Fan Races!!

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taalismn
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Re: Fan Races!!

Unread post by taalismn »

It's good, man, it's good. We all make mistakes(some of us just prefer to pile up bodies to hide them).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Re: Fan Races!!

Unread post by Aramanthus »

I plan on using your empire builder chart for that sort of thing.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Aramanthus wrote:I plan on using your empire builder chart for that sort of thing.



Yahhhh!!! Another virtual royalty fee! :mrgreen:
-------------
"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
------------
User avatar
Aramanthus
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Posts: 18712
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Location: Racine, WI

Re: Fan Races!!

Unread post by Aramanthus »

But of course my friend. I also sent a copy of it to another friend in AZ.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Fan Races!!

Unread post by taalismn »

No Man’s Land Island---Home of the Nomansers
http://dgl.salemstate.edu/geography/Profs/luna/projects/2010_09Fall/GPH903/MenichelliNomansIsland.jpg

http://www.fws.gov/northeast/nomanslandisland/images/NomansAerial.jpg

http://www.mass.gov/dep/cleanup/sites/images/nmr1p22.jpg

http://www.mass.gov/dep/cleanup/sites/nlitmap.htm

http://www.mass.gov/dep/cleanup/sites/images/nliusgs1.jpg

http://www.airfields-freeman.com/MA/NoMansLand_MA_43topo.jpg

“It might look like nowhere to you, but we call it home. It’s all a matter of perspective. What looks like scrub-brush to a giant, is a tree to somebody smaller, and what may look like low bluffs are mountains. It bore us, it bred us, and it’s still someplace special to all of us who bear the Rusty Blade.”

Located about three miles off the southwest tip of Martha’s Vineyard, the small island of No Man’s Land was regarded pre-Rifts as a scrap of barely useful property. After the Rifts, however, it has become home to a civilization of fierce mutant animal warriors.
Discovered by Europeans in 1602, by Captain Bartholomew Gosnold , the island would supposedly receive its name as a corruption of the name of the local Wampanoag sachem, Tequenoman, who had jurisdiction over the island(the English referring to the island as "TequeNoman's Land"). Variously exploited as a fishing ground, a pasture island, then later as a combination naval gunnery range and wildlife sanctuary for over fifty years, the island eventually reverted to a full nature preserve after concerns from the nearby heavily populated island forced the military to cease live fire exercises there. Tourism to the wildlife sanctuary would be curtailed by the possibility of still-live munitions lying around the island.
Roughly 612 acres in size and about a mile wide, No Man’s Land is rough-terrained, with a geography dominated by packed bluff-dunes and heavily covered by beach growth and briars. Several small brackish ponds and several small fresh water pools lay inland. The remains of the old military landing field and target bunkers were the only signs of human usage after it became a full wildlife sanctuary, and these would quickly become overrun by wild vegetation growth. Despite several extensive cleanup efforts that removed much in the way of old ordnance, much in the way of old rusting metal shell and rocket casings, as well as aircraft cannon shells, remained in the soil. This would be the state of things on the island throughout the Golden Age; seen from afar, but rarely ever visited but by the occasional conservation official or storm-blown boater seeking temporary shelter.
No Man’s Land would be caught up in the same bubble of warped space/time triggered by the Coming of the Rifts that teleported Martha’s Vineyard into its own pocket universe. Caught on the fringes of that bubble, but subjected to somewhat different conditions, No Man’s Land would be the scene of its own drama. Though traveling through time/space in parallel with the Vineyard, No Man’s Land was, at least in the initial years of the separation from the home reality plane, subjected to more interdimensional violence. Time moved slightly faster on the island, and the surrounding waters, unlike Martha’s Vineyard’s, which remained relatively benign, were more subject to infestations and incursions by various extra-dimensional fauna as zomba and dragonfish.
Cut off from conservation efforts and the periodic culling-by-aerial-gunnery that once policed the local ecology, and subsequently exposed to the strange energies of warped space/time, the rabbits of No Man’s Land would find themselves in a life and death struggle over limited resources. Accelerated mutation and pressurized evolution would result in the emergence of intelligence among the rabbits. Intelligence that was immediately put to the service of survival. Wars broke out between families, clans formed, alliances made, a rude sort of technological development taking place as the various rabbit factions fought for food and water, and what usable material washed ashore.
This seething evolution, however, these wars for dominance, would take place unseen from the Vineyard, where the natives there struggled with their own problems.
Hard contact with the outside world, aside from what monsters slithered ashore, came when a Coalition naval officer, Master Chief Gifford Lewis, washed ashore, borne on a freak wave that pushed him into the bubble of space/time around Martha’s Vineyard. Traumatized after his patrol ship had been sunk by Splugorth Slavers, Lewis was furthermore delusional, and saw the approaching rabbits as other humans,and responded accordingly. Rather than kill the strange outsider, the tribal Nomanser Warseers decided to pick the brain of the stranger, to see what knowledge he could impart. What came to be called as the New Knowledge, culled psionically from Lewis’s mind as he stumbled through his delusional world of ordering new recruits around, opened the eyes and minds of the Noman’s Land mutants to a far larger and more complex world, and the threats it harbored, beyond their little scrap of island.
Master Chief Lewis lingered for about five years before succumbing to a failing cybernetic organ implant, but in that time he had trained what he thought was a ‘hopeless crop of mewing and crapping wet-behind-the-ears maggots who thought they were soldiers’...in reality he’d imparted the hardcore culture of the Coalition Naval Infantry on the already warrior society of the Nomansers. He also left a unified No Man’s Land, the Nomansers finally banding together for whatever came next from beyond the ocean mists curtaining their world. To this day, for conferring the New Knowledge upon them, Master Chief Lewis is honored and almost worshipped by the Nomansers.
The Nomansers might have eventually invaded(or tried to; the ZOT would have had other ideas about that) Martha’s Vineyard, but the Islanders found them first. Having finally gotten their wits about them with the assistance of the dimension-hopping ZOT(who were working to make part of the island over into the equivalent of the resort it once was), the locals finally got around to investigating the other islands in their locale. They were stunned to discover a teeming society of aggressive sentient mutant rabbits inhabiting the tiny island. They were even more stunned to find themselves in the sights of several scavenged high tech firearms in the hands of the mutants.
Though initially wary of the strangers who arrived in force, the Nomansers eventually came to the opposite feeling; the strangers from the Big Island were the ‘relief reinforcements’ that Master Chief Lewis had promised would one day come. Especially when the Islanders, bolstered with the newfound prosperity and security brought by the ZOT replacing the severe austerity and fear of the Dark Ages, offered the Nomansers food and assistance.
Today the Nomansers serve as part of the defensive militia protecting Martha’s Vineyard against intruders, but large numbers of the rabbits have joined the service of the Greater New England Armed Services, either directly as part of the formal military, or as members of the sponsored mercenary unit, the Rusty Blade.
While No Man’s Land is still considered the ‘homeland’ of the Nomansers where the old tribes have their burrow-halls, the island is something of a training camp and fortress anchoring MV’s defenses on that side of the island chain. The island once again has a small airfield, and is dotted with bunkers and pillboxes, including several concealing medium-range missile launchers. Several water distillation/desalination systems replace dependence on the few small ponds on the island for fresh water, and a modern fusion powerplant provides power to the bunkers and fortified residences. While many more Nomansers live(and breed) off the island than on it, the old homestead remains their Gibraltar, their Paris Island, and cadet trainee Nomansers are always sent to do orientation and a tour of duty on the island, manning its defenses.
The modern Nomansers operate a small naval air wing, have a small ‘navy’ of several modified patrol boats and amphibious vehicles, and a ground task force of power armors and appropriately-scaled robot vehicles.

Nomansers RCC (the Mutant Rabbits of No Man’s Land Island)

“My gang got virtually annihilated by a mob of small rabbits with knives and guns...Our ship got boarded by a boatload of them...This is a bad joke....the universe is ####ing with me.”
-Captain Ul Robards, late of the Northwaters Marauders

“Dibs on the eyeballs!”---Anonymous Nomanser Marine overheard during a counterattack on a Horune pirate raid.

The Nomansers are descendants of feral rabbits that lived on No Man’s Land Island. scratching out a living amongst the beach growth, bird colonies, brackish pools, and scant resources. Added to that was an ecology that for over fifty years was periodically forcibly renewed by brush fire and naval gunnery that set fires and knocked off some of the rabbit population. And that was BEFORE the Coming of the Rifts. Subsequently, isolated island living and dimensional flux-fueled evolution has bred a smaller, heartier, more grizzled breed of sentient rabbit. Scarce resources has bred a more omnivorous creature from vegetarian rabbit stock; indeed breeding predators with a taste for meat, and a digestive system able to handle contaminated water and substandard foodstuffs such as dry grass and rotted meat. Hard living and magic mutation have also bred a creature shockingly resistant to damage and resilient as well.

Nomansers have learned the arts of cunning, and of patient stalking of prey and other predators. If they can, Nomansers will strike from ambush, ideally from concealed shelters, tunnels, or blinds dug and camouflaged in advance. If that isn’t possible, they’ll try to hit fast and retreat just as quickly, to come back later and strike again and again, probing for weakness and exploiting an enemy’s injuries.

The Rusty Blade is a common icon in the Nomanser culture, dating back to the days when the Nomansers had to make due with what weapons they could improvise from driftwood and the heavily rusted metal remains of fishing boats, gunnery targets, and shrapnel. The most common design, hammered from old scrap iron, was a diamond- or trowel-shaped blade that came to be known as a ‘ghuta’ in Nomanser pidgin. The rough-textured rust-red shiv icon remains a prominent one among the warrior Nomansers, and many warriors and prominent Nomansers carry a similar blade on their person, although many times it is made of more modern corrosion-proofed alloys and given a rough-textured coat of rust-colored paint. Nomanser Marines carry a special vibroblade version of the ghuta, as both a symbol of prowess and as a still very lethal melee weapon. The ghuta’s broad blade in practice is frequently TWISTED inside a wound, opening it up and causing massive tissue trauma and blood loss.

Though cannibalism was rife during the Hungry Age, the Nomansers have since downplayed it and now only practice the highly ritual eating of honored dead. It is claimed, however, that in the field, adherents of the Rusty Blade have eaten the internal organs of fallen enemies to ‘take their courage’ and ‘spite their spirits’.

While the Nomansers are largely limited to Rifts Earth campaigns, given the increasingly pan-dimensional nature of the GNE trade/manufacturing network, and indeed of the Martha’s Vineyard/No Man’s Land Phase-Island ‘cluster’ themselves, it’s entirely possible to find Nomansers traveling in other universes, typically as part of a GNE expeditionary force or trade delegation.

Alignments: Any, but tend towards Scrupulous and Aberrant
Life span: 65 years(twice to three times what it was back in the Hungry Age)
Size: Size Level 2; about 14 inches tall and between 4-5 lbs in weight(on the slender side)
Gender: Heterosexual, and the females fight as well as the males.
Physical Description/Appearance: Grizzled-looking mutant rabbits with large claws and teeth. Their musculature is very dense and tough, under leathery skin and short bristly wire-like hair. They have an upright posture and fully articulated hands, but have no problems crouching over, the better to rapidly move through their burrows and bunkers. Fur color ranges from a beach sand tan to dark gray, while their eyes are dark. The Nomanser face is somewhat more pointed and fox-like than a normal rabbit’s(vulpine rather than lupine), in order to accommodate the more pronounced set of canine teeth.
Nomansers prefer to dress in military-style gear, typically camouflage with a sand-pattern. When not in ‘sneak mode’, Nomansers like to prominently display a crest or banner(such as a trailing ribbon banner tied around an upper arm) somewhere on their person declaring their old warren-affiliation(The Greater Sweetwater Clan, the Bloodsands, the Windhills Gang, etc.) or unit(First Seaborne Marines, Lewis Brigade, etc.).
Disposition/Attitudes:
Not the brightest of soldiers, the Nomansers make up for it in loyalty, courage and ferocity. Very unit-oriented, quiet, and dangerous, always scanning for trouble and possible threats, they come across like a group of assassins or commandoes. Combat-readiness is a virtue, not just of individuals, but also of groups, and Nomansers in any sort of military group will check their teammates for preparedness, take care of each other’s gear, and watch each other’s backs.
Nomansers tend not to be finicky eaters, and can stomach a lot of things that would make other folk retch to consider eating. Voracious eaters with little in the way of table manners, they still will share and evenly divide any food they have among members of their squad, team, or family.
Nomansers can be quite personable, but inevitably the train of their thoughts is going to be focused on the Corps, the Team, and the Mission(even if it’s just securing lunch).
Physical Attributes:
IQ: 4d4
ME: 3d6
MA: 3d6
PS: 2d6
PP: 3d6 +3
PB: 2d4
PE: 4d4
SPD: 3d6 +18
(ISP): By Psionic Class
(PPE): 2d6
Hit Points: P.E. +1d8 per level of experience
SDC: 30+ any additional from skills, training, and OCC bonuses.
MDC: By armor, technology, and/or magic.
Horror Factor:
Natural Abilities:(Starting Bio-E: 5)
*Hands: Full(10)
*Posture: Full Upright(10)
*Speech: Full(10)
*Looks: None
*Brute Strength(special)(10)---Can carry 20 times their P.S. and lift 50 times it in pounds.
*Leaping: Feline(10)--Can leap twice their height across and three times their height straight up from a standing still position. Increase range by 50% with a running start. Can leap down five times their height in distance and land without injury.
*Tunneling(10)--Can tunnel at 1.5 feet per melee if P.S. is under 13, 2 ft per melee if P.S. is 13-18(most warrior Nomansers are in this range, thanks to their exercise regimens).
*Running Claws(5)--1d6 SD
*Advanced Hearing (5) (+1 on Initiative)
*Advanced Smell(5) (Tracking: 50%+5% per level of experience, Recognize Individuals: 60% + 2% per level of experience).


Additional Mutant Traits:
*Enlarged Jaw--Bites for 1d6 SD

*Leathery Skin and Dense Musculature----Nomansers are a LOT tougher than their size would suggest.

*Poison Resistance----Nomensers are +6 to save versus poisons and ingested toxins, including rotten meat, and can safely drink brackish water without ill effect for as many days as they have P.E. points x2.

*Damage Resistance---Between being more sinewy than a ball of twine and exposure to superdimensional flux energies, Nomansers take HALF damage from physical attacks like punches, kicks, stabs, and concussion. They also possess a form of energy resistance that causes energy weapon attacks to be treated like normal SD attacks, so a laser blast that would normally do 10 points of Megadamage and vaporize a car, let alone a simple rabbit, only does 10 SD points to a Nomanser.

Psionics: Standard; high psychic Nomansers are attached to War Party Leaders as ‘Warseers’.
Magic: Virtually unknown among the Nomansers until they made contact with the Big Island. Now a few Nomansers are looking at more combat-oriented magic, like Smokers and Battle Magic.
Cybernetics/Bionics: None; the Nomansers don’t want ‘em.

Available OCCs: Can take just about any Tribal or Barbarian OCC, with an emphasis on combat and survival(may also substitute the profession selection and apprenticeship programs from AtB, adjusting accordingly for Rifts). Since contact with the Vineyard, the education level is rising, so the Nomansers can buy off their heritage of primitivism and study subjects such as high-tech operation and maintenance. Thus, Headhunters, CS Grunt- and Technical Expert-equivalents are becoming possible. The most common OCC among Nomanser Warriors is their version of the Coalition Naval Infantry, with an emphasis on weapons training and physical toughness.

RCC Skills:
*Language---Nomantic---This is a rather general, crude, pidgin language that the Nomansers developed on their own before Master Chief Lewis introduced them to the more complex and eloquent English language that would become the standard. Nomantic is a terse, guttural, language for conveying information quickly(“Enemy coming here!” “Danger from above!” “Come quick! Food from the sea!””Mate now? Here or over there?”) but breaks down when trying to describe more sophisticated concepts(such as numbers; beyond 20, the sum of fingers and toes, for instance, Nomantic just goes ‘many’ or resorts to clumsier phrases like ‘six hands of hands’). Though supplanted by American-English, Nomantic is still taught as a form of battle-speak. It has a written component, but this consists of icons representing the more basic or strategic concepts(“Danger”, “Latrine”, “Fresh Water”, etc...).

Wilderness Survival(+15%)
Swimming(+5%)
W.P. Knife
Hand to Hand: Basic(can be modified through OCC choices)


Culture: Warrior Tribal, though the once violently opposed tribal factions have been absorbed into a common command structure presided over by an Elder Council of Chiefs of Staff, and the old animosities now relegated to the level of an old college football rivalry. The Nomanser unified government has taken on an organization familiar on many points to the layout of the Coalition Navy’s, with similar rank structure.

Allies:
Greater New England and the peoples of it. The Nomansers tend to be suspicious of strangers and new people, but will accept them without reservation of they prove themselves honest and not antagonistic to the GNE or the Nomanser Corps.
Though they’ve lost their early idolization of the Coalition States, the Nomansers still regard the Coalition Navy that spawned Master Chief Lewis with respect, and they view the Coalition Naval Infantry with wary admiration. If and when the Nomansers face such Coalition units in the field, they treat their enemy with chivalrous respect.
The Nomansers have also heard of a high-powered mercenary group of alien lupines called the Ninja Bunnies, and some of the Nomansers have started agitating for some effort, official or unofficial, to go and find these elusive operators and see what they’re all about. If possible, the Nomansers would love to test their mettle and get them to sign with the GNE.

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

--------Rudyard Kipling
------------
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Aramanthus
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Re: Fan Races!!

Unread post by Aramanthus »

They are very cool little people. I think they'd love those little PS gear that you recorded the other day. I bet they'd go all out to get it.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Well, that's the great thing about these forums/ Can't find customers for your goods?
MAKE customers. :D :D :D

But Wildwalker also has some gear these guys would buy... 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

Arymalians

This humanoid race of psychic vampires seemingly looking to be a cross between an elf and a human if one ignores their tails, can be found in places of active rift activity. They seam to have been deposited at those places by the portals between realities. The older ones tend to not wander far from where they were deposited, hoping to find the way back to their old homes. While about half the young native born daughters tend rome where they may after growing to full adulthood.

While the Arymalians feed off the emotions of other sentient beings, any emotions will do. Each Arymalian will preference a type of emotion, and those more widely traveled, will have a type of race that they like best. While one would think that psychic vampires would have great mind powers, this race seams to have none other then their feeding ability.

The scholars that have studied this race find, that while they each have their own preferred ways of living, they are all trained as mages, with a large spell inventories. This leads them to believe that the first individuals that came to this world, were mages investigating portals between realities, and became trapped on this side of them.

The greatest mystery that is how breed. They have been no sightings of male Arymalians, but with each year there are more young ones with in the known Arymalian enclaves and in their camps. Scientists theorize that the Arymalians use a type of natural cloning, needing only the male seed to start the quickening processes. Most of the enclaves are located near of in large cities, and aside from the normal animosity from women of other races, because they tend to seek the company of men of the fair races, they appear to have normal relationships with the people there. The nomadic Arymalian camps tend to be hostile to outsiders till they know the outsiders are not there to enslave them. Many a man having stayed in a camp, is loath to leave the companionship of the tents. Few men are tolerated in Arymalian camps for long, and are asked to leave after a time.

The lone Arymalian that wander the rift waists tend to be the oldest, who are searching for the doorway back to their home-world, or outcasts, who are aggressive hunters who feed off of fear.

Other lone Arymalian are young adults with wander lust, just like what happens with the other races. These Arymalian are welcomed in most enclaves and camps for a time, but are encouraged to leave with their traveling companions when they leave.(These are the only available for players to use as PCs)

Alignment: any, outcasts tend to be anarchist or miscreant.

Attributes: IQ: 2D6+6( quick thinking), ME: 3D6+12, MA: 2D6+15, PS: 2D6+6, PP: 1d6+23, PE: 2D6+6, PB: 3D6+1 Spd: 2D6+5
HP: 15 (or Standard if PE is greater then 15)
SDC: 30 (starting SDC, from living in the wilds. even if choosing a non-man-at-arms OCC.)
MDC: only via MDC armor
Natural AR: 9
PPE: 2D6x10+32 +2D6 per level (do not add in the PE Attribute)
Chi: 15 (or Standard if PE is greater then 15)
Horror Factor: special (only those familiar with their reputation are affected from seeing them, Reputations factor: 9)

Disposition: Like humans all sorts. (see descriptive text)
Average Life Span: Unknown, the oldest claim to be centuries old. They grow to full adulthood in 17 years.

Natural abilities: Arymalian have a prehensile tail, giving them +1 tail attack, and are natural leapers: able to leap 10' up and across, or up to 20' down, and like a cat, always land on their feet / all fours. Jumping from higher then 10' they will tend to land ending in a crouch, using their arms as well as their legs to absorb the impact. reborn / semi-indestructible: unless the head is chopped off and burned, the Arymalian will completely regenerate with in 24 hours. Even if blown to bits. Vulnerability: Weapons of pure iron (85%+) by-pass the Arymalian's natural AR, and do and extra 1D6 damage.

Magic: Each Arymalian is trained as a mage on top of whatever OCC they take, and have 1D6+1 spells per level from level 1 to level 9. Each can learn new spells if taught, but do not gain spell per level unless they have a magic OCC. The racial starting spells and PPE, replace the starting magic and PPE if a magic OOC is selected.
Psionic Abilities: None; except for their feeding ability
combat: +4 APM, +2 init., automatic dodge, +2 disarm & entangle, +2 pull punch, +2 roll, along with attribute bonuses.
Bonuses: immune to stress & confusion & Intimidation, +4 vs Insanity, +4 vs HF, +2 vs possession
Racial Skills: land navigation--60+4d6%* ; wilderness survival--60+3d6%* (if a PC, +30% to Land navigation. and Wilderness survival)

Habitat: any where there are sentient to feed off of. About half of the young Arymalians tend to have a wander lust. Otherwise most family groups tend to stay together.

Allies: none but what they make individuals, or family units
Rivals and enemies: the undead and other who prey on their food source.
Slave market value: Unknown, none stay captive long enough to be sold.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Good; some bad guys.
I would, however, give some examples of what these guys do to promote fear for them to feed on, or are they just opportunists showing up around disasters/horror movies?
-------------
"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
------------
User avatar
drewkitty ~..~
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

taalismn wrote:Good; some bad guys.
I would, however, give some examples of what these guys do to promote fear for them to feed on, or are they just opportunists showing up around disasters/horror movies?


Who ever said the promote just fear to feed on? :roll: :roll: :roll:
Arymalians are people just like humans they have bad apples and are a mixture of both good and evil.
Where one might like the emotions of amore or that of a procreative encounter or that of "this is soo exciting"(like that which comes with roller-coster rides), not all of them like to feed on the same type of emotions. Even if all emotions are "edible", not all are "liked".

As to the outcasts that like the taste of Fear, think of what humans who like to cause fear would do.

Just like with humans, they are a race. With just the same chance of an individual of growing up to be a "monster" as humans do.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

drewkitty ~..~ wrote:
Who ever said the promote just fear to feed on? :roll: :roll: :roll:
Arymalians are people just like humans they have bad apples and are a mixture of both good and evil.
Where one might like the emotions of amore or that of a procreative encounter or that of "this is soo exciting"(like that which comes with roller-coster rides), not all of them like to feed on the same type of emotions. Even if all emotions are "edible", not all are "liked".

As to the outcasts that like the taste of Fear, think of what humans who like to cause fear would do.

Just like with humans, they are a race. With just the same chance of an individual of growing up to be a "monster" as humans do.


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

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

taalismn wrote:
Yell 'Fire!" in a packed movie theater? :twisted:

And start shooting machineguns about.

Kelly's Heros is still my faveorate WWII movie but Ingloryus Basters is up in the top five now.
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Re: Fan Races!!

Unread post by Aramanthus »

It is a very cool RCC. I actually know a person who would have been one of this race. But that was many years ago. I hope we get to see more of these wonderful races.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by gaby »

Not Bad.
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Re: Fan Races!!

Unread post by Aramanthus »

I'm looking forward to seeing some new ones. I should get started on another rcc. I do enjoy them.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by taalismn »

Been extremely busy, but I keep hoping to eventually return to this old horse of a thread... :-)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by Aramanthus »

At least people keep checking it out. THat is always a good sign.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

Kitsune
This race of blessed humans that have the ability to to changing into a hokkaido red fox. Originating in the Hokkaido area of japan in the edo era, when a smith was blessed by Inari Okami. Most live within society hiding their abilities from the rest of the world. While others live on the fringe close to nature. Using their abilities if not to their fullest, then as a everyday part of their lives.

Physical Stats: each are 12+1d6, & a single exceptional stat roll for rolls of 18
SDC & HP: human standard
PPE: adult: 4d6, teen: 8d6, child: 12d6

average life span: 120 years
Reads as mundane human via see/sense aura and other magic/psi senses. Can not be mutated, not can be physicaly transformed.
fox bonuses: bite: 1d6 ND, +2 init, +3 strike,+4 dodge, nightvision 120', keen vision and smell, nat skills: swimming 55%, prowl 55%, climb trees and rocks 45%, track by smell 55%, leap 3' high and 5' across.
classes: Any OCC or PCC. If a magic class is selected, the magic responds to them as if they are one level higher. Example, if the Kitsune is a level 3 wizard, then the magic will have the range/damage/etc... as if being cast by a level 4 wizard.
Weight: human normal and fox normal
Magic: as per OCC.
Psi: human standard. Master Psi as per PCC.
enemies: human standard
allies: human standard
habitat: any, but is mainly found (if they can be found) in the hokkaido area of japan.
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Re: Fan Races!!

Unread post by taalismn »

Classic mythical trickster species...I've seen a few various versions of the Kitsune, but in a wide Megaverse, there's always room for more variations on a theme. :ok:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

it is more for BTS, Hu, and NB.
But those forums don't have a fan race topic.
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Re: Fan Races!!

Unread post by taalismn »

drewkitty ~..~ wrote:it is more for BTS, Hu, and NB.
But those forums don't have a fan race topic.



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

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by Aramanthus »

That is a cool RCC. (Kitsune) Any chance to get more detail on them.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

Aramanthus wrote:That is a cool RCC. (Kitsune) Any chance to get more detail on them.

It is a Race.

As to the more details, go to the invented magic topic in the magic &psi forum. Might be faster to work backwards.
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Re: Fan Races!!

Unread post by taalismn »

An RCC is when you're so in love with your own biological advantages, or your culture is so centered around your inherent capabilities that you're reliant on them before anything else, like a Dragon having its draconic abilities to fall abck on regardless of how he fares as a proctologist.

A RACE(or species) is what you are, and if you're not an RCC, you typically rely on taking specific skill training/occupational focus as your first means of survival, before you even consider defaulting to what nature gave you. Thus, a Dwarf might not stand a snowball's chance in a blast furnace against a Worm of Taut, but if that Dwarf's a Robot Pilot behind the controls of a fully loaded Triax war'bot, it's a different story.

Typically RCCs dabble at other things outside what they can do with theri inherent abilities, with the indivdual being the basic unit of activity/power(one Dragon is a living tank, two or more may be just overkill). A race with access to OCC training can expand its interests and skill capabilities beyond the indivdiual as a unit of power(OCCs lend to team-building; the Dwarf Robot Pilot alone isn't much, even WITH his 'bot, but team him with a couple of Operators, two or more Special Ops soldiers, a psychic, and body-fixer, and a wilderness scout, and you have a force to be reckoned with in the field).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

The difference between races and RCC's is very simple.

RCC's come with skill sets.

Races do not.
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Re: Fan Races!!

Unread post by taalismn »

drewkitty ~..~ wrote:The difference between races and RCC's is very simple.

RCC's come with skill sets.

Races do not.


Awww...shucks...you don't have to make it THAT simple, Professor! :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
------------
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

taalismn wrote:
drewkitty ~..~ wrote:The difference between races and RCC's is very simple.

RCC's come with skill sets.

Races do not.


Awww...shucks...you don't have to make it THAT simple, Professor! :P

Sometimes people get lost in their own explinations, and forget the basics.
May you be blessed with the ability to change course when you are off the mark.
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Re: Fan Races!!

Unread post by Aramanthus »

Well since you posted in the RCC thread. I called it as I saw it. Sorry.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by taalismn »

PeeVees(Converted/Modified AtB Mutant Birds)
“Mile a minute chatterboxes those feather-balls are. Gossip grapevine better than the Nutkins’ and what one PeeVee hears, you can count on everybody in the flock knowing about it faster than a cellphone.”

“Wouldn’t trust the little guys to do lab work, but set a dozen of them loose around a crime scene, and they’ll look in every nook, niche, and cranny, and check out areas a groundslogger wouldn’t or couldn’t check, like tree branches and building tops. As long as you impress on them the need to record their search, you can build up a very good detailed map of a scene thanks to their thoroughness and innate curiosity.”
---Doctor Limma Hammond(Medical Examiner), New Boston Police Department, Office of Forensics.

“I trust my life to my PeeVee scouts out in the wilds; they’re more attuned to the flow of events in the woods than I’ll ever be, for all my years. They may be happy-go-lucky clowns who are constantly whistling or barrel-rolling through the trees, but Chid and Shid have never miss a beat when it comes to keeping an eye out for trouble. And when either of them tells me to stop and stay still, I stop right then and there stiff as a rod, and when they tell me to run, I $%^&ing run, because those two don’t joke about danger!”
---Mediwee Lewis, NorthEast woods trapper.

While the Chirpasee Greater Flock encompasses a number of mutant and sentient d-bee bird species, the greater portion (60%) of the Chirpasee, which qualifies them as ‘smallkin’, is made up of the PeeVee, small avian mutants who appear to have evolved from passerine stock, notably sparrows and chickadees. It is not known if the PeeVee evolved locally on Rifts Earth or on another world, and had their ancestors rifted here; there’s evidence for both, and further evidence to suggest a relationship to the known indigenous mutants, the ‘blinkadees’. PeeVees, in addition to their many winged talents and agility abilities, seem to have the ability to spatially displace themselves, disappearing one place and appearing another in a manner that suggests the blinkadees’ short range teleportation abilities.
(In reality, PeeVees are born psychics, with several inherent Super psionic abilities, one of them being Psionic Invisibility. What appears to be a short-range teleport is, in reality, a cloak-and-run. The PeeVees’ other psionic abilities, which include several danger sensing powers, often allow them to detect imminent threats fast enough to engage their escape mechanism(s) and get out of harm’s way).
PeeVees are flighty but amiable little sentients who have trouble staying still for any long periods of time. This can make dealing with them trying for more focused individuals, as the PeeVees are constantly fidgeting, looking around, becoming distracted. They also like clowning around, frequently hanging from nearby tree branches or ceiling fixtures, often talking(and eating) while upside down or dangling from some precarious perch. On issues of immediate concern, however, PeeVees can get quite intense and focused, they are good team players, and they can trusted to look out after a group as overwatch, or to deliver messages. As rather fragile smallkin, PeeVees tend to try to avoid fights and smartly try to retreat from confrontations. However, they will often courageously attempt to warn others while staying just out of reach of danger and keeping a running report on developing threats. When combat is a necessity, they favor hit-and-run tactics to harass and wear down a larger opponent.
Compared to other members of the Chirpasee Greater Flock, the PeeVee are downright urbane, extroverted, and socially involved, sticking around their chosen communities year-round and getting involved in just about any festivity or community activity. They are natural clowns who get along well with other trickster/jokester races and those who have a less serious outlook on life.
In the GNE, since their recognition as a people, the PeeVee have become well-integrated into GNE society. Because PeeVee are not long distance migrators, but are year-rounders, there is some tension between them and the other members of the Chirpasee Greater Flock who would like to present a larger and more unified face to the politicians in Burlington; the PeeVee tend to go with their local government, winged avian or not, rather than go through the Flock, for most of those few things the PeeVee want or need that need government action. This has helped the ground-dwellers associate more with the PeeVee as stalwart neighbors than as breeds apart. The Greater New England Armed Services has seen a growing number of PeeVees join the services as scouts, couriers, communications specialists, and, since the introduction of the ‘Darter’ flying micro-power armor to service, power armor warriors.
Encountering PeeVees in the greater Megaverse is always a possibility; the intrepid little winged sentients could have easily been caught in a random Rift or have tagged along with other sentients in exploring and colonizing other worlds accessible through the dimensional gates. They are most likely to gravitate towards forest environments, but their curiosity may lead them just about anywhere.

Alignments: Any, but most(80%) are Principled and Unprincipled.
Lifespan: 60 years
Size: Size Level 2; 14-16 inches tall, and weigh 2-4 lbs
Gender: Heterosexual egg-layers, clutching 1-3 eggs at a time. PeeVee eggs incubate for about 3 months before hatching. Children reach sexual maturity at 11 years, and are considered to reach adulthood at 18.
Physical Description/Appearance:
Appear as slightly larger than average sparrows, wrens, or chickadees, with a second pair of arms, similar in scaly appearance to the legs, but ending in fully articulated hands, tucked up under the wings. There is some ‘racial’ variation, with regard to plumage, length of beak, and the length and set of the tail, but generally have small bodies, large heads, and small beaks. Tend to favor webbing belts and vests for clothing, though the most recent fad is for small hats, microchip watches, and ankle bracelets.
Disposition/Attitudes:
Chirpy, bubbling, inquisitive, and flighty. Tend to be constantly looking around, easily distracted, even in the middle of conversation with other people. Amiable and friendly, they are innately curious, and readily spot any new elements in their environment.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 4d6
PS: 1d6
PP: 3d6+2
PB: 3d6
PE: 3d6
SPD: +6
(ISP): M.E.+6d6 +(1d6+1) per level of experience
(PPE): 2d6
Hit Points:P.E. +1d6 per level of experience
SDC: 10 + any additional from skills, training, and OCC bonuses.
MDC: By armor, technology, and/or magic/psionics.
Horror Factor:----
Natural Abilities:
(Starting Bio-E: 80)
Wings: Acrobatic Flight(30)
+1 to strike in all flying combat, +2 disarm, +1 entangle, +2 roll with punch, and +1 to dodge for every 20 MPH per melee round up to a maximum flying bonus of +6 to dodge. Maximum speed is 120 MPH, maximum altitude 6,000 ft.
Hands: Extra Pair of Limbs and Full Hands(20)
Biped: Full
Speech: Full(10)
Looks: None
Advanced Vision(5)---Double the range of normal human vision. +1 to Perception rolls(or +1 to Initiative if not using Perception)
Extra Physical Prowess(15)
Psionics:(Major)
-Save as Major Psionics(Saves versus psionics at 12 or better)
*Sensitive: Sixth Sense
*Four additional Sensitive powers of choice

*Super: Psionic Invisibility(at half ISP cost)
*Can select either Super: Psionic Bodyfield or Telekinetic Forcefield at level 6

Magic: PeeVees tend to lack the patience for learning magic. The only known PeeVee magic class is Mystic.

Cybernetics/Bionics: Generally avoid cybernetics due to the unavailability of appropriately scaled implants. With the formal alliance with a largefolk nation and industrial complex, the Chirpasee are seeing the possibility of cybernetics scaled to their physiques, starting with medical implants such as carbon-fiber bone replacements/reinforcement, prosthetic limbs, and eye implants.

Available OCCs: Wilderness-oriented OCCs predominate, but as the PeeVee become more accepted and gain greater access to high tech civilization, more high-tech OCCs may appear in their ranks. However, again, PeeVees’ fidgety nature tends to interfere with their learning professions that require long tedious study or work; PeeVees are unlikely to choose such professions as Body Fixer or Scientist, but City Rat, Vagabond Scout, Wilderness Scout, and Grunt/Headhunter are more likely to attract their attention.

RCC Skills:
Acrobatics(+5%)
Skills of Note: ----
Culture:
The Flock is the basic unit of Chirpasee culture, typically presided over by an elected(and elder) leader with experience. The PeeVee tend towards the family unit(adult parents, and 1-3 generations of offspring holding a small territory), with 2-6 such units forming a small flock in holding a communal territory. Male and female PeeVees share equally in chores and raising their children, as well as in leadership. Beyond that, PeeVee society has adapted the town and county organization of the towns/communities they live in, and while the Chirpasee Greater Flock may have a provisional seat in the GNE House of Representatives, the PeeVee vote and participate in their local town elections alongside their ‘bigkin’.
PeeVees continue to prefer small, easily hidden homes such as hollow trees, tree houses, and loft apartments, preferably with lots of surrounding foliage. PeeVees aren’t as materialistic as other smallkin(there’s only so much one can carry on the wing), but they do appreciate certain material comforts(heated birdbaths, packaged/stabilized foods, sound recorder chips, etc.), and their nest-homes will have small collections of trinkets both natural and artificial that have caught their interest(though they are not nearly the obsessive-compulsive collectors that the mutant jackdaws and crows are).
Communal gossip-sings are a common social event for PeeVees, as well as communal foraging in the wilderness (several dozen PeeVee going into the woods to gather seeds, mushrooms, insect eggs, and fruit while several other PeeVee stand watch for potential danger).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

Aramanthus wrote:Well since you posted in the RCC thread. I called it as I saw it. Sorry.

this topic's title wrote:Fan Races!!


What RCC topic?
<Edited diatribe about reading.>
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Re: Fan Races!!

Unread post by taalismn »

drewkitty ~..~ wrote:
Aramanthus wrote:Well since you posted in the RCC thread. I called it as I saw it. Sorry.

this topic's title wrote:Fan Races!!


What RCC topic?
<Edited diatribe about reading.>



"Fan Races"?
Hope you brought plenty of extension cord for everybody, 'cause otherwise it's going to be a real short race....
-------------
"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
------------
User avatar
drewkitty ~..~
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

taalismn wrote:
drewkitty ~..~ wrote:
Aramanthus wrote:Well since you posted in the RCC thread. I called it as I saw it. Sorry.

this topic's title wrote:Fan Races!!


What RCC topic?
<Edited diatribe about reading.>



"Fan Races"?
Hope you brought plenty of extension cord for everybody, 'cause otherwise it's going to be a real short race....

:lol: :lol: :lol: :lol:
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Re: Fan Races!!

Unread post by Aramanthus »

Silly kitty! :lol: :lol: :lol: :lol: I hope you will post some more! Your was quite a read.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by taalismn »

Anowak(Converted/Modified AtB Mutant Turtles)

“So, swim on out there and attach these plastic limpet mines to those Horune boats out there? I thought you said this was going to be dangerous work.”

“I was in charge of training an Anowak militia platoon and lemme tell ya, I barked ‘hit the dirt and dig holes!’ and the whole darn bunch of ‘em just plain disappeared on me! They went hull down and pulled the dirt over themselves so fast I thought for a moment somebody had hit my unit with some sort of mass teleportation spell! I swear, they do that in the field with real guns on them, some poor ********’s going to get the rude surprise of their abbreviated life walking into an ambush! I’d sooner take my chances dancing in a minefield!”

The Anowak are a race of smallkin mutant turtles who may or may not be indigenous mutants(their name is curiously similar to Mohawk names for ‘turtle’, suggesting a connection). They seem to combine traits of both land and water turtles, making determining their exact descent difficult, if not impossible. The Anowak have entered into a political alliance with another group of mutant amphibians, the frog-descended Ribbin, in an alliance known as the Gouyesh. Originally, this alliance was formed to defend against the mutant bats who’d later form the Noctre, with the Anowak giving heavy armored support to the Ribbin who suffered the most from the aerial marauders. Quickly, however, the Gouyesh alliance would expand to include the Anowaks’ enemies as well, with Ribbin-purchased weaponry funneled to the Anowak. When Paladin Steel threatened to turn off the flow of cheap armaments, and Greater New England diplomats negotiated a truce between the Gouyesh and the Noctre, the Gouyesh petitioned for membership in the GNE’s Alliance, partially as a hedge against renewed Noctre aggression(the GNE would be treaty-obliged to protect the Gouyesh). The Anowak were cool on the Ribbins’ enthusiasm about taking out the Noctre(the turtles not having the same bad predator-prey relationship with the mutant bats as had the mutant frogs, but felt that having the assistance in dealing with their own enemies to be worth the trouble. With growing ties to the GNE and Bigfolk support, however, the Gouyesh’s original purpose is now less important than securing a political stakehold in the future and acquiring the material support of the GNE Alliance. This has led to an increasing number of Anowak joining various service organizations in the GNE, as well as taking advantage of GNE/PS’s growing travel network to travel abroad, even to other worlds and dimensions.

Alignments: Any
Lifespan: 120 years
Size: Size Level 2; 18 inches tall, 5-6 lbs
Gender: Hetereosexual egglayers who lay 4-8 eggs at a time in buried nests. Anowak young are much more dependent on their parents than (unmutated) turtles, though they can crawl within minutes of hatching. Typically stay with their parents for the first 15-20 years of their lives.
Physical Description/Appearance:
Small, upright, turtles with fully articulated paw-hands. Individuals can be distinguished by the pattern of dark and light spots and splotches on their shells. Racially, there are different ‘sub-races’ within the Anowak, with regards to general appearance, some looking more like land tortoises and others having traits of water turtles, but all of them are interfertile with each other, with an ‘averaging out’ of traits.
Disposition/Attitudes:
Anowak tend to be patient, phlegmatic sorts who take their time dealing with issues that aren’t immediately demanding of attention. They tend to take the slow road on most projects, and to retreat and lay low when danger threatens, waiting for it to blow over. However, they are capable of surprising swiftness when the situation demands, and survival on Rifts Earth has demanded a more proactive approach, including aggression. Originally not very social, even with each other, the Anowak have learned the attractions of social cooperation and working with others.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 3d6
PS: 1d6+2d4
PP: 3d6
PB: 2d6
PE: 2d6+1d4
SPD: 2d6
(ISP): By psionic class
(PPE): 2d6
Hit Points:P.E. +1d6 per level of experience
SDC: +60+ any additional from skills, training, and OCC bonuses.
MDC: By magic, psionics, or technology
Horror Factor:---
Natural Abilities:
Hands: Full
Biped: Full
Speech: Full
Looks: None
Natural Body Armor(Heavy) (A.R. 14, SDC 60)
Beastly Strength---Can carry 100 times their P.S. and lift 200 times their P.S. in lbs(!).
Hold Breath---2d6+6 minutes at a time
Digging---Can dig a foxhole at 3 ft per melee with a P.S. or 13 or lower, or at a rate of 4 ft per melee if possessing a P.S. of 14-18.

Psionics: Standard
Magic: A few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Cybernetics/Bionics: See the Anowak Partial Cyborg below
Available OCCs: Can take just about any Tribal or Barbarian OCC, with an emphasis on combat and survival(may also substitute the profession selection and apprenticeship programs from AtB, adjusting accordingly for Rifts). Since intermingling more openly with the larger folk civilizations of the GNE and attending classes, so Anowak Operators, Rogue Scholars, and the like are possible.
Military Anowak are most likely to be AtB-equivalent Elite Militia or Guerilla Warrior, or Rifts Wilderness Scout, though as more appropriately-scaled high-tech equipment enters service from PS and other manufacturers, it is not impossible to see Anowak Grunts, Technical Officers, Sailors, and Robot Pilots in coming years.
With regards to magic users, a few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Master Psychics are possible.
RCC Skills:
Swimming(+5%)
Skills of Note:----
Culture:
Before the formation of the Gouyesh society, the Anowak formed small clans of 5-20 members in small burrow-villages, occasionally cooperating with other hamlets on common projects(damming a stream, digging a canal or mill-race, fending off predators). Greater civilization has led to larger Anowak townships and co-habitation with other species.
Many Anowak are just happy to hang out with their fellows for hours on end, sunning themselves, and not doing much of anything, thinking and watching the world go by.

Anowak Partial Cyborgs
The Anowak are among the few smallkin who have actually taken to, and requested, cybernetics and bionics, though the most they could be considered as, as of yet, is Partial Cyborg. Anowak PCCyborgs have plates of megadamage plastic or composite ceramic directly anchored to their shells. The spine is often reinforced with bio-plastic or ceramic to take the added weight. The legs are augmented with exoskeletal reinforcement for greater speed and stability, and attached/anchored to the reinforced spine. Power comes from a small powerplant based on regenerating e-clip technology; though not powerful enough to power energy weapons and bionics, the RE-Clips still provide the cyborgs with enough power to run their bionics for a decade before needing refurbishment(though usually this is shortened to 5-6 years with heavy activity).
Weight: 6-7 lbs
Main Body MDC: 36
Bionic Legs(2) 15 each
Other bionic features include:
-Bionic Legs--Running Speed: 36(about 25 MPH)
-Finger Claws---+1d6 SDC to a punch
-Weapons Mounts---These consist of hinged pintle mounts or clips on the turtle’s shoulders/back, directly mounted on the shell, and can hold a human-scale pistol or small submachine gun/machine pistol. The mounts also feature remote trigger mechanisms wired to the cyborg’s nervous system, allowing the weapons to be fired with a thought(though with NO strike bonuses; to benefit from the Anowak’s W.P.s, the weapons must be manually aimed with a free hand). Gyrostabilization based on ‘fuzzy logic’ camera stabilization gives a +1 to strike. TWO swivel mounts can be added.
-Helmet Visor---This is an armored hood built into the front of the shell, that can automatically fold over the Anowak’s head, providing 15 MDC of protection. It also has built-in air filters, equivalent to a good gas mask. The hood also features clip-on mountings for night vision goggles and other optical gear.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Re: Fan Races!!

Unread post by Aramanthus »

So does these people have a legend of little teen age ninja turtles?
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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drewkitty ~..~
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Re: Fan Races!!

Unread post by drewkitty ~..~ »

Aramanthus wrote:So does these people have a legend of little teen age ninja turtles?

I would guess they might if PB ever got the TMNT license again.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Aramanthus wrote:So does these people have a legend of little teen age ninja turtles?



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

--------Rudyard Kipling
------------
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

leda002 wrote:There really is an excellent selection of races in this thread! A lot of them far more creative and thought out than a number of canon races. Many of them would be great to use as a PC or run as NPCs.



Thanks! Feel free to create and add your own minions! Start building your megaversal powerbase today! :twisted: :angel:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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shiiv-a
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Re: Fan Races!!

Unread post by shiiv-a »

guess i'll have to spend another 5 days reading this thread.
don't have anything else to offer racewise. sorry
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.

Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

shiiv-a wrote:guess i'll have to spend another 5 days reading this thread.
don't have anything else to offer racewise. sorry


All in good time, and each according to their own ability and capability. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Re: Fan Races!!

Unread post by Aramanthus »

I hope we get to see some new races soon. I am glad this thread is still going!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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Re: Fan Races!!

Unread post by DracoMagus »

Was thinking of another simian race, one that is alien but could have crash landed onto a human world. Thinking of calling them the Tartutik. At any rate, I have nothing concrete written up as of now, hopefully soon though.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

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taalismn
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Re: Fan Races!!

Unread post by taalismn »

DracoMagus wrote:Was thinking of another simian race, one that is alien but could have crash landed onto a human world. Thinking of calling them the Tartutik. At any rate, I have nothing concrete written up as of now, hopefully soon though.



Many ways you can proceed from that...Use random generation tables to lay some groundwork, or think of a story of their interaction and start adding details that can translate into stats as you go along, to name a few.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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GaredBattlespike
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Re: Fan Races!!

Unread post by GaredBattlespike »

Greetings!

After a long absence, I return with these two new entries: Homo Badgerous (AKA: the Badgerfolk), and the Alien Kor'Valk.

The Badgerfolk are the only sentient inhabitants of an Earth that never had Humans. The Badgerfolk are a humaniod badger-like race with good Psionic Potential (15% have Master Psionics!). The Badgerfolk live in comparitive harmony with thier Earth, with Badger-Towns (Setts) dug into the ground, instead of clearing natural terrain to build buildings. Thier Psionics give most Badgerfolk a clean perspective on how their own lives impact the world around them (Empathy, Telepathy, Clairvoyance ECT...) so gross abuses of nature simply do not happen. Recently, many of the Badgerfolk have recieved terrible Psi-Visions of EVIL from the Stars!
A world-wide Council was quickly formed and preperations had begun, but the Aliens arrived before the peasable diggers could finish building weapons of war!

Now the the Alien Kor'Valk have arrived from the depths of space and are intent upon stripping Badger-Earth of ALL usable resources, and upon extinguishing the Badgerfolk-and all other Earthly life-utterly!!! With alien technology and powerful weapons, the six-limbed hairless carnivores have control of space, the air and much open ground. Still, aliens cannot find many Setts, as they aere too well dug-in. Ground troops have Power Armor (Death-Hunter Class), Hoverbikes (Killer Stings Class) and even a few Giant Robots (Hive-Slayer Class) but only a few.
The Kor'Valk are only 1.7 meters (5 ft, 8 inches) tall and weigh only 70 kg (154 lbs), compared to the shorter but heavier Badgerfolk who stand just 1.5 meters (5 feet) tall but weigh in at 100 kg (220 lbs) !!! The flesh of Badgerfolk is more dense and tougher for it, but Badgerfolk don't swim well, whereas the Alien Kor'Valk are excellant swimmers. Kor'Valk have two sets of arms, one with hands, as would understand them-just with three fingers and an opposable thumb. The other set, above the middle set end in horrible claws the size of butcher knives. The Kor'Valk have small heads because thier brains are NOT just in thier heads, but are spread up and down their spineal colums which are heavily armored with bone and spikes of dentin.

How will this end? Will the brave, peaceloving Badgerfolk discover that the Alien Kor'Valk are right-That ONLY the powerful have rights...Or will the Kor'Valk discover that the most dangerous place is NOT in space, but between a desperate Mother and her children!
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

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

or i am a TW.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Good necro with fresh material. :ok:
Just need ,more hard stats on the respective races to really flesh them out, now that you got the basic ideas down.
My money's on the Badgers.
Wait...I have a WEAPONS and ARMOR company at my disposal...I can slant the odds. ;)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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GaredBattlespike
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Re: Fan Races!!

Unread post by GaredBattlespike »

Greetings!

First, forgive my last post's spelling errors aas I had written it after working all night.
Now, here are the stats for the two Races.

Badgerfolk:

I.Q.: 3D6
M.E.: 5D6+3
M.A.: 3D6
P.S.: 4D6+4
P.P.: 2D6+4
P.E.: 5D6+3
P.B.: 3D6
Speed: 2D6 Running, 1D6 Burrowing

SDC: 30+OCC Bonuses (if any)
P.P.E. & Magic: 2D6 P.P.E. No Natives have Magic, but those born in societies that expose them to it, may learn Ley Line Walker, Shifter, Sorcerer, & Wizard Magic OCC's with a -10% P.P.E. as Magic use is not the Badgerfolk's forte.
I.S.P. & Psionics: Roll on the Chart if NOT a Master Psionic Class (Burster, Mind Melter, Mind Mage, Psychic, or Similar):
01-30%: Major Psionics with + 6D6 I.S.P.
31-65%: Major Psionics (Standard)
66-00%: Minor Psionics with + 2D6 I.S.P.

If a Master Psionic OCC is chosen, add +6D6 I.S.P. and +2 I.S.P. per Level
& if a Psi-Druid, Add + 8D6 I.S.P. and + 4 I.S.P. per Level instead (Most Popular OCC of the Badgerfolk)
May not choose any Augmentation-Based OCC (Headhunters, Crazies, Juicers, ECT)
Natural A.R.: 6, A Badgerfolk's hide is tough!
Natural Attcks; Bite at 2D6 + 1/2 P.S. Bonus, and Claws at 1D6 + P.S. Bonus

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

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

or i am a TW.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Much better.... :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
------------
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GaredBattlespike
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Re: Fan Races!!

Unread post by GaredBattlespike »

Greetings!

As promiced, here is the next instalment of Badgerworld: the Invasion!

Quick note: The second most common Master Psychic OCC for Badgerfolk is Gizmoteer (As per SA 2, but set on another Earth so adjust Native Language to Badgerspeak). Also Badgers gain +10% on Dance Skill if take due to traditional dancing in the culture (Snakes & Mushrooms)

The Badgerfolk's Gear:

The Crystal Pistol
Range: 1,500 feet
Damage: 3D6 SDC (2D6 in a Mega Damage envirionment)
Ammunition: Holds up to 30 ISP, and each shot uses 5 ISP, for a total of 6 shots per full charge. Recharging only takes 1 APM regardless of the number of ISP expended.

The Crystal Assault Rifle:
Range: 2,000 feet
Damage: 3D6 SDC single shot or 1D6 (X 10) on 3 round pulse (Uses 3 shots/15 ISP's)
Ammunition: Much like the Pistol, the Rifle is powered by ISP's. Total Capacity is 150 ISP's. Enough for 10 Pulse-Bursts, or 30 single shots.

Ecto-Field Emitter Harness:
This Psi-Gadget is worn to project a fur-tight protective Force Field on the wearer.
SDC: 240
A.R. 18
Duration: 1 minute per Level of the user, for 25 ISP's
Recharges to full when 25 more ISP's are expended into the device (Takes 1 APM)

Badger Defence Tansport
Type: Burrowing APC
Speed: Burrows at a Speed of 50 (35 mph), or Overland speeds of 100 (70 mph)
Range: 300 Miles on a full charge (Basically 1 ISP = 1 Mile of Travel)
Fuel: ISP's. Holds a charge of 300 ISP's
SDC: 500
A.R.: 18 (a 19-20 penetrates and causes damage to the occupants)
Weapons: A Crystal Cannon on a Turret;
Range: 4,500 feet
Damage: 1D6 (x 10) SDC (1D4 [x 10] MDC in MDC Envirionments)
Cargo: Holds 16 Badgerfolk Troopers in full Gear
Crew: 1 Pilot, 1 Gunner, and 1 Commander
Size: 30 feet long x 16 feet wide x 12 feet high (including treads).

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

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

or i am a TW.
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taalismn
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Re: Fan Races!!

Unread post by taalismn »

Ah, minor nitpick; how BIG are Badgerfolk?
And a brief physical description would be nice...do they resemble American Badgers? European badgers? Emerald green badgers? Badgers-in-name only?
-------------
"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
------------
User avatar
GaredBattlespike
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Re: Fan Races!!

Unread post by GaredBattlespike »

Greetings!

First; to answer a question RE: Size & Appearance: The Badgerfolk " who stand just 1.5 meters (5 feet) tall but weigh in at 100 kg (220 lbs) !!! The flesh of Badgerfolk is more dense and tougher for it, but Badgerfolk don't swim well," as per a prior posting. As to Appearance: The Badgerfolk are varied enough that some resemble European Badgers, others, African Honey Badgers, and others resemble American Badgers, depending on which of the four major landmasses a particular Badgerfolk comes from.

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

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

or i am a TW.
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