the glaistig generally are fond of fairy folk.

Enemies
The Fomorians and any of their allies, such as the Celtic god Bres the Beautiful, are considered to be their eternal enemies.

Religion
Celtic gods, especially Epona, the horse goddess are most popular among the glaistig. The Greek god Dionysus is also fairly popular among the Glaistig.

Glaistig in Myth
The glaistig of myth was a sort of Celtic equivalent of the Greek satyr or Roman Faun. However unlike the satyr of faun, the glaistig of legend was always female. In some tales it was a benign helpful creature that would help keep watch over herds. Unfortunately in other tales the Glaistig is a malevolent, even demonic being that enjoys drinking human blood, and like sirens will tempt men, and then lure them to their deaths. Glaistig are related to true fairies, in fact even more closely than the orcs, goblins, and kobolds are.

Fortunately there is little basis to the tales of them being blood drinking tempters (though such tales don’t help their reputation). In fact most of the time any harm a glaistig causes, is not done with any truly malitious intent.

I gave them some weaknesses to add more "flavor" to the race, and some other restrictions since I rolled stone age primitives.

Weaknesses:
These beings are closely enough related to true fey that they retain some of their weaknesses. They will be affected by magic meant to specifically affect fairy creatures, and harmed by weapons meant to harm fey in the same way as any fey would be.

Limits on starting skills and equipment
Glaistig characters start out as technological primitives. They may not start with any skills that rely on modern technology, such as computer skills, modern weapon skills, or electrical skills. If the character’s OCC includes such skills, the GM may choose to let the character with a different skill, or simply leave the skill off. Their starting equipment should also not include computers, modern weapons, or other similarly advanced technology.

Here's their stats (the ones granted by super abilities are all ready included in, along with what I got from rolling supernatural attributes and from demonic appearance (heroes unlimited alien appearance option). I chose to lower MA, it makes sense for the race I think).

Attributes: IQ 4d6+6, ME 4D6+6, MA 2D6 +3, PS 4d6 +4 (supernatural), PP 4D6+6, PE 6d6 +4 (supernatural) PB 4D6+2 SPD 3d6+10. +10 per level

MDC: +1D6x10 + PE +40

+1d6MDC per level
+2 vs. horror factor +1 initiative

Alignment: any but tend strongly towards anarchist and unprincipled.
Come from a Vegetation World: all glaistig start with acrobatics with +10% , +5% climb
Height 4ft +1D4ft
Natural Abilities:
All Glaistig have the minor super abilities: healing factor, and the major super abilitiy: animal abilities, hoofed.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Apr 28, 2012 8:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Welcome to the Boards, EmeraldToucanet, and to the Circle of Creators. You have a pretty decent species here for your minion creation debut. :D :D :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue May 01, 2012 11:41 pm
  

User avatar
D-Bee

Joined: Thu Jan 09, 2003 2:01 am
Posts: 18
Location: B town
Kolfeek

“First it was the psychic filth!
We wiped them out!
Then it was the pathetic Resistance!
We drove them out!
Now it is the evil Out Worlders!
We will drive them out!”

--- Chorus of a popular BDK martial song

“What did we do wrong on Kolfeek? Well how long have you got? Its more of a question of what did we do right, especially at the start. There is a list:
1. We were under-prepared… you name it; we didn’t have enough of it.
2. We thought our illusion projectors would keep us hidden. Yeah right…
3. We thought their level of technology was no threat to us. I mean come on, LTA Airships; Biplanes… who would have thought their bullets could actually pierce our armor? Now that was one unpleasant surprise let me tell you!
4. We underestimated their magical & psionic ability. I mean dang! Before I want planeside, I’d never actually met a mage, let alone seen any magic done. Now, I’ve seen enough to last a lifetime.
5. We were essentially farmers & laborers going up against battle hardened career soldiers, and technological superiority or not… that matters.
6. And worst of all, we had no idea how they think. We had no idea how tricky and unrelenting those vicious little blighters can be.”

--- Transcript from an Erza Agricultural Corp. debrief interview of a contractor at the end of his 18-month contract on Kolfeek.

In a remote part of the thundercloud galaxy the Kolfeek are a people at war with themselves. They have been engaged in a global scale conflict for the last 40 years. The roots of the conflict have been obscured and warped by propaganda on both sides. What started as a policy of intolerance to psychics by a single city-state, has spread into an all consuming planet wide conflict. Kolfeek are a small statured elf like people, who have a natural tendency toward psychic and magic abilities. A good half of the population is either psychic or mages of some degree.

Before the war most of the population lived in city-states that controlled the countryside around it. These states behaved as one expect them to behave, sometimes they traded, and sometimes they went to war with each other. They formed loose and ever changing confederations, but no one city (or federation) could gain a real upper hand to bring the others under their control for very long. If one federation got too powerful, other cities would gang up on it and bring it down.

Their technology level had been fairly stable for hundreds of years. They had magically enchanted super strong weapons and armor. Most of the city-states sat on ancient “places of power” – an area of higher than normal magical energy (about equal with being on a ley line on Rifts earth). This energy was used for light, heating, water services and the like, as well as the forging of light MDC weapons and armor. Horse like creatures were the most common land transport. Sailing ships were widely used on the seas and many cities had a proud naval tradition.

About 60 years ago one city-state (Qual’Bru) put in place a policy discriminating against psychics. The city had lost a series of wars and fallen on hard times. Psychics bore the brunt of the blame. Foreign psychics were blamed for espionage and local ones reviled for their pacifist tendencies. It started against psychics of other cities, but soon all psychics were included. At first they were deported, but later psychics were actively hunted down and killed. Around the same time the city started large-scale industrialization.

This industrialization gave the Qual’Bru the upper hand it needed to settle the score with several of its old enemies. They started several local wars and took over cities that had been able to repulse them previously. When they took over the cities they purged them of psychics, set up factories and turned the population to their cause by promises of glory, wealth or coercion where needed. In a matter of years the city-state become a nation. A nation bent on removing psychics from their society, which no single city-state could resist.

40 years ago this nation (now called the Bru Kolfeek Dominion) started a series of campaigns of conquest that that continue today. With new weapons and a population wiped up in a bloodlust by a highly effective propaganda machine, they won victory after victory. For about 10 years they were unstoppable. It took a while for the rest of the planet to reorganize to counter the threat and band together to resist the BKD forces. Old grievances had to be put aside, industry had to be modernized, along with the way they fought war.

Even with the BKD facing a more modern and organized foe they still marched onward towards total victory. Sometimes they lost battles, but usually prevailed in the end. Although each victory seemed to come at a higher cost. The resistance has caught up in technology and both sides are on a fairly even footing. Both sides use similar weapons and tactics, although the psychics of the resistance can provide a decisive advantage. Psychics have shed their pacifistic views and a new generation of psychic warriors is among the resistance’s elite. The wars are settling into stalemate. The BKD is becoming more and more frustrated with the resistance. This frustration has led to atrocities such as the extermination of several cities populations that have been recently captured.

Today the BKD controls a little over two thirds of the planets landmass. With the resistance only controlling most of the 2 large southern continents. The majority of the north is under the sway of the BKD. Large scale battles are fought with weapons similar to those of the WW1 era on earth – airships, biplanes, battleships, armored cars, machine guns, and artillery. The difference is that all weapons are made from enchanted materials and but are not quite as strong as some modern composites. Each side has access to magically enhanced troops, while only the resistance has psychic spies and soldiers.


Unwelcome Off-Worlders

The global conflict has caught the attention of their stellar neighbors. One of the planets in the neighboring systems is claimed by Erza Agricultural Corp. EAC produces rare and valuable foodstuffs on a planet it calls Erza Prime, which it has been doing for several hundred years. Erza Prime has unique growing conditions that allow the production of a number of rare crops. EAC is only commercially viable though the use of Phase World Jump gates. Getting their produce to market is easy, getting back is a long drawn out process. Even so EAC is a mildly profitable and stable venture.

When EAC investigated the conflict they noticed an opportunity they could not resist. In an area of space with no known dimensional weak or nexus points, they had found a planet with the potential for several. In theory, if they could get a nexus point up and running they could increase their profitability many times over. They could get their product to market AND back again much easier. The problem was that EAC had little experience in magical matters. They had to hire outside help.

The EAC hired magical advisors who started studying the planet. From orbit they identified several points where magical energy was actually strong enough for a usable portal to Phase World could be constructed. While no actual nexuses were found, a Techno Wizard collective sold EAC on the idea of a TW portal device that could store up ambient magical energy and could in theory open a portal to Phase World 3 times every planetary year.

The EAC board gave approval for a joint venture with the techno wizards. Preparations were made and in hindsight before they were actually ready, EAC dropped onto the planetary scene. They landed on the planet at the most magically powerful area that was unclaimed but wither the BKD or the resistance. A remote unclaimed island chain located in the equatorial region of the planet. A base was set up and work started on the portal device. Everything went smoothly until the locals discovered them. The techno wizards had planned a series of illusion projectors to keep their business secret from the Kolfeek. The projectors did not work as planned; this was the first in a comedy of errors that almost resulted in EAC being kicked off world.

The BDK attacked with the fury that it is known for. The Resistance did likewise, neither side reacting well to aliens. The first large attacks almost overwhelmed the EAC. They were only saved because they had access to much better tech. These effective attacks came as a shock to the EAC. They did no expect the Kolfeek to be anywhere near able to seriously threaten them. Nor had they expected the BKD to attack with what amounted to suicidal fury. The BKD attacked in vast numbers. Even though their weapons were no match for the spacefarers, they managed to land troops on the islands more than once. Only desperate fighting and canny use of Techno Wizardry saved the venture.

Eventually both sides called off their assaults of the islands; clearly they couldn’t be taken them – yet. The BKD has since been in a rotation of building up its forces then launching another attack. Then building up again. So far all attacks have been repulsed. The Resistance has finally started talking to the EAC and there are discussions of a possible truce. One point that has come up in recent talks is an agreement that the BKD seems to be influenced by demonic forces. Its something the psychics have been feeling for years, and the magicians amongst the off-worlders have arrived at the same conclusion by studying the BKD. Both sides find this deeply concerning.

After 2 years of being on Kolfeek, EAC have not yet sent a shipment to Phase World through their portal device. The device recently came on line and is testing okay, 18 months behind schedule.

Alignments: Any, but typically Principled and Unprincipled. BKD Kolfeek are generally Aberrant, as are a growing portion of The Resistance.
Lifespan: 90 years
Size: 4 1/2 – 5 1/2 ft tall, 60 - 100 lbs
Gender: Heterosexual
Physical Description/Appearance:
Small elf like humanoids with skin tones that range along the white - grey - black spectrum. Short, thin builds, four-fingered hands with opposable thumbs. Their faces tend to be long and angular, with small thin noses and almond shaped eyes (range in color from blue to green). They have small ears, which have a slight point at the top. Male and Females generally have strong thick hair, that is generally grown long. Hair color is usually the opposite of their skin color. Variance between male and female is similar to humans.
Disposition/Attitudes: Shaped by circumstance they are intense, ruthless fighters who shoot first and ask questions later. Have a tendency towards extremism; so held beliefs are slow to change. They are resourceful and inventive. If they are not brought up in a warzone (like most have) they can be cheerful, kind, and value working for the good of the family / community.
Physical Attributes:
IQ: 3d6
ME: 3d6 +2
MA: 3d6
PS: 2d6
PP: 3d6 +2
PB: 3d6 +2
PE: 3d6
SPD: 4d6
(ISP): 4d6 or by OOC
(PPE): 6d6 or by OOC
Hit Points: P.E. +1d6 per level of experience
SDC: 10 + those gained from OCC and physical skills
MDC: - By Armor
Horror Factor: -----
Natural Abilities: ----
Psionics: by OOC (no Psi Stalkers). Around 15% (was higher before the war) of the population has some level of psionic ability.
Mind Melters, Psi-Warriors and Bursters are the most common

Magic: By OCC (no Shifters, were few in number before the war, but have been quietly killed off by the BKD). Around 25% of the population can cast spells.
Mystic and LLW/wizard are the most common.

Cybernetics/Bionics: None, not available with current Kolfeek technology

Available OCCs: Any suitable for the setting and tech level – i.e. No Cyber Docs, Borgs, Juicers, Crazies etc.

RCC Skills: N.A.

Skills of Note: N.A.

Preferred Equipment: Technology is similar to 1910 - 1918 earth, but contains minor enchants and has minor MDC.
Examples:
Standard enchanted body armor: 20 MDC
Standard Bolt Action Rifle: 1d6 MD
Standard Machine Gun: 1d6 x10 MD per 20 round burst (counts as 2 attacks)
Standard Light Bomb (50lbs): 4d6 MD, ground attack bi-planes usually carry 2
Armored car: 1xMG in turret (300 rounds of ammo) 55 MDC, crew: 3
Biplane: 1xMG(100 rounds of ammo), 35 MDC, crew: 1

Culture: The Kolfeek have been shaped by their experience in war. Both sides of the conflict are in total war mode, it’s a fight to the end. Each side has a deep-seated hatred for the other, stoked by years of suffering and propaganda. No one is expecting a halt in hostilities any time soon.

A demonic force behind the scenes has influenced the BKD for years. They are the one who started the anti-psychic movement in the first place. They had to get rid of the psychics before they could gain control of Kolfeek society. This influence is starting to show up in demonic motifs coming through in their military uniforms and hardware. The BKD is a grim, fearful place to live, people show their loyalty by competing with each other over who hates The Resistance more.

The Kolfeek living on the other side lives in fear of the BKD, dreading the day the BKD attack. Life is grim for these Kolfeek – knowing they are on the losing side of a fight to the end… Probably their end. The psychics in The Resistance have to constantly weed out BKD infiltrators. A small ray of hope is the arrival of the outlanders. They may hold the key to defeating the BKD with their off world technology. Time will tell.


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 02, 2012 9:13 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
We welcome you, Leda, with awe. 8)
Another Creator steps forward, with a great debut!

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 02, 2012 11:06 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2302
Location: Heart in Texas
Welcome to the forums, leda002.

_________________
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 02, 2012 6:03 pm
  

User avatar
D-Bee

Joined: Thu Jan 09, 2003 2:01 am
Posts: 18
Location: B town
Thanks :) Hope you don't taalismn mind but I copied your layout. Much easier to use a style that works well then having to reinvent it myself.


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 02, 2012 10:12 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
leda002 wrote:
Thanks :) Hope you don't taalismn mind but I copied your layout. Much easier to use a style that works well then having to reinvent it myself.



Not at all. I'm flattered.
And since I've set up a file of standard templates for writing stuff up, it does make things a lot easier. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon May 28, 2012 9:36 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Mendabe---Mutant Moles
(aka ‘Brainmoles’)

“That’s the last of them!”
“You sure?”
“Of course we’re sure! There isn’t a mine in that field we haven’t sniffed out and either defused or subverted! Your troops should have clear sailing across that field and into the compound!”
“Convenient having sappers too small to register on the fusing, and smart enough to be creative about taking enemy ordnance apart.”
“And don’t you forget it! We get DOUBLE pay for this job!”

“We have a mole in our organization.”
“Literally or figuratively? Because Snoop’s sitting right over there in plain sight.”

The Mendabe are mutant moles who have formed their own small kingdom called collectively the Mendabeese. The organization calling itself Mendabeese has only recently surfaced. Literally surfaced, because this under-nation consists of mutant moles. They are now working to achieve recognition by the GNE and other Smallkin nations, and they have not yet acquired a seat in the State Congress.
The Mendabeese insist on being distinctly different from the Rodentia Union, and tend to be a lot more exclusive than other ‘small nations’, with only mutant moles allowed regular access to their burrows and tunnel complexes. This has led to some tensions between the Mendabeese and the Rodentia, while the Gnomocracy and the Nutkin have remained out of the developing fray.
Mendabe evolution has selected for intelligence and psionic ability, which the moles have used to good advantage. Hiding unseen underground, the moles listen in on potential threats and gather information on their movements and intentions. AS their society developed, the Mendabese used their psionic talents to remain hidden, communicating unheard(except by those sensitive to psionics) and spying on others, often tunneling under and infiltrating structures to tap into the minds of the inhabitants. The Mendabese could thus ‘piggyback’ by learning from others, all the time remaining (literally) underfoot and unseen. Generally cowardly by nature, the Mendabese avoid conflict and tend to hide when threatened, though they were not above taking offensive action if cornered or if the opportunity presented itself(such as undermining an enemy’s camp, sabotaging vehicles and equipment, and launching psionic assaults from underground). The Mendabese realized, though, that they could not go unnoticed forever(especially with the spread of ‘civilized’ Psi-Stalkers, Dog-Boys, and other psi-sensitive people), so they decided to parlay their telepathic eavesdropping into hard currency and protection, turning to those organizations that were actively consorting with the Smallkin nations, such the GNE.
The Mendabeese introduction to the GNE didn’t go off very well; the moles introduced themselves and rather heavily handedly implied that they were willing to offer their services and gathered intelligence to their potential allies for a rather hefty fee and other concessions. The representatives also implied that such concessions(such as tax-free status as citizens of the GNE) would also buy the safety of GNE secrets that the Mendabese presumably also picked up on. Though not stated explicitly, the various dropped hints and language implied blackmail, and reaction to the Mendabeese opening offers was decidedly cool, of not hostile. After the Mendabe got through slapping themselves in the head(and their diplomatic envoys upside their heads) their subsequent overtures were much more subdued and diplomatic, as well as went to great lengths to convince the GNE that the moles were not opportunistic chiselers. However, some distrust does still linger, and that distrust cost the Mendabe some clout and initiative. The Nutkin intelligence services, with which the Mendabeese hoped to compete and outstrip, have thus far continued to hold the favor of the GNE and make the squirrels a nice profit. The Mendabeese still struggle, but they are gaining ground in employment with various GNE/PS intelligence groups and operations.
Since ‘coming out’, the Mendabeese have become somewhat more open and forthcoming with outsiders, but they still are a very private and secretive people, prefering to guard their privacy and keep their culture a mystery to potential enemies. A few have joined the GNE Armed Services, serving mainly as Combat Engineers(sappers) and scouts.
It is POSSIBLE, with the subsequent ‘coming out’ of the Mendabeese, that they may be found elsewhere in the Megaverse, as part of GNE excursionary groups, or as private explorers.

Alignments: Any, but most(80%) are Unprincipled and Anarchist.
Lifespan: 70 years
Size: 3-18 inches long, 1-5 lbs
Gender: Heterosexual, with females producing a litter of 1-4 pups.
Physical Description/Appearance:
Small, pudgy-bodied humanoid moles, covered in short velvety gray fur, with a small pink conical nose ending in a fringed star-shaped procibis. Their eyes are extremely small and nearly non-functional. The legs are short, and the forearms and paw-hands large and muscular.
Disposition/Attitudes:
Tend towards either near-terminal shyness or aggressive bravado. Most Mendabese know that they’re nearly blind, weak, and fragile, and more than likely to get pulped in any exchange with other beings, so they try to come off as stronger and meaner than they really are. That means using every advantage to make themselves appear that much more powerful, as a means of exerting leverage. They can sometimes take this overboard, but most Mendabese learn to use their psionic abilities to carefully gauge when they’ve gone too far in running a threat or bluff. Faced with danger, most Mendabese shamelessly take cover and hide, preferably as far underground as fast as they can go. Mendabese still struggle with the bad rep their first public representatives created; while selfish and opportunistic, they aren’t all blackmailers and cutthroat stoolpigeons. Still, if a Mendabe is going to risk their furry behinds doing something, they expect a tangible payoff, and will collect their pay and then get back out of harm’s way as soon as possible.
Physical Attributes:
IQ: 2d6+1
ME: 3d6
MA: 3d6
PS: 2d4
PP: 3d6
PB: 2d6
PE: 2d4+2
SPD: 3d6+7
(ISP): By Psionic Class
(PPE): 3d6
Hit Points: P.E. +1d6 per level of experience
SDC: 10+ any additional from skills, training, and OCC bonuses.
MDC: By psionic power or technology only
Horror Factor:----
Natural Abilities:
Hands: Full
Biped: Full
Speech: Full
Looks: None

Large Digging Claws---3d6 damage

Excavation---Can dig at 3 ft per melee(or, if strength is boosted to 13 or better, 4 ft per melee), can tunnel at HALF that speed, and can excavate underground chambers at 5 cubic feet per minute.

Advanced Hearing---Can hear through thin earth cover. +1 to Initiative

Advanced Sense of Smell---Not as acute as a DogBoy’s perhaps, but Mendabeese still can sniff out food and other things in their environment with a sense of smell ten times more sensitive than a normal human’s. They can recognize a person by smell 85%+2% per level of experience, and pick up on faint/unusual scents in their environment 85% of the time.

Internal Compass---+30% to Land Navigation, +15% to any other Navigation skills.

Extra Intelligence---(Reflected in the stats)

Telepathic Listening---150 ft range and can listen in on surface thoughts of a single individual(No ISP cost).

Telepathic Transmission---150 ft range(No ISP cost).

Disadvantages:
-Nearsighted--- Clear (unassisted) vision is limited to 6 ft, 23 ft is the limit of vision. While this can be corrected with glasses and cyberoptics, few Mendabeese take such obvious measures to correct what they do not see as a weakness.

Psionics:
In addition to their basic psionics, about 50% of Mendabe have Minor Psionics, 30% of Mendabe are Major Psychics, and 10% are Master Psionics,
Magic: None, but they have the potential. Most likely to gravitate towards Mysticism.
Cybernetics/Bionics: None; Mendabe prefer their psionic powers
Available OCCs: Mendabe gravitate towards Wilderness, Rogue, and Scholarly professions(can use the AtB professional development tables). There are few Mendabee Men of Arms, no known Mages. Can be just about any Master Psionic class(as long as they meet minimal requirements).
RCC Skills:
Wilderness Survival +5%
Underground Sense of Direction 50%+5% per level of experience
Skills of Note:
+10% to skills involving underground work, like Mining, Prospecting, and Archeaology
+5% to Masonry
Culture:
Little is known of Mendabeese society; the few (perforce Smallkin) visitors to their communities describe large tunnel-warrens, mainly unlit, with ‘writing’ in the form of either raised braille-like reliefs, or scent-markings. Mendabeese apparently have a strong oral-telepathic tradition, assisted by the prevalence of such psionic abilities as Total Recall; only important public documents are committed to anything akin to writing; there is no such thing as written Mendabeese literature. Their greatest arts seem to be silent telepathic ones rarely shared with outsiders, even other psionic ones, but one such outside observer described an hour-long ‘mental concert’ performed entirely silently, consisting of both teelpathic and empathic sendings projected into the audience.
Mendabe society seems to be family clan-oriented, bound into a greater government structure. It also appears to be matriarchal; clan-mothers presiding over extended family warren-complexes with the men-folk attending to most of the activity ‘upstairs’. Mendabeese are governed in-clan by a psi-ocracy, in which the most powerful psychics are the government and the familial clans. Those most powerful and skilled in the powers of the mind run the clans. Though the Mendabe are reluctant to discuss details of their culture, even they admit that their system hasn’t always worked out well, and there are whispered cautionary tales of mind-mad tyrants who abused their powers and led their clans to ruin.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jun 11, 2012 11:26 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
(adapted from a joke told by my cousins)

Wuzzybooger
http://i408.photobucket.com/albums/pp164/taalismn/wuzzybooger.jpg

A woman frequenting a bar in Ciudad Juarez came across a man sitting next to another bar stool on which was perched a single small furry creature. Taken in by the creature’s docile attitude and cute looks, but suspicious as most Rifts Earth folk are of the unknown, the woman asked the stranger ‘What’s that?’.
The stranger looked over and obligingly responded, “It’s a wuzzybooger.”
“What does it do?”
“Hmmm...watch.”
Spotting a large rat walking by outside the bar, the man pointed at the urban rodent and said to his animal companion “Wuzzybooger, rat.”
The wuzzybooger hopped off the stool, waddled outside the bar, tore the rat apart, then waddled back inside, hopped back onto the stool, and went back to sleep.
The woman was impressed. “Wow! Can you do it again?”
“Why not give it a try yourself?”
The woman waited for an opportunity, which soon presented itself as she saw a vampire tapeworm slithering by. She snapped her fingers and addressed the furball next to her. “Wuzzybooger, tapeworm!”
Just as before, the wuzzybooger roused itself, hopped off the stool, waddled outside, pounced on the vampire tapeworm and tore it to shreds, before quietly coming back in, jumping back on the stool, and going back to its repose.
Suitably impressed by the violence, the woman turned back to the stranger.
“Is it for sale?”
“Not normally, but for you....”
A short time afterwards the woman, having made a most agreeable deal with her new acquaintance, was back at home, settling her new pet in among the cushions of the living room sofa, and feeding the docile little creature various tidbits from her kitchen.
That was when her husband returned, red-eyed and staggering from his own after-work barcrawling. He trumped into the apartment, and stared with jaundiced eye at his wife feeding a ball of fuzz what looked like HIS dinner.
“What the HELL is THAT thing, woman?!”
“It’s a wuzzybooger, dear.”
“Wuzzybooger, my @$$!”


A small, unprepossessing alien critter not unlike a raccoon-tailed long-haired possum or soft-spined hedgehog, with four beady eyes and a normally phlegmatic disposition....However, when aroused to anger or ordered to do so, the creature shows a perfect willingness and ability to take on creatures far larger than itself...and either maim or outright tear them apart in the process. When REALLY angry, the critter can morph into a hulking, monstrous caricature of itself, with certain horrible insectile and carnivore features added on for good measure. The creature may be distantly related to the SwitchCat, or hail from the same alternate universe; nobody knows for certain.
Wuzzyboogers are omnivorous, but appear fully able and capable of killing, and certainly can be trained to be fearless attack animals.
Nobody is certain where Wuzzyboogers originate from, but they first began appearing in the exotic animals market on PhaseWorld, so an extra-dimensional origin seems most likely. The creatures, though rare, are becoming popular among mages as familiars. The critters possess various magical attributes, such as doing full damage to supernatural creatures, such as weres and vampires, making them especially valuable as bodyguard beasts.
Alignments: (Animal) Effectively anarchist in the wild, scrupulous if trained.
Lifespan: 80 years
Size: About 4 inches at the shoulder and about 15 in. long. Weight 2 lbs.
‘Morphed out’, it balloons to a height of 5-6 ft and weight of 200 lbs
Gender: Male and Female. Typically mate once a year, and the female subsequently has a litter of 1-6 pups, who are weaned at 3 months, and reach sexual maturity at 15 months.
Physical Description:
Normally appears as a small, short-legged portly-bodied quadraped like a long-haired possum or hedgehog with fluffy fur(usually pink or orange, but gray-silver is also common), a long fluffy tail and four dark and beady eyes.
When threatened and angry, the creature grows to ten times its original size, the legs become long and spindly, ending in furry-’socked’ claws, the body becomes hunched and covered in spiked hairs, and the head eyes bulge into insectile oculars, the mouth enlarges into a fanged jaw, and four razorclaw-tipped mandibles sprout from the corners. Needless to say, it’s a lot scarier-looking then.
Wuzzyboogers are omnivorous, and can be safely fed on a diet of pet kibble without problem or complaint. They have been known to devour portions of their kills, however, so owners typically offer them a mixed diet of vegetables and raw meat.
Disposition: Normally very laid back and almost phlegmatic, prone to lazily grazing or sleeping for long periods of time. Trained Wuzzyboogers are quietly affectionate to their owners, and loyal to a fault, but somewhat literal-minded. When aroused and angry, however, Wuzzyboogers are slavering spitting clawing cyclones of animal energy, going for the throat of their enemies without mercy.
Physical Attributes:
IQ: 2d4 (animal intelligence)
ME: 1d6+13
MA: 1d6+14
PS: 8 (26 and considered to be supernatural)
PP: 4d6
PE: 4d6 (considered to be supernatural)
PB: 1d6+12 in its smaller state, 1d6 in its morphed state
SPD: Typically waddles along at 8-14, but when morphed up can perform bursts of 80 MPH!
(PPE): 1d4x10

MDC: 6d6+P.E. in MD when in mini-form; (6d6+ P.E.) x10 when morphed-out
Horror Factor: 15 when morphed-out
Natural Abilities:
Leap 14 ft in mini-mode, 60 ft when morphed-out
Climb 80%
Prowl 55%
Sense the Supernatural----100 ft radius
Nightvision---100 ft range(sees in the infrared and thermal ranges)

*Growth--Can grow up to 6 ft tall in an instant

Psionics:---
Magic:---
Combat: 4 attacks per melee(6)
Initiative: +4
Strike: +4
Dodge:+4
Parry: +2
Roll: +6

Damage:(Figures in italics are for its ‘morphed form)
(Does full damage to vampires and other supernatural beasts)
Bite 1d4 SDC (2d6 MD +1d6 MD from mandible fangs)
Claw 1d6 SDC (3d6 MD)
Body Block/Tackle (1d4 MD)

*In its morphed-up form, the Wuzzybooger possesses multiple stiff, razor-sharp spines in its coat that act like a porcupine’s quills; any creature attempting to bite the Wuzzybooger will take 1d4+HALF its own bite damage(the attacker’s own jaw muscles effectively driving the quills home) to the mouth area. Similarly, any attempts to grapple the creature will inflict 1d4 MD on the attacker.

Value: As guard-beast- or familiar-stock, a young Wuzzybooger can bring 90,000 or more credits in places like Splynn or Phaseworld.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Jul 06, 2012 10:51 am
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
(born of too little sleep, too much caffiene, and the wrong internet memes)

BeeGirls

The young woman in the hospital gown twitched and fidgeted, her gaze never leaving the floor between her dangling feet.
“I was nothing...lower than the gutters....walking the streets...when She found me...talked me up, said I was special...sweet-talked me...I thought nothing of it, She was just another janie looking to get in my panties, but I wasn’t about to go that far down....but She kept at me...following me...finally got me into that car of Hers...dark and close and warm....and She kept telling me I was special, I had a future with Her...and I listened...and She did make me feel special...and She introduced me to the others...they were special too, but they were willing to share...and I wanted to be special too, I wanted to have what I saw..so the next time She offered, I agreed, and She made me one of the Hive.I went from being nobody to everybody, and everybody was special, better than what I...we...had been before....”
She wrings her hands, uncertain what to do with them.
“I was stronger, better, faster, than before. I could FEEL things, DO things, like never before, I was...incredible....and all I had to do for it was a few little things She asked me to do, and I’d do it ...I’d do it because of all She gave me, made me, remade me. Anything. Because I was....words can’t describe. But nothing in me compared to having HER near me...when She came to us...me...Her just being near me was enough, but when she touched me...”
Her voice takes on a strained note.
“She SEDUCED me...god, it was sex, and it was better than sex. I know it was the chemicals and the mind powers, but when I was under, it was....I was the Hive. I was everybody and everybody was me, and I wasn’t alone, and I was loved, and above it all...She...loved me...so...much...”
The back of the girl’s hospital gown burst open as four lacy transparent wings burst out and began to vibrate nervously, kicking up enough air to ruffle the sheets on the bed. Swirling patterns began to shine on her exposed skin.
The girl’s voice began to take on a wailing tone.
“And I BETRAYED Her! I betrayed the Hive! My Sisters! My Family! I betrayed all that love! All...that...”
She curls up sobbing on her bed, her wings trembling.

Behind the armored mirror in the observation gallery, the police chief turns away from contemplation of the young woman in the hospital room and addresses the trenchcoated figure next to him.
“One of my best undercovers, looking to infiltrate a drug ring we heard was on the streets. Tough as nails. Instead she found this, became that.” He jerks his head at where the sobbing young woman is being injected with sedatives by medical robots.
“She was in sheer agony when she got word to us about what was really going on. We learned the Hive was behind several dozen disappearances in the city, several bank heists, and were providing extra muscle to the worst of the local ganglanders. We stormed the place with a full company of officers. Took casualties going in, but we got the Queen. Then the rest went berserk. We lost even more officers mopping up and had to kill most of the Hive. The survivors? We’re still hunting up family members to see if they can’t help us bring the girls out of their catatonia. Officer Masume is one of the more coherent ones. These BeeGirls are serious bad business.”
“But it’s not over yet. We got the Queen, but not before she birthed an heir. The junior Queen got away before we could move in. She’s out somewhere at large, looking to start the whole business all over again, making new slaves. And we’re stretched too thin what with the fallout from the raid.”
Feline eyes intently study the police chief as he takes a deep breath. Triangular ears poke forward in anticipation of what must come next.
“We’d greatly appreciate your help with this, Madame Norse.”
The tall and lithe trenchcoated female bioroid looks long and hard at the now sleeping girl in the next room, then nods her assent to the anxious human man.
“My daughters and I are at your service. We’ll find your rogue queen.”



‘BeeGirls’ are not so much a race as arguably a lycanthropic infection that transforms normal human beings into insect-hybrids. The origins of the affliction are unknown; it has been variously ascribed to misguided genetic experiments with combining human DNA with that of Star Wasps(see Phaseworld), Dabuggh(Rifts England, pg 55), Krakyt(Aliens Unlimited Galaxy Guide, pg 50), or some combination of all of those, or the efforts of an insectoid Alien Intelligence(or demonic entity) to infiltrate human society. The Gene Splicers are another favorite suspect. Frankly, however, nobody knows for certain.
Normal humans are transformed by means of a powerful mutagen introduced into them by a previously transformed Queen. Queens predominately select other women for conversion
With their transformation, BeeGirls acquire a number of insectile characteristics and powers, as well as superior health and even improved appearance.
However, all that power and ability comes with a cost; physical transformation is attendant with mental assimilation into a group mind, and submission to the will of the Queen. The Queen uses the collective Hivemind telepathic link to monitor the activities of her drones and administer rewards and punishments as appropriate. Ex-Hive members (or those of good-aligned Hives) have described the groupmind as sensual and addictive, and weaker minds are easily suborned into it. The Queen can use the mindlinks to more efficiently channel her own psychic powers and focus their effects on individuals within the network. Convertees also may suffer from selective amnesia; memories of their previous life blocked out and obscured.

Even with their abilities to transform other people and breed faster than normal humans, BeeGirls are considered a slow-spreading threat, unable to explosively mass-reproduce and swarm like other insectoid species. This may come as a relief to others, but the BeeGirls still pose a viable threat to communities. Given enough time, a BeeGirl Hive may accumulate enough power and influence in a region to establish themselves and entrench their operations.

BeeGirl Hives may consist of anywhere from ten to two hundred members. They try to base themselves out of communal structures like farmhouses or apartment buildings where they can stay in close proximity to each other and control the interference of outsiders. Queens will stay close to their Hive, and will travel only when necessary, at night and/or using modes of transportation that allow them to conceal their insectoid features.
Evil Queens manage their Hives like their own private fiefdoms, commanding absolute loyalty from their subjects, and dominating their every thought and action. Those who serve the Queen well are rewarded, fairly smothered in the approval of their Queen while transgressors are severely punished, often by temporarily severing their link to the Hive in a manner similar to sensory deprivation. These Hives will aggressively seek to recruit new members, enslaving outsiders through the use of psionics and pheromones, lowering their resistance before getting them to consent to transformation.

Those few Queens of good-alignment will seek only to convert volunteers and run their Hives like extended families or sororities.

Note: Only humans and human-derivation(must be interfertile with baseline Humans) races can be converted into BeeGirls. This includes Ogres, Zentraedi(micronized), and Praxians.
True Atlanteans and Lemurians CANNOT be transformed.

BeeGirl Drones
The regular BeeGirl drone is a transformed human female who has been given(by stinger injections or deep kisses) a powerful transformative cocktail of chemicals produced by a Queen, then cocooned in webbing spun by the Queen. The transformation takes three days, after which a new BeeGirl emerges.
The transformation can be resisted; making two consecutive successful saves versus possession will prevent the person from being assimilated into the Hivemind, while two consecutive saves versus magic will resist the physical transformation. Note that it is entirely possible that, depending on the results, one may be physically un-transformed, but still end up enthralled as part of the Hivemind(the Queens typically work on breaking down these enthralled to complete their transformations, though some use them as fronts to cover for the Hive), or physically transformed and still individual(these failures are often seen as threats by the Queens and hunted down to be killed).

BeeGirls are only allowed to have sex (with any gender) with the approval of their Queen, and only allowed to reproduce by their permission.


Queens
Queens are distinguished by the large abdomen organ that emerges from their tailbone and generally reaching down to ankle height. This enlarged organ/appendage contains the powerful glands that produce the transformative mutagens, as well as a second uterus. Unlike their female drones, Queens CANNOT transform to conceal this feature, and must find other ways of concealing it(typically large skirts, cloaks, and trails).
The bee-sack can be targeted and destroyed(it has roughly 1/3 the body MDC of the rest of the Queen), leaving the Queen unable to produce transform venom or mass-produce new drones via speed-birthing. The Queen CAN regenerate the sack, but this takes three months, the Queen permanently loses 1d10 MDC, and the new sack will only be able to produce new offspring at HALF the previous rate.

Male Drones
Human men can also be transformed, but the process is slightly different for them. They emerge with most of the abilities of a BeeGirl, except flight. Male Drones also permanent suffer a -2d4 to their I.Q., and become obsessed only with mating.
In general, men are converted either as disposable guards, allowed to mate(non-reproductively) with BeeGirl drones, or as studs for the Queen and selected BeeGirls.

BeeGirls in general keep their own company. They will occasionally associate and work with others to further their goals on a case-by-case basis. They have been known to work as bounty hunters and slavers, and WITH bounty hunters and slavers. Drug running and dealing (and trafficking in Royal Jelly) are also common pursuits of evil Hives.
On Rifts Earth, the City of Splynn plays host to several small Hives; Splynncryth sees the BeeGirls as interesting creatures, and is equally happy to use them as minions or as slave stock, so the free Hives there tread carefully.

Alignments: Any, but generally Beegirls move down (or up in rare cases) an alignment level towards that of their Queen.
Queens tend to be Evil(60%), or Selfish(30%), with the remaining 10% being of Good alignment
Lifespan: (Drones) Extend effective lifespan by 30%
(Queens) DOUBLE effective lifespan
Size: Human-sized
Gender: Males(5%) and Females(95%)
BeeGirls can reproduce by two means; conversion or regular birth. In the latter case the Queen is the primary reproducing female in the Hive. Female drones can only reproduce by permission of the Queen.
Queens can produce 1d4+1 offspring at a time, while fertile drones can give birth to a single child(twins are possible, but rare) at a time. Gestation takes HALF the normal human gestation period. These children will grow fast, reaching physical and sexual maturity in HALF the time of a normal human being. Children appear as normal until they reach puberty, at which point they roll to see if they are assimilated mentally and physically into the Hive collective in a process similar to conversion. The more evil Queens will typically kill any offspring who do NOT assimilate.

Physical Description/Appearance:
BeeGirls and BeeMen resemble their original selves for the most part, but generally appear to be in the peak of physical health and appearance. The skin may take on a slightly shiny or oily cast.
Transformed into Bee-form, they(females) can sprout lacy transparent wings from their backs. Their voices also take on a drawn-out double tone or buzz when talking. A small pair of club-like antennae sprout from the forehead, and the eyes can be covered by faceted eye shields. Light chitinous (or rubber) armor sprouts covering the arms, legs, and torso, with head and face guards forming on the head.

Disposition/Attitudes:
Similar to normal human beings, but loyal to their Queen. Most become introverted and withdrawn, preferring the company of their Hivemates, unless required to socialize with outsiders, or out hunting new recruits and fresh breeding stock. Fidgeting and constant motion are other common traits of BeeGirls, and many become addicted to sweet foods, especially drinks, and bouts of gluttony to feed their ramped-up metabolisms.

Physical Attribute Bonuses:
IQ:(Queens)+1d6
(Males) -2d4(yes, that’s a PENALTY)
ME:(Queens) +1d6
MA:(Drones)+1d4
(Queens) +1d6
PS: (Drones, all) +1d4
(Queens) +1d6
Becomes Superhuman
PP:(Drones) +1d6
(Queens) +1d4
PB:(Drones) +1d4
(Queens) +1d4
PE:(Drones) +1d6
(Queens) +1d8
SPD:(Drones)+3d6
(Queens) +1d4(increase by 3d6 if the bee-sack is destroyed)
(ISP): (Drones) By psionic class
(Queens) As Master Psychics, Queens have 3d4x10 +M.E. + per 10 level of experience.
(PPE): (Drones) 4d6 or by previous pre-conversion PPE(HALVED)
(Queens) 6d6
Hit Points:---
SDC:---
MDC: A BeeGirl’s SDC becomes MDC, plus they can spontaneously grow a suit of Bioarmor(see special abilities below).
Queens get a bonus of +25 MDC.
Horror Factor:----
Natural Abilities:
-Insect Wings---Female BeeGirls sprout four lacy transparent wings from their backs. These wings can be retracted into sheaths in the back(appear as simply more prominent and angular shoulder blade bones). While physically too small to support a grown human being, through what may be magic or psionic levitation, the wings can allow the BeeGirl to fly at up to 100 MPH, at altitudes up to 15,000 ft. When in flight, BeeGirls have a +1 on initiative, +1 to strike and roll, +2 to dodge, and +4 SDC damage for every 20 MPH of speed. Wings have 2d6+15 MDC each and can be regenerated(takes about a week) if destroyed.

-Armored Eyes---A nictating membrane can fold over the eyes, giving them a cloudy appearance(close inspection will give the impression of multiple facets). These membranes block the effects of extremely bright lights, tear gas, and other airborne irritants.

-Infrared and Ultraviolet Vision---Range similar to normal human vision.

-Antennae---These can fold back into the hair if necessary, or hidden under head coverings, in order to hide their presence, though this prevents their use.
* Hears at DOUBLE normal human range
*Track by Sound: 50%+5% per level of experience
*Track by Scent: 40%+2% per level of experience
*Identify Common Odors: 80%+2% per level of experience
*Identify Specific Scent: 60%+2% per level of experience
*Accurately Identify Common Known Objects: 60%+2% per level of experience
*Identify Temperature of Object: 80%+2% per level of experience
*Accurately Identify Wind Direction: 80%+2% per level of experience
*Feel Vibrations of Approaching GroundVehicles/ Large Animals up to six miles way, walking/running humans at 2,000 ft away, and flying objects at 4,000 ft.
*Penalties from being blinded or being in total darkness, penalties are reduced to -4 to strike, parry, and dodge.
*When freed for action, the antennae give +2 to initiative, +2 to strike, parry, and dodge, +1 to roll, and penalties for being blind are HALVED.
*If covered, the BeeGirl suffers a loss of the above bonuses, and -1 to initiative, strike, parry, and dodge.
*Each antennae has 4 MDC each

-Bio-Armor---This is a chitinous or leathery cartilage that emerges from the pores and quickly(1 melee round) forms a thin exo-armor over the BeePerson. It typically resembles a shiny swimsuit or leotard, with thinner or open joints at hips and shoulders.
MDC: 60+5 per level of experience. Queens get a bonus of +30 MDC.

-Pheromones----BeeGirls(and BeeMen) fairly exude persuasion; these airborne scents effectively raise M.A. and P.B. by 10, and +10% to Seduction skill when dealing with the opposite gender(+5 when dealing with the same gender). Pheromones can also be used to mark targets/persons/property, and even sound a silent alert; the BeeGirls’ senses are keyed to pick up on pheromonal triggers.
Queen pheromones are even more potent and work equally well on BOTH genders.
In general, these are most effective in close quarters with little air movement. Pheromones are less likely to be effective in the open, with a good stiff wind blowing.

-Superhuman Strength---BeeGirl strength becomes Superhuman; can carry 200 times their P.S. and lift 300 times their P.S. Also fatigues at HALF the normal rate. Punches and Kicks CAN do megadamage in the higher P.S. ranges.

-Regeneration---BeeGirls heal fast(even faster if fed Royal Jelly), recovering 2d4 MD per hour. Amputated limbs grow back in a week.

-Resin---BeeGirls can drool or weep a thick mucus-like resin that hardens into a waxy, plastic-like material; can produce about 2 cubic feet of liquid resin per hour, that hardens into 3d6x10 SDC(A.R. 13) and can be used to reinforce structures, seal openings, and form restraints.

-Venom Stinger---A gland in the forearms feeds paralytic venom to ejectors under the fingernails, which are now hard and sharp enough to serve as stingers.
Range: Melee
Damage: +1d4 SDC/MD, plus victim must save versus non-lethal poison or will lose the use of the stung limb(reduce speed, roll, and dodge bonuses by HALF if a leg, reduce APMs and parry bonuses by HALF if an arm) or will fall unconscious/paralyzed if struck in the neck or main body. Effects last 2d6 minutes. Multiple stings do cumulative duration.

-Hivemind----BeeGirls mutually support each other, such that as long as at least two are within sight or psionic range of each other, they get a +1 to Initiative, +1 save versus psionic attack, and +1 to save versus Horror Factor. DOUBLE these bonuses for ten or more BeeGirls. Outside psionic range, they lose these bonuses, but do not suffer from isolation shock(they can still hear a reassuring, if distant, telepathic murmur) unless deliberately severed from the Hivemind.

(Queen)
In addition to the above, Queens have the following:
-Royal Jelly---This is a variety of special chemicals produced by glands in the Queen and regurgitated, often fed to drones through kissing. A variety of different types of Jelly can be produced:
*Honey Kiss----This is usable on both BeeGirls and non-BeeGirls. A sweet wet kiss that can sustain the recipient without food or water or even sleep/rest for 48 hours. It is also mildly addictive; being kissed so or using the jelly more than four times consecutively risks a 50% chance of becoming addicted to it(-1 APM. -3 on initiative, -2 strike/parry/dodge/roll, -10% to skill rolls, and reduce speed by 25% until the person gets their next ‘hit’).
*Healing Jelly----Applied externally, this works as a healing salve that speeds healing(burns, cuts, and abrasions heal at DOUBLE their normal rate), even for non-BeeGirls. Taken internally it effectively DOUBLES a person’s normal healing rate and gives them a +4 to save versus coma/death. Effects last for 1d6 hours.
*Booster---A high-energy jelly that boosts the metabolism of the consumer; +1 additional action/attack per melee, +1 to initiative/strike/dodge/parry, +6 P.S., +4d6 to Speed. Effects last for 1d4 hours. If used by non-BeeGirls, the downside is the aftermath; the consumer will be utterly wrecked for 2d6 hours(down to 1 APM, all combat bonuses are reduced by HALF, -7 to initiative, and -50% to skill rolls).
*Queen Jelly----This is used to transform a BeeGirl into a fully functioning Queen in a process similar to the original transformation.

-Drone Birth---The second uterus can be used to produce offspring. Using these reproductive organs, the Queen can produce children in multiple births (1d4+1 at a time) in HALF the normal human gestation period. These children will grow fast, reaching physical and sexual maturity in HALF the time of a normal human being.

-Queen Birth---Queens can produce their own heirs via natural childbirth, using their original reproductive organs. Gestating a Queen this way uses the normal human uterus and the same normal gestation period.

-HiveBlock---The Queen can also lock out a BeeGirl from the Hivemind. While this might seem like a good thing from the perspective of anybody trying to break free of the Hive, in fact this is a terrible punishment. Any BeeGirl so severed from the collective will, within the hour, begin suffering acute anxiety, fear, and paranoia; -30% to skill rolls, reduce Perception and combat bonuses by HALF, -4 to save versus Horror Factor, and will feel unloved and all alone, even if standing next to other Hive members. A full 24 hours of this ostracism can result in the locked-out BeeGirl feeling suicidal and susceptible to insanity; roll versus insanity or acquire a random insanity. If and when the BeeGirl is reconnected to the Hivemind, any such acquired insanities will vanish within a hour, but if the BeeGirl is ever again disciplined in this manner again, the insanities will come back full force.

Psionics:
BeeGirls and BeeMen possess a limited form of Empathy/Telepathy with other BeePersons. This costs NO ISP, and has an effective range of 300 ft.
If the BeeGirl was psychic before, they will retain their abilities, but the use of their powers will typically be suborned to the use of the Hive.

Queens possess more formidable psionics, and are classed as Master Psychics:
-Telepathy(usable on others)
-Empathy(usable on others)
-See Aura
-Sense Magic
-Total Recall
-Mindblock
-Alter Aura
-Deaden Senses
-Impervious to Poison
-Group Trance
-Empathic Transmission(effects are essentially DOUBLED for BeeGirls in the collective)
-Bio-Manipulation(applicable only to BeeGirls)
-Radiate Horror Factor
-Mentally Possess Others


Magic:
Those BeeGirls who were magic users in their previous lives will retain their magic abilities after conversion, but the casting level is effectively HALVED, and PPE is slashed by HALF.
Queens, on the other hand, have the following innate abilities, and can use the psionic ability Group Trance and the Hivemind to call upon the collective PPE of their drones to bolster their own magical abilities.
-Aura of Power
-Befuddle
-Impervious to Fire
-Magic Net
-Trance
-Charm
-Horrific Illusion
-Summon and Control Insects

Cybernetics/Bionics: None. Furthermore, those with more than six cybernetic implants or one bionic limb CANNOT be transformed. Those implants will be rejected by the conversion.

Vulnerabilities:

-Cold: BeeGirls do not handle cold well, and take double damage from cold-based attacks. Temperatures of freezing or below will remove ALL initiative bonuses, and HALF their combat bonuses and Speed.

-Telepathic Disruption---Disrupting their telepathic link is another way to discombobulate BeeGirls; -20% to skill rolls, reduce Perception and combat bonuses by HALF, -3 to save versus Horror Factor, and will feel panicked and abandoned for however long the disruption lasts.

Available OCCs: Just about any, except those that have extensive cybernetic/bionic enhancement, preexisting genetic or magical transformation. Queens will attempt to build their Hives by selecting those with useful skill sets for conversion.

Experience Tables: Use the same XP tables for BioBorgs.

Culture:
Beegirls instinctively form a matriarchal society centered around the Queens.
As noted before, BeeGirls will try to establish themselves in isolated communal dwellings such as farms and apartment buildings where they can stay in close proximity to each other, control access from outside, and gather their numbers. Children born of the Queen or approved drones are raised in a crèche, where they come to identify the Queen as their Mother.
Females predominate; typically the only contact the Hive will have with outsider men is to acquire their services as breeding stock(the more unscrupulous Queens may use children born of such liaisons as leverage on outsider males), with few allowed to know the real nature of the Hive. Those males considered to have learned too much may be killed or converted into male drones.
Queens cannot long tolerate the presence of other Queens in their territory. Non-related Queens moving into an established territory are almost always considered to be threats, and dealt with accordingly. If deposed or killed, a vanquished Queen’s retinue of drones may be assimilated into the victorious Queen’s own Hive. Once a young Queen reaches maturity, increasing pressure by her mother is brought to bear to move the younger one out before a struggle for dominance breaks out. However, relations will remain cordial between mother and daughter, and the older Queen may even allow her daughter to take a ‘retainer’ of drones(no more than 25% of the Hive) to help establish herself.
This hasn’t precluded the possibility of dealings between multiple Queens to coordinate and share information over larger territories, using telecommunications and thus preventing any struggles for dominance within pheromone and telepathy ranges.
BeeGirls are known to make alliance with outsiders, but on their terms. This means that evil Queens may work with street gangs, slaver parties, unscrupulous government agencies, and even non-humans, in order to secure their position(The city of Splynn on Rifts Earth is known to play host to several small Hives).

Breaking the Enthrallment:
It is possible for BeeGirls to break the enthrallment held over them by the HiveQueens.

Killing a Queen breaks the hold over the drones, but not necessarily for the better. Bereft of their central authority, the surviving drones must save versus insanity. An unsuccessful save means that the BeeGirl has a 50% chance of going BERSERK until killed or otherwise stopped, or lapsing into a catatonic state, refusing to respond, or even take food and water. These ‘orphans’ are also susceptible to being snapped up and assimilated into another Queen’s hive, if one is nearby. Orphaned BeeGirls are -5 to save versus the pheromone attraction of a new Queen.
If captured or confined, and cut off, by whatever means, from the Hivemind, victims can be treated accordingly for severe manic-depression and addiction.

It is also possible for drones to break away from the Queen on their own, if the person possesses sufficiently strong willpower and sense of self. A strong-willed person(PC) can attempt to break free of the Hivemind, by making three consecutive saves versus mind control/possession. A fourth roll can also be made to determine if the effort was detected; on an unsuccessful fourth roll, the Queen will IMMEDIATELY detect the defection, and will likely take action to track down the escapee and either force them back into the collective or otherwise stop them. If a BeeGirl successfully severs her link to the Hivemind, she has a +2 to save on all subsequent efforts to resist being re-assimilated(mind control/possession).

WILLFULLY severing one’s ties to the Hivemind is difficult, but not impossible. Even if successfully done, the effort takes a toll; the person must make a successful roll under their ME every time they attempt to perform a skill or go into combat, or they will be -15% to skill rolls, and Perception rolls and combat bonuses will be HALVED for 1d4 weeks afterwards as the person’s individuality reasserts itself and they break their addiction to the Hivemind.


The physical aspects of the transformation, however, CANNOT be reversed. This includes the mental damage done to Male Drones. These changes are permanent.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Sep 11, 2012 10:06 am
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1792
Location: West Central region of Indiana
Ninjabunny wrote:
I'm not working to day so I'm setting at my desk with Dice and Phase world and I'm going to pound this race out right now.(Keep in mind I'm gioing random here so its what ever the dice say it is :lol:)
Hazakre.
Step one: Attributes:Incredible supernatural attributes. :eek:
I.Q:4d6+6 M.E:4d6+6 M.A:3d6 P.S:2d6+10 P.E:4d6+6 P.P:4d6+6 P.B: 3d6 S.P.D: 2d6+10
Step two:damage capacity: Galactic average :shock:
Step three: Alien appearence: humaniod
Step Four:Physiological Modification: Earth like world.
Step Five: Unusual Characterisitics: Small Horns 1d4 inches long on the fore head :-? (Starting to look like another Race I did already)
Step six: Unusual powers: none
Step seven: Tech level: Atomic age/ early space age. :)
Step Eight:Magical level: No magic :P
Step nin: general attiude and culture: Aggressive racial supremacists :shock:



What book are you using to get these 9 steps from? I'd really like to check it out.
-- Nate

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 11, 2012 11:32 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5204
taalismn wrote:
(born of too little sleep, too much caffiene, and the wrong internet memes)

BeeGirls



Dude... step AWAY from the coffee maker and put down the key-board... :shock:

_________________
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 11, 2012 1:37 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
(born of too little sleep, too much caffiene, and the wrong internet memes)

BeeGirls



Dude... step AWAY from the coffee maker and put down the key-board... :shock:

:D
Ice Tea and long solitary commutes late at night....
I drive completely sober, but if any police officer were to hear how I talk to myself..."Okay, what new drugs are you on, sir?"

Aaaannnnnddddd I gotta get back to writing more stuff for this thread...I have a MASSIVE project that's been years in the making and is constantly so close to completion, 'cept now I've been dissatisfied with by own art for it.
Oh well; I'll get SOMETHING out soon.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Sep 11, 2012 1:41 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
The Oh So Amazing Nate wrote:
Ninjabunny wrote:
I'm not working to day so I'm setting at my desk with Dice and Phase world and I'm going to pound this race out right now.(Keep in mind I'm gioing random here so its what ever the dice say it is :lol:)
Hazakre.
Step one: Attributes:Incredible supernatural attributes. :eek:
I.Q:4d6+6 M.E:4d6+6 M.A:3d6 P.S:2d6+10 P.E:4d6+6 P.P:4d6+6 P.B: 3d6 S.P.D: 2d6+10
Step two:damage capacity: Galactic average :shock:
Step three: Alien appearence: humaniod
Step Four:Physiological Modification: Earth like world.
Step Five: Unusual Characterisitics: Small Horns 1d4 inches long on the fore head :-? (Starting to look like another Race I did already)
Step six: Unusual powers: none
Step seven: Tech level: Atomic age/ early space age. :)
Step Eight:Magical level: No magic :P
Step nin: general attiude and culture: Aggressive racial supremacists :shock:


Quick Roll Tables in Rifts Dimesnion Book One: Phase World...GREAT for faking up new species.
But combine it with the Monster Creation Tables from PFRPG Land of the Damned, and you can have even more fun and leeway.
After that, it's just creating fluff to connect the relevant stat-points that will give you the hardest time.


What book are you using to get these 9 steps from? I'd really like to check it out.
-- Nate

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 11, 2012 1:53 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5204
I have a couple of idea's but *shrug* no time and my muse has gone face first back into the absinthe bottle again :P

_________________
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 11, 2012 5:45 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
I have a couple of idea's but *shrug* no time and my muse has gone face first back into the absinthe bottle again :P



You gotta quit leaving those bottles around....Or get your muse into a rehab program if she's bringing her own.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Feb 09, 2013 12:42 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Some nice new RCC's. I am sorry I haven't been around to witness these.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Dec 11, 2013 2:52 am
  

User avatar
Megaversal® Ambassador

Joined: Tue Nov 24, 2009 6:15 pm
Posts: 1396
Location: Ontario, Canada
Lepusoid
The Lepusoid race is not a well known race of beings, and that is how they like it. Lepusoids are a race of small humanoids that resemble hares or rabbits of Earth. They are covered in a soft coat of short fine fur in a variety of shades of black, shades of brown, reddish colours, sandy greys, and some exotic others, have a short tail (often hidden inside of clothing, which does not seem to cause discomfort, and is not prehensile in any way), two long semi-prehensile ears on top of their heads, and large feet, made for running and jumping.
These beings can be found almost anywhere throughout the megaverse, as they are travellers of the ‘verse, wanderers in search of their individual destinies. Their preferred method of travel is what has been dubbed their ‘Rabbit Holes’, which is a portal through time, space, and dimensions, created by the Lepusoid. As a decentralized race of wanderers (some suspect several different races lumped together as one) the ‘records’ of their origins and past can vary greatly, with the stories and legend of such having an even greater variety.

Lepusoid – Optional Player Character or NPC

Pronunciation: (l p s -oid ); Le-pus-oid
EDIT: the text characters I used for the pronunciation guide dont appear to be supported here, apologies

Also Known As: Rabbit-Men, Dimensional Hares,

Alignments: Any

Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D4, P.P. 5D6+6, P.E. 3D6, P.B. 3D6, Spd. 6D6+6

Size: On average two to three feet tall (16+4D6 inches), with an additional 6-14 inches (4+2D4) due to the tall ears on top of their heads. Lepusoids also have a 3-6 inch (2+1D4) tail. Lepusoids tend to have proportionally large feet, with a length that is roughly equal to one fifth their height.

Weight: Roughly 25-50 pounds (10+10D4).

Hit Points: Standard, P.E. attribute number +1D6, plus an additional 1D6 per level of experience starting at level two.

Base S.D.C.: 4D4 in addition to those provided by skills or the chosen O.C.C.

Natural Armour Rating: Not applicable.

M.D.C.: By M.D.C. armour or protective magic, psionics, force fields, or other technology or powers.

P.P.E.: 5D6. This number is in addition to any provided by the chosen O.C.C.

Awe/Horror Factor: Not applicable (or by O.C.C.).

Disposition: Lepusoids are curious ‘verse-trotters, who use their natural abilities to wander the Mevagerse, seeking what there is to seek. They are a many varied race, not unlike humans in that regard. Lepusoids are also comparatively timid, often seeking discretion as the better part of valour, and choosing escape over confrontation. They are helped out in this by their natural abilities. But it is their natural abilities that have made them much sought after. As such most do not trust strangers, with the possible exception of other ‘verse-trotters, and as a race they worked hard and done much to make knowledge of themselves scarce (if trying to use a Lore skill, only Lore: D-Bees/Aliens will suffice, and at a whopping -40%). Not only do Lepusoids like to wander, but they like to look good doing it. Custom tailored suits are not uncommon, and they always find time to change out of dirty or ruined clothing at the earliest possibility.

Average Life Span: 5D8+100 years. Lespusoids reach adolescence around the age of 13-14, and adulthood around the age of 18-22. Females give birth to litters of 2D4+2 young after a 5 month gestation period and can bear litters up to the age of 75. Lepusoids are born precocial.

Natural Abilities: Good speed and dexterity, can leap 6 inches per P.S. point high and 12 inches across per P.S. point (increase by 50% with a short trotting start, and double with a full running start), excellent balance (+10% to Acrobatics and Gymnastics skills, if possessed, and +5% to Prowl, if known). Can quadruple their running speed in short bursts of one minute per P.E. point. Semi-Prehensile ears can be used to flip switches, manipulate simple objects, turn simple handles, etc., sometimes even type on a keypad, but cannot be used to wield firearms or melee weapons. Lepusoids have sensitive whiskers (as opposed to nightvision) that allows them to maneuver about underground (as well as their sense of hearing below), as well as an instinctive swim ability (equal to having the Swim skill at 65%, does not increase with experience).
Keen Sense of Hearing: Lepusoids have exceptional hearing, and can hear into both lower and higher ranges of sounds (both the subsonic and ultrasonic frequencies). Additionally their large semi-prehensile ears work like external sound receivers that can swivel to focus in on a sound our noise. They can also shut off their inner ear to filter the general din of noise to zero-in on the sound they wish to concentrate on. The range (radius) on this sense of hearing is 290 feet, +15 feet per level of experience starting at level two.
While not quite on the level of sonar or echolocation the Lepusoid can use this enhanced hearing to reduce the penalties for blindness, activity in total darkness, or fighting the invisible. Penalties for the afore mentioned (including fighting blind) are reduced by half.
Other hearing abilities include:
    • Estimating the distance of the sound at 50% +5% per level of experience.
    • Estimating the speed and direction of approach or departure of the sound at 40% +5% per level of experience.
    • Recognize the type of sound or a particular voice, through intense concentration, at 40% +5% per level of experience (-10% if the person is trying to disguise their voice or the sound, and -20% if the person is using Ventriloquism and/or the Impersonation/Imitate Voice skill to disguise their voice).
    • Pinpoint the location of a sound at 20% +4% per level of experience.
Rabbit Hole (special): This ability is what allows the Lepusoids to traverse the Megaverse. As a Lepusoid reaches adolescence they gain the ability to generate circular ‘Rabbit Holes’, by starting to dig, as if tunneling (see below) but instead lead to other places, even across time, space, and dimensional barriers. As the Lepusoid starts digging energies gather, and the hole eventually turns into a portal with a shimmering pale blue surface, entering this with take you through to the other side, where the Rabbit Hole bursts forth, creating a very real hole for one to exit from. Now these holes need a solid stationary surface to be generated from, the ground usually, or the sides of underground tunnels, the bottom floor of a building (cannot be done from a higher floor). Or solid walls, connected to the ground, at least four feet thick. Similarly on the destination side a hole will open in a similar surface. In the wake of a Rabbit Hold closing there is a two foot deep hole left on either side. Now a Lepusoid does not actually have to dig a full hole, they merely start the act of digging (or in some cases scratching, as they would actually be unable to break the surface of say a thick steel wall), and the Hole will appear creating both the portal, and the impression left behind. These Rabbit Holes are one-way passage only.
The creator of the Rabbit Hole can always pass through (and any beings linked to the Lepusoid, Familiars, symbiotes, and similar). A Lepusoid can also bring others beings through the Rabbit Hole with them, a maximum of 5 others at level one, with an additional +5 per level of experience starting at level 2. A Rabbit Hole will remain open for two melee rounds per level of experience, but can be consciously closed at any time by the one who opened it. The Lepusoid cannot designate specific people who can or cannot go through, so it is possible for people to jump through unwanted, or fall through accidentally (if carelessly left open after having passed through). The size of the Hole is determined by the creator, through mental visualization, as well as physically using the digging gestures to indicate size. Some holes are only large enough for the Lepusoid themselves to go through, with a maximums size starting at a three foot radius at level one, with an additional 2 feet per level, starting at level 2. It takes half a melee round (and half the characters actions/attacks per round) to create a Rabbit Hole, and once opened they cannot open another one for ninety minutes, provided they rest the whole time, or after 6 hours of mild activity following the creation, or twelve hours of moderate activity, or 24 hours if they maintain a high level of activity the whole time. However reopening a previously created may be done right away if the Lepusoid is the original creator, or after twenty minutes if it is another Lepusoid’s Rabbit Hole.
A Lepusoid can direct their Rabbit Holes to a location (same dimension or another one) that they have been to before, this is instinctual, particularly where their dimension and place of birth are concerned. They can also follow previously opened Rabbit Holes of others, regardless of the destination (for this reason most Lepusoids are particularly careful about where and when they open Rabbit Holes, and try and conceal ones they feel they will use frequently). A particularly adventurous Lepusoid can choose to open an Adventuring Rabbit Hole and go through, which will cause them to come out at a random location, possibly a random time or dimension (when going Adventuring they have no control over the parameters [completely at the mercy of the G.M.]).
Tunneling (special): The ability to travel swiftly underground, or more accurately through the ground. The Lepusoids are able to burrow tunnels for quick traveling underground. They fill in the tunnels as the go to maintain stability as well as prevent pursuit (but are always able to retrace their own path, or follow a recent path of another Lepusoid). Their Tunneling Speed is 5D6 (essentially a 9th attribute, functions exactly as the Speed attribute, but applies only to this ability). If a Lepusoid tunnels in this manner too close to the surface (a failed Sense of Direction roll might cause this, or absent mindedness, but it can also be done intentionally) a small mound will appear in the ground above them, moving with them, giving away their position, and leaving an easy-to-follow trail.
Lepusoids can also dig and build strong underground tunnels (no fear of cave-ins) with amazing speed and dexterity (but not nearly as fast as the travel aspect of their tunneling ability above). They can also excavate ruins and the sites of cave0ins with similar prowess. In addition the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by another Lepusoid, or someone else (common ‘others’ are Dwarves, Kobolds, Goblins, Gnomes, Ratlings, Troglodytes, or Humans). They can even tell if it is new, old, or ancient. Base Skill: 20% +5% per level off experience (-15% when trying to determine which ‘other’ race did the digging, if it was not another Lepusoid, not applicable to the travel aspect of this ability, above).
Underground Sense of Direction (special): The innate ability to tell direction when underground, even in total darkness (not applicable on the surface or under water). Thus the character can tell whether he is travelling up, down, or straight, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west). Base Skill: 45% +5% per level of experience. This ability also enables Lepusoids to judge the approximate location relative to surface structures, but only if the character is familiar with the area. The character will also recognize traits and aspects of an underground tunnel or construct that serve as landmarks for them. Base Skill: 30% +5% per level of experience, -25% if in an unfamiliar area.
Underground Architecture (Special): Lepusoids are not the greatest underground architects naturally, and have to study or practice to become such. Most don’t pick up the ability until later in life when they settle down, and decide to build a home. This ability is not automatic, but needs to be taken in place of an O.C.C. Related or Secondary skill. Once they do acquire this ability (if they choose to) a Lepusoid can build rooms of different sizes, large and small, and even construct ornate archways, staircases, great halls and chambers, as well as a labyrinth of tunnels, passageways, mazes and even rudimentary underground traps (unless the Construct and Set Traps skill is known, then the traps can get quite elaborate). As with the Tunneling ability the Lepusoid can recognize the styles and types of construction by others. If the Lepusoid travels slowly and carefully, looking for underground traps, they have a chance at locating them to avoid them, but wouldn’t try to deactivate them, that is not usually their way. Base Skill: 25% +4% per level of experience, detection of traps is done at half this skill proficiency, and deactivation of the traps is done at a quarter of the normal skill proficiency.

Experience Level: 2D6 or as set by the Game Master for NPCs. Player characters should start at first level. Note: Use the experience table of the chose O.C.C. to determine level advancement.

Attacks/Actions per Melee: +1 in addition to those gained form Hand to Hand Combat training (minimum of 3 without a combat skill). Note: For this I am referring to the Hand to Hand styles in the RUE. To phrase is a different way: "+1 in addition to the 'two for living' (if applicable), as well as those gained form Hand to Hand Combat training."

Damage: As per combat skill and/or P.S., magic, psionics, other powers, or by weapon or other technology. All kicks inflict double normal damage.

Bonuses (in addition to those acquired by attributes, skills, and O.C.C.): Lepusoids, thanks to their natural speed and agility, enjoy a +2 Autododge. Lepusoids are also naturally resistant to negative dimensional and temporal effects, including magic and naturally occurring phenomenon, having a +6 to save against such effects, in addition to any other save bonuses they might have. Additionally Lepusoids have a +3 to Initiative, with an additional +1 at levels 3, 6, 9, 12, & 15. +1 to Parry, +3 to Dodge, +4 to Maintain Balance, +3 to Perception, and +5 to save vs. Awe/Horror Factor (dimensional wanderers encounter a lot over the course of their lives).

R.C.C. Skills Bonuses: Regardless of the chose O.C.C. all have an aptitude for the following skills (all are in addition to any O.C.C. skills): Starts with Language: Lepusian (Native Tongue) +30%, Language Dragonese/Elven, +10%, Language: One of Choice, +5%, Literacy: Lepusian (Native Tongue) +20%, and Lore: Dimensions (same as the Shifter skill, 35%, +5% per level of experience), Wardrobe and Grooming +15%, and an additional +5% on all other known language skills. Special Skill - Earaté: Lepusoids who have this skill have dedicated time to training and strengthening their ears, as well as developing their agility, making them fully prehensile, as well as usable in unarmed combat. This is especially useful in combating taller opponents. With this skill the use of the ears can be integrated into any hand to hand combat style known to the Lepusoid, and conveys the following bonuses: +1 attack per melee round, but must be used by the ears. +1 to strike with the ears, and +3 to parry. An Ear-Slap does 1D4 S.D.C. damage, plus any applicable PS bonuses. A limitation of this skill is that the ears still cannot be used to wield firearms, not only are their size and shape issues, but attempting to aim something held above your head, out of your line of sight is almost impossible, although many who learn this skill become quite adept at using their ears to throw things, even juggle (although mainly as a novelty trick). This skill is not automatically known by all Lepusoids, but instead requires the expenditure of three O.C.C. related skills (not secondary) to acquire. This represents the training and dedication required to achieve this unique skill.

Available O.C.C.s: Any, provided there are not any racial requirements (like T-Men), but Scholar and Adventurer O.C.C.s, are preferred (70% of Lepusoids fall into these O.C.C.s), O.C.C.s that emphasize exploration or travel being most common out of the rest (making Shifter the most common choice when it comes to practitioners of magic). Although artificial enhancement through mechanical or chemical augmentation (such as partial to full Borg conversion, or the Juicer process) is possible, undergoing such will destroy their ability to generate Rabbit Holes (with some exceptions), this makes such options rare and undesirable (less than half a percent).

Vulnerabilities/Limitations: 1. Wanderlust: Lepusoids are restless wanderers for the majority of their lives, rarely settling in once place for long. Each member of the race has a deep held feeling or belief, possible on a genetic level, that they are destined for something important, and they go out in search of it. Unfortunately due to their other racial limitation, below, they often fear they will be late for it, whatever it is. 2. Inaccurate Sense of Time: In spite of their natural ability to travel through space and time the Lepusoids have very little ability to judge the passage of time accurately, without the use of mechanical time-piece. A Lepusoid is always off on any time estimate by a minimum of 2D6 minutes, but can be off by up to several (1D4) hours, and is frequently late. This has developed into an almost race-wide obsession with punctuality, despite their practical inability to be punctual. This has led many to covet and collect all kinds of time pieces, with pocket watches being especially desired. 3. Their diminutive size and comparatively fragile nature frequently makes the targets for bullying, harassment, and other unpleasantness.

Psionics: Standard (same range of possibilities as a human).

Magic: As per O.C.C.

Standard Equipment: As per O.C.C. with much of the equipment being customized to suit the Lepusoid’s unusual size. As well they have 3D4x1000 credits/dollars in good dress clothes (normally all spent on only 1-3 outfits). These clothes the Lepusoid would never part with for mere money.

Money: As per O.C.C.

Cybernetics and Bionics: Most Lepusoids will avoid getting any cybernetic, bionic, or other forms of physical augmentation because it interferes with their natural Rabbit Hole ability. However Bio-System prosthetics will be considered if necessary.

Habitat: As Dimensional Wanderers by nature Lepusoids can be found in almost any habitat, and can make themselves at least somewhat comfortable. If they can stay clean and groomed, and maintain their attire, they can be quite happy in most any environment. However when the few that do settle down they mostly make their home in burrows dug into hills. Now these are not just holes in the ground, no, these can be quite nice places, clean, well furnished, and proportionate in size, so most never actually see one.

Slave Market Value: Most who know of these beings would kill to possess and control one as a slave, and are willing to pay tens to hundreds of millions of credits for one (5D10x10 million credits, roughly the same in gold pieces, and x10-x100 in dollars). Bio-Wizards, Necromancers, and other such beings prize these creatures even more, dead or alive, and would pay many times that amount. The foot alone can be turned into an item that when carried on one’s person conveys a bonus of +2 to all saving throws, as well as a general sense of ‘good luck’. Creatures that enjoy the flesh of other sentient beings consider Lepusoids a delicacy of the highest order, and Cannibal Mages in particular enjoy them as the flavour is always pleasant, will stay fresh 3 times as long once prepared, and doubles the effects of Cannibal magic made using Lepusoid parts, with five times the duration.

Alliances and Allies: Any other Megaversal wanderers, with whom they feel and kindred spirit as ‘travellers’ (a feeling often inexplicably returned to them by said travellers). But in particular they share a very good relationship with Atlanteans (especially Atlantean Drifters) and several can always be found in Alexandria, as well they share good relationships with many Shifters, Temporal Mages, Temporal Warriors, and even Temporal Raiders, among others. In fact due to their own unique nature, and Kindred Wanderer Spirit shared with many such travellers, Lepusoids can become Temporal Wizards & Warriors without suffering the inherent penalties & insanities suffered by many who undergo the training. The only thing really stopping them is their own impatience and wanderlust.

Rivals and Enemies: Any who would enslave them (of which there are many, but particularly the Splugorth), experiment on them, keep them captive, or kill them for their parts (Necromancers and Cannibal Mages in particular). Otherwise, depending on their alignment Lepusoids can get along with almost anyone, at any time.

Notes: Lepusoids are mortal beings, they are not Supernatural Creatures, nor are they Creatures of Magic. One in every ten thousand Lepusoids is an Albino, but this tends to run along genetic lines, so while few, they are often concentrated into families. Albino Lepusiods have pure white fur, and red eyes, and they also tend to embody the various racial natures of Lepusoids to the extreme, their wanderlust is more extreme, their sense of time even worse, all magical effects when used as a magical component (see Slave Market Value) are doubled, and their Rabbit Hole control even greater. These Albino Lepusoids can create Rabbit holes twice the normal size, and it takes them only two melee actions, and they can do so as frequently as once every fifteen minutes. Furthermore Albino Lepusoids don’t even need to act as if digging, merely repeatedly tracing a spiral or circle in the air above the area they wish to open the Rabbit Hole will suffice.

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Last edited by 13eowulf on Thu Apr 28, 2016 7:27 pm, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Dec 11, 2013 8:52 pm
  

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Egad! When you necro a thread, you do so with some serious gold! This is going to take some reading! :bandit: 8)

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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Dec 11, 2013 9:36 pm
  

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Comment: PROUDLY Not a member of the "Cabal of 24"
stickied by request.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 12, 2013 8:04 pm
  

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NMI wrote:
stickied by request.


YAAAAAAYYYYYYY!!!! 8)

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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 12, 2013 8:41 pm
  

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SSCCCCCCCHLORK -SPLAT-
"That'll do ya..." :D

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A void in the sentient sky
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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 12, 2013 9:45 pm
  

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taalismn wrote:
Egad! When you necro a thread, you do so with some serious gold! This is going to take some reading! :bandit: 8)

Thank ye kindly.

Go Big or Go Home and all that ;)

And, apparently, when I necro a thread it stays necro'd.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 26, 2013 7:07 pm
  

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Hello again everyone, and a belated Happy Humbug to all! I had an ambush of ideas that translated into a pair of semi-allied races. Be warned, they are a bit wordy and rough in places, but I hope you enjoy!


“So, you’re a ‘human’ then, what does that mean? What do I mean by that? Well, I’m an O-Rogg, translated for polite company it means ‘the cursed people eternally doomed to suffer, while being defecated upon by the heavens and scorned by the Gods;’ what does ‘human’ mean?” typical O-Rogg introduction to humans.

The O-Rogg:

There are all types of people out there, from those who could fall into a mud hole and come up clutching a bag full of gold bars and missing Renaissance artwork, and those who get hit run over by a leaking sewage-pumping truck while helping an old lady across the street. This race is all about the losers in the previous situations, the O-Rogg. They had the bad luck to have their first contact with deities when they were in the middle of their Industrial Revolution (and they had never really believed ‘in Gods and demons and all that rubbish’ to begin with). The O-Rogg are a species that managed to get on the bad side of several of the prankster/mischievous deities, when they flat out refused to worship them.

It was a set up that had worked like clockwork on dozens of worlds before the O-Rogg home world; a group of ‘demons’ show up and cause problems, then the God selected for that world would show up and stop the ‘invasion’, the populace would normally then fall all over themselves to please their ‘saviors’. The O-Rogg were incredibly skeptical about the whole thing, they saw through what had happened and began asking rather pointed and blunt questions to a group of beings that were used to near blind obedience. If things had ended there, the O-Rogg would not be what they are now, but they continued pushing the envelope, and said that they would NEVER worship beings that would so recklessly and foolishly endanger the lives of their would-be worshipers.

Of the nine gods there, only Raven wasn’t mortally insulted by this (he was insulted, but more impressed by the moxie the O-Rogg had shown in standing up for themselves), so when his compatriots pooled their power to curse the O-Rogg, he used his power to mitigate certain factors, and limit the severity of others. The original curse was meant to turn the O-Rogg descendants into metal statues one randomly piece at a time, while simultaneously attracting the most absurdly lethal bad luck imaginable.

Raven altered the curse so that while their flesh would be transformed, they would maintain the normal use of said flesh; and the luck, while fowl, would not normally be lethal (if you were lucky and kept your head, you should survive). It was not much, but one god (even a powerful one), can only do so much against eight others working together. So the O-Rogg now vehemently and regularly curse the name of eight gods, and grant a bare token lip-service to Raven, all the while having living-metal bionics and cybernetics.

Over the next 2,000 years the O-Rogg managed to nearly completely destroy themselves over a dozen times in spectacular accidents, but always came out ahead in the end (even if it was in the ‘well, we’ve learned what NOT to do’ category) before managing to get an established presence on the Galactic scene. Most species have made it a point to stay as far away from them whenever possible, but others have noticed how useful they are to have around. Most O-Rogg children are more safety conscious than an OSHA spokesmen, and are more level headed and capable of detached reasoning than the average career bomb technician, due entirely to the fact most O-Rogg children see more potentially deadly accidents in a month than an exceptionally busy EMT would see in a year. This constant exposure to danger and near death has long since inspired the 8 P’s, essentially the motto of the O-Rogg people, ‘Proper Paranoia and Prior Planning Prevents Pathetically Poor Performances!’ The slightly less well known version (and far less socially acceptable) is, ‘When life hands you lemons, grab it by the cajones and SQUEEZE until it coughs up something you can use.’

Many people and companies hire them specifically to have a ‘lightning rod of luck’ around to protect their buildings, equipment, and other employees; others because they have the knack of surviving anything the universe can throw at them, and will do everything in their power to save others. Either that, or the fact that there will always be people who like to watch train wrecks, and having an O-Rogg around will grant plenty of wrecks to watch! “Oh, dear me, I seem to have spontaneously combusted. …And the fire extinguisher is empty, well I guess I’d better grab that sheet of asbestos insulation and beat it out, can’t have a fire in the records room after all.”

Physiologically, they look like anthropomorphic sheep, wool, hooves, long curling horns (plus goat horns) and all. They are a relatively small race, most of them top out at 4 foot nothing, but they have a very dense skeleton and musculature, so end up weighing nearly as much as most professional linebackers (250-300 pounds). While they are mostly herbivores, they do have scavenger teeth, allowing them to eat meat and carrion when and as it’s necessary. While most of them are naturally white (65%, give or take a bit), several families sport natural mutations in their wool, leading to several clans of black, blue, red, green, and yellow wool that breeds true, plus there are others that can have differing hues that don’t get passed on. Some families even have splotches or patterns to their wool, ranging from tiger and zebra stripes, to Holstein and Army Camouflage blotches.

Evolution has been kind to them in two regards, first their skull, neck, and horns are extremely sturdy and heavily reinforced against kinetic impact to the extent that they take NO damage from any melee strikes not done with Superhuman strength of 30 (or better) or magical weapons. S.D.C. bullets do 1/4 damage, extreme heat, energy weapons, explosions, acids and bases, and purely psionic or magical attacks all do normal damage. They can do a head butt attack doing 3d8+P.S. S.D.C. damage, but counts as two attacks, and can only be used once per minute against an opponent and must be their first attack of the round.

Secondly, while the O-Rogg are a race of hermaphrodites, they are capable of self-impregnation, essentially able to make genetic clones of themselves (it will, of course have a separate mind and thoughts), allowing them to rapidly replace losses. This is not usually done except in dire need, as it is seen as somewhat selfish (“What, you thought your gene’s were too good to mix with others?”), but does happen if there aren’t any companions deemed suitable. There was one space colony of 1,500 people that were all clones, all the others had ended up dying when they accidentally extinguished their sun (not turned into a black hole or triggered a supernova in, extinguished). Clones tend to die their wool different colors, shave or braid patterns into their wool and horns, and add decorative inlay to their horns as a way of differentiating themselves from their clone-brothers, as they tend to have births of between 1d4+1 lambs at a time. Lambs are physically and sexually mature at around 20-21, but stick close to home until they are ready to start their own families (though most do end up paying rent/taking on more chores to pay their way).

They tend to live in large family groups, with several small families (3d4 to 2d10x3) banding together for protection and assistance, eventually growing into one actual family through gradual intermarrying. There tends to be a lot of ‘that’s my sisters husbands fourth-cousins third-aunt-in-law’ going on in these gatherings, but the important thing is, they are family. And if someone is family and in need, you support them to the best of your ability, period. Once they reach 2-3,000 adults, they form into small family units once again and set off to another area to settle with groups from elsewhere; something that has served them well in space, after getting all the infrastructure in place, they tend to grow bored and/or paranoid VERY quickly and decide to move on to other (ostensibly safer) pastures. This migratory behavior is also partly explained by the fact that are descended from herd animals, too many in one spot will eat the vegetation bare very quickly, not to mention all the predators they draw.

Their home planet, while poor in naturally existing metals (their commercial airplanes were originally made out of ceramics and leather), was situated very near to a series of asteroid belts, and it was a thrice-annual free-for-all event when their planet would swing close enough for meteors and comets to be scattered across the worlds surface. Whoever could find and dig up the fallen materiel got to keep it, though most was simply auctioned off to industrial companies or the governments. If there were competing claims, if there could be no one clearly in the right, the parties would split the bounty, one share going to each claimant, and one share going to the elders who arbitrated. Even with this bounty from the heavens, they tended to be very frugal with whatever metal they had, using it only for things that they couldn’t use other items for (or at least, not cost effectively), meaning they tended to use lots of metal spear, axe, and knife blades, with bone/stone arrow heads and swords, and wooden, stone, or bone nails.

The role of blacksmith (and later engineer and architect) has almost religious connotations, as they were the one person (or small group) in the village that was practically guaranteed to have metal. Their advice and wisdom were frequently sought out, combining working class ethics and wisdom with Elder status. Having a blacksmith/engineer/architect in the family was a mark of high regard, and people would often pay for custom work with metal ingots, allowing the blacksmith and their apprentices to further expand their skills. When they finally cracked advanced chemistry and metallurgy (about 300 years before they had deep-space flight), they’d managed to make a fair approximation of kisentite that they promptly put into their vibro-weapons; each is good, but having BOTH is even better! Metals have slowly become more common due to orbital mining and off planet trading, but it is still common for a proposal gift (wedding ring for most humans) to be several large ingots of various metals or stock in one of the corporate controlled metal stockpiles (think Fort Knox or the Federal Reserve).

Most of the O-Rogg have never gotten into the whole ‘impressive size on buildings/statues/whatever’, simply because they prefer their important items to be small and portable. They would far rather have a small but high quality (and sentimental) item than one that’s so huge cannot be easily moved (like a house, or a commemorative statue, or a monument, etc.). Personal items, upon said persons death, are distributed amongst their closest friends and family first, then any items are made available for the community as a whole to pick through. However, before the items are released to their new owner, they are indelibly engraved/marked with the name and a brief history of the original/previous wielder. Some of the family heirlooms are works of art in and of themselves, so covered with carvings and markings they have become over the years. Once they cannot be safely used without compromising the markings, the item is ‘retired from service’, and displayed on a wall or stand in a place of promenance in the O-Rogg household. The oldest known O-Rogg artifact, from before the Eight Gods Assault, is a shovel, and literally every single inch is carved, etched, inlaid, and/or died; it now hangs in a museum on one of their agricultural worlds, as a historic monument, as it is the last remaining physical evidence of one clan.

The governments are generally a Constitutional Gerontocracy; those Elders who are no longer able to serve the community easily or safely by working put their names forth for consideration. Each ‘district’ or large family group will compile the names put forth and choose the three they feel would best serve their needs. Each district will then send their representatives to the open Council meetings to vote for their families/districts, with the titular head being chosen from all the representatives. It should be noted, that despite the Elders being of unsound body, they are required to have physicians proof that that they are mentally sound. If there are conclusive signs of dementia, Alzheimer’s, severe PTSD, etc. they are given ceremonial positions, and another representative is brought forth.

Most of their land mass was taken up with rolling plains, grassland and rivers, interspersed with forests and small mountains. They had what was essentially one ocean that ran the entire length of the equator all the way around the globe, but that was universally avoided, as there were above-wolf intelligent, amphibious, pack-hunting sharks that would stage raiding parties up and down the coast line. Some of these packs would even grow so bold as to infiltrate villages and towns, which would eventually lead to reprisals from the O-Rogg; for many of those who lived near the rivers that fed from the ocean, they made a dangerous and tough but extremely profitably living off finding, killing, and processing the shark analogues.

Alignment: Any, but most (85%) are Scrupulous and Unprincipled.
Lifespan: Assuming that some accident doesn’t snuff them out, 150 years old.
Size: 3-4 feet tall, 250-300 pounds.
Gender: Hermaphroditic, with option to self-impregnate in emergencies. Carries 2-5 lambs at tonce
Physical Appearance: Four foot tall Technicolor sheep walking on their hind legs, with ram and goat horns, and a Billy-goats goatee. Thick muscles, and very wide necks, and dry fluffy wool.
Attitude: Very big on community pride, not the ‘we’re oh so better than those idiots down the way’ type of pride, it’s the ‘my dad built that building, my grand-mom taught at that school for 90 years’ type of pride found in small towns. Exceedingly big on helping others, their family first, then their town/clan, then their friends, then total strangers. It’s not uncommon to see an O-Rogg bring their car to a screeching stop to run into a burning building and help people out of the inferno. They’re the kind of people who set up soup kitchens and food drives in their spare time, or pick up litter on the sides of the road and public parks, paint over graffiti, etc. They try to avoid fights where possible, but once violence is unavoidable, they fight without restraint, mercy, or hesitation.

Physical Attributes:
P.S.: 3d6+2 (considered superhuman)
P.P.: 3d6
P.E.: 3d6+6
P.B.: 3d4
M.A.: 3d6
M.E.: 3d6
I.Q.: 3d6
Spd.: 3d6+5 (legs are strong, and built for running, even if they are short)
I.S.P: As Normal
P.P.E.: As Normal
Hit Points: P.E.x1.5, +1d8 per level
S.D.C.: As O.C.C. dictates.
M.D.C.: Threem limbs will be M.D.C. in the appropriate settings, otherwise it’s as armor and magic determines.
Natural Abilities: Sight, smell, and hearing about twice as sensitive as a normal humans, but nothing to write home about. If the horns are used as a headbutt attack, they do 3d8 + P.S. in damage. Otherwise, see 3m and Epic Criticals below.
Magic: Only 2% of the population are magically endowed, and they aren’t exempt from the Threem transformation.
Psionic: They have about 10% population as minor psychics, but the Threem interferes as normal.
Bionics and Cybernetics: Extremely good for their tech base (about 15% better than current CS level), even without their Threem ability.
Available O.C.C.s: Any that don’t require magic or psychic powers, prefer to choose those that will allow them to help the rest of their community, or help others (doctor, janitor, social worker, police officer). While they do form their own minor armed forces, they try and avoid being in anybody else’s official military (being mercenarys and adventurers fine, because their paying themselves to cause trouble).
Skills of note: Any O-Rogg that survives to adulthood can roll/choose one of the following for free (they’ve essentially learned from experience during childhood), at 75% skill level.
1) Basic EMT training: can diagnose, set, and splint a variety of broken bones; clean, stitch, and bandage cuts and lacerations; diagnose and bandage (but not actually heal) bullet wounds; deal with a variety of burns (whether thermal or chemical); knows how to transport someone with neck/spine damage; and identify a variety of ‘normal’ illnesses and diseases.
2) Combat Driving for one of any of their applicable piloting skill.
3) Demolitions OR Demolitions Disposal.
4) Basic Maintenance + one form of specialized maintenance (car, plane, spaceship, electric, plumbing, etc.)
5) Fire Suppression Basics: How to combat and deal with most house and brush fires with the tools at hand.
6) Wilderness Survival and Land Navigation skills.


The correct term for a small group of O-Rogg (5-10) is an Accident, larger numbers of O-Rogg (15-50) is a Calamity, and more than 100 is a Cataclysm. The O-Rogg are like Ninja and Moose, the plural and singular are spelt and pronounced exactly the same, Herd of Moose, Slaughter of Ninja, Cataclysm of O-Rogg. They have a traditional riding beast they call Slurgh, basically a scaled up cross of Kangaroos and Pangolins (roughly the size of large ponies or small horses), that are primarily scavengers (prefer spoiled or rotting meat and vegetation). Slurgh take long bounding leaps, or short rapid ones depending on the terrain, and are possessed of nasty claws and powerful hind legs (3d6 and 2d8+2 respectively). There are smaller variants called Tho-Slurgh that take up the ecological position of dogs within O-Rogg society and settlements, acting not only as work/burden beasts, but also pets and companions.

Met up with the Qreth’Tchka, well actually they crash landed on their planet in a trash hauler, killing the leader of an invasion (then the misfiring escape pods nailed the invisible demons that were about to resume hostilities and gauging a furrow that can be seen by the naked eye from space), but that’s just semantics. Then the O-Rogg formed a loose alliance with them. The O-Rogg will teach them science, engineering, and the politics of the 3 Galaxies, and the Qreth’Tchka will teach them about magic and psionics, as most O-Rogg gain their Threem before they have a chance to develop any on their own.


Meat-to-Metal Metamorphosis (3M or Threem)

When they reach the appropriate experience level, the character tends to become a bit grouchy and irritable, as well as eating and drinking 5-8 times more than they normally do (but without the necessary ‘outflow’, if you catch my drift), display serious out-of-character opinions and decisions, and have serious trouble relaxing or sleeping.

After 5-6 days of this, they feel the urge to find a secluded and quiet area, and essentially collapse into a light coma lasting 1d4+3 days. During this time, they meditate on their experiences, and how to most effectively use the gift they are granted. When they make their choice, the excess ‘material’ they have been storing (and the affected tissue areas) are transformed into their metallic counterparts.

At level 1, 5, 10, and 15 the character can roll twice from the following, and multiples can be chosen (save for the limb, only one can be converted at a time). They automatically have the organic equivalent of a full body skeletal reinforcement, at no cost as an implant (as a direct result of Raven’s interdiction in the curse).

1. One Limb replacement (if applicable, they can have two hard points for later weapon or implants).
2. Four Cybernetic or Bionic Implants (non-weaponized items only).
3. Natural Looking or Retractable Enhancements, things that cannot be disguised like weapons and protruding mechanical parts are retractable, takes two actions to extend/retract. Choose 4 items, they will look like they are still flesh and blood.
4. Two melee weapons (any) or one ranged weapon (natural ammunition for energy only).
5. Five points for Spd, P.S., P.P., or P.B. enhancement equally spread to all 3M limbs.
6. Enhance S/M/D.C. of one 3M limb by 50%. Each limb can only be chosen once.
7. Enhance S/M.D.C. repair rate.
8. Faster Recharge for weapons.
9. Integrate non-3M implant/limb/weapon (Up to three implants or one limb can be brought in).
10. Roll Twice more, cannot get this more than once per level up.

‘Limbs’, for the purpose of this ability, would count as the entire limb, so it would be fingers, hand, forearm, elbow, upper arm, and shoulder blade, and hooves, ankle, shin, knee, thigh, and hip. Tails and wings cannot be chosen, as the O-Rogg race doesn’t naturally possess them. Unless #3 is chosen, the limb is an obviously mechanical replacement, albeit one that looks like it was custom sculpted or cast from a model of the original limb (even has moles, scars, and ‘synthetic’ hair). It will have the normal P.S., P.P., Spd, plus the full range of motion and sensitivity (as applicable, the crushing, slicing, or multi-tool hand may impede normal use). Replaced limbs heal at 2/3 the organic healing rate, and will eventually replace any damaged, broken, or missing pieces (1d4+3 weeks for an entire missing limb). If option #7 is chosen, the limbs and implants heal at twice the flesh and blood rate, and replace lost or destroyed limb and implants in 1/3 the time.

Close quarters weapons can be any type that is not designed to be removed or fired, they can be energized or not, and will fully regenerate if damaged, broken, or destroyed (3d4 days). Ranged weapons have their own independent battery that will exceed the normal Rifts Earth equivalent by 50% AND have a magazine well to insert E-Clips. Any energy weapon used (ranged or melee) will regenerate their charge at a rate of 1d4 shots per 15 minutes for laser and ion weapons, and 1d2 shots per 30 minutes for particle and plasma weaponry. If #8 is chosen, laser and ion weaponry gain 1d4 shots per melee rounds, and plasma and particle beams gain 1d4 per minute. Please note that this function will ONLY charge the internal battery of the weapons, not any E-Clips, and that no charging can take place while in combat or other high stress situation.

Please note that even though these implants and limbs are living-metal, they still count as implants, so the entire species is essentially slowly turning into a race of living-metal cyborgs and robots.

Epic Criticals (or Lethally Bored Lady Lucks Eternally Undivided Attention): Increase the characters critical hit chance by 50%, but it’s also mirrored in their critical fail chance (18-20 critical hit would equate to 1-3 critical failure), and whether it’s a fail or hit, it’s going to be BIG.
Once per gaming campaign per odd character level (or whenever someone taunts Murphy), the G.M. can choose one of the following.
A) Announce that the next skill or combat roll used by the O-Rogg is going to be an Epic Critical and do a coin toss for Hit-or-Fail. If the character ends up with an Epic Fail, it should not be immediately lethal to them, but something that puts them in a situation while dangerous, is something they can get out of (though worse than what they were in before).

B) OR they can inflict 10 minutes per odd character level of the O-Rogg and all companions and allies having to make unmodified combat rolls at a natural -2 and all skills at -15%, while the enemy has a natural +3 to strike, dodge, and parry. These are the people who can fire a warning shot into the air, and have the shot go through a major power line, off a news chopper windshield, and kill the endangered national bird which will then land square on their head, and have the news chopper film the avicide, while broadcasting who just killed the power to the hospitals and old folks home.

C) Or cause one important but non-immediately life threatening system on their equipment or vehicle to spontaneously break down in a spectacular fashion. Firing pin on their rifle breaks, their cars fuel line gets clogged, the space ship loses navigation computer, a non-Threem implant shorts out, etc. Damage takes 2d4 times as long to diagnose and fix, but does not impose any further penalties.

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Last edited by Roscoe Del'Tane on Thu Dec 26, 2013 8:08 pm, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 26, 2013 7:08 pm
  

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Location: The Frozen North
Qreth’Tchka

For millennia, the world of the Qreth’Tchka sat alone, and unremarked in the galactic scene, that all ended with the Minion Wars. A race of (mostly) peaceable philosophers, poets, and scholars, it should have been an easy conquest, a bulging sack of plunder to be taken, except for a few minor things. One, while there was an abundance of psylite crystals on the planet, they were all under the control of the Qreth’Tchka. Two, while the Qreth’Tchka were and ARE, nominally peaceable beings, they DO use lethal force when necessary (think of Shaolin Monks, prefer to talk or avoid a fight, but will defend themselves). Three, they are tough customers physically, with lots of magic and psionic abilities to back up their close quarters combat capabilities. Four, the Qreth’Tchka had hijacked their planets normal leyline network, and could move the lines around at will, or even cause them to move underground entirely. And Five, they also have superpowers that would prove dangerous even against minor Gods, let alone Demons and Devils.

The Qreth’Tchkas’ home world, hereafter referred to as Glittering Spire (both because it’s the closest the human brain can come to the true wording, and because its appropriate), is a world of fierce, vicious winds, constant storms, little to no surface water (although there’s plenty of acid rain and ammonia pools), bright piercing light from twin suns, and endless plains of crystal plates and dust, broken by enormous plateaus and buttes jutting up from them. The Qreth’Tchka have long since migrated to these Spires as places of safety and isolation from the chaos (and danger) of the Downbelow World. While not exactly isolationist, they usually prefer small communities, and respect the wishes of those who wish to live alone. Glittering Spire is roughly the size of Jupiter (though it technically isn’t a gas giant), and is home to more than 40 billion Qreth’Tchka, 95% of whom live in tight knit communities, and ALL of whom are willing to go to the aid of their ‘extended cousins’ or repel invaders.

Qreth’Tchka tend towards the heavy end of the scale, at an average of 8 feet tall, and 1,000-1,2000 pounds. They have what looks like old fashioned azure scale male armor across their whole body, interrupted with emerald stripes and blotches; this patterning acts as a natural camouflage on Glittering Spire, but imposes a -60% prowl penalty in other environments. Their incredible physical strength and durability, combined with their magic, psionic abilities, and superpowers of Gem Powers and either SEE: Electricity or CEF: Air, make them a serious threat to anything they encounter (if they so choose, that is). And the really scary part? There are things that live in the Downbelow World that chased them into living up on the Spires! Large, vicious, psudo-dragonesque entities that are pack hunters, and whenever you kill one, 5-8 (1d4+4 ) more spawn from their corpse. The only way to prevent this, is for the entities to die from old age or starvation (both of which can take several hundred years). That is ONE of two score terrible foes that live down there, some that can fly, turn invisible, are even worse than the psudo-dragonesque or even more magically and psionically powerful than the Qreth’Tchka!

The Spires, since time immemorial, have been the safe haven for the Qreth’Tchka from the predators of their world, as well as offering magnificent views, access to the massive deposits of psylite crystals, and the ability send and receive messages to other Spires. The smallest of these Spires that can be considered habitable (and more importantly, safe from the predators) is 500 feet tall, and nearly a quarter of that across at the top (115 feet). The tallest (Spire Prime) is more than two and a half miles tall, more of a mountain than anything, and it is also the center of what can be loosely defined as a government. The Qreth’Tchka don’t have a formal government, more along the lines of a series of non-aggression pacts agreed upon by the elders of each Spire, inter-communal marriages and agreements to avoid one another. All of that is documented and housed at Spire Prime at no cost; it is also the one place that neutrality and hospitality is guaranteed on Glittering Spire, most places are friendly enough, but like any city, there are ‘bad areas’ and malcontents looking to stir up trouble. On Spire Prime, if anybody disturbs the peace, they run the risk of being thrown off the top with their abilities suppressed as punishment. Spire Prime is where the central figure of their religion first discovered how to manipulate psylite and control their psychic abilities, and as such it is regarded as holy or sanctified ground by nearly the entire planet. Anybody needlessly disturbing the peace or spilling blood there will find themselves in blood-feud with the entire Qreth’Tchka race (whether they see it as sacred ground or not is moot, it would still be defiling the greatest repositories of learning and knowledge on their planet).

When the Minion War flared up, a strike team of demon came through a series of Rifts and attempted to steal all the psylite they could get their greedy claws on. In their attempt they triggered a major reprisal, as they came through onto Spire Prime, and tried to cut their way to the crystal mines. The response was violent, brutal, and extremely effective, immobilizing the entire strike force save one, who managed to flee to the Downbelow World. Once there, the demon called for reinforcements, and got them. Then those reinforcements got eaten by the natural predators, with the same demon surviving. This continued for nearly a month, before a full blown invasion came through a series of Rifts across the planet. This was a huge disaster, as during those three weeks, the Qreth’Tchka had alerted their entire population and mobilized for war. Between the natural predators, the lighting and other weather, and the magic/psionic attacks used by the Qreth’Tchka, the demon army was essentially routed in a three day battle with little loss of Qreth’Tchka life, and the shattering of the invasion forces back. The demon in charge, and most of his lieutenants were captured, as well as a plethora of magical items and weapons (the Qreth’Tchka are most interested by these ‘non-crystal items’, they’d never seen metals of any kind before).

There were a significant number of demons that managed to escape, so the Qreth’Tchka sent out several parties harass and drive them farther off into the crystal wastes. In what would have been the only successful action of the entire war on Glittering Spires, the demons managed to lay a quite neat trap for the Qreth’Tchka, only to be interrupted by the arrival of the Trundling Scrapheap literally right on top of their main force. The O-Rogg crewed vessel had suffered a serious engine problem and had to crash-land dead-stick with no instrumentation other than Mark One Eyeball. It was only after the Scrapheap had landed, did the escape pods work, jettisoning with enough force to kill a dozen of the surrounding (and invisible) demons. The Qreth’Tchka were quite impressed with this feat, suffering under the impression that it had all gone according to plan (they had yet to understand sarcasm), and hailed the O-Rogg as heroes from the stars. The Trundling Scrapheap was more or less destroyed in the emergency re-entry and landing, so the O-Rogg headed off with the Qreth’Tchka to Spire Prime to negotiate how to get home (or close enough).

During the trip, the Qreth’Tchka grew more impressed with their diminutive new friends, and bonded rather well with them (it helped that the Qreth’Tchka were the first species both stout and stalwart enough to withstand the constant misfortune that plagued the O-Rogg), admiring their lack of fatalism and how they constantly looked out for one another. One of the O-Rogg was swallowed alive by one of the native ambush predators, and was cut out of the corpse, as the beast was swarmed by a Calamity of O-Rogg determined to get their friend back. Few Qreth’Tchka would have tried, as those predators , while rare, are incredibly vicious and nasty. The O-Rogg didn’t care one whit about that, their friend was in need, so they were going to help. Other such acts were common, including several of the hale and hearty O-Rogg going without water entirely to ensure the sick and wounded had enough, or going nearly/naked in dust storms so the wounded had clean bandages. The entire Calamity of O-Rogg who survived the crash and battle (113) made it to Spire Prime, and entered into negotiations with the Qreth’Tchka Elders Council. While the Qreth’Tchka couldn’t help with the repairs to the Trundling Scrapheap, they could get the O-Rogg to a planet close to one of their colonies via a Rift, and they were willing to do so in exchange of knowledge

Before the O-Rogg had departed, they left a communicator with the Head of the Council, so that when they returned to collect the Trundling Scrapheap, they could ask for volunteers to travel the stars and learn “firsthand knowledge of the wonders and horrors that abound in the depths of the Great Black” as put by the Captain from his cobbled together wheelchair before wheeling himself through the Rift. Over the next 85 years, a semi-formal alliance has sprung up between the O-Rogg and Qreth’Tchka, with both species having a strong liking of the other, and their abilities and skills complimenting each other nicely. The Qreth’Tchka have even started using their hard earned credits to order custom built space ships (only 2d4 per year, but that number will soon grow by leaps and bounds), so that more of their friends and family can share in seeing this new world opened up to them. Ironically, one of the items they insist on having installed on each ship are combination life/boarding pods loaded into cannons to SHOOT the Qreth’Tchka into enemy vessels if necessary (if they miss, they can just teleport back to their ship, and with their Gem Power Invulnerability, there is little risk to themselves).

Alignment: Any of the good, though roughly 5% are evil.
Lifespan: Unknown, though one claims to be more than 2,000 years old.
Size: Big, 7-8.5 feet tall, averaging 1,100 pounds.
Gender: Not Applicable. They are a gender neutral race, when they want kids, they can push one hand INTO their partner to leave genetic information. 2d4 children (referred to as Shardlings) will result 1-2 years later.
Appearance: A tall ‘man’ with a face concealing helm and scale mail armor made out of blue and green diamond. The forearms and lower legs tend to be rougher in the ‘scales’, the better for catching handholds and turning blows. Eyes appear as a slight indentation in the ‘facemask’ area, but they actually don’t need anything in their head to survive.
Attitudes: Very curious about the galaxy, they had only done a few tentative explorations of other worlds via Rifts, they very much prefer using ships. They see life as something to be enjoyed, but not at the expense of others, and that everyone should be the best that they can be. They loathe slavers, pirates, and people who deal in bad faith. They tend to keep their opinions to themselves, but will tell the truth as they see it when asked directly. A lot of time is spent on the arts and meditation, with discussing and arguing philosophy taking a near second. They like making friends, but have a hard time doing so with ‘jelly beings’ (essentially anything not as physically tough as they are, O-Rogg excepted).
Physical Attributes:
P.S.: 3d6+10 (Supernatural)
P.E.: 4d6
P.P.: 3d6
M.A.: 3d6
M.E.: 3d6
I.Q.: 3d6
Spd: 3d4
I.S.P: As their class.
P.P.E.: As their class.
M.D.C.: 240+1d6x10 +2d10 per level
H.P: Equal to one third M.D.C.
S.D.C.: Equal to two thirds M.D.C.
A.R.: in low magic/tech circles, they would have a Natural A.R. of 16, but SNPS is needed to do melee damage to them.
Natural Abilities: All Qreth’Tchka have Gem Powers and Circular vision, with one half having SEE: Electricity and Flying Force Disc, and the other half having Control Elemental Force: Air, and Gravitational Plane. They don’t need to breathe to live, but does to speak, feeds on background radiation. Destroyed limbs/head will regenerate within 2d4 weeks. Also ability to see infrared and ultraviolet, as well as recharges spent I.S.P and P.P.E 50% faster.
Natural Weaknesses: They get ‘buzzed’ and ‘stoned’ off of commercial grade microwave emissions, and take double damage from military grade sonic and microwave emissions. Poor sense of touch, -10% to all skills requiring a fine touch/delicacy.
Magic: Can choose any nonexclusive magical category.
Psychic Abilities: Major/Leyline Walker (60%), Mind Melter (28%), or Erupter (12%).
Available O.C.C.’s: Any except those requiring cybernetics or Cosmo-Knight.
R.C.C. skills: +15% to climb, and can take HtH Marital artist or Assassin at no penalty (alternatively, can choose Shaolin Kung-Fu from Ninjas and Superspies)
Cybernetics and Bionics: None, their bodies reject any attempts to graft them on.

_________________
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

"Jack! You've debauched my sloth!" - Steven Matrin

"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jan 20, 2014 10:02 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Myatel
(aka ‘Blanks’, ‘Alabasteroids’)

“I HATE hunting Blanks...damn things get uppity working the mines and we gotta go hunt them down when they misbehave. Governor NEVER should have brought them in. What was he thinking?”
“Maybe he figured it was cheaper than shipping in flesh and blood technicians who had to be fed and watered?”
“Hah! Should have bought repair drones, then, not those creepy mannequins!”
“ Well, the Gov has connections and some of those female ones are easy on the eye...”
“#snort# If you like making out with plastic dolls! Look, you go left and I’ll go right. Keep your eyes open and sing out if you see ANYTHING.”
...
“Ah, I found something...”
“What is it?!”
“Hatch Seventeen.”
The guardsman jogged over and joined his colleague who was standing beside a hatch to the outside. The one already there pointed to the floor. There lay the bright orange jumpsuit issued to servants, pooled on the floor.
The two guards then looked through the still open hatch into the howling blizzard outside, some of the snow already drifting inside.
“Looked outside already?”
“Not a track, but the stuff’s blowing around outside and he’d have to be brain-dead not to realize how effective his white skin would be as camouflage out there.”
“Oh fargggggg.....we’ll NEVER find him in that muck out there!”
“I HATE Blanks.”

The Myatel are a race of sentient androids from another dimension. Sadly, their homeworld is apparently firmly under the control of a Splugorth Intelligence. Almost all Myatel in the Three Galaxies and on Rifts Earth are either Splugorth slaves or escaped slaves.
The Myatel skirt a line between being true robots and organic beings; their humanoid construction is more akin to advanced bio-systems than hard bionics, although they are definitely machines in regards to most of their ‘biology’. Physically their performance is fairly fixed, but they CAN gain strength and agility through exercise(though not as well as true organics). Mentally, they rely on fixed programs(though they can adapt within the perimeters of those skills), but they can learn new skills and improve their performance with experience. They can work around the clock without rest or sleep, but in the long term can work best with periodic rest and downtime. Myatel can be driven mad under enough stress and trauma. Interestingly enough, Myatel also exhibit a faint PPE aura(this is used as evidence, by some Myatel supporters, that the androids are living beings in their own right and not mere machines).
The Myatel can say little of their original culture or history, owing to their long enslavement under the Splugorth. Some xenologists speculate that the Myatels’ creators were originally human, given their physical resemblance, and dismiss other theories that the Makers, the same race who created the Machine People, are also responsible for the Myatel. The common belief in xenoanthropolgical circles is also that the Myatel are a ‘young’ culture just newly emerged into sentience, the evidence being the definite ‘programming’ that makes up so much of individual Myatels’ skill set and persona-orientation.
The Splugorth have begun selling Myatel as slave stock, with the androids being offered in the Three Galaxies and on Rifts Earth. They’ve discovered how to effectively lobotomize Myatel so that they are capable of only performing their programmed skills in docile, simple fashion. However, lobotomizing them cuts their performance proficiency and takes away their personalities, and most of the Splugorths’ slave-buying clientele appreciate having slaves whose fear and futile anger can be relished. Thus, only about 40% of Myatel marketed are so ‘pruned’, and the threat of such left to terrorize the others.
Sadly, the Myatel suffer the same discrimination as that endured by the Machine People. The Human-dominated parts of the CCW have treated the Myatel with the techno-xenophobia typical of the post-Automaton Wars. The fact that the Myatel can be so easily ‘dronified’ is used to declare the Myatel as non-sentient and an excuse not to extend aide to them.
Worse yet, there are a number of Myatel of evil disposition who have found profit in collaborating with their Splugorth and alien masters, becoming overseers of their fellow Myatel. These collaborators are even more feared and hated than the Minions, as they exhibit even greater cruelty and less compunction about exploiting and abusing their fellow Myatel.
This is not to say that the Myatel are without allies; sympathetic Machine People have encouraged an underground railroad-style movement to spirit Myatel out of slavery to sanctuaries on more liberal-minded worlds of the CCW, or the dubious safety of the TGE, and there are a number of humans and independent organizations who have extended aide to the Myatel.
Greater New England on Rifts Earth plays host to several hundred Myatel who escaped during the Great Escape, the androids having come to Splynn courtesy of a slave ship of a rival Splugorth having been pirated by agents of Splynncryth and the slaves brought to Atlantis for sale. A number have also immigrated to the Silver River Republics, where they don’t stand out so much in populations such as the Amaki.

Alignments: Any, but most (80%) are Principled
Lifespan: 120 years before their internal powerplant runs dead and systems degenerate. This can be extended by certain chemical treatments, although the upper limit of life extension is unknown. Through the use of their suspended animation function, they can be around for many hundreds of years, ‘sleeping’ through large blocs of objective time. Constant hard work without periodic rest(as many of the slave Myatel are subjected to) can reduce their effective lifespan by as much as 80%.
Size: Human-sized; 5-7 ft, 90-250 lbs.
Gender: Have definite Males and Females, although their reproductive means is yet unknown. The Myatel speak of both massive ‘birthing lands’ (assembly lines?)on their homeworld, but also speak of individual ‘breeders’ carrying new Myatel to term. It is possible that the Myatel possess latent(but dormant) reproductive capabilities, but require special means to activate them.
Physical Description/Appearance:
Myatel are identical to human beings in appearance and musculature, save for the fact that they are bleach-white; skin, hair, nails, lips, are all stark white, Even the inside of their mouths and other soft issue openings are light gray or very pale pink. Their skin is smooth, soft, and warm to the touch, despite its stark white color and almost plastic texture. Only their eyes have any color, and those exhibit a full range of color. If cut, Myatel bleed white, even. They have varying features from individual to individual, although many may share a common (or generally identical) appearance as a result of being part of the same ‘family’ or production batch. Myatel are invariably physically fit and attractive in appearance, aside from their monochrome skin, a fact made abundantly clear by the fact that they have no nudity taboos, preferring to wear clothing only when necessary(for work or disguise). Free Myatel sometimes paint their skin and dye their hair to better disguise themselves or fit in among other species.
Disposition/Attitudes:
Similar to human beings, exhibiting the full range of fear, sadness, happiness, satisfaction, love, and hate, and even sexual attraction, but most Myatel in bondage are docile, submissive, and obedient. Even free Myatel tend to somewhat more deferential to others. Myatel tend to be followers, not leaders. though how much of this is their integral programming, as opposed to inculcated cultural tendency, remains unknown. Many Myatel form ‘family’ units on the basis of shared experiences or mayclaim ‘kinship’ with other similarly-featured or aesthetically similar Myatel as a result of being part of the same production batch.
Evil Myatel can be as cruel and corrupt as any human being, and are fully capable of torture and murder, though even then, evil Myatel tend to take their cues from stronger, more assertive beings.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS: (Female) 3d6(Robotic)
(Male)3d6+8(Robotic)
PP: 12+1d6
PB: 13+1d6
PE: Not applicable(see below)
SPD: 3d6
(ISP):---
(PPE): 1d4
Hit Points:----
SDC:(Female)180+3d6(Varies)
(Male)200+4d6(Varies)
Armor Rating: 14
MDC: By body armor and technology only
Horror Factor:----
Natural Abilities:
*Basic Robot Audio
*Basic Robot Optics, plus Nightvision.

*Shutdown Mode----Myatel can shut themselves down, assuming a deathlike state. They can also lock themselves in a fixed position, statue-like, conserving power. They can remain in this state effectively without limit. The Splugorth have taken to forcibly using this ability to store and ship slaves, or to pose them for display.

*Regeneration--Similar to bionic nanite repair systems, Myatel can regenerate limited amounts of damage. Can regenerate up to 50% of their body SDC at a rate of their P.S. per hour. Anything greater and they will require ‘medical’ attention.

As androids, Myatel do not need to breath, regularly eat, or require environmental protection from normal extremes of heat and cold. They can assume the background temperature of their environment very easily and without harm.

Myatel DO need to periodically rest and recharge (ideally every 72 hours), going off-line for 6 hours and sucking an electrical socket. They may also have to ingest special chemical supplements to replace expended or degraded volatiles, and to facilitate their regeneration processes. They can override their fatigue and go for longer without either rest or a recharge, but for every subsequent 48 hours they go without either, they suffer a cumulative degradation of performance; -1 to strike, parry, dodge, and roll, after which they will require an additional 6 hours of rest/recharge, and supplemental nutrition/replacement chemicals.

Psionics: None
Magic: None
Cybernetics/Bionics:
Myatel CAN receive cybernetics and bionics, but any more than 5 implants will result in a cumulative loss of P.B. of -1d4 per additional implant.
Available OCCs:(Special)
Myatel select skill programs just like any Neural Intelligence android, and can select any of the skill programs from Rifts Sourcebook 1 or Triax 2.
The vast majority(95%) of Myatel encountered, however, focus on domestic and labor programs.
Less than 5% of Myatel possess any sort of combat programming.

RCC Skills: As above
Skills of Note:
Besides their programming, Myatel can select eight secondary skills at level one, and learn an additional skill at levels 3, 6, 9, and 12
Note: Lobotomized Myatel have only HALF their normal actions per melee and perform their skills at HALF normal proficiency. They have NO Initiative or bonuses of any kind, and move at HALF speed. They are essentially mechanistic drones.

Allies:
The Myatel have some sympathy from the Machine People, antislavery groups, and independent worlds/organizations.

Enemies:
The Splugorth and their monstrous clients primarily. Slaver owners in general.
The Human Alliance is generally suspicious and dismissive of the Myatel, while the TGE sees them as potential recruits in their ongoing war with both the Splugorth and the CCW. Ironically, a number of Machine People regard the Myatel with disdain, seeing them as soaking up sympathy and charity, on account of the Myatels’ more ‘human’ appearance, better served to the Machine People.

Culture:
Myatel have little in the way of a native culture, aside from a few oral traditions; they end up adopting many of the customs of those around them, such as their owners or co-workers. The Myatel admit that they know little of their original culture, but all signs indicate that at some point in their past they were the servants of a human(oid) culture, before some sort of collapse led to their creators going extinct or otherwise abandoning them.
For the last several centuries, however, the Myatel homeworld has been under the thrall of Splugorth. Few Myatel can describe their homeworld as other than gray, cold, and drab, having never been allowed outside the massive industrial complexes where they were ‘born’ and indoctrinated. A few of the older Myatel, however, whisper of a time when their world was bright, green, sunny, and open, though whether this was before or after their abandonment and the subsequent occupation by the Splugorth, or is a hopeful myth, remains unknown.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Feb 03, 2014 7:03 pm
  

User avatar
D-Bee

Joined: Thu Dec 19, 2013 7:46 pm
Posts: 29
Location: Tennessee
Dor' Naturi

The Dor' Naturi are a war-like race of Mercenaries. They are frequently tapped by planetary governments to carry out clandestine bounties across the galaxies, as they will finish any contract they take, or die trying. They hold themselves to a very high code of honor, at least where their business is concerned. The thrill of the hunt is like a drug to the Dor' Naturi, The only thrill left in life for a race whose planet was destroyed by constant civil conflict, civil being used in the lightest of terms.

Aside from their fierce loyalty to the current employers, Dor' Naturi are the best friends that a person can have. If you have made a comrade out of one, you can bet they would lay their life down in an instant for you. Gods forgive you if you are the target of their contract. Because of their code of honor, the Dor' Naturi are always either Abberant Evil or Unprincipled. They will try at extreme length to avoid collateral damage and harming the innocent.

The Dor' Naturi are 8-9 ft tall, weighing between 300-500 pds. Black or dark color hair that grows into dreadlocks when worn long.
Milk white to charcoal colored skin, heavily muscled. Two arms, ending with three-fingered hands and an opposable thumb. Two legs ending with a four toed foot. Feature Red eyes with no pupil. Males are only allowed to grow facial hair after their first successful honorable kill, then the let it grow long and will adorn beards/mustaches with beads or style them in elaborate curls or designs. Females will typically keep their adornments to a minimum, feeling it is a waste of time and draws undue attention when hunting. Both sexes commonly enjoy tattoos and peircings.

Most are arrogant and cocky, walk with a perpetual swagger, because they feel they are the best at what they do.



Dor' Naturi
-Pronounced Door Nat-or-ee
Attributes-
IQ- 2d6+6
ME- 3d6
MA-2d6
PS- 2d6+10 (supernatural)
PP- 3d6+10
PE-4d6+8
PB- 2d6+2
SPD- 3d6+8
Alignment- Unprincipled or Aberrant, due to their code of honor

Size- 8-9 ft tall, 300-500 pds

MDC- 3d6+PE, 1d6 per level (most are fond of wearing at least partial MDC armor)

Horror Factor- 12, 14 when in a pack of three or more

PPE- 2d6 + 1d6 per level

Life Span- Normally live 80-100 years, If they can survive that long. Death in battle is a glorious one.

Natural abilities- Infrared/nightvision, 100ft, Prowl 45+5 per level, Bio-regeneration 1d4x2 or 1d8 per hour, W.P. Energy Pistol, W.P. Paired weapons, Shadowmeld(as per spell, treat as 5th level caster for this only)

Magic- none, Feel as though magics are "cheating the fairness of combat"

Psionics- Minor, 1d4 sensitive abilities at first level

OCC- Any military, bounty hunter, mercenary.

Bonuses-
+2 attacks per melee, +4 initiative, +2 strike, +4 parry, +6 save v horror

Vulnerabilities-
-2 save vs magic and psionics.






First crack at a homebrew race- hope it's up to snuff.

Scrapdaddy, Over & Out

_________________
"When fate taps you on the shoulder, You best pay attention. Unfortunately, Fate has that blasted habit of tapping the opposite shoulder, so when you turn, she's on your other side, Giggling like a schoolgirl. I hate that"


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Feb 22, 2014 12:13 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
The O-Regg thus far get my vote for 'Cosmic Rodney Dangerfields'.
They actually make a good living being on the rump-end of cosmic karma.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 14, 2014 11:51 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Some really cool races. I will have to create another one when I have sometime.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Jan 08, 2015 4:10 pm
  

User avatar
Megaversal® Ambassador

Joined: Mon Oct 03, 2005 1:12 pm
Posts: 2448
Location: las vegas
Comment: Warriors of the Megaverse Unite !
Any chance of doing pdfs on them ?


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 13, 2015 12:46 am
  

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Palladin

Joined: Wed Apr 20, 2005 4:14 pm
Posts: 9219
Location: Northwood, ND
Wow, cool! Just found this, and yes, a PDF of all these would be cool!


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Jan 15, 2015 11:15 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Alpha 11 wrote:
Wow, cool! Just found this, and yes, a PDF of all these would be cool!


Ah, grasshopper. you have many more such discoveries to make! :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 31, 2015 7:43 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Naidians

“Don’t expect savagery from the Naidians because of their ‘cat origins, nor laziness. Their hand to hand combat styles are what they deem ‘scientific’ in that if they have a chance to study you as a problem, they’ll figure out just where and how to hit you with that godawful strength of theirs so it will put you down and out in the first real exchange of blows when it comes. And when you think they’re napping, they’re simply up inside their heads running through calculus problems or some other intellectual challenge they’ve set themselves. You DON’T want to be regarded as a challenge OR a problem, because they’ll grind away at the problem before they grind YOU away.”
---Messo Ayan, Wolfen Sheathed-claw Adept Armsmaster

“Wyall, my human son! Heed the words of your mother! Marry this woman! Make her part of our family, her honor to be restored and protected by our Family’s own! On this, your father the Fourth Primarch, I, his First Wife, and all Senior Wives, are in agreement! Make of this girl our daughter!”
-Packel, First Wife of Fourth Primarch Mogann, arranging an on-the-spot marriage for her adopted human son.


Naidians are a sentient species of leonine humanoids native to the planet Celsa. They preside over a small star kingdom(the Celsian Primarchy) in the Thundercloud Galaxy.
Naidians developed from their felinoid ancestors to have a conventional humanoid physiology, with an upright posture, backwards-bending knees, and only vestigial tails. A puzzle to xenobiologists is how Naidians, in the 1.1 g gravity field of their homeworld, and no ambient magic, developed a supernaturally-strong and dense musculature, that makes them megadamage beings. The tradeoff, however, is that Naidians are so tautly strung that they are not as flexible or agile on average as other beings, such as humans, which lends a certain slow deliberateness to Naidians’ movements. Once they get moving, however, the same powerful musculature, coupled with their efficient internal organs, allows them to run very fast and for prolonged periods of time, likely a holdover from when their ancestors had to run down prey. But evolution did not neglect the Naidian brain, and their large skulls house and protect powerful intellects to be coupled with their considerable brawn. Naidians are very perceptive and contemplative, making their actions all the more effective, if they have time to study a problem or adversary.
Despite having a violent past of internecine warfare, the Naidians settled their personal hashes and had a golden age several centuries long presided over by wise philosopher-kings, during which they developed their sciences, began exploring their solar system, commenced terraforming several promising bodies in their star system, and sent several slowboat generation and sleeper ships to explore and colonize nearby systems. The Naidians never really put down their weapons, however, and when the greater universe turned out to be a hostile place, they quickly dusted off their martial traditions and rebuilt their military forces.
The Naidians were quick to offer refuge to several alien refugee and colony fleets that entered the Celdesa system, allowing them to settle on Naidian worlds, provided they followed Primarchy law, which tended to be scrupulously fair and tolerant. The majority of these colonists would eventually swear loyalty to the Primarchy and become integrated into Naidian society. The infusion of alien technology, particularly FTL drives, allowed the Primarchy to more effectively communicate with, and reconnect with, their extrasolar colonies, and to rescue and expedite several of the expeditions already en-route at relativistic speeds. The faster opening up of new colony worlds also allowed the Naidians to open up new territories for their new family members and reduced any tension that might arise from competition for resources. FTL also allowed them to connect with the greater galactic community, and commence trade with their many neighbors, among whom are the Botwani Union, the Golgan Republik, and various Golgan breakaways. They’ve already had several small conflicts with the Republik, but have also made peaceful contact with several other star nations.
While the Naidian military sticks to its own indigenous and traditional(abeit upgraded) equipment, they recognize the many shortcomings they face against over more ‘modern’ species. Thus, many of the non-Naidian troops are assigned such gear as combat robots not normally piloted by Naidians. The Naidian military starfleet is also built up from imported starships(most supplied by WZTechyards), supplemented with locally-built designs.
The Naidians have often been confused with the Shing, although they have no biological relationship or cultural ties.
Alignments: Any, but most(80%) are of Good alignment
Lifespan: 180 years
Size: 6-7 ft tall, average weight 200-300 lbs.
Gender: Heterosexual, and tend towards multiple births of 1d4 cubs at a time.
Culturally, many Naidian societies practice polygamy or polyandry.
Physical Description/Appearance:
Humanoid felinoids, with muscular builds, bronze skin(darkening towards the extremities), covered in short, light fur. Eyes are wide-set and tend towards gold, brown, and red colors(start as blue when young). Hair is a variety of earth-tones. The ears are small, triangular, and set towards the rear and top of the head. Males tend to sport lush manes, while females tend towards short hair or braided ponytails(current fad). Their hands and feet feature retractable claws, though their legs have a more pronounced human-like knee articulatiion.
Naidians remain physically active well into their twilight years, with advanced arthritis a common ailment afflicting elderly Naidians. Alternately, their taut musculature may become ‘unravelled’, leading to increasingly weak, jerky, movements and loss of balance.

Disposition/Attitudes:
Naidians are a boisterous, friendly people who hold themselves to high standards of personal and familial honor. They cherish intellectual pursuits as much as they like physical challenges, and philosophy and physics are as avidly studied as athletics. A ‘sound in mind and body’ philosophy pervades Naidian society. They are also very tolerant and accepting of other peoples, and it is not unknown for Naidians to adopt or incorporate non-Naidians into their families and society, granting them the full rights of Naidian citizenship, including holding political office(if deemed mentally suitable for the tasks).
Naidians regard humans as clever, agile, and adaptable, if not always wise and introspective enough. Wolfen are seen as strong, honorable, aggressive, but lacking, again, in deep-sited wisdom. Ogres combine the human and Wulfen strengths and failings.
Physical Attributes:
IQ: 5d6
ME: 2d6+6
MA: 2d6+18
PS: 5d6+12 and considered to be Supernaturally strong
PP: 1d6+8
PB: 3d6+1
PE: 2d6+12
SPD: 5d6+32
(ISP):---
(PPE): 4d6
Hit Points:---
SDC:---
MDC: 1d6x10+20
Horror Factor:---
Natural Abilities:
*Powerful Jaws---Naidians retain powerful jaws capable of doing 2d6 SDC/MD on a bite, though it is rarely used in combat(it’s seen as ‘gauche’ and unbecoming).
*Clawed Hands---Naidians also have retractable claws that add +1d6 to hand to hand damage.
*Bold and Fearless---Naidians are +1d4+2 to save versus Horror Factor and +1 to disarm and entangle, thanks to their keen minds and introspective attitudes.
*Quick and Alert---+3 on initiative, and +1 to dodge. Though not particularly agile, they do make what they have count, by being very aware of their surroundings.
*Advanced Hearing---Can hear with great clarity; +1 to initiative.
*Nightvision---Can see clearly for 1d4x100 ft even in total darkness, and 2,000 ft in dim light, such as moonlight.
Psionics: None
Magic:
Limited; only a small number of the population have any predilection for magic. The Naidians recognize the existence of magic, and the dangers it poses, but have little formal ability with it themselves, and those few who can practice it are both revered and watched by the people. The Naidians have shown a great interest in acquiring technowizardry from outside sources to bolster their defenses.
Cybernetics/Bionics: Given their megadamage constitutions and supernatural strength, most Naidians look upon cybernetics and bionics with curious disdain, and will only get them for medical reasons. They have no problems with non-Naidian citizens getting them, though.
Available OCCs: Just about any allowable to a high-tech society.
RCC Skills:
The Celsian Primarchy advocates a strong basic technical education:
Computer Operation(+10%)
Math: Advanced(+5%)
Research(+5%)
Language/Literacy(Three of choice, typically Naidian ‘Standard’ and two languages of the immigrant populations, +10% to each)
Skills of Note:----
Culture:
Naidians are very family-oriented, with large extended families, typically based around a male patriarch and a retinue(NOT an harem, per se)of multiple wives, children, and adopted children. A male Naidian’s social standing and wealth may be discerned by the number of wives he is legally married to, though in more recent centuries it is more an illustration of his personal charisma than his personal wealth, as Naidian society grants full equality to women to own property, run businesses, and serve in the military. Thus, the wealth of a patriarch's clan may be because of what his many mates bring and contribute to it.
While male patriarchs may govern and run the military, females rule the social scene, raising and educating the young, approving marriages, and running businesses.


Solar System(Celdesa)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 6
-Terrestrial(Torgan)---small, light gravity---Mercury-like and uninhabitable without extensive habitat modules, Torgan is nevertheless home to a large number of scientists, miners, and fringe-dwellers(the latter who like the sheer desolation of the planet), clustered around the planet’s twilight zones and nightside.

-Terrestrial(Anagea)---large, average gravity---A hothouse world in the latter stages of terraforming. The planet is still on the warm side, but an impressive orbital array of solette-shades and upper atmosphere shield-gases have cut the atmospheric temperature down to tolerable levels, and the reducing atmosphere is now breathable without extensive modification gear. Anagea is being opened to large-scale colonization.

-Terrestrial(Celsa)---large, average gravity(Life World, Celsa)

-Terrestrial(Malgrea)---large, high gravity, cool, earth-like atmosphere. Malgrea is also in the latter stages of terraforming and is open to colonization, despite its 2.1 g gravity field(not considered a problem for the supernaturally strong Naidians).

-Planetesimal(Voracea)---Nicknamed ‘the Messenger’, this eccentric dwarf planet dips near the inner solar system once every 600 years. It has been colonized by a clan that offers its use as a deep space hotel and travelers’ stop. Many Naidian ’belters’ living in the system’s two asteroid belts use Voracea as a midway point when bringing cargoes in-system.

-Terrestrial(Katuc)---Miniscule---Not discovered until the Naidians began using large telescopes, Katuc is a small icy body that is considered the last of the Celdesa system’s planets(though there are hints of larger Ort and Kuniper Belt objects farther out). Katuc is home to a deep space observatory and communications complex, and, like Torgan, sports its own small population of eccentric fringe-dwellers looking to experience the isolation and solitude of the planet.

Planet(Celsa)
Type: Terrestrial
Diameter: Large, roughly 23,000 miles in diameter.
Gravity: Average; 1.1 Earth g.
Temperature: Temperate
Unusual/Special Features:
-Strange Orbit; Celsa’s plane of orbit is offset from Celdesa’s ecliptic by 40 degrees(from the perspective of outsiders; the Naidians would claim the other planets in their system are off the established Celsan ecliptic by 40 degrees).
-Moons-Two moons(Brahmont and Edasa)---Both of these bodies have been colonized, and serve as Celsa’s major starports.
Atmosphere: Terrestrial, and breathable by most human septs.
Terrain:
Two terranes predominate; open plains and mountains.
Notable Mineral Concentrations:
- Columbite
- Cobalt
-Molybdenite
- Sapphire
- Fluorite
-Nickel
-Salt
-Thorium
Hydrosphere: Badlands. Open water is concentrated around oasises and mountain foothills.
Biosphere: Verdant. Despite the dry global climate, Celsa is teeming and rich with life, similar to a large savannah plain, with regions of low forest, courtesy of large aquifers.
Civilization:
Population: Approaching 8 billion. Offworld migration to the colonies has been drawing down population.
Technology:
Advanced Space Age, with contra-gravity and FTL propulsion. The Naidians are experienced terraformers.
Economy:
Industrial; Celsa remains a manufacturing center for the rest of the greater Primarchy.
Wealth:
Although the focus of economic life has shifted to the colonies and the homeworld’s economy has slipped somewhat, Celsa remains an important trade hub for the Primarchy and remains robust financially. Effectively Wealthy.
Government:
Celsa is run by the Primarchy, a nested series of aristocratic clans presided ultimately overall by the First Primarch.
Law Level:
Some would regard the strict law enforcement on Celsa to be Overbearing, but the Naidians consider it Lawful.
Popularity:
Popular; the Naidians, and Celsan natives in particular, like their government, and, though the growing star nation has put some strain on the homeworld, the future remains bright.
Most notably, many Naidians of traditionally lower classes, that have in the past served the entrenched aristocracy, have immigrated to the colonies and the opportunities for social advancement, leaving something of a manpower shortage in the service sector for many aristocratic clans. This manpower drain has been plugged somewhat by immigrant labor.
Stability:
Dynastic; the current First Primarch’s family has been in charge for over five generations with nary a blip(a few scandals, but no serious crisises of government).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Feb 18, 2015 5:07 pm
  

Adventurer

Joined: Wed Feb 18, 2015 3:46 pm
Posts: 657
Comment: Chuckie Sullivan "Applesauce B!%@#"
I love homebrew races, While I am working on something I couldn't exactly call it a race, more of a cultural idea for an area in the northwest (Working on a minor (Major) Nation state). here is the basic idea

Northwest U.S. is largely forest area and one that has left that development and exploration open for the GM and gamer

Now the one group of HUMANS there are the Native Americans. Both Traditional and Renegades, I have been working on making that work for a larger area.

Basically Eastern Oregon, Washington and Idaho would be an ideal setting to set up an empire much like the New west.

With the divisions between the 2 "Cultural" natives is largely tech vs Nature. And I plan on easing that gap as a right of passage for both. The renegades setting up homes and building a nation in the many small ruins of some of the cities and towns decide that when a child turns say 15 they spend a year with the spiritualist to learn of their native ways. This lets the individuals learn and decide for themselves (This also eases conflict between the nation and the spiritualists)

The nation has also expanded allowing dbees and "European's" into the fold to better develop their area. And with this many of the non-native citizens have picked up on the tradition (Many that have been there multiple generations) and builds both into an easy alliance and gives both reason to help their brothers in need as well as to remove animosity, As The renegades respect the others choices have limited expansion to only farm land, city growth will be vertically (The cities are large enough (1 mile to 10's of miles square) to allow for growth without messing with their neighbors, Raiders, thieves and monsters are dispatched in mass and without mercy if it attacks either group.

The standing rule is that Those that Stay in the city respect their spiritual elders and to protect their lives from ill, (As they teach a good lesson in both survival and help the next generation appreciate what they have)

This is a Work in progress, but it might be the first "Cultural Character class" as they are still human, there is just a different skill set to start with than some other classes.

_________________
When I post an idea, game balance is my only concern. For rules see rule zero and for canon look at RUE PAGE 372. Only 2 questions need consideration is it fun? Is it balanced?

Gamblers fallacy:(Example): Coin flips are the most common example of the gambler's fallacy. For instance, in a game of heads or tails, many people will bet on tails if there have been several heads in a row.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Feb 27, 2015 3:13 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
I am thinking of a ferret like race. At least for a start? Has anyone done anything like this?

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"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 31, 2015 2:06 pm
  

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Posts: 654
Location: In my NG-X9 Samson Power Armor
Not a new Race, but an addendum to my Grahl: Tattoo Magic
Those Grahl who had made it to Center discovered the existence of Magic Tattoos, unfortunately for them. A volunteer got set up, and was given a Basic Weapon Tattoo: Sword. Nothing fancy. Nothing survivable either.

The tattoo was made by first shaving the forearm in question, then work went normally until completion.
Then the Magic of the tattoo FRIED the poor pup (barely an adult). There was only the tattooed flesh part, and charred bones left!

The conclusion? Grahl CANNOT gain Tattoo Magic. Ever.
I never said they were as versatile as Humans, I just said that they got along with many of them...

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Jun 18, 2015 11:43 am
  

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Location: In my NG-X9 Samson Power Armor
This file was stolen by Resistance Members:

File # TGE-II 9821979-5X

New Aggressor Species

Name "The Hunter People" (Can only be properly pronounced underwater in their language, or via Magic/Telepathy)
Called by TGE Forces "Shark Folk".
STATS DERIVED FROM 34 LIVE CAPTIVES.
ALL CAPTIVES DIED WITHIN 7 HOURS DUE TO INHERENT SELF-DESTRUCTION MENTAL PROGRAMMING UPON CAPTURE!

Alignment: Aberrant Only
Attributes: THESE ARE BEST ESTIMATES FROM CAPTIVES!
I.Q.; 3D6
M.E.; 3D6+6 (Very Resistant to Mental Effects)
M.A.; 1D6+2
P.S.; 4D6+6 (Extraordinary)
P.P.; 3D6+8 (VERY AGILE)
P.E.; 4D6+3
P.B.; 1D6+2
SPEED; 2d6+3 On Land-SWIM; 2D4 (X 10)

Hit Points; Standard +2D6
S.D.C.; Standard +6D6
M.D.C.; By Artificial Means Only

Natural A.R.; 6 (Shark Hide)
Horror Factor; 10

Natural Abilities: Electro-Sense (Sensing all electrical impulses within 300 feet, allows for sensing living beings and electronics. Also makes them sensitive to Tasers and similar weapons [X 2 Penalty and Duration]), Breathes Water and Air, Depth Tolerance; 1,000 feet, Communicate with all Shark-Type Lifeforms (Telepathic within 1,200 feet at No I.S.P. Cost), Can survive out of water for (P.E. x 2) Minutes before "Drowning Rules" apply.

Combat: Bites for 3D6 + P.S. Bonus + 6 S.D.C., Power Bite (2 Actions) is TRIPLE this!. Claws Hands cause 1D4 + P.S. Bonus S.D.C.. HTH is as per Class & Level.

Bonuses: +2 VS All Mental Attacks (Psi/Magic/Drugs), +2 To Hit on Bite Attacks, PENALTY: -4 VS Saves on Electrical Attacks (Tasers, Stun Blasters, etc).

O.C.C.: Treat as Space Pirate O.C.C. + Swim at +20%, Treat Land Navigation as Underwater Navigation as well.

Habitat: Underwater (Salt only) and recently Spacefaring (Last 500 years?)

Allies: NONE
Enemies: All Encountered (So Far)

Notes: May stop to try to eat enemies!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Aug 07, 2015 6:12 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1190
Location: Utah
I would love to see this as a purchase in DrivethruRPG.com Some of the great ideas that have spawned here are just a joy to read.

_________________
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Aug 10, 2015 8:19 pm
  

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Zenvis wrote:
I would love to see this as a purchase in DrivethruRPG.com Some of the great ideas that have spawned here are just a joy to read.


Thanks, but for now, enjoy the free stuff presented here :D .
I really got to get back to creating new species, variants, septs, and phylla.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Sep 13, 2015 8:29 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Vinobes---Near-Humans
http://i408.photobucket.com/albums/pp164/taalismn/vinobe%20copy_zpsskwxknuq.jpg

“There are many forms of courage; raging courage, suicidal courage, pragmatic courage, self-improving courage, demonstrative courage, and the like, to be found in quantities great and small across the worlds of the megaverse. In my personal experience, though, I have found no greater depths of quiet courage than in the modest demeanors of the Vinobe volunteers of the Greater New England Civilian Auxiliary Corps. I have seen these women venture into firefights mere yards away from horrible death and destruction to attend to the wounded, bring comfort to the dying, and save lives that might otherwise be lost. Is it all the Blessing I hear they have? Or the result of curdled genetic implants put in them by callous slave-makers? I think not; they themselves have chosen to tap deep their personal wellsprings of courage, and, being the gentle souls they are, share with the rest of us.”
---Vinus Karthage, Squilb combat-journalist.

“A clear misogynist plot, creating ‘cow girls’. If you find the little mucking bastards who created these people, let us know, so we can be in on the kill.”
---Marla Ansal, North Star Legion(Abolitionist Irregular unit)

“I’ve seen catgirls, beegirls, foxgirls, ninja rabbits, minotaurs, dogboys, molemen, apemen, mermaids, tengu, turkey commandos, batmen, talking rocks, alligatormen, snakemen, fishmen, slimemen, elephantmen, bearmen...a whole howling menagerie of every possible combination of human and other....a few bovine characteristics? Hardly registers on the ‘Odd Scale’. What stands out about these people, though, is their kindness and hospitality; you don’t often see that in a people who were, by their own account, deliberately engineered to be slave stock and later freed.”
---’Wander’ Atchison, Megaversal Traveler

“Do I seek revenge on past gene-meddlers who altered my life and destiny? Do I rage against a megaverse on the supposition that it somehow has a personal animosity against me? No, I seek to live well, in spite of what others think I should feel. I mean to make a good life for myself and my family. Living well and long is my revenge, and sharing my joy in life with others my way of guerilla warfare.”
-Etha Carson, Vinobe owner of Etha’s Home Remedy Emporium

Vinobes(Vee-no-bees) appear to be the sad result of an alien species’ attempt to engineer literal human ‘cows’ as slave-stock. It is largely believed that one of the Grey offshoots or other ‘Abductor’ species is responsible, given that some Vinobes remember lives as normal human beings. Some xeno-biologists disagree with classifying the Vinobes as a ‘species’ or ‘race’, regarding them as human bio-borgs, the result of eugenic engineering, while others want to grandfather the Vinobes into species recognition, citing that the Vinobes are able to breed additional generations.
Vinobes appear to be deliberate attempts to engender bovine characteristics into human beings. Vinobes tend to wide proportions, muscular builds, elongated ears, and thick, suede-like skin. Their nails (especially toe nails) tend to be thick and hard, and they sport short tasseled tails. Although not as extreme as some ‘furry-forms’, Vinobes can be classed ‘near-human’, and can easily disguise themselves as normal humans. or, with their ears, as particularly buxom elves(one genetic engineer has noted that Vinobe have been rather conservatively engineered by their ‘creators’). Vinobes are also slightly stronger on average than unmodified human beings, have a much greater endurance, and have a rude good health.
Mentally, Vinobes tend towards placid, patient, domestic, non-aggressive personalities. They work well in groups and at the extreme end can be considered to have a ‘herd’ mentality. However, they are NOT stupid or easily dominated, and if threatened, can prove extremely stubborn and surprisingly aggressive. And anybody who has dealt with a group of Vinobes can attest that ‘herd mentality’ can also translate into ‘we will trample you’.
It is particularly telling that all Vinobes are FEMALE. They retain interfertility with baseline humans(a fact which complicates, in the eyes of some, whether the Vinobe can be classified as being a true separate species or simply some form of bioborg), and can produce normal, healthy, children, but there is an eighty-percent chance that female offspring will inherit the Vinobe genotype(which swings the argument for recognition as a species back in the other direction). There are rumors, fired by accounts of the older Vinobes, that the same parties responsible for creating the Vinobes also created a male counterpart, minotaur-like ‘Roatnims’, who were extremely muscular and aggressive, but none appeared among the slave populations of Atlantis, so whether the male versions are being sold elsewhere in the megaverse, or were an experiment discontinued by the creators of the Vinobes, is unknown.
Vinobes appeared in the slave markets of Atlantis, apparently as a result of Splugorth trading with the parties responsible for creating them. Delivered as a group, the Vinobes were noteworthy in the slave pens for their mutual cohesion and for their efforts to help not just each other, but prisoners suffering in adjacent cells, sharing what little they had with their fellow captives. Their appearance in Splynn was beginning to raise interest, and much was being made of their profit potential both as slave labor and a new source of meat and skins, and the Vinobes may have been headed for a sad fate as just another slave species but for the prayers of a number of the original bio-converts, who prayed for succor from their household deities. Apparently their prayers were heard to the surprise of many, and by their own account, deep in the dark slave pits of Atlantis, the goddess Hathor (Ancient Egyptian goddess of love and fertility) appeared to them, and conferred upon their number her blessing for their faith and compassion towards each other and their fellow slaves, that kept them sane and provided them with a number of special powers and attributes useful against their enslavers, as well as bolstered their spirits and kept them organized. Several Vinobe were able to use these powers to escape and become involved in the Underground Railroad movement off Atlantis, seeking allies in their efforts to free those left behind. Shortly afterwards, before the Vinobe could be herded to the auction blocks, The ZOT(an alien pantheon infamous for its oddball members and brazen behavior) hit Atlantis, and forced a slave mass-escape exodus, and the Vinobes were among those better organized to exploit the opportunity. Several hundred escaped Atlantis, many of them making landfall in North America and heading for the civilizations there. They have since established themselves in a number of communities and businesses, often forming enclaves of a dozen or more ‘sisters’ who stay in close touch with one another and aiding other traveling Vinobe.

Reports have surfaced of Vinobe being sold in slave markets elsewhere in the megaverse, suggesting that their creators may still be in business. Tracking down other still-captive Vinobe and identifying their sellers/creators is a priority of several Vinobe groups and Abolitionist organizations.

Alignments: Good and Unprincipled. Anarchist and Evil Vinobe are virtually unknown, owing to their losing the Blessings of Hathor.
Lifespan: 100 years
Size: 5-6 ft, 100-200 lbs
Gender: Female
Physical Description/Appearance:
Human(oid) females, with a tendency towards muscular, curvaceous builds, large breasts, and wide hips(the classic ‘Earth Mother’ build). Ears are long and motile, and hair tends to be thick. Skin is soft and suede-like, but tough. Toes sport heavy thick dark toenails. They also sport a short tail with tasseled end. Priestesses of Hathor and other magic users acquire small horns that can grow quite large over time.
Disposition/Attitudes:
Gentle, placid, patient, and pacifistic in general. They fairly exude good health, vitality, and a quiet charisma as well. Most have a spiritual bent as well, owing to the ready evidence in their history of the existence of at least one Goddess. Priestesses of Hathor can become quite aggressive, in keeping with Hathor’s dual role as Sekhmet(Goddess of War). Vinobe take most minor indignities in stride and tend to be calm and collected, but take ready umbrage at the suggestion that they are ‘domesticated’.
Despite having an inherent docile, domestic attitude, Vinobes are NOT stupid. They are intelligent, observant, empathetic, and resourceful, but tend to channel their energies into domestic, healing, and artistic pursuits. They can be incredibly stubborn and willful, and even fierce if backed into a corner. They also work very well in groups, and the escapees of Atlantis have stayed in touch with each other, making it a good bet that anyone bothering one Vinobe is likely to draw the ire of all of them and their associates.

Physical Attributes:
IQ: 3d6
ME: 4d6
MA: 4d6
PS: 3d6+4(See Special Abilities(Endowed Powers) below)
PP: 3d6
PB: 3d6+4
PE: 3d6+4+2d4 PE(See Special Abilities(Endowed Powers) below)
SPD: 3d6+2
(ISP): By Psionic Class
(PPE): 3d6
Hit Points: P.E. + 2d4 per level of experience
SDC: 5d6+20
MDC: See Special Abilities(Endowed Powers) below.
Horror Factor: None, although some humans who know that the Vinobes were engineered/converted from normal humans may view them with strong emotion.
Natural Abilities:
-Thick Nails---More pronounced on the feet, where they give a +2 to damage from kicks.

-Exceptional Hearing---Vinobe hearing is twice as acute as normal human hearing. They cannot hear in the ultrasonic range, but can hear more effectively in the lower subsonic tones.

-Group Strength----If 4 or more Vinobes are together, within line of sight or earshot of each other, they get a +1 to save versus psionics, Horror Factor, intimidation, and interrogation/brainwashing attempts.

Special Abilities- Endowed Powers:

-Milk of Human Kindness (minor)(modified slightly from the Minor Power by Stone Gargoyle)
This is one of the mystically-endowed gifts bestowed upon the Vinobes by Hathor. Vinobes can produce a milky fluid with healing properties from their hands or mouths, and the substance can be projected, spat, drooled, or delivered with a kiss. Rubbed or poured into an injury, or ingested, the fluid has incredible healing and anti-disease properties.
1. Requirements: The character selecting this power must be of Good alignment, either Principled or Scrupulous. If a Vinobe chooses another alignment or is corrupted, they lose this ability. If they again assume a Good alignment, the power is regained.
2. Healing Water Bolts: The character produces bolts of healing fluid from the hands, or can spit llama-style with great accuracy.
Range: 40 feet, plus 10 feet per level of experience.
Duration: Instant
Attacks: Uses one melee attack/action to shoot a water bolt
Effects: Heals Good characters 3d4 points of damage (SDC, Hit Points, or MDC), heals Selfish characters 2d4 points of damage (SDC, Hit Points, or MDC), heals Evil characters 1d4 points of damage (SDC, Hit Points or MDC)
Bonus: +2 to strike
Taken internally, this Gift of Hathor also gives the recipient a +15% to resist Coma/Death and a +5 to save versus poison and disease.

-Extraordinary Physical Endurance(Minor)---Another of Hathor’s gifts, this power transformed the relatively fragile (compared to their monstrous enslavers) Vinobe into megadamage beings. Note, that like the Healing waters power, this applies only Vinobe who walk the path of Good; at worst, a Vinobe can be Unprincipled, but slipping any farther down the alignment slope and the Vinobe loses their megadamage protection.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Impervious to Control/Possession(Minor) ---Thanks to Hathor’s Gift, those Vinobe who walk the true path need never fear being controlled or dominated by magic, psionic, super ability, drugs, or other means forced upon them. They are also immune to possession attempts. Splugorth attempts to force Vinobe slaves to break and turn on their fellows, and reveal their escape plans, through psionic or magic probes, proved fruitless.

-(Minor) Superhuman Strength---The gentle, soft-looking Vinobe have been gifted by Hathor with great reservoirs of strength, such that their physical strength is in the Superhuman/Supernatural range, though they rarely exhibit it, and tend to modestly and demurely shrug it off when they do(“Oh, moving those sandbags? Just a little elbow grease was needed.” “Oopsie! Did I drop that girder on you too hard, Mister Horune? Sometimes I don’t know my own strength!”). Like the other Hathor-bestowed powers, this applies only Vinobe who walk the path of Good; at worst, a Vinobe can be Unprincipled, but slipping any farther down the alignment slope and the Vinobe loses their super strength.
P.S. is now 20+2d4, can lift 300 times their P.S. in pounds, and carry 200 times their P.S.. Punches and kicks can do megadamage.

Psionics: Standard
Magic: None, unless a Magic OCC is taken.
Cybernetics/Bionics: None; Vinobe shun artificial augmentation and will only get bio-systems for medical reasons, but given the opportunity, prefer holistic, magical, or regenerative medicine.
Available OCCs:
Vinobe gravitate towards ‘civilian’ occupations, such as homemakers, professional cooks, farmers, herdswomen, craftsmen, and healers. Bodyfixers, Scholars, and Operators are common among Vinobe. They avoid Men-at-Arms professions(but are not above taking weapons skills or hand to hand training), at most taking positions as corpsmen, field medical, or support personnel.
Those Vinobe who chose a magic occupation tend towards ‘natural’ magicks, such as Mystic Herbologist, Sister of the Hearth/High Cooks, and Mystics. The majority of Vinobe interested in the pursuit of magic become Priestesses of Hathor in honor of their patron goddess.
Master Psionics are not unheard of among Vinobe, but exceedingly rare and have emerged only among second- and third-generation birth Vinobe.
RCC Skills:
Regardless of their OCC, Vinobe will possess (at least) three Domestic skills with a bonus of +15%.
Skills of Note:
+20% to save vs. coma/death
+10% to all Medical and Domestic skills

Culture:
Engineered slave-stock attempting to fit back into ordinary, free, society. Vinobe tend to form mutually-supporting groups and gravitate towards service roles as caregivers, healers, artists, and homemakers. Many volunteer their time to charities and humanitarian groups, or work in community-oriented services.
About 75% of Vinobes are practicing vegetarians; they may have no problems with handling and preparing animal flesh, but they prefer not to consume it themselves.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Dec 04, 2015 11:19 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Grelfi

“Dealing with Grelfi is like dealing with a hive intelligence; there’s a lot of bustle and buzzing about, but there’s only one main intelligence at work directing the whole shebang. The Grelfi may talk to you through one of its organic drones, but don’t get attached to that particular mouthpiece; best to address the big mountain at the center. ”

Grelfi are a species of large, radially-symmetrical, d-bees that have begun to appear throughout the megaverse, courtesy of the Rifts.
Mature Grelfi have a large saucer-shaped body topped by a turret-shaped head equipped with a ring of eyes and a crown of sensory tendrils. Around the head, on the top of the body, are two respiratory orifices and two mouths, supplying two sets of lungs and two stomaches respectively. Around the endge of the body are several dozen muscular tentacles. On the bottom, the Grelfi is supported by six muscular tentacles; these latter atrophy over time to become little more than supporting stumps as the Grelfi ages.
Grelfi start out as smaller and much more mobile, but slow down and become more sessile as they mature. Under such pressure, Grelfi will seek to establish for themselves a secure location or domocile. In the distant past, the barnacle-like ancestors of the Grelfi might have grown shells around themselves, but modern Grelfi will seek to build a house or castle around themselves, and acrue resources and supplies.
Over its adult lifespan, a Grelfi will grow additional clusters of tentacles along its edges. The nerve ganglion directing these clusters develop into primitive brains, and the cluster eventually splits, head-last, from the parent body to become a polyp, a subservient moble drone extension of the Grelfi. Polyps are spawned by the Grelfi to serve as servitors, hunting and gathering food, removing waste, maintaining the Grelfi’s domocile, and protecting their spawn-host. Polyps also serve as mobile gametes, traveling to other Grelfi. If another adult Grelfi likes and accepts the qualities it sees in the polyp-gamete, it will fertilize the polyp, injecting it with some of its own DNA, causing a transition to larval Grelfi. Thus quickened, the former polyp and now sapient Grelfi will seek to find its own place in the world, find territory to stake out(typically fighting with other young Grelfi to hold new territory or claim the realms of elder Grelfi), and settle down to spawn its own polyps.

In the past, pre-sapient Grelfi fought for territory and resources, but the evolution of sapience, culture, and technology has allowed greater cooperation between Grelfi, with even some Grelfi sharing common domociles and working closely with one another. More efficient use of resources, food production, waste management, and communications allows Grelfi to work with one another in closer proximity. This isn’t to say that they aren’t still territorial; the same advances have led to Grelfi becoming even more volent or cunning in their warfare with one another, and combat, as well as assassinations, still reman common among the more traditional(or desperate) Grelfi.

Grelfi have generally split into two types; land-based and sessile and water-based and boat-mobile, though some xenoanthropologists prefer to classify them as domocile-based and ship-based. Domocile-based(be it underwater or ashore) Grelfi will establish themselves in a static residence, typically building an estate or holdfast around themselves. Such Grelfi typically become resident farmers, craftsmen, warehouse managers, bankers, and the like.
Ship-based Grelfi came on the scene when the species first started building boats. Grelfi choosing this path will typically build a large boat around themselves, their tentacles providing motive power to oars or paddle-wheels, and their polyps managing sails. As both master and motor of their boats, ship-based Grelfi become merchants and mercenaries.
Compared to humans, Grelfi are massive, cumbersome intelligences crippled by their own size and weight. However, beyond being able to produce a small army of mobile polyps to serve as their hands and sensors, adult Grelfi are expert multi-taskers.
Grelfi skill selection may appear problematic to more personally ‘hands-on’ species; but adult Grelfi can learn many skills that their ever more immobile bodies would apparently restrict them from fully practicing. However, Grelfi can memorize and even work out some skills mentally, and imprint these skills on their polyps as part of their ‘programming’. So an adult Grelfi may be unable to practice most of the aspects of an acquired hand to hand combat skill with regards to dodging or rolling, but those aspects would be applied to their more agile and mobile polyps. It must be remembered that polyps act as a EXTENSION of the spawn-host Grelfi. This allows the Grelfi to continue practicing skills even after its adult body has ceased being able to go through the moves. However, the Grelfi also tend to suffer from a certain skill bias with regards to some skill-types, such as piloting, since their bodies DO limit their abilities. For example, while Grelfi may practice driving multi-team wagons, few, if any, would learn how to pilot hovercycles(if available), since such small vehicles would only be usable by polyps.
On their homeworld, Grelfi were just starting to develop steam power, were experimenting with chemical batteries and dynamos, and had even sent a few polyps aloft in hot hair balloons when the dimensional shockwaves from the Coming of the Rifts on Earth swept through their world. A number of Grelfi have appeared over the years on Rifts Earth, mainly around the Adriatic, and the majority of the strandees have settled in the New Venice area. The Grelfi have learned quickly the need to adapt to the local conditions, including trading with the locals for megadamage protections(weapons and armor).
Initially, the Grelfi had some misunderstandings with the local humans and other sapients; the Grelfi mistook them for the polyp-form of some larger master sentience. With time, however, the Grelfi have managed to wrap their brains around the idea that humans and those like them are intelligent, and stay both their current size and keep their mobility the majority of their lives.
Grelfi in New Venice work much as they did on their homeworld. Grelfi craftsmen run small factories and workshops from within their fortfied domiciles, farmer Grelfo run plantations worked by their polyps, and merchant Grelfi operate their own boats transporting goods. The presence of non-Grelfi mean that Grelfi can now hire and direct additional workers or mercenaries. Computers and industrial robotics mean that craftsmen Grelfi can now run much larger factories. Modern ships mean that Grelfi ‘captains’ are no longer limited by muscle power, wind and tide to power their vessels.
Another change, thanks to technology, is that two or more Grelfi may share the same habitation, a previously unheard of(indeed, inconceivable) degree of trust and cooperation. And whereas adult Grelfi perviously drove off newly fertilized young Grelfi to seek their fortunes and stake out territory elsewhere, so as not to compete with their parents, modern Grelfi may keep their offspring around to add manpower to their projects, in return for using some of the profits so reaped to assist their progeny in establishing themselves(or to inherit the elder Grelfis’ territories upon passing).


Alignments: Any, but most (60%) tend to fall in the Selfish category
Lifespan: 300 years
Size: A young adult Grelfi during their still mobile period(their first 8-15 years) will typically be between 5-8 ft in diameter, 4-6 ft tall, and weigh in the range of 200-500 lbs
Adult Grelfi can grow to roughly 30 ft in diameter, 10 ft tall, with tentacles reaching up to 100 ft, and weigh up to 8 tons.
(Optional: PC Grelfi can gain 3d6x10 lbs in weight per experience level to reflect their maturation growth)
Gender: Adult Grelfi are effectively hermaphrodites
Physical Description/Appearance:
Young adult Grelfi are fat upright cylinders of leathery flesh, banded by thicker armored skin, and walking on six muscular tentacles, with a thick band of about a dozen manipulatory tentacles around their midsection, mouth and lung orifices and immature polyps growing like cactus arms from above this belt.
A mature adult is a large saucer-shaped lump of elephantine armored flesh, topped by a sensory turret ringed by multiple red eyes. Four valved orifices sprout from the upper side of the saucer main body. The edge of the saucer is fringed in multiple(1d8x10) tentacles of various lengths, plus, at any given time, several paler clusters of shorter tentacles that will grow into polyps and detach. Grelfi start out as gray or tan in color, and gradually grow to match the predominant color of their surroundings as they settle in and age.
Disposition/Attitudes:
Grelfi are mainly concerned with their own well-being, and cultivate relationships with others to further that end. They tend to be contemplative and planning, with a vivid mental life and imagination akin to running computer simulations inside their heads. They are most often doing four or more different things at once, mostly through their polyps. If a Grelfi is giving something or someone their FULL attention to the exception of all else, that only underscores how serious the situation is.
Physical Attributes:
IQ: 2d6+6
ME: 2d6+6
MA: 2d6+12
PS: 5d6+12 and considered to be Supernatural
PP: A Grelfi’s tentacles are quite agile; 2d4+18. The same Grelfi’s main body is less so, and can be considered to be 1d4+4
PB: 1d6
PE: 3d6+20
SPD: Polyps are quite fast and can run at 4d6+20.
A newly-quickened young adult Grelfi can move at about 3d6+5
(Optional: Grelfi PCs can lose 1d4 points of SPD per experience level)
A fully mature Grelfi can still crawl, albeit at about 1d8. while truly ancient Grelfi(250+ years) are effectively immobile.
All Grelfi can swim at roughly 3x their running speed.
(ISP):(Major) ME +4d6 +1d6 per level of experience
(PPE): 5d6
Hit Points: 6d6+P.E+1d6 per level of experience
SDC: 400, Armor Rating 16
MDC:
On Rifts Earth, adult Grelfi are considered to be minor MDC beings of their P.E. +20+1d6 per level of experience. A tentacle will have 1d4 MD each. This means they would be wise to acquire MDC protections, such as custom body armor or the shelter of megadamage structures.
Horror Factor: 12
Natural Abilities:
*Omnivorous---Grelfi are equal opportunity hunters, scavengers, and grazers.

*Amphibious---Grelfi can survive both in and out of water, though they prefer moist environments. Depth tolerance of 900 ft.

*360-degree Vision---It’s almost impossible to sneak up on Grelfi, due to their panoramic vision. +2 on initiative when ambushed and CANNOT be surprised from behind.

*Reduced Need for Sleep---By rotating consciousness in various sectors of its large brain, an adult Grelfi can go without rest and remain mentally active for far longer than a normal human. Grelfi can go without sleep for as long as their ME/2 in days before needing a full 22 hours of sleep. They can go indefinitely on as little as 8 hours of sleep a week, but do need periods of meditation to recharge their ISP reserves. During their downtime, they rely on their polyps (or other companions) to protect them.

*Regenerate Tentacles---Grelfi regrow lost tentacles at an accelerated rate. A single tentacle can grow back in 3d6 days.

*Spawn Polyps---A Grelfi can produce as many polyps in a month as HALF their PE rating, plus an additional 1d4 polyps per level of experience.
---(Special) A Grelfi can choose to sacrifice one or more of its skill selections to focus on producing even more polyps. Using a skill slot in this manner allows the Grelfi to create 1d6 extra polyps per month. As this means that the polyps will have less access to skills, this is a question of quality versus quantity.

*Polyp-Link---Grelfi are linked to their polyps on a telepathic level, so whatever a polyp senses, the Grelfi immediately knows it as well. The effective range of this link is the adult Grelfi’s ME x20 in miles. Polyps beyond this range will continue to follow their last instructions or, once those orders are fulfilled or frustrated, the polyp will revert to its instincts, until it gets back within range of its parent.

*Actions/Attacks Per Melee---Adult Grelfi have a number of APMs equal to their IQ divided by 2. They can use these in direct action, or use them through a proxy-polyp(s). Grelfi typically multi-task; for example, a factory Grelfi might spend three actions in a melee operating a computer, tabulating inventory, and writing a letter, and use its remaining four actions dispatching a polyp to a storeroom to fetch materials, and directing two more polyps working on lathes on how to properly turn furniture end-posts, before letting them work automatically on their tasks, like factory robots.

Psionics:
Adult Grelfi are considered to be Major Psionics; select eight powers from Physical, Healing, or Sensitive.
+2 to save vs possession
Magic:
Grelfi did not practice magic on their homeworld, due to low ambient PPE. In PPE-rich environs, they have the potential to acquire magic, but as of yet, none has.
Cybernetics/Bionics:
Grelfi are still trying to decide about this type of technology; they will not use it to enhance their polyps, because they are either expendable drones, or the implanted systems could do serious harm if a polyp is fertilized and begins metamorphing into an adult. Some older Grelfi might consider a minor implant such as a headjack or sensory enhancement, but such systems would have to be specially configured for the Grelfi physiology.

RCC Skills:
Languages:
Select 4 at +5%
Literacy:
Select 4 at +5%
Math: Basic(+10%)
Skills: Select 10 ‘other skills at Level One, plus an 2 additional at levels 4, 8 and 12.
Communications: Any
Domestic: Any
Electrical:Any
Espionage: None
Mechanical: Any
Medical: First Aid and Holistic Medicine only
Military:Any
Physical: Special; normally Grelfi are unable to take any physical skills, but for Hand to Hand skills, to reflect how adroit they are at manipulating their polyps(this is particularly true of those Grefli who specialize as mercenaries).
Pilot: Grelfi piloting skills are limited by what can bear their increasing weight, and few Grelfi bother learning piloting skills limited to use by their polyps. Few Grelfi bother, for instance, with skills like Beast Ridership or Pilot Motorcycles(if available).
More modern Grelfi can learn Pilot: Ships(Modern), Hovercraft, Spacecraft, and even Robots, provided these craft are modified to accommodate the adult Grelfi and/or a polyp crew.
Pilot Related: Any
Rogue: None
Science: Again, Grelfi will be limited by their setting.
Technical: Any
Wilderness: Any
Weapons Profficiencies(W.P.): Any
Secondary Skills:
Can select 5 secondary skills without benefit of bonuses
Experience Tables: Use Full-Conversion Cyborg Tables

Culture:
Grelfi tend to be solitary and territorial, staking out secure locations and self-sustainable resources. The advent of technology has led to a growing culture of cooperation, closer and smaller territories, and an emergent community-based culture with Grelfi fulfilling specific roles (manufacturer, farmer, miner, chemist/pharmacist, merchant, mercenary, etc.).
On their homeworld, Grelfi had just begun to experiment with electricity and steam power and already had gunpowder. Since coming to Rifts Earth, they have taken well to high technology, especially such things as MDCarmor, advanced weapons, powered ships and large transport hovercraft.

Grelfi Polyps
Grelfi Polyps are often mistaken as larval Grelfi. In fact, they are more along the lines of mobile gametes. Until and unless the polyp is fertilized by another Grelfi, it is doomed to a short lifespan of 2d8 months. Adult Grelfi consider their polyps to be disposable tools or labor animals, and invest little emotional attachment in any individual polyp.
Polyps start their existence as a growth-bundle of tentacles on the flank of an adult Grelfi. The nerve gangelion controling them becomes more complex, developing into a basic brain, and the polyp eventually manages to wiggle loose to begin moving independentally of its parent-body.
Polyps can be controlled directly by the spawning Grelfi, but not always. When the Grelfi’s attention is needed elsewhere(such as in a business or mass pitched battle), the polyp can operate semi-autonomously, using basic skills ‘downloaded’ into it when it was created, along with basic instincts.
Alignments: Same as their spawn-host.
Lifespan: 2d8 months unless fertilized
Size: Roughly 4-5 ft tall, and weighing 150-200 lbs.
Gender: None, unless and until fertilized into an adult form.
Physical Description/Appearance:
An upright bullet-shaped mass of flesh, supported on six long tentacle-legs ending in large pods. Six long tentacles ring the midsection of the body, and eight red eyes ring the top of the head(these will multiply and grow into a continuous ring if the polyp is quickened into a Grelfi adult).
Disposition/Attitudes:
Grelfi polyps act as an extension or avatar of the adult form. The Grelfi adult can speak and act through a polyp, possessing it as a subset of itself.
By itself, a Grelfi polyp is essentially an organic robot, with no personality of its own.
Physical Attributes:
IQ: 2d4
ME: 1d6
MA: 1d6
PS: 3d6+16
PP: 2d4+18
PB: 1d6
PE: 2d6+12
SPD: 4d6+20 on land, swimming is PSx3 in yards/meters.
(ISP): 2d6+M.E.+1d6 per level of experience
(PPE): 3d6
Hit Points: 90
SDC: 180, Armor Rating 14
MDC: Grelfi Polyps are NOT megadamage beings, and in order to survive in a megadamage environment, must be equipped with MDC protections.
Horror Factor: 6
Natural Abilities:
*Enhanced Arc of Vision---Grelfi Polyp eye placement isn’t as all-encompassing as their adult forms, but they can still see a greater arc of the world around them; +1 on initiative.
*Amphibious---Grelfi can survive both in and out of water, though they prefer moist environments. Depth tolerance of 900 ft.
Psionics: Grelfi Polyps are considered to be Minor psychics, with two powers from either Sensitive or Physical.
Magic: None.
Cybernetics/Bionics: None; the adult Grelfi consider it wasteful to spend valuable resources augmenting a drone that will expire in a year anyway.
Actions:Attacks Per Melee: Starts out with 3. This is static unless the Polyp is 'programmed' with an equivalent hand to hand skill by its parent, whereupon it advances as normal.
Skills of Note:
Polyps can be ‘programmed’ with up to eight skills from the spawn-host adult, including any hand-to-hand combat skills.
These skills come into play if and when the adult Grelfi is not directly in control of the polyp and acting through it. These are what the polyp has to ‘default’ to when acting on instinct.
A fertilized Grelfi polyp that has become an adult Grelfi starts with the full range of skills, beginning at first level
Culture:
None; an extension of the spawn-host Grelfi.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Dec 08, 2015 7:32 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4322
Location: Québec
Great Job,Taalismn.

Any chance you send any New Race to Rifter?
People send New Races for Palladium fantasy and Rifts,I hope in 2016 Someone will send New races for Phase world.


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Dec 08, 2015 11:34 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
No. You can read it for free here.
If I had something tighter and more knock-your-socks-off-and-punch-your-teeth-in like a whole well-edited mini-package of related material, or a pocket campaign that I was sure wasn't derivative of others' works or just copied general genre. I'd consider submitting to the Rifter.
This stuff? Lightweight stuff from my fluff folders. Unrelated odds and ends. Like the meat ends you get cheap at the grocer's.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Dec 25, 2015 6:12 pm
  

D-Bee

Joined: Mon Dec 14, 2015 3:13 pm
Posts: 9
Has anyone created rules for the Highlanders? As in Connor McCloud of Clan McCloud.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Dec 26, 2015 12:37 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15962
Location: Eastvale, calif
Sandancer wrote:
Has anyone created rules for the Highlanders? As in Connor McCloud of Clan McCloud.

Converting characters that are IP of others is prohibited.

And this is the fan RACE topic.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Jun 01, 2016 5:07 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15962
Location: Eastvale, calif
This is a SDC monster. And is more for AU then for rifts. But there is no Monster topic in the HU forum far as I know.
The core ideas for this monster came to me from my waking-up dreaming.


The Steyl Collective

The collective appear to be large alligator like animals that individually are not that smart. However they have been genetically modified to be bigger and faster then the natural core stock. They are used in many forums of blood sports that pit them verses animals and sentients.

However, unknown to their makers they were infected with a particular form of nanites that spread through the during fights between the individual animals. These nanites cause the animals to be linked up altogether into a techno hive-mind. This hive-mind has steadily spread through out the population of the Steyl Gators and has observed those around them and has come up with it's own agendas.
While it has discovered that it can infect carbon based flesh and blood sentients with it's nanite components after having bit them. The collective has also discovered that it can't take over them. The infection does provide a form of cyber-pathic link that the collective can communicate with the infected individual.

Using this link to the humanoids and other sentients the collective has come to manipulate those around it to forward it's agenda. Through promises & threats and other manipulations, it has implanted in it's pawns what actions it wants them to do. It is not very wide ranging in its plans and plots for it is more cunning then smart. So sometimes while it's manipulations will provide what results it wants, the results themselves act against the collective's ultimate goals.

While spreading over it's home world it discovered that the range of the links is not very far. Only as far as the wi-fi networks go. The collective also knows it cannot maintain control over distances more then three light seconds. At distances over that a new collective forms around a core of at minimum of 20 individual Steyl Gators.

Alignment: each collective will be an evil alignment.
Collective Attributes: IQ: 1D6+5, ME: 2D4+4, MA: 3D4+6

Individual Attributes:
PP: 1D4+12, PS: 2D4+12, PE: 1D4x10+10, PB: 2D4, speed(ground): 2D4+4, Speed (swimming) 1D4x10.
Hit Points: 6d6+PE
SDC: 4d4+44
PPE: 1d4
Horror Factor: 15
Damage: Tail Slash: 1D6+3 SD, Claws do 1D4+1 SD, It Bite does 3D4 SD.
Bonuses:(in addition to attributes bonuses) +4 init, +3 strike, +2 dodge/+5 while swimming.
Skills of note: swimming 90%, prowl in water 75%
Average Life Span: 6 to 18 years per individual.
Value: Hide: 1200 credits, as a fighting animal: 10,000 credits.
Behavior: when the collective is hiding itself it will let the individuals act like normal animals, which are much like those of terran alligators. (see PF Monsters and Animals page 239). the individuals will act much more intelligently while being controlled directly by the collective's thinking mind.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Jun 01, 2016 7:55 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
This is a SDC monster. And is more for AU then for rifts. But there is no Monster topic in the HU forum far as I know.
The core ideas for this monster came to me from my waking-up dreaming.


The Steyl Collective.


If you can remember and retain the sense of wonder from your dreams....those are some of the best forms of inspiration for wild flights of fantasy. :ok:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Aug 18, 2016 11:39 pm
  

D-Bee

Joined: Mon Oct 20, 2014 1:31 am
Posts: 45
Hows this?

Rifts Celestial Hopper Race
Hoppers are genetically enhanced marsupials that are created from kangaroos. 5000 years ago two rifts had opened and demons came out of one and started killing large herds of kangaroos for sport and forced many of them into the other rift.
The kangaroos found themselves on another world in the Milky Way galaxy on a large continent similar to a high-tech Japan with faster than light starships. This world has a lot of humans and dimensional beings.
A cult of evil magical scientist’s found these kangaroos, which looked a lot like their false god. These cultists captured many of these kangaroos and genetically engineered them into sentient super soldiers and sex slaves, using the DNA of humans, were beasts, and angels.
A Temporal Ninja discovered this secret cruel act and went to the superhero guild he belonged to and brought many of his guild mates and freed these Hoppers.
Hoppers look much like kangaroo furries with a second knee and have the feet of a kangaroo. They have kangaroo ears that can turn 180 degrees. Hoppers tend to have human-like hair on the top of their heads. Hoppers tend to have fur, hair, and eyes that only come in the colors of metallic gold, silver, and platinum. The fur and eyes are always matching colors and their skin matches their fur color. Hoppers are all extreme bodybuilders without trying.
Hoppers have a lifespan of 6000 years. They become adults at the age of 18 and tend to marry at the age of 100. Once the Hopper becomes an adult he or she stops aging physically. Hoppers have invented certain nanomachines that pass from parent to kid that makes a tiny TW-implant on their reproductive organs that are a magic contraceptive that is locked on until the age of 100 then you can turn it on and off at will.
Hoppers tend to love immoral clothing. Many Hoppers are Mystic Ninjas or Temporal Ninjas due to the advanced Japan home. Married Hoppers tend to let one or sometimes two of their mates go adventuring at a time. Hoppers know a series of secret runes that most sentient beings can’t read; they use them to link any doorway temporarily to their homes. Only family and friends can access their homes. Hoppers have found a dimension with many worlds made out of rare gemstones and jewels with glittering mountains, and other features beyond beauty. Hoppers tend to build their homes on these worlds. Hoppers sell these rare stones to Techno-Wizards and Stone Mages, these stones are magically 20% more powerful and makes TW items just as powerful.
All female Hoppers have huge breasts and males will have huge male organs. Hoppers will marry into a unit of six adults, two males and four females. They have no concept of adultery and will sleep around.

Alignment: Usually good or unprincipled
Size: 9 to 10 feet tall.
Weight: 300 to 400 pounds.
Hit Points (Special): PEx2 +120. Like were beasts, the character is invulnerable to most weapons, including mega-damage energy weapons, explosives, bullets, fire, wood, steel, poisons, and toxins. However, weapons that have at least 50% silver content inflict double damage to Hoppers. Thus a silver-plated dagger, which normally inflicts 1d6 S.D.C. damage, inflicts 2d6 points of damage directly to the hoppers hit points.
SDC: PEx2 +150
Attributes: IQ: 3d6, ME: 4d6, MA: 3d6, PS: 20+ 1d12 (Supernatural), PP: 4d6, PE: 4d6, PB: 4d6+4, SPD: 500 miles per hour. Hoppers can jump a distance of one mile in length and jump 3/4th of a mile high. Hoppers are very precise jumpers and have a 20% chance to miss a jump target that they can’t see and hit something, a wall, an apartment window or a car. Hoppers can increase or decrease the force of damage they do when landing. The damage caused by landing can be anywhere from 1 SDC to 2d4x10 MDC.
Awe Factor: 10
Natural Abilities: High-speed Prowl 60%, Swim 40%, Acrobatics 80%, night vision 600 feet and bio-regeneration: restores hit points at a rate of 2d6 H.P. an hour. Females have the Magical pouch power.
Limited invulnerability: See the hit point description. The creature is vulnerable to magic, psionic attack and weapons made of silver (double damage). Powerful mega-damage attacks and explosions that inflict great amounts of damage may knock the creature down or stun it. Same Knock Down/Impact table as for vampires.
Immunity: Immune to all diseases and falling damage.
Magic: All Hoppers can cast the following spells, provided they have enough personal P.P.E. to do so: Tongues, chameleon, repel animals, armor of Ithan and heal wounds.
P.P.E.: 2d4x10 +10, or off of magic O.O.C. if you took a magic O.O.C.
Psionic Abilities: Sixth Sense, see the invisible and mind block.
I.S.P.: 5d6 or off of psionic O.O.C. if you took a psionic O.O.C.
Damage:
Power kick- 1d6 MDC
Running kick attack- 4d6 MDC plus falling damage.
Head kick-1d6 MDC plus stun.
Racial skills: Pilot star fighter or starship +20%, Navigation-Space: +10%, Sensory Equipment +10%, Weapon systems +10%, and Zero Gravity Movement + 10%.
Bonuses: +1 on Initiative, +2 to strike, +2 to parry and dodge, +6 to save vs. horror factor, +2 to save vs. psionics, and +2 to save vs. magic.
Magical Pouch: Female Hoppers have a magical pouch that has the magical effect of the spell Dimensional Envelope. This power is permanent and only female Hoppers, their Joey, and those with dimensional powers can see it and access it. The Joey has its own separate space to keep warm and hide. Anything placed inside has almost no weight and is light as a feather.
Waters of life: Waters of life is an extremely potent natural potion that comes from any female Hoppers breast milk. Female Hoppers will not tell anyone how they get it unless if someone caught a female Hopper extracting some. At puberty, a female Hopper starts producing milk at a very fast rate for the rest of their lives, and must extract milk four times per day. One ounce of the waters of life will cure all diseases, neutralize all poisons, and cure all insanities, heals a person of half of his health, regenerate limbs and organs and can resurrect the dead up to half his or her health. This breast’s milk can resurrect a person that has been dead for up to one month! The milk never spoils and will look like ordinary cow’s milk. Everyone will think this milk taste a 100 times better than any grocery store milk they have bought.

Erotically Clumsy: All Hoppers will always draw unwanted or wanted attention to them by tripping over attractive or popular people that always ends in accidental squeezing and touching. Plus tripping over furniture or bending over will have people staring at their crotch. Hoppers will have wardrobe malfunctions at bad times, 80% guaranteed while competing in school sporting events like volleyball and swim team and will not notice until the event is finished. Plus their swimsuit will end up on a flag pole and have their clothes stolen. But a friend will save your purse. You will have many people trying to gain your love and fight over you. Friends and people you like will always find your erotic clothing is strange places and will have a 40% chance that they will steal one and show their friends while you come around the corner. This power is just like weird things that happen in animes.


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Feb 06, 2017 2:33 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4322
Location: Québec
Great,I hope to see more.


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 27, 2017 7:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Anga(Psiun Angarchy)

“It is only the respect with which I hold Lord T’crysan, and the confidence I have that he has other plans for you and your miserable kin that prevent me from crushing your skull right now and slaying everyone I encounter in this place for the slavers they are! But do not push my forebearance by obstructing my mission! I have both the instructions and the authority to remove this individual from this facility; I will not have either questioned by the likes of you!”
-Sargeant-Marshall G’dek Allae, Head of the Anga-Shunal Guard of Altess Lord Azura T’crysan, heading up the protective custody extraction of a inmate at a ‘Status Reorientation and Realignment’ facility on the rim world of Kyhota III.

Anga are a race of muscle-bound simians. They are sometimes mistaken for Kittani, but aside from a few similarities in appearance and warrior mentallity, the Anga are unrelated to the Kittani.
One thing ALL Anga hold in common is a abhorrence of slavery; even the most evil Anga is more likely to be a serial killer than a slaver. The Anga ascribe this hatred to their distant past and The Ship of Pain, that supposedly brought the Angas’ ancestors from parts unknown to the Three Galaxies as slaves. After seeding several planets in the Psuni Sector with slave colonies of Anga, the Ship of Pain proceeded on a regular circuit, harvesting the results of the forced labor of the Anga communities, and moving slaves from one population to another(both as punishment, by breaking up families, and as a way of maintaining minimal population numbers, as the harsh conditions on the slave planets tended to kill off Anga). Somehow, though(and the Angas’ own legends are unclear on the specifics), over the course of long centuries(accounts vary from anywhere between 1,000 and 3,000 years)the Anga were able to form a resistance, overcame their overseers(the legends only describe them as ‘demons’), and apparently were able to set a trap for the Ship of Pain, destroying it, and freeing their people.
Using crude spacecraft and salvaged equipment, the Anga were able to make contact with a few of their scattered brethren in the surviving slave colonies, and were looking for more, when Wulfen prospectors stumbled across an Anga world while exploring the Psuni Sector. Since making contact with the rest of the Three Galaxies, the Anga have made a living selling minerals from their worlds, and hiring out as mercenaries and enforcers for causes both legitimate and illegal. They have made a minor reputation for themselves as fierce, proud, fearless soldiers who get the job done.
Much of Anga history and society is a secret, or at least not discussed with outsiders. It’s been hinted that the Anga were not the only species enslaved aboard the Ship of Pain, and that others were put down on the same slave worlds, but these others died/disappeared...possibly because they were collaborators, or because the Anga exterminated them(ate them!) in the struggle to survive in the harsh conditions there.
Some in the Three Galaxies have pointed the finger at the Splugorth as the most likely party behind the ‘Ship of Pain’, but the Anga seem to have no more resentment towards the Splugorth than any other race of slavers(though that’s a LOT). Others see the Demonstars as the most likely culprits.
Whatever their origins, Anga will not have ANY dealings with slavers. They even find imprisonment and forced labor to be intolerable. This makes law enforcement a prickly matter when dealing with Anga; they do not do well in captivity. Ironically, if an Anga peace officer assigns the punishment, such as supervised work-restitution for a crime, the culprit(s) will go ahead with it uncomplainingly, but under any other circumstances, an Anga will be violent and well-nigh uncontrollable, or will committ suicide.
The downside of this is that in combat, the Anga will NOT take slaves...they either take prisoners of war(who can expect varying degrees of hospitality on the part of their captors) or they kill defeated enemies outright. Only the most twisted and corrupt of Anga will take prisoners for the purpose of slavery, and these individuals will rank among the most cruel of slavers.
Alignments: Any, but the most common are Scrupulous(20%), Anarchist(30%), and Aberrant(20%)
Lifespan: 75 years
Size:7-8 ft tall, 500-800 lbs
Gender: Hetereosexual
Physical Description/Appearance:
Hulking muscle-bound humanoids with gray-green skin, little body hair, and heavy bony growths on the head, shoulders, elbows, and knees. The shoulders are broad and towering, the head sitting low on the neck and shoulders. The head sports an oversized jaw with large, sharp incisors and heavy bone-cracking molars. The eyes are small, gold, and set deep under heavy brows. They like wearing armor, from patchwork animal skin and bone, to modern high-tech types.
Disposition/Attitudes:
Anga are fierce, proud, aggressive, and very demanding. They subscribe to a dog-eat-dog social doctrine where self-assertiveness carries the day. They respect and honor perserverance, as well as courage and determination. They regard sloath and idleness with barely disguised contempt(for example, Altess Lord Azura T’crysan is one of the few Altess the Anga unreservedly respect, since the Reserve-Armoria officer has shown no problems with joining his troops in the field).
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS: 4d6 (considered to be supernatural)
PP: 3d6
PB: 1d4+2
PE: 4d6(considered to be supernatural)
SPD: 4d6
(ISP): By Psychic Class
(PPE): 1d6
Hit Points:----
SDC:---
MDC: 3d6x10 MD+5d6 +2d6 per level of experience
Horror Factor: 12
Natural Abilities:
*Natural Megadamage Beings
*Powerul Jaws with Sharp Teeth: 2d6 SDC/MD on a bite
*Reinforced Knuckles, Elbows, and Knees: Thick bony growths adds +2 to damage from punches, elbow strikes, and knee-kicks

Psionics: Standard
Magic: None; no potential. Furthermore, Anga tend to be suspicious of magic-users. Many regard the practice of magic as ‘unholy’.
Cybernetics/Bionics: Anga distrust bionics and regard those who rely on them as weak. If an Anga needs a prosthesis, it will be a basic, crude, one....and those Anga who continue to succeed in spite of a missing limb or organ are highly regarded indeed.
Available OCCs: Most Anga off their homeworlds gravitate towards Warrior or Adventurer professions, and there are large numbers counted among the ranks of Space Pirates, Planetary Scouts, Freedom Fighters, and other rogues.

RCC Skills:
Wilderness Survival(+10%)
Hand to Hand: Expert(can be upgraded through ‘other’ skills)
W.P. One ancient and one modern W.P. of choice
Skills of Note:---
Culture:
Anga technological level can be considered equal to a Mature Space Age, though the Anga still rely heavily on imported stardrive technology to meet all their needs. Their few native-built ships are government-owned and are general purpose; the largest of them is roughly equivalent to a large transport with the armament of a star frigate. However, of late, they have been withdrawing these cantankerous and generally unreliable vessels in favor of imported designs.
The Anga inhabit eight worlds in the Psuni Sector. Five of these are the original slave colonies, and are barely habitable under even liberal definition; Cokac is a scorching, near-waterless world, Jemac and Henna are frozen hells, Holmek has a barely breathable atmosphere and still very tectonically active, and Laar is lashed by violent storms and home to a particularly aggressive form of fast-growing vegetation. As soon as they were able, the Anga laid claim to two rather more hospitable worlds in the sector, Clemka and Adusrul(Picro IV), in the latter case invading and driving off a small colony of the Catyr that had already been established there. The majority of the Anga populace have moved to the latter two worlds, but the former slave colonies still have sizeable populations left behind to work the mines and farms on those worlds, generating much needed income for the Anga.
Anga are known to have an elaborate culture of ancestor worship, with the current generation striving to be worthy of the accomplishments (or to overcome the shame) of previous generations. Some of these distant ancestors appear to have been canonized in the Anga religion, raised to the level of minor gods. There is also evidence to suggest that the various colonies evolved their own religious sects, and once contact was re-established between the various Anga communities, there were minor wars of orthodoxy, some of which may be unresolved to this day. One of the emerging religious trends among the ultra-faithful is to make a ‘Great Circle’, where Anga will spend a year on each of the original five slave colonies, learning and enduring what their ancestors did. Though this practice claims many in its course, those who survive living in turn on Cokac, Jemac, Henna, Holmek, and Laar, are highly regarded and respected by their peers.
Anga are led by a strongman-style tribal leadership, with the strongest leading the planetary governments, and a Council of Commanders ruling over the eight worlds and coordinating their economies and mutual defense. Each world maintains its own defense forces, consisting of a standing army of professionals( roughly equivalent in training to the TGE’s Legionnaires), reinforced by seasoned mercenaries(the Council authorizes and licenses mercenaries...in return for letters of commendation and job searches, the sell-shields are required to spend some time with the Anga planetary militia and respond to emergencies) and a general populace levy.
The Anga are currently considered Neutral with regards to the other powers of the Three Galaxies. They trade some with the CCW, but their treatment of the Catyr colonists on Adusrul has tainted relations with the mainstream CCW, because of threats of legal attempts to claim compensation. The TGE would like to recruit the tough Angas, but the latter have heard enough about the TGE’s treatment of many of its client species to not trust them, and have shunned attempts to woo them. The Angans are perhaps closest to the Altess, because the Altess pay them top dollar for mercenary services, but aside from a few individual Altess, the Anga generally regard their employers with contempt. Hearing of the Angas’ efforts to modernize their military and spacefleet, Naruni has made several efforts to tempt them into become clients, with discounted military hardware, but the suspicious Anga have failed to take the bait, and mainly buy NE hardware in small batches. Similarly, the Anga have carefully bought from Hartigal, and seem to be moving towards closer relations with the softer sales tactics of the Naruni-split rogues.

Psiun Angarchy
A. Size
Modest: Eight worlds
B. History
Ex-slave colonies established by imported slave labor.
C. Level of Technological Sophistication
Mature Space Age
D. General Attitude/Culture
Warrior culture, with a strong theme of religious ancestor-worship.
E. Racial Composition
99% Angan. The Angans are not intolerant per say; it’s just that they regard their worlds as rather sacred, and the generally harsh conditions on most of them as a test of their character. They thus don’t extend much assistance, if any, to immigrants(if the Angans’ ancestors didn’t have any assistance, why should these newcomers? It’s evolution in action).
F. Government
Patriarchal
G. Administrative Control
Restrictive---As much as the Angans hate slavery, their own government keeps a tight leash on its citizens. Given the Angans’ aggressive strongman governance, both citizens and government employees are kept in check by harsh penalties and aggressive manangment.
H. External Trade
Military; the Angans train and hire out mercenaries and, to a lesser extent, laborers(though the latter are never called such, always something more elegant and face-saving, such as ‘contract task managers’).
H1. Commodities
Exports: Mercenaries, Minerals
Imports: Spacecraft, Advanced Weaponry
I. Status
Struggling; the Angarchy is just about breaking even financially, and stabilizing their hold on their new worlds. They’re making just enough to start modernizing their space fleet with imported technology, though that tends to be lower end(the cheaper commercial designs and second/third-hand military vessels). They are continuing to look for other Angan-settled worlds, with an eye towards uniting all such worlds under the Angarchy, but admitt to themselves that if they found more such worlds and they were crisis-zones, aiding them might break the Angarchy’s economy.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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