Board index » MDC Worlds » Rifts®: Dimension Books

 


Post new topic Reply to topic
Author Message
 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 17, 2017 5:30 am
  

D-Bee

Joined: Sat Jan 10, 2015 9:49 pm
Posts: 31
Once upon a time, I thought a fun superhero would be using gravity manipulation, so I did that plus added some PS and PE boosting abilities. Then I decided to see what the max of that would be and I came up with the following(I used the alien race generator, chose stats, added mega hero on top, and picked immortal monster as a kind of optional power choice.. all in all mostly legal though you could drop super burrowing, hyperdensity, and alter physical structure stone. the last one is basically how I envision his skin though, more akin to an earth elemental. Also gravity manip. has had its lifting/carrying expanded for the str to more accurately represent other races than just human. The character is representative of the maximum possible str, gravity manip I could make mostly book legal. Added side note, I did actually roll 97% for mage capable race but haven't touched that as the rest i find to be enough.. be creative with gravity manip and he's literally capable of killing a planet, not actually intended):

Groknor is the last living being of his race. They lived a peaceful existence on their homeworld, content to keep to themselves. Their homeworld was a massive badlands, with no water or vegetation of any kind. This did not bother them as they were part elemental and did not eat as most sentient races did.

Their planet was massively active with magic, however, it was fused to the earth itself and not actually visible. As beings of earth, their physiology was changed. Unbeknownst to them, they were the last planet in their galaxy on a collision course with the galaxies supermassive black hole. Due to their planets size, it took millennia for it to reach the event horizon.

Though it was destined to be swallowed, they were unaware of the increased gravity as their planet already had a huge gravitational pull. Gravity so strong it would crush lesser beings, and in fact had done so to the planet's previous inhabitants. His kind, however, were tied to the planet in a way no other race had been and they had the ability to mold and shape gravity around them.

Completely oblivious to the events transpiring to the planet itself, mostly because being alone was simply how they viewed life, it's all they had known. Over the years the planet became increasingly unstable as the gravity increased. This was obvious to the last inhabitants but there was little they could do. In its last death throws the planet began to break apart, spewing previously unseen magic energy to the surface. Rifts were seen for the first time and many were taken by them. Being thrown to worlds of unknown origin many of the survivors died tragically. Groknor alone happened to hit a rift that connected to Rifts Earth giving him a chance to live on...

(lvl 13)
iq 3d6/18
me 4d6+6/23
ma 4d6+6/20
ps 5d6+10 +2d4 +1d4 +2d4+2 +6d4+6 +2d4+14ps +30+2d6 +2d6+10 +20/208-304
pp 4d6+6 -2 +1d6+1/22
pe 4d6+6 +1d6+5 +1d6+1/48
pb 1d6+3/6
spd 5d6+10 +1d6+2 +1d6+1/50/25 (x3 on normal worlds) 1/2 spd double speed when growth

mdc 2d6x100+1d4/lvl +3d4x10 +4d4 +2d6x10 6d4x10 +4d4x10sdc +3d6hp+1d4/lvl // 1966 +20 sdc per ft of growth increase sdc by 50%
wt- +50 +6d4x30 wt tripled 25410-54210 +50lbs per ft an extra 2k lbs for each 8-10 over 20ft tall
ht 9+1d4 +6d4 //37-133 +2ft per pe pt(96)
ar 8 + 6
HF 9@8'+1 per 6 extra ft// 13-29
lifting- 104k/152k
carrying-62400/91.2k-6.24mil/9.12mil
(if lunar 124800/182400- 12.48 mil/18.24mil)


ppe 1d6x10 +1d6+4 per/lvl

bonuses:
-4 dodge (when growth)
impervious to disease, resistant to fire, heat, cold(half dmg)
+1 atk
+2 initiative
+4 pull punch
+2save poison
+2 vs possession, +1d6 vs HF
supernatural being: +1 save vs magic, +2 vs possession and HF
enhanced healing, 1d4+1 x's faster(half duration to debilitating spells, drugs, disease, etc
death blow 16-20(must announce)
+2 pull

Incredible Supernatural Attributes: Add 1d6+6 to any
four attributes, and 2d6+10 to P.S. and Spd or P.B.; P.S. and
P.E. are considered to be supernatural.

Supernatural M.D.C. Being: As above, but base M.D.C.
is 2D6xl00 M.D.C. plus 1D4x10 per level of experience.
Rocky or crystalline appearance.
Natural body armor 3D6x 1 0 S.D.C./M.D.C. Color varies.

High Gravity: The gravitational force of the race's homeworld
is greater than the galactic average (0.9 to 1 .2 G is the
an average of 80% of all inhabited planets). This has given the
race greater mass and physical endurance, but the character is
much faster and lighter on normal planets than on his homeworld.
Typical size is as follows:
Average Height: 4 to 5 feet
S.D.C./M.D.C. Bonus: 3D4x 1 0
Bonuses/Penalties: Add 2D4 to P.S. attribute, -2 to P.P. Increase
normal speed by three times.

Stocky: The race is exceptionally broad or husky, about
twice as broad as the average humanoid of the same height.
Add 50 lbs (23 kg) to weight, + 1d4 to P.S. and 4d4 to
S.D.C./M.D.C.

Superhuman Magical Capabilities: The entire race is
mage-capable, with the abilities of a mystic or ley line walker
(or a magical O.C.C. of the G.M. 's choice). Magic is a natural
part of everyone's life, and casting spells is as normal to the
race as flipping a light switch is for members of technological
societies. Conventional sciences and technology are likely to
be at low levels, because interest in them will be diminished
by the fact that magic offers so many shortcuts and different
avenues to getting things done.

giant powers 1 pg 28 9+1d4 ft tall, +1d4 @ lvl 3,5,7,9,11,13. +1d4x30 lbs @ each increase. +2d4+2 to PS, & +1d4+1 at each increase.+2d6x10to sdc+1d4x10 ea/increase.AR8+1 ea/increase. +1d6+2 spd +2pull.dodge bonus is half.

super burrowing pg 43 powers 1
hyperdensity powers 1 pg 31


HU2
extraordinary PE +1d6+5 +4d4x10sdc +3d6hp+1d4/lvl
alter phys struct stone: +2d4+14ps, wt tripled, radiates no heat, 1/2 spd
supernat strength +30+2d6 to PS, carry 300xs ps, lift 500x +2 pull
gravity manipulation
growth 2ft per pe pt, +50lbs per ft an extra 2k lbs for each 8-10 over 20ft tall, +20 sdc per ft, +1ps fer ft, +1d6 to pe, HF 9@8'+1 per 6 extra ft, +2 strike and parry, double speed, -4 dodge


mega hero
supernatural ps
increase sdc by 50%
enhanced healing, 1d4+1 x's faster(half duration to debilitating spells, drugs, disease, etc)
increase range 50%
supernatural being: +1 save vs magic, +2 vs possession and HF.
tremendous physical strength +20 supernatural ps, death blow 16-20(must announce)
weakness (earth bownd-half powers to minimum 30% when not on ground or god syndrome)

Monster immortal:
impervious to disease, resistant to fire, heat, cold(half dmg) +1d6+1 to pp, pe, spd, +2d6+10 to ps, ar 1d6+9 ht 1d4+6 hp 2d6x10+pe +2d6 per lvl, 1d6x10+60. HF 1d6+10. bonuses +1 atk, +1d4 initiative, pull punch, and save poison, +2 vs possession, +1d6 vs HF, Immortal power pg 181 HU2. max education high school or 2 yrs college.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 17, 2017 10:43 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15962
Location: Eastvale, calif
1) the race needs a name.
2) the text needs to be rewritten so other players can use the race.
3) there are too much clutter in the stats section.

This looks more like someone posting their character then posting a race. Requests the poster read through the other races posted here and do a full rewrite.

_________________
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


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat May 20, 2017 9:55 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Agreed.
Here's a handy template:

Alien Race/RCC:
Alignments: Any
Lifespan: years
Size:
Gender:
Physical Description/Appearance:
Disposition/Attitudes:
Physical Attributes:
IQ:
ME:
MA:
PS:
PP:
PB:
PE:
SPD:
(ISP):
(PPE):
Hit Points:
SDC:
MDC:
Horror Factor:
Natural Abilities:
Psionics:
Magic:
Cybernetics/Bionics:
Available OCCs:
RCC Skills:
Skills of Note:
Culture:

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Aug 14, 2017 6:29 pm
  

D-Bee

Joined: Sun Aug 13, 2017 6:06 pm
Posts: 5
I've been playing with a npc race I use hatchling stat blocks and TM, TWar, PA, and TekW. as classes. there from a neighboring minor gallery and come in heavily disrupt the three galaxies. They shatter the TGE and CCW and play counterpoint to the species of AIs behind the Intruders.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Aug 14, 2017 6:36 pm
  

User avatar
Megaversal® Ambassador

Joined: Tue Nov 24, 2009 6:15 pm
Posts: 1396
Location: Ontario, Canada
AntyCrist wrote:
I've been playing with a npc race I use hatchling stat blocks and TM, TWar, PA, and TekW. as classes. there from a neighboring minor gallery and come in heavily disrupt the three galaxies. They shatter the TGE and CCW and play counterpoint to the species of AIs behind the Intruders.

Gesundheit

_________________
Oderint Dum Metuant.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 20, 2018 12:19 am
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
Alrighty, Started these guys as a random roll up in Phase world, they didn't give me much to go on :? so I had to kinda wing it...I mean they were totally 100% down the line average until they hit tech level...I present to you

The Avaree

Spoiler:
The Avaree:

The Avaree are similar to a humanoid duck in appearance however they possess a splendid tail plumage similar to a peacock, but in even brighter colors. The Avaree have long abandoned any form of natural reproduction instead relying on cloning and memory synthesis to create a form of immortality with only a handful being lost to retrieval errors and a slightly larger number added every few centuries. The Avaree were originally a dedicated and highly driven people, placing heavy emphasis on loyalty and dedication to their goals. Over the centuries the Avaree have become a cold and calculating species, still dedicated, still loyal, and focused entirely on their one racial goal. Revenge. The entire remaining Avaree species is composed of the Avaree Imperial Guard, a fanatical legion devoted to their empress. An empress lost due to the actions of a spacefaring race that made contact with the Avaree Empire.

The Avaree were an incredibly advanced race however they had never sought to explore the stars. Instead the species developed their planet, creating technology that folded and shifted space to generate more room and using advanced technology to tap into other dimensions for sources of energy. This combined with their love of the imperial family led to them never desiring to expand. Thus the complete development of their planet turned it into a paradise. However this led to an unforeseen consequence, the Avaree had cleansed their planet of danger too well. No remaining disease or illness could be found, and with time the immune systems of the Avaree weakened, though unnoticed due to the lack of harmful microbes on their planet.

Thus when the first spacefaring race made contact with the Avaree disaster struck. Within a matter of days the first Avaree fell ill, their treatments quickly cured the disease…but then another struck, and another. Waves of disease destroyed their populations, thousands dying from even the most minor strains of off world disease. Chaps struck their planet, the Avaree struggled to survive and only the imperial family could keep order. Finally they too fell ill, the Avaree in a flurry of ingenuity and fear struggled for any way to prolong their beloved ruler’s lives, eventually developing a method to clone their bodies and retain memories. They had succeeded in finding a way to save their rulers, and their race.

Though devastated by the first traveler’s accidental exposure, it would be the second spacefaring race to encounter them that would push the Avaree over the edge. No records remain of this species, the Avaree erased them entirely from the galaxy, launching suicidal wars to purge every mention of them from any galactic record. But it is known that this race coveted the technology of the Avaree and so attacked in their moment of weakness, the details are unclear but it is known that these beings are the ones responsible for penetrating the defenses of the Avaree Imperial Legions and then slaying the final surviving members of the Imperial line. The Imperial Legion and Normal Avaree were kept separate, an act intended to protect the Imperials even should the other storage sites fall, instead only the Imperials and a few key members of the government and military died in this attack. The intent had been to behead the Avaree and break them. Instead they released a monster.

The Avaree went berserk, they had failed their ruler, they had failed their goals, their race, their honor, their everything. On that day they’re race wept, on the next all remaining Avaree swore oath to the Imperial Guard and revenge upon those who travel the stars.


Creating an Avaree

Spoiler:
Creating an Avaree:

Most Avaree baring new recruits (fresh cloned bodies and new minds) are at least 7+1d4 levels from centuries of genocidal warfare. Due to gene restructuring there is almost no Avaree with less than a “peak” body, though some minor differences do occur between cloning’s. It should also be noted that all Avaree are sworn members of the Imperial Legion and dedicated to the total genocide of all spacefaring species, for non-spacefaring species they simply ignore them

IQ 12+ 1d6
ME 12 +1d6
MA 12 +2d6
PS 12+ 1d6
PP 12 +1d6
PE 12 +1d6
PB 12 +1d6
SPD 12 +1d6
HP: PE+ 6 per level
SDC: 30 + Physical Training (Double SDC from physical training due to chemical treatments)

All Avaree Have the following skills or Avaree Equivalents at +20% :
Boxing
HtH MA
Swimming
6 Weapon Proficiencies
Pilot Hovercraft
Pilot Jet
Pilot Space Fighter
Pilot Shuttle
Pilot Jet pack
Pilot Power Armor
Pilot Robot
Body Building
4 Languages+ Literacy
and 10 Others of Choice
6 secondary’s

In addition all Avaree have a Supercomputer built into their armor or carried with them in some form that has the sum of Avaree knowledge on it 90% to know/find information and directions on nearly any skill related to science, cultures, computers or technology (about the only thing these computers can’t do is think for themselves and perform physical tasks) though most Avaree only have a 45% chance of performing the task correctly if it is a matter of talent/practice

Equipment:
Avaree Equipment varies widely, most are loners who develop their own methods of raining death upon the spacefarers. Anything from poison, to genetic mutation into monsters, to robotic armies, or personal equipment from light stealth ware to super-heavy war machines all of it is used by these avians. But it’s known that even the lowliest grunt of the Imperial Legions is equipped better than most spacefaring races greatest elites. Avaree technology besides their super computers and cloning techniques is usually at least 50% better than the next best items. Unfortunately all of their tech self-destructs when used by other races, a fact made possible by their dimensional tech and super computers allowing them to monitor each individual piece of gear. It should also be noted that Avaree due to this technology have near pinpoint accuracy teleportation tech, allowing them to come and go nearly anywhere and retrieve their gear at will.


So a genocidal race with technology well beyond most galactic civilizations...its a good thing that there arent more than a few thousand of these guys floating around. Their space folding technology makes them hard to follow, hard to trap and hard to find, while sheer technological superiority lets them level cities alone. And don't forget even if you kill them they just load their mind up, self-destruct their body and equipment and are reborn elsewhere.

A final cautionary note, an individual Avaree is dangerous mostly because of their experience, dedication and technology, but of course that alone wouldn't be enough to stop the powers of the universe from erasing a single race if they put their minds to it. However the Avaree homeworld has become an impenetrable bastion held by the original legion, any attacks must first find the planet hidden in folds of space, penetrate to the pocket dimension, and then go toe to toe with suicidal fanatic who fear not death nor pain while they wield technology that surpasses anything they send out to fight on the front lines. Just something to chew on for anyone wondering why this small yet murder happy race is still kicking.

I left tech mostly up to the GM as an individual preference for the Avaree you run, mostly because the few pieces of tech I did feel were cool and fit these guys just don't stat very well (space folding tech? super computers with links through subspace so they all work together? Clone rebirths? heck I'm only human! its like asking a cave man to tell you how a car works)

What I rolled in Phase world
Spoiler:
Galactic Average Attribute 3d6
Sdc/Hp normal
Humanoid Avian
Earth like World
No Special powers
Amazing Civilization tech 20-60% better
No Magic
Genocidal Xenophobes


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 20, 2018 12:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Excellent start there..
Yeah, you can start out with a preconceived notion of a species, and toss in stats as you like, or use the random tables to prevent yourself from going munchkin on stats("MY TINY MUSHROOM PEOPLE POSSESS SUPERNATURAL SUPERTUG STREEENNNGGGTTTTHHHHH!!!!"), or you random roll and then try to create a plausible people from the results("I have 25-ft tall reptileans with high megadamage skin and 1d4 for P.S.. They unfortunately discovered television early in their evolution and now do nothing but lounge around watching it. The vermin in their homes are contemplating killing off all the lounger lizards and taking their stuff.").

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 20, 2018 9:20 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Excellent start there..
Yeah, you can start out with a preconceived notion of a species, and toss in stats as you like, or use the random tables to prevent yourself from going munchkin on stats("MY TINY MUSHROOM PEOPLE POSSESS SUPERNATURAL SUPERTUG STREEENNNGGGTTTTHHHHH!!!!"), or you random roll and then try to create a plausible people from the results("I have 25-ft tall reptileans with high megadamage skin and 1d4 for P.S.. They unfortunately discovered television early in their evolution and now do nothing but lounge around watching it. The vermin in their homes are contemplating killing off all the lounger lizards and taking their stuff.").


yaaaa...I mean normally I roll some crazy stuff in phase world but the Avaree were 100% normal until "super advanced tech and genocidal xenophobes" were rolled at the end. At that point it was like well...drop a bomb on a canvas of blank. They ended up becoming nasty little super soldiers that are fanatical about exterminating other races. So no teaming up with other space faring or even dimension faring races, they're the guys a cosmo knight and a alien intelligence both would rather not have around and though an Avaree is not that dangerous stat wise, remember these guys have tech that makes most anything else in game look like childs play. Plus they never really die, lose to a cosmo knight cause they have only energy weapons? next time they'll have an answer, alien intelligence seals one in an magic circle and tries to extract their soul? better hope that circle can stop their dimensional subspace network (hint: almost certainly can't) or they'll just self destruct and return for revenge, oh they need resources to restock their robot legion? better crack open this planet and extract its core. Lets not forget the one who spent centuries studying your species so he understands the best way to destabilize and cause your government to self destruct.

and they're doing it all as penance

They're race has an inborn instinct to be loyal to the leaders...who were nearly a different race in level of stats/abilities, they kept the flocks alive and safe and so the flock followed them loyaly


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Thu Mar 01, 2018 1:10 am
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
The Ixyallee (Ix-yall-ee)
Alignments: Good Only
Lifespan: 300 Years + ME x 10
Appearance: 8-10 foot tall beetles usually black though colors may vary. they do have finger like appendages and may stand upright using four of their hind legs (two pair of legs press together and provide support making an appearance similar to a two legged two armed being). They are incredibly heavily armored and resilient.
Spoiler:
Physical Attributes:
IQ: 3D6
ME: 2D6+10
MA: 3D6+10
PS: 3D6+30
PP: 3D6
PB: 2D6
PE: 3D6+6
SPD: 5D6
(ISP): 3D6x10
(PPE): 2D6x10
MDC: 300+ 3D6x10
Horror Factor: 10
Natural Abilities: Nightvision 1000ft, See the Invisible, Turn Invisible, Dimensional teleport 35%, Bio-regen 1D6x10 per minute, Magically knows all languages, They may travel through the earth at spd X 10(this includes all minerals extracted from the earth even processed ones), Telepathy 300ft, Telepathy to Queen unlimited distance, +2 Att per melee, antennia provide radar in a 30ft radius and may detect magic/psionics within that area
Psionics: Danger Sense, Group Mind Block, Psychic Purification
Magic: None
Available OCCs: None
RCC Skills:
HtH Martial Arts
WP Ancient
WP Any
WP Any
Climbing
Swimming
Lore: Demon
Lore: Faerie
Lore: Supernatural
2 of choice
4 Secondary

Culture:
Spoiler:
The Ixyallee are a race of beetle like supernatural beings dedicated to their queen. Every Ixyallee is born of the queen and dedicated totally to their goals and protection. The queen of the Ixyallee is a shimmering indistinct being of magic and psychic energy that we perceive as a glowing light. The queens are incredibly powerful easily as powerful magically as an elemental lord or alien intelligence, however the queens themselves are pacifists unable to cause harm to any living being. This is what led to the birth of the Ixyallee as they are today. The original Ixyallee was not a race, but rather an individual. A lone beetle who had acheived sentience on a dying world, he fought for survival ever day only knowing peace when a being of energy noticed him, a peaceful being it felt for this creature who had grown sentient on his own alone and always struggling versus the harsh enviroment and countless predators of its homeworld. In a moment of pity the energy being reached out and pulled Ixyallee from his planet to their lands. The being was one of a rare species, one that was hunted for its power and peaceful nature and Ixyallee was the first to have ever entered its lands from the outside. The being was also the first that Ixyallee had ever met like itself, a being aware of more than just the hunger in its belly and the lust for slaughter. In time the two grew close becoming friends and companions. It was not until countless years had gone by that the realms of this being were discovered by a demon lord. Seeking to seize its power he invaded the defenseless paradise using dark magics to corrupt its land and seal the dimension so that the being could not flee. The being was horrified, saddend by the suffering of its creations and trapped unable to flee, there was no hope. Ixyallee watched as his one friend suffered, as the lands that had given him peace for the first time were ravaged by demons. He realized that his friend could not stop them, it was not their way, but he was not them, he had been born in lands were even these savage demons would be but one more predator among many. Ixyallee made the decision that from that day forth he would defend his friend from that which they could not fight. Alone he was unable to face the endless hordes, but he was not alone. Ixyallee bartered with his friend, striking a deal and binding it with magic. Him as the template, Her as the power, and the First Queen of Ixyallee was born.
The demons were powerful but so was Ixyallee, they were numerous but Her power was endless, the Queen created life as she loved to do and Ixyallee waged war to ensure that none would harm his peace. To this day the First and Ixyallee live within the homelands of the Ixyallee and their queens all queens descendants of the First Queen, all Ixyallee are born of the Queens molding earth and giving it life from psychic and magical energy. Only the first Ixyallee was a true flesh and blood being, but in the millenia since then he has ascended to godhood as a guardian of the queens and the leader of the Ixyallee warriors who bear his name. By this time hundreds of Ixyallee Queens roam the megaverse, everywhere they settle quickly being filled with Ixyallee warriors. The symbiosis between them so complete that the creation of Ixyallee is a subconcious action by the queens, though they may produce entire legions in a matter of days (if focussed totally on production they can create 100 Ixyallee a day) they rarely make more than the passive number that form around them of about one every three to four days.
All Ixyallee wield weapons formed of a mixture of magic, psionics, earth and their saliva. These weapons ussually deal twice the SDC damage of their normal counterpart in MDC. Rarely will they gift these to another being as the process is quite draining requiring a full day of ritual magic and compressing earth with their saliva. This may also produce equivelants of modern weapons, though they fire Psi or Magical beams. The creation of these weapons seems to be the only magic these beetles show any interest in. They occasionally use a similar ability to form an MDC earth shell around themselves, though they dislike doing this as it prevents them from traveling through the earth. They have a light armor with 20+1D6x10 MDC or a Heavy One with 80+2D6x10 that applies a penalty of -10% to prowl, swimming, and climbing. Very rarely they will produce a super heavy 180+3D6x10 shell however this reduces their speed by 1/2 attacks per melee by 2 and -20% from prowling/swimming/climbing.
Ixyallee are one of the few supernatural creatures who are quite happy to be summoned as long as they are aiding in protecting life or defending the innocent. They have a telepathic link to their queen and can return at any time, and she can quickly produce more guards if needed so the beetle have no need to hover over their creators.


Here we go, a race intended to add to the list of things you can summon forth for the good guys. I may have mixed some things up in the backstory so if there is a disconnect let me know, but the essentials should be there, a race of warrior beetles dedicated to fighting evil in the name of peace, friendship and the happiness of the beings of light that spawn them from the earth


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Thu Mar 01, 2018 8:42 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Squeeeeeeeeeee!!!
Happy-Dance!!
New living toys!!!!!

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 2:40 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
Just for taalisman, tiny mushroom people with supernatural strength

Alien Race: Mushree
Alignments: Any
Lifespan: 200 years
Size: 3-9 inches tall (Higher PE=Taller)
Physical Description/Appearance: Mushree are a tiny mushroom people that many mistake as a variety of Faerie Folk on first encounter, in reality they are an alien race from a dimension were Fungi are the dominant lifeform. They're appearance runs the entire range of earth mushrooms and many alien varieties. They have two arms and a pair of stubby legs that fold up under their base when they rest.
Disposition/Attitudes: Mushree range the full range of personalities from peaceful to warmongering
Spoiler:
Physical Attributes:
IQ: 3D6
ME: 3D6
MA: 3D6
PS: 1D6
PP: 2D6
PB: 3D6
PE: 2D6
SPD: 2D6
PPE: 1D6x10
MDC: PEx2+1D6 per level
Natural Abilities: Regen 1D6 MD per minute, Camoflage as Mushroom 86%
Available OCCs: Any magic, man at arms or scholar/adventurer as long as there are no bionic or major body modification
RCC Skills:
Identify Mushroom 86%
Mushroom Crafting 57%
Skills of Note:
Mushroom Crafting- This is a unique ability of the Mushree allowing them to produce fully functioning magical items and equipment from common mushrooms.

Culture:
Spoiler:
The Mushree are a varied species with hundreds of thousands of subspecies. Most of them remain in their home dimension struggling vs the fungal lifeforms of their homeworld. A few however have spread throught the megaverse and they range from tribal warriors to advanced scientists or powerful mages. Due to the conditions of their home world all of them however are masters of crafting using mushrooms as the base material. Mushree mate by performing a dance that over a few hours stimulates the spores within their body and releases them into the air, if the spores from two Mushree of opposite genders meet they merge and over a matter of weeks small mushrooms will grow on organic matter in the area surrounding the dance eventually developing into new Mushree (usually takes 3-5 weeks to develop) there are usually 6-24 Mushree born from any mating.


Mushree Basic Gear
Spoiler:
Mushree Javelin
Crafting: 5 PPE
DMG: 1D6 MD
Explodes into corrosive spores on use

Mushree Spear/Sword/Axe
Crafting: Varies
DMG: 1D6 mdc per 20 PPE
A spear aglow with mystic energy

Mushree Armor
Crafting: Varies
MDC: 3 MDC per 5 PPE
A variety of armors all formed of mushrooms

Mushree Misc
Crafting: Varies 1-10 PPE
This covers a variety of minor items from bowls and spoons to backpack or even tents, these items rarely have more than 1 MDC of durability and some small items may have less than that.

Magic users and others amongst the mushree often have more powerful and varied gear beyond these simple basics, more scientifically inclined mushree have discovered ways to breed and grow mushrooms that have additional effects when used for crafting.


Mushree Equipment
Spoiler:
Many Mushree colonies have developed in the way of science, learning of new ways to modify and improve their enviroment. Much of their technology is focused on creating items, vehicles and structures before using the Mushrees natural fungal magic to imbue them with durability and strength far beyond a normal mushroom. Others are more Mystical developing new spells and enchantments to improve their tools. Both sides seek new mushrooms that maintain special effects beneath their natural creation magics. Below are some of the many items they have developed over the centuries.

Mushree Armors
The basic Mushree armor is simply a suit made of mushroom fibers and imbued with magic. The magical nature of these suits allows them to bend and move without impeding the Mushree at all. Any Mushree may produce an armor with 3 MDC per 5 PPE they possess from any nearby mushroom. The following armor is a more standardized one created by group ritual and preparation of materials by scientists. (Note: All Mushroom armor is ALIVE though it is sustained by the magic used in its creation and requires no feeding, It regenerates 1 MDC per hour)

Light Mushree Armor
MDC: 9
Weight: under 1 pound

Medium Mushree Armor
MDC: 18
Weight: 1 pound

Heavy Mushree Armor
MDC: 36
Weight: 2 pounds

Chemical Improvements
Some armor is treated with special chemicals and formuli that alter the structure of the mushroom before being enchanted. This can result in several effects

-Stealth- The Armor now absorbs energy waves emitted at it, this isn't enough to prevent damage but it does render it undetectable to most forms of sensors and adds a +15% to any prowl checks by absorbing light.
-Improved MDC- A bonus of 18 MDC to any standard armor
-Improved strength- A modification to the mushroom armor allows it to amplify the strength of any Mushree inside it, this acts as a +6 to PS
-Cold Resistance- The mushroom armor takes 1/2 damage from any MD cold and insulate the Mushree inside from any effects
-Fire Resistance-The mushroom armor takes 1/2 damage from any MD fire and insulate the Mushree inside from any effects
-Electricity Resistance-The mushroom armor takes 1/2 damage from any MD electricity and insulate the Mushree inside from any effects
-Kinetic Resistance- The mushroom armor is incredibly resilient and shock absorbant resulting in 1/2 damage from kinetics
-Filter Armor- The mushroom armor works as a super filter, absorbing any harmful radiation, energy, or airborne toxins and providing the Mushree with a clean safe enviroment.

Enchantment
The Mystics of the Mushree have improved upon their racial magic adding several ways to imbue their armor with various effects.

-Flight- The mushroom armor gives its bearer the power of flight, moving at a speed of 44
-Mystic Strength- Adds +6 to the Mushrees PS
-Mystic Speed- adds 30 to the spd of the Mushree
-See the Invisible- Allows the Mushree to see invisible targets at up to 30 feet
-Mystic Bolts- Allows a Mushree to throw magical energy bolts up to 20 feet away, the bolts do 2d6 MD and may be Lighting, Fire, Cold, Energy or Kinetic based
-Invisibility- The mushroom armor turns invisible at will, though it will uncloak when they attack
-Resistance to X- The Mushree can enchant their mushroom armor with resistance to Electricity, Fire or Cold

Mushrooms
The Mushree produce or gather numerous varieties of mushroom specifically for their armor. Most of the effects are negligable but a few varieties of mushroom have startling effects.

-Stone Shroom- This incredibly hard mushroom actually provides a bonus 10/15/30 MDC to any suit of armor used to make it, however it doesn't mold as well as other mushrooms and provides penalties of 5/10/15% to light/medium/heavy armor's climb and prowl.
-Immortal Shroom- This is a rare variety of mushroom with incredible vitality, more often used in medicines and magic rituals when used to make armor this shroom lives up to its name regenerating 2D6 per minute and being able to regrow a complete suit of armor even if reduced to 0 MDC, only by reducing it to -20 MDC on one shot will this armor cease to repair itself. (otherwise it is assumed a piece of the armor survived and will regrow)
-Fire Shroom- Automatically absorbs heat immune to nonmagical fire and taking 1/2 damage from magic flames while regenerating at 1D6 a minute when near high heat
-Chill Shroom- Automatically insulates against the cold and heat, providing immunity to cold and 1/2 damage from fire attacks.
-Mystic shroom- This is a simple mushroom that has absorbed some PPE while growing depending on the armor type Light/Medium/Heavy it has 5/10/15 PPE stored inside it, this PPE regenerates at a rate of 1 per hour

Most Mushree colonies are either scientist based or magical with 1-3 options from that list and maybe a mushroom type or two. The most common types of nonstandard mushroom being Mystic or Stone. Bigger colonies have access to more options and ussually a few more mushroom types. Many of them also having varieties of enhancment not listed here. It should also be noted that mushroom type, chemical enhancement and enchantments can all stack. This makes colonies that have developed both science and magic potentially incredibly dangerous, especially as they are often among the largest of colonies.

As an example here is a heavily modified Mushree heavy armor from a Magic and Science colony:

Stone Shroom Heavy Armor
MDC: 84
-15% prowl/climb
Abilities: Flight spd 44, +12 PS, Mystic bolts 2d6 MD kinetic damage at 20 ft, See the Invisible, Resist fire/cold/electricity, filter

Not bad for a 9 inch tall mushroom, it should be noted that this armor requires 10 different items from the above list and is optimized for MDC and damage resistance. It would also take several Mushree scientists and magic users to complete. Each feature must be added immediately to the armor due to the Mushree's natural magic being the basis of the creation process breaks are not allowed and each Mushree can add only a single effect, and all Mushree must have at least enough PPE to create the base MDC of the armor. This means that a Heavy armor requires every Mushree working on it to have at least 60 PPE or their magic is "Pushed out" by the armor during creation. This PPE is expended during the process, severely limiting the production capacity of such armor for smaller colonies even if they have the knowledge to do so. The Stone Shroom Heavy Armor requires 11 Mushree of 60 PPE or higher to expend 60 PPE each in its creation process this requires an exceptional Mushree or a magic user to fill every spot and likely puts a large dent in their PPE supply. And in many cases it is simply far easier to produce numerous medium or light suits from normal mushrooms, only in the largest colonies will such an armor be common place.

More to come.....


Mushree Sub Species

Yakee Mushree
Spoiler:
Yakee Mushree
An uncommon and very dangerous mushroom the Yakee are actually considered delicacies on their homeworld by many predators. The reason for this gap in understanding? The Yakees highly poisonous nature is completely harmless to fungal based lifeforms! To all other forms of life however the Yakee is a terrifying poison that even effects MD beings.
Appearance: Yakee have bright blue or red caps with large black spots and tend to have a slimmer stem
Disposition: Most Yakee are either timid and shy or have developed a cruel streak in response to always being hunted. No matter what class they take they tend to either an extreme in stealth and utility or the most vicious and brutal of methods. In about 50% of Yakee this actually develops into an insanity either a phobia of being seen or a need to inflict harm upon other life forms.
Physical Attributes:
IQ: 3D6
ME: 3D6
MA: 3D6
PS: 1D6
PP: 2D6
PB: 3D6
PE: 2D6
SPD: 2D6
PPE: 1D6x10
MDC: PEx2+1D6 per level
Natural Abilities: Regen 1D6 MD per minute, Camoflage as Mushroom 86%,
Poisonous flesh- any creature that consumes the flesh of a Yakee must roll a save vs lethal poison or be paralyzed as well as taking 3d6 MD for one round per two points of the Yakees PE, if they pass the save they mearly take 3D6 MD and convulse for one round. This poison is ineffective vs fungal enemies
Available OCCs: Any magic, man at arms or scholar/adventurer as long as there are no bionic or major body modification, the Yakee prefer classes with stealth or heavily damaging abilities
RCC Skills:
Identify Mushroom 86%
Mushroom Crafting 57%
Skills of Note:
Mushroom Crafting- This is a unique ability of the Mushree allowing them to produce fully functioning magical items and equipment from common mushrooms. Yakee may craft weapons possessing their personal poison this however expends 1 MDC from them per 2 PE of the Yakee this cannot be healed until the day after and reduces their physical stats by half during this time.

Reendan Mushree
Spoiler:
Reendan Mushree
One of the more common forms of Mushree the Reendan are sturdy mushrooms with incredible physiques for a Mushree, though many consider them slightly slow minded.
Appearance: Reendan are large stout mushrooms, more barrel shaped than most Mushree. The Reendan are often red capped but they can run a whole range of cap colors.
Disposition: Reendan are often cheerful happy beings who will happily perform most tasks with dedication. They are also brave and determined warriors willing to sacrifice themselves for the good of others.
Physical Attributes:
IQ: 2D6
ME: 3D6
MA: 3D6
PS: 2D6
PP: 2D6
PB: 3D6
PE: 3D6
SPD: 2D6
PPE: 1D6x10
MDC: PEx2+1D6 per level
Natural Abilities: Regen 2D6 MD per minute, Camoflage as Mushroom 86%,
Available OCCs: Any magic, man at arms or scholar/adventurer as long as there are no bionic or major body modification. The Reendan are a tough and sturdy race with a preference for Man at Arms classes though there are plenty of them with other occupations.
RCC Skills:
Identify Mushroom 86%
Mushroom Crafting 57%
Skills of Note:
Mushroom Crafting- This is a unique ability of the Mushree allowing them to produce fully functioning magical items and equipment from common mushrooms.

Greecap Mushree
Spoiler:
Greecap Mushree
Greecap are generally mystics and magic users, have a powerful connection to magic and ley lines. Even in a primarily scientific society they are often mystics or working on projects related to magic.
Appearance: Greecaps tend to have green, blue or yellow caps that luminess in the dark. The higher their PPE the brighter they glow, when near full they emit enough light to gently illuminate a 3 foot area around them. As the cast more spells this circle of illumination shrinks until they "go dark". This illumination is as much magical as real light and will not be hidden by magic effect or most coverings.
Disposition: Greecaps have a wide variety of dispositions but many are dedicated to their specific magical arts, farming or mysteries of the universe. They tend to be somewhat more philosphical than other mushree, but in an active way seeking the answers to their questions about life and magic at time with a ferocity as great as any warrior.
Physical Attributes:
IQ: 3D6
ME: 3D6
MA: 3D6
PS: 1D6
PP: 2D6
PB: 3D6
PE: 2D6
SPD: 2D6
PPE: 1D6x10+30
MDC: PEx3+1D6 per level
Natural Abilities: Regen 1D6 MD per minute, Camoflage as Mushroom 86%, All Greecaps are incapable of stealth unless they expend enough PPE to go dark or have at least half an inch of material between them and any viewer, anything less than this is penetrated by the magical light them emit. Greecaps also have a natural ability to cultivate plants their caps providing both magic and light to any nearby plants or fungi doubling grow speed.
Available OCCs: Any magic, man at arms or scholar/adventurer as long as there are no bionic or major body modification. Over 60% of all Greecaps are magic users of some variety
RCC Skills:
Identify Mushroom 86%
Mushroom Crafting 57%
Skills of Note:
Mushroom Crafting- This is a unique ability of the Mushree allowing them to produce fully functioning magical items and equipment from common mushrooms.


Zazee Mushree
Spoiler:
Zazee Mushree are healers and caretakers. Incredibly empathic they live to heal and nurture life.

Appearance: The Zazee are one of the smallest and most fragile of Mushree, their caps are ussually whites or blues and form a lace like lattice rather than a solid cap. They are also amongst the slenderest Mushree appearing dainty and as if even a slight breeze may topple them breaking them apart.

Disposition: Most Zazee are calm and composed, even when fired up or enraged they rarely show it. It is a rare and difficult feat to actually enrage a Zazee, only the wanton destruction and reveling in needless cruelty has been know to enrage these creature for sure. It is also known that though the rage of a Zazee is rare enough to be almost a myth their wrath is the work of legends. Once a Zazee has decided you are no longer fit for the gift of life no methods are too terrible, no deed too vile to ensure that you no longer bear that gift as long as it doesn't harm life besides that which they seek to eliminate.

Physical Attributes:
IQ: 3D6
ME: 3D6
MA: 4D6
PS: 1D6
PP: 2D6
PB: 3D6
PE: 1D6
SPD: 2D6
PPE: 1D6x10
MDC: PEx2+1D6 per level
Natural Abilities: Regen 1D6 MD per minute, Camoflage as Mushroom 86%, Healing Touch- heal 1d6 damage on touch (this may be used any number of times a day but only once on a being in 24 hours), Soothing Touch- allows a saving throw vs negative mental states to calm down (long term use may aid in curing insanities) soothing touch may also calm animals or other life forms (in this case roll 16 or higher to save), Empathy- the Zazee can feel the emotions of any beings within MA feet of them
Available OCCs: Any magic, man at arms or scholar/adventurer as long as there are no bionic or major body modification. Most Zazee are some form of healer or doctor, many of those that are not one of these jobs have Mushroom Herbalist or Mushroom Tender jobs.
RCC Skills:
Identify Mushroom 86%
Mushroom Crafting 57%
Skills of Note:
Mushroom Crafting- This is a unique ability of the Mushree allowing them to produce fully functioning magical items and equipment from common mushrooms.

Note: Some Zazee have difficulties handling others emotions, due to the Soothing Touch racial power actual insanities are rare, but in stressful situations, while away from fellow Zazee to sooth them, or in large mixed communities many Zazee turn to artificial calmers, mushroom teas, smoking pipes and other "recreational" items may be used to help them handle their empathy.


New OOCS!

Fungal Apothecary
Spoiler:
Fungal Apothecary (Magic Mycologist?)
This OCC is primarily used by the Mushree people and they are amongst the only ones who can bring out this classes full potential. However even for non-Mushree races this class still has powerful applications.

Fungal Apothercaries delve into the world of fungi learning ways to turn them into medicines and even magical items. They spend many years to learn the magic and skills to produce these various products, to cultivate and crossbreed fungi, and to imbue, locate and handle magical fungi. The final step of apprenticship involves consuming a specially prepared fungal concotion that permanently modifies the apothecary in a magical transformation.

Fungal Apothecary O.C.C. Powers
1. Immunity- Total immunity to Fungal Poison and Parasites, for the cost of 1 PPE a minute the Apothecary may handle otherwise dangerous fungi without triggering a response, this may be used against any fungi of animal intelligence or lower.
2. Bonuses- A bonus of +2 to PE, +2 to save vs Horror Factor, Magic and Poison
3. Improved P.P.E.- +1d6x10+ PE attribute to the characters PPE
4. MDC Transformation- Non-MDC beings who become Fungal Apothecaries gain a MDC of PEx2 and improve by 1d6 MDC per level after the first. MDC beings mearly gain a one time bonus of 1d6 to MDC.
5. Detect and Locate Fungi- The Fungal Apothecary can accurately detect the prescence of fungi within 300 feet, he may also determine whether the fungi is magical and has a 56% +4% chance per level of determining the exact type of fungi and its effects in Fungal Magic from the "Feel" of the fungi.
6. Accerlerate Growth- The Apothecary may accelerate the growth of fungi and alter its growth to suit their needs, allowing them to grow the fungi in specific shapes. The Apothecary may grow either 3D4 stalks of a mushroom or feet of a mold like fungi, or may grow a single one up to man sized in one use. Multiple uses beyond this double the previous amount. 30 P.P.E. per use
7. Shape Fungi- The Apothecary can shape or mold any fungi into a desired form through magic and force of will. This can only affect a 5 ft cubic area per level. 40 P.P.E. per 20 minutes of use. This works only on non-sentient fungi and any action that would harm or kill the fungi being shaped is reflected onto the user of this power in equivelant measure (if the action would kill a mushroom with 1 hp the user of this power would take 1 MDC)
8. Diagnose Fungi- The Apothecary can identify problem with a fungus with 86% accuracy (+2% per level up to 98%). This is as much a magical sense as it is knowledge. They know exactly what must be done to treat the problem, though means to do so may be lacking.
9. Fungal Magic and Compounding- The Fungal Apothecary can compound medicine capable of healing and treating most common ailments from various fungi, they also possess a magic all their related to varieties of fungi and their effects when treated properly with magic. This is treated as a skill that for the Apothecary starts at 40/65% and gains +3% per level. The first number is to diagnose the second to treat.

Fungal Apothecary O.C.C.
Attribute Requirement: I.Q. and P.E. must be 10 or higher
Alignment: Any
O.C.C. Skills
Fungal Apothecary (see above)
First Aid +15%
Preserve Food +25%
Biology +15%
Chemistry +20%
Basic Math +20%
Languages Mushree and one of choice at 98% another of choice at +20%
Literacy in one of choice at +20%
WP 2 of choice
HtH Basic (May be increased to Expert at cost of 1 Other skill)

O.C.C. Related Skills
The Mushroom Apothecary may select 4 Other skills. Plus 2 at levels three, six, nine, twelve, and fifteen.
Communication: Any
Domestic: Any (+5%)
Electrical: None
Mechanical: None
Medical: Any (+15%)
Military: None
Physical: Any (Excluding Acrobatics, Gymnastics, Boxing and Wrestling)
Pilot: Any (Excluding Power Armor, Robots, or Spacecraft)
Pilot Related: None
Rogue: Any
Science: Any (+10%)
Technical: Any (+15%)
WP: Any
Wilderness: Any (+15%)

Secondary Skills:
The Mushroom Apothecary may select 4 secondary skills from those listed

Equipment:
Undetermined!
Probably Fungal Magic Items, a vehicle, 2 weapons and clothes.


Last edited by Nightmartree on Sun Mar 04, 2018 5:43 pm, edited 13 times in total.

          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 8:33 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
Just for taalisman, tiny mushroom people with supernatural strength

Alien Race: Mushree


The Splugorth harvest and trip balls on these suckers, don't they?

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 9:37 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Nightmartree wrote:
Just for taalisman, tiny mushroom people with supernatural strength

Alien Race: Mushree


The Splugorth harvest and trip balls on these suckers, don't they?


......ummmm I had not considered it....but considering that they are based on all varieties of mushroom....

yes


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 9:52 pm
  

User avatar
Priest

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

......ummmm I had not considered it....but considering that they are based on all varieties of mushroom....

yes


They might be the only aborginals pressganged into wage-slavery who don't complain that their bosses 'keep us in the dark and feed us $#!+"..or would their work-hell be 'They keep us out in the broad daylight and toss us raw meat'?

Sorry, it's bringing up my fungi jokes.... ;)

Actually, if you really want to do hardcore fungi material, some of their magic weapons could be spore-throwers with effects equivalent to Elemental Warlock (Air) poisonous atmosphere spells or the aforementioned hallucinogenic effects.
Might want to consider a species-specific magic class that specializes in fungi-based magic. Or maybe a mage/warrior-class that deliberately makes themselves poisonous(can breath out deadly spores, their flesh is deadly to eat or even touch, and they can regenerate by touching a wounded enemy and absorbing hit points/vitality via a process of necrotic decay).

Fungi predators on their homeworld? Hmmmm....slimemolds? Maybe versions of the Yboor from Rifts Thundercloud Galaxy?

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 11:03 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Sorry, it's bringing up my fungi jokes.... ;)

Actually, if you really want to do hardcore fungi material, some of their magic weapons could be spore-throwers with effects equivalent to Elemental Warlock (Air) poisonous atmosphere spells or the aforementioned hallucinogenic effects.
Might want to consider a species-specific magic class that specializes in fungi-based magic. Or maybe a mage/warrior-class that deliberately makes themselves poisonous(can breath out deadly spores, their flesh is deadly to eat or even touch, and they can regenerate by touching a wounded enemy and absorbing hit points/vitality via a process of necrotic decay).

Fungi predators on their homeworld? Hmmmm....slimemolds? Maybe versions of the Yboor from Rifts Thundercloud Galaxy?


Such Fungi jokes it hurts to laugh... :roll: :lol:

And i've considered those, especially the magic class being one that specializes in growing/creating magic fungi items and fungal effects. Also a Fungi Scientist, and i actually figured that the poisonous/healing thing would be subspecies (like how we have half a dozen faeries). Though i could see a mystic warrior type developing the ability to generate it himself, or maybe the science side "genetically grafted" different varieties of powers onto them...the science and mystic sides aren't supposed to be in opposition, just two sides of them that developed in different areas.

I might have to make some predators...they are an interesting little race now


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 11:31 pm
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1792
Location: West Central region of Indiana
Mushroom people

https://michaeljaecks.deviantart.com/ar ... -281608344

https://www.google.com/search?safe=off& ... =974&dpr=1

_________________
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:


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 11:39 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Well, for me the classic 'mushroom people' were the coolie-hat faeries from Fantastia

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 02, 2018 11:51 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Well, for me the classic 'mushroom people' were the coolie-hat faeries from Fantastia


always! why do you think I like little mushroom people and consider them cute not super horribly creepy? and we have 2 new subspecies up

Edit: 3 now

Edit2: And now a bit more of the Mushree and their equipment has been added, mostly armor and a bit of a look at how their magic interacts in groups during crafting


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Mar 03, 2018 8:37 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
taalismn wrote:
Well, for me the classic 'mushroom people' were the coolie-hat faeries from Fantastia


always! why do you think I like little mushroom people and consider them cute not super horribly creepy? and we have 2 new subspecies up

Edit: 3 now

Edit2: And now a bit more of the Mushree and their equipment has been added, mostly armor and a bit of a look at how their magic interacts in groups during crafting



Seriously liking it...better than 'Island of the Mushroom Men'(Japanese horror movie).

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Mar 03, 2018 9:17 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
4th Mushree subspecies up, this time a group of empathic healers, I have one more group of mushree planed, an evil twisted subspecies. But hopefully i'll have some racial OCCs done first.

Two OCCs confirmed
-Mushroom Herbalist
-Mushroom Tender

not feeling too well so i'll pick them up later


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Mar 03, 2018 9:45 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
4th Mushree subspecies up, this time a group of empathic healers, I have one more group of mushree planed, an evil twisted subspecies. But hopefully i'll have some racial OCCs done first.

Two OCCs confirmed
-Mushroom Herbalist
-Mushroom Tender

not feeling too well so i'll pick them up later



Better health to you, then, and a swift recovery.

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Mar 04, 2018 5:41 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
Mushroom Herbalist has been replaced by the Fungi Apothecary! and my first ever attempt at an occ has been added onto the Mushree Race, though don't let that stop you as ANY race may join in the mushroomy fun with this occ. The Fungal Magic has yet to be fully designed but is inspired by the Herbalist from England. If anyone spots any issues with the Fungal Apothecary please let me know. Or if you have any ideas or add ons for the Mushree peoples! or Fungal Magic!...man I got excited writing that...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Mar 04, 2018 9:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
or Fungal Magic!...man I got excited writing that...


Because 'Fungi' is such a fun word. :P

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Mar 04, 2018 9:48 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Nightmartree wrote:
or Fungal Magic!...man I got excited writing that...


Because 'Fungi' is such a fun word. :P


somehow I really don't think it is, I can see this class giving people nightmare flashbacks, also I think I'm having my mind and soul devoured by these guys. I completed the OCC and promptly took a nap cause I wasn't feeling well. Hoping dinner perks me up so I can write up some Fungal Magic, already got a list of things for them to create, despite being based on Herbalist magic it seems to be going much more in a "implacements and equipment" direction as opposed to consumables and wands/staves. Not saying it doesn't have consumables, but mines, one use spears, and the screams of "Must take more shrooms!" adds a totally different flavor to this class...

Why yes officer, that is a bag of glowing blue mushrooms with enough P.P.E. to summon a army of D-bees!...i'm gonna go write these up now

*facepalm* fungi indeed taalisman, fungi indeed *walks away shaking his head at puns*


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 05, 2018 12:01 am
  

User avatar
Priest

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

“Stand back! This evil can only be defeated by one who is pure of heart and purpose! Fortunately, I am here!”

“You claim to be the Blessed, but of whom, and for what purpose? All we do is want to know. Don’t you want to tell us? Don’t you want to know? I mean, REALLY know...not the self-serving doctrine promoted by your elders....where do your powers REALLY come from? I’m afraid that you aren’t cooperative with our simple inquiries, we’re going to have to cut back your food allowance again, and your sleep, until you are in a more cooperative state. Wouldn’t you like regular meals and sleep? All you have to do is help satisfy our curiousity.”
---Brotherhood of the One interrogator, to a Cheral prisoner.

The Cheral are human-sept offshoots who, until about six hundred years ago, were effectively identical to mainstream humans, and inhabited the pastoral planet of Hablis III(sometimes called ‘Heaven’s Acre’ by the resident population of Church of True Humanity who settled there). Life on Hablis III was of little distinction from any other mainstream Human colony world, save for a strong minority of conservative religionists belonging to the Church of True Humanity. The CoTH held that Humanity was indeed made in the Image of the Creator, and that Humans held a special place in the grand scheme of the things. Locally, this led to some isolated prejudice or at least haughty condescension towards nonHumans, and a tendency by offworld nonHumans to avoid trading with known CoTH members. Whether or not the CoTH MEANT this attitude of theirs to help promote Hablis III’s isolation from mainstream galactic trade, is unknown, but that’s how it worked out, and Hablis remained a sleepy backwater agriworld for quite some time.
Then a horrid plague swept through the human population on Hablis. Millions died horribly of convulsions, rampant tumor growth, and terminal organ mutations. Nobody knew from where the plague originated, and nobody could find a remedy for it before it reaped a ghastly toll of life. The planet was quarantined and space travel locked down while authorities sought in vain for a cure to the contagious malady devastating the people.
Only about a quarter of the original population was left alive by the time the plague burned itself out, but those the plague didn’t kill, it forever changed, mutating them. The form of the mutation was consistant; increased good health and vigor, enhanced good looks and physical performance, and giant fully functional flight-capable avian wings sprouting from survivors’ backs. Even more startling was the fact that these survivors began manifesting a variety of paranormal abilities, such as psionics, flight, superhuman strength, and other abilities.
The surviving Church of True Humanity have seized on the transformation as evidence that the survivors were spared by divine intervention, transforming the worthy into the physical form of angelic beings. While not all Cheral subscribe to this notion, or to the particular divine intervention promulgated by the CoTH, many feel that they have indeed been spared for better things, and that their transformation into physically more advanced beings is to serve some greater purpose.
This has led, once the Cheral finished rebuilding on their devastated planet and the quarantine lifted, to many Cheral leaving Hablis III to venture out into the Three Galaxies(and beyond) to seek that purpose. Cheral typically seek positions as spokesmen and -women of great causes, heroes, and advocates. Several, for example, have stepped up to openly and very publicly support the Denlech in the Thundercloud Galaxy.
Curiously, when the plague responsible burned itself out, the pathogen causing it disappeared virtually overnight. Aside from a few medical scans of the mysterious illness, little hard evidence remains of its mechanism. Certainly, no cultures remain, and not even dead cells of the pathogen have survived to be preserved. The disease organism just broke down into constituent DNA fragments. This has led to speculation of a ‘hive’ virus that somehow communicated with other infection sites, reached a critical mass, then ‘suicided’. The CoTH, however, see the hand of divinity in it all.
The Cheral have since spread throughout their sector of space, spreading the word of the great miracle and of their championship of grand purposes and good fights. They have become involved in crusades and revolutions and other great heroic undertakings, not always successfully, but almost always prominently.
The horrible truth is that the Cheral are NOT the beneficiaries of some divine blessing; the Ascension was the work of several GeneSplicers experimenting with transform virus tools. Rather than create monsters, the GeneSplicers were curious to see what would happen if they created arguable ‘beauty’ with the dubious mental flexibility of appearance-obsessed dogmatists. The GeneSplicers have been quietly watching the fallout from their experiment, curious to see what will happen with such ‘gifts’ as the viral mutation has inflicted(some of the GeneSplicers involved contend that biology dictates a species’ cultural destiny, while others contend that cultural influences can remain independent of biological change). While many Cheral have indeed gone on to perform great deeds in the name of great causes, believing in their hearts that they were chosen for just such a purpose, many other Cheral have fallen to corruption, or been misled by their own arrogance and ignorance into crime, slavery, and premature death. Still others have promoted their cause TOO well, and many fanatical Cosmic Forge seekers have captured and tortured Cheral(their incredible regenerative abilities proving to be a curse under such circumstances), believing that they may hold some connection to the elusive Forge. The loss of so many would-be heroes, however, hasn’t stopped the Cheral from continuing to recruit, train, and flock out into the universe to seek their place in the sun.

Alignments: Any, but most(70%) are Good or Unprincipled
Lifespan: 300 years, but many die young due to misadventure
Size: 5-6 ft tall
Gender: Heterosexual
Physical Description/Appearance:
Resemble optimally handsome/beautiful examples of human beings with large metallic avian wings. Outside of necessary armor or uniforms, many Cheral prefer light clothing, or go completely nude, the better to exult in their divinely-gifted physiques.
Disposition/Attitudes:
Cheral tend to be supremely self-confident, arrogant, and proud. For the most part they are aggressive idealists, ready and eager to act on their principles, be it promoting their faith or defying tyranny. In general, they are tolerant of non-humans, but harbor the deep-sited belief that it is Humans that have a special place in the grand scheme of things as movers, shakers, educators, and protectors in the cosmsos. That having been said, when Cheral become disillusioned, dispirited, or corrupted, they tend to fall hard. Evil Cheral become true pieces of nastiness, while a broken Cheral can become hopelessly mired in self-pity and despair.
Physical Attributes:
IQ: 3d6
ME: 3d6+4
MA: 2d6+10
PS: 4d6 (and considered to be Superhuman)
PP: 4d6
PB: 5d6
PE: 4d6+20
SPD: 3d6+12
(ISP): M.E. +6d6, +(1d8+1) per level of experience
(PPE): 4d6
Hit Points:---
SDC:---
MDC: 2d6x10 +P.E, +2d6 per level of experience
Horror Factor: ----
Natural Abilities:
*Winged Flight---Flying speed of 150 MPH, maximum altitude of 15,000 ft.
*Megadamage Beings
*Impervious to normal extremes of heat and cold(magic heat and cold do HALF damage).
*Regenerate 2d6 points of damage per minute. Can regrow lost limbs in 1d4x10+6 days. Impervious to disease and poison. However, if starved, these abilities degrade.
*+4 save versus Posession/Horror Factor
*+2 save versus Magic
Psionics:(Major)
Cheral can select 10 psionic abilities from any of the Minor categories, or six from one and ONE Super psionic power.
Magic: None; the Cheral have lost the ability to perform any sort of magic(actually, their upbringing inculcates a disdain for it). The Cheral have no problems using magic items and the products of technowizardry, but would not practice magic themselves.
Cybernetics/Bionics: None; such trinkets are disdained in favor of their Divine-given powers.
Available OCCs: Any, but the Cheral tend to disdain highly technical professions or ‘grubby’ careers(like engineering) in favor of high-profile, high-exposure careers with a good chance of adventure. Palladins, planetary scouts, itinerant preachers, lawmen, and the like are prefered.
RCC Skills:
Hand to Hand: Basic(can be upgraded through ‘other’ skills)
Skills of Note:
Cheral who take up adventuring tend to favor taking a W.P. or two in an Ancient Weapon, typically Swords or Spears
Culture:
Theocratic democracy; only those high in the CoTH, or who pass the stringent Tests of Purity, may be considered candidates for office. Since the Miracle, the CoTH has organized its government along a war footing, with a large office of defense and a large intelligence organization that serves the various champions and crusaders that have set off into the cosmos. This has led to some problems in keeping the economy going at home, as so many young people want to go offworld and adventure, that such essential services as agriculture are beginning to suffer. As it stands, the workforce consists primarily of those who have failed the tests to join the CoTH’s crusades, lack the resouces to go on their own, or have returned broken and disspirited from their adventures. There has been some talk of allowing non-Cheral immigrant workers to come to Hablis to fill the enlarging gaps in the local workforce, but this has led to some protest on the part of more conservative Cheral, who want the planet reserved exclusively for Cheral.
Technologically, the CoTh is roughly equivalent to the Golgan Republik baseline, though most of their advanced technology is acquired from offworld. Hablis III has little in the way of industrial infrastructure to support the sort of galactic crusade some of the CoTH Cheral would like to launch(the best they can do is build some shuttlecraft), and they are heavily reliant on donations to supply their spacecraft and heavy weaponry.

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 05, 2018 12:24 am
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Cheral

“Stand back! This evil can only be defeated by one who is pure of heart and purpose! Fortunately, I am here!”


Bioengineered angels? Check
Superiority complex? Check
A sudden urge to conquer the earth with angelic legions? Not yet, but it has been added to the ideas board


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 05, 2018 8:37 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Yep, plus when you realize that most elder species in the Megaverse regard Humans as vermin, yeah, the Cheral are headed for a Big Hard Reality Check.
Especially considering that they really don't stack up that well against even gargoyles.
Now if I'd used SUPERPOWERS rather than existing GeneSplicer enhancements...
Now, what if a SECOND plague hit the Cheral, and the survivors, I dunno, acquired supersonic flying, karmic abilities, and such-like, how would it affect their society, especially if the pathogen was particularly brutal and took no notice of piety(or, conversely, wiped out those thought to be conspiciously pious).

And what f it -wasn't- the GeneSplicers this time around?

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 05, 2018 10:55 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
And what f it -wasn't- the GeneSplicers this time around?


*Whistles innocently*

Now who could possibly do a thing like that? :twisted: :twisted: :twisted: :twisted: Lets build them :twisted: :twisted: :twisted: :twisted:

The Emperors
Spoiler:
Alien Race: The Emperors (real name: Gorzwen)
Alignments: 55% Aberant 35% Miscreant 10% Diabolic
Lifespan: About 9,000 years per body
Size: 7-9 feet tall
Physical Description/Appearance: The Emperors are a powerfully built race, none of them less that an example of peak physical perfection. Every Gene and portion of their body has been modified to the pinnacle. They appear entirely human except for their extreme height and total lack of body hair.
Disposition/Attitudes: The Emperors are EXTREMELY arrogant as one might expect from a race that gave up their true name to use the title of ruler in every language that they encounter. In fact the names of different Emperors are only different because they use the word emperor from a different language! The Emperors dedicated themselves entirely to genetic modification and exploring the depths of their genome early in their development. Wars were waged over what genes were better to use or should be removed from their species. In the end only one faction remained and declared themselves rulers of all based upon the perfection of their genetics. They genetically engineered and grew many "lesser" races to serve them. Millenia of being served and dedicated to their own development has left them entirely focused on themselves or their personal goals, if not for the racial belief in themselves as noble rulers there would not be nearly as many aberant Emperors. But any Emperor only acknowledges other equals, namely major powers and rulers of nations, all others are less, and even these other beings are only close to the level of the "true" Emperors.
Physical Attributes:
IQ: 24+1D6
ME: 20+1D6
MA: 18+1D6
PS: 40 (Supernatural)
PP: 30
PB: 30
PE: 40
SPD: 160
PPE: 3D6
MDC: 520
Natural Abilities: +5 vs poisons. 25% duration of all poisons. Regen 4D6 MDC a melee. 1/2 damage from kinetic,energy,fire,cold and lightning attacks. Infrared, ultraviolet, nightvision, and thermal sight at any distance from 6 miles to the microscopic. Heightend sense of Taste, Smell, Touch and Recall (same as powers from Heroes Unlimted and Powers Unlimited), Auto Dodge +6, +6 initiave,
RCC Skills:
Due to the long lifespan of any surviving Emperor and their near perfect recall and physique they can be considered as having a 98% in all skills that they have used before. The few categories they are likely to be lacking in are Domestic, Rogue, Wilderness and Espionage. Though the skills an ancient Emperor may pick up in his lifespan may surprise you, as well as the occasional one they may lack. (many lack languages of "lesser" races, arts or other jobs they have left entirely to servants)
Skills of Note:
Genetic Modification 200%
Cloning Sciences 200%
Culture:
Each Emperor is an independant ruler of a vast legion of engineered beings and absorbed lesser races with themselves at the head. The empire may range from a benelovent utopia to a dark soul crushing engine steered by the Emperors desires, but such is the right of an Emperor. Nearly all empires are technologically based due to the non-magical nature of the Emperors, even with training over millenia the Emperor will never gain more than PEx2 in PPE though they may draw far more from their legions. Apparently sometime in the past some vital gene that related to magic was lost, crippling this one aspect of the Emperors and rendering them incapable of becoming Magic Users or Gods. Though they may cast spells they have learned it is only through the PPE of their followers in ceremony. This is a source of consteration to many emperors and they continue to this day to seek to "perfect" their genes and gain access to magic. This lack of magic has led many of the Emperors to avoid its use amongst their servants or keep them at a distance, partially due to the danger of magic they do not understand, and partially to avoid a constant reminder of their "imperfection". Even without this power the empires of the Emperors are incredibly powerful, easily a match for the top 10% of beings in the universe, with the emperors keeping several more powerful items back for their personal use.
Note: Any Emperor who approaches the end of their life span or who is slain is simply replaced with an identical genetic clone. The mental stats flucuate a bit between Emperors but physically each and every one is equal. They grow taller slowly as they age and reach 9'11 inches in the last hundred years of their 9000 year life cycle.


They aren't fully fleshed out, none of their bonuses for high stats or certain powers are listed. Plus none of their technology, but these guys are more plot device than playable race right now. That said the REAL playable races would be one of the thousands of genetically modified servant races, including the "Ministers" created to be a step below the Emperors and run their nations. They would have actual skill lists too!


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 06, 2018 6:10 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Beware of people who assume some 'forceful' title to describe themselves; The Chosen, The Annointed, the Overseers, the Dominators...
No organization or people call themselves The Life of the Party, The Bashful Painfully Modest Super-Race, or the Helpful Friendly Best Buddies From Outer Space.

Okay, well, maybe the Space Quakers do, but who's heard of them? Really?

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 06, 2018 7:05 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
No organization or people call themselves The Life of the Party, The Bashful Painfully Modest Super-Race, or the Helpful Friendly Best Buddies From Outer Space.


For some reason when I try to imagine these.......i'm more afraid now than I was of alien races seeking to dominate and control us

just think of what they could do trying to HELP us instead of harm us...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 06, 2018 7:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nightmartree wrote:
taalismn wrote:
No organization or people call themselves The Life of the Party, The Bashful Painfully Modest Super-Race, or the Helpful Friendly Best Buddies From Outer Space.


For some reason when I try to imagine these.......i'm more afraid now than I was of alien races seeking to dominate and control us

just think of what they could do trying to HELP us instead of harm us...



<<"Okay, what just happened?! I just read the speech about public service and that our role here was to serve Mankind, as part of our diplomatic mission, and I got no further before they started yelling, screaming, and shooting at us! Did I get the translation wrong or something?!">>

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 06, 2018 8:11 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
<<"Okay, what just happened?! I just read the speech about public service and that our role here was to serve Mankind, as part of our diplomatic mission, and I got no further before they started yelling, screaming, and shooting at us! Did I get the translation wrong or something?!">>


i'm thinking of one thing tinker gnomes, sometimes help isn't help

now if you made those intelligent space lobsters instead...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 07, 2018 10:45 pm
  

User avatar
Priest

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

now if you made those intelligent space lobsters instead...


"This 'butter sauce', it's some sort of celebratory drink shared with strangers, yes?"

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 07, 2018 10:55 pm
  

Adventurer

Joined: Wed Aug 16, 2017 12:49 am
Posts: 499
Location: Garden of Dreams
Comment: I don't know what i'm doing, that's for realities GM to figure out
taalismn wrote:
Nightmartree wrote:
[

now if you made those intelligent space lobsters instead...


"This 'butter sauce', it's some sort of celebratory drink shared with strangers, yes?"


I was thinking major MDC beings with no sense of pain and a massive amount of regen that allows them to regrow lost body parts in melees and recover a pretty hefty amount of MDC per minute..."Dangerous experiment?Why its not dangerous at all!" *Proceeds to be exploded across a 20 foot room loses 3 limbs and cracks his shell, is back up and moving in 20 to continue the experiments* "see I told you it was nothing!"

they don't comprehend pain, suffering exists, its not "improving and helping others!" that's suffering....They could be the nicest villians you ever meet...

Good news is that yes certain alien intelligences DO find them delicious with Blutar Sauce


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 07, 2018 11:34 pm
  

User avatar
Priest

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

they don't comprehend pain, suffering exists, its not "improving and helping others!" that's suffering....They could be the nicest villians you ever meet...


O'll have to finish up my species-culture of warrior demon-like beings. They're very polite and civilized for villains, and they prefer to 'take people out of circulation' if they can, and kill only if they must.
Of course, 'taking you out of circulation' may involve locking you in stasis and dropping you to the bottom of the sea or shooting you out into space on a cometary orbit for a century or more, but, hey, you're still alive, right?

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 28, 2018 1:19 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
Absolutely love the Trelvi Plant Mimics. I like the 'out side the box' sort of things, and a race of animate plants that not only can mimic other plants but make great spies really appealed.

Bravo on that one.

Love the little quirp about the CS too. Too funny.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 28, 2018 1:42 pm
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
Slowly reading through these for fun.

The Hemites are great.

Not that I'd want to play one. (Ugg yuck) But they make magnificent villians/foils to a space based campaign. You could get a lot of play getting onto/off world and what have you, adventuring around and not getting caught by these wackadoodles. Love it.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Mar 30, 2018 9:16 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
Slowly reading through these for fun.

The Hemites are great.

Not that I'd want to play one. (Ugg yuck) But they make magnificent villians/foils to a space based campaign. You could get a lot of play getting onto/off world and what have you, adventuring around and not getting caught by these wackadoodles. Love it.



Wow...that was how many years ago I posted those?
But I'm glad people are discovering my mind-children and having fun with them.
And I still have at least three WP files of works-in-progress to one day finish up... :bandit:

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 2:44 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
taalismn wrote:
Pepsi Jedi wrote:
Slowly reading through these for fun.

The Hemites are great.

Not that I'd want to play one. (Ugg yuck) But they make magnificent villians/foils to a space based campaign. You could get a lot of play getting onto/off world and what have you, adventuring around and not getting caught by these wackadoodles. Love it.



Wow...that was how many years ago I posted those?
But I'm glad people are discovering my mind-children and having fun with them.
And I still have at least three WP files of works-in-progress to one day finish up... :bandit:


I don't think I've ever read through them before. I'm very much enjoying them.

In the same vein, I've polished up one of my own creations and will post it up for your thoughts!

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 2:55 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
The Veyzin Empire: (Also known as the Veyzin Hegemony)
Corkscrew Galaxy: Ilta Quadrant, on the edge of the Wolfen Republic.
Veyzin Prime: Medium/Small planet. (75% the size of earth) Population: 68Billion on Veyzin Prime.
6 other worlds in near by star systems have been colonized. 2 of which have colonies with over a billion Veyzin, the remaining 4 having smaller colonies with millions or less.
High Gravity Planet: Due to very dense core.
Planetary Magic Level: Void. I.E. –None-. Mystics are stunned for 1d4 melees upon entering the area around the planet. PPE regained 1/10th. Supernatural beings/creatures. feel torpor, -2, Strike, Parry, Dodge, and Initiative. Magic weapons, spells, technowizardry etc= ½ range, damage, duration.
Dominant Environmental Features:
Ground Terrain: The planet’s terrain is much like Earth. Some deserts, large bands of temperate forests, a rain-forest band, and arctic at the poles. Mountains, plains, lakes, etc
Note: Veyzin Prime’s flora are largely purple, not green. So a tree might have a dark purple trunk and deep purple leaves, grass might appear very much like earth grass but be a lavender hue, etc. The lakes and seas are bright lime green.
Atmospheric Conditions: Moderately extreme seasonal: Hot Summers (up to 110F), Frigid Winters (Down to -50F), coupled with Smog/Air Pollution over the Sprawls.
Technological Level: Star Age: Frequent trips to neighboring star systems and looks for greater advancement. Basic understanding of warp and gateway systems.
Architecture Appearance Table: High Tech and Megalithic Retro-techno. With the more affluent parts of the planet appearing gleaming ultra-high tech cityscapes, but the poor sections (Majority) appearing as Megalithic retro-techno. Huge giant apartment blocks that appear like monolithic structures in a constant dark sprawl.

Alien Race: Veyzin:
The Veyzin themselves are bipedal humanoids, standing roughly 5 feet (152cm) to 5 feet 6 inches (168cm) tall. Their race is very uniform in these height parameters. Seeing a Veyzin adult under 5’ or over 5’6” is extremely rare and something of note, interest, or even scorn.
The Veyzin possess two arms, two hands, two legs, two feet, one head, two eyes, one mouth which holds sharp triangular teeth, and two antennae. The race possesses no nose or ears.

The antennae are acute sensory organs, which allow the Veyzin to have a sense of smell and taste even though they have no noses. They can even allow a Veyzin to track by scent and sense motion around them.

These antennae are very expressive and are used in Veyzin communication to convey both subtle and not so subtle communicative hints and subtext. A curious Veyzin’s Antennae might crane forward and towards the object of interest. An angry Veyzin’s Antennae might shoot back or gesticulate wildly. They may also slick back against the skull when a Veyzin is preparing for violence. The Veyzin could carry on a conversation just using their antennae on Veyzin Prime.

Th Veyzin hands are unique in that they have between two and three fingers, and one or two thumbs per hand. Each of the Veyzins hands will ‘match’ but the numbers of fingers varies among the species. Some Xenobioligist attribute this to regional or ‘racial’ variation among the species. If in possession of a secondary thumb, it protrudes from the ‘bottom’ of the hand opposite the first.

Veyzin are a slender and sleek species with corded muscle, attributed to their high gravity home world. They move with grace and dexterity that other races find mesmerizing, most especially off of Veyzin Prime itself. The Veyzin are hairless and their skin is smooth and supple to the touch. They are an endothermic warm blooded species who produce live birth and feed their offspring from the breast, a very flavorful and nutrient rich green milk. This green milk is considered a delicacy by other species and the Veyzin have a thriving trade in it, both on world and to other worlds where it is sold as either a high energy and healthy beverage or a delicacy due to the rich flavorful taste. The green milk is often used in exotic cooking recipes that have won galactic awards and fame.

Sexual dimorphism is minimal with in the species. The females are more slender and feminine, narrow of waist, and of shapely breast (Two or four) but of equal height, and with equal levels of strength and endurance to males of the species. You can tell the males from the females at a glance but height/weight/strength levels are roughly the same. They are enormously graceful due to their high gravity homeworld and fluid of motion.

The Veyzin skin color is green, but with a wide variation. From muddy green brown on up the scale to medium green, dark pine or hunter greens, up to brighter, lime green, acid green, and almost neon green.

Their eyes are large and oval. The eye color ranges a spectrum of jewel colors. Emerald, Ruby, Sapphire, Amethyst, with Garnet and a few others a bit less common. Emerald, Ruby and Onyx being the three most common.

It’s commonly mistaken that the Veyzin had reptilian ancestors, though some Xenobiologists have noted some interesting insectoid traits (Their antennae) that may seem to indicate otherwise. As most life on Veyzin Prime possess antennae, it’s sort of hard to qualify. The Veyzin themselves are warm blooded and mammalian in that they produce life birth and feed their offspring milk.

Perhaps the most interesting trait of the Veyzin species, like many from their homeworld, possess four different genders. Two male genders (Mayzon/Metzen) and two female genders ( Fayzon/Fetzen). The males have roughly human analog sexual organs, I.E. A penis, as do the females, I.E. a vagina. The size and shape is a bit different, but same basic organs. Female Veyzin have 2 or 4 Breasts. (not three, they come in pairs)

This presents 4 member relationships/marriages as a cultural norm on Veyzin Prime and the species’ satellite planets and communities.

All 4 genders are -required- for -procreation-. The Mayzon male gender must mate with the Fayzon female gender, ‘priming’ her for conception. This act is not only physical but bio-chemical.
The Mayzon ejaculate works with the Fayzon’s body to prepare her for conception. It’s the Mayzon ejaculate that allows for the release of the Fayzon’s eggs. Only after the Fayzon female has been ‘primed’, and her eggs released may the process continue. Then the Metzen male must breed with the Fayzon female to fertilize the eggs. The fertilization can –only- occur in a primed Fayzon’s body. The Mayzon, must then mate with the Fetzen, to prime her womb to carry the young. The eggs must then be transferred to the Fetzen female gender.(Transferal of eggs occurs within the Metzen’s penis) Once the eggs are transferred, the Metzen must mate with the Fetzen as well to insure implantation of the eggs with in the Fetzen’s womb. The Fetzen will carry and gestate the young and carry them to term. The Veyzin will only grow to term with in a Fetzen’s body, and even then only after the previously described order of events. To outsiders the species seems to be more galactic standard with two sexual genders, but the Veyzin can tell a Mayzon from a Metzen and a Fetzen from a Fayzon with zero difficulty. Xenobiologists suspect it’s a scent thing or hormonal. Veyzin find it very amusing and just shake their heads when questioned on it as if the entire race is in on some sort of private joke, that other species can’t tell the 4 genders apart. How could they NOT??

All Veyzin births are quadruplets, which allows their rather convoluted breeding to be viable. Both the Fetzen and Fayzon will nurse the 4 offspring. (Green Milk) The breeding process combines the DNA of all 4 of the Veyzin parents, to produce the quadruplets. This ensures vast DNA complexity. Likewise it insures a very high population. This may be the result of high predation upon the Veyzin as a species by predators on Veyzin prime during their prehistory. Even today the animals on Veyzin prime are fierce and not to be trifled with and 100s of 1000s a year are lost to native fauna.

The complexity of procreation, doesn’t prevent males of either gender having sex with females of either gender. It’s just that you need all 4 to -procreate- successfully. If anything the requirement of 2 different male genders and 2 different female genders in every breeding unit has a higher number of homosexual oriented Veyzin. They can have homosexual relationships and such are not frowned upon, but all 4 genders are needed to procreate. To Veyzin, criticizing someone for their sexual preference would be akin to mental illness, as they need all 4, they just truly have no comprehension of such a thing.

The fact that 4 Veyzin, of the 4 genders, Mayzon, Metzen, Fayzon and Fetzen, are needed, in a specific order to have any chance of procreation, recreational sex is not frowned upon in their society. In fact it’s readily embraced. The only possible way for the Veyzin to have children requires 4 genders in a specific way, but any of the genders can have sex with any of the others, in any combination, safely. This makes accidental pregnancy practically unheard of. It’s pretty difficult to ‘accidentally’ engage in multi stage, multi partner sexual relations. They’re not a slutty or debased people, but are a bit more free sexually than some. Once they enter into a 4 person marriage, they marry for life, only replacing a member due to death.

The Veyzin never got deep into recreational or psychotropic drugs. This has a simple explanation. Due to their body chemistry and biological formation of their brains, as well as the Antennae sensory organs, and the interaction with their brains, the Veyzin do not benefit from such drugs. They just don’t ‘get high’. So there’s no point. Pain killers work but not psychotropically. You can deaden pain but the Veyzin don’t get any beneficial (Or negative) mind altering affects from drugs. Even drugs specifically targeted to their race. Their brains just don’t work that way. This may seem like a truly beneficial aspect but it can have negative results as well. Due to their biochemical and physical brain makeup, antidepressants and other mood stabilizing drugs do not work on the Veyzin either. These could help millions of the Veyzin people, but sadly they are denied, the medical use of brain/mood altering chemicals as well as recreational.
(This gives no bonus to save vs POISONS, indeed a high number of species on Veyzin are poisonous and venomous, it’s just a unique aspect of their physiology that means they don’t get high and do not benefit from such medicinal brain/mood altering drugs. Poisons affect the Veyzin just as readily as any other species. Even with more poisonous and venomous creatures, the Veyzin have no natural immunity. They learn to stay away or die. Simple as that)


VEYZIN PRIME:
Veyzin Prime is the home world of the Veyzin, and the core planet in the somewhat ambitiously named “Veyzin Empire”, more politely and commonly called the Veyzin Hegemony. Veyzin Prime itself is a medium/small world about three fourth’s the size of earth. It has roughly the same land mass to ocean ratio that earth does. 71% water to 29% land.

The oceans are very deep, and have a green hue, with a variety of sea life. The foliage on the land masses is purple, instead of green based. Purple trees and bushes and grass etc. There are still flowers of different colors, but the majority of the flora defaults to purple.

The Fauna are a bit more lively colored than earth’s animals, with fewer ‘furry’ types and more that seem to have evolved from reptiles or amphibians. Even the Mammals are less prone to be ‘furry’ and instead have smoother skins, while being endothermic and producing live young. Greens and blues, purples, reds and oranges, bright jewel tones down to muddy sorts of colors can be found in the animals. Still, the same rough cross section of creatures can be found. From small rodent like creatures, up to cat and dog sized ones, all the way up to bears and elephant sized analogs. Many of the animals on Veyzin Prime are poisonous, more so than Earth. This has not bread any sort of poison immunity to the Veyzin themselves. They learn at an early age to not get bit/stung. Many of the fauna also possess antennae.

It should be noted that the animals on Veyzin Prime show -much- higher percentages of predators than the galactic norm. Far out numbering such analogs on other planets. (not out numbering prey) It could be the strange biological reproduction that produces more births that account for this, but xenobiologists are not yet 100% certain. They know only that Veyzin predators are dangerous and many and do not ‘only’ consume prey animals, but instead many predators exist by hunting other predators. The ‘food chain’ isn’t a direct line, but circles and loops back on itself in many cases.

Weather on Veyzin Prime does not extend to the point of “Galactic extreme” But their winters in most zones are quite vigorous (Down to -50C/-58F). The summers are hot with out being extraordinarily deadly 43C/110F), in the temperate zones. With winters being worse closer to the poles and at higher elevations, and summers worse in the equator band and desert regions. The world has an abundance of water, roughly equal to Earth, 71% water to 29% land.

While Veyzin Prime possesses the same sort of environmental distinctions that Earth does, the planet’s sentient inhabitants have spread and overpopulated their home world. Another major environmental distinction would be ‘The Sprawl’. Massive cityscapes that go on for 10s to 100s of miles, often interconnecting with one another.

The more affluent sections of the cities sport amazing high tech sorts of buildings. Possessing gleaming edifices of glass and steel, that shine in the sun. Graceful arches and high speed monorails dazzle the eye. Hover and anti grav vehicles are the primary mode of private interplanetary transportation. Subway or monorail is the major public modes of transportation. In the affluent sections of the mega cities, life seems to be almost perfect. There is little to want, and everything at your fingertips. Little to no sickness, no hunger, with an abundance of peace and order.

Sadly the affluent sections are not the majority. In fact, in the megacities, they represent only 6 to 10% of the city land mass.

The other 90%+ Are made up of the lower income bracket. These areas are known as “The Sprawl”. These sections of the cities are very different. They are cramped and stacked on top of one another 100s of stories tall. Huge monolithic like buildings of cold dark stone or poured concrete dominate. Small or no windows on the massive structures, where the over populated citizens might live 4, 8, 12 to 36 or even 40 to a unit, for 100s of stories. Each of these monolithic buildings holds 1000s to 10,000s of people with in their cold stone walls.

Due to the planets’ overpopulation and dwindling resources, many of the people living in The Sprawl, struggle to find gainful employment. This results in billions of beings on the planet being effectively unemployed, or holding menial labor jobs, in high tech factories and food processing fields. Power and water are provided via the government in The Sprawls. The planetary government makes sure to see to it’s people, food is distributed to the poor once a week, often by military force. Each Veyzin living in The Sprawl that qualifies for assistance is given 1,200 calories per day, per person. These food supplements made from a quick breeding and growing zooplankton/krill(analog)/seaweed mix. High in protein and essential nutrients. Bland, tasteless, often nearly inedible food stuffs formed in a factory, freeze dried or vacuum sealed and shipped. The food supplements are then heated in your unit’s microwave. There are a vast number of ‘flavor packets’ that can be added to the food supplements, and there is brisk trade in the Sprawls for the best tasting ones. If you eat your weekly allotment on the first day, you starve till the next distribution. The food allotments are distributed via DNA. You stick your finger in the slot at the distribution center. Your finger is pricked and blood tested, it’s cross referenced via the DNA on file and you’re given your weekly allotment of food. Once your DNA has been scanned once per standard week, you cannot get another allotment until the next cycle begins. These weekly allotments are also tied to school attendance. The Veyzin children are required to attend school until they are 16 standard years old. They are tested every day in the same way, a finger in the machine at school, a drop of blood taken and cross referenced against their file. If the student misses more than a day without a doctor’s exemption, they are fined in their next food allotment, for every day of unexcused absence.

Needless to say those without jobs and living on the government’s dollar don’t have money for private doctors. Technically there is universal health coverage but the clinics in The Sprawls are overworked and the wait to be seen by a doctor can be measured in hours at the absolute minimum to days or weeks on average. That said health care ‘overall’ is at the space fairing technological level, so when you ‘do’ get to see a doctor or have money to hire a private one, health care is often very effective. The Veyzin do have bionics, but use them as replacments for defective/missing/damaged limbs or organs. Seldom for purposeful augmentation. Very few Veyzin ‘borgs’ around, though it’s ‘possible’. Another of their unique culturial traits. Borgs just never really ‘took off’ or became popular.

The entire planet is not covered by the Sprawl. There are still mountains, forests, jungles, deserts. People still live in them as well. Just not the ‘majority’ of the population. Perhaps 75-80% of the planet’s population live in urban areas. Remember Veyzin Prime holds 68Billion people, or roughly 10 times the number on Earth, on a planet only 3/4th’s the size of Earth. 10 Times the people, in 75% of the space.

The planet of Veyzin Prime is united under a single world government, the Veyzin Empire AKA The Veyzin Hegemony, with each continent having its own president, and then smaller individual political units down to the country, state/province, and or city. The Sprawls are of course their own political entities. Leaders are elected via a Representative democratic republic. Seats are held for varying lengths of time with 6 years being more or less standard, and some seats, such as Continental President, having term limits.

The laws are more or less galactic standard for space faring people, with some specifics of note:
1: There is no slavery on Veyzin Prime. They did not have wide spread slavery during their evolution. The concept of slavery is alien to them and highly offensive. Anyone attempting slavery on Veyzin Prime would very likely get lynched in the streets. It’s considered aberrant by a vast majority of the species.
2: Weapon Ownership: There are not as many weapons laws pertaining to ownership on Veyzin Prime. The Veyzin went through a long history of duels and still maintain the tradition today. Small arms and melee weapons are allowed for anyone over the age of 16. (The year they graduate their schooling). Massive weapons, or military weapons are different but it’s quite common to see most everyone on the street sporting at least one weapon. Be it, an energy sword or energy pistol. Rifles are not generally carried during every day dealings but seeing one, wouldn’t cause Veyzin to freak out. They just give the person a bit more space.
3: Due to the prevalence of personal weaponry and the dueling practice, the Veyzin do have pretty strict laws pertaining to armed assault and or murder. A duel is one thing, there are rules, shooting someone in a store for money or property is far different.
4: Rape. Due to the unique biology of the Veyzin race, everyone born has at least two mothers and two fathers. At least one if not two sisters, and one if not two brothers. This gives them a rather unique upbringing and personal history with both genders, living in close proximity. The fact that the Veyzin are more sexually open and free about recreational sex, also contributes to their social outlook on the crime of Rape. In short Rapists are –hated-- on Veyzin Prime and all Veyzin worlds. A rapist is hated more than a murderer, and they seldom make it to trial. If someone becomes known for Rape, Death duels are often leveled fast and furiously. If the Rapist wins another Veyzin will step up to initate a duel, and so on. If the Rapist declines a Death duel (His right) He will be given a fair trial as per Veyzin law, but the accustion of rape has such INTENSELY BAD Social stigmata attached to it, that most Veyzin would instantly agree to a Death Duel to clear their name. Refusing is seen by the general populace as admittance of guilt. A rapist that makes it through trial, and is found guilty is given capital punishment. As per Veyzin law… swiftly.
False claims of rape are few and far between, as if the other person is found guilty chances are they’re dead with in a week, so giving a false claim of rape is akin to murder and will be tried as such.
5: They very much DO have the death penalty. The ever increasing over population of their planet, and the rapidly declining natural resources has put population pressure on the Veyzin. When huge portions of your population live in massive monolithic type housing projects, housing millions, imprisonment is not looked favorably upon. The death penalty is very much in use. Death by beheading being the common method of punishment in capital cases. Once one is found guilty of a capital crime, they get an automatic appeal. If they fail the appeal, the execution is carried out, -that day-. You don’t leave the court house. You’re taken to the lawn and the judge him or herself carries out the sentence. Energy swords are used for this, the traditional color for the executioner’s sword is yellow, for Justice. (anyone found in possession of a Yellow energy blade that’s not a Judge/Executioner is arrested and brought up on charges. But it’s not a capital offense).
An incomplete list of Capital Offenses: Murder, Rape, Child Molestation, Kidnapping, False Imprisonment(For more than a month), Torture, Terrorism, Crimes Against the Empire/Hegemony, Treason.

The police on Veyzin Prime act in their jurisdictions, with the Military a step up. As Veyzin Prime is united under the governmental body of the Veyzin Empire, the military is a ‘Planetary Military’. That’s not to say that there are never uprisings, or armed militants on Veyzin Prime. There are. Sometimes parts of The Sprawl will revolt and the number of rioters, weapons involved etc, it would be more than the Police can handle, and the military could be called in. Such actions are surprisingly frequent, happening two to four times a year, somewhere on the planet and often result in massive body counts, yet the over population and lack of resources make the population surprisingly calm about it. If a few 100 out of the 1000s or 10,000s of Veyzin in your housing Monolith die, fighting the military, that’s more food and space for everyone else.

That’s not to say that the Veyzin are not passionate people. They very much are, but when crime happens, they are very pragmatic about the outcome. If you riot, and the military comes, and you get blasted, well you were rioting and the military came. That’s on you.

The Veyzin’s history of Dueling goes all the way back to their medieval period, where it became standard and has carried forth even into their advanced star faring culture. Duels can be called for a number of reasons and have varying levels of intensity. Many are ‘non lethal’ at least in theory. Duels to ‘First blood’ or ‘Submission’, where in the members of the duel agree to rules before hand and the first one to draw blood wins, or the first to tap out loses. This is ‘in theory’ as the duels are usually conducted with weaponry. Not bare knuckled brawling. Their energy swords have a ‘non lethal’ setting which gives moderate burns, vs full light saber like slashes and such. These still hurt and you ‘can’ kill if you really try to, but instant one slash/stab kills are uncommon if opponents are using that option. There are also ‘dueling pistols’. Which are energy weapons with effectively the same thing. They are energy pistols but deliver lower damage blasts, meant for dueling, over -killing-. Accidents happen and if a Veyzin is in a duel the result is NOT considered murder or even Assault. (Arguments can be made for negligence, as non lethal duels are meant to be exactly that, but the case isn’t ‘easy’ and one has to show significant evidence that the death was intentional, in a non lethal duel, and not simply the result of dueling with weapons, and an accident occurring.)

Not all duels are ‘friendly’ or ‘non lethal’ though. Some are very much to serious harm and or death. There are strict rules governing such duels and they are not every day events in Veyzin life. Some Veyzin live their entire lives with out getting into a lethal duel. Even the more aggressive members of the society seldom have many. Your grievance has to be grave, and to conduct a death duel you have to involve local peacekeepers/police, to ensure the forms and rules are followed. This is significant but not unobtainable. You don’t have to fill out paper work or file for permits. You just have to find a local peacekeeper, or police officer on duty and inform him of your desire to engage in such. The duels to the death are carried out in private locations to avoid “Killing for the mob” or similar motivations. Once the officer has signed off and BOTH parties agree that the duel is to the death, the officer films a small consent video, stating his name, the name of both duelists, and their willing intent to enter into a duel to the death. All parties involved have to state clearly and for the camera their willingness to participate. If one opponent declines, the death duel is called off and the officer makes sure the parties go their separate ways to avoid further aggression, and or the one side from jumping and murdering the other. Many a death duel is canceled when it gets to this phase. Once alone with an officer in a private space, and on the line having to fully consent to a duel to the death… many a hothead has rethought the ‘offense’ or cause for the duel and decided, maybe it’s not THAT level of problem and backed down or out.

These duels are carried out with full force energy blades, or energy pistols. The only ‘negative’ aspect of such an event is that the winner is responsible for the cleaning of the area, and paying for the disposal/transfer of the body.

Non lethal duels are a much much more common occurrence and can happen for anything from common disrespect to someone stealing the parking space for your saucer. The Veyzin are not overly aggressive, psychotic, or ‘mean’. They are actually a rather fun loving people. It’s just an aspect of their culture. Instead of getting steaming mad, or passive aggressive about things, they’re often settled in ‘duels’.

There is NO Gender discrimination in Dueling and all 4 genders can and will duel with one another with absolutely zero hesitation. That’s not to say -everyone- duels all the time. Some people are non confrontational, same as any species. Some just don’t like it, or are just not very good, so they use other methods of conflict resolution.

In part due to the rich Dueling tradition on Veyzin, there is an above average population knowledge of martial arts. Unarmed, armed, and firearm training is available from a young age. Hand to hand and swordsmanship is taught in schools starting around age 8 or so. Again not every Veyzin on the planet is a master martial artist or commando but every one that has gone to school and graduated has at the very least Hand to hand Basic and A weapon preference in sword.

The Veyzin’s martial styles are very beautiful to behold. Capitalizing on speed, and agility over brute strength they are some of the more graceful and awe inspiring martial arts in the galaxies. This doesn’t mean ‘showy’ (Though some are) It just utilizes the slender sleek bodies of the Veyzin to the best of their abilities, and combines their speed, agility and strength into an amazing mix, with astounding results. Two Veyzin fighting or dueling may almost appear choreographed, except for the blood that would fly forth from very real strikes. Acrobatic spins, leaps, kicks, thrusts, rolls and flips are all worked into the style with out being extraneous or ‘showy’. Every move is for effect and none are done simply for show. A straight forward brawler would be sorely mistaken in thinking they could just wade in and use the Veyzin’s martial arts beauty against them. If they thought the flips and fluid motions were all for show, they would leave, perhaps on their back, having learned a very real lesson from this smallish species. This style carries over to their melee weaponry as well. Energy swords and other weapons become extensions of the Veyzin’s bodies and are incorporated into the same acrobatic, fluid styles.

Veyzin Prime is in one of the few PPE/Magic ‘Void’s of the Galaxy. For this reason the planet never had any native magic users during the Veyzin’s evolution and development as a people. During their early tribal days, they were a superstitious people and at the time prayed to a number of gods, but as Veyzin society grew, the gods they held in their race’s youth were rapidly out grown. With no magic users to perform ‘miracles’ or the like, they just out grew the need for religion far sooner than the galactic norm. Currently, as a people and society they don’t hold a firm religion. They comprehend such, as in their very distant past, they had such, but have just matured as a race beyond such in the current tense.

For this reason, the Veyzin look on very religious people as somewhat amusing or quaint. They can also be somewhat condescending if such comes up in conversation. Seldom is it with malicious intent, but still, the culture isn’t exactly receptive of Religion as a whole. “Overly religious” sorts (Zealots/Bible thumper types) are looked upon as wackadoodles and treated accordingly.

The total lack of Magic on Veyzin prime, left the race somewhat baffled when they encountered other races that had and used magic frequently. The Veyzin most likely attribute it to some sort of genetic ability that they don’t understand vs “Spells” or “Magic”. Each Veyzin reacts differently, but disbelief, fear, even hostility due to fear and not understanding are common. Space faring Veyzin are smart enough to know that when they witness magic a few times that it’s a ‘thing’. It’s not a matter of not ‘believing’ in it. They can see the results, they’re just quite sure it’s a trick or technology of some sort that they don’t understand. They tend to be rather distrustful of Mages. They’re seen as scammers and dangerous con artists. Needless to say the UWW and Veyzin Hegemony are not fast friends.

It should be noted that due to striking over-population on Veyzin Prime, and the species’ maturity and having never had magical aspects to their world, and having largely outgrown religion (especially organized religion) That their views on death are a bit skewed from what humans and other galactic races may have. Death is to be avoided. It’s not greedily sought or even casually disregarded, but with SOOO Many people, in a relative small space, it doesn’t hold the personal impact for many, that it might on some other worlds. If a Veyzin’s -friends- or -family- die, it’s a sad thing, but one they rapidly overcome. Veyzin seldom grieve for months and months. A few weeks, if that, is standard then life goes on. This of course can be far different if it’s one of the Veyzin’s Quad mating group, or children, but by and large death just doesn’t rattle them as deeply as some less populated species.

This aspect can be a little off putting to non Veyzin. It may be mistaken for callousness, or flippancy, but it’s really not. The Veyzin love just as deeply if not more so than some of their galactic neighbors, it’s just an aspect of their culture, and the population numbers of their species. With 68 billion people, roughly 10 times the population of Earth, on a planet only 75% of the size of Earth, there are simply LOTS and LOTS of people. So when people pass, it’s different due to that culture.

In the past Veyzin did have some prejudices that manifested in their culture. Sexism never really took off as the Veyzin are not as silly as humans, but there was at a time, some cultural bias present. The “Muddier” Greens were looked down on as being inferior to the brighter or more crisp green skinned Veyzin. Likewise, those with fewer digits were looked down on for a time, vs those with more digits. I.E. a Muddy green Veyzin might have been considered less attractive than a bright acid green Veyzin, to some. Or a Veyzin with 3 fingers and two thumbs may be perceived as more attractive than one with just two fingers and one thumb. These are old cultural ideals that have been largely dropped by the wayside in ‘modern’ Veyzin culture, but you still have hold outs (Think Racist Bigots on earth) and some of the very old Veyzin may still hold such culturally unacceptable views.

The over population of Veyzin Prime was reaching dangerous levels roughly 300 years ago. The species looked to the stars as a way to overcome this limitation. Sadly Veyzin Prime was not rich in natural resources of the kind needed to make large space vessels. They had the want, indeed the need, but not the means to produce a large space worthy fleet. So the scientists of the day set to solving the problem.

They did so in spectacular fashion. Instead of finding new planets close by to mine the materials they needed. Which would still need ships built to travel to said planets and return with the materials and resources. They would instead manipulate the Veyzin themselves who wanted to leave the planet. They came up with an experimental genetics program where the Veyzin would be given the ability to shrink down to roughly 6 inches in height. While they were at it, they realized that travel/movement while 6 inches tall could be problematic in a world sized for those 5 to 5 and a half feet tall. Thus they included small wings in the transformation.

This solved their mineral and resource problem. Instead of having to build ships 1000s of meters in length to travel between the stars, they could build smaller ships, sized for their people at 6 inches. They could now travel the stars with these much smaller ships, and once to destination, resume their full size. Being able to reduce the size of their intergalactic ships by a factor of 10, was enormously advantageous to the Veyzin. Their ship’s embrace the classic “Flying saucer” Design. Round-ish ships, with fins and engines in the back, dominate their fleet, the saucers coming in different sizes, from little one man fighter-saucers with bubble canopies, up to colony transport ships that are 100s of feet across the saucer. (Vs 1000s of feet long as they would be if built to hold full sized people). Common every day personal transport are built on this model as well. Hovor or anti grav Saucers with bubble canopies, single, dual or family versions exist.

The experiment was a glowing success, now most Veyzin undergo the procedure at a young age. The government points out that undergoing the procedure during youth, ensures the Veyzin’s ability to leave the planet, should they join the military or a colony ship later in life. Many detractors or malcontents also point out that once the entire population possesses the ability to reduce their size by a factor of 10, that the over population of the planet will become a thing of the past. Each ‘normal’ sized apartment could be converted into 10 micro sized apartments, or if wanting to give more room, 5 micro sized apartments, of two times the relative size of the larger ones.

This is not an unfounded fear, as the housing monolith’s in the Sprawl, have already started construction of these smaller units, atop the older larger ones. The government offers incentives to inhabit one of the smaller units. Two or three times the (Relative) size, and modern (If micro) Amenities is drawing young Veyzin at a startling rate.

The genetic manipulation started about 300 years ago and recently has become common for all Veyzin. Only now though, that it’s a common everyday thing, have the governments started converting the Monoliths and public housing. It took a few 100 years for it to be fully culturally accepted and integrated across the planet. The ‘current’ generation is the first to have 95%+ of the population undergoing the procedure, and thus viable to inhabit the micro units.

Once the Veyzin’s space program was established, there was a somewhat mad rush into the stars for the next 150 years or so. Dozens of little Veyzin saucer-ships headed away from Veyzin Prime. They didn’t travel ‘far’ Galactically speaking. Over the next 150 to 300 years the Veyzin established colonies in 3 neighboring star systems on a total of 6 planets. Some of these planets only have one or two colonies, with a few 10,000 to few 1,000,000 people each, but roughly half have full blown planetary colonies on multiple continents, numbering into the billions of Veyzin, Two notable planets, Veyzin Beta and Veyzin Delta, possess populations in the low billions, being the first two settlements once the Veyzin reached for the stars and the colonies are almost 300 years old.

These 3 star systems and 6 planets make up the Veyzin Empire/Veyzin Hegemony. In truth, “Empire” is a bit over reaching of a term, but the Veyzin like it. They’re peaceful colonists, and never ‘invade’ planets. They settle on uninhabited planets very near to their own. As Veyzin Prime (Beta, Gamma, Delta, Epsilon and Zeta) are in that strange “Null” Zone for magical energies, the planets are by and large ‘unwanted/undesirable’ by many on the galactic stage. The Veyzin could colonize another 10 or 20 uninhabited worlds in their little nitch of the Galaxy uncontested. The systems around Veyzin prime are considered “A bad neighborhood’ more or less and actively avoided by most. This suits the Veyzin just fine, as they can now travel out into the greater Galaxy if they want to interact with other species, but for the most part are left alone ‘when at home’.

The Veyzin Empire is in the Corkscrew Galaxy, CCW space right on the edge of the Wolfen Republic. The race is not one that would conquer others, just not their way. They are –not- pacifists however. If attacked they will defend themselves. If their attackers withdraw and flee, most Veyzin are content to allow them to do so. If they return to attack again they are killed without mercy. The Veyzin defend their colonies with extreme vigor as well. As they never colonize on planets where another race has already evolved or claimed, all the small worlds that the Veyzin have claimed, were done so ‘correctly’ in their views. Owned by no one before the Veyzin, and ‘theirs’ now.

The defense of Veyzin Prime and the 6 worlds of the Veyzin Empire is provided by the Veyzin Imperial Army, the Veyzin Imperial Marines and the Veyzin Imperial Navy(Space). The Army does much of the planetary military duties, the Imperial Marines serve on the Saucers as combat troops/defense, with the Imperial Navy(Space). The cream of the crop of the Imperial Armed Forces are the Imperial Commandos. These are the special forces, and space going branch of the Veyzin Imperial Armed Forces.

The Veyzin Imperial Commandos, are special in that they undergo a second genetic manipulation upon completion of their year long special forces training. This procedure is newer and not as refined as the one that allows for the size reduction and wings, that every Veyzin undergoes in youth.

The procedure for the Imperial Commandos is still experimental. Roughly 1 in 20 dies. Those that survive have their bodies undergo extreme genetic manipulation that results in energy or elemental powers. Some gain abilities like Alter Physical Structure Plasma, or APS Energy, or APS Fire, APS Light, APS Shadow. Some even gain the ability to Alter their Physical Structure to beings of the Void. Others gain the abilities to control elemental energy. Control Elemental Force: Fire, and Control Elemental Force: Atomic are a bit less common, with Magnetism, or Gravity manipulation powers being even more rare.

These Imperial Commandos are the ones that stand between the Veyzin Empire and those that would come forth with hostile intent. They defend the small Veyzin space vessels, from their 100M long colony ships, to the smaller 3 meter long science and scout vessels. They are seen as the top of any Veyzin Military hierarchy. As such, any special missions are likely to be undertaken by the Imperial Commandos.

As they’ve grown as a space faring people they’ve come into contact with other space going races in their galactic neighborhood. Most of these interactions have been peaceful, Such as their First Contact with the Wolfen. The races get on famously, with the Veyzin looking up to the Wolfen as something to aspire towards. Both in power and galactic standing. The Wolfen look down on the little green aliens as spunky but honorable sorts with a zest for life and bravery that far exceeds their small size. The Wolfen simply love the Veyzin’s -style-. It was they, that extended membership into the CCW, that was eagerly accepted. A few of the first contacts where hostile. Roughly 100 years ago there was a bloody war with a race of avian humanoids. The war lasted nearly 20 years, and in the end, the Veyzin were victorious, but it’s instilled a somewhat lingering distrust of avian aliens. (and birds too for that matter) The Veyzin fought a defensive war but once the attackers nuked one of the Veyzin colony worlds, the Veyzin went on the offensive, pushing their attackers back through space to their own homeworld, where the Veyzin stopped shy of total destruction, and instead destroyed the race’s ability for intergalactic travel. Effectively trapping them on their homeworld for a while (Such can be rebuild and rediscovered but it’s not overnight). This was done with great reluctance, but the Veyzin are not pacifists. They didn’t kill every member of their attacker’s race, but they did make it extremely clear, that they are not a prey species and would defend their own.

Now that the Veyzin have established a solid base for their “Empire” They are planning larger efforts. The first will be to use the resources they’ve acquired on Veyzin Beta and Veyzin Delta to produce a series of ‘Ark-Saucers’. These will take some time to construct but in the next 5 to 10 years, they will return to Veyzin Prime, and start transporting large segments of the populations to the established colonies on the worlds with in the Veyzin Empire. With the current overpopulation, those space Ark-Saucers can’t come soon enough!
(It should be noted again, the ‘Empire’ is mostly an Empire in name only. It consists of their home world and 6 colony worlds in 3 very close by systems. Only 2 of the colonies are of great size)
Veyzin:
Alignment: Any, same spectrum as Humans. Some good, some bad. Most in-between
Attributes:
IQ: 2D6+6
ME: 3D6
MA: 3D6
PS: 3D6+6
PP: 4D6+10
PE: 2D6+6
PB: 2D6+6
SP: 1D6+10 (X3 on ‘normal’ gravity worlds.)
Hit Points: Standard, PE+1D6per level.
SDC: 20+3D4X10 (Due to High Gravity Homeworld)
Height: 5’+1D6’ Weight: 80lbs+1D6X10lbs
Average Life Span: 120(Affluent Sections of the Planet) 65(The Sprawl)
Appearance: Slender but wiry humanoids, short, with ‘classic’ Alien Appearance. Hairless, Green skin from Muddy Green Brown, to ‘normal’ green, pine green, hunter green, up to bright green, acid green and neon green. Large oval eyes in jewel tones with Emerald, Amethyst, Ruby and Onyx being the most common. Slender lipped mouth with sharp triangular teeth. They possess no nose or ears. Two antennae, which function as their smell and hearing organs. Hands have between two and three fingers and one or two thumbs. If there is a second thumb it projects from the bottom of the hand. Opposite the ‘standard’. Females have 2 or 4 breasts (they come in pairs).
4 Genders, 2 male, 2 female. (Explained above)
Super Abilities: All Veyzin are born with Antennae (Powers Unlimited 1, pg13).
Antennae:
Keen sense of smell and hearing: Antennae can hear and smell like an extra nose and pair of ears, but offer additional insect like abilities. The antennae can hear and smell at the top range of human capacity.
Bonus & Special Abilities: +1 Initiative, track by scent alone 30%+2% per level, identify common odors 80%+2% per lvl. Identify uncommon odors/scents 40% +2% per lvl
Motion Detectors: The are covered in 100s of tiny motion sensitive hairs, making them super sensitive to movement in the air around the Veyzin, and able to feel wind, motion from an approaching enemy, as well as tell changes in air temp in increments of 2 degrees F.
Range: 20foot radius around the Veyzin.
Bonuses & Special Abilities: +1 to Parry and dodge. Identify temperature of the air and changes in temperature, plus the temperature of objects by touch 80% +2% per lvl, with in 2 degrees. Accurately identify wind direction and speed 70%+2% per lvl. ( -30 in stormy conditions.)
Feelers: The antennae also have the equivalent of the minor ability of ‘Heightened sense of touch and are useful in feeling around in the dark. In fact the combined abilities of the antennae reduce the penalty for being blind to only -2 to strike parry and dodge plus they can identify object by touch, 60%+2% per lvl of experience ( -30% if the object is uncommon or alien)
Penalties: When antennae are covered, lose all antennae related bonuses and are -40% on their special abilities and the character is -2 on inits. (Due to this Veyzin combat helmets often have nictitating ports to allow antennae egress.
Communication: Veyzin use their very flexible antennae in their every day communication and to express mood, and inflection. It’s often quoted that if you taped them to the Veyzin’s skulls they would be nearly unintelligible to each other and HIGHLY upset with whom ever thought to do that. As they are so very communicative, and expressive the species as a whole are urged not to take up lives of gamblers. They’d lose their collective shirts, first day. They just CANNOT school their antennae, to ‘not’ emote. (-60% to any sort of gambling rolls or what have you. The Veyzin CAN lie and be quite smooth, they just use their antennae in the process. It’s the repression of ‘any’ emoting that they have problems with.)
That said they -can- be used as a sort of secret sign language among their own kind. Treat as an Exotic Language proficiency: Veyzin Antennae Communication: Base skill of 75% +5% per lvl.

Most (98%) undergo a procedure in their early childhood that gives them the ability of Flight: Insect. (Power’s Unlimited Pg 27) (note this is what the power in palladium is called. It’s not what the Veyzin call it)
Flight: Insect:
The Veyzin shrinks to 6 inches in size and sprouts a pair of insect like wings. (Think more dragonfly/wasp/bee, than butterlfy. They buzz, not glide). The transformation must take place to fly, one does not happen with out the other. A Veyzin cannot shrink at will with out sprouting the wings, nor can they grow wings with out shrinking. Nor can they chose what size to shrink to. It’s all or nothing. This is the result of purposeful genetic manipulation.
Bonuses in Flight:
Speed: 15Mph per lvl
Maximum Altitude is just 10,000ft
Flying prowl at 40%+4% per lvl
Tailing (Same as the tailing part of the surveillance skill) At 50%+5% per lvl +1 Initiative
+4 to dodge when hovering or flying slowly, +8 when flying at 40mph or faster. The high bonus is due, in large part to the small size
+1 to damage for every 20mph of flight speed
+5 SDC

Rare: Those in the Veyzin Imperial Commando’s, undergo a second procedure, and can pick one major ‘energy’ power. APS Plasma, Energy, Light, Shadow, Void, Fire, etc, Magnetism, Energy Wings, Control Elemental Forces: Fire, Control Elemental Forces: Atomic, etc.

Special Abilities: Due to Veyzin’s high gravity, they are a tough species, Reflected in their SDC (Above), gives a bonus to strength, and they also triple their speed score, off of Veyzin Prime. +1 Initiative. Very graceful.
Veyzin is in a very rare “Void” of PPE/Magic. Therefore no Veyzin know/learn magic. If born off world this may change, but at present, no Veyzin has ever shown magical aptitude. Psionics are rare, but possible. Psionics more likely if born off of Veyzin Prime.

Special Weapons: Veyzin Energy Sword: A melee weapon, that consists of a handle, or grip, typically 12 inches in length, with some being smaller, and some few longer, as per style. Damage remains unchanged. The hilt houses the workings of the energy blade, and power source. When activated the hilt produces a blade between 1 and just over 3 feet in length. Developed in conjunction with their rich dueling history, these weapons are intricately designed and shrink down with the Veyzin if they assume their smaller size. A variety of blade colors, with yellow being reserved for judges/executioners. Color or blade length do not change blade damage.
Damage: 5D6.
*Special: Less Lethal Dueling Mode: When called for, two Veyzin Energy swords can be touched together, then both owners trigger a depressed button on the hilt and the Energy Swords enter “Less Lethal Dueling Mode: Where in they do significantly less damage. This mode will last for 1 hour, before clearing, OR until both sword hilts are again joined and the mode toggled off. This ensures that the ‘Less Lethal Dueling Mode’ is maintained through out a non lethal dual (No tricky turning it on then secretly turning it off to slice someone’s head off) The 1 hour timer also ensures that a Veyzin’s sword isn’t locked out forever if the opponent flees or the other weapon is lost/broken, or if the loser just doesn’t wish to aid the victor in any way (Sore losers).
Less Lethal Dueling Mode, Damage: 1D6 (Still produces a pretty good burn, and if you just stab/slash, repeatedly over and over you can kill someone but much less likely to be a one hit kill with the Dueling mode enabled.
* In MDC settings, the Veyzin will also have “Military Grade” Veyzin Energy Swords, that are functionally identical but will produce MD damage, same as above. 5D6MD standard with a 1D6MD reduced damage setting. These would be restricted same as other military grade weaponry. Which is to say hardly at all on Veyzin prime, but may be subject to weapons laws/bans on other planets and places.

Veyzin love energy weapons and prefer the punch of Particle Beam Weaponry for ranged combat. Their Particle Beams are either emerald green or a dark fuchsia color. Upon entering into the greater galactic community they have adopted HI Lasers as well, of course in green and purple color profiles.

Special Vehicles: It is of note that the Veyzin space vehicles are ‘small’ and sized for people 6 inches tall. This reduces the size of said vehicles to 1/10th the size of galactic ‘norm’. Their ‘style’ is the classic “Flying Saucer” Type, favoring sleek saucers with a fin on the rear with engines below the fin. Personal vehicles also favor the saucer design, but with bubble canopies.

Familiarity with Earth: The Veyzin as a people have no knowledge of Earth:

Standard Skills: Skills possessed by the majority of Veyzin Adults, Add on to OCC skills if wanted:
Language: Veyzin
Literacy: Veyzin (Literacy is at 98% planet wide. Schooling is manditory)
Math: Basic
Recycle
Jury Rig
Pilot Hover/Antigrav
HTH Basic
W.P. Sword
*HTH Basic may be upgraded to Expert at the cost of 1 Secondary or “Other” skill or to Martial arts at the cost of 2 Secondary or “Other” skills.

Quirks:
The Veyzin are omnivores with a keen taste for meat. On world they do not get to indulge as often as they might like. Due to overpopulation the vast majority of food stuffs are processed Zooplankton/Krill like creatures and or Soy like alternatives grown and processed. Flavors are added but are not always the most palatable. When given the opportunity they indulge in meat with relish. Some even like it still warm and wriggling. Some species, notably Human and Noro find this a touch unsettling, though Wolfen love it. The Veyzin also have…. Some difficulty on the galactic stage at differentiating between… animals to eat…. and pets. They are very fond of such things as Gerbils and guinea pigs. They make great snacks! This… distresses some more sensitive humans and Noro go nuts when/if they witness such dietary uniqueness.

Veyzin tend to like sturdy clothing. In MDC settings they’re fond of minor MDC clothing/uniforms. Martial and Military styling are popular currently with the Veyzin, but with comfort built in. They’re not ones for style over utility. The clothing needs to be tough and do what it’s supposed to do. High Fashion comes secondary. Veyzin Prime has lots of purples (Their plantlife) and greens (Skin colors and the seas) So you see those colors predominately in their clothing and such as well.

The Veyzin Imperial Armed forces Uniforms consist of space age fabrics that provide minor mdc protection. (Functionally exactly the same as NG Jumpsuits. Page 159 Adventures in Dino Swamp)
Veyzin Imperial Armed Forces Uniform: Consists of a Jumpsuit, belted at the hips. It offers numerous pockets, including two on the chest, two butt pockets, two front hip pockets, small pockets on the upper sleeves, as well as pockets on the outter thighs. Each with a magnetic strip closure (Quieter and more firm seal than zippers.)
The Standard uniform is made of water and wind resistant fabric and is also rated for limited protection while in a contained environment. They are made of Mega Damage Fabrics, with proper headgear, boots, and gloves, they are actually fully environmental. The wrist and pants cuffs come with a magnetic strip closures like the pockets, to seal out dust, and dirt but are also water and air tight, sealing out potential hazards such as poison gas, bio weapons and other contaminants. They have the added benefit of locking out disease carrying insects. The suit comes standard with reinforced knee and elbow pads for comfort. Uniforms also have goggles to cover the large eyes of the Veyzin.

Police versions have optional armor plates for added protection for the chest and back.

Colors for the Veyzin Imperial Armed forces, are a Dark green base with deep purple accent colors for every day or saucerboard wear, with black combat boots with the Veyzin Imperial Crest worked into the tread of the combat boot.

Troops can be issued proper camouflage versions for what ever environment they are deployed to, from Desert to arctic to alien jungle, depending on assignment.

Standard Jumpsuit: AR 12 MDC 10
With Added Armor Plates: AR 16 MDC 30
(Note these are “Uniforms” If deploying into full military action the Veyzin military will don full Armor, to match the situation. The minor MDC attributes of the uniforms mean they never ‘wear out’ or fade under general usage, as you can’t do enough damage to them through every day (Or even strenuous usage) To damage even the minor MDC fabrics. They are also ultimately stain resistant, You could bury them in mud, take them out shake them off and if there are any stains simply wave them through a normal ‘fire’ to burn off the stains and the MDC clothing would be fine. This saves the Empire a huge amount on clothing, by not needing to supply constant replacements. The only time MDC Clothing is damaged is from…. MD Weaponry or creatures and then you have larger problems.)

Veyzin Imperial Armed Forces Armor:
Produced in the same coloring of the uniforms, the Armor is meant to be fully protective but retaining the high mobility and fluid grace of the Veyzin body and build. It is fully EBA and is styled with Veyzin flare. The helment seems to be topped with a bush hat (With openings/ports for the antannae to stick out of.) Some Veyzin tend to fold up one side of the bush hat and appropriate an “Aussie” sort of look with it. Though they have no idea what an Aussie is. Style seems to be some what universal. The armor has a flip up face plate underneath. A premium is placed on comfort as well as utility, and movement.
The armor has a possible addition of an MDC long coat, to help keep off the rain, and offer added style and protection to the Veyzin. Not to mention that signature Veyzin look.
(Functionally the same as the Wrangler Body Armor, page 160/170 Rifts Black Market, some great images there too)
Weight: 16lbs, plus another 7lbs for the optional Long coat.
Mobility: Excellent. Purposefully designed to maintain movement. No movement penalty. Only a -5% penalty if both combat armor AND coat are wore at once.
MDC By Location
Helmet/Hat combo: 70
Arms 32 each (+12Each with long coat)
Legs 45 each (+8 each with long coat)
Main body 85 (+28 with long coat.)
Cargo: Standard attachment points for a back pack and a built in pistol holster on each hip.
Special Features:
All standard properties from Full Environmental Body armor Rifts Ultimate Edition page 267

The Veyzin get along great with Wolfen and were happy to find that the Wolfen Republic was close (Galactically speaking) To the Veyzin Hegemony. The two races quickly became fast friends and highly enjoy the company of the other. Humans are also looked well upon, for the most part. Human variation is a bit erratic and some of the extremes are… well Extreme, and that entire religion thing is a bit of a touchy subject. The Noro do not get along very well with the Veyzin. The Veyzin see the Noro’s pacifistic ways, due to past transgressions a bit hypocritical. The -Noro- conducted a forced invasion of a neighboring world under military might, triggering a World War that went atomic and destroyed the world that the Noro invaded. Not the Noro, but those they sought to conquer and displace. Now all this time later the species has a rather holier than thou attitude towards other races and comes across like an overly strict and controlling mother whom is very much of the “Do as I say, not as I do” variety. The Veyzin typically don’t much like that condescending attitude. Many many a Noro has been challenged to a duel by an aggravated Veyzin. The Veyzin get along fine with the Catyr, the rough and tumble supernaturally strong red humanoids and the Veyzin have nothing really to argue about on a species/species level. The Veyzin find the Seljuk to be a trip, twice as big as the Veyzin and descended of dinosaurs, honorable but aggressive and badass, the Veyzin see them along side the Wolfen as great friends. Being a race born in one of the few galactic mystical ‘void zones’ they hear stories of the sacrifice the Seljuk made and can relate to them. It’s unknown if the Veyzin’s ancestors performed a similar sort of rite or ritual, or if their planet just never had mystical energy or mages. More than a few Veyzin find the ‘story’ of the Seljuk’s sacrifice to be a bit… convenient. And suspect that it was written to explain a simple lack like the Veyzins own, instead of the heroic sacrifice that make the Seljuk look good. The Veyzin seldom bring it up though. Angering a dino humanoid twice your size with supernatural strength may lead to the sort of Duel you don’t want to find your self on the other side of.

The Kreeghor see the Veyzin as overly spunky midgets who are too big for their britches, and the Veyzin see the Kreeghor as overbearing bullies and treat them accordingly. Galactically speaking the two races don’t get along but very very few Kreeghor even know about the Veyzin.
Perhaps surprisingly they get along marvelously with Machine People from the TGE. The Veyzin do not possess the seemingly intrinsic fear that many races hold for the Machine People and if they cross paths, not on a battle field or the like, the two races tend to get along quite well.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


Last edited by Pepsi Jedi on Wed Apr 04, 2018 12:06 am, edited 2 times in total.

          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 8:14 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Wow...LOR of material there, PJ......and four genders? Yowza...
On first read-thru, I like. There's a lot of thought and detail there.
Good yob. :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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 8:42 pm
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
I've been working on them a while, and yeah. I thought it would present something unique that didn't make them overpowered or a "Planet of hats" type trope. It's an interesting. biological distinction with out giving them advantage. It's something to ROLE play vs bonus dice and what have you. I'm big on the role play aspects of chars more than ultra powerful aspects. So I gave them fun things to play out and have influence them on a cultural basis.

Thanks :)

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 10:16 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Well, occasionally you DO need a Planet of Hats to complement the Planet of Socks, and there are going to be uberpowerful species because not everybody evolved under the same conditions or in the same time scale as everybody else. :D :wink:

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sun Apr 01, 2018 10:20 pm
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
taalismn wrote:
Well, occasionally you DO need a Planet of Hats to complement the Planet of Socks, and there are going to be uberpowerful species because not everybody evolved under the same conditions or in the same time scale as everybody else. :D :wink:


Oh I know, but as this is a Rifts spin off setting (Phase world/Three Galaxies) I believe the ultra powerful sorts have.... more than apt representation. I try and represent the little guy. *Grins* but interesting enough to inspire fun roleplay and give lots of potential.

BTW. Loved your lil Jack Russel Terrier Mini Bug men, along that same vein.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 03, 2018 5:05 pm
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1792
Location: West Central region of Indiana
Pepsi Jedi

I only noticed 3 minor things.

Quote:
Note: Veyzin Prime’s fauna are largely purple, not green. So a tree might have a dark purple trunk and deep purple leaves, grass might appear very much like earth grass but be a lavender hue, etc. The lakes and seas are bright lime green.


This should be Flora as you are referring to plant life.

Quote:
Atmospheric Conditions: Moderately extreme seasonal


How can it be both moderate and extreme?

You made reference to "Arc Ships". I think you meant Ark.

Otherwise a looooooong but interesting read. Well done.

_________________
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:


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 03, 2018 6:19 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
[
BTW. Loved your lil Jack Russel Terrier Mini Bug men, along that same vein.



Not sure which ones you're referring to.....that descriptor doesn't ring a bell. :?:

_________________
-------------
"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
------------


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 03, 2018 11:58 pm
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
The Oh So Amazing Nate wrote:
Pepsi Jedi

I only noticed 3 minor things.

Quote:
Note: Veyzin Prime’s fauna are largely purple, not green. So a tree might have a dark purple trunk and deep purple leaves, grass might appear very much like earth grass but be a lavender hue, etc. The lakes and seas are bright lime green.


This should be Flora as you are referring to plant life.

Quote:
Atmospheric Conditions: Moderately extreme seasonal


How can it be both moderate and extreme?

You made reference to "Arc Ships". I think you meant Ark.

Otherwise a looooooong but interesting read. Well done.



Thanks about the Flora, I'd caught it in my write up but apperently 'after' I posted it here. You're quite right.

As for the Atmospheric conditions. It means that while they're a bit extreme they're not stupid extreme.... Moderately Extreme. Their summers go up to 110F which is "hot" but it's not a Hell world, or Arrakis.... and down to -50F which is.. Really cold, but not HOTH. Cold.

I'm open to better wording, but yeah. 110F is hot but not insane and -50F is really cold but it's not an Ice planet or anything. Just... in the height of summer it gets damn hot in the temperate zones, and in winter really cold.

And yes. Ark. Thank you again. :)

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Apr 04, 2018 12:03 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8567
Location: Northern Gun
Comment: 24 was the start... We are Legion.
taalismn wrote:
Pepsi Jedi wrote:
[
BTW. Loved your lil Jack Russel Terrier Mini Bug men, along that same vein.



Not sure which ones you're referring to.....that descriptor doesn't ring a bell. :?:



The Rypt

Described as small and terrier sized, aggressive with a complex about being small and overcompensation for it. Later their physical description is insectoid. :)

I liked their spunk and verve.

_________________
Image

Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.

James Tiberius Kirk: Well, not _only_...


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Wed Apr 04, 2018 8:28 am
  

User avatar
Megaversal® Ambassador

Joined: Tue Nov 24, 2009 6:15 pm
Posts: 1396
Location: Ontario, Canada
Pepsi Jedi wrote:
The Oh So Amazing Nate wrote:
Pepsi Jedi

I only noticed 3 minor things.

Quote:
Note: Veyzin Prime’s fauna are largely purple, not green. So a tree might have a dark purple trunk and deep purple leaves, grass might appear very much like earth grass but be a lavender hue, etc. The lakes and seas are bright lime green.


This should be Flora as you are referring to plant life.

Quote:
Atmospheric Conditions: Moderately extreme seasonal


How can it be both moderate and extreme?

You made reference to "Arc Ships". I think you meant Ark.

Otherwise a looooooong but interesting read. Well done.



Thanks about the Flora, I'd caught it in my write up but apperently 'after' I posted it here. You're quite right.

As for the Atmospheric conditions. It means that while they're a bit extreme they're not stupid extreme.... Moderately Extreme. Their summers go up to 110F which is "hot" but it's not a Hell world, or Arrakis.... and down to -50F which is.. Really cold, but not HOTH. Cold.

I'm open to better wording, but yeah. 110F is hot but not insane and -50F is really cold but it's not an Ice planet or anything. Just... in the height of summer it gets damn hot in the temperate zones, and in winter really cold.

And yes. Ark. Thank you again. :)
Suggestion:

Atmospheric Conditions: Seasonally variable with a wide range of weather conditions, and temperatures ranging (on average) from approximately 110F around the Summer Solstace and -50F around the Winter Solstace.

_________________
Oderint Dum Metuant.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Thu Apr 05, 2018 8:32 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Pepsi Jedi wrote:
[q

The Rypt

Described as small and terrier sized, aggressive with a complex about being small and overcompensation for it. Later their physical description is insectoid. :)

I liked their spunk and verve.



Oh, thanks.
As a Terry Pratchett character said: "You gotta watch those bantam-weight guys; they're nasty fighters."

_________________
-------------
"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
------------


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group