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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Sep 28, 2018 8:07 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Greeth

“Given that in the last week you’ve exploded twice, been thrown through the front window and onto the windshield of a passing taxi cab, died of and spread a virulent disease, suddenly stopped breathing and living while behind the wheel of a fully loaded forklift, and been run through with a rocket nose cone that pinned a customer to a chair through their coat, I’m afraid I’m going to have to let you go. Don’t misunderstand me, you have passion for the work, and if you ever want to talk, you have my number-”
((“Yeah, yeah, yeah, just give me my severance pay and I know where the door is. -Damn you, Nrom.”))

Greeth are amphibious humanoids hailing from the other-dimensional realm of Sqorg, a pocket universe dominated by the Blorgeen Pantheons, who have only fairly recently opened their cosmos to the greater megaverse(initially through Phase World, but they have discovered other doorways as well).
The Greeth are a newt-like people, possessed of great physical strength and great physical resilience. Their physiques ripple with muscle and their bodies are resistant to just about every known disease and pathogen known to Sqorgian civilization.
Greeth have the unfortunate distinction of being ‘buttmonkeys’ in that their species seems cursed to misfortune. Seemingly healthy and happy Greeth will suddenly and spontaneously up and die in some violent manner, gruesomely expiring before suddenly resurrecting minutes later, apparently none the worse for wear. The cause of this supernatural dying and resurrection baffled the best minds, theological and scientific, for generations. Some thought it divine punishment for some misdeed of the Greeth people, others thought it a divine test. Still others thought it an attack by some other Blorgeen god against the Chosen People of Nrom, the Great God of the Greeth.
It wasn’t until fairly recently that the Greeth learned the awful truth; their Great God Nrom had, just for $#!+s and giggles, decided to modify the Greeth for use for his entertainment...the idea of a random Greeth expiring at his whim just seems very amusing. Worse yet, the Greeth learned, Nrom had created a multitude, perhaps thousands, of artifacts that allow the possessors to similarly temp-kill random Greeth at will, sight unseen, just for fun. Despite the fact that there’s an estimated eight BILLION Greeth, the Curse hits their population with enough frequency that either Nrom likes yanking the Greeths’ chains VERY frequently, or he distributed a LOT of his Greeth-puncher buttons.
Because of their Curse, once word got around, Greeth are avoided by most other peoples, not wanting to get caught up in the fallout of a capricious god-being’s idea of ‘entertainment’ or somebody else’s stress relief. Insurance companies avoid them, and most businesses refuse to employ them.
The most optimistic Greeth try to put their best face on the whole business, noting that the periodic ordeal isn’t permanent and they can get along on their lives afterwards. Some still regard it as a Great Test of the Greeth people, one that will prove they are most worthy of divine favor at some time in the unknowable future. Most Greeth, however, are generally dispirited by it, slumping into alcoholism and drug addiction, and taking up a fatalism born of the fact that they KNOW their creator god doesn’t love them. A small, but vocal, minority of Greeth are agitating for ACTION; nothing less than a revolt against their gods(not just Nrom). To this end they seek to find the various ‘stress relievers’ Nrom created and destroy them. They research magics and technologies to help them find, contact, and negotiate with Nrom as equals(or DESTROY him if he doesn’t cooperate). Others seek to make pacts with other god-beings, in return for assistance in dethroning Nrom.

Alignments: Any. Initially 97% Unprincipled, but the recent revelations about their relationship with their godhead have shattered their society all over the place.
Life span: 105 years
Size: 5-6 ft tall, 90-180 lbs.
Gender: Heterosexual, with females producing 1d4 pups(in-water birth) after a 10 month gestation period, Reach sexual maturity at 15 years old. Interestingly, the gender ratio is 8 males to every female, making the courtship scene on Sqorg very intense.
Physical Description/Appearance:
Humanoid amphibians resembling large obese newts. Their skin is pale, soft and suede-like, with the hint of massive muscles underneath. Posture is rather hunched over, with a high humped back and long bent legs. The head sports a cluster of thick, plush tendrils, and the eyes are large and watery. Colors tend to pink and orange, with spots and bands of black, red, and brown common, especially around the head and neck. Greeth are omnivorous, with wide mouths full of small teeth.
Disposition/Attitudes:
The average Greeth is nervous, twitchy, anxious, and fatalistic, always waiting for the other boot to drop. The average Greeth frankly ENVIES other ‘cursed’ species such as the In’Valians(who can adapt, however painstakingly, to a known degenerative condition) and the Manarr(who can trace their race’s misfortunes to a disease pathogen).
Physical Attributes:
IQ: 3d6
ME: 2d6+6
MA: 2d4
PS: 5d6+12 (Supernatural)
PP: 1d4
PB: 1d4+2
PE: 4d6+20
SPD: 3d6+12
(ISP):----
(PPE): 4d6
Hit Points: 22
SDC: 90
MDC:----
Horror Factor: 13 in the moment of sudden violent death.
Natural Abilities:
*Hold Breath for 90 minutes
*Natural Swimmer---equivalent to 90%
*+2 on all saving throws
*+4 save vs possession
*Impervious to normal disease, poison, cold and heat(and magic cold and heat do HALF damage)
*Regenerates 2d6 SDC/HP per minute, lost limbs within 1d4x10+6 days
*Limited Immortality(Deity-Imposed)----Greeth are, as noted, subject to periodic spontaneous violent death at the whim of Nrom. However, this is NOT permanent death; the Greeth will resurrect within 1d6 minutes after deceasing. The Greeth then and regains their SDC/HP via normal regeneration. The arguably only good thing is no Greeth has been known to be ‘Smited’ again during this regeneration period.
Vulnerabilities:
*Random Death----This is the Curse of the Greeth. At any time, without warning, a mature(the Curse doesn’t occur to adolescents) Greeth can up and die. This can happen at the GM’s discretion(or whenever they’re feeling mean) or a chance of 10% per 24 hours can be followed. Roll on the following:
01-10% Explodes--The Greeth gets a sensation of pressure building inside them, then explodes in a messy blast that throws entrails and gore out in a 25 ft radius. Anybody in a 5 ft radius takes 1d6 SDC/MDC concussive damage depending on what the person is).
11-20% Compressed to Death---The Greeth seems to be squeezed and folded by invisible hands until they go splut and spread out in a pool of grue. In the alternative, the Greeth suddenly dessicates, shriveling up into a mummified version of themselves, the expelled (pure)water showering on surrounding people.
21-30% Blasted---The Greeth is suddenly shot by lightning or perforated by a burst of gunfire. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with overkill(does 2d4 SDC/MDC depending on what the person is).
31-40% Poisoning---The Greeth is suddenly surrounded by a cloud of toxic fumes(anybody standing within 5 ft of the Greeth must roll versus Lethal Poison as well, or take 6d6 Hit Point damage) that suffocate them within 1d4 melees.
41-50% Disease---The Greeth starts coughing, goes bloodshot, breaks out in spots and pustules, then drops dead within 1d4 melees. Those coming in contact with the Greeth must save versus disease or catch a very bad cold.
51-60% Thrown to Doom----The Greeth seems to suddenly levitate and is thrown 1d10x10 ft(or into closer hard surfaces) screaming to their deaths. Bad news if you happen be under them when they land.
61-70% Skewered----The Greeth is impaled by random objects(girders, spears, fishing rods, toothpicks, etc.) and bleeds out in 1d4 melees. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random projectile(does 1d6 SDC/MDC depending on what the person is).
71-80% Total Organ Failure---The Greeth just keels over, instantly dead.
81-90% Fire---The Greeth spontaneously combusts, and has enough time to run or flail around for 1d6 melees before burning to death, possibly spreading the fire in the process.
91-00% Crushed---Random objects(bowling balls, boulders, air cars, cows, girders, etc.) drop on the Greeth, killing them instantly. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random object(does 1d6 SDC/MDC depending on what the person is).

Psionics: None
Magic: None, but they have the potential(and arguably a very good incentive)
Cybernetics/Bionics: Because of their advanced regenerative abilities, Greeth avoid cybernetics and implants. They also consider elective implants a waste of time, since they have to be reinstalled every time the Greeth ‘dies’.
Available OCCs: Greeth come from a gunpowder/Industrial Age level of technology, so they can grasp the basics of high technology. In theory they should be able to select any OCC, but in practice, their reputation for sudden catastrophic self-snuffing tend to bar them from educational and vocational venues that would train them for high-tech professions. Only the most liberal educational establishments tend to accept Greeth, and even then the concept of ‘distance learning’ is often applied.
Likewise for magic professions; while many mages are interested in the Greeth curse, few want to have a Greeth explode or catch fire in the middle of a mage’s workshop or lab.
Greeth tend to get stuck doing menial labor jobs that keep them away from other beings. For a time, because of their resistance to pathogens, minders for Lurgess was considered a possible high-paying profession for the Greeth, until somebody pointed out the risks of an exploding or lightning-struck Greeth accidentally popping a Lurgess environmental seal.
RCC Skills:
Swimming 90%
Skills of Note:----
Culture:
Originally an Industrial Age people led by theocratic governments. They initially greeted the opening of their universe to others with great enthusiasm and many rushed out to see the Megaverse and seek adventure and employment.
Greeth society was very pious, as the Blorgeen Pantheons, while distant, were still very visible in the affairs of the Sqorgian peoples. The revelations that Nrom has been just playing with them has wreaked havoc with Greeth society; the priesthood is fighting to retain some semblance of relevance, the people are flailing around for something to believe in, and there’s a growing movement to overthrow the old beliefs, albeit tempered by the awareness that Nrom might get seriously angry and impose some even more dire curse on the Greeth as PUNISHMENT.
Nowadays, the flow of Greeth from Sqorg has increased, as many Greeth try to get away from their god(s) hoping to somehow outrun the Curse, or find ways of stopping it.

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


Last edited by taalismn on Thu Nov 15, 2018 9:47 pm, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Oct 05, 2018 8:47 am
  

D-Bee

Joined: Sat Mar 19, 2016 6:45 pm
Posts: 16
taalismn wrote:
Greeth

“Given that in the last week you’ve exploded twice, been thrown through the front window and onto the windshield of a passing taxi cab, died of and spread a virulent disease, suddenly stopped breathing and living while behind the wheel of a fully loaded forklift, and been run through with a rocket nose cone that pinned a customer to a chair through their coat, I’m afraid I’m going to have to let you go. Don’t misunderstand me, you have passion for the work, and if you ever want to talk, you have my number-”
((“Yeah, yeah, yeah, just give me my severance pay and I know where the door is. -Damn you, Nrom.”))

Greeth are amphibious humanoid hailing from the other-dimensional realm of Sqorg, a pocket universe dominated by the Blorgeen Pantheons, who have only fairly recently opened their cosmos to the greater megaverse(initially through Phase World, but they have discovered other doorways as well).
The Greeth are a newt-like people, possessed of great physical strength and great physical resilience. Their physiques ripple with muscle and their bodies are resistant to just about every known disease and pathogen known to Sqorgian civilization.
Greeth have the unfortunate distinction of being ‘buttmonkeys’ in that their species seems cursed to misfortune. Seemingly healthy and happy Greeth will suddenly and spontaneously up and die in some violent manner, gruesomely expiring before suddenly resurrecting minutes later, apparently none the worse for wear. The cause of this supernatural dying and resurrection baffled the best minds, theological and scientific, for generations. Some thought it divine punishment for some misdeed of the Greeth people, others thought it a divine test. Still others thought it an attack by some other Blorgeen god against the Chosen People of Nrom, the Great God of the Greeth.
It wasn’t until fairly recently that the Greeth learned the awful truth; their Great God Nrom had, just for $#!+s and giggles, decided to modify the Greeth for use for his entertainment...the idea of a random Greeth expiring at his whim just seems very amusing. Worse yet, the Greeth learned, Nrom had created a multitude, perhaps thousands, of artifacts that allow the possessors to similarly temp-kill random Greeth at will, sight unseen, just for fun. Despite the fact that there’s an estimated eight BILLION Greeth, the Curse hits their population with enough frequency that either Nrom likes yanking the Greeths’ chains VERY frequently, or he distributed a LOT of his Greeth-puncher buttons.
Because of their Curse, once word got around, Greeth are avoided by most other peoples, not wanting to get caught up in the fallout of a capricious god-being’s idea of ‘entertainment’ or somebody else’s stress relief. Insurance companies avoid them, and most businesses refuse to employ them.
The most optimistic Greeth try to put their best face on the whole business, noting that the periodic ordeal isn’t permanent and they can get along on their lives afterwards. Some still regard it as a Great Test of the Greeth people, one that will prove they are most worthy of divine favor at some time in the unknowable future. Most Greeth, however, are generally dispirited by it, slumping into alcoholism and drug addiction, and taking up a fatalism born of the fact that they KNOW their creator god doesn’t love them. A small, but vocal, minority of Greeth are agitating for ACTION; nothing less than a revolt against their gods(not just Nrom). To this end they seek to find the various ‘stress relievers’ Nrom created and destroy them. They research magics and technologies to help them find, contact, and negotiate with Nrom as equals(or DESTROY him if he doesn’t cooperate). Others seek to make pacts with other god-beings, in return for assistance in dethroning Nrom.

Alignments: Any. Initially 97% Unprincipled, but the recent revelations about their relationship with their godhead have shattered their society all over the place.
Life span: 105 years
Size: 5-6 ft tall, 90-180 lbs.
Gender: Heterosexual, with females producing 1d4 pups(in-water birth) after a 10 month gestation period, Reach sexual maturity at 15 years old. Interestingly, the gender ratio is 8 males to every female, making the courtship scene on Sqorg very intense.
Physical Description/Appearance:
Humanoid amphibians resembling large obese newts. Their skin is pale, soft and suede-like, with the hint of massive muscles underneath. Posture is rather hunched over, with a high humped back and long bent legs. The head sports a cluster of thick, plush tendrils, and the eyes are large and watery. Colors tend to pink and orange, with spots and bands of black, red, and brown common, especially around the head and neck. Greeth are omnivorous, with wide mouths full of small teeth.
Disposition/Attitudes:
The average Greeth is nervous, twitchy, anxious, and fatalistic, always waiting for the other boot to drop. The average Greeth frankly ENVIES other ‘cursed’ species such as the In’Valians(who can adapt, however painstakingly, to a known degenerative condition) and the Manarr(who can trace their race’s misfortunes to a disease pathogen).
Physical Attributes:
IQ: 3d6
ME: 2d6+6
MA: 2d4
PS: 5d6+12 (Supernatural)
PP: 1d4
PB: 1d4+2
PE: 4d6+20
SPD: 3d6+12
(ISP):----
(PPE): 4d6
Hit Points: 22
SDC: 90
MDC:----
Horror Factor: 13 in the moment of sudden violent death.
Natural Abilities:
*Hold Breath for 90 minutes
*Natural Swimmer---equivalent to 90%
*+2 on all saving throws
*+4 save vs possession
*Impervious to normal disease, poison, cold and heat(and magic cold and heat do HALF damage)
*Regenerates 2d6 SDC/HP per minute, lost limbs within 1d4x10+6 days
*Limited Immortality(Deity-Imposed)----Greeth are, as noted, subject to periodic spontaneous violent death at the whim of Nrom. However, this is NOT permanent death; the Greeth will resurrect within 1d6 minutes after deceasing. The Greeth then and regains their SDC/HP via normal regeneration. The arguably only good thing is no Greeth has been known to be ‘Smited’ again during this regeneration period.
Vulnerabilities:
*Random Death----This is the Curse of the Greeth. At any time, without warning, a mature(the Curse doesn’t occur to adolescents) Greeth can up and die. This can happen at the GM’s discretion(or whenever they’re feeling mean) or a chance of 10% per 24 hours can be followed. Roll on the following:
01-10% Explodes--The Greeth gets a sensation of pressure building inside them, then explodes in a messy blast that throws entrails and gore out in a 25 ft radius. Anybody in a 5 ft radius takes 1d6 SDC/MDC concussive damage depending on what the person is).
11-20% Compressed to Death---The Greeth seems to be squeezed and folded by invisible hands until they go splut and spread out in a pool of grue. In the alternative, the Greeth suddenly dessicates, shriveling up into a mummified version of themselves, the expelled (pure)water showering on surrounding people.
21-30% Blasted---The Greeth is suddenly shot by lightning or perforated by a burst of gunfire. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with overkill(does 2d4 SDC/MDC depending on what the person is).
31-40% Poisoning---The Greeth is suddenly surrounded by a cloud of toxic fumes(anybody standing within 5 ft of the Greeth must roll versus Lethal Poison as well, or take 6d6 Hit Point damage) that suffocate them within 1d4 melees.
41-50% Disease---The Greeth starts coughing, goes bloodshot, breaks out in spots and pustules, then drops dead within 1d4 melees. Those coming in contact with the Greeth must save versus disease or catch a very bad cold.
51-60% Thrown to Doom----The Greeth seems to suddenly levitate and is thrown 1d10x10 ft(or into closer hard surfaces) screaming to their deaths. Bad news if you happen be under them when they land.
61-70% Skewered----The Greeth is impaled by random objects(girders, spears, fishing rods, toothpicks, etc.) and bleeds out in 1d4 melees. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random projectile(does 1d6 SDC/MDC depending on what the person is).
71-80% Total Organ Failure---The Greeth just keels over, instantly dead.
81-90% Fire---The Greeth spontaneously combusts, and has enough time to run or flail around for 1d6 melees before burning to death, possibly spreading the fire in the process.
91-00% Crushed---Random objects(bowling balls, boulders, air cars, cows, girders, etc.) drop on the Greeth, killing them instantly. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random object(does 1d6 SDC/MDC depending on what the person is).

Psionics: None
Magic: None, but they have the potential(and arguably a very good incentive)
Cybernetics/Bionics: Because of their advanced regenerative abilities, Greeth avoid cybernetics and implants. They also consider elective implants a waste of time, since they have to be reinstalled every time the Greeth ‘dies’.
Available OCCs: Greeth come from a gunpowder/Industrial Age level of technology, so they can grasp the basics of high technology. In theory they should be able to select any OCC, but in practice, their reputation for sudden catastrophic self-snuffing tend to bar them from educational and vocational venues that would train them for high-tech professions. Only the most liberal educational establishments tend to accept Greeth, and even then the concept of ‘distance learning’ is often applied.
Likewise for magic professions; while many mages are interested in the Greeth curse, few want to have a Greeth explode or catch fire in the middle of a mage’s workshop or lab.
Greeth tend to get stuck doing menial labor jobs that keep them away from other beings. For a time, because of their resistance to pathogens, minders for Lurgess was considered a possible high-paying profession for the Greeth, until somebody pointed out the risks of an exploding or lightning-struck Greeth accidentally popping a Lurgess environmental seal.
RCC Skills:
Swimming 90%
Skills of Note:----
Culture:
Originally an Industrial Age people led by theocratic governments. They initially greeted the opening of their universe to others with great enthusiasm and many rushed out to see the Megaverse and seek adventure and employment.
Greeth society was very pious, as the Blorgeen Pantheons, while distant, were still very visible in the affairs of the Sqorgian peoples. The revelations that Nrom has been just playing with them has wreaked havoc with Greeth society; the priesthood is fighting to retain some semblance of relevance, the people are flailing around for something to believe in, and there’s a growing movement to overthrow the old beliefs, albeit tempered by the awareness that Nrom might get seriously angry and impose some even more dire curse on the Greeth as PUNISHMENT.
Nowadays, the flow of Greeth from Sqorg has increased, as many Greeth try to get away from their god(s) hoping to somehow outrun the Curse, or find ways of stopping it.


:) I know I never had any luck keeping newts alive for any length of time, but I find myself wondering if you've been bombarded by too many Geico commercials and are using the Greeth as an avenue for your vengeance? :)


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Oct 05, 2018 11:43 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Anthanatos wrote:
[ :) I know I never had any luck keeping newts alive for any length of time, but I find myself wondering if you've been bombarded by too many Geico commercials and are using the Greeth as an avenue for your vengeance? :)



Nope, but I admit to being inspired by the sig I've seen: "ENOUGH! THIS REMOTE DEVICE IS THE WORK OF GOTHMOG! EVERY TIME YOU PUSH THE RED BUTTON A RANDOM NOLDEK IS SET ON FIRE!"
...I then began to think about how the noldek felt about being randomly set on fire.
A trip to the random roll charts and I have an answer of sorts.

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


Last edited by taalismn on Sat Oct 06, 2018 1:28 am, edited 1 time in total.

          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Sat Oct 06, 2018 12:58 am
  

User avatar
Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13257
Location: Snoqualmie, WA
taalismn wrote:
Greeth

“Given that in the last week you’ve exploded twice, been thrown through the front window and onto the windshield of a passing taxi cab, died of and spread a virulent disease, suddenly stopped breathing and living while behind the wheel of a fully loaded forklift, and been run through with a rocket nose cone that pinned a customer to a chair through their coat, I’m afraid I’m going to have to let you go. Don’t misunderstand me, you have passion for the work, and if you ever want to talk, you have my number-”
((“Yeah, yeah, yeah, just give me my severance pay and I know where the door is. -Damn you, Nrom.”))

Greeth are amphibious humanoid hailing from the other-dimensional realm of Sqorg, a pocket universe dominated by the Blorgeen Pantheons, who have only fairly recently opened their cosmos to the greater megaverse(initially through Phase World, but they have discovered other doorways as well).
The Greeth are a newt-like people, possessed of great physical strength and great physical resilience. Their physiques ripple with muscle and their bodies are resistant to just about every known disease and pathogen known to Sqorgian civilization.
Greeth have the unfortunate distinction of being ‘buttmonkeys’ in that their species seems cursed to misfortune. Seemingly healthy and happy Greeth will suddenly and spontaneously up and die in some violent manner, gruesomely expiring before suddenly resurrecting minutes later, apparently none the worse for wear. The cause of this supernatural dying and resurrection baffled the best minds, theological and scientific, for generations. Some thought it divine punishment for some misdeed of the Greeth people, others thought it a divine test. Still others thought it an attack by some other Blorgeen god against the Chosen People of Nrom, the Great God of the Greeth.
It wasn’t until fairly recently that the Greeth learned the awful truth; their Great God Nrom had, just for $#!+s and giggles, decided to modify the Greeth for use for his entertainment...the idea of a random Greeth expiring at his whim just seems very amusing. Worse yet, the Greeth learned, Nrom had created a multitude, perhaps thousands, of artifacts that allow the possessors to similarly temp-kill random Greeth at will, sight unseen, just for fun. Despite the fact that there’s an estimated eight BILLION Greeth, the Curse hits their population with enough frequency that either Nrom likes yanking the Greeths’ chains VERY frequently, or he distributed a LOT of his Greeth-puncher buttons.
Because of their Curse, once word got around, Greeth are avoided by most other peoples, not wanting to get caught up in the fallout of a capricious god-being’s idea of ‘entertainment’ or somebody else’s stress relief. Insurance companies avoid them, and most businesses refuse to employ them.
The most optimistic Greeth try to put their best face on the whole business, noting that the periodic ordeal isn’t permanent and they can get along on their lives afterwards. Some still regard it as a Great Test of the Greeth people, one that will prove they are most worthy of divine favor at some time in the unknowable future. Most Greeth, however, are generally dispirited by it, slumping into alcoholism and drug addiction, and taking up a fatalism born of the fact that they KNOW their creator god doesn’t love them. A small, but vocal, minority of Greeth are agitating for ACTION; nothing less than a revolt against their gods(not just Nrom). To this end they seek to find the various ‘stress relievers’ Nrom created and destroy them. They research magics and technologies to help them find, contact, and negotiate with Nrom as equals(or DESTROY him if he doesn’t cooperate). Others seek to make pacts with other god-beings, in return for assistance in dethroning Nrom.

Alignments: Any. Initially 97% Unprincipled, but the recent revelations about their relationship with their godhead have shattered their society all over the place.
Life span: 105 years
Size: 5-6 ft tall, 90-180 lbs.
Gender: Heterosexual, with females producing 1d4 pups(in-water birth) after a 10 month gestation period, Reach sexual maturity at 15 years old. Interestingly, the gender ratio is 8 males to every female, making the courtship scene on Sqorg very intense.
Physical Description/Appearance:
Humanoid amphibians resembling large obese newts. Their skin is pale, soft and suede-like, with the hint of massive muscles underneath. Posture is rather hunched over, with a high humped back and long bent legs. The head sports a cluster of thick, plush tendrils, and the eyes are large and watery. Colors tend to pink and orange, with spots and bands of black, red, and brown common, especially around the head and neck. Greeth are omnivorous, with wide mouths full of small teeth.
Disposition/Attitudes:
The average Greeth is nervous, twitchy, anxious, and fatalistic, always waiting for the other boot to drop. The average Greeth frankly ENVIES other ‘cursed’ species such as the In’Valians(who can adapt, however painstakingly, to a known degenerative condition) and the Manarr(who can trace their race’s misfortunes to a disease pathogen).
Physical Attributes:
IQ: 3d6
ME: 2d6+6
MA: 2d4
PS: 5d6+12 (Supernatural)
PP: 1d4
PB: 1d4+2
PE: 4d6+20
SPD: 3d6+12
(ISP):----
(PPE): 4d6
Hit Points: 22
SDC: 90
MDC:----
Horror Factor: 13 in the moment of sudden violent death.
Natural Abilities:
*Hold Breath for 90 minutes
*Natural Swimmer---equivalent to 90%
*+2 on all saving throws
*+4 save vs possession
*Impervious to normal disease, poison, cold and heat(and magic cold and heat do HALF damage)
*Regenerates 2d6 SDC/HP per minute, lost limbs within 1d4x10+6 days
*Limited Immortality(Deity-Imposed)----Greeth are, as noted, subject to periodic spontaneous violent death at the whim of Nrom. However, this is NOT permanent death; the Greeth will resurrect within 1d6 minutes after deceasing. The Greeth then and regains their SDC/HP via normal regeneration. The arguably only good thing is no Greeth has been known to be ‘Smited’ again during this regeneration period.
Vulnerabilities:
*Random Death----This is the Curse of the Greeth. At any time, without warning, a mature(the Curse doesn’t occur to adolescents) Greeth can up and die. This can happen at the GM’s discretion(or whenever they’re feeling mean) or a chance of 10% per 24 hours can be followed. Roll on the following:
01-10% Explodes--The Greeth gets a sensation of pressure building inside them, then explodes in a messy blast that throws entrails and gore out in a 25 ft radius. Anybody in a 5 ft radius takes 1d6 SDC/MDC concussive damage depending on what the person is).
11-20% Compressed to Death---The Greeth seems to be squeezed and folded by invisible hands until they go splut and spread out in a pool of grue. In the alternative, the Greeth suddenly dessicates, shriveling up into a mummified version of themselves, the expelled (pure)water showering on surrounding people.
21-30% Blasted---The Greeth is suddenly shot by lightning or perforated by a burst of gunfire. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with overkill(does 2d4 SDC/MDC depending on what the person is).
31-40% Poisoning---The Greeth is suddenly surrounded by a cloud of toxic fumes(anybody standing within 5 ft of the Greeth must roll versus Lethal Poison as well, or take 6d6 Hit Point damage) that suffocate them within 1d4 melees.
41-50% Disease---The Greeth starts coughing, goes bloodshot, breaks out in spots and pustules, then drops dead within 1d4 melees. Those coming in contact with the Greeth must save versus disease or catch a very bad cold.
51-60% Thrown to Doom----The Greeth seems to suddenly levitate and is thrown 1d10x10 ft(or into closer hard surfaces) screaming to their deaths. Bad news if you happen be under them when they land.
61-70% Skewered----The Greeth is impaled by random objects(girders, spears, fishing rods, toothpicks, etc.) and bleeds out in 1d4 melees. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random projectile(does 1d6 SDC/MDC depending on what the person is).
71-80% Total Organ Failure---The Greeth just keels over, instantly dead.
81-90% Fire---The Greeth spontaneously combusts, and has enough time to run or flail around for 1d6 melees before burning to death, possibly spreading the fire in the process.
91-00% Crushed---Random objects(bowling balls, boulders, air cars, cows, girders, etc.) drop on the Greeth, killing them instantly. Anybody standing within 5 ft of the Greeth must make a roll to dodge or get hit with a random object(does 1d6 SDC/MDC depending on what the person is).

Psionics: None
Magic: None, but they have the potential(and arguably a very good incentive)
Cybernetics/Bionics: Because of their advanced regenerative abilities, Greeth avoid cybernetics and implants. They also consider elective implants a waste of time, since they have to be reinstalled every time the Greeth ‘dies’.
Available OCCs: Greeth come from a gunpowder/Industrial Age level of technology, so they can grasp the basics of high technology. In theory they should be able to select any OCC, but in practice, their reputation for sudden catastrophic self-snuffing tend to bar them from educational and vocational venues that would train them for high-tech professions. Only the most liberal educational establishments tend to accept Greeth, and even then the concept of ‘distance learning’ is often applied.
Likewise for magic professions; while many mages are interested in the Greeth curse, few want to have a Greeth explode or catch fire in the middle of a mage’s workshop or lab.
Greeth tend to get stuck doing menial labor jobs that keep them away from other beings. For a time, because of their resistance to pathogens, minders for Lurgess was considered a possible high-paying profession for the Greeth, until somebody pointed out the risks of an exploding or lightning-struck Greeth accidentally popping a Lurgess environmental seal.
RCC Skills:
Swimming 90%
Skills of Note:----
Culture:
Originally an Industrial Age people led by theocratic governments. They initially greeted the opening of their universe to others with great enthusiasm and many rushed out to see the Megaverse and seek adventure and employment.
Greeth society was very pious, as the Blorgeen Pantheons, while distant, were still very visible in the affairs of the Sqorgian peoples. The revelations that Nrom has been just playing with them has wreaked havoc with Greeth society; the priesthood is fighting to retain some semblance of relevance, the people are flailing around for something to believe in, and there’s a growing movement to overthrow the old beliefs, albeit tempered by the awareness that Nrom might get seriously angry and impose some even more dire curse on the Greeth as PUNISHMENT.
Nowadays, the flow of Greeth from Sqorg has increased, as many Greeth try to get away from their god(s) hoping to somehow outrun the Curse, or find ways of stopping it.

:lol: :lol: :lol: :lol: :lol: :cry: I don't know if it is sleep deprivation or that it is just THAT funny. But I was laughing so hard I cried and then after being able to breath again I remembered the rocket nose cone and lost it.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Oct 06, 2018 1:31 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Zer0 Kay wrote:
[
:lol: :lol: :lol: :lol: :lol: :cry: I don't know if it is sleep deprivation or that it is just THAT funny. But I was laughing so hard I cried and then after being able to breath again I remembered the rocket nose cone and lost it.


You're welcome. Yes, I had a LOT of fun imaging the sorts of deaths the Greeth might suffer from their god. Sometimes I feel like a Greeth(more often these days), just waiting for the other shoe to drop....

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Oct 18, 2018 9:18 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Elnik

“I’m sorry...we keep forgetting which gender of yours is the intelligent and rational one? Or is it separate? I mean, is it the intelligent OR the rational gender? The reason I’m asking is because...well, besides looking different all the time, you ACT different. It’s all rather confusing at the best of times. The rest of my clade just generally ignores it, but how can we provide good service if we don’t UNDERSTAND you?”

“I’m sorry, we don’t mindscreen the cargo for reason; we just scan them for contraband, radioactives, explosives, and pathogens. If the contracting party sent you a cryostasis package of themselves, that’s between you and them when they reanimate. Enjoy!”

The Elnik are a pacifistic species decended from bisonoid-like herd animals that became omnivorous, then dominated their homeworld to become technological, and eventually starfaring, though, they admit, they bought their stardrive technology from ancient Promethean explorers. They came late to prominence in the lifespan of their home star; soon after they acquired FTL, their home solar system’s star, Lemard, began inflation into a red giant. Thus, the Elnik have begun an orderly migration off their homeworld to their many colonies and outposts. The Elnik soon found that the large vessels they developed to evacuate their dying homeworld could be commercially viable as heavy cargo transports between the stars. Their affinity for trading between herd-groups also proved an unexpected asset, setting them up for life in the greater galactic community.
Elnik are best known as merchants, and they have translated their nomadic herd culture into starfaring mercantile convoys. Their vessels tend to be slow, but high-capacity, and the Elnik are zealous about keeping to schedule, so many companies find them reliable transporters. Elnik also tend to be rather neutral with regards to questioning cargoes being shipped. As long as the cargo isn’t in itself dangerous, payment is made on time, and nobody actively shoots at them for carrying it, the Elnik will carry it. Thus, many ‘grey’ concerns use the Elnik to ship illegal cargoes, or smuggle sentients(in stasis) through space.
Elnik, despite having frequent contact with humans, are often confused by them; sometimes humans act like predators, other times like docile herbivores, especially towards each other. Other times, Elnik have obligingly treated humans like animals, as per trade contracts(the aforementioned people smuggling). They tend to stay away from other powerblocs and danger zones, like the space around the Free Worlds Council. Though they originated in the Corkscrew Galaxy, Elnik can be found throughout the Three Galaxies, ploddingly pursuing trade possibilities and opportunities. The Thunderclous is just the latest region to have attracted their attention; though they may not be the first, they figure that tehre will always be a need for economical, reliable, interstellar transport.

Alignments: Any, but most Elnik (70%) are Principled
Lifespan: 90 years
Size: 5-6 ft tall and weigh between 200-400 lbs
Gender: Hermaphrodites; Elnik typically mate for life, with members of the pair switching off between the male and female roles when having offspring. Produce 1-2 offspring at a time. Gestation takes 13 months, and offspring reach sexual maturity at 14 years.

Physical Description/Appearance:
Squat, solid, heavily-muscled bipedal humanoids. Their faces are long, with a heavy, low-slung jaw, two high-mounted slit nostrils, and two large protrudent eyes. Four ribbon-like ear-antennae emerge from the crown of the head. Their legs are thick and elephantine. Skin is thick and suede-like, and ranges from pale gray to dark brown in color. Their thick arms end in large three-fingered hands with thick nails.

Disposition/Attitudes:
Placid, stoic, patient and methodical. They tend to be group-minded, and act often for the communal good. Occasionally, however, acute loss(especially of all, of not most, of a family group or herd) or mental trauma will cause an Elnik to become a rogue; solitary, aggressive, and asocial, typically driven to extreme goals and measures(usually the destruction of an enemy or acquisition of a territory or object). Depending on their behavior, rogues are regarded by other Elnik with either sympathy and understanding, or justified fear.
Elnik are generally tolerant of other species, but their herd instincts mean that any aggression towards them by outsiders will result in a closing of ranks against the perceived danger. Many Elnik herd-groups keep rogues on call as ‘free agents’ to deal with the more troublesome threats.
They tend to be both amused and puzzled by heterosexual species, such as humans, and the dimorphic appearances and behaviors exhibited by such(on their homeworld, purely fixed-sex reproduction is the province of lower animals, rather than the bisonoid lines that gained sentience).
Most (90%) of Elnik are leery of biostasis systems; they acquired FTL early on enough that they never had to consider developing stasis systems for space travel. They thus tend to regard personally going into stasis as anathema under any but the most desperate circumstances. They prefer to be awake and aware to deal with situations, to seize opportunities, or to face death with dignity. For most Elnik, biostasis is reserved for transporting animals, criminals, or the desperately ill, and thus they tend to be bewildered by those species who use it routinely to spare a little discomfort or tedium on spaceflights.

Physical Attributes:
IQ: 3d6
ME: 2d6+6
MA: 2d6+6
PS: 3d6+16
PP: 1d6+6
PB: 2d6
PE: : 3d6+12
SPD: 2d6+5
(ISP):----
(PPE): 1d6
Hit Points: P.E. +2d4 per level of experience
SDC: 1d4x100 SDC +3d6x10(tough skin bonus)
MDC:---
Horror Factor:---
Natural Abilities:
*Strong-Minded: +1 to save psionics, and +2 save vs insanity. +2 and +4 respectively if in groups of 10 or more Elnik.

*Tough Skin---Elnik have thick hides that act as Armor Rating 15

*Magic Resistance---In addition to any P.E. bonuses, Elnik get a +4 to save versus magic.; +6 if in groups of 10 or more Elnik.

*Poison Resistance---In addition to any P.E. bonuses, Elnik get a +2 to save versus ingested toxins.

*Crop Stomach---Evolved from herd herbivores, Elnik have large mult-chambered stomachs that allow them to gorge themselves when food is plentiful and slowly digest meals, so they can go without eating for twice as long as a human.

Psionics:
Natural Empaths, but only amongst themselves. Elnik can instantly read the emotional state of other Elnik.

Magic:
None; the Elnik regard magic with curiousity, but no great interest. They totally lack the potential for magic anyways.

Cybernetics/Bionics:
Elnik will only consider minor cybernetics or medical replacement prosthetics. Only rogues wlill consider bionic augmentation.

Available OCCs: Any high-tech professions. Rogues generally pursue more martial professions, such as Headhunter, Bounty Hunter, or military ‘Borg.

RCC Skills:
Language/Literacy
Trade One and Trade Five, both at +15%
Basic Repair and Maintenance(+10%)
Skills of Note:
Elnik place a great emphasis on engineering and technical education, and so they get a +5% to Electrical, Mechanical, Computer and Communications skills.
Culture:
Herd-oriented, with multiple extended families collecting in large collectives directed by Councils of Family Heads. Female-phase Elnik are generally considered to be conservative leaders, while male-phases are characterised by more daring and aggressive leadership.
Elnik hail from a homeworld(Lomk) in the Thundercloud Galaxy, though presently Lomk is only borderline habitable as its primary expands into a red giant star. Elnik astronomers give Lomk another six hundred years before it becomes too hot to sustain life, and they are using the time to progressively stripmine the planet of all things of value, including transplanting entire ecosystems to other habitats for preservation.
Most(75%) Elnik are born offworld, so they don’t consider Lomk to be their homeworld, but most regard the planet with some affection and respect, so it is considered an honor to donate time and material to assist in the great evacuation and conservation effort.

Spacefarers, with entire herd-collectives taking up either spacefaring or colonization. Contacts between the two groups are common and encouraged, allowing fresh genetic blood and ideas to intermingle. The Elnik have no centralized government, but instead collectives will combine on joint efforts(the evacuation of Lomk being the longest and largest such collaboration). The Elnik are loosely organized under the Lomeccan Complity, a compact of ten wholly Elnik-settled worlds, and several hundred enclaves further afield. The Complity is fairly lax in its actual strength as a governing body, and exists mainly to facilitate communications and trade standards throughout the extended Elnik sept. The Complity keeps Elnik appraised of possible threats to the Elnik people, and any projects the clans are engaged in that might catch others’ interests.

Elnik spacecraft tend to be large and heavily armored, with a multi-layered outer hull honeycombed with various deadspaces and voids meant to dissipate damage, but which the Elnik will frequently stuff full of cargo, much as sailing vessels filled their ballast holds with low-priority cargo. They use contra-gravity drives for the most part, but often carry multiple drive systems, including FTL systems, for redundancy.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Oct 28, 2018 5:31 am
  

User avatar
Palladin

Joined: Wed Oct 18, 2006 3:11 am
Posts: 8579
Location: Northern Gun
Comment: 24 was the start... We are Legion.
"Small but Fierce? How 'Fierce' can they be? They're like a meter tall! So fluffy and CUTE!
Wait...
Wait.. what's it doing with that plasma cannon??
No.. STOP! I DIDN'T MEAN IT!
ACK RUN!! It's pissed off now!"


Procylonians: The Procylonians are a smallish species from a distant star system, out side of any of the known claimed regions. The Procylonians are not thought to be a naturally evolved species, instead, an engineered one.

At some point in the past, an unnamed race lost to galactic history had need of servants. The Procylonians’ ancestors were chosen from an unnamed planet. Originally they were small quadrupedal arboreal creatures, with brown, gray or black fur. Some had accents of the other colors. Markings around the eyes and banded tails. One would think a Procylonian ancestor quite cute. Even before they were abducted and altered, the proto-procylonians had very dexterous paws that borderline on hands with opposable thumbs. Their eyes were solid red or green with no discernible iris, and highly adept at seeing in the dark on their forested twilight world.

They were taken, with out their own leave, and removed from that planet. The unnamed race altered them. Through genetic tinkering and manipulation they uplifted the proto-procylonians from furry woodland creatures, into what they are today.

Their make up was changed to be bipedal, though their delta-grade legs were kept for speed and aid in climbing. The claws were sharpened and toughened, and their psudo-hands were changed to be full hands with 4 fingers and an opposable thumb. They could run on 2 legs as well as any humanoid biped, but could drop down to ‘all 4s’ for bursts of speed, and or to aid in climbing and gymnastic endeavors. Their forms were toughened and strengthened over all to be many times stronger than the animals had previously been, easily superior to many larger species. This allowed them to use tools and items built for races of the galactic standard height.

These physical changes resulted in a bipedal species of furry creatures that stood roughly 2.5 to 3.5 feet tall, with clawed hands and feet and a bushy ringed tail. Red or green eyes that see in the dark, a keen nose and ears.

The most significant change how ever was in the mind of the creatures. The enhancements and modifications changed the small proto-procylonians from woodland predators and scavengers, clever animals to be sure, but … animals. They were uplifted to full sentient and sapient creatures with thoughts of their own, emotions and keen minds.

The Procylonians were changed as a species and then ‘sold’ as aids to a second species. This species used them as slaves. Be it house servants, toys of the rich, or cheep labor. The Procylonians’ smallish size and high natural intelligence meant that they picked up skills taught to them swiftly and their enhanced strength let them conduct hard physical labor of a being three times their size and mass. While not supernaturally strong they were far stronger than they looked. An all around great slave/servant race. Especially for the price!

…..

Almost.

With that uplifting, the already clever forest creature became a clever and intelligent THINKING being. It did not take long at all for the Procylonians to figure out: “Being a slave SUCKS!” and “SCREW THIS!”

Among themselves they started to talk, plot, and plan. They didn’t stage a gradual uprising. Oh no. The Procylonians planned.. for two generations in secret. Their ‘buyers’ never had a clue. They assumed their servants were content in their plight. Sure some were killed now and then but they bread easily and well. Easily replaced and worth twice the price.

It seems that the slave owners had not chosen, to pay for the ‘docile and compliant’ upgrade in the slave-stock they purchased. They were 3 foot tall furry creatures that fetched meals and cleaned the house. Sometimes their owners made them fight to the death for their amusement. Compliance? They were animals. If they didn’t comply. Their owners blew their head off and bought a new one! Right?

Wrong.

After two generations of secret planning the Procylonians rose up, and what a rise it was. Weaponry was taken as well as vehicles. Around the world the small furry slave race slaughtered their “owners.” Blood ran paw deep in the streets as they turned on their captors. Such a revolt was never even contemplated much less prepared for. The ‘buyers’ were killed in their beds. At their breakfast tables. In their massage parlors and in the end, in the streets and alleys where they crouched and hid.

In under a galactic standard week the Procylonians had overthrown the planet. They _ did _ breed well after all and were seen as so useful, every owner had 4 to 10, sometimes 20 of the Procylonians as servants and ‘pets’. So they vastly outnumbered their overlords.

Once the planet was taken and their former owners ‘put to the blade’ the Procylonians knew that they had to do ‘something’. The planet, while distant, did trade with others and soon, very soon word would get out, and someone would come along. Either to avenge the ‘owners’ or to ‘reclaim’ the property. I.E. their creators might come back to gather up the slave race for resale!

This was not acceptable, and had been discussed at length before the uprising even began.

The Procylonians had prepared. Some had been learning how to pilot the shuttle craft of the owners and used them to ferry themselves and their brethren up to the larger transport ships docked in space around the planet. These ships then departed to every point of the galactic compass. Spreading out, least they all get caught at one place, and captured, imprisoned or destroyed. At 2.5-3.5 feet tall they took up much less space on standard sized ships so they could cram more Procylonians in. Also their natural arboreal nature let them sleep in hammocks, and secured out of the way places. This let them use much more of the ship than normal.

During their escape the Procylonians learned that they had a natural affinity for space and zero g, perhaps added in by their ‘creators’ as part of a package deal, so artificial gravity could be turned off in large sections of the ship and all 3 dimensions used to pack in even more of the fleeing species.

The planetary revolt took a week. Three weeks later the shuttles had ferried up every weapon they could find, food, supplies and the wealth of an entire planet’s sapient species… a week later the ships had departed. The entire revolution took just over a month and the Procylonians had escaped.

In a perfect universe the Procylonians would have escaped with out a trace. Would have found lush new worlds to settle on, unmolested for the rest of their days. Perhaps grow into a galactic power all their own.

We how ever do not live in a perfect universe. Times were hard, and there is prejudice in the galaxy towards the small and furry. Many larger species had a difficult time getting past the cute looks of the Procylonians. More than one of their ships were simply taken from them when they got to star bases, and or planets. Stolen out right and the Procylonians stripped of money and possessions. This didn’t happen with out a fight, but one ship against an entire station or planet? It happened. Others met with pirates or hostile species and died. A fewer number found shelter in different parts of the galaxy, and a few of the ships even found remote planets capable of supporting life and started colonies.

By and large though the Procylonians were thrust onto the galactic stage and needed to find jobs and fast. Their plundered money was static. Non growing. Every credit they spent could not be recouped with out work and purpose. Many turned to the mercenary trade.

Training was needed and much of their original pilfered wealth went to acquiring it. Most mercenary trainers didn't care if you were human, humanoid or a squid that breathed ammonia. If your credits spent, they’d train you to fight.

The Procylonians were most excellent students. The original 20 or so per ship were their best and brightest. They were chosen to be trained by the Mercenary teachers. They learned everything they could from their trainers, and taught 200 more. The 200 taught 2000 and the 2000 taught the rest. Ship after ship learned the trade and they started hiring themselves out as a number of specialized mercenary companies.

At first they underbid the competition. Most people took a look at 3 foot tall furry creatures and chose the 9 foot tall ones built like a mountain range. So the Procylonians sold their services cheep. Then they completed their contracts with zeal and vigor. They dominated the foes they were thrown against. Because when you’re buying bargain basement mercs, you’re usually not fighting the galaxy’s best and brightest.

Soon their reputation grew. Small but Fierce was their slogan and they lived up to it. Using weapons sized for galactic standard races (5-9feet) As if they were light as air and excelling against enemies two and three times their size, their stories traveled before them. The more victories under their belt the more the stories grew and spread. The better the rep, the better the prices they could charge.

More money was poured back into the Procylonian Mercenary companies, and spent on better gear, faster ships, and TRAINING.

Some of the Procylonian companies specialized with this training. Some became dedicated Zero G commandos. Specializing in ship procurement (Boarding and stealing hostile vessels) and station neutralization. Some became cold weather troops. Some desert troops. Some jungle troopers, and so on.

The baseline level of their training increased over and over again until the least trained member of a Procylonian Commando Company was the equal of special forces troops all over the Galaxy.

If you needed a Merc group to assault a base on an ice planet, there was a Procylonian Commando Company that could do it. If you needed to stage a daring day time raid on an arid desert planet. They had a group for that too.

As specialists they were used for small unit and specialized operations. Not full scale planetary occupation. There were not enough of them and frankly that would be a waste of their talents. Not to mention the cost would be prohibitive.

If you needed a Company to go in and decimate the power grid of a country, they could get it done toot sweet, but standing on the corner occupying said country? No way. Not their style. Not their ballpark.

Today this holds true. If the Procylonians have a home planet, it’s not shared with outside species. If they do it’s well hidden and the secret most jealously concealed. What is known, is that their services as mercenaries can be procured if you can afford it. They do not make up billions and billions of furry people, but.. they have enough so that if you’re a galactic traveler, you’ve likely heard of them. Even if just in passing as a legend or story.

The Procylonians divide themselves up into Clans, each Clan being a separate Mercenary Company. The clans each govern themselves based on rules set out.. in a clan by clan nature, but most have a “Commander” that is the final say. Many of the clans specialize and they do communicate between one another. If someone needs a group of jungle specialists and they contact a clan more suited for arctic expeditions the contract could be passed on to the proper clan. Or.. to a clan that doesn’t specialize in other areas.

As one would expect of clever species that gravitate to such jobsets, not every Procylonian is happy happy joy joy with every other Procylonian. After the united effort of overthrowing their masters, they did split up and separate for many generations. Now, there are some that simply don’t get along and many rivalries exist. Some rivalries even exist via allied Clans, a ‘enemy of my friend is my enemy’ type thing. Some are friendly rivals. Some allies. Some clans are sworn enemies. And yes. They _ will _ take up opposite sides of a conflict and fight against one another if A: The clans are enemies and B: The money is right. Sometimes “B” … leads to “A”.

Thus they exist today in the Galaxy. Usually a Procylonian encountered will be a member of one of the Clans, and a Mercenary, but not all. Even among a race that has taken to the stars, someone has to fly the ship, or mop the floors. Someone has to groom the fur, or learn the medical trade. So on and so forth. They’re not a ‘Race of warriors” with absolutely zero concept of other things. They have school teachers, and dentists and such. It’s just by and large that they are known to the galaxy via the clans and Merc groups that are hired out. The janitor and florists Procylonians aren’t usually ran into, in public. Or if they are, they’re mistaken for mercs as well. Hard to say which.

There is no gender bias or racism among the Procylonians themselves. A female is given every bit as much respect as a male and some claim that they’re even more fierce in battle. Nor do they care about the color of another Procylonians’ fur (Other than some have natural preference for shades and markings). They DO have a slightly superior self view though. Thankfully most are smart enough to know that this is NOT likely to be shared by larger species and keep it mostly to themselves. The rare arrogant and bombastic Procylonian does exist though and boy can they go off at the mouth.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Alignments: Any. The full range of Alignments are possible. From the most honor-bound and noble of Procylonian, to the most vile and evil. If anything they tend to land in the middle. Unprincipled through Abhorrent. With the ‘very good’ and ‘very bad’ sorts being outliers of the bell curve.

Lifespan: 100 years or so, give or take. Many die younger if they’re in the Clans and Mercenary companies, but the natural lifespan is about 100 years. As an engineered species this insures that there would be turn over and more ‘purchases’ made.

Size: 2.5-3.5 feet (76-91cm) 55lbs (25kilos)

Gender: Heterosexual. Females produce two or four offspring (kits) after a medium gestation period of 4-5 months. Live births, the kits drink milk from the mother’s breasts, and are quickly weened onto meat and other solid foods, under a year. Sexual maturity comes at roughly 10-12 standard years, but mental maturity is considered around 16, and that is the age of majority for most Procylonian Clans.

Physical Description/Appearance: Small furry people. Fur colors range from black and gray, to brown and gray with black accents. “Masks” over the eyes, and dark rings around their tails. They stand roughly 2.5-3.5 feet tall, weigh about 55lbs. Their hands are very dexterous and can hold items, and tools far larger than one would expect. These hands possess 4 fingers and a thumb, each with a distinct claw. The Procylonian are totally bipedal, they can also drop down to all 4s for bursts of speed or as needed. Their heads have pointed ears atop and a distinct muzzle, small wet nose and sharp teeth. The eyes are either red or green, with out discernible iris.

Disposition/Attitude: The average Procylonian is sure of his or her self. This tends to be a species wide trait, the Commandos have it, as do the preschool kit teachers, from the emergency medical surgeons, to their plumbers. Some can be seen cocky, but this may just be a manifestation of being about 3 foot tall in a universe of 5 to 9 foot people. As a species they do not suffer from “Napoleon Complexes” or “Little Man Syndrome”, but individually, such may be encountered. They like to work hard, and play hard.
As a species they show an intense loyalty to their Clans/Family groups/Friends. This is likely a manifestation of being ‘created’ and forced into slavery and overthrowing their ‘owners’. They were loyal to one another to escape the bondage, and this was and still is, instilled in every Procylonian kit from birth. Entire commando companies have been known to dig in, fight and die, rather than leaving men or women behind. A sacrifice that is welcome. You fight all the much harder for the Procylonian beside you, if you know with out a shadow of a doubt, that no matter what happens, you will never be left behind. “It’s better to die on your Paws, than live on your knees” is a firmly held belief in the Procylonian culture. This also expresses in an abject hatred of those that have slaves. The Procylonian are not stupid about it. They won’t get themselves killed on a simple principal, but their hatred for slavers is well documented and they refuse contracts involving slaves or slavery (Unless it’s to free them) Any Procylonian found with slaves, or condoning slavery is killed by his own kind. No exceptions.

Attributes: As genetically ‘created’ beings, the attributes of a Procylonian are not as varied as some species. They fall along a more narrow range, but are more consistent across the species.
IQ: 2D6+6
ME: 2D6+3
MA: 3D4
PS: 3D6+6 (Considered “Augmented”)
PE: 3D6+3
PP: 3D6+6
PB: 2D6+4
Sp: 3D6+3(Bipedal) +6 on all 4s

Hit Points: PE+2D6
SDC: 100+ any gained from OCC, or training. (They were designed to be tough and resilient.)

ISP: Standard
PPE: Standard, but the Procylonian have no innate magical traditions. One would have to travel well far afield and out of their own society/communities to pick up magic. That’s not to say it’s impossible but it’s surely not standard.

Horror Factor: Sadly none. Much to their own disgust. They have a hard time keeping many species from picking them up and or petting them. This has caused more than one altercation as the Procylonian may bite, claw, STAB or shoot someone for this, depending on mood.

Natural Abilities:
Naturally ‘built’ tough and agile, amazingly strong for their size (But not stupid strong. Their PS is Augmented, not Robotic or Supernatural)
Natural climbers: Uplifted from furry arboreal creatures, they retain their climbing ability along with claws to aid them. Climb (But not repelling) skill at 80%
Claws: +2D6 to Punch Damage (See augmented strength chart RUE Page 285)
Bite: 3D6
Natural leaping ability: From their former arboreal days, the Procylonian Have amazing leaping abilities. They can jump 4 times their own height vertically from a standing position and 6 times their height horizontally. Both distances are multiplied by 1.5 with a running start.
Night-vision: 100m. The Procylonian originally hailed from a tree covered twilight world and have excellent night vision.
Keen hearing and smell, but not as good as a dogs/dog boy. +3 to Perception checks.
Size Does Not Define me!: In-spite of being roughly 3 feet tall, the Procylonians can and do use gear for ‘galactic standard’ sized people (5-9ft) With out penalty. They just square up and do it. A rifle sized for a Wolfen, could be grabbed up by a Procylonian and used with out penalty or hardship. Equipment is not considered ‘over sized’ for a Procylonian unless it was designed for species 10ft tall or larger. They do not pay to have weapons down sized for their diminutive stature. Instead carrying full sized galactic standard weaponry into battle. This is quite intimidating, and surprising to see, if one hasn’t witnessed it before. Likewise due to their natural abilities, they seldom have penalty for ‘reaching’ things, or using terminals and the like. The Procylonian will just jump up on a console, or into a chair, onto a table, onto a counter and use things at ‘standard’ heights with out even thinking about it. They just do it. Armor and clothing does have to be modified. Sizing it ‘down’ for the Procylonian. Their natural Augmented strength means that the armor can be heavier and retain it’s defensive capability even at their smaller size (Use the same MDC). Due to their head having ears on top and a distinct muzzle, they favor clear bubble helms to keep full range of motion and peripheral vision.

Psionics: Standard. Uncommon but possible
Magic: None innately, and the Procylonian do not have mystical training with in their own society. It is conceivable that a lone Procylonian, out side their own society may have the ability to be trained by an outsider in the mystic arts, but it is highly uncommon. As a species, the Procylonian rather don’t trust magic.

Cybernetics/Bionics: Standard. They will get them to replace lost limbs or for medical reasons, or even for combat/military reasons. As a species they generally prefer to rely on their own genetically augmented strength and power, but it’s not utterly uncommon to see a bionic arm or leg around. Naturally these must be adjusted for the Procylonian size and shape. Being non standard, this means the bionics would cause more, and thus are a bit less common than some species.

RCC Skills:
Language/Literacy: 90%
Pilot (One of choice, including space vehicles) +20%
2 WP’s of choice (One modern, one melee/archery)

Skills of note: As a space-faring species, the Procylonian have a high understanding of science and engineering. As well as being largely martial by profession. Procylonian get a bonus of +5 to Computer, Science, Technical or Mechanical skills and +8 to Military and Espionage.

OCCs: Any, but the magic OCCs would be limited as noted above. Most Procylonian heroes will be men at arms or adventurers of some sort, but the species itself has everything from cooks, and dishwashers, to highly trained special forces commandos and everything in between.

Culture: Largely described above. Non-centralized Clan based government with each Clan having it’s own rules, laws, and what have you. Some may have mandatory military (Mercenary) service for a few years, but many do not. Each Clan “Commander’ Is the ultimate authority with in that clan, and set up their ruling bodies as they see fit. If there – is – a new Procylonian home world it’s location is kept most secret and any details about it are held tightly by the Procylonians themselves.

_________________
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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.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Oct 28, 2018 9:09 pm
  

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The irony would be if their 'uplifters' planned the whole thing all along.....Uplift them, sell them as slaves, let them get ****ed off, slaughter the suckers who bought them(and who might have been DELIBERATELY targeted), then set loose into the rest of the galaxy. Double the entertainment because they're being treated as CUTE, so they continue to be ****ed off.

Adventure hook would be to have Procylonian PCs encounter some examples of a big bad elder alien species that drop the word that they were the ones who hauled the Procylonians' out of the jungle and stuck brains in them. That the Procylonians have been most satisfactorily living up to their creators' intentions. That the race they wiped out just happened to annoy the creators. That the Procylonians are 'right on schedule' for a few other jobs the creators have set up.
Oh, and that the creators have some failsafes in case the Procylonians have any more 'Ideas'.
Could be a bluff, could be a series of bluffs or sheer mind###ery, or it could be one of those horrible galactic truths that's going to send the Procylonian PCs into tizzy-zone. :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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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Oct 28, 2018 9:32 pm
  

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Palladin

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Location: Northern Gun
Comment: 24 was the start... We are Legion.
Lol Could totally go down the Raccoon hole with it, for sure.

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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_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Oct 29, 2018 12:30 am
  

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Pepsi Jedi wrote:
Lol Could totally go down the Raccoon hole with it, for sure.


They've already got two strikes against them; they KNOW they were a created species and that they were created as SERVANTS. No noble calling, just pets or slaves.
Then when they DO take their own destinies into their own hands, they're MOCKED for being cute and cuddly and dumb-looking. PATRONIZED at best. That just TORQUES them even more.

Then to find out that somebody already FORESAW that, even EXPECTED it, as part of some far-reaching plan in which they're just PAWNS...and maybe even the revelation is part of the plan to push their berserk buttons to the next level.....(cue cranial smoke)

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Oct 29, 2018 1:34 am
  

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Palladin

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Comment: 24 was the start... We are Legion.
taalismn wrote:
Pepsi Jedi wrote:
Lol Could totally go down the Raccoon hole with it, for sure.


They've already got two strikes against them; they KNOW they were a created species and that they were created as SERVANTS. No noble calling, just pets or slaves.
Then when they DO take their own destinies into their own hands, they're MOCKED for being cute and cuddly and dumb-looking. PATRONIZED at best. That just TORQUES them even more.

Then to find out that somebody already FORESAW that, even EXPECTED it, as part of some far-reaching plan in which they're just PAWNS...and maybe even the revelation is part of the plan to push their berserk buttons to the next level.....(cue cranial smoke)


I tend to purpose build in 'hooks' to my characters, and as an extension species and other things I create.

The 'absence' of the creators, leaves it open for how ever people might want to use them. Could be Gene splicer type things or something else entirely. Could have been a group of humans or wolfen or what ever a long time ago that people kinda lost track of. Could have been anything. I purposefully didn't say, so that anyone that may want to use these guys, can use them how ever they want to. :)

As for "Knowing' you've been created? Eh. Not everyone would be troubled by such a thing. It reminds me of Torvig in Star trek. His race were basicly dumb kangaroo like ostritch cows, before some unknown race came and basically borg-ified them, uplifting them. They don't see it as a bad thing. They see it as a wonderful blessing. It pulled them up from (Pardon the colloquial phrase) Dumb animals, into PEOPLE. They're enturnally grateful.

As for being servants and pets, their intelligence let them rise above it and say "no" They take that as a point of pride.
Sadly yes, some (Many?) Would/do mock them for being cute and cuddly. (Not dumb looking though. Hey! Wht the heck!??)) They likely WOULD be patronized quite a bit. And I'm sure it would torque them off. lol

Finding out your proposed thing was actually a thing WOULD really torque them off.

Just got to be careful with such a thing. They find out such a thing and all those clans on their ships spread hither and yon, might come together in some sort of group conclave and decide to go after the guilty party there.

Tis usually a bad idea to perturb the highly trained and at least moderately aggressive, well funded commandos with mega Damage weaponry.

Would make for a fun campaign to play through though. :ok:

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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.

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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Oct 29, 2018 8:23 pm
  

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Pepsi Jedi wrote:
[
As for being servants and pets, their intelligence let them rise above it and say "no" They take that as a point of pride.
Sadly yes, some (Many?) Would/do mock them for being cute and cuddly. (Not dumb looking though. Hey! Wht the heck!??)) They likely WOULD be patronized quite a bit. And I'm sure it would torque them off. lol


Some people equate cute-looking= not insidiously intelligent.
And one of the fantasy game campaigns I was in, in college? Our operational motto was 'It's Cute. It's Fuzzy. It's Coming Our Way. KILL IT!'
(Admittedly, this was after the Teddy Bear Machete Massacre..the teddy bears had the machetes)

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Oct 31, 2018 2:18 am
  

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Palladin

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Comment: 24 was the start... We are Legion.
They learned a similar lesson in Galaxy Quest.

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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_...


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Oct 31, 2018 11:52 pm
  

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Pepsi Jedi wrote:
They learned a similar lesson in Galaxy Quest.


'Cuteness' is arguably an evolutionary mechanism that sez to the perceiver 'feed me', 'protect me', and 'cuddle me'. It's understandable that some predators might cultivate the trait as 'lower your guard so I can bite your throat out'.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Nov 02, 2018 11:05 am
  

D-Bee

Joined: Sat Mar 19, 2016 6:45 pm
Posts: 16
Pepsi Jedi wrote:
"Small but Fierce? How 'Fierce' can they be? They're like a meter tall! So fluffy and CUTE!
Wait...
Wait.. what's it doing with that plasma cannon??
No.. STOP! I DIDN'T MEAN IT!
ACK RUN!! It's pissed off now!"


Procylonians: The Procylonians are a smallish species from a distant star system, out side of any of the known claimed regions. The Procylonians are not thought to be a naturally evolved species, instead, an engineered one.

At some point in the past, an unnamed race lost to galactic history had need of servants. The Procylonians’ ancestors were chosen from an unnamed planet. Originally they were small quadrupedal arboreal creatures, with brown, gray or black fur. Some had accents of the other colors. Markings around the eyes and banded tails. One would think a Procylonian ancestor quite cute. Even before they were abducted and altered, the proto-procylonians had very dexterous paws that borderline on hands with opposable thumbs. Their eyes were solid red or green with no discernible iris, and highly adept at seeing in the dark on their forested twilight world.

They were taken, with out their own leave, and removed from that planet. The unnamed race altered them. Through genetic tinkering and manipulation they uplifted the proto-procylonians from furry woodland creatures, into what they are today.

Their make up was changed to be bipedal, though their delta-grade legs were kept for speed and aid in climbing. The claws were sharpened and toughened, and their psudo-hands were changed to be full hands with 4 fingers and an opposable thumb. They could run on 2 legs as well as any humanoid biped, but could drop down to ‘all 4s’ for bursts of speed, and or to aid in climbing and gymnastic endeavors. Their forms were toughened and strengthened over all to be many times stronger than the animals had previously been, easily superior to many larger species. This allowed them to use tools and items built for races of the galactic standard height.

These physical changes resulted in a bipedal species of furry creatures that stood roughly 2.5 to 3.5 feet tall, with clawed hands and feet and a bushy ringed tail. Red or green eyes that see in the dark, a keen nose and ears.

The most significant change how ever was in the mind of the creatures. The enhancements and modifications changed the small proto-procylonians from woodland predators and scavengers, clever animals to be sure, but … animals. They were uplifted to full sentient and sapient creatures with thoughts of their own, emotions and keen minds.

The Procylonians were changed as a species and then ‘sold’ as aids to a second species. This species used them as slaves. Be it house servants, toys of the rich, or cheep labor. The Procylonians’ smallish size and high natural intelligence meant that they picked up skills taught to them swiftly and their enhanced strength let them conduct hard physical labor of a being three times their size and mass. While not supernaturally strong they were far stronger than they looked. An all around great slave/servant race. Especially for the price!

…..

Almost.

With that uplifting, the already clever forest creature became a clever and intelligent THINKING being. It did not take long at all for the Procylonians to figure out: “Being a slave SUCKS!” and “SCREW THIS!”

Among themselves they started to talk, plot, and plan. They didn’t stage a gradual uprising. Oh no. The Procylonians planned.. for two generations in secret. Their ‘buyers’ never had a clue. They assumed their servants were content in their plight. Sure some were killed now and then but they bread easily and well. Easily replaced and worth twice the price.

It seems that the slave owners had not chosen, to pay for the ‘docile and compliant’ upgrade in the slave-stock they purchased. They were 3 foot tall furry creatures that fetched meals and cleaned the house. Sometimes their owners made them fight to the death for their amusement. Compliance? They were animals. If they didn’t comply. Their owners blew their head off and bought a new one! Right?

Wrong.

After two generations of secret planning the Procylonians rose up, and what a rise it was. Weaponry was taken as well as vehicles. Around the world the small furry slave race slaughtered their “owners.” Blood ran paw deep in the streets as they turned on their captors. Such a revolt was never even contemplated much less prepared for. The ‘buyers’ were killed in their beds. At their breakfast tables. In their massage parlors and in the end, in the streets and alleys where they crouched and hid.

In under a galactic standard week the Procylonians had overthrown the planet. They _ did _ breed well after all and were seen as so useful, every owner had 4 to 10, sometimes 20 of the Procylonians as servants and ‘pets’. So they vastly outnumbered their overlords.

Once the planet was taken and their former owners ‘put to the blade’ the Procylonians knew that they had to do ‘something’. The planet, while distant, did trade with others and soon, very soon word would get out, and someone would come along. Either to avenge the ‘owners’ or to ‘reclaim’ the property. I.E. their creators might come back to gather up the slave race for resale!

This was not acceptable, and had been discussed at length before the uprising even began.

The Procylonians had prepared. Some had been learning how to pilot the shuttle craft of the owners and used them to ferry themselves and their brethren up to the larger transport ships docked in space around the planet. These ships then departed to every point of the galactic compass. Spreading out, least they all get caught at one place, and captured, imprisoned or destroyed. At 2.5-3.5 feet tall they took up much less space on standard sized ships so they could cram more Procylonians in. Also their natural arboreal nature let them sleep in hammocks, and secured out of the way places. This let them use much more of the ship than normal.

During their escape the Procylonians learned that they had a natural affinity for space and zero g, perhaps added in by their ‘creators’ as part of a package deal, so artificial gravity could be turned off in large sections of the ship and all 3 dimensions used to pack in even more of the fleeing species.

The planetary revolt took a week. Three weeks later the shuttles had ferried up every weapon they could find, food, supplies and the wealth of an entire planet’s sapient species… a week later the ships had departed. The entire revolution took just over a month and the Procylonians had escaped.

In a perfect universe the Procylonians would have escaped with out a trace. Would have found lush new worlds to settle on, unmolested for the rest of their days. Perhaps grow into a galactic power all their own.

We how ever do not live in a perfect universe. Times were hard, and there is prejudice in the galaxy towards the small and furry. Many larger species had a difficult time getting past the cute looks of the Procylonians. More than one of their ships were simply taken from them when they got to star bases, and or planets. Stolen out right and the Procylonians stripped of money and possessions. This didn’t happen with out a fight, but one ship against an entire station or planet? It happened. Others met with pirates or hostile species and died. A fewer number found shelter in different parts of the galaxy, and a few of the ships even found remote planets capable of supporting life and started colonies.

By and large though the Procylonians were thrust onto the galactic stage and needed to find jobs and fast. Their plundered money was static. Non growing. Every credit they spent could not be recouped with out work and purpose. Many turned to the mercenary trade.

Training was needed and much of their original pilfered wealth went to acquiring it. Most mercenary trainers didn't care if you were human, humanoid or a squid that breathed ammonia. If your credits spent, they’d train you to fight.

The Procylonians were most excellent students. The original 20 or so per ship were their best and brightest. They were chosen to be trained by the Mercenary teachers. They learned everything they could from their trainers, and taught 200 more. The 200 taught 2000 and the 2000 taught the rest. Ship after ship learned the trade and they started hiring themselves out as a number of specialized mercenary companies.

At first they underbid the competition. Most people took a look at 3 foot tall furry creatures and chose the 9 foot tall ones built like a mountain range. So the Procylonians sold their services cheep. Then they completed their contracts with zeal and vigor. They dominated the foes they were thrown against. Because when you’re buying bargain basement mercs, you’re usually not fighting the galaxy’s best and brightest.

Soon their reputation grew. Small but Fierce was their slogan and they lived up to it. Using weapons sized for galactic standard races (5-9feet) As if they were light as air and excelling against enemies two and three times their size, their stories traveled before them. The more victories under their belt the more the stories grew and spread. The better the rep, the better the prices they could charge.

More money was poured back into the Procylonian Mercenary companies, and spent on better gear, faster ships, and TRAINING.

Some of the Procylonian companies specialized with this training. Some became dedicated Zero G commandos. Specializing in ship procurement (Boarding and stealing hostile vessels) and station neutralization. Some became cold weather troops. Some desert troops. Some jungle troopers, and so on.

The baseline level of their training increased over and over again until the least trained member of a Procylonian Commando Company was the equal of special forces troops all over the Galaxy.

If you needed a Merc group to assault a base on an ice planet, there was a Procylonian Commando Company that could do it. If you needed to stage a daring day time raid on an arid desert planet. They had a group for that too.

As specialists they were used for small unit and specialized operations. Not full scale planetary occupation. There were not enough of them and frankly that would be a waste of their talents. Not to mention the cost would be prohibitive.

If you needed a Company to go in and decimate the power grid of a country, they could get it done toot sweet, but standing on the corner occupying said country? No way. Not their style. Not their ballpark.

Today this holds true. If the Procylonians have a home planet, it’s not shared with outside species. If they do it’s well hidden and the secret most jealously concealed. What is known, is that their services as mercenaries can be procured if you can afford it. They do not make up billions and billions of furry people, but.. they have enough so that if you’re a galactic traveler, you’ve likely heard of them. Even if just in passing as a legend or story.

The Procylonians divide themselves up into Clans, each Clan being a separate Mercenary Company. The clans each govern themselves based on rules set out.. in a clan by clan nature, but most have a “Commander” that is the final say. Many of the clans specialize and they do communicate between one another. If someone needs a group of jungle specialists and they contact a clan more suited for arctic expeditions the contract could be passed on to the proper clan. Or.. to a clan that doesn’t specialize in other areas.

As one would expect of clever species that gravitate to such jobsets, not every Procylonian is happy happy joy joy with every other Procylonian. After the united effort of overthrowing their masters, they did split up and separate for many generations. Now, there are some that simply don’t get along and many rivalries exist. Some rivalries even exist via allied Clans, a ‘enemy of my friend is my enemy’ type thing. Some are friendly rivals. Some allies. Some clans are sworn enemies. And yes. They _ will _ take up opposite sides of a conflict and fight against one another if A: The clans are enemies and B: The money is right. Sometimes “B” … leads to “A”.

Thus they exist today in the Galaxy. Usually a Procylonian encountered will be a member of one of the Clans, and a Mercenary, but not all. Even among a race that has taken to the stars, someone has to fly the ship, or mop the floors. Someone has to groom the fur, or learn the medical trade. So on and so forth. They’re not a ‘Race of warriors” with absolutely zero concept of other things. They have school teachers, and dentists and such. It’s just by and large that they are known to the galaxy via the clans and Merc groups that are hired out. The janitor and florists Procylonians aren’t usually ran into, in public. Or if they are, they’re mistaken for mercs as well. Hard to say which.

There is no gender bias or racism among the Procylonians themselves. A female is given every bit as much respect as a male and some claim that they’re even more fierce in battle. Nor do they care about the color of another Procylonians’ fur (Other than some have natural preference for shades and markings). They DO have a slightly superior self view though. Thankfully most are smart enough to know that this is NOT likely to be shared by larger species and keep it mostly to themselves. The rare arrogant and bombastic Procylonian does exist though and boy can they go off at the mouth.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Alignments: Any. The full range of Alignments are possible. From the most honor-bound and noble of Procylonian, to the most vile and evil. If anything they tend to land in the middle. Unprincipled through Abhorrent. With the ‘very good’ and ‘very bad’ sorts being outliers of the bell curve.

Lifespan: 100 years or so, give or take. Many die younger if they’re in the Clans and Mercenary companies, but the natural lifespan is about 100 years. As an engineered species this insures that there would be turn over and more ‘purchases’ made.

Size: 2.5-3.5 feet (76-91cm) 55lbs (25kilos)

Gender: Heterosexual. Females produce two or four offspring (kits) after a medium gestation period of 4-5 months. Live births, the kits drink milk from the mother’s breasts, and are quickly weened onto meat and other solid foods, under a year. Sexual maturity comes at roughly 10-12 standard years, but mental maturity is considered around 16, and that is the age of majority for most Procylonian Clans.

Physical Description/Appearance: Small furry people. Fur colors range from black and gray, to brown and gray with black accents. “Masks” over the eyes, and dark rings around their tails. They stand roughly 2.5-3.5 feet tall, weigh about 55lbs. Their hands are very dexterous and can hold items, and tools far larger than one would expect. These hands possess 4 fingers and a thumb, each with a distinct claw. The Procylonian are totally bipedal, they can also drop down to all 4s for bursts of speed or as needed. Their heads have pointed ears atop and a distinct muzzle, small wet nose and sharp teeth. The eyes are either red or green, with out discernible iris.

Disposition/Attitude: The average Procylonian is sure of his or her self. This tends to be a species wide trait, the Commandos have it, as do the preschool kit teachers, from the emergency medical surgeons, to their plumbers. Some can be seen cocky, but this may just be a manifestation of being about 3 foot tall in a universe of 5 to 9 foot people. As a species they do not suffer from “Napoleon Complexes” or “Little Man Syndrome”, but individually, such may be encountered. They like to work hard, and play hard.
As a species they show an intense loyalty to their Clans/Family groups/Friends. This is likely a manifestation of being ‘created’ and forced into slavery and overthrowing their ‘owners’. They were loyal to one another to escape the bondage, and this was and still is, instilled in every Procylonian kit from birth. Entire commando companies have been known to dig in, fight and die, rather than leaving men or women behind. A sacrifice that is welcome. You fight all the much harder for the Procylonian beside you, if you know with out a shadow of a doubt, that no matter what happens, you will never be left behind. “It’s better to die on your Paws, than live on your knees” is a firmly held belief in the Procylonian culture. This also expresses in an abject hatred of those that have slaves. The Procylonian are not stupid about it. They won’t get themselves killed on a simple principal, but their hatred for slavers is well documented and they refuse contracts involving slaves or slavery (Unless it’s to free them) Any Procylonian found with slaves, or condoning slavery is killed by his own kind. No exceptions.

Attributes: As genetically ‘created’ beings, the attributes of a Procylonian are not as varied as some species. They fall along a more narrow range, but are more consistent across the species.
IQ: 2D6+6
ME: 2D6+3
MA: 3D4
PS: 3D6+6 (Considered “Augmented”)
PE: 3D6+3
PP: 3D6+6
PB: 2D6+4
Sp: 3D6+3(Bipedal) +6 on all 4s

Hit Points: PE+2D6
SDC: 100+ any gained from OCC, or training. (They were designed to be tough and resilient.)

ISP: Standard
PPE: Standard, but the Procylonian have no innate magical traditions. One would have to travel well far afield and out of their own society/communities to pick up magic. That’s not to say it’s impossible but it’s surely not standard.

Horror Factor: Sadly none. Much to their own disgust. They have a hard time keeping many species from picking them up and or petting them. This has caused more than one altercation as the Procylonian may bite, claw, STAB or shoot someone for this, depending on mood.

Natural Abilities:
Naturally ‘built’ tough and agile, amazingly strong for their size (But not stupid strong. Their PS is Augmented, not Robotic or Supernatural)
Natural climbers: Uplifted from furry arboreal creatures, they retain their climbing ability along with claws to aid them. Climb (But not repelling) skill at 80%
Claws: +2D6 to Punch Damage (See augmented strength chart RUE Page 285)
Bite: 3D6
Natural leaping ability: From their former arboreal days, the Procylonian Have amazing leaping abilities. They can jump 4 times their own height vertically from a standing position and 6 times their height horizontally. Both distances are multiplied by 1.5 with a running start.
Night-vision: 100m. The Procylonian originally hailed from a tree covered twilight world and have excellent night vision.
Keen hearing and smell, but not as good as a dogs/dog boy. +3 to Perception checks.
Size Does Not Define me!: In-spite of being roughly 3 feet tall, the Procylonians can and do use gear for ‘galactic standard’ sized people (5-9ft) With out penalty. They just square up and do it. A rifle sized for a Wolfen, could be grabbed up by a Procylonian and used with out penalty or hardship. Equipment is not considered ‘over sized’ for a Procylonian unless it was designed for species 10ft tall or larger. They do not pay to have weapons down sized for their diminutive stature. Instead carrying full sized galactic standard weaponry into battle. This is quite intimidating, and surprising to see, if one hasn’t witnessed it before. Likewise due to their natural abilities, they seldom have penalty for ‘reaching’ things, or using terminals and the like. The Procylonian will just jump up on a console, or into a chair, onto a table, onto a counter and use things at ‘standard’ heights with out even thinking about it. They just do it. Armor and clothing does have to be modified. Sizing it ‘down’ for the Procylonian. Their natural Augmented strength means that the armor can be heavier and retain it’s defensive capability even at their smaller size (Use the same MDC). Due to their head having ears on top and a distinct muzzle, they favor clear bubble helms to keep full range of motion and peripheral vision.

Psionics: Standard. Uncommon but possible
Magic: None innately, and the Procylonian do not have mystical training with in their own society. It is conceivable that a lone Procylonian, out side their own society may have the ability to be trained by an outsider in the mystic arts, but it is highly uncommon. As a species, the Procylonian rather don’t trust magic.

Cybernetics/Bionics: Standard. They will get them to replace lost limbs or for medical reasons, or even for combat/military reasons. As a species they generally prefer to rely on their own genetically augmented strength and power, but it’s not utterly uncommon to see a bionic arm or leg around. Naturally these must be adjusted for the Procylonian size and shape. Being non standard, this means the bionics would cause more, and thus are a bit less common than some species.

RCC Skills:
Language/Literacy: 90%
Pilot (One of choice, including space vehicles) +20%
2 WP’s of choice (One modern, one melee/archery)

Skills of note: As a space-faring species, the Procylonian have a high understanding of science and engineering. As well as being largely martial by profession. Procylonian get a bonus of +5 to Computer, Science, Technical or Mechanical skills and +8 to Military and Espionage.

OCCs: Any, but the magic OCCs would be limited as noted above. Most Procylonian heroes will be men at arms or adventurers of some sort, but the species itself has everything from cooks, and dishwashers, to highly trained special forces commandos and everything in between.

Culture: Largely described above. Non-centralized Clan based government with each Clan having it’s own rules, laws, and what have you. Some may have mandatory military (Mercenary) service for a few years, but many do not. Each Clan “Commander’ Is the ultimate authority with in that clan, and set up their ruling bodies as they see fit. If there – is – a new Procylonian home world it’s location is kept most secret and any details about it are held tightly by the Procylonians themselves.


Love it! Will have to see about incorporating them into our games!


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Nov 15, 2018 9:46 pm
  

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A result of hitting the (various) random roll tables and trying to make what shook out hold together and work.

QuimBek
(aka ‘Darkfysh’)

“Recently hired a QuimBek stockbroker to handle my crew’s finances. They may be new to the galactic scene, but they’re fast studies and I’ve heard both good and bad things about their financial people; but one thing comes through; they’re all very good at lining their nests with profit. The bad ones will bilk you, but the good ones work with you so everybody in the pool wins.”

“The QuimBek have had to fight a lot of disadvantages to get where they are now; a deep-ocean-dwelling amphibious species with bad posture and a dependence on water doesn’t make for an easy ascension to spacefaring, so they’re justifiably proud of their achievements, even when they discovered that they were late fish to the greater stellar ocean. They’ve got sheer bloody willpower backing them, though, so if they’re not already crushed by something, they’ll fight it out to the end.”

The QuimBek are amphibious humanoids from the darkworld of Calcid, a wet world in the Palapas starsystem, in the Thundercloud Galaxy. They are recently inducted members of the United Systems Alliance.
Calcid at one time was a warm, sunlit world until a cosmic catastrophe(possibly related to the Dominator War) tore the planet from its warm, stable, inner-system orbit, and sent it on a wider, colder, orbit around its primary. Fortunately, the same castastrophe triggered greater volcanic activity on the planet, opening more ‘black smokers’ in the planet’s extensive oceans, and creating a greenhouse effect in Calcid’s thin atmosphere, so, even as overall light falling on the planet decreased, the oceans remained liquid, and the global temperatures remained constant.
The QuimBek evolved from already advanced fishforms that stayed near the black smokers pouring energy and nutrients into oceanic oasises of warmth. Their evolution into amphibious tool-using humanoids was slow, but eventually the proto-Quim emerged from Calcid’s dark waters , gazed up at the stars, and knew wonder. Using Calcid’s many islands as surface bases and water-free industrial sites, the Quimbek developed industry, experimented wiith nuclear power, and began to launch manned spacecraft off their world before they were discovered by CCW exploration cruisers that stumbled across their radio transmissions. First Contact came soon afterwards and the Quimbek began trading with offworlders.
Physcally, Quimbek are NOT very imposing. They are weak, slow, clumsy(at least out of water), and very fragile. They are also hideous to look at. Mentally, though, they are pugnacious and strong-willed. Faced with innumerable challenges imposed by their weak physiques, they power through them sometimes only by sheer force of will.
Though nominally allied with the CCW, the QuimBek, worrying for their security, have joined the more local United Systems Alliance because they provide more immediate support.
While the Quimbek cannot contribute significantly to the joint militaries of the Alliance, they have become increasingly visible in the corporate and scientific communities of the USA. WZT has been hiring them in large numbers, especially in the Marine Design and Marketing divisions.
As project managers, Quimbek can either be a developer’s best friend or worst nightmare; on one hand they simply refuse to give up and keep plugging away at problems until they’re solved, but on the other hand, if they think a solution is even -remotely- possible, a Quimbek can string along and keep alive a project that should have been dropped.

Alignments: Any
Lifespan: 180 years
Size: 4 ft tall, 90-100 lbs
Gender: Gender-swapping Hetereosexual. Because mates were hard to find in the deep dark waters of theri homeworld, the ancestoral proto-Quim evolved the ability to chage genders depending on who they encountered. Modern Quimbek typically mate for life, and alternate childbirthing duties. Both sexes will brood offspring in specially oxygenated broodpouches and share carrying their broods of 2d4 offspring between them.
Physical Description/Appearance:
Their head is squat and triangular, with a wide, inverted-v mouth with fine teeth, large eyes, and a prominent spike-like bio-illumination organ protruding from the top. Their lower jaw sprouts a cluster of a dozen fine prehensile tendrils that are used for fine manipulation work. Their forelimbs are spodly and end in large six-digited hands with extendable webbing between the fingers. The body is short, squat, and barrel-like, with a pair of short stubby legs with large foot-fins bent underneath. The body is finely-scaled and translucent silver-grey in color, but also heavily serrated by boney structures under the skin. Organs and blood vessels are visible pulsing under the skin.
Quimbek out of water rely on powered exoskeletons and elaborate wetsuits to get around.
Disposition/Attitudes:
Stubborn, determined, and strongwilled. They refuse to be limited by their frail physiques. This can sometimes lead to trouble if the task or challenge really IS greater than the Quimbek can handle. However, most Quimbek are smart enough to realize this and instead think of better solutions to problems. They are also excellent bluffers, using force of personality to intimidate or persuade others.
Physical Attributes:
IQ: 2d6+6
ME: 3d6+12
MA: 2d6+18
PS: 1d4+1
PP: 1d4+4
PB: 1d4
PE: 3d6
SPD: 1d6+1 on dry land, 6d6 swimming
(ISP):ME x3. +1d6 per level of experience
(PPE): 1d4
Hit Points: 5 +1d6 per level of experience
SDC: 10
MDC: By psionics or technology
Horror Factor: 15
Natural Abilities:
-Acute Night Vision---Can see clearly up to 3 miles away in near-total darkness
-Dual Amphibious Lungs---Quimbek can breath air and water
-Internal Pressure Control---Quimbek can tolerate extreme and sudden(aka 5 mminutes) changes of pressure, from deep sea(equiv. of 4 miles underwater) to sea level atmospheric without harm.
Vulnerabilities:
*Hydration----Quimbek need to constantly remain wet;they can only go without water for their P.E. x3 in hours. Otherwise, they start to suffer acute respiratory collapse/bleeding; lose 1 Hit Point every 15 minutes
*Sensitivity: Bright Light----Quimbek evolved from deep ocean dwellers on a twilight world, so their large eyes make them sensitive to bright light. They need to wear shading lenses or other optical protection to avoid being blinded.
Psionics:(Saves as Minor Psychic)
-Physical Psionic: 1d4+5 Physical Psionics
Magic: None; no magic potential
Cybernetics/Bionics: Quimbek will only accept cybernetics and bio-systems that will not interfere with their psionic abilities(which is one of the few things they’ve discovered give them a substantial edge).
Available OCCs: Any high-tech OCCs. Because of their high M.A., Quimbek rogues, especially con-men, are very possible. Other psychic OCCs are possible as well.
RCC Skills:
Swimming 98%
Skills of Note:
Electrical (+10%)
Mechanical(+10%)
Technical(+3%)
Culture:
Quimbek are ruled by a set of interlocking plutocracies; acquistion of material wealth is the prefered path to power, though it is not automatically ‘every Quimbek for themselves’. Indeed, an ideal Quimbek politico gains power and more wealth by making it possible for their supporters to also gain wealth, uplifting the fortunes of political faction or neighborhood.
Quimbek were at a technological level roughly equivalent to early Space Age Earth when contact was made with them; they’d managed to establish space stations and send manned nuclear-powered spacecraft out to explore the other worlds of their solar system. They have since bootstrapped to Late Sapce Age as part of the USA, with imported megadamage technologies.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Nov 21, 2018 9:35 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Agala ---Great Beast Dimensional Serpent
(Aka ‘D-wurms’, “Zilla-wurms’)

“I had the misfortune of being one of the few who’ve seen one of the Great Beasts up close...Thing surprised me and my party in the Land of Mists. Great Beast just came churning out of the eternal fog and plowed past us like a freighter passing a school of ducks. But when it was heading right at us I made the mistake of looking into its eyes...all of its eyes, as it passed. The ruby and the sapphire, glowing like doorways into a horribly endlessly deep eternity...just transfixed me. My comrades had to pull me out of the way because the Great Beast wasn’t stopping. Just casually went by us...would have gone over me and left nothing but a smear. But I keep seeing those eyes...in fever dreams, in my sleep, and I sometimes wonder if it was my fault for not looking away, or that Great Beast didn’t deliberately DO something to me for crossing its path.”

Agala are giant vermiform serpentine alien intelligences that have been compared to giant shipworms boring through the fabric of space/time. They are natural dimensional travelers, though to what purpose, nobody knows. Agala have sometimes been confused with dragons or sea serpents, but they are actually more akin to Alien Intelligences like the Qua.
Agala are neither friends nor enemies of mankind; they typically do not even acknowledge the presence of smaller, lesser lifeforms, and will attack only if provoked(or, in the case of certain prey species, hungry). Even advanced species like Third-Stage Prometheans find the Agala difficult, if not impossible, to communicate with. They so rarely interact with other species that some authorities have wondered if the Agala are even really sapient at all. It is this aloofness(or mindlessness) that makes the Agala so dangerous; they may damage their environment, and the fabric of space/time, inadvertently while moving through it, and just not give any concern about it.
Agala have made one appearance on Rifts Earth prior to the Coming of the Rifts; one apparently appeared in 1889 near Herring Cove on Cape Cod, sighted by a solitary beach wanderer(George Washington Ready), whose subsequent account of the sighting was dismissed as a tall tale(and possibly alcohol-induced). Post-Rifts, the Agala have made several appearances on the dimensionally-torn world, usually in the Demon Sea.
Agala are most often sighted along shorelines or deep desert. Of all the megaversal locations that they are seen with any frequency, the dimension known as The Shore seems to attract the greatest number of repeat sightings. Several times Agala have appeared on Phaseworld, causing great damage as they nonchalantly burrowed through space/time and collateral buildings, before security responded to drive them off. The Third Stage Promtheans have regarded the Agalas as dangerous pests ever since. Temporal Raiders also dislike them, as they are immune to Temporal Magic and actually disrupt it in passing.

Alignments: Can be considered effectively Anarchist for all their interactions with others.
Lifespan: Unknown, but likely extremely long lived
Size: 300 ft long, 10 ft thick, and can rear up 30 ft. Weight on the order of 70 tons and up.
Gender: Unknown
Physical Description/Appearance:
A giant serpentine worm covered in large scales with a prismatic tint. The head sports four rows of long sharp teeth, a large horn in its ‘forehead’, and six stalked eyes, three of them red in color, and the other three blue. The tail tapers, then flares into a v-shaped fan of stiff sharp strakes.
Disposition/Attitudes:
Alien and aloof. Tends to ignore everything else while they crawl through space/time. Rarely acknowledge the presence of other beings around them. If attacked, they will viciously defend themselves.
Agala do not communicate in any clear or comprehensive manner like language, but will use empathic and telepathic broadcasting, usually to impart emotional states of anger, contempt or disapproval to those in their way. A handful of witnesses have reported getting quick, high-intensity, impressions of schematic- or rune-like mental imagery thrust telepathically into their brains, that occasionally surfaces later in their dreams. The meaning of these images and the Agalas’ purpose in imparting them eludes explanation, though some claim that they’ve been able to parse useful meaning from parts of them, triggered by subsequent experiences the recipients have had.

Physical Attributes:
IQ: 23(?)
ME: 30
MA: 24
PS: 50(Supernatural)
PP: 23
PB: 2d4
PE: 30(Supernatural)
SPD:(Crawling) 30 MPH
(Swimming) 50 MPH, no depth limit.
(Tunneling) 10 MPH
(ISP): 1d6x1,000
(PPE): 3d6x1,000
Hit Points:---
SDC:---
MDC: 2d6x10,000
Horror Factor: 17
Natural Abilities:
-Nightvision 500 ft
-Fire and Cold Resistant(HALF damage)
-Regenerates 1d6x5 MDC every minute
*Dimensional Tunneling...Agala can apparently tunnel at will through dimensional barriers. In fact, they rarely spend more than 24x10 hours in a dimension before tunneling out(though they may loop back and forth through it).
Even after the Agala passes, the wormhole it creates persists for some 1d4 hours, possibly allowing others to travel in its wake.

*Negate Temporal Magic---Agala are IMMUNE to all forms of temporal magic, and just passing through an area of effect temporal magic spell disrupts it.

*Impervious to Possession and Bio-Manipulation

Psionics:
Agala possess a limited number of psionic abilities, but they seem to know how to use them to most potent effect, and they have plenty of ISP to throw their abilities around with.
*Telepathy(4)----160 ft range. Some claim the Agala can implant vast amounts of information into a lesser lifeform’s brain, the knowledge coached in cryptic form, and only slowly unraveling into understandable terms and images.
*Empathic Transmission(6)---100 ft range
*Bio-Manipulation(10)---160 ft range
*MInd Bolt(6-40)---1,500 ft range

Magic:
Agala seem to be inclined towards Earth and Water magic
(Blue Eyes)Bio-Manipulation---No PPE/ISP expenditure
(Red Eyes) Fire Ball---No PPE expenditure. 180 ft range, 12d4 MD per bolt.

(Earth)(All at 12th level)
-Rock to Mud(6)
-Wither Plants(10)
- Earth Rumble(10)
-Sand Storm(15)
-Chasm(25)
-Earthquake(50)

(Water)(All at 12th level)
-Cloud of Steam(10)
-Fog of Fear(7)
-Change Current(8 )
-Calm Waters(15)
-Hail(20)
-Whirlpool(40)
-Snow Storm(40)
-Part Waters(50)
-Summon Fog(70)
-Tidal Wave(80)
-Calm Waters(100)

Cybernetics/Bionics: None

Available OCCs: None

RCC Skills: Not applicable; Agala exhibit no activity indicative of any sort of skill, only animalistic instinct. The few times communication has been made with them has been through magic or psychic means.

Skills of Note: Pure conjecture, though some psychics and mages who have made mental or mystic contact with Agala claim that the wyrms possess vast intellects, or else great instinctive knowledge of magic and dimensional travel. These few also claim to have received ‘downloads’ of cryptic knowledge, at first incomprehensible, but later revealing themselves to be profound or near-prophetic.

Actions/Attacks Per Melee: 10

Damage:
Bite 2d6x10 MD
Horn Stab/Sweep 3d6x10 MD
Body Block/Ram 4d4x10 MD
Rearing Crush(the Agala rears up its front 30 ft and brings its weight crashing down---Counts as 2 attacks) 4d6x10 MD
Tail Slash 1d6x10 MD

Culture: Solitary wanderers. Never have more than one Agala been sighted.

Allies: None. Some dimensional demons and monsters follow Agala around, hoping to gain access to universes tunneled into by the d-worms, but trailing one is a risky proposition; the Agala is just as likely to tunnel into a deadly dimension as a conquerable territory.
It’s also claimed that the Agala are associated with the more dynamic Elemental forces of Water and Earth, forces of erosion and upheaval.

Enemies:
3rd Stage Prometheans notably hate Agala for the damage they can apparently do to the fabric of space/time. Temporal Raiders are none too happy with them either. Agala have also reportedly been observed devouring D-Spiders and Nexus Maws.

Value: The Agala’s head-horn is considered very valuable by some, as it can be made into a powerful magic blade(they notably have the ability to negate temporal magic) worth some 4d6x100,000 credits. Similarly the teeth and eyes have considerable value as weapons-material(1d8x10,000 credits each). The hide, it is said, can be made into armor or cloaks that are impervious to Temporal Magic. Only the very foolhardy dare try to harvest the horn or other body parts, however, as the Agala will viciously fight to preserve itself. As a result, very few Agala are known to have been successfully hunted and taken down.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Mar 23, 2019 8:11 pm
  

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Calia Bloodline(Elven Variant)

“Master, if I may be so bold as to please suggest that your meditations may be more restful and enlightening with some refreshment and company? I am also passably versed in the reading of Kafic runes, which you seem to have some vexation in interpreting in your practice reading? I am also ready and willing, if it may please you, to provide some small measure of my afa to your practice spellwork. Does this meet with your approval? Please?”

“If she were any more bubbly, she’d likely have seltzer for blood.”

“I’m half-tempted to take these Calians to Atium where we settled those genetically-engineered human servitors we liberated, just to see how they’d get along. They might fall into virtual paralysis trying to be helpful and submissive to each other, or they might end up running the whole colony while being unfailingly POLITE to everybody they were easing out of administration.”

“Yes, they’re beautiful and they’re graceful, but so are greyhounds and horses, and that’s what the Calians are...somebody elses’ prize animals, bred for their looks and a certain utility. Once theyre used up, they’re easily discarded and it’s move on to the next one. You don’t pine for an old racehorse and certainly not for a prize steer. That’s all the Calians are, and there’s not a fey in the whole of the Alfvan that will tell you otherwise, despite what those misguided so-called ‘reformers’ on Alfheim are saying.”

“It is good that your new servant is such a living encyclopedia of magic, Ser Trabis, but bear in mind HOW she came to possess such knowledge. She was bred to be a servant, and to keep no secrets. Take care to keep your own magicks hidden from her, or it will be another master who proudly proclaims of having learned of YOUR secrets from their new slave.”

“K’dis was one of the few Calians I know of who had the ability to cast magic...not just talk about it, but actually cast it. She never made a thing about it though, and it was almost by accident that I learned of it. It just wasn’t all that important to her, so she didn’t mention it. Well, it wasn’t important to her until I got jumped by those Maldite assassins. I was almost dead at their hands when she apologized to me, pushed me behind cover, and took them on, casting magic like a machine gun. Only the backlash caught up real fast; she was casting spells left and right and all over the place, and those assassins were caught in the middle of it, too distracted to finish the job on me by magic that was utterly unpredictable. Her onsluaght was killing them by random. Problem was, it was killing K’dis too; she knew from the onset what she was doing to save my life would more than likely kill her in the process, but it was the only way to protect me, and she did it. Loyalty? Devotion? K’dis redefined those terms for me.”

Calians are arguably a variant sept of elves, or rather a bloodline. While they can still interbreed with other Elves, Calians are heir to a number of traits and vulnerabilities that make them distinct and tend to express even in hybrid offspring. They also have reputations that set them apart from other elven ethnicities.
Calians are the result of a eugenic breeding program by a culture of Dark Elves to produce slaves that were better suited for magic sacrifice. Millennia of selective breeding and culling of slave stock, along with periodic infusion and adjustment of dark magics began to tell, breaking the inherent fierce will of even elven blood, resulting in a sub-strain of elves prone to subservience.
In keeping with their intended ultimate role as blood sacrifices and life energy donors, Calians are typified by a higher than normal inherent PPE rating. However, Calians cannot tap into these reserves of mystic energy as easily as others. They can learn of magic, and many do become adept listeners and reciters of magic lore, but they have trouble applying that knowledge to using their own magic, if any. Those who do manage to learn how to cast magic, find themselves unable to properly control the flow of magical energies, resulting in great potential danger to themselves(and possibly others around them).
Despite their easily persuaded wills, Calians are unusually hard to drive insane; they are very accepting of the way of things, or else willfully oblivious to goings-on.
The Calia bloodline didn’t entirely meet with approval by the Dark Elf clergy, many of who felt that more individualistic and -unwilling- sacrificial victims were more palatable and acceptable to the Dark Powers than docile, cow-like intelligent animals bred for slaughter. Nevertheless, Calian stock became distributed amongst several clans of Dark Elves who raised them as servants and reserve sacrificial material when other offerings were unavailable, and the Dark Elf mages needed extra PPE(or afa as they call it) for their spell-casting.
The Calia bloodline became mainstream when the Splugorth captured several Dark Elven enclaves and added them to their slave stock. The Splugorth recognized the value of the Calian bloodlines and took measures to keep the bloodline distinctive, rather than allow it to be diluted by unchecked interbreeding with the rest of the elven slave stock. For many of the more monstrous species, Calian Elf made good eating, whether as a source of blood and meat, or magic, and the debasement of the pretty elf species was just added sadistic pleasure. The Calian Bloodline became rather popular in many Splugorth slave markets.
Enough Calians have been liberated from Splugorth and Dark Elf slave pits that there is a growing number of them free and outside. Many gravitate towards positions as servants and service personnel. Many ex-slaves and slave-refugee groups embrace Calians as fellow sufferers(regardless of how the Calians may regard their former captivity). The Vinobes(another humanoid species created as servants) in particular often take in Calians into their communities.
Sadly, many free Calians fall victim to unscrupulous others outside the Splugorth realm. The ex-slaves often wind up being re-enslaved by criminal elements and those who take advantage of the Calians’ submissive natures, and regard them just as valuable as slaves and PPE sources as the Calians’ original masters. A substantial number of them have wound up in the Paradise Federation, in ‘social clubs’ that are little more than brothels and escort services, and Dark Covens in the United Worlds of Warlock have imprisoned Calians as living batteries for their rituals.
Many free Elves react negatively to Calians, seeing them as ‘denatured elvenfolk’, and are uneasy in the presence of these subtle reminders of how a proud race can be reshaped. In many ways, the Calians are seen as similar to the Krrygorth Lessons; sad, warped versions of a noble people. Some conservative Elves and Elven cultures do not even recognize Calians or their hybrid offspring as Elves.
However, Calians are not all dumb, docile, or helpless. According to some accounts, Calian slave-servants have assisted heroes in taking down their evil masters, by some conveniently literal interpretation of their orders, or apparent negligence, guilelessly opening doors for intruders who politely ask, handing prisoners keys to locks, casually giving directions, or obliviously dropping overheard tidbits of information, all to the detriment of the Calians’ overlords. Whether this is due to casual obliviousness or hidden cunning is unknown, but Calians may not be the ‘airheads’ or ‘muddleheaded humanoid cattle’ many regard them as. There have been some hints that Calians possessed a very good ‘servants’ grapevine’ for communicating amongst themselves even while they were serving in dire captivity.
Many Calians, especially those liberated from servitude to Dark Elves or Splugorth mages also possess substantial knowledge of magic from what they have observed and memorized in the course of their captivity. Some mages have picked up on this, and have actively sought to acquire or hire Calians known to have served magic users in either the Dark Elf or Splugorth courts, in order to have servants with potentially valuable magic knowledge.

Alignments: Any, but most(90%) are Principled in alignment(oddly enough, this was encouraged by both their original Dark Elven masters and the Splugorth, as it made their termination/sacrifice/consumption somehow more satisfying).
Lifespan: 600 years, but few were allowed to live beyond 150 years at most before being sacrificed.
Size: 5-6 ft tall, 100-120 lbs
Gender: Heterosexual
Physical Description/Appearance:
Attractive-looking elves with white or silver hair, and skin ranging from light blue/gray to porcelein-white. Eyes range in color from purple to gold. Males tend to have androgynous or effeminate builds while females tend to the voluptuous. In conditions of darkness, they may(40%) exhibit a low glow about their persons. They are very graceful in their movements.
Disposition/Attitudes:
Calians tend to be docile, gentle-mannered and non-aggressive. They are eager to please others, try to be helpful, and bow easily to peer pressure as long as it makes others happy. Yet despite this, they are curiously unfazed by such things as Horror Factor or threats of death and dismemberment(especially their own). Most seem to have a ‘what will be, will be’ attitude. If treated well, Calians will develop a devout loyalty to an individual, even to the point of being willing to sacrifice themselves for that person. They rarely ever get angry, though they may exhibit mild passive-aggressiveness.
Most Calians regard clothing as optional and will only wear what is necessary to protect against the elements, for work, or if ordered to, and display little or no sense of personal modesty or embarrassment with regards to body consciousness.
Physical Attributes:
IQ: 2d6(a natural roll of 12 gets a bonus +1d6 to reflect the occasional exceptional Calian genius)
ME: 2d4
MA: 4d6
PS: 3d6
PP: 2d6+12
PB: 4d6
PE: 4d6
SPD: 3d6
(ISP):(See Psionics)
(PPE): P.E. x11 +4d6 per level of experience. Calians recharge PPE at a rate equal to their P.E. per hour, double that on a ley line, x4 at a dimensional nexus.
Hit Points: P.E. + 1d6 per level of experience
SDC: 10+ any from OCCs or skills
MDC:----
Horror Factor:
Most free Elves react to Calians with a Horror Factor of 10, because of the awareness of what has been done to them.
Natural Abilities:
*Night Vision(100 ft) -Can see in total darkness.

*Eidetic Memories ---An inadvertent side-effect of the effort to purge psionic potential from the Calian Bloodline, rather than develop psionics like Total Recall, the slave Calians instead acquired eidetic memories equal to the Minor HU power of Heightened Sense of Recall(01-66% chance of recalling things in perfect detail, 67-90% of remembering the full essence and important details, 91-00% of only the basic concepts and intentions).

*Acute Hearing---Calians have better than average hearing; x2 human normal.

*Dance-Code----All Calians have learned a form of sign language based on dance movements, and ALL Calians learn how to dance. This practice is a well-kept secret amongst the Calians and it allowed them to covertly share information on masters and happenings outside their respective places of labor/employment. Proficiency in this subtle form of communication is equivalent to their Dance skill + their P.P. rating as a percentile.
Others can learn to recognize, read, and even attempt this kinetic code, but only with the willing tutelage of a Calian, a Dance skill, and even then, they only learn it at a proficiency of 20%+5% per level of experience.

*Resistance to Insanity----Calians are curiously unphazed by the prospect of bodily harm, death, or Horror Factor , though they may easily fold if presented with a persuasive argument(“This would make me very happy.”), existence without purpose, or solitary confinement. Calians get a +5 to save vs deliberate efforts to intimidate/scare them, and +6 vs Horror Factor.

Psionics: Virtually Nonexistent----The original Dark Elf slave-breeders didn’t want their slave stock to have psionic abilities that could be used to resist, so they virtually eliminated the potential from them. Only about 2% of Calians are known to exhibit any psychic potential, and never more than Minor psionics.
Magic:(Special)
Calians were bred for high magic vitality, but not for the ability to actually USE their high PPE reserves for anything. They can LEARN spells, but not actually CAST them(with the exception of free Calians who take up magic---See Available OCCs and Vulnerabilities).

-Empower Melee Weapon---Any non-magical melee weapon they hold and use receives a trickle-effect of mystic energies, and strikes as a magic weapon for purposes of damage against targets susceptible to magic. The weapon does not gain any extra effects such as durability or damage; it just carries a magic charge.

-Spell Accommodation----Calians can more readily accept certain magics and continue to empower them.
*Extend Magic---A Calian can extend the duration of any beneficial magic cast on them by spending the appropriate amount of PPE(so, for example, if the spell Levitation is cast on the superbeing, by spending an additional 5 PPE from their reserves, they can continue floating on air for the same duration as the original cast spell).
*Healing spells cast on the character actually work 50% more efficiently(heal 50% more damage or work 50% longer)

Vulerabilities:
*Shows up like a beacon to beings sensitive to, and/or who prey on, PPE. Spells and abilities meant to mask PPE cost TWICE as much PPE/ISP for HALF the duration. PPE senses are TWICE as effective at detecting/tracking the character.

*Magic Disease/Ailment Vulnerability---Magically-inflicted illnesses and afflictions actually do DOUBLE damage to Calians and last 50% longer. The extra magic energy in the character fuels the affliction.

*Spell Surge(SPECIAL; Applies to magic-using Callians) ---Every time a Calian with spellcasting abilities casts a spell there is a 50% chance of the spell going rampant:
01-10% Damage-Surge----Does 50% more damage/effect due to an unexpected added umph to the spell.
11-20% Kick-Up/Recoil---- Flies 1d4x10 ft off course/target.
21-30% Collateral Damage----Spell affects an area of effect roughly 2d6 ft in diameter or twice the normal area if the spell already has an AOE.
31-40% Runaway Spell---- The spell, if it has a duration, goes on for an extra 1d4 times longer than it normally would and cannot be canceled by the caster, However, the extra duration is fueled by extra PPE draw. If the PPE draw exceeds the character’s PPE reserves, the runaway spell eats into their P.E.. At zero P.E., the spell gutters out and the character falls unconscious for 1d4 minutes.
41-50% Backblast---- Is accompanied by a massive flash and backblast or shock that knocks the superbeing off their feet(3d6 ft). Lose initiative and 1 APM getting back up. Other characters in a 15 ft radius must save versus magic or will be temporarily blinded(-10 to strike, parry, dodge, and roll for 1d4 melees).
51-60% Glow-Cloud--- Covers an area 3d6 ft in diameter with a residual magic glow that lasts for 1d6 minutes. Those caught in the area will also carry a detectable magic aura for the duration. Magic items will glow for TWICE the duration.
61-70% Spell Glow---Only the character is afflicted with a bright residual glow that looks like they’re on fire or covered in electrical discharges. It isn’t painful, but it looks fearsome and makes efforts to prowl or go unnoticed impossible. PPE sensors and senses can also pick up the character from DOUBLE normal range. Lasts 1d8 minutes.
71-80% Life-Strain---Casting a spell causes the caster unexpected pain, often accompanied by blood spewing from part of their body, like the nose, ears, or eye sockets. No damage is actually done, but the pain is distracting; -1 on initiative, strike, dodge, and parry, for 1d4 melees.
81-90% Spell-Dazzle----The caster suffers temporary partial blindness; -1d4 on initiative, strike, dodge, and parry for one melee round due to afterimages in their vision.
91-00% Static Zap----Everything and everybody in a 3d6 ft radius of the spellcaster picks up a static charge. Not immediately harmful, but distracting; -1 on initiative due to the prickly feeling of pins and needles all over for 1d4 melees or until somebody touches something/somebody else, in which case the resulting static discharge will elicit a brief moment of pain and shock. 25% chance compasses, cathode ray display screens and EM detectors will malfunction due to the static charge.


Cybernetics/Bionics: None. Calians will not willingly accept cybernetic or bionic implants, and will go catatonic if converted into cyborgs. Only the most loyal and devoted Calians will accept a chosen master’s suggestion to accept minor or medical cybernetic implants.
Available OCCs:
Free Calians may pursue any Scholarly OCCs, but any weapons and combat skills will cost TWICE the number of skills, Calians may NOT choose Men-at-Arms. If they should choose a Magic OCC, they CANNOT possess any psionics, weapons skills and combat bonuses are HALVED(or cost TWICE as much) and their spellcasting abilities are handicapped as noted under Vulnerabilities.
Servant/Slave Calians default to the Calian Servitor.
RCC Skills:
Dance (+15%)
Three Domestic skills of choice(+15%)
Lore: Magic(+15%)
Skills of Note:
Domestic Skills get a +10%
Culture:
Servitor society. It’s arguable if Calians could survive on their own without somebody to serve and give their existence structure and direction. Calians rarely do well alone(and in many cases have been known to go insane and simply refuse to eat, eventually starving to death), but tend to gravitate towards the company of others. Still, Calians can claim to have created and kept a few things of their own, such as their dance-language.

Calian Servitor(RCC)
This is the baseline Calian slave or emancipated laborer. Their skill selection is generally limited by their intelligence and how much leeway their owners/employers wished to allow them.
Prerequisites: Must be a Calian
OCC Skills:
Language: Dragonese 90%
Lore: Magic(+15%)
Dance (+10%)
Domestic : Three of choice(+20%)

Skills: Select 6 ‘other ‘ skills at Level One, plus an additional skill at levels 3, 6, 9 and 13.
Communications: Any
Cowboy: None
Domestic: Any(+10%)
Electrical: None
Espionage: None
Mechanical: Basic Mechanics only
Medical: First Aid and Holistic Medicine(+10%)
Military: None
Physical: Any, except combat-associated skills like Boxing and Wrestling.
Pilot: Any, except Robots/Power Armor, Tanks, Aircraft, and Spacecraft
(tend towards Bicycles, Boats, Horsemanship, Horsemanship: Exotic Animals)
Pilot Related: Read Sensory Equipment only(+10%)
Rogue: Pick Pockets, Palming, Concealment(+5%) . Other Rogue skills are possible, but cost TWO skill selections each.
Science: Math Basic only
Technical: Any(+15% to Lore skills)
Wilderness: Preserve Food, Identify Plants and Fruits, and Prepare Skins only (+10%)
Weapons Proficiencies(W.P.): Weapons W.P. s require TWO skill choices to take them, and cannot take Heavy or Military Weapons
Secondary Skills: Select 4 secondary skills at level one.
Experience Tables: Use the Vagabond Scout table
Standard Equipment/Money:
Depends on the master/employer. Most Calians live fairly spartan existences outside their service, having only what is given to them. Others are treated as pampered pets or prized possessions. Most Calians, however, will have one or two items of special sentimental significance to them, such as a locket, dress, swathe of cloth, lucky coin, or token, that they regard as truly theirs.

Chigdee
“To say a Chigdee business is -buzzing- isn’t some sort of crude joke; they really DO buzz subsonically when they’re happy and working in concert.”

“If you’re looking for somebody who can react hard and fast in a rapidly-evolving chaotic situation, who can think with their guns and feet, hiring a Chigdee to your crew’s not your best option. On the other hand, if you’re looking for somebody who will uncomplainingly chew through mountains of paperwork and red tape, a Chigdee’s what you’re looking for.”

“Crazy office-mites have small heads, but thick skulls. Whole damn city gets torn down around their ears, and the actuarials manage to scrounge up some desks, a coffee pot, and set up business in the street, processing insurance claims and compiling damage reports even before the bricks have stopped falling.”

“It’s often hard to tell if a Chigdee is being obliviously blunt in their responses, or sardonically snarky. I suspect the latter more often than not. I think the Chigdee are all laughing behind everybody’s backs most of the time.”

“Rumor is the Splugorth had the chance to conquer Obex, but discarded the idea because they don’t think selling office workers is all THAT glamorous or profitable.”

The Chigdee are an insectoid species that resemble giant bipedal flies. They are native to the planet Obex in the Anvil Galaxy. They evolved from hive-dwelling insectoids akin to scavenger wasps on their homeworld, but lost their predatory instincts, natural weaponry, and hive minds in favor of size and physical versatility. They still retain a strong sense of cooperation and teamwork, and thus their societies have been peaceful and non-competitive.
Arguably, Chigdee developed more brains than they really needed for their society to survive,which puzzles many xenobiologists. Some suspect that there there might have been outside interference, though by WHO is uncertain, in Chigdee mental development.
Chigdee like ordered, regulated environments. They dislike chaos and surprises, and their social development has been to exert greater control over their environment. When faced with disorder, Chigdee seek to carve out an oasis of calm and order in it for themselves. They are thus remarkably calm, even blasé, in circumstances others would find terrifying and disconcerting. Insanity is rare among Chigdee, and when it does occur, it usually takes the form of introvertic retreat; the Chigdee retreating inside their own heads from dealing with reality.
Chigdee joined the galactic community after being discovered by Noro traders and found themselves a niche as office drones just about everywhere, perfectly willing to do the multi-tasking white collar type-and-file drudgery at virtually minimum wage. Chigdee workers are a favorite hire of temp agencies and administrative offices(the Felia Information Network and Tagoniglomerate have hired tens of thousands of them as pencil-pushers). Despite humanoid prejudice, Chigdee are actually quite tolerant, clean, and hardworking.
This has led to a good deal of distrust of the Chigdee, as they are accused of stealing jobs and undermining labor relations. Chigdee have acquired such names as ‘scab-flies’ for their ‘disrespecting’ of labor unions and movements.
The more paranoid suspect something more sinister in Chigdee behavior; they see the multitudes of Chigdee wage-slaves as the tip of an intelligence-gathering network that is gaining access to the personal information of millions of clients and the corporate secrets of hundreds of companies in the Anvil Galaxy. The rumors have found fertile ground; the Golgans refuse to employ Chigdee in any offices in the Republik coreworlds and are attempting to outlaw them in the government facilities of the colonies and buffer states. However, many office managers and labor resource departments are reluctant to give up their hardworking and low-wage-happy Chigdee desk workers. The TransGalactic Empire has had similar problems, but copes with them by denying Chigdee access to jobs involving sensitive information. The Splugorth, interesting enough, regard Chigdee as not worth the trouble of enslaving, despite their relative docility and steady work habits, as they are ‘dull and uninteresting, unlikely to arouse much market interest’.

Alignments: Any, but generally(90%) are Principled or Aberrant.
Lifespan: 60 years
Size: 4-5 ft tall. 80-90 lbs
Gender: Hetereosexual, with couples producing 1d4 offspring at a time. Reach sexual maturity at 10 years.
Physical Description/Appearance:
An upright humanoid fly with four arms, two legs, a dangling lower abdomen, and a large head sporting large multi-facted eyes. They have a short, narrow, procibis-like olfactory nose, and a small mouth with a long cat-like tongue. Skin is thick, shiny and leathery, and they sport small bristles on the head, forearms, and legs. The back sports four small, transparent, vestigal wings that act as part of the Chigdee’s heat management(the Chigdee can also rub them rapidly together to produce extra buzzing noises to supplement normal speech). For some reason ties, dark pants and button-up white shirts have become the standard unisex ‘uniform’ of the Chigdee office-drone, though they’ll wear just about anything required of the office dress code. Males and females are virtually indistinguishable to outsiders, which often causes problems with gender identification. Chigdee have high reedy voices, but can accentuate their speech with whistles, pops, and teeth-rattling low-pitched buzzing or groaning(dirge-like choruses are popular entertainment on Obex) assisted by their vestigal wings.
Disposition/Attitudes:
“Busy as a bee’ isn’t a racial slur when describing a Chigdee; they’re too preoccupied with work to notice or care. Not terribly imaginative or creative, Chigdee are perfectly willing to do work others find mindnumbingly tedious or boring. What others might find repetitively boring, Chigdee find comforting and pleasing. They tend to stick by regulations and sanctioned guidelines, and work well in heavily structured environments. On the minus side, if they take a liking to a piece of music or art, they will copy it virtually ad infinitum, be it a single painting posted throughout a 3,000 room office complex, or humming the same earworm ditty OVER and OVER again. They’re also not terribly finicky about what they eat or drink when working, and Chigdee will cheerfully live off nutrient paste and power-shakes for days on end before registering any concern.
Chigdee tend towards pacifism(even evil-aligned Chigdee tend to favor white collar crimes, such as embezzling or mail fraud), but they WILL fight if cornered. They just aren’t very good at it, prefering to dodge trouble. They remain calm and collect even in the face of disaster, even if they insist on making sure the right forms are followed.
Chigdee are very tolerant of non-Chigdee and are perfectly happy working with mammals, insectoids, reptiles, or Alien Intelligences.

Physical Attributes:
IQ: 3d6
ME: 3d6+12
MA: 2d4
PS: 2d6
PP: 2d4+18
PB: 2d4
PE: 3d6+20
SPD: 3d6+12
(ISP):---
(PPE): 2d6
Hit Points: 60
SDC: 120
Armor Rating: 11
MDC:---
Horror Factor:---
Natural Abilities:
*Peripheral Vision---Chigdee have 270-degree vision, and are nearly impossible to sneak up on.

*Multi-Tasking----Chigdee can carry on two different tasks simultaneously with equal proficiency.

*Extra Limbs---Chigdees’ second set of arms gives them a +1 APM. Chigdee are CRAZY fast typists and abacus-users.

*Eidetic Memories ---Chigdee have eidetic memories equal to the Minor HU power of Heightened Sene of Recall(01-66% chance of recalling things in perfect tail, 67-90% of remembering the full essence and important details, 91-00% of recalling only the basic concepts and intentions).

*Adhesion---Chigdee can cling insect-like to any surface able to hold their weight. They also have no sense of vertigo or disorientation with being upside down; one business employing them found they could double the number of workers per office by installing computer terminals upside down from the ceiling.

*Cast-Iron Stomach---Chigdee seem to be able to tolerate a great number of otherwise unappetizing foodstuffs. They can quite happily survive off of monotonous diets of greasy, stale, or past-expiration date foods for weeks on end. Food-based Horror Factors hold little chance of scaring Chigdee. +5 to save versus food poisoning.

Psionics: None, though some cynics claim the Chigdee have some form of psionic invisibility that allows them to disappear into the background of any large office.

Magic: Have the potential for magic, but just aren’t interested in it. Magic just seems too chaotic and undisciplined for them, so the Chigdee ignore it. If anybody ever invented something like Accounting Magic or Bureaucratic Magery, however, the Chigdee would probably be all over it like flies on a carcass.

Cybernetics/Bionics: Not opposed to either, but generally will only consider cybernetics for medical or business-related reasons.

Available OCCs: Can be just about any high-tech/office profession, but tend to stay away from combat-oriented jobs(too much violence and chaos). Black Market professions such as Information Broker, Fixer, and Banker would appeal to them.

RCC Skills:
Math: Basic (+15%)
Language: Trade Five 90%
Skills of Note:
Technical Skills, especially those dealing with information, are +10%
Culture:
Chigdee may have left hive-minds behind, but they still like to congregate in large self-organizing groups, where everybody winds up getting assiged a task(even if it’s simply ‘watch the egg salad’). They quickly sort themselves out into a pecking order, even under the most chaotic of situations.
Offspring often learn a profession under their parents’ tutelage; ‘bring your child to work day’ is a daily occurance in Chigdee society. Males and females are regarded as equal partners in all fields of work.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Apr 22, 2019 9:06 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Besorans(Anvil Galaxy)

“Say, you Hopelandians and us Besorans are a lot alike! We both got ‘nuked’! Only you ‘nuked’ yourselves and we got ‘nuked’ by an exploding star! You get by with advanced medicine and so do we! You’re trying to build a society that won’t repeat the mistakes of your past, and we’re trying to create a society that won’t collapse into anarchy again and reverse all the gains we’ve made! So there’s some differences, then, but maybe we can make some trade, help each other out...that’s the whole point of this Alliance thing, right?”

“Anywhere else, ‘dictatorship’ would mean ‘ insufferable tyranny’, but the Besorans seem to have had a different experience of it. Oh, sure, the Directors killed plenty of people; denied some food and medicine, ordered others executed for wasting resources or trying to overthrow the government, but they also made decisions under circumstances where there were no good alternatives. Each new Director built on the progress the previous ones made, and made their own hard decisions, and then, when the time was right, allowed themselves to be removed from office, those that didn’t keel over of natural causes while still seated that is. It’s telling that no ex-Director lived to enjoy a long retirement; virtually all of them took their own lives soon after vacating office and their usefulness was recognized as having ended.”

“You’re worried about a little toxic waste spill? On my homeworld, this accident hardly counts as a drain overflow! We’ve had to decontaminate several thousand acres of agricultural land around my home city alone! You really serious about your environment, a mess like this shouldn’t take you long at all to clean up in, oh eight-nine years or so.”

“Besorans would smile and laugh as you threw them off a cliff or into a foundry pit, as long as they knew their kids were growing up safe. It’s their people as a whole that matters to them, not themselves.”

Besorans are arguably a human-sept race who may have once had ties to baseline humanity(possible an Atlantean connection). Once a very human-looking people with global technological society approaching Early Interplanetary, the Besorans nearly lost it all in a series of calamities that severely altered their homeworld, solar system, and species.
The Besoran homeworld, Valkros, suffered a triple-whammy of catastrophe. Their solar system was within thirty light years of a supernova that went undetected until the first light shock arrived, followed in short order by the radiation front(known locally as The Deathshock), that severely irradiated their world. Ironically, a number of factors worked in the favor of the Besorans, mitigating some of the damage; a large nebula-like belt of debris outside Valkros’ orbit helped scatter some of the radiation, and an abundance of lead in the environment on Valkros meant that the Besorans had a high tolerance for lead poisoning, and thus made extensive use of lead-laced materials in their construction, providing them with a degree of shielding. Still, however, the planet took a hard hit, the environment taking severe damage.
Though Valkros managed to remain intact and borderline habitable, fighting amongst the survivors for untainted resources, and severe pollution as a result of environmental collapse and the wars nearly caused the extinction of the Besoran people.
Fortunately, the Besorans managed to stop just short of the brink, and the survivors pulled together, pooled their resources, and began comprehensive plans to salvage their world, though a positive outcome was by no means certain. The establishment of a series of what were effectively dictatorships wielding the total power to make sometimes harsh decisions in the allocation of resources didn’t seem to lighten the mood any, but also seemed to work in preventing subsequent collapses of organization. Under the Directors, the Besorans managed to reestablish global travel, set up systems of resource sharing, and painstakingly began a climb back to the stars.
Soon after the Besorans regained orbital space travel capabilities, they discovered the remains of an alien starship on one of their solar system’s larger asteroids. The vessel is believed to have also been a victim of the supernova shockwave, and was apparently damaged while transiting near the Kathos system, and came to grief trying to reach shelter or resources with which to affect repairs. The Besorans diverted enough of their expensive space capability to investigate the vessel and found much of it intact and salvageable, including a number of technologies that could be applied to their reconstruction efforts. It was while studying and experimenting with the wreck’s communications system that the Besorans triggered a subspace beacon that drew the attention of a passing Noro stellar survey starship and subsequent first contact(the Noro were astonished to find a civilization at the Besorans' level of development having managed to survive being in such proximity to a supernova).
Since contact, the Besorans have been eagerly, if cautiously, seeking to become involved in the greater galactic community. Part of it springs from a desire to acquire the resources and technologies to improve their well-being and speed the reconstruction of their world and society. Another factor is the desire to spread their people farther and wider across the cosmos so that another catastrophe doesn’t threaten their entire species with extinction.
Besorans as a species have been much altered by the irradiation of their world. Rampant genetic damage in their genome has resulted in, until fairly recently, skyrocket-high rates of cancer, sterility, and infant mortality. Besorans are heavily dependent on cybernetic implants and artificial organs to extend their lives, and genetic treatments to maintain their birthrate. All in all, though, Besorans consider themselves lucky as a species because they HAVEN’T gone extinct.
Unfortunately, Besorans somehow exude an almost palpable aura of death and foreboding, very much at odds with their actual personalities and attitudes. Whether this is some natural unconscious ability that the Besorans have grown inured to, or a result of some post-catastrophe mutation, is unknown, but Besorans seem to radiate a sense of menace that others perceive on a visceral level, Many outsiders regard them as appearing cruel and almost demonic in appearance and demeanor, as if living on a borderline hell has somehow rubbed off some of the hellishness on the inhabitants. This makes Besorans hard to approach, even when they’re trying to meet a stranger halfway.
The Besorans are fairly new to the greater galactic community; they do not yet produce their own starships, but rely on vessels purchased from others. They have tentatively joined the United Systems Alliance as a means of getting their toe into the greater ocean of galactic affairs, while benefitting from the USA’s trade and aid network. They have sent observers to a number of USA functions and services, including the military. They import a lot of advanced galactic medicine and biotech, while exporting electronics and heavy industrial equipment, including environmental modification equipment(recycling gear, pollution control, soil and air scrubbers,etc.).
To many outsiders, both the paramilitary organization and the autocratic government have combined to give the impression of a dark, gloomy, evil, totalitarian state menacing its neighbors. They tend to be surprised to find that the Besorans regard themselves as lucky and prospering under such conditions.

Alignments: Any, but generally(75%) are of Good or Selfish alignments
Lifespan: 80 years(up from several decades ago, when it was 55)
Size: 5-6 ft tall, 160-220 lbs
Gender: Heterosexual. Currently, though, Besoran courtship is heavily dependent on fertility and overall genetic health. Many Besorans may marry for love, but willingly raise children brought about as a result of insemination of or by others outside the pair.
Physical Description/Appearance:
Besorans are heavyset humanoids with pale, mottled, often diseased-looking skin, deep-set dark eyes, and dark teeth. They are generally(95%) hairless. They typically dress in dark-colored body armor, often with some sort of medical/therapeutic support built in, and generally look like death warmed over. Their voices tend to be low and gravelly.
Disposition/Attitudes:
Besorans tend to be pragmatic and self-sacrificing, willing and ready to make whatever necessary personal sacrifices to further the fortunes of their people.
For a people who have had so much bad happen to them, and who still carry such substantial scars from it, the Besorans are a surprisingly upbeat and friendly people. That’s because most Besorans feel that their race has definitely turned a corner and their fortunes are on the upswing, thanks in part to technologies and help they’ve acquired from offworld. Their birthrate is climbing, infant mortality is on the decline, blue skies show more frequently above their homeworld, and the planted zones are expanding. There’s a sense of optimism in the Besoran psyche, and the feeling that things are only going to get better. Thus, even the most scowl-faced Besoran is more likely to break out into a (fearsome, scary, but genuine) grin and talk about some tidbit of good news from their homeland, given an excuse.
This optimism continues in their daily lives; when faced with hardship(personal or in whatever group they’re with), they have a ‘grin and bear it’ philosophy, because the problem is generally not so bad as the prospect of their entire people going EXTINCT. They’re also quick to offer an optimistic assessment or words of encouragement to others(including non-Besorans) they see in distress, often relating it to their own people’s past problems(in graphic detail).
Some outsiders don’t know what’s worse, though: the hideous and frightening continence of the Besorans, or their cloying optimistic banter.
However, that clownish behavior can quickly turn cold and aggressive if Besorans feel their people are being threatened. Besorans will cold-bloodedly act, even sacrifice themselves, to protect the best interests of their people. Some observers claim that the Besorans ‘earn their darkness’ when so provoked.
Physical Attributes:
IQ: 2d6+6
ME: 3d6+12
MA: 2d6
PS: 3d6+12
PP: 1d6+6
PB: 1d4+2
PE: 2d6+12
SPD: 6d6
(ISP):---
(PPE):---
Hit Points: 85
SDC: 170 + any from skills/O.C.C.s
MDC: By Body Armor or Bionics
Horror Factor: 14
Natural Abilities:
*Poison Resistance----Besorans get a +8 to save against toxic metal poisoning.
*Tainted Air Resistance---Besorans can breath tainted and low-oxygen content air. Inhaled irritants like asbestos, smoke, and CS(tear) gas agents do not affect them. Part of it a natural resistance, but also augmented lungs.

Psionics: None. Prior to the radiation wave, Besorans were average to Rifts Earth for the chance of psionic abilities. However, either all the psychics were killed off in the irradiation, or the genes for psionic ability were susceptible to radiation damage(one historical report has the more powerful/prolific psychics of the Besoran people spontaneously dying just hours before the arrival of the shockwave).
Magic: None; the Besorans have never had a tradition of magic use.
Cybernetics/Bionics: Besorans can be expected to have 1d6 cybernetic implants or artificial organs. Besorans do not as yet have the ability to produce full conversion cyborgs; the best they can do is partial cyborgs.
Available OCCs: Can be any high-tech-oriented OCC, except Full Conversion Cyborgs
RCC Skills:
Basic Maintenance & Repair(+12%)
Basic Electronics (+12%)
Oxygen Systems(+5%)
Gardening(+5%)
Recycle(+5%)
Skills of Note:
The Besorans place a great emphasis on engineering and technical skills, so Mechanical, Electrical, and Computer skills get a bonus of +10%,
Culture:
Besoran society is organized along paramilitary lines, with military units supplementing families; children are mutually raised by the members of the unit or cadre, older veterans sharing their expertise with younger, less-experienced novices. Despite this military-style organization and authoritarian management, the Besoran government genuinely cares for its citizens, offering them universal healthcare and basic living. Besoran citizens undergo regular health screenings to confirm their genetic viability and to track what medical treatments are appropriate for their continued well-being.
ALL Besorans are expected to spend time maintaining the municipal life support systems and have a knowledge of their communal biosystems, including the air filtration systems and hydroponics gardens. Truck gardens are a big thing on Valkros, and capsule gardens are commonplace in Besoran households.
In recent decades, the government has increasingly been able to mandate mandatory vacation time for Besoran citizens; this move has been seen as another sign of improving conditions.


Solar System(Kathos)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 6
-Asteroid(Kemopos)---A Titan-sized asteroid/planetismal
-Terrestrial(Valkros)---System Lifeworld, borderline shatterworld
-Exotic----This section of the Kathos star system is occupied by an exceptionally dense ring of dust and gas. While this ring has historically been an impediment to Valkrosian astronomy, it is also believed to have proven a barrier to much of the radiation wave that struck the Kathos system, and spared Valkros a far worse irradiating.
-Terrestrial(Deosian)---A small Mars-like world, Deosian took the radiation wave even harder than Valkros, and lost much of its already thin atmosphere. The radiation wave also annihilated the small scientific base that the Besorans had managed to establish there before the Wave. While at one time Deosian was considered, like Earth’s Mars, as a logical offworld colony site, the Besorans now consider the planet virtually off limits and effectively haunted by the dead astronauts that perished there.
-Asteroid(Dytstra)---This planetismal has become the Besorans’ outer system space station and way station for extrasolar flight. It was also on Dytstra that the Besorans discovered the remains of the alien ship that introduced them to Galactic technology.
-Gas Giant(Endries)---Prior to the supernova, Endries; upper atmosphere had a bluish tinge to it; post-shockwave, the planet now has an angry orange coloration to it, the result of an unusual chemical reaction triggered by the spike in radiation hitting the planet’s atmosphere(some Besoran astronomers have speculated that a previously unknown ecosystem of Endriesian windborne microflora may have been killed off by the radiation). While there are signs of the coloration fading due to circulation of the atmosphere, the change is still very striking and obvious. Besorans claim that in addition to ‘Valkros burning’, ‘Endries bled’.

Planet(Valkros)
Valkros was once a small, but lush, Earth-like world, but the Deathshock killed off most of the natives and over 60% of the native species. Currently, Valkros is a dusty-green world; global dust storms are a constant hindrance to air travel, despite the best efforts to replant vast swathes of land that became deserts during the die-off.
Type: Terrestrial
Diameter: Small; 9,000 km.
Gravity: Average; 0.9 g
Temperature: Warm; on the hot side, with average temperatures ranging in the 70-80 degree F range.
Unusual/Special Features:
Atmosphere: Dense; the Besoran atmosphere is dense enough that those without augmented lungs may need to decompress when leaving the planet. The atmosphere is also still saturated with particulate matter and substantial levels of carbon dioxide and trace chemicals. One problem of note with the air has been a few species of airborne molds and algae that mutated during the eco-collapse, and which bloomed to near-toxic levels. Even in the modern day, mold-clouds can cause severe allergic reactions and respiratory illness in the unwary.
Terrain:
Valkros possesses a variety of terrain types, though broad plains/dry lake bottoms are prevalent.
Valkros also possesses Unusual Mineralogy of late: a number of surface-laying mineral beds have shown signs of reacting to the irradiation to form a variety of previously unknown compounds. While some of these altered minerals have proven poisonous, a few have proven useful to industry, especially in the manufacture of ceramic semiconductors.
Notable Mineral Concentrations:
- Copper
- Lead
- Tin
- Magnesium
- Asbestos
- Platinum
- Talc
- Samarskite
Hydrosphere: Balanced; roughly 48% of the planet’s surface is covered by open water.
Biosphere: Was once Lush, but is now Sparse.
Civilization:
Settled
Population:
365 million(was once 6 billion)
Technology:
Roughly equivalent to Early Space Age. The Besorans have fusion power and advanced computing abilities, but have only fairly recently imported antigravity technologies and genetic engineering. They build their own local space spacecraft, but rely on starships bought from others for their star travel capabilities.
Economy:
Industrial, with repairs to the ecology starting with plant species that can be used to feed the population or act as feedstocks for industry.
Wealth:
Effectively Depressed. While employment is near-total, the economy is still geared towards reconstruction, though things have been steadily improving from the near-total collapse of the DeathShock years. Post-DeathShock Besorans are not big on materialism, aside from working to preserve relics of the past. Still, the government has been able, especially of late, been able to provide citizens with basic sustenance, housing, and medical care.
Government:
Autocracy, with shades of a Militocracy. Ultimate power and decision making devolves upon The Director(of Restoration), who is usually the strongest and most intelligent of the paramilitary officials running the reconstruction. There have been seven Directors since the DeathShock; three women and four men. The current Director, Sharbos Krai, has held the office for thirty years, and seems set to establish a record for time in the Directorship, as his reign has been thankfully free of some of the more unpopular measures his predecessors have had to take .
Law Level:
Totalitarian---The government runs EVERYTHING, including peoples’ private lives, and everything is subverted to promote species survival. While there are some individual freedoms(people can still love, but who you breed with is dictated by the Genetic Viability and Fertility Boards, and relationships that interfere with work/survival are discouraged(and sometimes outright ended by decree). Besorans are still allowed to engage in various recreations and entertainment, but recreation that uses up exorbitant amounts of resources, or damages the recovering environment, are prohibited.
Popularity:
Popular; surprisingly the totalitarian autocratic state actually works for the Besorans, who have come to accept that harsh conditions sometimes require drastic responses. There have been some dissenters, especially those who have been barred from reproducing because of unacceptable genetic damage/mutation, but the policies of the government, though sometimes harsh, seem to have born fruit in recent improvements of the standard of living and an increasing population.
Stability:
Stable, the Besoran Restoration Council has managed to coordinate recovery efforts for the past three generations.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu May 23, 2019 9:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Aurelog Goblins
(aka ‘Golden Goblins’)

“Madame wishes a dress of gold? For tomorrow’s ball? Be aware that a gold dress of such as she describes would be much too heavy for easy movement, unless it is shaped to be quite thin and...skintight...Ah, this does not present a problem to her? We can make it lighter if we do away with any seams or closures, but there will be an extra charge if Madame wishes one of us to accompany her...discreetly, of course, to let her in and out of her dress as she wishes. Then, let us set a price for our services, and let us be about the business of fitting Madame for her celebration.”

“Forget about ever seeing those statuettes ever again, milord; there’s an aurelog ghetto not far from here. Those relics are probably already a thousand rings and bracelets gracing a hundred households as ‘family heirlooms’ we can’t touch even if we could search every house in the city.”

“A most unusual request, this, but these are most unusual times, are they not? Soft as gold may be, wrapping fifteen-weight in gold banding around the arms will be as effective as steel handcuffs, plus the same on each leg, will hobble quite well. Of course, unwrapping the presentations may prove problematic unless we work mechanisms into the metal, or unless you wish one of us to stand by? For an extra service charge, of course.”

Aurelog are a variant sept of goblinkind, and are found on the world of Kaldia(New Providence to the Greater New England colonists there).
Aurelog are distinguished mainly from their goblin relatives by having a talent for shaping gold and silver; with simply a touch and a thought, these metals can become soft as modeling clay. What would take a hot smelter or hours of cold-hammering, Aurelog can do in seconds or minutes, without heat or kinetic force. The Aurelog can thus cold-shape gold and silver with exquisite delicacy and little chance of damage to bare flesh in the case of jewelry and metal-cloth.
Because of their talents, Aurelog are both prized as craftsmen to the wealthy and despised as criminals, as organized crime uses them to dispose of gold and silver . Despite, or because, of their abilities with gold and silver, the Aurelog do not place the same value on the metals as other species do. To the Aurelog, gold and silver are simply interesting playthings or an artistic media, and, though they may collect gold and silver, they do not see it as wealth. They also often work as money-changers and coinage launderers, and their experience with handling metallic coingae gives them a keen eye for appraising goods and spotting counterfeit coins.
During the recent Shelthi invasions from the north, the Aurelog have tried to remain neutral but ran into violent discrimination and persecution because of their relation and resemblance to the monstrous Shelthi, and because the Shelthi often funneled their loot into Aurelog hands to be remade. There has also been a great deal of resentment because many humans have given their valuable metals to the Aurelog to pay for weapons in the war, and this has engendered no small amount of ill will towards the non-human money-changers. For most Aurelog, the wars are an unwelcome nuisance and disruption of business(even with the increased traffic of gold and silver); the Shelthi are uncivilized brutes who rarely ever commission exquisite and artistic goldwork(aside from a few chieftains’ regalia and the occassional bit of showy frippery drapped on prized slaves) and most of the rest of the species involved in the war have no time to buy art. The intervention of GNE troops in the Shelthi war is seen as a generally positive thing, as the GNE treats the Aurelog no worse than anybody else, and generally better.

Alignments: Any, but most (70%) Aurelog are Anarchist or Unprincipled
Lifespan: 85 years
Size: 3-4 ft+2d4 inches tall, 50-100 lbs
Gender: Heterosexual. Theur birthrate is somewhat lower and slower than other goblins; roughly a quarter less than the norm, so their population growth is fairly slow.
Physical Description/Appearance:
Slightly taller and thinner than baseline goblins, with a more brownish-yellow/tan coloration to the skin. Eyes tend to bronze tints. As urbanized types, they are often well-dressed by local standards.
Disposition/Attitudes:
Business-like and clannish. In private, they are very artistic and very proud of their art talents which they like showing off to their kin, but using them for others(non- Aurelog) they are all business, and expect to be paid for their services. They don;t readily accept outisders as equals or anything other than strictly business associates, but if dealt with regularly and consistantly fairly, they can warm to favored patrons and regular customers. They are cool in attitude towards their goblin relatives, a stance that is reciprocated, in part because the Aurelog are more tolerant of humans and other species who the goblins have traditionally predated on, and because of their ‘civilized’ ways. The Aurelog also tend to be sympathetic towards troglodytes.
Physical Attributes:
IQ:2d6+3
ME: 3d6
MA: 2d6+3
PS: 2d6+2
PP: 3d6+4
PB: 2d6
PE: 3d6
SPD:3d6 (1d6 digging)
(ISP): By Psionic Class
(PPE): 7d6
Hit Points: 60+P.E.+1d6 per level of experience
SDC: 10 +any from OCCs and skills
MDC:----
Horror Factor:---
Natural Abilities:
*Possess normal Goblin abilities with regards to tunneling
*Shape Metal(Gold and Silver)----In the hands of an Aurelog, these soft metals become even softer, like wet clay, and can be bent and stretched cold with ease. Removing the touch(and attendant will) and the metal instantly assumes its normal cold hardness.
*Appraise Gold/Silver---With a touch, Aurelog can instantly tell the gold or silver content of a metal/object.
Psionics: Standard
Magic: None.
Aurelog have LOST the random chance of being Cobbler Goblins. They can still use magic items/technowizardry, but cannot produce such items themselves.
Cybernetics/Bionics: None. The idea , introduced by the GNE settlers on New Providence, is still too new, but the Aurelog dislike it already.
Available OCCs: Any , but most Aurelog prefer tradesmen and craftsmen-oriented professions.
RCC Skills:
Appraise Goods(+15%)
Skills of Note:
Art skills applicable to metalworking(particularly Sculpture/Engraving) get a +5%, +10% if taken twice.
Culture:
Clannish and family-oriented. Aurelog form extended family clans that often form interlocking business chains. Aurelog tend to be more urbanized than most other goblin races, and can live quite well in built-up areas with other species. However, they tend to value their privacy, and their residences are rarely open to others. They also tend to like deep cellars and access to underground systems, the better to hide their wealth and move about without being bothered. In this, they often are in competition with traditionalist Dwarves, though a few very lucrative partnerships have been struck up between the two peoples..
Since the opening of Kaldia to regular dimensional gate/starship service, it is possible that Aurelog may be found offworld, either enticed to seek work elsewhere, or fleeing the war sweeping Kaldia.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Jul 28, 2019 3:33 pm
  

D-Bee

Joined: Sat Mar 19, 2016 6:45 pm
Posts: 16
Species III (Altess Space)

Coladin – red skinned humanoid species, average height and build, hair and eye color range across the spectrum. Dress and mannerisms similar to early 19th century Earth, with fewer nationality distinctions. Technology is likewise in the early industrial age, with a blend of magic giving things a “steampunk” vibe. Varying government types, although key nation that has interest or partial control in nearly half of the world are enlightened imperialists ruled by a royal family. Magic is a part of everyday life, with most member of the population having access to some simple magicks, and universities teaching magicks as a foundational skill. Although population magic capable, the world itself is limited in that it is not teeming with visible ley lines, although there are several mystically significant sites scattered across the world.
Altess keep the system secure with automated defense satellites and mines, concealed to prevent detection by primitive astronomers. The Dynasty has been watching their species evolve for millennia. Two thousand years ago, the Coladin were devastated when in an elaborate experiment they opened a RIFT, allowing minions of splugorth to spill out into their world, enslaving hundreds of thousands prior to the Coladin managing to close the RIFT, at great cost, and fighting a prolonged war to eradicate the remnants of the invading force. The Altess were debating on whether or not to get involved, but by the time a decision was reached to assist, the RIFT had been closed. The Coladin refer to the various minions of splugorth they are familiar with as servants of the Great Enemy. Dimensional magics have ever since been banned by the Coladin, with summoning magics being limited.

Alignment: Varies
Physical Attributes (averages in parentheses): IQ: 3d6 +4 (14) ME: 3d6 (10) MA: 3d6 +4 (14) PS: 3d6 (10)
PP: 3d6 (10) PE: 3d6 +4 (14) PB: 3d6 +4 (14) Spd: 3d6 (10)
Hit Points: PE +1d6 per level
SDC: 10 plus those gained from skills
PPE: 1d4x10 +10 or by O.C.C. +1d4x10
Natural Abilities: Capable of channeling their PPE into devices, trained at an early age to do so.
Combat: Two without combat training, or those gained from hand to hand combat and/or boxing.
Psionics: Standard, same as humans.
Average Life Span: 80 years.
Skills of Note: Language and Literacy: Coladin 98%. +10% to Lore: Magic skill if taken, due to prevalence in their cultures.
Size: 5’10” to 6’4” for men, women are 6” shorter on average.
Weight: 150lbs to 220lbs, 120lbs to 150lbs for women.

White Star System (aka Voidwalker System, aka Eye in the Dark, aka Blank System)
One of a handful of exotic systems in the Anvil Galaxy, the White Star System defies classification, and is a point of reference in stellar cartography. Although one of the brightest objects in the galaxy, emits minimal heat. A territory under Altess control, various other power blocks have satellites in system for monitoring the anomaly that is the White Star.
WS1 – small asteroid field orbiting closest to the star.
WS2 – Huge terrestrial planet, high gravity, has high concentrations of diamond beneath its frozen surface.
WS3 – second tiny asteroid field, has high ice content
WS4 – Gargantuan terrestrial planet with heavy gravity, freezing desert world, notable for a series of pinkish rings (high corundum concentration). Corrosive atmosphere. Lifeless.
WS5 – Enormous gas giant, scorching hot light gravity world with a slow rotation (takes just over 8 terestrial days for one day/night cycle to pass), revolves around the sun at a 30 degree angle as compared to rest of system bodies. Also noted has 16 moons. Planetary core produces scorching levels of heat.
WS6 – Minuscule gas giant with little gravity, temperate, notable for a series of rings (rings appear multicolored, although are primarily quartz and is a prismatic effect).
WS7 – third minuscule asteroid field, not noteworthy.
WS8 – Gas giant, cold, ringed world, with a 45 degree revolution as compared to rest of system bodies.
WS9 “Caladin” – Large temperate terrestrial planet with average gravity, tilted on its axis in such a way that approximately 10% of world is always in the sun, and another 10% is perpetually dark. Also, noted for its odd revolution, that brings it into what would be the orbital path of WS8 if it orbited the same plane – about once every thousand years the two worlds pass close by, although not close enough to cause any lasting harm. Noted also for its 15 moons (used by the natives as an astrological guide, with everyone being able to say which moon they were born under, and some rare instances of being born under two or even three full moons). Balanced hydrosphere, just over 50% of the planet consists of oceans, lakes, and rivers, and a moderate biosphere, with few natural predators threatening the 8 billion inhabitants.

VaReshi – felinoid species, with females outnumbering males 3 to 1. Primitive species that have reached a tipping point, with a record population of 4 million spread across 18 tribes and hundreds of sub-tribes across the planet. In addition to the natural predators (various dinosaurs and related monstrosities), which present an ongoing struggle, more and more VaReshi are struggling with starvation. Some tribes have resorted to euthanasia or cannibalism to prevent mass starvation. Additionally, tribal warfare has become more prominent as a result of decreased resources. All tribes have distinct style of dress and/or tribal markings adorning their bodies. Weapons are prevalent, consisting of MDC stone knives and spear tips. No more advanced weapons. Clothing consists of animal hides, bones, occasional exo-skeleton from large insect species. Simple metal jewelry or pretty stones with leather binding for jewelry for those of higher status. Aggressive racial supremacists.
Up until five centuries ago, the Altess used the homeworld as a place for dangerous sports hunting, but stopped doing so when the VaReshi were spotted attempting to imitate their behaviors and dress. Since, the world has become isolated, but closely monitored by their Altess caretakers.

Alignment: Anarchist or Miscreant, due to harsh conditions on homeworld.
Physical Attributes (averages in parentheses): IQ: 3d6 (10) ME: 3d6 (10) MA: 3d6 (10) PS: 3d6 (10)
PP: 4d6 +8 (22) PE: 4d6 +6 (20) PB: 4d6 +6 (20) Spd: 4d6 +8 (22)
MDC: PE +10 +1d6/lvl (33)
PPE: 2d6
Natural Abilities: low light vision, enhanced hearing, Prowl skill at +10%, Climb skill at +10%, +50% to speed if moving on all fours. 1d6 MDC claw damage, 1 MDC bit damage. Regenerate 1d6/12 hours.
Combat: Per hand to hand: basic, +2, or +1 with any other form of combat training.
Psionics: 01 Master Psionics, 02-05 Minor Psionics.
Average Life Span: 60 years, although most are killed prior to reaching their life expectancy.
Skills of Note: Language: VaReshi – base skill 50 %, +5% per level. If tracking skills are taken, get a +10% bonus to those skills.
Size: 5’10” to 6’4” for men, women are 6” shorter on average.
Weight: 170lbs to 250lbs, 135lbs to 170lbs for women.

Cerebus System
Trinary star system consisting of an orange dwarf star, a blue dwarf star, and a blue supergiant.
C1 – Gas giant with minuscule gravity, thick atmosphere prevents any heat or light from the stars from penetrating, resulting in a cold world.
C2 – A tiny gas giant with negligible gravity – by all accounts should not exist. Hot, with a rapid rotation of 30 minutes.
C3 – a microscopic terrestrial planet with minuscule gravity, freezing, with a balanced hydrosphere and thin biosphere. Planet is mostly Bismuth.
C4 “VaReshi” – Huge terrestrial world with standard gravity, temperate, normal atmosphere with some pockets of increased oxygen. Moist hydrosphere, with roughly 73% of the planet consisting of oceans, lakes, and rivers. Much of land consists of jungles and canyons.
C5 - Huge gas giant with punishing gravity, frozen, tilted at a 45 degree axis to its star(s), radiates a strong EM field that plays havoc with any ships attempting to approach.
C6 – Terrestrial world with average gravity, frigid temperatures, thin atmosphere, moist hydrosphere (80% of planet is frozen ocean), remaining 20% is active volcanic zones. Planet is surrounded by a strange energy field, not visible, but that causes debilitating pain to any psionic creatures that approach the world.
C7 – Gargantuan gas giant with punishing gravity, hot, atmosphere is extremely corrosive to metals.
C8 – Large gas giant, low gravity, scorching hot.

Zarin – amphibians. Originated on the sixth planet of the Crown Pointe System, a world with high gravity (four times normal; five times normal for a brief period each year). Thin atmosphere, water world, geographically little variation, shallow (100’ deep with little variation). Despite high gravity and thin atmosphere, world is teeming with life, vibrant ecology. Sentient, dominant inhabitants are the Zarin, bipedal amphibians with blue/green phosphorescent skin and four arms. Hands and feet are webbed, arms webbed, chest is rounded. The Zarin live in cavern cities beneath the shallow oceans. Their technology is on par with galactic standards, with advancements in gravity technologies exceeding galactic standard. In addition to their homeworld, have established a colony on a world in a nearby (10 ly away) system.
Zarin have starships, remain hidden in caverns beneath their world and colony, have hulls made from materials including metals from CP2 and CP3, which greatly reduces damage from plasma and laser weaponry by 90%, and also results in their ships being easier to repair. Have gravity beam weapons which do less damage than standard weapons, but ignore shields, and are more likely to cause hull breaches.

Alignment: Principled or unprincipled.
Physical Attributes (averages in parentheses): IQ: 3d6 +3 (13) ME: 3d6 (10) MA: 3d6 (10) PS: 3d6 +12 (22)
PP: 3d6 -1 (9) PE: 3d6 (10) PB: 3d6 (10) Spd: 3d6 +4 (14)/x3 swimming
MDC: PE +100 +1d6/lvl (113)
PPE: 2d6
Natural Abilities: Low light vision, +1 extra attack/action, amphibious – can breathe underwater indefinitely with sufficient oxygenation. Can lift/carry 4x normal in standard gravity. Swim +30%. Move at triple speed swimming.
Combat: +1 extra attack/action.
Psionics: 01-05 Master Psionics, 06-30 Minor Psionics.
Average Life Span: 300 years.
Skills of Note: Language and Literacy: Trade One 98%.
Size: 6’ to 7’, with females indistinguishable from males.
Weight: 400 to 500 lbs.

Crown Pointe System
Single red dwarf star.
CP1 – Gas giant, elliptical orbit sometimes brings it dangerously close CP 2 or to the star, creating firestorms that spread across the planet. Extreme gravity, thick atmosphere, with a neutronium core!
CP2 – Large gas giant, light gravity, frozen world that rotates on a 90 degree axis, seeming to “roll” around on its orbit. Has 17 moons as well as a ring system. Once every 9 months, near orbit of CP1 causes this world to emit a harmonic wave similar to a powerful grav engine. Mercury-like atmosphere, non-combustible. Occasionally loses a moon.
CP3 – Large terrestrial planet with extreme gravity, cool, elliptical orbit that sometimes brings it near CP2. Dry world, corrosive atmosphere that breaks minerals down into their constituent parts.
CP4 – Minuscule gas giant, minuscule gravity, temperate atmosphere, elliptical orbit sometimes brings it near CP3 where some of its atmosphere is bled away.
CP5 “Zarin” – Large terrestrial ocean world with extreme gravity, temperate atmosphere, verdant biosphere. Population of approximately 2 million Zarin live in cavern cities beneath world-spanning shallow oceans. Increased oxygen content in oceans, are teeming with life.
CP6 – Large gas giant with low gravity, frigid temperatures, slow revolution, with each day/night cycle lasting just over a standard year.
CP7 – Microscopic terrestrial planet, minuscule gravity, freezing temperature, moist hydrosphere, lifeless, geologicaly unstable world with a nitrogen atmosphere.
CP8 – Asteroid field.
CP9 – Enormous terrestrial planet, average gravity, cool temperatures, normal atmosphere, dry, unusual geology, 10 moons.
CP10 – Tiny gas giant, cool, high gravity.


Last edited by Anthanatos on Mon Jul 29, 2019 7:40 am, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Jul 28, 2019 3:50 pm
  

User avatar
Megaversal® Ambassador

Joined: Tue Nov 24, 2009 6:15 pm
Posts: 1396
Location: Ontario, Canada
Anthanatos wrote:
Species III (Altess Space)

Might I suggest a removal of the image links?
I think I get why they are there, but that may cause some to consider it crossing the "no conversions" foul line.

_________________
Oderint Dum Metuant.


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Nov 11, 2019 10:45 am
  

User avatar
D-Bee

Joined: Sun Nov 03, 2019 5:39 pm
Posts: 12
Location: Illinois
Comment: Since 01/16/2019 I have a Malayan Pit Viper animal herald for Role-Playing.
I was going to do the "Knights of Poland", but then I read the Cyber-Knights book and understood why in my Mercenary Adventures SOURCEBOOK it said no animals nor cyber-knights could do the Headhunters Academy. So, I can not do rifts anymore; I understand. But I'll still be buying some books. They're greatly written for future adventures for my Role-Playing herald.


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Dec 04, 2019 9:53 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Just hitting the random roll tables again and see what comes up....


Apisori(Anvil Galaxy)(United Systems Alliance member)
(aka ‘Greenshines’)

“Apis may not be strong in and of themselves, but they can take a lot of punishment. One Kreeghor tough I talked on PhaseWorld described a fight with one as being like beating up a tangle of wire fencing. The greenshine bent and warped, but wouldn’t break and won’t let go until he got exhausted and let go. That’s when the Kreegie robbed him.
Of course, that’s not including their predilection for brewing magic power-ups. If you see an Apisori take a swig of something before a fight, odds are, things are about to go pear-shaped for the other side. If that Api that Kreeg had mugged had had the chance to chug down one of the muscle-drinks the greenshines love so much, that fight coulda gone VERY differently.”
---Bilkay Munson, Free Wanderer

“The Apisori culture and their growing trade in medicines, chemical boosts, and, unfortunately, narcotics, is going to put them at odds with the Arzac, who DETEST anything that hints of drug trafficking. That will also likely become a sore point with the United Systems Alliance, as the Arzac are unlikely to look too well on any trade network that facilitates what the Arzad(the Arzac military and anti-narcotics organization) perceive as a drug trade.”
---Facilitator Goryan, Market Analyst and Legal Consultant for the United Systems Alliance Interworld Trade Commission

The Apisori are native to the planet Api-NorDwyri. They are a species new to interstellar flight, and are eager to explore the universe. They evolved from lemur-like stock on their homeworld and retain their ancestors’ predilection for arboreal agility.
Apisori are hampered by their weak physiologies, though they are also conversely VERY tough and durable, possibly as a result of the rich saturation of magic on their world. They also are all Physical Psychics, possessing a range of physical performance-boosting psionic abilities.
Alchemic magic being well-developed on the Apisori homeworld, the Apisori are gaining a reputation for producing magic potions, powders, poisons, and nostrums. Some of their potions are very effective transformative catalysts when applied to materials, while others can temporarily turn the weak and gangly Apisori into physical powerhouses, either granting them special powers or unlocking meta-potentials within them. Though most Apisori concoctions are poisonous to non-Apisori, enough have been tested and found effective(to varying degrees) on others, that Apisori alchemy promises to be a potential trade boon for them, especially as the Apisori actively research adapting their expertise to work on others. This has developed into a most profitable export business in herbal medicines, holistic cures, and, unfortunately, a growing narcotics trade(as some of the Apisori street-legal preparations have been found to have some rather more ‘interesting’ side effects on various non-Apisori).
Alchemy and Mystic Herbology are so well established as part of Apisori culture that most of the magic-capable members of the species can’ hardly conceive of direct-cast magic spells, as opposed to that which must work through a medium, such as a plant, or synthesized into a potion or elixir. This theory of ‘concentrating’ or ‘filtering’ of magic energy has also made the Apisori more favorably inclined towards TechnoWizardry as well, and the Apisori often find themselves at a disadvantage facing more conventional ‘direct-cast’ spell-casters. Enhancement drugs like Psi-Cola(only with a lot less, or no, side effects) are readily come by on the Apisori market.
The Apisori are new members of the United Systems Alliance, having joined to facilitate their entry into the galactic community. They’ve sent observers and delegations to the other worlds of the Alliance to feel out trade opportunities and cooperative ventures, including trade missions with other polities. They recently became involved in the joint colonial development of Tennison, where they participated in the defense of the planet when unknown aliens attacked the settlements there. The experience has led to the Apisori stepping up their military programs to better defend their nascent colony on Tennison, and to protect their homeworld.

Alignments: Any
Lifespan: 120 years
Size: 5-5.5 ft tall, 120-140 lbs
Gender: Heterosexual; two sexes. They give birth to live young. Twin births are fairly common(30%).
Physical Description/Appearance:
Humanoid, with a squat, bowlegged posture and gangling limbs ending in four-digited hands and feet. Their disproportionately large heads have conical elongated skulls trailing back from broad-nosed, large-jawed faces. Skin is a shimmering blue-green with fine scaling or a fine wood grain-like texture, and their hair is thick and dark, forming polyp-like extrusions. Their eyes are large and black..
Disposition/Attitudes:
The average Apisori is curious and peaceful, and eager to learn more about other cultures and worlds. They tend to favor chemistry and biology in the sciences, rather than hard mechanical technologies.
Apisori have something of a reputation of being ‘pill-poppers’; their magic is heavily focused on the brewing and distillation of magic into consumable form, and they often toss back a pill of concentrated magic or quaff a potion to give them temporary abilities. Many become addicted and dependent on their native-produced nostrums, and many offworld adventurers will at least try the drugs of other worlds and cultures, thinking the same holds true with other societies.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS: 2d4(supernatural)
PP: 3d6
PB: 2d4
PE: 2d4 (supernatural)
SPD: 3d6
(ISP): ME+4d6 +1d6 per level of experience
(PPE): 4d6
Hit Points:----
SDC:---
MDC: 3d6x10+2d6 MD per level of experience
Horror Factor: 6
Natural Abilities:
*Prehensile Feet---These give the Apisori excellent climbing abilities.
*Discriminatory Sense of Taste---Apisori possess particular acute senses of taste; roughly five time more discriminating than human taste buds. They can with a proficiency of 60%+5% per level of experience, guess the ingredients in a food recipe, the major components of potions and medicines, and trace amounts of poison from just a light taste, provided they have encountered those constituents before.
Psionics: Major--- Apisori are all Major Psychics and may select 8 powers from the Physical category
Magic: Magic-Using Culture
Apisori are especially notable for their expertise in potions; alchemy and mystic herbology are well-developed on their world. Alchemists and Mystic Herbologists are the most common magic OCCs on their world.
Cybernetics/Bionics: None; the Apisori don’t mind others using implanted technology, but it’s not for them.
Available OCCs: Gravitate towards high-tech OCCs, except Cyborgs . If using Heroes Unlimited, they can also take the Mystically Endowed and the Imbued.
Magic OCCs are primarily Mystic, Mystic Herbologist, and Druidic-style mages. TechnoWizardry has also been developed by the Apisori, though the arcano-science is still in its early stages locally. Interestingly, the mystic arts are largely considered to be the province of women; 75% of active Apisori magic users are female.
RCC Skills:
Climbing (+15%)
Skills of Note:
Medical: Holistic Medicine (+10%)
Science: Botany, Chemistry, Chemistry Analytical(+5%)
Culture:
No one system of government rules all the Apisori , though the various nation states of their homeworld have formed a League of Nations for mutual defense, trade, and offworld development with regards to the galactic scene. There are effectively thirty-five recognized nations on Api-NorDwyri, fairly evenly divided amongst democracies, constitutional monarchies, and commercial oligarchies. They tend towards patriarchal societies, with males running government, and females running home, agriculture and magic.
Apisori believe in ‘green’ technologies and their religions have strong animistic and gaiaistic themes.
The Apisori can be considered to be Peaceful Expansionists, though they are cautious enough to maintain military forces.
Mature Space Age----The Apisori are roughly equivalent to Golden Age pre-Rifts Earth, but with a strong element of alchemy in their technology. Their own space programs managed to make it to traction drives before they made contact with FTL-using species. They own and operate several FTL starships bought from outside sources, and they are working to build their own starships(and maintain the ones they have), though they are still dependent on parts supplied in trade.

Gwyer System(Thundercloud Galaxy)
This is the home system of the Apisori
Solar System(Gwyer)
Number of Stars: 1
Types of Stars: Blue Sub-Giant
Number of Planets: 9
-Terrestrial(Gendra) ---Seven times the diameter of Earth, Gendra is a lifeless poison-shrouded world laced with glowing lava veins. Early Apisori astronomers who managed to capture detailed images of the planet through telescopes were sure that they had glimpsed a vision of hell(at the time the Apisori hadn’t even been able to reach their own planet’s polar regions).

-Gas Giant(Chervi) -----This mid-sized gas giant was once much larger, but Gwyer’s intense solar radiation is ablating off the planet’s atmosphere in spectacular fashion, creating a streaming halo of gas visible from Api-NorDwyri. ‘Chervi’ is an Apisori word for ‘Angel’, and the planet featured prominently in many Apisori myths as a heavenly messenger, when it could be glimpsed through Api-NorDwyri’s dense atmosphere.

-Gas Giant(Spocos)-----Miniscule Spocos also shows a faint halo’ing effect, but is better able to hold onto its atmosphere. Spocos, though an inner planet, was discovered later than Chervi(again, the Apisori astronomers having trouble seeing well through their planet’s dense atmosphere), and the planet earned a name meaning ‘ghost’ for its faint appearance.

-Gas Giant(Gelar)---- Likewise, minuscule Gelar went almost unnoticed by Apisori astronomers because of its small size and relatively low albedo, even though it was much closer to Api-NorDwyri.

-Terrestrial(Api-NorDwyri)---System Lifeworld

-Gas Giant(Voltri)---- Enormous Voltri with its large moon system made it a destination for Apisori astronauts, and the moon system has become the focus of offworld industry and colonization,

-Terrestrial-- (Gamos)-----This enormous rocky world possesses a thin methane atmosphere and is smeared with large impact craters

-Terrestrial--(Meglo)---- Equally enormous Meglo is shrouded in a thin methane atmosphere and is uninhabitable.

-Asteroid/Planetisimal---(Piqo)---Tiny Piqo is a small iceball. Recently the Apisori Joint Space Development Society announced plans to establish a research outpost, using acquired galactic technology, on the planetoid.


Api-NorDwyri----Apisori Homeworld
Unusually, Api-NorDwyri occupies a position in the Gwyer system that would normally be occupied by icy rocks, but instead the planet is warm and possess a very dense atmosphere, possibly as a side effect of the world’s ambient magical field.
The magic field is also considered responsible for the planet’s cooling. In lieu of large ice caps, both Api-NorDwyri’s poles are afflicted with permanent cyclones that seem to act as atmospheric temperature regulators. These vicious storms kept the planet’s polar regions from being safely explored for centuries, even after the Apisori were stablished in their own Industrial Age. The polar storms factor prominently in many Apisori religions, as the ‘off-limits’ polar regions were regarded as the home of gods or infernal wastelands. It wasn’t until heavily-equipped and very brave expeditions pierced the storm-walls that these beliefs were proven false.

Planet Api-NorDwyri
Type: Terrestrial
Diameter: Large- 24,500 km
Gravity: 1.4 g
Temperature:
Warm----Api-NorDwyri possesses a fairly uniform and tropical average temperature. Permanent polar cyclonic storms seem to act as a cooling mechanism in lieu of large ice caps.
Unusual/Special Features:
*Magic Activity/Ambient PPE Field----Api-NorDwyri possesses a fairly high ambient PPE field(estimated at three times that of the Palladium FRPG world), but little leyline activity and no known Rift incidence.
Atmosphere:
Super-Dense; visitors to Api-NorDwyri will require prolonged periods of decompression similar to saturation divers to safely leave the planet, though the Apisori themselves have no problems(and they’ve developed drugs that protect them anyway).
Terrain:
Unusual Mineralogy----Api-NorDwyri possesses especially fertile soil chemistry(Gardening skills get a +7% to grow anything in the local soil, and plants will be twice as large and lush as normal)
Notable Mineral Concentrations:
- Amethyst
- Colombite
- Antimony
- Wolframite
- Gypsum
- Graphite
- Salt
- Platinum
Hydrosphere: Moist, roughly 65% of the planet’s surface is covered in open water
Biosphere: Dense---Api-NorDwyri possesses a rich and verdant ecology. Its coastal forests are notable for their depth and robustness.
Civilization:
Well-Established, Native
Population:
9.8 billion
Technology:
Early Space Age
Economy:
Agricultural, with a growing Industrial component
Wealth:
Rich---The Apisori are rich off their agricultural exports
Government:
Coalition of several national states. Apisori governments in general tend to be patriarchal, with the higher positions held only by males. Agriculture, however, and the mystic arts of alchemy and herbology, are almost entirely in the hands of the Apisori women.
Law Level:
Overbearing----The Apisori ‘green’ management with regards to resource use is very strict; resource use, construction, behaviors that might negatively affect the environment, planetside technologies that are wasteful or eco-destructive, are all regulated. International ‘greencops’ assist local agencies in coordinating resource management, though some countries are more lenient than others(and often suffer censure or economic sanctions imposed by the others).
Popularity:
Popular----The populace of Api-NorDwyri like the way things have been going, as there hasn’t been a major global conflict for several centuries, and the global standard of living has been steadily improving. The quite favorable trend in Galactic trade has only improved that standing.
Stability:
Dynastic---Most of the national governments on Api-NorDwyri ‘have deep roots’, and have been around for several centuries

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Feb 23, 2020 9:28 pm
  

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Posts: 544
Since the push for United Systems Alliance content I have been working on a few race ideas to put here. Rough ideas include:
-Not half elves that have techo organic cybernetics grown from them and woo any intelligent, consenting organism that catches their fancy.

-Aquatic not half dwarfs that make use of "organic legos" for their tech.

-Not half orcs that fought off a vampire invasion by nuking their home and sunlight injecting their leylines.

Side question, can we use this topic to post Dbees as well?


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Feb 23, 2020 10:19 pm
  

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89er wrote:
Side question, can we use this topic to post Dbees as well?


Go for it....D-bees, variants on existing species, whole new species.... Ideally playable stuff(as PCs or really detailed NPCs)...

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed May 06, 2020 10:54 pm
  

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First new Race in a while, may need more work, comments and improvements are welcome.

Bhozyari

True hybrids are rare in the Megaverse but Bhozyari come close to honest half elf humans, only they also grow techno organic cybernetics over their lifetime. Living on a modest near Earth, they came to the attention of the USA when their first space probe slammed into a passing shuttle. Appearing as humans with elf features, what stands out is the strange cybernetics that grow from the Bhozyari due to living nanobots that are just part of the microbiome inside their bodies.
As they mature, Bhozyari gain a hunger for select materials that can be digested and processed by the nanobots, into internally replacing and regenerating the affected tissue into its new techno organic form. The cybernetics formed seem to be at random, but select patterns emerge more if the population is facing a problem, such as several minor wars that resulted in growing built in weapons even energy projectors.
Three pillars that support their society is consent, morphological freedom and love. This gives them great respect for the physical form and all that connects to it. However, now that they can travel off planet, the Bhozyari want to sample all the lifeforms that the Megaverse can offer. They can be seen in clubs, borg shops or anywhere that offers fun, flesh and more.

Bhozyari
Alignments: Any
Lifespan: Up to 400 years with the proper bionics
Size: 5’10 to 7’2 ft
Gender: Male Female, and Hermaphrodite

Physical Description/Appearance: Human with elf features, pointed ears and better looks. Bhozyari often have a few body modifications combined with their natural grown cybernetics, giving them a somewhat exotic look that people with that kind of attraction are drawn too. They have the look of a cyberpunk with the soul of a transhuman.

Disposition/Attitudes:
The average Bhozyari is always taking in the room and sights, absorbing information, and making lists. Who seems dangerous? Will these items help? Which of my teammates would be open to sharing a room with? A common dating ritual is an exchange of kink lists, some are even used as business cards for the high tiers of their society.
Physical Attributes:
IQ: 4D6
ME: 3D6
MA: 5D6+3
PS: 3D6
PP: 3D6
PB: 3D6+10
PE: 3D6
SPD: 3D6
(ISP):
(PPE): 4D6
Hit Points: P.E. + 1d6 per level of experience
SDC:
MDC: None without their grown bionics
Horror Factor: 2
Natural Abilities: Grown cybernetics
Psionics: Only started within the last 300 years and mostly latent
Magic: Capable if taught proper
Cybernetics/Bionics: Their anatomy can easily handle cybernetics and bionics, but prefer what they have grown.

01-15% Eye Replacement: Full Spectrum Eye. One of the character's eyes has been replaced, giving her the ability to see across the spectrum. Only one of these can be activated at a time, but the character can quickly flip through to different parts of the spectrum at will (takes one attack/action). The eye provides the following optical enhancements, all with a range of 2,000 feet (610 m): thermographic vision (sees heat radiation), passive nightvision, infrared, ultraviolet, and electromagnetic energy (can see electrical and magnetic fields). The implant provides a +2 to Perception Rolls based on vision,+ 10% to any Tracking (animal or humanoid), Tailing, Detect Ambush and Detect Concealment rolls.

16-30% Eye Replacement: Advanced Marksmen. The eye provides telescopic vision (can read a stop sign from two miles/3.2 km away), a targeting sight that provides +2 to all ranged attacks,

31-45% Ear Replacement: Cybernetic Hearing. Techno-organic cybernetic replacement of the ears and inner ear gives the character amazing hearing and even improved balance. The character can hear almost inaudible sounds at up to 360 feet (110m) away. The ear automatically filters loud, potentially damaging sounds, like explosions. It also includes a gyroscopic ability that gives the character an innate sense of direction (can always tell which way is magnetic north) and improves balance (same as the Gymnastics and Acrobatics sub-skill) at 80% +2% per level. The character also receives +1 to parry, +2 to dodge, and +3 on initiative.
46-60% Limb Replacement: Arm. One arm has been replaced with a TO cybernetic equivalent. The arm has 40 M.D.C., adds +4 to P.S. and+ 1 to parry. Since the limb is made of M.D.C. material, it can parry Mega-Damage weapons. Punches with the bionic arm do 1D4 M.D. Note: This cybernetic feature can be selected/rolled twice. If both arms are limb replacements, the character gets + 10 to P.S. attribute and it is considered Robotic Strength. Reduce P.B. attribute -1 per bionic arm.

61-75% Limb Replacement: Leg. One leg has been replaced with a TO cybernetic equivalent. The leg has 60 M.D.C., adds +6 to Spd attribute number. Kicks do 1D6 M.D. This implant can be selected/ rolled twice. If both legs are bionic add +20 to Spd, can leap 20 feet (6.1 m) upward and 40 feet (12m) across, double with a running start, and the character has a +2 bonus to perform a leap dodge (each leap dodge counts as one melee attack/action), but reduce P.B. attribute -2 for each bionic leg.

76-90% Cyber-Antennae. These are 3 foot (1m) long, whiplike antennae that sprout from ports in the character's reinforced, M.D.C. skull (40 M.D.C.). They can be retracted to as small as one foot long when not in use, bend back and can fit under a helmet. However, when seen by ordinary people, the antenna appear otherworldly and bizarre. They provide the character with motion sensing abilities and heightened sense of smell. Bonuses: Penalties for being blinded or in absolute darkness are half ( -5 to strike, parry and dodge, instead of -10), cannot be surprised by opponents who attack from within 60 feet (18.3 m). +4 to initiative, and +2 to parry and dodge, and sense of smell is five times greater than the average human. In fact, the character can track by smell at 20% +5% per level and identify smells at 30%+5% per level of experience. Penalty: -2 to P.B. attribute and strong, repugnant odors may make the character vomit (lose two melee actions each time the character vomits; roll to save vs nonlethal poison).

91-94% Advanced Brain Box. This character's intellect has been artificially heightened by replacing his neurons and many of the nerves in the brain with TO-based bio-mechanical circuitry. Bonuses: + 1D4+ 1 to I.Q. attribute, + 1 to Perception Rolls, can select four additional O.C.C. Related Skills, and the character receives a +5% bonus (in addition to those for having a high I.Q. attribute) on any skills selected from Communication, Electrical, Mechanical, Medical, Science or Technical skill categories and has no restrictions on which skills can be selected from those categories. Penalties: The character's eyes are laced with bloodshots of lavender, and the character can often seem distant and distracted.

95-99% Full Bionic Skeleton Replacement. The character's skeleton had been replaced with M.D.C. bones, in effect giving him +1D6x10+60 S.D.C., +1D6 to P.S., bones are unbreakable, +5 to save vs impact, and the character takes half damage from all falls, crashes, and punches and kicks to the head, chest and legs.

Culture: Post cyberpunk with a recent focus on expanding into space for resources and new lifeforms to lay with. Bhozyari mythos and fiction is full of interspecies relationships so they have no real taboos against interspecies romance. The USA is slowly integrating them into the cosmic scene, so their planet is not raided by Splurgoth looking to get into NSFW content for more money.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat May 16, 2020 8:46 pm
  

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89er wrote:
First new Race in a while, may need more work, comments and improvements are welcome.

Bhozyari


Interesting. 8)
I rather prefer starfish aliens myself , but the random cybernetic growth is intriguing and a lot more extensive than, say the Order of the Void in Manhunter.
Though I'd love to see a bit more backstory on how this came to be in their evolution/culture. Deliberately engineered into them by other species? Silver goo experiment gone wrong? Ancient technology cache inadvertently cracked? Deliberate attempt to improve the species gone bad?

(Added to the fan creation list on pg 1.)

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Aug 05, 2020 8:23 pm
  

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Sorm-Calu(Villain NPCs)
“Spotted this strange-looking bug working on a warhead under a ‘cutter at one of their forward encampments. Looked smaller and more monkey-like than the rest of them, so I paid special attention to it. It, and the big missile it was working on looked might interesting, given nobody had seen anything Sorm like them before, so when the chance came, I ghosted in, careful to avoid its peripheral vision and stay out of psionics range. Don’t know if I was that good at sneaking or it was so focused on what it was doing it didn’t sense me, but I decided to use a headhunter drone anyway and killed it with a directed charge under a Silence spell. Nobody noticed the ‘tech get snuffed, so I got in closer, got some good pictures of the corpse and the bomb. I’d recognize a pistol-implosion nuke any day, and I knew the Sorm were having problems with the local resistance, so I guessed this was the Sorms’ response. So I finished the bugtech’s work with a booby-trapped trigger on the physics package, goo’ed the body to dust, then gat as fast as I could move. Caught some flak on the way out when some of the outrunners spotted me, but barely made it over the ridge before the valley went up in oppie-light. Saved the footage though, so all-around successful recon-run, no?”

Sorm-Calu are a recently observed form of Sorm. As the Sorms’ intelligent prey have begun hitting back against them, more is being learned of the Sorm as a species, especially as retaliation forces close in on the suspected Sorm homeworlds.
It is uknown if the Sorm-Calu are a deliberately-induced mutant form of Sorm, an evolved caste in a hive-like structured society, or a coexisting related species (like Cro-Magnon and Neanderthal Humans existing side by side). Though smaller, weaker, and apparently less overtly aggressive, Sorm-Calu seem to occupy a position of mechanics and artificers to the Sorm clans. Observed numbers of Sorm-Calu have been low, but their numbers must be greater than reported, if they are the only ones responsible for maintaining the Sorm space fleet. It has been ventured that the Sorm-Calu have not previously been discovered in examinations of derelict Sorm ships because they may have been quartered next to technically-sensitive/maintenance-intensive areas...that are also the most likely to suffer catastrophic damage in combat and thus leave little in the way of remains to be studied.

Alignments: Any Evil, but most Sorm(80%) are Miscreant
Lifespan: 180 years(barring violent death)
Size: 5-6 ft tall, 200-300 lbs
Gender: Unknown; Sorm-Calu bodies recovered and dissected have shown that their organs of generation have been surgically removed. Whether this was done to only those Sorm -Calu on offworld hunting expeditions or whether it is done to ALL Sorm-Calu remains unknown.
Physical Description/Appearance:
Sorm-Calu are smaller versions of the regular Sorm, but their arms sport extra joints and more dextrous clawed hands on both the upper and lower armatures, giving them extra-fine manipulation abilities. Their nostrils have a more developed nose, and their jaws are smaller and their teeth shorter and more uniform. Sorm-Calu also appear to have a greater level of psionics, though their focus seems to be more on objects and machinery, rather than anything else. They wear little in the way of clothing, but more than the ‘hunters’ do, but Sorm-Calu clothing is usually in the form of a tool-belt breechclout or pocket-covered apron.
Sorm-Calu are as dedicated carnivores as the ‘hunters’, but prefer softer cuts of meats. They also seem to enjoy the torture of other lifeforms.
Disposition/Attitudes:
Sorm-Calu seem more focused on academic and technical matters than Sorm hunters, and are less inclined to wholesale aggression and rarely take part in hunts. However, when it comes to torturing prey, they exhibit more creativity, and will spin out a prisoner’s suffering longer than a hunter would. Apparently they like to play with their food. Sorm-Calu also have a habit of becoming lost in work-related fugues, so intent on the task they are working at that they tune out their surroundings and can be distracted by their work. They are even less comunicative than their larger kin when it comes to talking to non-Sorm.
Physical Attributes:
IQ: 3d6+2
ME: 3d6
MA: 2d4
PS:(Supernatural) 4d6
PP: 4d6+2
PB: 1d6
PE: (Supernatural) 4d6+6
SPD: 2d4x10
(ISP): M.E. +4d6 +1d6 per level of experience
(PPE): 3d6
Hit Points:---
SDC:---
MDC: 2d6x10 MDC +P.E.
Horror Factor: 13
Natural Abilities:
*Megadamage Beings with Supernatural P.S. and P.E.

*Superior Peripheral Vision---Sorm have excellent all-around vision, but Sorm-Calu have slightly smaller eyes and not as great peripheral vision. They are, however, still -3 to be surprised from behind.

*Bite---Massive jaws do 2d4 MD

*Natural Weapons: Acidic Spit. ---Sorm -Calu have mildly acidic saliva which they spit on prey. Effective range of 20 ft and does SDC/1d4 MD(depending on what the target is) for 1d4 melees.

*Environmental Adaptation---Sorm are incredibly tough, and can handle extremes of heat and cold without ill effect, and can breath fairly dense and thin atmospheres without artifical support. They can even handle being exposed to vaccum for short periods of time; their P.E. in minutes, without any ill effects.

Psionics:(Major)
*Empathy(always on; no ISP cost)
*Presence Sense(4)
*See Aura(6)
* Object Read(6)
*Telemechanics(10)
Magic: None, but the Sorm have been known to keep captive magic users alive for eating last.
Cybernetics/Bionics: None; haven’t developed them, and would be seen as a sign of weakness anyway.
Available OCCs: Spacer and Operator are the most common
RCC Skills:
Track Humanoids(+5%)
Hand to Hand: Expert(equivalent)
Jury-Rig(+10%)
Skills of Note:
Electrical: (+5%)
Mechanical: (+5%)
MedicalL (+10%)
Wilderness (+3%)
Enemies/Allies: Same as for the baseline Sorm
Culture:
Unknown currently if Sorm-Calu are merely a sub-caste of the Sorm, or if they have their own distinctive sub-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
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Aug 26, 2020 8:12 pm
  

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Tyshhex---NPC Alien Species and Elder Race(?)

One moment she was walking to work, almost moving on routine-familiar automatic, making her way past lines of people waiting for buses, for the taxi, for the light to change, anonymous strangers blurred by daily routine. Her own way was clear, unobstructed, as she moved with her own purpose. Then she stumbled as the world seemed to CHANGE.
Suddenly she was under an unfamiliar open sky, in a landscape devoid of the cityscape that had been there just moments ago. Open, but for the massive black disc looming over the scene. The lines of people, still absorbed in their routine, were still there where they’d been previously, relative to her, but they seemed utterly oblivious to their strange surroundings as their lines wound around the giant saucer, large alien forms standing guard, insectile multiple limbs moving purposefully with alien devices in their grasp, around the saucer and the lines of people. And as for herself, she still seemed to be moving away from the crowd.
Then she realized that she was missing the familiar feeling of clothing. A glance at herself confirmed she was completely naked. And around her...two massive upright beetle-like forms, similar to those guarding the crowds, only altogether much too close, towering over her, staring at her through altogether too many eyes, and gesturing with all too many limbs, and gnashing mouths with too many sharp parts. And she saw the aliens around her were sheparding her away from the others, to some other destination and unknown purpose.
Her screams went unheard by the milling crowd, lost in city noise that wasn’t there.


The Tyshhex are an enigmatic alien species known to haunt various parts of the Three Galaxies(and some claim extradimensional space).
Though of unknown providence, the Tyshhex are suspected by some xenosociologists of being a surviving splinter or much-mutated offshoot of the mysterious Stinexx species, a culture of travellers and explorers known to have pervaded the Three Galaxies 30-80 thousand years ago and long-thought extinct. Other experts are skeptical of this claim, citing the massive physical differences between the humanoid Stinexx and the hexapodal Tyshhex. Given the evidence that the Tyshhex are heavily modified through gene modification and bio-organic implants, it is still conceivable that the ancient Stinexx could have radically altered themselves into the current Tyshhex. It has also been put forward that the Tyshhex may be the equivalent of organic robots or eugenically-modified clones created by the Stinexx to continue their work of cateloguing and collecting biological specimens, even long after the Stinexx disappeared from the scene. If so, then the Tyshhex would be a must-study species for scholars of the Stinexx era, were the Tyshhex not so hostile to anybody coming too close to them.
This hostility to study, however, is not two-way. The Tyshhex are of the general category of societies known as Abductors. One thing the Tyshhex (still) maintain in common with the ancient Stinexx is a curiousity and propensity for collecting other lifeforms, whether those lifeforms want to be collected and studied or not. The Tyshhex are particularly intrigued by humans(and those most like them), and are thus more apt to be involved in abducting humans more than any others. Unfortunately, despite their apparent infatuation with, and long study of, human beings, the Tyshhex seem to regard humans as merely very clever animals.
The Tyshhex have been known to snatch individuals or entire communities for their studies and collections. Many they will return, some the obvious victims of experimentation, others covertly implanted with bio-chips. It is rumored that the Tyshhex have had the occasional contact with slavers, such as the notorious Mad Scientist Scientific Supply(M3S), trading in involuntary test subjects, though this remains unconfirmed. Occasionally, certain individuals will be taken by the Tyshhex, never to be seen again.
Part of the reason for the callous disregard for the sensibilities of other lifeforms may stem from the fact that Tyshhex appear to be slightly out of phase with our reality. The Tyshhex others see may simply be the tip of a larger lifeform existing in alternate space. If so, the Tyshhex may simply see all other lifeforms that do not exist simultaneously across several planes of reality as not true sentients, or even lifeforms.
Tyshhex also possess powerful psychic abilities, both individually and in conjunction with their technology; they have been observed using psi-boosters of some type to blanket entire regions with psionic compulsions or illusions to facilitate their activities.

Little is known of Tyshhex society as only their expeditionary forces have been observed, and paramilitary-style organization in operation. Their most commonly seen vessels are variations on the flying saucer configuration, operating off larger golfball-like motherships(each dimple being a docking collar for a smaller saucer). As no Tyshhex colonies(only outposts) or population centers have been ever discovered, it is possible that they are entirely nomadic.

Beyond their out-of-phase nature and ships, and their psionic broadcasters, Tyshhex technology seems fairly coventional and even low end. They use a variety of lasers, plasma and ion weapons powered by either power cells inside them, or by broadcast power from their ships(typical range of 5,000 ft). Tyshhex weaponry has a rounded, organic, appearance, and is 2-3 times heavier than its human equivalents, and the handholds/controls require a combination of stiff articulated digits and multiple fine tentacles to hold and use. Those without tentacles will be -2 to strike with the weapons if they somehow acquire them.


Alignments: Effectively considered to be Aberrant or Miscreant.
Lifespan: Unknown. Readings have suggested that some Tyshhex are as young as 5 years, while others register as being as old as 300 years. Their out-of-phase state fouls accurate readings, and samples of their flesh quickly evaporate into nothing.
Size: 7-8 ft tall, 300-400 lbs
Gender: Hermaphrodites, from what few readings have managed to be taken.
Physical Description/Appearance:
A large bipedal beetle-like creature, with heavily carapaced back, and four clawed arms, the upper pair fitted with claws, the lower pair having four fingers and extending a cluster of eight small tendrils each. The head is actually a stump or fixed mound at the front top of the sloped back, with four eyes facing forward, and two looking back/up. A large glowing organ, believed to play a role in their psionics, is set in the middle of the pectoral plates, between the head and low-set mandibled mouth. Coloration ranges from dark earth tones to gray-purple. It has been suggested that the different colors may denote status or professional orientation, but any correspondance of such has yet to be proven.
How much of the visible Tyshhex is natural equipment and how much is appliqué bionics or bio-augmentation is conjectural; individual Tyshhex have been seen sporting extra body carapace, different limb configurations on the upper set of arms , different leg shapes, and even different sorts of telepathic organs in their chest.

Disposition/Attitudes:
Tyshhex are utterly alien in their mindset; they very rarely interact with others in any sort of peaceful or constructive way. Tyshhex seem very purpose-driven, to the point, and efficiency-minded. It has been suggested that they may have a collective intelligence or hive-mind. They have a range of vocalizations, but these seem more instinctual or primal, rather than a comprehensive language, and on those occasions when they do deign to communicate with others, they do so through telepathy, and even then they tend to be very laconic and to the point.
In confrontations, if they have any sort of advantage, they will press it to the utmost to intimidate or neutralize others. If faced with superior opponents, they will flee, though a few may remain behind to fight to the death to afford the others a better chance to escape.
It has been suggested that Tyshhex possess a hive mind, or at least a close-order psychic network; thus individuals matter less than the species as a whole.

Physical Attributes:
IQ: 18+1d6
ME: 12+1d6
MA: 16+2d6(very intimidating)
PS: 18+4d6, and can be considered to be Extraordinary/Bionic Strength
PP: 18
PB: 1d6
PE: 2d6+12
SPD: 4d6+12
(ISP): 120+M.E.
(PPE): 2d6
Hit Points:----
SDC: ----
MDC: 100+2d4x10
Horror Factor: 16
Natural Abilities:
*Powerful Jaws---Tyshhex can bite for 1d8 MD.

*Excellent Peripheral Vision----Tyshhex have four swiveling eyes that can move independently of each other. Attempts to attack them from behind are at -2 to Initiative.

*Phased State---Tyshhex exist slightly out of tune with physical reality. Physical attacks do only HALF damage to them, most energy weapons do NO damage to them, and only particle beams, phase weapons, magic, and psionics do FULL damage to them.
The phased state also makes accurate sensor readings on them difficult; radar, thermo-imaging, motion-detectors, and laser range finders have only a 50% chance of detecting them(or -50% to skill rolls). Weapons targeting systems are -1 to strike, though there are no penalties to Mark One Eyeball.
When killed, over half a Tyshhex’s mass simply evaporates, leaving the remaining physical tissue to rapidly decay and decompose, leaving little more than paper-thin inert material and sludge within 1d4 hours.

Psionics:
Tyshhex are major psychics and count as such for saving purposes:

*Psychic Illusion(30 ISP)---Tyshhex can project powerful psychic illusions, equivalent to the After the Bomb Animal Psychic power Mind Trap. Non-psychics get to save versus the illusion at the beginning of the inception, and then can attempt again every 30 minutes. Minor Psychics can attempt to break the illusion every 15 minutes. Major Psychics can attempt to break the illusion every 5 minutes, and Master Psychics can attempt to see through the illusion once every minute(4 melees). Full bonuses apply.
Range of 300 ft and lasts 3 hours.

*Mind Bond(No cost)---This can only be achieved by touching(ideally the other lifeform’s head) the circular organ in the middle of the Tyshhex’s chest. This also, incidentally, puts the other mind-bondee in range of the Tyshhex’s powerful mandibles; the aliens have been known to instantly kill their bond-partners once they’ve drained their minds or sense a threat in the other’s knowledge of them.

*Telepathy(4 ISP)

*See Aura(6 ISP)

*Empathy(4 ISP)

*Auto-Defense MindBlock

*Sense Dimensional Anomaly(No cost)-Being slightly out of phase with reality, Tyshhex can readily sense other perturbations in space/time.

*Read Dimensional Portal(No cost)- Again, being slightly out of tune with normal space, Tyshhex can sense the nature of dimensional portals without much effort.

* Psycho-Hood(50 ISP)(Mentally Possess Others/Hypnotic Suggestion)---By the same process as they Mind Bond(touching a being’s head to the circular organ in the middle of the Tyshhex’s chest), the alien can exude an ectoplasmic construct in the form of a helmet or cowl of glowing translucent bubbles around the victim’s head. This head covering is air-permeable, has 40 SDC, and allows the Tyshhex to directly monitor the prisoner(effective range of 6 miles), and lock them into a more personalized Psychic Illusion from which non-psychics do NOT get a save, and psychics are -2 to save. The cowl acts as both a restraint and a tracking device; the creating Tyshhex will know where the person wearing it is, and can even tap into what the person is hearing/seeing. Other Tyshhex can also get a general idea of where the cowled victim is, within 1,000 ft. The person can also be subjected to Hypnotic Suggestion and and Mentally Possess Others(no cost for either, but any actions under Mentally Possess Others subtract from the alien’s own APMs and attention, so its real body is distracted while it manipulates its ‘puppet’) from the Tyshhex, and are -2 to save against these psionic attacks..
The Psycho-Hood lasts 24 hours and cannot be removed by normal physical means(must be destroyed or magically/psionically removed). The creating Tyshhex will instantly know that the cowl has been destroyed.

Magic: None
Cybernetics/Bionics:(Equivalent) Tyshhex have been seen to have different sorts of organs and appendages grafted to them, suggesting either organitech bionics of some sort, or tissue grafts. The following have been observed on various Tyshhex individuals:

*Extra Body Armor---Adds + 2d6x10 MDC to the body, but reduce Speed by 30% and -1 APM.

*Upper Limbs---The upper limbs have been seen to to sport a variety of different end-appendanges:

---Ripper Claw---a giant claw that does 5d6 MD

---Nipper Claws---Two separate claws, joined at the elbow, the upper one larger and more powerful (4d6 MD), the lower one more agile and dexterous(3d6 SDC).

---Bio-Blaster---An energy projector grafted to the upper edge of the claw, and doing 4d6 MD at a range of 2,000 ft.

---Bio-Stunner---A projector bulb grafted to the upper edge of the claw, it fires a psionic-like beam of stunning energy. Those struck must save versis psionics or be stunned for 1d6 minutes. On a successful save, the target is -1 APM from the jolt, plus takes damage. On an UNsuccessful save, they are -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Range of 500 ft.

---Ecto-Netter------A nozzle-like appendage on the outside of the claw-wrist that sprays a quick-setting goo. Can fire it twice per melee and the blob of goo covers a 10 ft area. The ecto-goo holds with a Supernatural P.S. of 30. Only MD strength or weapons, magic, or psionics can break free of teh gunk, and it takes 2 melees to do so. Lasts 30 minutes before evaporating. Range of 500 ft.

*Lower Legs/Swift Runner---The legs are modified for faster running: Speed: 6d6+46

*Wings---A biotech flight pack system; can fly at 55 MPH, maximum altitude of 1,000 ft.

*Shadowskin---A dark, stealth covering that gives the alien a low percentage of 20% of being detected by thermographic and radar sensors.

Actions/Attacks Per Melee: 6

RCC Skills:
Radio: Basic(+20%)
Weapons Systems(+10%)
Navigation: Space(+10%)
Pilot Spacecraft(+10%)
W.P. Energy Pistol
Hand to Hand: Expert
Skills of Note:: Select 8 ‘other skills at Level One, plus an additional 2 at levels 4 and 7, and 1 at levels 10 and 13 .
Communications: Any(+10%)
Domestic: None
Electrical: Any(+10%)
Espionage: Any
Mechanical: Any(+10%)
Medical: Any, except Holistic Medicine
Military: Any
Physical: Any
Pilot: Any(+12%)
Pilot Related:Any(+10%)
Rogue: None
Science: Any(+10%)
Technical: Any(+5%)
Wilderness: None
Weapons Profficiencies(W.P.): Any
Secondary Skills: 4 Secondary Skills
Experience Tables: Use Cyborg Exp tables
Culture:
Little is known of Tyshhex culture, as they never allow others close enough to study them. As noted above, they are rumored to have occasional contacts with slaver species, and have reportedly been seen in the company of the equally mysterious Pyashche Probes.

Tyshhex Psionic Broadcasters
Tyshhex possess psionic technology that allows them to broadcast mind control messages, such as psionic illusions, over large areas(up to 5 miles in diameter in some cases).
Those with saves against psionics save as normal, though it should be noted that Tyshhex psycho-amplifiers seem to be thwarted by tin foil hats.

Tyshhex Implants
The Tyshhex have been known to bug abductees with special implants, typically in the skull, to tag and monitor them. Some of these implants appear to be simple tags, while others allow the Tyshhex to take over the abductee and use them like remote control puppets.
The process of implantation is done through the eye sockets, nasal cavities, or ear channels, and the implants themselves are slightly out of phase with realspace, like the Tyshhex themselves, making them diffcult to spot(-30% on Read Instrument or Medical rolls to detect using medical sensors) and remove(magic , psionics, and phase technology work quite handily, but the implants are impervious to other methods of removal).


Tyshhex Saucers

“They’re coming to take us away! I seen them aliens! One of their flying saucers landed in the middle of Spitoonville and them buggers started rounding up people and packing them away like bags of potatoes! Great big black frisbee thing!”

The standard Tyshhex spacecraft is a multi-purpose flying saucer configuration aerospacecraft, variously named the ‘Invader’, the ‘Violator’, or the ‘Black Nimbus’ by those unfortunate enough to have encountered the Tyshhex.
The few eyewitness accounts of the interior of Tyshhex saucers depict them as being spartan affairs, packed full of weaponry and other mission-associated equipment, with little, if any, crew aocommodations or facilities(this gives further fuel to theories that the Tyshhex are more akin to biological machines or cyborgs than actual sentient beings).
Like the Tyshhex themsellves, their ships self-destruct if incapacitated and captured. The ships melt away into atomic dust.

Type: Thx-S01
Class: Multipurpose Interstellar Light Transport
Crew: 30-50
MDC/Armor by Location:
Main Body 900
Disintegrator Turrets(6) 180 each
Forcefield 1,000
Height: 50 ft
Width: 200 ft in diameter
Length: 200 ft in diameter
Weight: 800 tons
Cargo:
Can carry up to 120 human-sized prisoners in stasis
Powerplant: Unknown; believed to be anti-matter.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Perfectly functional underwater; can move at 60 MPH and survive depths down to 1 mile.
Market Cost: No Tyshhex has ever been known to be captured or offered for sale, so it is not known what value might be attached to the ships.
Systems of Note:
Generally believed to have the equivalent of standard starship systems, plus:

*Stealth Systems---Tyshhex Saucers are virtually invisible to radar and optical sensors(only a 15% chance of being detected by either), though they are only -10% to be detected by gravitc sensors.

*Phase-Protection---Like the Tyshhex themselves, their ships appear to be slightly out of phase with reality: normal attacks do HALF damage, though magic, psionics, and phase weapons do FULL damage.

Weapons Systems:
1) Disintegrator Turrets(6)---These weapons essentially neutralize the atomic bonds holding matter together, resulting in vaporizing explosions at the point of beam impact.
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 mile in atmosphere, 200 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Mind-Trap Generator---This is a powerful psionic amplifier that can be used to affect several acres. The Tyshhex will typically use several saucers to blanket an area, such as a small community, to fool the residents into believing nothing is unusual, while the aliens harvest the locals.
Range: 1 mile radius
Damage: Those in the area of effect must save vs psionics or be caught up in a mass hallucination similar to the psionic power Mind Trap.

3) Self-Destruct----Accounts vary, but Tyshhex saucers may be fitted with self-destruct mechanisms to prevent capture. Even badly damaged saucers have been known to undergo catastrophic combustion or rapid decomposition, denying investigators the opportunity to more thoroughly study them.

Auxiliary Craft:
Typically 3 eight-man hoversleds(150 MDC, 75 MPH).

Variants:
Some accounts tell of Tyshhex saucers firing energy bolts(with ranges of 10-1,000 miles, and doing 1d4x100 MD on a strike), or the equivalent of medium range missiles(typically firing them in volleys of 1-6) that are -2 to strike by point defense systems, suggesting the missiles are, like the saucers, slightly out of phase. In either case, it’s been suggested that these installations take up the internal space normally used for cargo or prisoners.


Tyshhex Motherships
“That’s no asteroid...”

Tyshhex Motherships resemble enormous golfballs, dimpled with indentations that are really docking alcoves for Tyshhex Violator Saucers. The standard observed Mothership can carry 336 saucers, making attacking one a formidable challenge to most spacefaring species. Tyshhex Motherships have been rarely encountered and when they do, it typically means that a mass disappearance(of entire communities) somewhere in nearby space is in the offing. They have not been observed to mount any weapons systems, but some accounts claim that their appearances have been accompanied by widespread electromagnetic-band jamming.

Type: Thx-M01
Class: Heavy Carrier
Crew: 8,000 permanent crew + 16,800 saucer crew+ 1.2 million human-sized prisoners in stasis
MDC/Armor by Location:
Main Body 1.2 million
Docking Bay Doors(336) 400 each
Variable Forcefields 200,000 per side, 1.2 million total
Height: 2 mile diameter
Width: 2 mile diameter
Length: 2 mile diameter
Weight: Estimated at upwards of 60 million tons
Cargo:
Can carry 1.2 million human-sized captives in stasis
Powerplant: Unknown, suspected of being pwered by a micro-singularity
Speed:
(Atmosphere) Not capable of entering an atmosphere
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 7 light years per hour
(Underwater) Not possible; the body of water able to hide a Tyshhex Mothership would have to be very deep.
Market Cost: Unknown.
Systems of Note:
Generally believed to have the equivalent of standard starship systems, plus:

*Phase-Protection---Like the Tyshhex themselves, their ships appear to be slightly out of phase with reality: normal attacks do HALF damage, though magic, psionics, and phase weapons do FULL damage.

Weapons Systems: None observed, and may rely entirely on embarked saucers for defense, but some witnesses claim that the Motherships have the ability to manipulate and disrupt planetary power grids and radio communications from orbit. Some reports make them also apparently capable of disrupting CG-drives at a distance, hampering attempts at escape/pursuit.
Auxiliary Craft:
336 Thx-S01 saucers

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Oct 15, 2020 8:02 am
  

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Posts: 1812
Location: Rio de Janeiro, Brazil
Don't do much in the way of race creation i guess - well, not in anything like a full write up or stuff.

Nine times out of ten i just make some peculiar culture for an already existing one, probably from the Conversion Book, like pseudo-egyptian anubis-worshipping Coyles, for example.

Or alternatively use some races stats for some "new race", like the "children of fenrir & Jormugand" in lesser (dog-boys & such) and greater (dragon hatchlings but with giant wolf & snake true forms) variants, from a nation of norse starfarers (ok, actually more dimension-hoppers than real starfarers) in the backstory of my last shifter character. For reference, humans, elves & dwarves were also member races.

Also made a polish clan of minotaurs that are heavily involved with the cybernetics business, out of a passing reference to cyber docs in the OCC lists for minotaurs and wanting to detail some of Tarnow's supposedly large D-Bee population.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Oct 16, 2020 7:36 pm
  

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Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
SolCannibal wrote:
Don't do much in the way of race creation i guess - well, not in anything like a full write up or stuff.

Nine times out of ten i just make some peculiar culture for an already existing one, probably from the Conversion Book, like pseudo-egyptian anubis-worshipping Coyles, for example.

Or alternatively use some races stats for some "new race", like the "children of fenrir & Jormugand" in lesser (dog-boys & such) and greater (dragon hatchlings but with giant wolf & snake true forms) variants, from a nation of norse starfarers (ok, actually more dimension-hoppers than real starfarers) in the backstory of my last shifter character. For reference, humans, elves & dwarves were also member races.

Also made a polish clan of minotaurs that are heavily involved with the cybernetics business, out of a passing reference to cyber docs in the OCC lists for minotaurs and wanting to detail some of Tarnow's supposedly large D-Bee population.


Whatever works...and an infinite megaverse means infinite variation...Why can't there be Polish minotaurs, neolithic stone ax-flaking elves, or erudite high-tech developing orcs? :D

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Oct 16, 2020 7:52 pm
  

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Champion

Joined: Wed Sep 21, 2011 1:25 pm
Posts: 1812
Location: Rio de Janeiro, Brazil
taalismn wrote:
SolCannibal wrote:
Don't do much in the way of race creation i guess - well, not in anything like a full write up or stuff.

Nine times out of ten i just make some peculiar culture for an already existing one, probably from the Conversion Book, like pseudo-egyptian anubis-worshipping Coyles, for example.

Or alternatively use some races stats for some "new race", like the "children of fenrir & Jormugand" in lesser (dog-boys & such) and greater (dragon hatchlings but with giant wolf & snake true forms) variants, from a nation of norse starfarers (ok, actually more dimension-hoppers than real starfarers) in the backstory of my last shifter character. For reference, humans, elves & dwarves were also member races.

Also made a polish clan of minotaurs that are heavily involved with the cybernetics business, out of a passing reference to cyber docs in the OCC lists for minotaurs and wanting to detail some of Tarnow's supposedly large D-Bee population.


Whatever works...and an infinite megaverse means infinite variation...Why can't there be Polish minotaurs, neolithic stone ax-flaking elves, or erudite high-tech developing orcs? :D


Polish cyber industrialist minotaurs. :-D
Have to catch that list and post with some tweaks in the threads one of those days.

And true, sometimes a little thing, like making a basilisk with stats more in line with other dragons, goes a long way within one's game.

Or an hydra that is actually a colossal gorgon-esque head, If you're up for some grotesque fun.


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Nov 17, 2020 6:46 pm
  

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(based on 89er’s Bhozyari)
Rezzus----Bhozyari Mutants
“”What’s my malfunction?!’, you ask? Take a look at me and GUESS!”

The Rezzus are arguably a psuedo-ethnic subset of the cybernetic Bhozyari. In reality, they are the result of a malady; unchecked mutation of the nanotech biome internal to Bhozyari. Roughly 1 in every 15,000 Bhozyari births results in a Rezzus.
While the average Bhozyari is carefree, fun-seeking, and extroverted, Rezzus tend to be more serious-minded, introverted, and in many cases embittered by what they see as the universe singling them out at birth. Others take their deformations in stride, or even see them as a sign of being singled out for some special purpose.
The Bhozyari are uncharacteristically divided as a people about the Rezzus. On one hand they are clearly the result of a malfunction in the Bhozyari physiology, and native doctors are seeking to cure the condition. Some see the Reezus as deformed repulsive parodies of Bhozyari perfection of form and function and shun them, treating the mutants as second-class citizens. Others treat the Rezzus as unique natural works of form and even find them rather kinky(resulting in both the Rezzus and these sympathizers being regarded with horror by those already leery of the mutants). Rezzus often form their own communites apart from other Bhozyari(in the past they were forcibly exiled to them), a trend that has continued into the modern galactic period.


Random Rezzus Cybernetic/Bionic Mutations:
These are in addition to the regular Bhozyari grown cyberenetics/bionics

(Note that if the P.B. goes into negative values, that becomes a Horror Factor rating +2 from the Bhozyari exotic uncanniness )

Number of Mutations:
01-40% One
41-65 Two
66-80% Three
81-00% Four

Type of Mutation:
01-10% Bug Eyes---The eyes bulge out and are metallic and multifaceted, like a metal insect’s. -2d6 P.B, but is +2 to Perception, has 240-degree arc of vision, and is -4 to strike from behind.
11-20% Cyber-Tumors----The Rezzus’s body is covered by large cyst-like eruptions that deform the body and interfere with movement. PB is only 1d10, -3d6 MA, reduce hand to hand dodge and parry bonuses by -1d6. However, the Rezzus also becomes a megadamage being with 2d6x10 MD, and regenerates damage at 1d6 MD per minute.
21-25% Tail---The Rezzus has acquired a 2-4 ft long tail. The extra appendage is NOT prehensile and just gets in the way.
26-30% Extra Eyes---The Rezzus sports 1d8 extra cybernetic eyes growing around their body, usually around the head or upper body. These extra eyes give a +1d6 to Perception, but -1d6 P.B. and the extra sensor input taxes the attention of the Rezzus; -1 on Initiative. Also roll for each extra eye: 01-50% basic vision only, 51-65% night vision/light enhancement, 66-75% thermal-imaging 76-85% infrared, 86-95% ultraviolet, 96-00% short ranged laser(200 ft, 1d6 MD, two shots per melee).
31-35% Electrostatic Field---The Rezzus suffers the electronic equivalent of a glandular disorder; he or she constantly generates a low powered electromagnetic field that delivers a shock(1d8 SDC) to anybody touching them. The field also scrambles attempts to scan them with electronic sensors, and causes compasses to go haywire within a 50 ft radius. Insulated clothing helps with physical contact and can shield other electronics. However, they show up like a torch on EM detectors.
36-40% Claw Hands---The Rezzus’s forearms have acquired vambraces and gauntlets of modified bone that have deformed the limbs into natural weapons. -2d4 P.B., -15% to skills requiring a fine touch, but gets a 1d4 MD slash attack, and a 4d4 MD scizzor-snip attack.
41-50% Metal Skin----The Rezzus’s body attempted to grow cyberarmor; the Rezzus is now covered in segmented plate armor that makes him or her look like a human robot, armadillo or insect. -1d6 P.B., and sense of touch is reduced by -20%, but gets an A.R. 18 and 75 MDC. It repairs itself at 1d6 MD per 24 hours/
51-55% Radio-Spazzites----The Rezzus sprouts growths of 2d6 small (3-6 inches long) spikes or antennae from their head that act as radio transmitters/receivers. They can transmit as far as 50 miles(as opposed to the normal head-comm range of 20 miles) and receive signals across the spectrum. However, the Rezzus is prone to uncontrolled outbursts of radio static that can overpower nearby radios and cellphones in a 100 ft radius for 1d4 melees. These outbursts can occur 1d4 times per day, typically if the Rezzus is stressed(the Rezzus will get a feeling of internal tension 15 seconds before they happen, and can attempt to damp them down, by spending 1 APM and rolling a save vs psionics. Whether the save is a success is not, the Rezzus will be mentally spent afterwards: -3 on Initiative, -1 strike/dodge/parry for 1d4 melees).
56-60% Second Head---A second head or face forms on the shoulders, back, or chest. 01-55% it resembles a robotic skull, 56-00% it resembles the Rezzus’ own natural face. The second head can see, smell, hear, and speak, but cannot eat. -2d6 P.B.. It gives a +1 to initiative, +1d4 to Perception
61-65% Plastic Body---The body’s bone structure has been replaced with flexible composite materials, and stiff jointing replaced with flex-points. The Rezzus has an unnatural elongated appearance. -1d8 P.B., reduce P.S. and SDC/MDC by HALF, but gets +1d6 to P. P., +10% to Escape Artist, and takes HALF damage from kinetic strikes.
66-75% Heavy Teeth---The teeth have grown in sharp,jagged, and dark/metallic, the jaw deforming to accommodate them. -2d4 P.B., but can now bite for 1d4 MD.
76-85% Multiple Arms---+1d4 extra arms. The extra limbs are unbalancing, so the Rezzus gets a -1 to dodge per pair of extra arms, but also gets +1 APM, +1 strike/parry per pair of arms, but only a +1 to parry for a single extra limb.
86-95% Multiple Legs---The Rezzus has grown 1d6 additional bionic legs. The extra legs can allow the Rezzus run at a maximum of 80 MPH, but for every extra leg there is a 20% (non-cumulative) chance of the extra limb being so misplaced as to hinder coordinated movement; -10% to maximum running speed.
96-00% Second Soul---A mutation of the Advanced Brain Box, the Second Soul is a Brain Box that has grown in addition to what the Rezzus already has, and the second Box has acquired its own personality, leading to a case of Multiple Personality Disorder.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Nov 22, 2020 9:47 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44164
Location: Somewhere between Heaven, Hell, and New England
Chelrits---D-Bee Species
“Yep, we adopted a Chelrit...she didn’t have any living relatives left, and the adoption agency really wanted to place her someplace really stable. Since I’d been reassigned to Logistics due to my pregnancy, Ardan had gotten his request to work in Refurbishment, and Lia was studying child care to help me out, and herself later when we got Ardan to come around, we figured we were a good fit, and Family Services agreed. So little Chevi joined us. She and Samsis hit it right off, him wanting to be an older brother and what not.
We have a senior Chelrit advisor come around every once and a while to check on Chevi’s progress, but so far there have been no problems adjusting. Chevi’s just the sweetest little girl who hardly fusses, though she’s come close when dealing with her little sister. She wants to go into astronautics, ever since we got her those Fleet models, when she gets older.”

“We’ve been accused of looking like devils, which has been hard on us as a people. I hope and pray that none of our REAL devils have followed us, because the Kolvatt will certainly do little to disabuse anybody of that notion, through their misdeeds. The only hope there is that those havaking monsters will be burned at the stake the minute they try anything like they did back on our old homeworld. Much as I hate to approve of bigotry in any form, it would be ironic justice if the bloodstalkers were killed for imagined slights such as they would kill people at whim for imagined crimes against their precious state!”

The Chelrits are a humanoid species that came to Rifts Earth as refugees, fleeing a civil war that devastated their homeworld.
Chelrits originated in a magic-using culture that had just entered its Atomic Age. A global war had broken out between an expansionist fascist government and the free nations of the Chelrit homeworld, in a situation similar to World War Two, only the fascists were winning. Desperation led to the development of weapons of mass destruction, both magical and technological, by both sides. The fascists developed the uranium bomb first, while the free nations found magic ways of splitting the atom and unleashing Elemental forces. Fearing they would lose the initiative, the fascists began nuking their enemies indiscriminately, while hunting down mages with any knowledge of the magic weapons programs. In retaliation, the free nations, afraid of losing their scant gains, fired back with magic weapons that had barely been perfected. The collision of the two destructive forces was catastrophic, as both wavefronts of WMDs clashed with each other.
The refugees came from nations that had siphoned off knowledge from the magical WMD programs, particularly those concerned with D-shifting and Summoning, in an effort to find ways of escaping the looming holocaust. Fearing the worst, the Chelrit began opening dimensional gates in hopes of finding safety, but the disruption of their planet’s space/time fabric led to the gates opening haphazardly, resulting in a Rifts-style catastrophe,
Unfortunately, the largest group of Chelrits came through the Rifts into the middle of the Minion Wars on Rifts Earth, specifically in the middle of the Magic Zone, where they were mistaken by pretty much everybody involved in the fighting for Infernal reinforcements, and were attacked from all sides. Attacked by the Coalition States and Magic Zoners, or rounded up, enslaved, and sacrificed by the Infernals, the Chelrits had escaped one inferno to an arguably worse one.
A number of Chelrits, mostly children whose parents died or were abducted trying to fight long enough for their families to escape, managed to survive lto be picked up by Greater New England recon patrols foraying into the Magic Zone.
Without enough adult Chelrits to make up traditional families for the orphaned refugees, many of the children were adopted into willing families in the GNE. Chelrits in Greater New England and Lazlo have fared much better than other places, elsewhere they are a scattered people, trying to survive and find others of their kind.
Many Chelrit, including the children who have grown up in the GNE, have an inherited fear of the ‘Kolvatt’, an SS-like organization that became the boogiemen of the Cherit global war, excelling in acts of brutality and atrocities in pursuit of promoting their twisted agendas. Though there’s no evidence of the Chelrit fascists having discovered the means of traveling to Rifts Earth, there were rumors late in the war that the Kolvatt were scouring their territories for shifter- and summoner-style magicks and their users. Some of the adult refugees claim to have heard of infiltrators in the ranks of the refugees, or possible sightings of the dreaded Kolvatt, and fear that not only have the fascists survived the disaster that was unfolding on the Chelrit homeworld, but have managed to follow the refugees.

Alignments: Any
Life Span: 125 years
Size: Top out at 6 ft for the tallest, with the average being 5 ft. Average weight is around 90-100 lbs.
Gender: Heterosexual; males and females. Reach sexual maturity in their teens, and mate and give birth similar to human beings.
Physical Description/Appearance:
Slender-build humanoids on the short side, with bright blue skin, dark hair, pointed ears and small ram-like horns at the temples(The ‘horns’ are less natural weapons and more extrasensory organs), but otherwise very attractive (one observer called them ‘beguilingly attractive’, while others, unfortunately, called them ‘dyvallishly attractive’) features. Eyes range from pale violet to gold in color. Their hands are of the standard five-digited type(four slender fingers and an opposable thumb), while their legs end in deer-like hooves. They tend towards delicate physiques.
Disposition/Attitudes:
Similar to humans, but be tend to much more calm, cool, and collected, with a near-unshakeable confidence and peace of mind, at least normally. Unfortunately, the Chelrit global war seems to have been a long pent-up catastrophic nervous breakdown that shattered the cool of everybody involved. Many(60%) of the adult Chelrit refugees suffer from some sort of trauma-induced insanity, while only 20% of the children(under GNE protection) suffer lingering problems, mainly as result of better experiences.
Adult Chelrit refugees tend to be bitter and fearful about the new world they’ve come into, and are distrustful for the most part of strangers and the strange. They are also fearful that some of the evil they originally escaped may have followed them. A significant number of them have come to blame technology and advanced magic studies for the degression into violence that destroyed their homeworld.
Physical Attributes:
IQ: 3d6+2
ME: 3d6+12
MA: 2d6+6
PS: 2d6
PP: 2d6+13
PB:: 2d6+18
PE: 2d6
SPD: 2d6+5
(ISP):----
(PPE): 4d6
Hit Points: 15
SDC: 30
MDC: By magic or technology only
Horror Factor:----
Natural Abilities:
-Quick and Alert: +3 on Initiative, +1 Dodge
-Nightvision---Can see in total darkness for 300 ft.
-See the Invisible---Chelrit possess an extrasensory ability to sense psychically and magically-concealed beings and objects, using their ‘translucent ivory/crystal-like ‘horns’, that act like secondary eyes. Effective range of 100 ft +5 ft per level of experience.
Psionics: Standard
Magic:
Magic Using Culture: Most of the adult Chelrit magic-users who came through and survived were of civilian pursuits; healers, scryers, and artificers; scholars and tradesmen for the most part. Those who came as children are finding it easy to take up pursuits such as ley line walking and technowizardry.
Cybernetics/Bionics: Those raised in the GNE have no objections to cybertech, but older Chelrit avoid getting any implants, except for necessary medical reasons.
Available OCCs: Any, but especially magic professions.
RCC Skills:---
Skills of Note:----
Culture:
Chelrit evolved on a world with slightly lower gravity than Earth’s.
Chelrit history and culture has come down to the people of Rifts Earth from the tattered accounts of the often traumatized refugees. Their homeworld cultures experimented with a variety of governments, including monarchies, democracies, communism, and fascism, becoming more polarized and extreme with the advance of technology and magic.
Many older Chelrit fear, beyond a limited gene-pool, that the younger generation have assimilated TOO well into their host culture(s) and have forsaken their original ones. Some of the adult refugees, however, argue that might not be a bad thing, given how the Chelrit tore themselves apart, and that the Chelrit must move on if they are to survive as a species, if not as a culture. A number of older Chelrit are rejecting technology and more advanced magicks, in favor of embracing simpler spirituality modes.

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

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


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Nov 23, 2020 12:43 pm
  

User avatar
Champion

Joined: Wed Sep 21, 2011 1:25 pm
Posts: 1812
Location: Rio de Janeiro, Brazil
Looks like those people crossed over the worse of the luck of the D'noor devilmen and the Kremin cyborgs in one seriously tragic and traumatizing package indeed.


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