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 Post subject: Fan Races!!
Unread postPosted: Wed Dec 27, 2006 4:52 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Hey everyone I had a thought, about another post and said to myself I wonder how many people would post there own Homebrewed races. :D
Thats right this whole thing is all about Posting some homebrewed races. So lets see whats out in the megaverse.

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 4:58 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
Hmm.... Taalismn should be able to give you a few. :D


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 5:07 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
What about you Darkmax do you have any?

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 5:18 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
Yes... but those are pretty crude and need to be dug out of at least 7 years of piled up stuffs.... :D

Taalismn and I have just recently come up with a owner race for the company we started in the starship design thread. Perhaps he will have something for you. :D

I'm not too good with stats. :)


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 5:19 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:
Hmm.... Taalismn should be able to give you a few. :D


None wit serious stats yet, but a few general ideas...what I do have stats on are mostly Rifts Earth races who haven't yet gotten any exposure in the Three Galaxies or greater galactic culture,...But I'll see what I can do...I might still have the Galoots somewhere on my home computer...


Added here to give a species index of what new readers will find on this thread:

Index of Thread Species

Adisme----(taalismn)
Adonians----(taalismn)
Ajemnin----(taalismn)
Androidians---(Gnome888)
Annox---(taalismn)
Anowak----(taalismn)
Arzac----(taalismn)
AsGulah----(taalismn)
Azailia---(Ninja Bunny)
Badgerfolk---(GaredBattlespike)
Bal-Kre/Devils of Peace---(Ninja-Bunny)
Bathorites----(Incriptus)
Beach Faeries----(taalismn)
BeeGirls----(taalismn)
Bevo----(taalismn)
Botwhin Char’chuga----(taalismn)
Brolith----(taalismn)
Bunkle---(Roscoe Del’Tane)
Caffeine Fiends----(taalismn)
ChaiChuks----(taalismn)
Chandra---(Roscoe Del’Tane)
Chor’ii---(Glitterboy2098)
Chukta----(taalismn)
CoraBrok/Aboroc----(taalismn)
Coloye Dopamen----(taalismn)
Corte-Rel---(Aequitas)
Craydonians----(taalismn)
Crysalians----(taalismn)
Degolians----(taalismn)
Del-Mazans---(Gaby)
Derminus Terronicks(Deets)---(Roscoe Del’Tane)
Diycros---(Ninja Bunny)
D’M’Arkhiem----(taalismn)
Drapid---(Ninja Bunny)
Drunn----(taalismn)
Dweelie----(taalismn)
Elan----(taalismn)
Electro-Shogg----(taalismn)
Engarliyons---(Roscoe Del’Tane)
Etanimians----(taalismn)
Fadzoids----(taalismn)
Feral Dust Bunnies----(taalismn)
Ferrikor----(taalismn)
Fhallux----(taalismn)
Fish Commandos----(taalismn)
Forleshka---(Roscoe Del’Tane)
446er----(taalismn)
Franaj----(taalismn)
Galcoynous---(Ninja Bunny)
Galoots----(taalismn)
Gapatrac----(taalismn)
GaTek----(taalismn)
GerDon----(taalismn)
Ghekken----(taalismn)
GhemDekki----(taalismn)
Gorang----(taalismn)
Grahl---(GaredBattlespike)
Grelfi----(taalismn)
G’rigons----(taalismn)
Grouqan----(taalismn)
Grun’Tarian Protectorate Soldiers---(Roscoe Del’Tane)
Grusk---(Roscoe Del’Tane)
Gwar---(Gnome888)
Hackakcah----(taalismn)
Haggarites----(taalismn)
Haranasya Vadyra----(taalismn)
Hazakre---(Ninja Bunny)
Hedonians(Roscoe Del’Tane)
Hemites----(taalismn)
Hollomorphs----(taalismn)
Huln----(taalismn)
Intellivore----(taalismn)
IRS Auditor Demon----(taalismn)
Itoy----(taalismn)
J!Ng---(DarkMaxx)
Jesh’Krue---(Roscoe Del’Tane)
Junty Froo-Lumps(Roscoe Del’Tane)
Kankprian Foxes of Outland Magnolian System---(Shiiv-a)
Karmatorg----(taalismn)
Karna’ians---(Aramanthus)
Kishandral----(taalismn)
Klia/Arzhur----(taalismn)
Kor’valk---(GaredBattlespike)
Krelk----(taalismn)
Krel-Nal(Bathhouse Demon)----(taalismn)
Krydos----(taalismn)
Krymodens---(Ninja Bunny)
Kybyree----(taalismn)
Limni-Ossan----(taalismn)
Lonrishikies---(Roscoe Del’Tane)
Loxidontians---(Aramanthus)
Magu----(taalismn)
Ma’log---(Blue Eyes)
Manga-Mystics---(Ninja-Bunny)
Mekanikal---(Roscoe Del’Tane)
Micra----(taalismn)
MoVo---(taalismn)
Mumyar----(taalismn)
Mussephans----(taalismn)
NaiBed----(taalismn)
Naidians----(taalismn)
Na'santa---(Ninja Bunny)
Nazene----(taalismn)
NeaSyak----(taalismn)
Necrothals----(taalismn)
Neeg----(taalismn)
NeoM/Motavians/Dessorians/WarpHunters---(DhAkael)
Ninja Bunnies---(Ninja Bunny)
Nhobskhet----(taalismn)
Observers---(Gadrin)
Ondra---(Gadrin)
Ouli----(taalismn)
Pacred----(taalismn)
Phleg----(taalismn)
Pinarii----(taalismn)
Pineshinauti----(taalismn)
Pleasurans---(Zenvis)
Pleasuran Metamorph---(Gadrin)
Progenitors---(Roscoe Del’Tane)
Prozacanoids----(taalismn)
Psi-Controllers---(Roscoe Del’Tane)
Psi-Slimes---(Roscoe Del’Tane)
Psychiatric, Enlightened, Sentient Trees(P.E.S.T.s)---(Roscoe Del’Tane)
Quanesh Lupozor Lordlings----(taalismn)
Quy-----(taalismn)
Ra-Ming----(taalismn)
Rebliss----(taalismn)
Rhona----(taalismn)
Rypt----(taalismn)
Sandmen(Skribkon-quop)---(Roscoe Del’Tane)
Saphia----(taalismn)
Sardye----(taalismn)
Scuti!-! ----(taalismn)
Schlega----(taalismn)
Seshquec----(taalismn)
Shaemarian/Shem-Rahn Templar Robot----(DhAkael)
Shrakken----(taalismn)
Skek-----(taalismn)
Spaced Marines----(taalismn)
Stozen----(taalismn)
Sumi----(taalismn)
Syndians----(taalismn)
Tane----(taalismn)
Teryn--(DarkMax)
Thaelinites(Swords, Shields, Hammers)---(Roscoe Del’Tane)
Tiorans----(taalismn)
Tofluk----(taalismn)
Trelvi Plant Mimics----(taalismn)
Tsubelians---(Neftosis)
T’v’zeel----(taalismn)
Uberfisch---(KLM)
Ultra-Mentals---(Roscoe Del’Tane)
Valar-Ryzell----(taalismn)
Val-Coltmar----(taalismn)
Vhist----(taalismn)
Vinobe----(taalismn)
Vloxian---(taalismn)
Votoron----(taalismn)
Vrusk----(taalismn)
Wynaro----(taalismn)
Xan Xanti----(taalismn)
Xappi----(taalismn)
Xygar----(taalismn)
Yalek----(taalismn)
Yuki-Onna Ice Maiden----(taalismn)
Zial-Quo----(Ninja Bunny)
Zeldorkrei/Space Demons----(Ninja Bunny)
Zisai----(Unknown Nobody)
Zyganians ----(taalismn)

_________________
-------------
"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 Fri Dec 04, 2015 11:21 pm, edited 6 times in total.

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Unread postPosted: Wed Dec 27, 2006 5:37 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
I'm not working to day so I'm setting at my desk with Dice and Phase world and I'm going to pound this race out right now.(Keep in mind I'm gioing random here so its what ever the dice say it is :lol:)
Hazakre.
Step one: Attributes:Incredible supernatural attributes. :eek:
I.Q:4d6+6 M.E:4d6+6 M.A:3d6 P.S:2d6+10 P.E:4d6+6 P.P:4d6+6 P.B: 3d6 S.P.D: 2d6+10
Step two:damage capacity: Galactic average :shock:
Step three: Alien appearence: humaniod
Step Four:Physiological Modification: Earth like world.
Step Five: Unusual Characterisitics: Small Horns 1d4 inches long on the fore head :-? (Starting to look like another Race I did already)
Step six: Unusual powers: none
Step seven: Tech level: Atomic age/ early space age. :)
Step Eight:Magical level: No magic :P
Step nin: general attiude and culture: Aggressive racial supremacists :shock:

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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Unread postPosted: Wed Dec 27, 2006 5:51 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
This race came from a plant twice the size of earth and was home at one time to over five different races. Hazakre were the most war like and slow started to take over the planet they conquered race after race enslaving them and killing them. They have finally conquered over half of there home world and are now in a sort of cold war with the other two races not yet under subjection.
This race has started building a space station (Very small in design) To monoter ther weak and pitiful enemys. They have developed Atomic powered warships and crude space shuttles. should the Hazakre race be encountered they will most likily see others as a threat.

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 6:07 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
sounds like the Kreeghor.....


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 6:21 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
It's kind of a early version of them but not as large or wide spread when the Kreeghor meet them it should prove for some fun inside political games don't ya think? :D

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 6:36 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
yes indeed... two knuckle-heads knocking together will certainly cause a great big "cracking" sound! :D WE will feel the shockwave!:D


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 6:48 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
They would appear willing to join the Kreeghor at first and then slowily but surily steal technology and try to undermine the kreeghor for there own freedom and Racial domintes over the Kreeghor.

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 7:19 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
Ondra RCC

The Ondra are a small race of beings inside the UWW. They are humanoid in appearance, and
distantly related to reptilians. They have yellowish eyes and green skin, covered by small
scales. Their heads have a pair of sensory antennae on top and their mouths are filled with
sharp teeth. The Ondra were rescued by a Star Elven group from a Gene-Tech while adventuring on
another dimension. Inside the Gene-Tech's domain, they found dozens and dozens of these people,
undergoing experimentation. After being freed, the remaining Ondra were allowed to immigrate to
the UWW.

Ondra have no aptitude for psionics but are minor creatures of magic. All have PPE and are able
to intuitively use techno-wizard items. According to Gene-Tech records found at the site, this
was the reason for experimentation, the Gene-Techs wanted to find and map the genetic markers
for magic.

Most speak Elven/Dragonese and their own language and are natural spellcasters. Those that are
unable to become spellcasters may choose any of the following OCCs: Scholar & Adventurer (any),
Warlock Marine, any of the OCCs from Rifts Mercenaries. They cannot become Cosmo-Knights or any
psychic OCC/PCC.

Spell Ability -- all Ondra have the natural ability to cast the Chameleon spell (at no P.P.E.
cost) Ondra have a base of 30 PPE + PE attribute. Those that meet the attribute requirements
may choose a magical OCC instead (that doesn't employ psionics) or use the Ondra Mystic racial
template to become become minor spellcasters, similar to Mystics. An Ondra Mystic may start
with 8 spells, 2 from each level 1-4. They gain 1 spell each level thereafter equal to their
current level. Ondra may never learn magic spells beyond the 5th level, although they may
continually gain new spells. They can only learn Invocation magic. Ondra may give their PPE to
other spellcasters. Ondra Mystics gain 1D4 PPE per level but cannot purchase or learn spells
from others.

Ondra dislike armor, preferring their own magics, magic items or force fields. Ondra
spellcasters are quite formidable in the area of defensive magics and any defensive spell they
cast that grants an SDC or MDC bonus is doubled. An Ondra-cast Energy Field has 120 MDC and
likewise their Armor of Ithan provides 20 MDC protection per level. If using some of the space
magic spells from Aliens Unilimited like Magic Armor, it would provide 220 SDC. Defensive
spells cast by Ondra characters into TW items also confer double protection. Ondra cannot
affect protective TW items created by others to produce double the MDC!

Ondra distrust psychics, although they may cooperate with party members who have them.

Super-powers: Antenna (Minor) from Powers Unlimited 1, pg13.

Natural Abilities: Chameleon spell (no PPE cost.)

Skin gives them 1D4x10+10 SDC



I think I did an expansion of the Draconids RCC too...

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
Multiple Image
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 Post subject:
Unread postPosted: Wed Dec 27, 2006 7:29 pm
  

User avatar
Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Wow that was a really cool race.

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 9:44 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Haranasya Vadyra
“Take it from me...NOBODY gives a massage like a Haranasya Vadyra...They’re human, or I should say humanoid, enough to know how the muscles and nerves are strung, they got all those arms to deliver a really intense touch massage and those tricky shiatsu point releases, and with six arms, well...they gotta know something about upper body muscular pain!”
-----Sammie Gossman, Headhunter

“Damn it! I KNOW you’re cheating me somehow! All those arms, I can’t keep my eyes on all of them at once! And QUIT SQUIRMING!”
“Who me? Cheat?”
----Overheard at a Burlington saloon

“Of course we can afford to be nice to you folks....I mean, what’s not to love? You’re small, you’re cute, you’re cuddly, you’re either imaginative in the sack or delightfully straitlaced, and picking on you would be like kicking a quadruple amputee!”
-----Remee Vahasu, Haranasya Vadyra

The Haranasya Vadyra are a unique humanoid species who managed to build a small insterstellar nation without benefit of a technological society, ....and almost lost it all.
The Vadyra are handsome humanoids, similar in appearance to baseline human beings, but for coppery skin, slightly larger proportions in the chest and legs, and the SIX arms they sport, two in the traditional shoulder location, two just below them on either side of the chest, and two growing from an extra set of shoulder blades on the back.
Some xenobiologists have speculated that the Vadyra may be a mutant offshoot of the Rahumen, but aside from superficial similarities, there are too many differences in genetics and internal organ arrangement for them to ever have been related.Other biologists speculate that the Vadyra were artifically created, possibly a fusion of human stock and the multi-limbed anthropoids common to the worlds of the Hexame-Pahrag Cluster, though the parties that might be responsible for this creation feat are unknown.
The Vadyra were able to move about the worlds of the Pahrag Cluster through the use of a series of apparently natural constant dimensional rift-gateways that linked the inhabitable worlds of the Cluster. Many later visitors have speculated that the rift-network is not so natural, but may be the work of a older, apparently extinct, race lost to Haranasya Vadyra legend, and whose ruined cities are occasionally found throughout the Pahrag Cluster. Whether or not this earlier people, known only as the ‘Far Ones’ by the Vadyra, set up the gates or merely benefitted from them like the later Haranasya Vadyra, is unknown, as few records of the race have been uncovered.
Using the Gates, the Haranasya Vadyra were able, beginning in their early Iron Age,
to colonize four other worlds besides their own, and though these colonies were sparsely settled, they were well on their way to establishing a thriving, growing, peaceful trade economy with their homeworld and homelands, the unique products of each new world contributing to the massive open-air markets the Haranasya Vadyra so adored.
It was then that the Splugorth discovered the Pahrag Cluster...
The Splugorth descended on the colony worlds with sudden and brutal efficiency, quickly subjugating the outlying colonies within days. Biowizardry and high technology easily outmatched Vadyra ballista, spears, and spells, and the Vadyrans’ advantage in hand to hand combat was of little use against weapons that could kill and maim from miles away. At first puzzled at how a primitive, low-tech people had colonized several farflung worlds without spacecraft, the Kittani who oversaw the invasion allowed some of their slaves to escape...and the Haranasya Vadyra refugees immediately tried to alert the other worlds of their civilization...Leading the invaders right to the Gate network in the process. Massive armies of Haranasya Vadyra were raised and rushed to the Gates to relieve and rescue the subjugated worlds...and walked straight into the Splugorth trap...Despite the assistance of their mages and seers, the steel swords, lances, bows, and brass-decorated armor of the Vadyra national armies were no better a match for Splugorth Biowizardry and Kittani technology, than the colonials’ weapons had been. Resistance lasted only a few days, with whole armies taken at once and subdued, if not annihilated outright. The Splugorth then turned their attention to the Gates themselves, quickly overwhelming the defending armies and using the Gates to invade the Haranasya Vadyra homeworld. Attempts to close the Gates proved futile, and the Gates were soon in the hands of the Splugorth invaders, who now settled down to strip the new conquests of all that was valuable...including the Haranasya Vadyra themselves.
Haranasya Vadyra females, in particular, were sought after as personal servents and domestics, while Vadyra men were put to hard labor, or as star performers in the gladiator pits. While the famed Rahumen were hard to find and equally hard to catch, the Splugorth seemed to have found a ready substitute in the helpless worlds of the Haranasya Vadyra. The Splugorth were already seeing massive sales of the new slave stock, as demand for the new exotics rose on the interdimensional slave markets.
The Vadyra were well on their way to becoming extinct as a free people when the Hindu Pantheon took an interest in the crisis. With the assistance of the Hindu god Agni, the remaining Vadyras were able to rally and keep off Splugorth attacks until the arrival of a United Worlds of Warlock (UWW) taskforce that officially annexed the system and brought it under the protection of their own frontier guards. The Haranasya Vadyra, relieved at the reprieve, gladly joined the UWW, being able to see the good and sincerity of intention in the second wave of aliens that appeared in their skies, this time to deliver them from darkness. However, this was of little help to the millions who had already been abducted into captivity.
Several hundred Haranasya Vadyra were among the slaves freed from Splugorth slave pits during the Day of Wrath, and the greater proportion of them settled in the nation-states of the Five Star Alliance. These d-bees have attempted to continue their traditional ways, bringing to the 5ST nations their highly developed arts of healing(including massage, acupuncture, and holistic healing), weaving, metalworking, wax-painting, enameling, and dance(both male and female dancers are much admired for their skill and grace). However, a substantial number of Haranasya Vadyra have also joined the military, and have taken up the study of advanced technology and engineering. The Haranasya Vadyra have taken well to the teeming, bustling, multi-species societies of Rifts Earth, and they mingle well with other peoples, finding in the bustle and variety of peoples, places, trade goods, and languages, something akin to the open cosmopolitan communities of their homeworlds.
Alignments: Any
Lifespan: 150 years
Size: Tall; average 2d4 inches over human norm. Typically weigh 10-20% more than normal humans.
Gender: Heterosexual
Physical Description/Appearance:
Human(oid), with a slight pronounced Asian cast to their features, and six arms; one short pair from the sides of the lower rib cage, the other pair attached to the back, from ‘wing bones’. All arms end in five-digited hands. Have slightly longer/larger legs, proportionally, than humans, and wider chests to accommodate the extra arms. Skin tends toward metallic casts, with red-copper and light gold being the most common. Eyes also tend towards metallic colors. Hair tends towards dark auburns and black, though blond and redheaded Haranasya Vadyra are not unknown.
Disposition/Attitudes:
Similar to humans. Haranasya Vadyra tend, however, to be more tolerant and open-minded in their dealings with other races, with a particular fondness for human and animal-like races. The Haranasya Vadyra enjoy openly consorting with these peoples and sharing their talents and arts. Traditionalist Haranasya Vadyra culture places a great emphasis on the arts, crafts, and performance, and it is a rare Vadyra that doesn’t have some sort of art-oriented skill, even if only as a hobby, to pass the time. Haranasya Vadyra also tend to be open and honest, and uninhibited when it comes to sex and sexual matters, and more than one outsider has been caught offguard by the traditional Haranasya Vadyra practice of amiably inquiring about one’s sexual prowess and success right off the bat in conversation, or their habit of making physical contact(patting, touching, rubbing up against limbs, embracing, getting up close and personal) with friends and close acquaintances.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS: 3d6+4
PP: 4d6
PB: 4d6
PE: 3d6+5
SPD: 3d6
(ISP) By Psionic OCC
(PPE): 6d6+2
Hit Points:(in non-MDC worlds) 1d6x10 Hit Points
SDC:(in non-MDC worlds) 1d6x100 SDC
MDC:(minor) P.E. + 2d4 per level of experience
Horror Factor: Nil
Natural Abilities:
*Multiple Arms--+3 Actions/Attacks per Melee
*Ambidextrous----Haranasya Vadyra can use ALL of their hands with equal profficiency. +1 to Parry and Strike, +10% to performing delicate work
Psionics: Standard
Magic: ALL Haranasya Vadyra have an innate low-level spell-casting ability(called ‘charming’), and can select 1d6 spells from levels 1-3. These spells increase with experience, and the Haranasya Vadyra can select an additional spell at their own levels 2, 6,10, and 14, from spell levels equal(or lower than) their current level of experience.
Those Haranasya Vadyra not selecting a Magic OCC have a permanent PPE base of their P.E. + 2d6

Available OCCs: Any scholar/adventurer OCCs except CyberDoc
Military OCCs are limited to Head-Hunter, Grunt, Cyberknight, Gunslinger, Gunfighter, and .
Among their native magic users, Haranasya Vadyra are commonly Mystics, Herbalists, Priests(Priestesses), and Leyline Walkers. Since coming to Rifts Earth, many Haranasya Vadyra have taken up Techno-Wizardry, Atlantean Stone Magic, and Conjuring. There are also a number of Haranasya Vadyra Shifters who are attempting to find a way back to their homeworld(s).
Can also select, from Ninjas and Superspies, the Worldly and Dedicated Martial Artist classes.
RCC Skills:
Haranasya Vadyra get a +15% to any Domestic skills they take, especially those with an artistic (including ornamental metal-working) or performance-oriented bent.
Skills of Note:
Cybernetics/Bionics: None initially. Since coming to Rifts Earth, many Haranasya Vadyra have had to receive medical prosthetics for injuries incurred as slaves. Most Haranasya Vadyra, however, avoid cybernetic and bionic augmentation, and will have nothing to do with Biowizardry or similar augmentation!
Note that extensive cybernetic or bionic augmentation WILL interfere with their charm-casting abilities.
Culture: On their homeworlds, most of the Haranasya Vadyra have a feudalistic, tribal culture centered around extended families, presided over by a matriarch or patriarch who sees that tradition, family honor, and familial harmony are maintained. Peaceful, inquisitive, and artistic people, with a great emphasis on craftsmanship and performing arts.

_________________
-------------
"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:
Unread postPosted: Wed Dec 27, 2006 9:46 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Fhallux
CLAK!CLAK!
“Dang! Willya get aload of the SIZE of this thing!? We’ll be eatin’ chowda for MONTHS offa this clam! Justasoon as we get it ba...(SUUUUUSSSSSHHHHHHHH!!!)WWaaaiuuuuggghhhh!!!!!!!!!........(Glup!)”
“Bert? Bert? Whereya at Bert? This ain’t funny, Bert!!!”
---Tragic encounter on the Cape Cod mudflats....

The Fhallux are a rarely seen, reclusive race of giant sentient molluscs who have been living in hiding from the Metzla since their escape from Atlantis.
The Fhallux resemble the giant ‘maneater’ clams of Earth, but tend to be far larger and heavier. Fhallux possess multiple small eyes, but their eyesight is extremely limited, unable to make out any great definition, though their sense of taste and ‘smell’ is extremely accute. Filter feeders who comb the water and silt for organic material to eat, Fhallux prefer shallow, cool, coastal waters with plenty of organic muck and phytoplankton. Fhallux can survive for only a limited time out of water, for their brief levitations to travel and escape .
All Fhallux are master psychics, relying on psionics to do what other races rely on limbs to perform. In addition, Phallux use psychic abilities to compensate for their limited physical senses. Despite not having much in the way of physical mobility, or inclination towards technology, Fhallux are extremely perceptive and have superb memories. Even as slaves/livestock, the Fhallux tried to absorb what details they could about their captors(and later, any possibly enemies they encountered), and they passed on their knowledge to the next generation, so that adventurers encountering these giant shellfish-sentients might be amazed to discover that many have working knowledge of computer operation, or extensive information on magical, demonic, or technological lore that they have ‘acquired’ by various means.
Several small colonies of Fhallux, with no more than 200-300 individuals in the largest(most only consist of 10-25 members), have been established on Rifts Earth...one colony is now known to be hidding in the mud flats of Cape Cod.
The Fhallux came to Rifts Earth as slave stock of the Splugorth; Fhallux folklore tells that they originated on a peaceful, water-covered homeworld, where their ancestors had only just acquired stone-working and other simple technologies before the arrival of ‘monsters from above’ who began to devour entire communities. These monsters have since been identified as the Metzla, who apparently look upon the Fhallux as fine eating, especially quivering live Fhallux on the half-shell. The Metzla apparently persuaded the Splugorth to transplant breeding colonies of Fhallux to various waterworlds for food and their pearl-creating abilities. Several Fhallux consignments, however, managed to overcome their control restraints and escaped into the oceans of Earth. These Fhallux have given up much of their old culture(such as building stone sea walls to channel tide waters and trap food animals) in favor of ‘roughing it’, making it easier for them to remain hidden. They have, however, tried to carry on some of their old culture through oral tradition passed down through the generations.
Most Fhallux try to avoid contact with other races, hoping not to bring attention down on themselves, and reveal their locations to the feared Metzla. A few Fhallux have taken to destroying all other beings who approach them, using their psionic abilities to control, drown, and kill fishermen who stray too close to them. Several other groups of Fhallux, mostly young renegades, have taken the opposite tack, seeking out allies among other races, and plotting active resistance against their alien tormentors and former masters. One of these groups, rumored to be called ‘The Quintex’, is a cabal of high-level magic-capable Fhallux, working on developing new and powerful magic spells and weapons techniques, is believed responsible for developing the Water Drill spell.
The Fhallux came to the attention of Greater New England authorities when local militia commander Roberta Nalie and several psychic soldiers under her command, discovered the aliens dwelling in seclusion under the mud flats of Cape Code Bay. Though the creatures were extremely distrustful of the mainlander beings, Nalie was able to persuade the Fhallux with her sincere good intentions, and the urgency of uniting against a common foe, in the form of a surprise Splugorth slaver raid against the CoM coastal communities. Surprised by technological and psionic attacks from around , behind, and underneath them, the Splugorth raiders were decimated, and the survivors sent in retreat. Though the Fhallux recieved immediate recognition and great praise for their decisive role in the ‘Battle of the Flats’ from a grateful CoM community, and have been promised the protection of 5ST from their enemies, many of the skittish molluscs have questioned whether revealing their presence was a good idea, and many have slipped away to form splinter colonies farther from Splugorth attentions. A few more adventurous and radical-minded Fhallux, however, have joined the GNE wholeheartedly, serving with the Merchant Marine, Navy, Coast Guard, and in the port services, learning what they can and making friends.

Alignments: Any; just as there are benign Fhallux, there are also evil Fhallux who distrust all aliens for what has been done to their race.
Lifespan: 400 years
Size: 6-9 ft long, and weighing upwards of 300 lbs
Gender: Hermaphrodites---Produces both sperm and eggs
Physical Description/Appearance:
A large bivalve clam with a thick dark rubbery coating, corrugated lips, through which can be extended large spongiform sensory organs and fine, hair-like cilia used for filter-feeding and limited movement. As Fhallux age, their outer shell grows even thicker and more corrugated, and may grow thick spines and protrusions.
Disposition/Attitudes:
Most Fhallux are paranoid and reclusive, wary of other races, and interested only in preserving their freedom and survival. They will only cooperate with other races if they are assured of their own survival/self-interest, or if there is an overwhelming common threat. A few Fhallux(15%) are openly hostile to other races that intrude upon them, and lash out with lethal force. A smaller percentage(5%) of Fhallux have openly sought contact with other races, refusing to give in to bitterness or despair, and being genuinely curious about other peoples.
Physical Attributes:
IQ: 3d6
ME: 4d6
MA: 3d6
PS: 2d4 (Tentacles)
Shell effectively clamps shut with a P.S. of 40
PP: 1d6
PB: 1d6
PE: 5d6
SPD: 1d4 crawling through the sand and silt, but can use their Levitation and Telekinesis psionics to move at up to 2d6
(ISP): M.E. x10+8 per level of experience
(PPE): 4d6 or by Magic OCC
Hit Points:-(in non-MDC worlds)
SDC:-(in non-MDC worlds)
MDC: Major Megadamage Being: 3d6x10 MD+4d6 MD per 5 years of life over 100 years.
Horror Factor: 14 when seen levitating or attacking
Natural Abilities:
*Natural Megadamage Creatures---Possess superhard armored shells
( A.R. 18 in non-MDC worlds)

*Tentacles---The Fhallux is fringed with innumerable fine tendrils, each about 8-12 inches long, that can be used for fine manipulation. Individually, each tendril is extremely weak and fragile(less than 1 PS, and has about 3d6 SDC) but they can perform quite delicate work. They also are acutely fine tactile sensors

*Multiple Eyes----The Fhallux has a band of hundreds of tiny blue eye-dots that fringe the shell. The eyes are individually quite weak(limited to about 100 ft of clear vision), but the Fhallux has a lot of them, and effectively has 200 degree vision with them.

*Phallux can briefly seal their shells to be both air- and water-tight, allowing them to survive in hostile environments, such as superheated environments or vaccum, for 15 minutes+their P.E. in minutes. This duration can be further extended if the Phallux uses an ability like Death Trance to reduce their metabolic requirements.

*Create Empathic Pearl(s)----Fhallux can create pearls from a psionically-resonant form of mother-of-pearl. These pearls, when held against bare flesh, can be felt to emit an empathic sensation; essentially the emotional state of the Fhallux at the time it created the pearl. Because the pearls’ emotional essence reflects that of the creature creating it, the Splugorth routinely drugged or lobotomized Fhallux slated as pearl-producers, into an artifical state of oblivious happiness, in order to create ‘happy pearls’.
Larger pearls(2-5 inches in diameter) can be used as ‘archives’, equal to a sort of psionic ‘hard drive’ that allows Fhallux and other telepathic beings holding them to read them like a Perfect Recall episode....Each pearl is equivalent to a 60 Gb computer drive in terms of capacity.
Exceptionally large pearls(6 or more inches in diameter...the biggest yet recorded was 18 inches) can serve as psionic amplifiers. Any psionic ability performed while holding one of these pearls(must be touching flesh/skin) will take only HALF its regular ISP, or else, its range, effects, and duration will be DOUBLE.
A Fhallux can create 2d6 smaller ‘empathic’ pearls of up to 2 inches in diameter a month. 1d4 larger pearls can be created every 6 months, and a single super-large pearl can be created in 4d6 months.
Psionics: Phallux are considered to be natural Master Psychics
All Fhallux possess the following psionic abilities:
Air Walk(special)----Similar to the Psi-X Aliens’ ability(see Rifts: Lone Star), this enables the Fhallux to hover 1-3 ft above the ground and move at a speed of 2d6. This ability costs the creature 5 ISP per 10 minutes of use
Telekinesis
Levitation
Hydrokinesis
Telepathy(at half cost)(NO cost to communicate with other Fhallux)
Presence Sense(NO cost, always on)
Can select an additional 8 psionic abilities from the Sensitive, Healing, or Physical categories, and 1 from Super, plus an additional psionic ability from ANY category at levels 3,6, 9, 12, and 15.
Magic: By OCC(if any)

One spell that is unique to Fhallux mages is a powerful combat spell known as Water Drill. So far, this spell is known ONLY to the sentient molluscs, and is uncommon even among them.
What this spell does is take the siphon outspit of the Fhallux and enhance it into a larger, more powerful, spinning cone of turbulent water, rotating at near supersonic speeds, that can cut through megadamage materials(such as Metzla shell). Better yet, if several Fhallux cast the spell simultaneously, they can COMBINE their spells into an even more powerful weapon!
Range: 200 ft, +10 ft per level of experience
Duration: 1 melee(15 seconds) per level of experience. The duration can be extended, by the expediture of an additional 15 PPE per melee
Damage: 5d6 MD per melee
Combined attack: if more than one Fhallux casts Water Drill simultaneously, the cost of maintaining the drill goes down to 10 PPE per melee, and the damage increases by 6d6 MD per each additional Fhallux in the concert(the added power can go directly into accelerating the attack).
Note that maintaining a Water Drill attack costs 2 APM, or 1 APM if additional Fhallux are involved in maintaining the attack.
PPE Cost: 20

Available OCCs:
Fhallux are fairly limited in terms of OCCs by their lack of hands and their physical shape---Limited to Scholars and Vagabond Scouts, or Magic
(Magic) Ocean Mages are fairly common among the Fhallux, as are Ocean Druids. Mystics are less common, followed in numbers by Water Warlocks, Ley Line Wizards, Priests, and Shifters. It has been runored that there is even a Fhallux Necromancer, using parts of creatures shipwrecked on the treacherous shoal it calls its home....
RCC Skills/Skills of Note:
ALL Fhallux have the following skills:
Undersea Navigation: +20%
Underwater Survival:+15%
Basic Math
Any Two Technical Skills at +10%
Any Two Science Skills at +10%
Language(s)
Dragonese/Elf 98%
Three others at +15%

Can select an additional 5 skills from the following categories, without any bonuses: Mechanical(Basic Mechanics only), Electronics(Basic Electronics only), Medical, Science, Technical, and Wilderness
Combat Skills/Actions/Attacks/Bonuses:
Extremely limited by their reliance on psionics and any magic.
6 actions/attacks per melee
+1 to Initiative
+3 save versus Psionics(plus any attribute bonuses)
+5 save versus Magic(plus any attribute bonuses)
+6 save versus Horror Factor(plus any attribute bonuses)

*Special Move: Water Blast---The Fhallux can use its feeding/digging siphon to expel a powerful blast of water and grit with the force of a firehose. This takes 2 APM(one APM to build up a fluid reserve, and the other to actually fire it) and has a range of 50 ft, and does only 1-2 SDC of damage, but is powerful enough to knock down humanoids(match the Fhallux’s attack roll to strike on a 20-sided dice, or be knocked back 2d4 ft and lose initiative and 1 APM while getting back up), and if fired in their (unprotected) eyes, can even blind, similar to a shot of tear gas(especially if fine grit has been mixed into the water).

*Special Move: Tangle-Suck---Conversely, the Fhallux can also use its siphon to PULL IN water and muck. Anyone in the water at the time will find themselves being drawn in towards the creature. Creatures with a Physical Strength of 25 or less will find themselves unable to resist being pulled in/under. The range of this ability is about 15 ft, and the Fhallux can keep pulling for their P.E./4 melees, before having to stop to rest briefly. While doing this, the Fhallux can take NO other physical actions, but can still attack with any psionic abilities, though it will have only HALF its regular APMs to accomplish this. This ability can ONLY be done in the water(knee-deep or more).
Fhallux ambushers especially like to use this ability in swampy ground, by hiding under the water until someone comes wading through the muck nearby, then they pull the target under the water and drown them.

*Special Move: Shell Clamp.---If the Fhallux can get close enough, or pull a target close enough, it can snap-shut its shell on a limb, like a leg or arm. The powerful muscles of the shell, combined with the superhard shell and razor-sharp edges, can do 1d4 MD in damage per ‘clamp’.
Note, however, that if the limb has a weapon already attached to it(like a gun, vibroknife, or cyberweapon), isn’t incapacitated by pain, or otherwise disarmed, the victim can attempt to use it and hits AUTOMATICALLY for DOUBLE damage, for being already within the Fhallux’s shell(the downside of taking someone’s gun arm into your mouth).

Cybernetics/Bionics: Not possible; nobody has yet charted the neural paths of the Fhallux, nor pursued any sort of cybernetics research that would be applicable to them.
Culture: Reclusive

_________________
-------------
"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:
Unread postPosted: Wed Dec 27, 2006 9:48 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Wynaro
(Aka ‘Wind Cats’, ‘Bladder Lizards’)

“Breath deep and partake of the wind...draw its strength into you...feel it within you...seek down to contain it, but listen to it...understand it, befriend it....let the wind out, and let it be drawn back into you....Ask a task of it, but do not ask timidly; ask with force and emotion, or else the wind will not understand...Convey the urgency of your request to the wind, and it will be yours to command!”
---T’swnee Deseerow, Wynaro Primary School Teacher

“Think of a cross between an otter and a velociraptor, with the Bagpipe Bellows from Hell on its back....That’s the Wynaro....I had the misfortune once of being cornered on a hill by one of their patrols...Couldn’t see them in the underbrush, but I could hear them alright...moaning and screaming and purring aloud, only it was coming from all directions so I couldn’t get a fix on them...then all of a sudden all that noise fell into synch and began hitting common chords...
That’s when I saw the shock wave come racing up the hillside, wind making cats’ paws in the foliage. I had enough common sense to haul ass before it reached my position...the rest of my squad wasn’t so lucky...They got bowled over and tossed around so much that the ‘cats had ‘em at their mercy when they came charging up, screaming their battle-dirge....”
----Captain Mann Delilo, Army of Free Quebec

“I can’t think of a race who can make more rude, obnoxious, and suggestive noises, and get away with calling them a language, than the Wynaro.”
-----Professor Vladimir Forgeseson, Linguist, Lazlo University

The Wynaro are another race of aliens who came to Rifts Earth by accident when a small space cruiser of theirs became lost in a dimensional vortex, and ended up crashing on Rifts Earth, near pre-Rifts Worcester, in the old state of Massachusetts.
The Wynaro resemble bipedal hybrids of felines and reptiles, with sleek, feline musculatures, a hunched-over posture, long limbs with retractable claws and padded paws, and a long ribbon-like prehensile tail, The head is small and triangular, thick folds of skin and fur around the neck giving the alien an almost neck-less appearance, with a small lower jaw and mouth filled with razor-sharp teeth. Two long fangs jut from the upper jaw. The eyes are slit-pupiled, slightly protrudant, and glare with predatory menace.
Wynaro are covered with very fine scales, with a thick layer of fine, oily fur over that which gives the creature an almost otter-like look. The fur is typically blue-black in color, with a dark-gray underbelly, and white streaks around the eyes.
What is truly unique about the Wynaro’s physical appearance, however, is the long inflatable bladder-crest that runs from the top of the head to the small of the back. At the front, just above the forehead, is a nostril-like opening; it is in fact the Wynaro’s primary olfactory sensor, complementing the two smaller organs in the traditional position. The bladder-organ serves a wide range of purposes for the alien; fully inflated, the goiter-like organ serves as a display of the Wynaro’s prowess and emotional state. The Wynaro can also use the bladder as an air reservoir for speech, using air forced out of the organ to produce a multi-tonal howl in complement to the output from its lungs and vocal cords. Another function is to use the bladder to puff clouds of pheromones, signalling the alien’s willingness to mate, or to fight. A Wynaro with an injured or diseased bladder-crest is most miserable, crippled without the use of the organ.
Wynaro evolved as amphibious predators on their homeworld, and the air bladder originally served as a flotation device....Wynaro retain that ability, being excellent swimmers with their own built-in life preserver. However, the Wynaro also evolved the ability to channel Elemental Magic through their air bladders.
Early Wynaro frequently used their ability to unleash blasts of magical wind to knock down elusive prey. The ability later developed into more benign purposes, such as long range communications, but they still retain the formidable magical arsenal of their past. In combat, Wynaro tend to use their magic abilities to pin an opponent down, or knock them off balance, while the ‘cats close the distance and kill at close range. Likewise, blowing sand, smoke, or abrasive grit into an opponent’s eyes/sensory organs to blind them while engaging in combat is also a common tactic.
Wynaro feel decidedly uncomfortable at high altitudes, not so much from heights, but from lower air pressure, and they suffer from altitude sickness much more than humans, despite their higher lung capacity. As a consequence, few Wynaro pursue careers in aviation or space exploration(part of the reason behind the long delay in their ascension as a spacefaring culture was the need to build aerospace vehicles with the ability to sustain the higher cabin air pressures the Wynaro are most comfortable at). Wynaro are generally most comfortable at sea-level air pressures.
While Wynaro are fairly civilized in their pursuit of arts, culture, law, use of technology, and organization, similar to humans, their predator origins are still very much evident. Wynaro feel the need to regularly run wild and free, hunt live prey, and particpate in physical play in a manner similar to Earth weasels or otters, temporarily setting aside the trappings of civilization(such as any clothing) to work off stress. Thus Wynaro daily life will include several short (or one long) ‘frenzy breaks’(what humans call the ‘daily freakout’) in the course of the day, during which the Wynaro will engage in several minutes of intense physical activity(such as bouncing off walls, swinging on jungle-gyms, and climbing trees or buildings), that are treated as importantly as regular meals. Wynaro communities and communal buildings will have large parklands, forested commons, or spacious ‘rompus rooms’ set aside for the inhabitants to let off steam and pent-up energy. Meetings between individual Wynaro tend to turn into otter-like wrestling matches and similar playful behavior, though Wynaro tend to segregate themselves by gender in these ‘tangles’. The larger female Wynaro do tend to be more confrontational with strange females, with aggressive displays and mock combats that sometimes devolve into true combat, if the females in question are at odds. Other races are also sometimes subjected to this social interaction, and many newcomers to the region, unfamiliar with the Wynaros’ ways, mistake the seeming assault of the two hundred-pound-plus alien carnivores for a hostile action, rather than a friendly greeting, leading to serious misunderstandings....Most Wynaro, and local CoMers have learned to tone down the physical force of greeting, or else get used to a little rough-and-tussle between friends....
Technologically, the Wynaro are on a par with late 21st century Earth, with respect to their space technology. They had the rudiments of megadamage weaponry, but tend to rely on their own natural abilities to get by. Cybernetics and bionics are virtually unknown to the Wynaro culture; they simply haven’t seen the need to develop those technologies beyond basic prosthetics and medical appliances(though artificial lungs/air bladders have taken precedence in development). The Wynaro had little to contribute in the way of high technology to the PS space effort; their ship was a fusion powered ‘torch ship’ that was attempting to use a naturally-ocurring wormhole in their solar system to reach the outer planets when it became caught in a wormhole side-corridor or warp storm(being unfamiliar with such phenomenon, the Wynaro are unable to identify or explain what happened to them in any detail). The exploration ship and its crew of scientists and adventurers emerged in the middle of the Interface and was forced to crashland on Rifts Earth, the landing damaging the torchship beyond reasonable hope of repair.
The dimensionally-stranded Wynaro established a small community in the vicinity of pre-Rifts Worcester, Massachusetts, using their superior strength, speed, and magical abilities to secure themselves a small kingdom and carve out a haven in the ruins. Despite their rather menacing appearance and predator origins, the Wynaro didn’t bother anyone who didn’t give them any trouble first, attacking only in self-defense, and going out of their way to avoid trouble with their new neighbors. Anyone who got too close and gave them trouble was either badly beaten, sent packing, or wiped out entirely. Fortunately, after the first couple of ‘monster hunters’ got smacked down, and no retaliation was forthcoming against the local communities, the rest of the region lost interest in fighting the Wynaro. However, it wasn’t long before some of their braver neighbors came seeking the Wynaros’ help in defending their villages from the predations of Splugorth Slavers. Desperation forced the local villagers to overcome their normal reticence at the alien appearance of the Wynaro, and several envoys made overtures to the aliens, asking for help in forming an alliance. Though suspicious at first, the Wynaro accepted the proposal, seeing the Splugorth as the greater threat. Together, the combined militias(the notoriously territorial Galedan Republic of the nearby Connectocut Valley was curiously absent from the area) beat off a Slaver foray at the hardfought Battle of the Willimantic Valley, and sent several follow-up retalitory attempts by the Minions packing, a chain of successful military actions that won the respect of the villagers for their alien neighbors, and which also impressed the Wynaro with the courage and bravery of their human allies. This successful alliance helped pave the way for the combined militias and network of villages that would later be incorporated into the GNE as the Commonwealth of Massachusetts.

The Wynaro community hasn’t expanded greatly in the years since becoming part of the GNE, owing to their slow birth rate...the current population of Wynaro is only slighty more than 5,000 adult individuals. But those four thousand give the CoM and the GNE a solid core of powerful elemental magic users

Alignments: Any
Lifespan: 120 years
Size: Males are generally 5-6 ft tall, while mature females can top 8 ft tall!
Gender: Heterosexual, mammals
Wynaro go into heat only once every two years, then give birth to 1-3 young, who initially suckle from their mother, and reach sexual maturity in 14 years.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS: 3d6
PP: 4d6
PB: 3d6
PE: 4d6
SPD: 4d6
(ISP) By psionic OCC(if any)
(PPE): P.E. +1d4x10+ 2d6 per level of experience
Hit Points:(in non-MDC worlds) P.E. x2, plus 1d6 per level of experience
SDC:(in non-MDC worlds) 2d6x10+10 SDC
MDC: Natural MDC creatures; 2d6x10 MDC
Horror Factor: 12
Natural Abilities:
Swim(+15%)
Retractable Claws----Add 1d4 points of damage to hand to hand attacks
Exceptional Eyesight---Can see with eagle-like clarity up to 2 miles
Exceptional Sense of Smell---Equal to a Dog Boy’s
Tail---A Wynaro's tail is long and broad, to act as a paddle and rudder, and can deliver a slap like a kick in terms of damage. +1 APM, but ONLY with the tail.
Psionics: Standard
Magic:
All Wynaro have the following Warlock spells and abilities:
*Understand/Speak Air Elemental(no cost)
*Breathe without Air(3)
*Create Mild Wind(4)
*Thunder Clap(2)
*Distant Voice(5)
*Heavy Breathing(5)
*Howling Wind(7)
*Wind Rush(10)
*Sonic Blast(15)
Available OCCs:
Any Scholar OCC, except CyberDoc.
Men at Arms OCCs are limited to Grunt(local GNE ) and Headhunter(replace bionics/cybernetics with two additional Wilderness or W.P. skills of choice)
Any Magic or Psychic OCC; Air Warlocks, Shamans, and Mystics are the most common, with Technowizards also fairly common.

Cybernetics/Bionics: Wynaro will only consider getting prosthetics for medical reasons, rather than augmentation, which interferes with their natural magical abilities
Culture: Cooperative pack hunters, with a fairly tolerant view towards other lifeforms(that don’t remind them of food)

_________________
-------------
"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 May 08, 2014 3:41 pm, edited 2 times in total.

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 Post subject:
Unread postPosted: Wed Dec 27, 2006 9:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Trelvi Plant Mimics
(Aka ‘Were-Daisies)

Click, CLACK!
Slam
Click!
“Okay, security engaged! We’re locked up until morning.”
“Good night, Mister Chairman!”
‘Good night, Vera!”
(Clomp, clomp, clomp.....)
.............
A few minutes of darkness passed....then, quietly, the larged potted plant at the end of the desk perked up, fidgeted a bit, waved a few leaves, fidgeted again, then stealthily crept on its suddenly motile fronds across the room to the computer console, taking great care to avoid the tracks of the motion-detector lasers. Taking a moment to fish something out of the dirt around its roots, the plant just as quietly booted up the computer, passed the small strip of DNA-impregnated plastic and fingerprint matrice over the security scanner, then procceeded to type in a series of convoluted passcodes into the machine...
<Omega Access required>
Taptaptap
<*Control-C*>
<Do you wish to quit? y/n >
tapatapatapapapapap
<Never say die, never quit, never surrender>
........
<Password accepted...Welcome to mainframe>
<Initiate privacy shielding....implement Security Program Scarlet Pimpernel 11C>
<Shielding enabled>
<Access and review past implemented security installations and protocols for intruder defense...detail on perimeter defenses and automated rover systems....download to Drive D...>
<Done>
<Open Secure Line Ralph...Piggyback to test signal carrier. Address node 5346`2.>
<Line open>
<Send download at Compression level 14>
<Done. Packet dispatched>
<Check for trace flags>
<No trace flags detected>
<Erase phone record>
<Phone record erased>
<Implement power usage mask>
<Mask implemented>
<Wipe Drive D dowload cache>
<Cache wiped>
<Implement Goobledy-Gook mask>
<Goobledy-Gook executed>
<Draft interoffice memo>
<Memo function opened>
<“From: Chairman’s Office
To: Custodial Services
Subject: Housekeeping
My ficcus plant is looking a little droopy lately. I’d like you girls to give it some extra fertilizer and water on your rounds of my office. I’ve heard the new EdenGro plant spikes are appropriate for my office plants.
Oh, and keep up the good work.
Thank You”>
<Cache and send on resumption of activities. Close Session>
<Session closed>
As the plant shut down the computer and slid back to its original place, it almost sighed with relief at a job well done....

It took awhile for the Vermont Free State to even realize that they had another alien population, the Trelvi, among them, owing to the fact that the Trelvi are so damn good at NOT being seen.
Trelvi are a shy and secretive race of motile plants who, among other talents, have learned plant mimickry. In their normal state, Trelvi resemble a largish mutant Yucca plant, with clusters of sharp-edged leaves, with large pod-like growths branching out between them. Their root system is thick and tubular, with a ‘muscular’ look....they use these roots to absorb nourishment, excavate ‘nesting’, and to walk about. However, a Trelvi can move their various branches and roots via hydraulic action and can move surprisingly fast for plants. A few particularly aggressive Trelvi have even mastered a form of martial arts, being able to slap their hard-edged fronds out with amazing speed and force, like a karate chop! Ironically, Trelvi CAN benefit from such exercises as bodybuilding and gymnastics(ever heard of hanging plants?) to build up their control and stamina, so it isn’t uncommon to see a small thicket out for a morning jog(or running like hell from a pack of dogs with weak bladders), in GNE communities.
Telvi favor temperate, damp, climates conducive to plant growth; if caught out in the desert, they must assume a cautus-like form to survive for long durations, and in subarctic conditions, they must be constantly in motion, have some source of heat to keep them unfrozen(an electrical heating coil buried in their roots can do this), or else grow increasingly torpid until warmer temperatures set in. At temperature extremes, however, Trelvi CAN fatally dehydrate or freeze to death, so Trelvi are never found(by choice) in deep desert or in arctic climes.
It surprises many observers to learn that the Trelvi are actually quite sophisticated when it comes to technology. Though they are rarely seen using it in the great outdoors, Trelvi have developed some fairly sophisticated technology to help them survive and communicate. They are very familiar with computers and communications systems, and fairly good vehicle pilots(once the controls have been modified), and have developed a wide range of sensory equipment. They are particularly interested in environmental sciences, for monitoring their surroundings. Most Trelvi devices tend to be small and easily concealed, often possessing a sly camouflage covering of their own, the better to allow the Trelvi to hide in plain sight. A notable exception is the Trelvi HoverPot, a large flowerpot- or spitoon-like personal hover vehicle, equipped with a supply of root nutrients, and other amenities, that allows the Trelvi to move about faster and more freely.
By and large, Trelvi have a laid-back, live-and-let-live attitude that promotes pacifism and nonaggression over confrontation. The majority of them are also avid people-watchers, intensely curious about the doings of other species. Trelvi really have no concept of a military...the closest word they have for ‘soldier’ translates roughly as ‘those closest to the path of danger’ or ‘those who spray repellent’....a reference to the border guards of larger Trevli ‘plantations’ who traditionally kept grazing animals and insects away, and contained any fires that threatened the community.
It is not certain how the Trelvi got to Earth, but it is most likely that they hitched a ride with another group of travellers, as they have done elsewhere in the Megaverse, disguising themselves as ordinary plants, then sneaking away when they have the opportunity.
For years, the Trelvi dwelt unseen among the other races of the Vermont Free State, often disguised as a normal plants, and moving about only at night, until the combination of a growing meta-talent community, and increasingly aggressive sweeps for enemy infiltrators began turning up Trelvi mimics. Suddenly aware of the consternation and potentially lethal paranoid backlash that the 5ST authorities and populace might unleash on them, the Trelvi wisely quickly gave themselves up and fessed up as to their numbers(several thousand), abilities, and motives. After some initial distrust and verification, the Vermont Free State authorities permitted the Trelvi to continue living in the GNE, but the sentient plants were now expected to register residence, get formal jobs, and pay taxes...the latter of which greatly upset many Trelvi who’d been regularly fed by municipal groundskeepers at public expense! Despite these grumblings, however, the majority of Trelvi have settled in quite well in various jobs as agronomists, librarians, secretaries, and other largely sessile professions. Occasionally, however, Trelvi have been known to skip out of work or avoid cronfrontations with their non-Trelvi superiors by swapping places with a regular plant or by imitating a innocuous, non-sentient, plant when people come looking for them...the so-called ‘Trelvi Dodge’. Non-’domestic’ Trelvi are also not above ‘borrowing’ garden tools and other small items, or tapping public water facets and outside power lines, especially during winter, to make themselves more comfortable while they remain hidden in plain sight disguised as a hedge or shrub.
One of the rumors going around the Vermont Free State military community is that of a Trelvi special intelligence operative named ‘Floyd’. This individual(or individuals) have reportedly accomplished such espionage coups as infiltrating various Coalition facilities. Whether there is any truth to these tales remains unknown, but soon after stories of ‘Floyd’ began circulating in the CS, Emperor Prosek reportedly issued a directive forbidding all houseplants in Coalition military facilities.
All in all, the peoples of the North East have adapted well to the revelations of vegetable intelligence among them, and the Trelvi have fit in quite well, all things considered, but it should be noted that ONLY the Trelvi in the GNE have been identified and have stepped forward....There is no word on how many more Trelvi are at large in the world and where they might be.....Something to consider when walking through the forest...
Alignments: Any, but most are Scrupulous and Principled
Lifespan: 140 years
Size: roughly 4-6 feet tall, weighing 80 lbs
Gender: Hermaphrodites who share pollen every two years, yielding 2-4 fertile ‘seeds’, that are raised in fertile soil around a parent. The youngsters are sessile until they reach 3 years old, when they begin to move around. After 6 years, the young Trevli will begin wandering off to seek their own way in the world.
Physical Description/Appearance:
A largish mutant Yucca plant, with clusters of sharp-edged leaves, with large pod-like growths branching out between them, and thick muscular roots.

Disposition/Attitudes:
Akin to humans, but far more reticent, restrained, and controlled. Trelvi tend to be far more casual and laid back about things, and don’t take matters in a hurry, unless it’s related to immediate survival. Also tend to be far more unobstrusive than humans, trying not to draw attention to themselves, and downplaying their own accomplishments.
Physical Attributes:
IQ: 3d6
ME: 4d6
MA: 3d6
PS: 2d4
PP: 3d6
PB: 3d6(especially when imitating flowers)
PE: 4d6
SPD: 1d6
(ISP) 2d4x10
(PPE): 2d4
Hit Points: 5d6 + 2d4 per level of experience
SDC: 2d4x10 SDC
MDC: None
Horror Factor: None
Natural Abilities:
*Plant Mimic---The Trelvi can instinctively mimic the appearance of any plant they see and can study for 1d4 minutes. The more time the Telvi has to study, the better and more thorough the micmickry.
To create a more elaborate disguise, the Trelvi can also mimick any fruits or medicinal/chemical propertoies a particular plant possesses, provided the Trelvi can study/ingest a sample of the plant inquestion. The Trelvi alien then falls into a trance lasting for 1d6 hours, slowly changing their biochemical makeup, and tripling their intake of water and nutrients. Fruiting bodies are more difficult, but the alien can produce mature growths in a third of the time it would normally take, though producing edible growths or narcotic effects is extremely taxing for the being, and the resulting fruits and nuts will have only half the effective nutient value, and taste slightly off or bland. This also allows the alien to convincingly mimic plants such as tobacco, aloe, and poison ivy. Tubers and root crops CANNOT be mimicked, however. Also, extremely alien plants, or those possessing magical qualities, CANNOT be duplicated.

Other abilities common to Plant Lifeforms:

*Resistance to Pain---About half as sensitive to pain
*Healing Factor----Heals twice as fast as a human would, and can regrow entire limbs and body parts within 2d4x10 days. Only by splitting apart the main trunk can the creature be killed
*Invisible to Sensors----Infrared and thermographic sensors just see a plant
*Breathe---Can breath through every inch of their skins; as long as a single frond remains above water, or uncovered, they can breath. Also, being plants, gases and toxins effective against animal life forms(like tear gas or sleeping gas) have NO effect on Trelvi.

*Enhanced Sense of Smell
*Ultrasonic Hearing---2000 ft
*Sense Direction---80%+1% per level of experience
*Sence Approaching Weather----50%+ 2% per level of experience, 2 mile range
*Sense Wind Direction----68%+2% per level of experience
*Sense Location of Underground water----40%+2% per level of experience
*Sense Vibrations-----Running/walking beings----1,000 ft
Flying objects---500 ft
Herds, hordes, explosions, earthquakes, giant vehicles---
6 miles
Disadvantages:
*Takes DOUBLE damage from fire and weedkiller(herbicides)
*Poor Eyesight---100 ft, unless the Trelvi grows an obvious eye(stalk), in which case, eyesight is human normal.

Psionics: Trelvi are natural psychics and possess the following abilities:
Danger Sense
Automatic Mind Block
Mask I.S.P. and Psionics
Empathy
Trelvi may also select 1d4 abilities from the categories of Sensitive and Physical
*Trelvi save as Master Psychics
Magic: By OCC
Available OCCs:
Trelvi can be any of the following: Operator, Rogue Scholar, Body Fixer, Rogue Scientist, Vagabond Scout, Spy, Smuggler, Wilderness Scout, Mystic, Biomancer(though few Trelvi have discovered this natural magic, and none in North America).
Psychic OCC Trelvi are also possible; the most common being Mindmelter and Psi-Ghost (add Soaker if you have Rifter #19). Zappers and Psi-Assassins are uncommon, and Bursters are virtually unknown(0.05% chance of occuring)
RCC Skills:
ALL Trelvi have the skills of:
Identify Plants and Fruits(+25%)
Wilderness Survival(+20%)
Prowl(+15%)

Cybernetics/Bionics: None. Trevli CANNOT get cybernetics or bionics.
Culture: Nonaggressive, loosely-associated pacifists with a strong reclusive attitude, and voyeuristic tendancies.

Trelvi Hoverpot
This is a small fuel-cell powered hovervehicle resembling an elaborate spitoon. It allows the normally slow Trelvi to fly about much faster than crawling.
The following stats are for a fairly typical, off-the-shelf, Hoverpot.
MDC/SDC:
Main Body 30 MDC
Some Hoverpots will have a raised rim that allows the alien to duck down and get under some limited cover; A.R. 15...while some actually have a clear plastic ‘salad bowl’ cover that makes the Hoverpot a full suit of EBA!
Size: 2-4 ft tall, 1-3 ft in diameter
Weight: 40-100 lbs
Speed: Hover stationary to 50 MPH; average altitude of 200 ft
Powerplant: Renewable fuel cell with an average life of 1 year. Some Trelvi like to add a solar recharger system as well.
Special Features:
*Collision Warning System---500 ft
*Irrigator----Small water and plant food supply; good for two weeks
Weapons Systems: None standard, but many Trelvi like to add a built-in light pulse laser or stunner
Market Cost: A standard model Hoverpot, without weaponry and basic MDC costs about 2,000 credits, but deluxe models with more extensive features and luxury detailing can run up to 100,000 credits

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

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


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Unread postPosted: Wed Dec 27, 2006 9:56 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Galoots
“Oops...didn’t see you down there...I hope that guy wasn’t a friend of yours?”

The Galoots are an only recently introduced race to the societies of the Three Galaxies. Already, they are experiencing some problems owing to their size and biology.
The Galoot homeworld, Gallute Prime, is a large, heavy-gravity world enshrouded in heavy, opaque clouds, and a thick, dense atmosphere...visitors to the planet describe walking about on the surface as akin to wading through the shallows of a pond...warm, murky, and under pressure. The planet is rich in life, particularly airborne flora and fauna---’aeroplankton’---that swim and fly through the thick, humid, atmosphere. Larger lifeforms also fly through the atmosphere, such as fearsome ‘lagloor’---orca-like predators that both fly and float via internal gas chambers. The surface is also rife with life, from thick forests and bog-growth that choke Gallute Prime’s shallow oceans, to anemone-trees that filter the air and crusier-sized galloop-scoop bisonoids that stampede across the cloud-shrouded terrain, filter-scooping the aeroplankton.
Galoots are giant humanoids with muscular build, and broad feet to support their massive weight and height against the heavy gravity, though their arms are sufficiently long and muscled so that if they fall down, they can catch themselves and go on all fours, in time to prevent any damage.
Because the air on Gallute Prime is so thick with life, Galoots take their nourishment directly from the air, filtering out their food from intaken breath, like terrestrial whales filtering sea water. As their numbers and technology have increased, however, Galootans have learned to ‘farm’ their atmosphere, diverting air currents over and through prepared forests and pastures to fortify the aeroplankton, then herd the dense clouds of foostuff to market. Galoots have also learned to cook, smoke, and vaporize various footstuffs for intake, and their modern food industry produces inhaler cans of various dishes(combinations of aeroplankton and nutrient chemicals) for consumption.
The thick atmosphere also means that Galoots rely less on their sight for long-range perception of their environment, and more on hearing. Galoots ‘hear’ with their massive lungs and the layers of flab around their torsos, while reserving their vision for close-up fine manipulation/perception. Galoots also have a fairly good sense of smell, being able to detect dangerous airborne toxins or the presence of food with relative ease.

Galoots came into space travel rather late in their technological development, having developed theories of celestial mechanics and circum-planetary navigation by means other than celestial observation. It wasn’t until the Galoots began exploration fo their planet’s mountains that they began to perceive that the atmosphere became thinner and less opaque above them, that they began to realize that there might be more to their universe than just Gallute Prime. Early Galootan efforts to chart the vast new region proved equally primitive, including the use of literal ‘sounding’ rockets that would explode and produce powerful accoustic events that would allow the Galoots to hear the upper limits of the world. Through considerable trial and error, the Galoots finally built a space program and lofted up out of their planet’s atmosphere and saw the rest of the universe in its wide open glory.
Soon after the Galoots began to explore their solar system, they discovered evidence of life outside the Gallute/Blosno system when they found remains of a mining outpost on a moon of an outer gas giant. After reconstructing as much as they could of the several hundred year-old mining camp, its hardwired communications system, and the abandoned wreckage of several service craft nearby, the Galoot managed to send off an FTL message. Responding to a definite artificial FTL-band signal from a desert system, a Wulfen trader cautiously investigated and soon made contact with the Gallutan civilization.

Currently, the Galoots are trying to find a place in galactic society; they have eagerly taken part in a number of conferences with the independent worlds in their galactic region, to make trade treaties and alliances, but their inexperience in dealing with other alien species has resulted in a number of embarassing gaffs and faux-paus, and they’ve earned the hatred/suspicion of a major power (the Golgan Republik) for a tragic misunderstanding.

Alignments: Any, but most(75%) Galoot are Good or Unprincipled in alignment.
Lifespan: 200 years
Size: 2d4x10 ft tall, and weigh 8-12 tons
Gender: Heterosexual; female Galoots can be distinguished by thicker thighs and wider pelvises.
Physical Description/Appearance:
Tall, massive, humanoids, with thin upper arms and legs, flaring to large forearms(that stretch past their knees) and feet, broad shoulders, and barrel-chest with a thick layer of blubber around the middle. The head is miniscule; a cone rising from the shoulders, with six bulbous golden eyes set in a ring halfway up the cone. The pointed top often sports a crown of wirey hairs or antennae-like growths(though many Galoots shave this off). Several orifices are set in a ‘V’ pattern in the chest’, these are the respiratory, ingestion, and oflactory intakes. Galoot skin is leathery, with an avocado-like coloration and texture.
Galoot speech is a combination of whale-like wails, hooting, grunts, and whistles.
Disposition/Attitudes:
Galoots tend to be rather near-sighted and oblivious to the smaller stuff around them...either their hides are too tough for such things to be of consequence to them, or they just can’t perceive them as well as other objects in their world. This rather colors the Galootan outlook when interacting with other beings....it’s not that the Galoots are stupid or deliberately insenstive to others; they’re just more used to dealing with bigger threats and issues in their mindset, so they often inadvertantly trample over smaller people, ignore warning signs, or blunder into trouble because they missed something going on at ankle-level. As such, Galoots may come across as smug and superior in throwing their weight around, or condescendingly cautious around smaller folk, in their worry about accidentally stepping on somebody.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 3d6
PS:1d4x10+15 (Considered Superhuman)
PP: 2d6
PB: 2d6
PE: 6d6
SPD: 1d4x10
(ISP):----(by psionic class)
(PPE): 2d6
Hit Points:-----
SDC:---
MDC: 2d4x100
Horror Factor: Effectively have a Horror Factor of 12 to anyone shorter than 10 ft tall.
Natural Abilities:
*Natural Megadamage Beings with Superhuman Strength
*Poor Vision----Galoot vision is poor...they can see clearly with any sort of definition only about 100 ft or so...beyond that, it’s just blurs. Galoot also tend to have a 10 ft wide blind spot directly underneath them where their eyes are blocked by their chests.
*Excellent Hearing----Galoots can hear the equivalent of a whisper from 3,000 ft away. They can also hear subsonic and ultrasonic frequencies. similar to a dog.
*Enhanced Sense of Smell---Galoot have excellent senses of smell, roughly equivalent to a dog’s, though they cannot track persons by smell. They have a form of smell-based weather sense that allows them to predict rain or bad weather with 70% accuracy, and can identify airborne contaminants with 70% accuracy.
Psionics: Standard
Magic: Galoots have only a superstitious cultural legacy of magic, but do not currently practice it in any way, shape, or form. They generally regard information of magic-using alien societies with either amazed wonder or skepticism.
Cybernetics/Bionics: None, aside from the most basic prosthetics
Available OCCs:
Galoots can be generally any OCC within their own culture, but may have difficulties applyling those skills off Gallute Prime(obviously, a 60-ft humanoid is going to have problems driving a human/Wulfen-sized truck or hoverplatform). Galoots are generally -15% to skill rolls when dealing with more advanced Galactic technologies unless they take two skill choices to specialize in that particular technology.
RCC Skills:
Technology:
Galoot technology is Early Galactic; they have fusion power, but have only just begun to get the hang of contra-gravity technology. They have a working FTL drive of sorts, but they tend to buy their better FTL propulsion systems from others. They do have fairly impressive megadamage materials technology and produce megadamage weaponry(mostly explosives and projectile weaponry).
Culture:
GalLute Prime is still divided among several planetary political factions(which are getting to be more like each other as time passes), but the larger powers are representational democracies.

_________________
-------------
"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:
Unread postPosted: Wed Dec 27, 2006 11:35 pm
  

User avatar
Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
:shock: :shock: those are so sweet :shock: :shock: I need to drop two or three now :lol:

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Wed Dec 27, 2006 11:57 pm
  

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Champion

Joined: Mon May 15, 2006 4:29 pm
Posts: 1912
Location: My throne in Ferelden!
I really like all the races that are on here, especially the Haranasya Vadyra and the Trelvi. I would love to play a HV, in a campaign. I can't wait to see what else everyone comes up with.

_________________
Please donate or share... http://www.gofundme.com/47zrcs


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 3:36 am
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
See what I mean about Taalismn?! :D


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 4:06 am
  

User avatar
Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Indeed I do :D

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 4:08 am
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
He's quite good with these stuffs.


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 1:48 pm
  

User avatar
Champion

Joined: Fri Oct 28, 2005 3:03 pm
Posts: 2818
Location: Oshawa, Ontario. Canada
Comment: Role playing is not my hobby, it is my lifestyle.
Plasma Storm Racer - "The Big Heat"

Flying at FTL speeds through the plasma conuits of you local plasma storms. The prize.

Repairs to your ship and a free engine upgrade.

Consolation prize. State funeral.


EDIT Guess I should have read the thread. Wrong races.

_________________
Sureshot wrote:
Listen you young whippersnappers in my day we had to walk for 15 no 30 miles to the nearest game barefoot both ways. We had real books not PDFS and we carried them on carts we pulled ourselves that we built by hand. We had Thaco and we were happy. If we needed dice we carved ours out of wood. Petrified wood just because we could.


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 1:51 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
huh? You've got the right thread?


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 2:47 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
I'm rather fond of the Trelvi myself...there's just something about a commando who provides its own camouflage or a houseplant that can take out a burglar that's so amusing...I actually found myself chuckling while writing it up...a good sign...

_________________
-------------
"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:
Unread postPosted: Thu Dec 28, 2006 3:01 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
hmm... carnivores plant people....


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 4:45 pm
  

Adventurer

Joined: Tue Oct 31, 2006 4:13 pm
Posts: 428
Location: the Land of Confusion
wow,, cool stuff.

I was gonna post an (incomplete as of yet) idea of mine, but now I'm starting to get an inferiority complex about my creativity after seeing this.


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 5:09 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
Don't. Just post it and we can expand on it if you like. collective creativity is always a good thing.


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 5:39 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
exactly...even if it's flufff, fluff/background text suggests a lot and helps portray a people even better than stats do...

After all...'Superhuman Attributes' and "Godawful MDC Values' don't say as much as "Giant Molluscoid Hard-shelled Reality-Warping Psionic Philosophs who Meditate on the Nature of Good and Evil, While Living in the Primal Radioactive Ooze of a Planetoid Caught in the Event Horizon of a Black Hole.."

_________________
-------------
"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:
Unread postPosted: Thu Dec 28, 2006 5:41 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
Wow! And all that in one single sentence describing just one thing!


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 5:44 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Well, I'm not quite up to beating Victor Hugo's massive run-on sentence in La Miserables describing the sewers of Paris, but I'm warming to the task...

_________________
-------------
"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:
Unread postPosted: Thu Dec 28, 2006 5:47 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
I never read the actual novel, was it really that long?!


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 Post subject:
Unread postPosted: Thu Dec 28, 2006 5:50 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:
I never read the actual novel, was it really that long?!


Don't have the word count on it, but it was long...

So, see, if Victor Hugo can find literary gold in the sewers of Paris, those of you with half-formed RCC ideas need not worry...we're not nearly as demanding here on this forum...

_________________
-------------
"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:
Unread postPosted: Thu Dec 28, 2006 5:57 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
the longest sentence that I know of, and actually made perfect sense and grammar was from a contract. 342 words long, many commas and one full stop.


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Unread postPosted: Thu Dec 28, 2006 7:45 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:
the longest sentence that I know of, and actually made perfect sense and grammar was from a contract. 342 words long, many commas and one full stop.



There's an art to it...

Pity the species that hasn't invented punctuation....

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

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


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Unread postPosted: Thu Dec 28, 2006 9:21 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Those are some cool races! Thanks for sharing them!

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

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

"As you will it, your Grace."

HH....FIE


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Unread postPosted: Fri Dec 29, 2006 1:24 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
They are really good at it.


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Unread postPosted: Fri Dec 29, 2006 2:35 pm
  

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Joined: Sun Aug 06, 2006 3:52 pm
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Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
"The Manga Mystics"( I got some ideas for this race form Taalismn awhile back so I got to thank him for the help "Thanks man")

"This race of Hominoids was discovered with in the last fifty years, just on the outer rim of the Thundercloud galaxy. This race of of Big eyed aliens has been carving a niche out for them self in the three galaxies, since they're being found.
The Manga Mystics were stumbled upon by accident when a merchant convoy on route to a new colony got attacked by space pirates.The convoy was damaged heavily and was drifting off course. Hope seemed lost until a strange sound came across the radio. A Manga space station had picked up the convoy on deep space radar, and signaled the convoy.
Desperate for help the convoy answered. With in two hours a small fleet of space craft appeared on the horzine. The convoys ships were towed back to one of the space stations for repairs. The convoy members couldn't belive they're eyes, A Mature space age race that used magic in its everyday life along with technology.
Despite the very friendly welcome by some of the Manga Mystics, the convoy soon noticed that this race was one that respected life as well as power. They were a race of warriors. T.V's buzzed pictures of live fights, where man flew around a arena throwing magic blast and shooting energy weapons at each other. A race of beings that loved the biggest and the best.
The convoy repaired and ready to leave marked the solar System on there Charts and told them they would return with goods to trade and maybe others would start to visit them. The Manga Mystics Despite there warrior nature welcomed them to return with others and new goods to trade." ~ Center scholar.
The Manga Mystics is a warrior race that lives life fast and hard. "Live for today you may not be here tomorrow" is they're mantra. With high IQ's, high technology and the knowledge to use magic this race has been proving its self a force to be dealt with. Both the TGE and CCW have been trying to recruit them into they're own folds.
The kreeghor see the Manga Mystics as a new solar system to conquer and use as cannon fodder. Although the Kreeghor have yet to make any hostile action toward the Mystics they have tried political means to preswed them to join the TGE. As of yet they have not made any headway.
The CCW on the other hand has faired much better. With a new embassy on the Home planet and a space station with in the Manga System they to date stand the best chance of recruiting this free spirted warrior race.
The Manga Mystics are a completily Humniod race with one little Difference, thy're eyes are twice the size of a humans. Almost 85% of the race leans toward a man at arms O,.C.C ,but other do become Techno-Wizards or other great inventers.
Attributes:
I.Q:4d6+1
m.E: 3d6
M.A: 3d6
P.S: 3d6
P.E: 3d6
P.P: 4d6+1
P.B: 4d6+1
S.P.D: 3d6
I.S.P: by psionics only
P.P.E: 4d6
M.D.C: Minor MD being P.E. plus 1d6 per level.
Natural ability: Wingless flight.
Average life span: 120 years
Magic: The Manga Mystics are well verised in magic and have learned to use the Wonder energy to they're own needs, but none are born with the ability to use magic they must still be trained in how to weild it.
Technology: They are a mature space age, using both Technology and magic to get here.
Culture: They are a race of warriors, while open minded an calm they still love to fight, show off and put them-selfs in dangers way.


Hope everyone enjoys I'm still working on the race but this is what I have so far. :D

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taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Fri Dec 29, 2006 4:01 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
I'm beginning to think that these forums are a great place to influence and exchange creative ideas! :D


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Unread postPosted: Fri Dec 29, 2006 4:06 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Darkmax wrote:
I'm beginning to think that these forums are a great place to influence and exchange creative ideas! :D

Thats how I've always seen it..... and for some fun jokes here and there :)

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Fri Dec 29, 2006 4:11 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
Fun and jokes are the hotbeds for some great ideas! :D


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 Post subject:
Unread postPosted: Fri Dec 29, 2006 4:13 pm
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Darkmax wrote:
Fun and jokes are the hotbeds for some great ideas! :D


That is wisdom beyond wisdom

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Fri Dec 29, 2006 4:14 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
nay... just observations. :)


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Unread postPosted: Fri Dec 29, 2006 5:01 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Fadzoids---Fadzoids are energy-form alien lifeforms who exist and manifest themselves among other alien species as 'viral ideas'---fads, memetic trends, and repititious ideas.....By stimulating and promoting certain ideas and using their hosts to share the idea with others, further spreading the idea/trend, the Fadzoids both propogate and create a larger pool of PPE attuned to their absorption wavelength for them to feed off of.....Fadzoids tend to be short-lived, but their offspring mutate to become new variant trend-setters, while some racial strains of Fadzoid may lay dormant, until such a time as the idea or trend they represent/inspire catches fire again and becomes 'retro'....other 'remanent' population Fadzoids may eke out a trickle of energy haunting old clothing stores, specialty boutiques, and antique shops.
Fadzoids are generally harmless, but during a population boom they may go into a feeding frenzy and exert an unhealthy amount of control over their hosts....Hence, mall-mob-maulings over Cabbage Patch Kids and X-Box muggings....Also, Fadzoids trying to cling to life may produce high annoyance factors...such as a tune that wouldn't leave your head(like, as right now ; "Jingle Bell Rock"), that can be both distracting and annoying.

It is debatable whether Fadzoids are truly sentient or just unusually cunning in a survival instinct sort of way, since few experts are willing to believe that Fadzoids actually exist, let alone try to make any effort to communicate with them and gauge their relative intelligence.

_________________
-------------
"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:
Unread postPosted: Fri Dec 29, 2006 5:57 pm
  

Monk

Joined: Tue Feb 21, 2006 1:52 pm
Posts: 15059
Location: Singapore
False intelligence.....

I almost thought you would convert Zoids to PW settings....


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 Post subject:
Unread postPosted: Fri Dec 29, 2006 7:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43102
Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:
False intelligence.....

I almost thought you would convert Zoids to PW settings....


Actually had a project along those lines, but would never be able to post them due to copyrights....

Alas, alack, we must dredge our minds for original ideas...No Fadzoid activity there...

_________________
-------------
"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:
Unread postPosted: Fri Dec 29, 2006 8:44 pm
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
That's another nice race NinjaBunny. Thanks for sharing it.

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

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

"As you will it, your Grace."

HH....FIE


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 Post subject:
Unread postPosted: Sat Dec 30, 2006 1:57 am
  

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Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
Glad you like it, I hope you find it fun in a future game. :D

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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 Post subject:
Unread postPosted: Sat Dec 30, 2006 1:58 am
  

User avatar
Knight

Joined: Sun Aug 06, 2006 3:52 pm
Posts: 5650
Location: Using Shini's bake goods to take over the freelancers minds!!
Comment: Goodbye Cruel world.... Wait, I'm back.
taalismn wrote:
Darkmax wrote:
False intelligence.....

I almost thought you would convert Zoids to PW settings....


Actually had a project along those lines, but would never be able to post them due to copyrights....

Alas, alack, we must dredge our minds for original ideas...No Fadzoid activity there...


Perhaps a colective insect like intelligence? :-?

_________________
taalismn wrote:

"I have a technique of my own to counter you lot! It's called 'radio comlink' SUMMON NINJABUNNY STEALTH GUNSHIP SQUADRON!"

I am a customer First and a Fan second.
Killer Cyborg wrote:
"The party IS over if Ninjabunny's not there."

Member of the Cabal of 24.


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