Fan Races!!
Moderators: Immortals, Supreme Beings, Old Ones
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Actually, that could be workable....an impoverished world and species that has only its own to give in trade....drones on demand...as long as the more promising specimens are returned to the hiveworld...Or perhaps only fertile ones get to stay home while the 'dross'...the sterile mules, get sent offworld to earn valuable credits, reducing the strain on planetary resources...
As for the genetics aspect of it...maybe the insectoids take genetic samples and breed new drones more to the customers' needs/desires...from drones that look vaguely human to near perfect copies(usually requested for more nefarious purposes)...of course, any useful traits, like psionics or special abilities, that are discovered to breed true, the queen-mothers keep for themselves, in hopes of breeding their species eventually into a 'super race'.
As for the genetics aspect of it...maybe the insectoids take genetic samples and breed new drones more to the customers' needs/desires...from drones that look vaguely human to near perfect copies(usually requested for more nefarious purposes)...of course, any useful traits, like psionics or special abilities, that are discovered to breed true, the queen-mothers keep for themselves, in hopes of breeding their species eventually into a 'super race'.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Nice RCC on the precious page.
Now about this new race. You could always make them a proliffic race who are know for waves of attacks. Like human waves.
Now about this new race. You could always make them a proliffic race who are know for waves of attacks. Like human waves.
"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
"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
taalismn wrote:As for the genetics aspect of it...maybe the insectoids take genetic samples and breed new drones more to the customers' needs/desires...
That is why I suggested cybernetics (in Palladium terms: bionics).
A bionic body is easily configurable.
Now, imagine a planet, who hires those Fodderoist swarms to protect
their planets against the Mechanoids.
A show to behold - from several parsecs away...
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Which book(s) have a random race charts in them?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
abtex wrote:Which book(s) have a random race charts in them?
Rifts Dimension Book Six: Phaseworld
Heroes Unlimited and Aliens Unlimited
Palladium Fantasy: Land of the Damned One: Chaos Lands also has a more attribute-specific set of charts for building SDC-level demonic minions, but it also be used to create alien races as well with a little tinkering....
-------------
"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
------------
"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
------------
- Carl Gleba
- Palladium Books® Freelance Writer
- Posts: 3173
- Joined: Fri Oct 06, 2000 1:01 am
- Comment: Lord of Chaos!
- Location: Rome, NY USA
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Carl Gleba wrote:taalismn wrote:abtex wrote:Which book(s) have a random race charts in them?
Rifts Dimension Book Six: Phaseworld
Hmm, I don't remember this. Do you mean DB2?
Carl
I stand corrected by Higher Authority...I do indeed mean DB2...
Hmm...on the concept on everyday joe races, we're exploring the menial laborers, the grunt soldiers and spacefarers, lawyers, and internet-couch potatoes....garbage men can;t be far behind(actually likely to be a great many races for THAT niche)...The Altess fulfill the need for an idle rich upper crust...The Paradise Federation covers the high-end vice niche...do we have any ideas for the vapid, c-list celeb , mindless entertainment circuits of the Three Galaxies? What other galactic social 'niches' or themes await Nature's provision of a sentient species uniquely qualified to fill it?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Tallismn, you know that race (garbage men) you were talking about. Why not let them have scanvenger abilities. And maybe able to jury rig practically anyone.
"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
"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
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
For Galactic Garbage Men, the Superpowers Super Digestion and Environmental Adaptation are also extremely useful....
JUry-Rigging is, of course, a skill I try to fit into all my PCs, simply because it's so useful...A lot of mechanically-inclined species, therefore, try to promote the skill in their young(with varying degrees of success)...It also goes hand in hand with such psionic abilities as Object Read and Telemechanics...
JUry-Rigging is, of course, a skill I try to fit into all my PCs, simply because it's so useful...A lot of mechanically-inclined species, therefore, try to promote the skill in their young(with varying degrees of success)...It also goes hand in hand with such psionic abilities as Object Read and Telemechanics...
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
speaking of garbagemen...
Vrusk
“Looks like you suffered a bit of a melfdown there...Not to worry, as soon as my boys get here, we’ll roll up our sleeves and have that stuff picked up and sealed away in no time...We can take care of the paperwork later....Nice day for work too! I can smell that burning graphite from here! Oops, sorry, didn’t mean to panic you there...forgot you thin-skinnies can’t handle much rad!”
Vrusk are octopoid-like molluscoids hailing from the hellworld of Vuran. Vuran is considered uninhabitable by most races due to large concentrations of radioactive elements in the planet’s crust. Within the last million years or so, Vuran’s geology suffered several cook-offs of natural ‘reactors’(large concentrations of fissionable material) that released large amounts of heat and radiation into the environment, sterilizing many of the species of the time, but also driving accelerated mutation of the survivors. Even though the planet has cooled down somewhat, Vuran still suffers from radioactive oceans of hot mud, and posionous gases in the atmosphere. The Vrusk evolved and thrived in this environment, and eventually rose to sentience and spacefaring status(using atomic bomb-propelled ‘Orion’-style spacecraft). Contact with the Three Galaxies was made soon thereafter, and the Vrusk found themselves part of the greater commonality of worlds, caught up in the galactic economy.
Because of their toughness and hearty attitudes, Vrusk are often in demand as planetary explorers and laborers in dangerous environments. They also own several lucrative waste-haulage companies dealing in radioactive and toxic materials, including irradiated spacecraft wrecks and industrial accidents...Even Naruni Enterprises and the Altess have made use of their services to make ugly, dirty, industrial accidents ‘go away’. Because of this, Vrusk aren’t at the top of the high-society invitation lists in the Three Galaxies, but they laugh all the way to the bank when somebody wants something hazardous taken away or some toxic mutant menace dealt with.
There are no restrictions to travel to Vuran, but most spacelines and travel services avoid it like the plague due to the environmental dangers. One of Vuran’s neighboring Mars-like planetoids has increased mass by over a third over the centuries due to the megatonnes of contaminated soil, radioactive debris, decommissioned reactor cores, and spent fuel rods that have been dumped on it; there’s talk among the Vrusk of openning the place up as a new recreation moon and giant amusement park(dumpground workers already play paintball in among the ruins of junked spacecraft and containment casks).
Alignments: Any
Lifespan: 200 years
Size: 5-6 ft tall, 150-300 lbs
Gender: Three-gendered egg-layers producing 3-6 offspring at a time.
Physical Description/Appearance:
Large, squat, barrel-torso’ed amphibians who stand on five thick tentacular legs. Four long tentacular arms emerge from the sides of the torso, two longer than the other pair, and ending in shell-like ‘bracers’ and two-tined razor-sharp hooked claws, and the head is a low, wide, dome-like structure with two flanking eyes, a small mouth armed with small sharp teeth, and two long mandibular tentacles with palps on the ends.The skin is thick and rubbery, with a layer of insulating/shielding blubber underneath, and has a light to dark gray cast to it, while eyes are black, and speckled with flecks of gold or crimson. Vrusk have a breathy speech, from large lung-bladders in their torsos, with brapping belches and hoots when excited/agitated. Tend to wear utilitarian clothing of megadamage fibers and plastics, including protective armor.
Disposition/Attitudes:
Tend to be a business-like race, eager to get to work, get the job done, and move on to the next job....Some people find them brisk, rude, intimidating, and demanding, but Vrusk suffer fools not gladly, and prefer people to get to the point, especially with business negotiations. Conversely, they can also be commanding presences, leading a strong sense of control in a crisis situation with their ‘take charge’ attitudes and aura of professionalism.
Physical Attributes:
IQ: 2d6+3
ME: 2d6+6
MA: 2d6+12
PS: 4d6+24(Does SDC damage on a normal punch; 1d4 MD on a power punch)
PP: 1d6+6
PB: 2d4
PE: 3d6+12
SPD: 3d6, has no penalties for running through/across mud/marsh/soft surfaces.
(ISP): -----
(PPE): 2d4
Hit Points:---
SDC:----
MDC: Minor Megadamage beings P.E. +1d6 MD per level of experience+4d6. Additional bonuses from physical skills will be in MD points, but HALVED.
Horror Factor: 12; 15 if (known to be) radioactive
Natural Abilities:
*Amphibious---Swim at 90% automatically, and can hold breath for 20 +P.E. in minutes.
*Mildly Radioactive---Under normal conditions Vrusk emitt low levels of radiation(roughly equivalent to a half-dozen chest x-rays per day)...However, with prolonged exposure(a week or more of close proximity) this can lead to increased risk of radiation-related health problems.
*Resistant to Radiation---Vrusk suffer NO problems from intense radiation...they LIVE in a fall-out zone.
*High Regeneration Rate---Regenerate 1d6 MD per hour(or 1 MD every ten minutes)
Vrusk also have a powerful immune system that eats toxins and murders biological pathogens(in fact, a common cure for any infection they DO get is to take a stiff dose of radioactive isotopes and let the irradiation blast the germs). +10 to save versus disease, toxins, and pathogens(and even then a failed roll means the toxin/disorder only does HALF damage), and can eat heavy metals by the bowlful.
*Sense/Smell/See Radiation---Vrusk can sense radiation as sparkles in their vision, and as a clicking in their inner ear. They also claim to be able to smell or taste radioactive gases like radon, and can identify concentrations of radioactive materials(like strontium or polonium).
*Striker Claws---The two ‘striker’ arms have a reach of 10 ft and end in razor-sharp claws used traditionally for catching and prying open the hardshelled mollusks that make up the bulk of Vrusk diet. These claws inflict 2d4 MD in addition to P.S. damage.
Psionics: None
Magic: Vrusk have no KNOWN ability to use magic; they claim that their radioactive environment interferes with the mechanisms of magic, but some xenosociologists claim that Vrusk ‘Nuclear Mages’ exist, practicing a form of magic based on nuclear manipulation.
Cybernetics/Bionics: Not available; Vrusk never developed bionics beyond crude prosthetics because of their regeneration abilities and the fact that artificial implants tend not to last long in their harsh environment.
Available OCCs: Any except Headhunter, ‘Borg, Magic and Psionic classes. Also tend to avoid Robot and Power Armor-oriented classes. The ‘Tin Man’ Mercenary from Mercenary Adventures is a common OCC among offworld salvagers
RCC Skills:
Swimming: 90%
Skills of Note:-----
Nuclear, Biological, Chemical Warfare skill gets a +10% if taken.
Culture:
Peaceful explorers and businessbeings. Their planet is not yet unified, and still occasionally has low-level wars, but the recent influx of wealth from offworld work and trade has most folks too busy scrambling to get in on the windfall to care about regional differences or need to fight over resources. The Vrusk do a booming business in cleaning up other planets’ radioactive messes.
Vrusk
“Looks like you suffered a bit of a melfdown there...Not to worry, as soon as my boys get here, we’ll roll up our sleeves and have that stuff picked up and sealed away in no time...We can take care of the paperwork later....Nice day for work too! I can smell that burning graphite from here! Oops, sorry, didn’t mean to panic you there...forgot you thin-skinnies can’t handle much rad!”
Vrusk are octopoid-like molluscoids hailing from the hellworld of Vuran. Vuran is considered uninhabitable by most races due to large concentrations of radioactive elements in the planet’s crust. Within the last million years or so, Vuran’s geology suffered several cook-offs of natural ‘reactors’(large concentrations of fissionable material) that released large amounts of heat and radiation into the environment, sterilizing many of the species of the time, but also driving accelerated mutation of the survivors. Even though the planet has cooled down somewhat, Vuran still suffers from radioactive oceans of hot mud, and posionous gases in the atmosphere. The Vrusk evolved and thrived in this environment, and eventually rose to sentience and spacefaring status(using atomic bomb-propelled ‘Orion’-style spacecraft). Contact with the Three Galaxies was made soon thereafter, and the Vrusk found themselves part of the greater commonality of worlds, caught up in the galactic economy.
Because of their toughness and hearty attitudes, Vrusk are often in demand as planetary explorers and laborers in dangerous environments. They also own several lucrative waste-haulage companies dealing in radioactive and toxic materials, including irradiated spacecraft wrecks and industrial accidents...Even Naruni Enterprises and the Altess have made use of their services to make ugly, dirty, industrial accidents ‘go away’. Because of this, Vrusk aren’t at the top of the high-society invitation lists in the Three Galaxies, but they laugh all the way to the bank when somebody wants something hazardous taken away or some toxic mutant menace dealt with.
There are no restrictions to travel to Vuran, but most spacelines and travel services avoid it like the plague due to the environmental dangers. One of Vuran’s neighboring Mars-like planetoids has increased mass by over a third over the centuries due to the megatonnes of contaminated soil, radioactive debris, decommissioned reactor cores, and spent fuel rods that have been dumped on it; there’s talk among the Vrusk of openning the place up as a new recreation moon and giant amusement park(dumpground workers already play paintball in among the ruins of junked spacecraft and containment casks).
Alignments: Any
Lifespan: 200 years
Size: 5-6 ft tall, 150-300 lbs
Gender: Three-gendered egg-layers producing 3-6 offspring at a time.
Physical Description/Appearance:
Large, squat, barrel-torso’ed amphibians who stand on five thick tentacular legs. Four long tentacular arms emerge from the sides of the torso, two longer than the other pair, and ending in shell-like ‘bracers’ and two-tined razor-sharp hooked claws, and the head is a low, wide, dome-like structure with two flanking eyes, a small mouth armed with small sharp teeth, and two long mandibular tentacles with palps on the ends.The skin is thick and rubbery, with a layer of insulating/shielding blubber underneath, and has a light to dark gray cast to it, while eyes are black, and speckled with flecks of gold or crimson. Vrusk have a breathy speech, from large lung-bladders in their torsos, with brapping belches and hoots when excited/agitated. Tend to wear utilitarian clothing of megadamage fibers and plastics, including protective armor.
Disposition/Attitudes:
Tend to be a business-like race, eager to get to work, get the job done, and move on to the next job....Some people find them brisk, rude, intimidating, and demanding, but Vrusk suffer fools not gladly, and prefer people to get to the point, especially with business negotiations. Conversely, they can also be commanding presences, leading a strong sense of control in a crisis situation with their ‘take charge’ attitudes and aura of professionalism.
Physical Attributes:
IQ: 2d6+3
ME: 2d6+6
MA: 2d6+12
PS: 4d6+24(Does SDC damage on a normal punch; 1d4 MD on a power punch)
PP: 1d6+6
PB: 2d4
PE: 3d6+12
SPD: 3d6, has no penalties for running through/across mud/marsh/soft surfaces.
(ISP): -----
(PPE): 2d4
Hit Points:---
SDC:----
MDC: Minor Megadamage beings P.E. +1d6 MD per level of experience+4d6. Additional bonuses from physical skills will be in MD points, but HALVED.
Horror Factor: 12; 15 if (known to be) radioactive
Natural Abilities:
*Amphibious---Swim at 90% automatically, and can hold breath for 20 +P.E. in minutes.
*Mildly Radioactive---Under normal conditions Vrusk emitt low levels of radiation(roughly equivalent to a half-dozen chest x-rays per day)...However, with prolonged exposure(a week or more of close proximity) this can lead to increased risk of radiation-related health problems.
*Resistant to Radiation---Vrusk suffer NO problems from intense radiation...they LIVE in a fall-out zone.
*High Regeneration Rate---Regenerate 1d6 MD per hour(or 1 MD every ten minutes)
Vrusk also have a powerful immune system that eats toxins and murders biological pathogens(in fact, a common cure for any infection they DO get is to take a stiff dose of radioactive isotopes and let the irradiation blast the germs). +10 to save versus disease, toxins, and pathogens(and even then a failed roll means the toxin/disorder only does HALF damage), and can eat heavy metals by the bowlful.
*Sense/Smell/See Radiation---Vrusk can sense radiation as sparkles in their vision, and as a clicking in their inner ear. They also claim to be able to smell or taste radioactive gases like radon, and can identify concentrations of radioactive materials(like strontium or polonium).
*Striker Claws---The two ‘striker’ arms have a reach of 10 ft and end in razor-sharp claws used traditionally for catching and prying open the hardshelled mollusks that make up the bulk of Vrusk diet. These claws inflict 2d4 MD in addition to P.S. damage.
Psionics: None
Magic: Vrusk have no KNOWN ability to use magic; they claim that their radioactive environment interferes with the mechanisms of magic, but some xenosociologists claim that Vrusk ‘Nuclear Mages’ exist, practicing a form of magic based on nuclear manipulation.
Cybernetics/Bionics: Not available; Vrusk never developed bionics beyond crude prosthetics because of their regeneration abilities and the fact that artificial implants tend not to last long in their harsh environment.
Available OCCs: Any except Headhunter, ‘Borg, Magic and Psionic classes. Also tend to avoid Robot and Power Armor-oriented classes. The ‘Tin Man’ Mercenary from Mercenary Adventures is a common OCC among offworld salvagers
RCC Skills:
Swimming: 90%
Skills of Note:-----
Nuclear, Biological, Chemical Warfare skill gets a +10% if taken.
Culture:
Peaceful explorers and businessbeings. Their planet is not yet unified, and still occasionally has low-level wars, but the recent influx of wealth from offworld work and trade has most folks too busy scrambling to get in on the windfall to care about regional differences or need to fight over resources. The Vrusk do a booming business in cleaning up other planets’ radioactive messes.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Ninjabunny wrote:Put another knot on the rope for Taalismn. I've been trying to find my old Ninja Bunny R.C.C stats I hate looking for old stats it take months to find them,
I know the feeling....I fear I've lost my old Necrothal RCC...Fungoid animated skeletons from a world of decay and twilight....
But Ninja Bunnies? Okay, that sounds wonderfully demented....
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
The drapids look intriguing...their inherent ability to permanently levitate stuff looks fun too...
Some proofreading and attention to capitalization(sorry, that's the old English Teacher in me), and you could have a real nice entry here ready to go to hardcopy
Some proofreading and attention to capitalization(sorry, that's the old English Teacher in me), and you could have a real nice entry here ready to go to hardcopy
-------------
"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
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Those were both nice RCCs. I like them! I hope we see more of the RCC posted by Ninja Bunny's friend!
"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
"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
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Bunny Rabbits going up against Oni?
Well, to qoute a favorite fanfiction of mine; when you're that far down the foodchain, you work up a lot of anger...
Of course, when evolution works to even the odds, and you have the opportunity to lay your paws on some killing steel and some teflon-coated armor piercing ammo, the food chain gets a little re-arranged...
Well, to qoute a favorite fanfiction of mine; when you're that far down the foodchain, you work up a lot of anger...
Of course, when evolution works to even the odds, and you have the opportunity to lay your paws on some killing steel and some teflon-coated armor piercing ammo, the food chain gets a little re-arranged...
-------------
"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
------------
"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
------------
Ninjabunnies:
Good job.
However, next time please, please, format
your work. You know, points (as of end of sentence),
sometimes push an "enter", capitals... that kind of stuff,
that we,
elderly foreigners need to comprehend without ours eyes
getting popped
Adios
KLM
Good job.
However, next time please, please, format
your work. You know, points (as of end of sentence),
sometimes push an "enter", capitals... that kind of stuff,
that we,
elderly foreigners need to comprehend without ours eyes
getting popped
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Thank you...that was my real concern with that entry.....Not quite sure how to phrase it, though....
Otherwise, the creative content was great....
Otherwise, the creative content was great....
-------------
"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
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
It's ok. We are all looking forward to seeing more stuff come into being here on the forum.
"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
"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
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Hardcopying.....and waiting for more....
The megaverse is vast, and we can't all have travelled the same ways or met the same peoples in our individual journies of discovery....Describe the people, the cultures, the worlds you've met and seen....
The megaverse is vast, and we can't all have travelled the same ways or met the same peoples in our individual journies of discovery....Describe the people, the cultures, the worlds you've met and seen....
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Speech Impediment Syndrome of Yoda's, we have
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
The condition helping this is not...
-------------
"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
------------
"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
------------
- Carl Gleba
- Palladium Books® Freelance Writer
- Posts: 3173
- Joined: Fri Oct 06, 2000 1:01 am
- Comment: Lord of Chaos!
- Location: Rome, NY USA
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Yes! funny it has become! Tangent we have gone! Back now we go topic hand at.
ro ni rehto sdrow kcab ot eht cipot ew deen ot og!
ro ni rehto sdrow kcab ot eht cipot ew deen ot og!
"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
"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
- shiiv-a
- Adventurer
- Posts: 789
- Joined: Sun Jun 06, 2004 2:55 pm
- Comment: I see people as people first, anything else is secondary
- Location: BC, Canada
interesting race there mister ninjabunny guy ... really will have to sit and read them all out. maybe check the search on here for something specific ... had this idea, but, thats all it is. needed more info to see if it was done before. guess its back to rolling up random race here and there for whatever reason.
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:Ouch! That painful it is. Calm down you will be.....
Require medical assistance socialized medicine someone does....
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
shiiv-a wrote:interesting race there mister ninjabunny guy ... really will have to sit and read them all out. maybe check the search on here for something specific ... had this idea, but, thats all it is. needed more info to see if it was done before. guess its back to rolling up random race here and there for whatever reason.
Depending on which tables you roll on(or maybe you jump between tables as the mood strikes you), you can come up with some odd stats to screw some descriptions onto....Then adjust to taste, maybe salt with some of the powers and eugenic modifications from POwers Unlimited/Heroes Unlimited...
Of course, humans are the megaversal equivalent of rodents or pigeons, with millions of variants possible from either natural evolution/mutation, or deliberate engineering, so that's one possible route to take...or go to the other extreme, to elemental-based beings(of all the races in sci-fi, for example, the 'Horta' from Star Trek:TOS's 'Devil in the Dark' ranks as my favorite...very non-human, silicon-based, but intelligent, emotional, and capable of strategic planning...)
-------------
"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
------------
"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
------------
- shiiv-a
- Adventurer
- Posts: 789
- Joined: Sun Jun 06, 2004 2:55 pm
- Comment: I see people as people first, anything else is secondary
- Location: BC, Canada
i'll give it a try. never know ... something interesting may just come up ... now to bring justice to a poster i found that' just outta this wold ....
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Information is presented in the following way; First the solar system, then the planets circling the sun and last but not least the description of the RCC and the history of the Ma´log.
System: A solitaire star system known as the Carth System, with a single star (Red Dwarf) in the center of the system, Anvil Galaxy. Red Dwarf stars are stars with relatively cold surface temperatures, under 3500 kelvin, and the Red Dwarf is relatively faint when compared to some of the other stars. The Red Dwarf star or sun is encircled by only two planets (Catho 1 and Catho 2), the first one is relatively close to the sun and is the only one that has sustained life, the other one is a rather large gas giant.
Catho 1: Homeworld: Small Terrestrial Planet.
Diameter: Small, which means approximately half the size of Rifts Earth.
Gravity: Low - the world has fairly low gravity compared to what one might find on mars, in game terms lifting and carrying capacity are increased by a factor 20. Leaping distances are quadrupled. Off-worlders also see their speed doubled while on this planet.
Temperature: Temperate - which equals earth temperatures or equatorial temperatures on mars. Temperatures range from -50 C in the coldest regions to around +50 C in the warmest areas around the little planets equator.
Unusual Features: Odd revolution - the planet takes an unusually long time to go once around the systems star, and the exact reason for this is difficult to explain. The long revolution around the systems Red Dwarf also seems to have an odd effect on the inhabitants of the planet who have unusually long lifespans. This phenomenon is not unheard of in the Anvil Galaxy, but fewer than three dozen are recorded in galactic records.
Atmosphere: Dense Atmosphere - the atmosphere is very much like the one on earth with the exception that there is a lot more of it. In fact the atmosphere is about twice as dense as the galactic norm for life-bearing worlds, which makes it very difficult to breathe. Most humanoids will require some kind of breathing apparatus to assist them in breathing such as air masks or filters. Humanoids and animals can adapt to such living conditions (which the native population has - of course).
Terrain: The planet is 55% covered in surface water, there are two large continents with a combination of mountain ranges and forest/jungle/swamp areas. In addition to the contients (both approximately the size of Africa) there are hundreds of smaller islands dotting the surface. The Oceans of this world are rather shallow, with the deepest one being around one mile or 1,6km deep. Many of the mountain ranges and islands have volcanos that have had a quite active history, there seems to be some intense tectonic activity going on. Just like earth there is a north and south pole with extremely cold waters and freezing conditions.
Hydrosphere: Moist - which means there is slightly more water on the planet than land. As noted above there is alot of water, enough to create oceans, but in addition most landmasses seem to be very moist with alot of lakes, rivers and especially swamps. These conditions are ideal for most types of plant life and fungi.
Biosphere: Dense - Numerous thriving species. The planet has a wide variety of life environments. Were one to crash it would probably not take all others with it, but one can never tell. As a sideeffect of such an active biosphere, microorganisms often pose a problem for humanoids. In short, desease, infection, and all sorts of micro contamination becomes likely. Unless visitors and the indiginous people take effective measures to clean themselves of these buggers any kind of long term stay on the planet will probably prove hazardous to ones health.
Population: Busy - in concrete numbers this means tens of millions of people, the exact number is somewhere between 490 and 515 million people. The planet has several large cities, city states, as well as a dense network of smaller cities. Even though Catho 1 is small, this still means that they have plenty of room to expand. The reason why the population is considered busy is because their cities are generally placed near the equator of the planet and most of their civilization seems located in the same general region.
Technology: Stellar Age - The world has, at this point, successfully extended its reach to well beyond its own solar system. It is aware of the galactic community, the Three Galaxies, the Cosmic Forge, and all that such things entail. This civilization is ready, willing, and able to send explorers to the farthest corners of the galaxy, where they might establish friendly aquaintances and possible diplomatic connections. This is the level of technology most commonly encountered among the major powers of the Anvil Galaxy. Below I have listed some ideas and thoughts on the technology used by the Ma´log.
Spacecraft, largest ones have water cores, the water can be shifted around using pressure doors and forcefields - flying fishtanks, traction drives – they can approach light speed – powered by fusion reactors. Fighters with chemical drives and fuel tanks, their spaceships are always inspired by living creatures that live in the ocean, and even though aerodynamics are not important in space, all of their spacecraft are streamlined and aerodynamic. Their spacecrafts have less MDC than the galactic average, but they have exceptionally good forcefield technology.
Weapons, SDC weapons - only armed forces have access to MD technology. Forcus on slugthrowers alone would be weird since they dont work well underwater - spearguns, tridents and energy weapons, like lasers with blue-green frequencies. very keen on non-lethal weapons (there are few enough of them), so they have stunguns, both blaster models and hand to hand weapons.
Armor, they hate personal armor, they find it impairs movement and drags them down, so they use forcefields instead – they have superior FF technology, their FFs are more dense and can be used to make barriers and hold water. actual armor is used by spacers only and as PA suits used by military. PA suits look like huge toads or frogs and are inspired by some of the swamp creatures that live on Catho 1. These PA units move with exceptional speed on land very similar to a Triax Terrain Hopper PA. The suits can also move at exceptional speed when underwater, they can fly using detachable jetpacks.
Economy: Largest pillar of economy (60%); Agricultural - the growing of crops and the raising of livestock. This species has mastered the skills of undersea faming and scientists have discovered that many of the different weeds, algae, clamps and other indiginous lifeforms of their world have various medicinal applications. They export and sell alot of their agricultural products on the open market. Secondary economic pillar (30%); Industry - the manufacture and destribution of goods. In addition to supplying them with a food resource they can also extract and sell various medicinal products to offworlders from the fauna and flora they harvest, their healing medpacks are slowly becoming very popular on the open market. In addition to the medpacks they have developed several other unique products, such as a wetsuit based on algae and nano-technology, artificial gills for non-aquatic races and other cool stuff. Tertiary economic pillar (10%); Gas-mining - the systems gas giant is being mined and the canisters sold for profit.
Wealth: Prosporous - the planet has a robust economy. This economy is naturally strong and the people can afford to live high on the hog. Luxury items are commonplace, and the government usually has a great deal of resources at its disposal.
Government Type: Gendocracy - which means rule by those of a particular sex! The Soelen subspecies rules the Ma´log. The fact that they provide the eggs and make reproducing even possible has given them much power and influence.
Government Popularity: Popular - the government is liked by the people, and though it has its detractors, on popularity alone, it is a successful and stable way to run the planet.
Government Stability: Long Standing - the government has a long traditon of stability, so much so, that the people can hardly imagine life without it. For a government of this type to be overturned, circumstances would have to become radically different from what they are now.
Politics: There are a few political issues that are of great importance at present time on Catho 1. The various political organs and leaders of the different citystates are debating the following controversial subjects. The first issue is that the Ma´log population seems to be stagnating and has been during the last 30-40 years. Some politicians believe that the governments have to start a program to insure that their population will not only grow, but grow at a faster pace. In particular, there some Ma´log Soelen who believe they should start genetic research and engineering to increase the number of Soelen born, which would allow more child bearers to provide eggs. But some want to go even farther, they want the government to take over the role as the family of these future children and make laws that insure that all physically mature people of all subspecies would be required to help in the fertilization of the eggs bred by the various city-states. These suggestions have thrown the debates into a new gear, and there does not seem to be a solution anywhere on the horizon or near future. There is also a political debate about the planets various zones, many young Ma´log venture into the W-Zones each year to get a taste of what life was thousands of years ago, as well as to prove themselves ready to enter adulthood. Almost half of these young Ma´log never return from this journey and this has started a political movement to stop this ancient ritual, again it is the poeple that believe the Ma´log should increase their numbers that lead the way. Conservative politicians believe that this ancient ritual of passing from childhood into adulthood is necessary because it keeps the young Ma´log humble, shows them that teamwork is the way to survive and that fighting against the odds, and triumph, is the way of the Ma´log. Another issue is the exchange of technology, the Ma´log want to buy the contragravity and FTL technology from someone willing to sell it to them, the debate has to do with who should pay for it, and what technology they would be willing to exchange for it.
Religion: The Ma´log live in a secular society, which means that religion is accepted as a right for anyone, but at the same time it is a private issue and it is banned from the public space. Very few of the Ma´log are religious in any way, they embraced science instead of religion and the only trace elements left of the pasts religions is an enormous respect for nature. Druids are practically the only branch left and they are extremely reclusive, rare and are usually only found in the W-Zones. The only other exception are the people that believe in the Cosmic Forge. Several smaller cults or religious groups have sprung up in half a dozen of the larger city-states, they are very peaceful and friendly and their ambition is to actively seek the cosmic forge by studying any available material or clues they can get their hands on, as well as actively sending out search partys. These people are a minority, only a few thousand people, and they are usually ignored.
Law Level: This is a bit special because the Ma´log have a somewhat strange way to look at the law, they devide their planet into zones known as C-Zones (civilized) and W-Zones (wild). The reason for this seems to have roots far back in history where most of the Ma´log were nomadic family tribes travelling the globe living of the land and the sea. There has always been a tradition that the wild is not to be tamed because young Ma´log have to have places where they can travel to learn the ways of their ancestors. Since the civilization of the Ma´log is considered very small, even for such a small planet, that still leaves huge areas all over the globe that are considered W-Zones where no laws apply and people travel there at their own risk. In the C-Zones that are almost exclusively limited to the equator belt, where almost all of the modern cities have been build, here the planets lawlevel is considered: Lawful - which means the planet has a good law system set into place and it keeps crime well in check. Best of all, it does so without trampling the civil liberties of its citizens. As for the W-Zones there are different political movements working to reduce or even completely remove these zones so that civilization can take over the entire planet, many fractions think it is barbaric, primitive and unworthy that their highly advanced and developed society should continue to follow the old ways. Many conservative politicians believe it is an essential and incredibly important tradition that needs to be continued, it teaches the youth of their city states to fend for themselves and how to fight against tough odds.
Special Weapon Laws: Since only SDC weapons are allowed on the surface of catho 1, and only the military and planetary defence force have access to MD technology some people may experience problems when arriving on Catho 1. This has some strange or unusual consequences for visitors that are MDC beings and/or have supernatural strength or other natural abilities that allow them to inflict MD. Most creatures that have these chracteristics are not allowed to travel to the planet surface, but those that are will be subjected to severe background checks, and will be assigned a 4 man Ma´log Force Field Team (FFT). These specialists are trained in shielding the character off from his surroundings so that he cannot willingly or unwillingly inflict damage to people or property. Psychics with dangerous powers such as Ma´log Phobu erupters or master psychics are registered in a police database for the very same reason.
Catho 2: Gas Giant: A relatively small rocky core surrounded by a huge gas atmosphere, effectively making it a huge gascloud clinging to a rocky core. The cloud is held in place by the rocks gravity and rotation around the sun. The exact makeup of the gascloud is not that important at this point in time, suffice to say that the gas is being mined and it is sold to the highest bidder on the open market. Gas-mining spacecraft launch from one of the two orbiting spacestations.
System: A solitaire star system known as the Carth System, with a single star (Red Dwarf) in the center of the system, Anvil Galaxy. Red Dwarf stars are stars with relatively cold surface temperatures, under 3500 kelvin, and the Red Dwarf is relatively faint when compared to some of the other stars. The Red Dwarf star or sun is encircled by only two planets (Catho 1 and Catho 2), the first one is relatively close to the sun and is the only one that has sustained life, the other one is a rather large gas giant.
Catho 1: Homeworld: Small Terrestrial Planet.
Diameter: Small, which means approximately half the size of Rifts Earth.
Gravity: Low - the world has fairly low gravity compared to what one might find on mars, in game terms lifting and carrying capacity are increased by a factor 20. Leaping distances are quadrupled. Off-worlders also see their speed doubled while on this planet.
Temperature: Temperate - which equals earth temperatures or equatorial temperatures on mars. Temperatures range from -50 C in the coldest regions to around +50 C in the warmest areas around the little planets equator.
Unusual Features: Odd revolution - the planet takes an unusually long time to go once around the systems star, and the exact reason for this is difficult to explain. The long revolution around the systems Red Dwarf also seems to have an odd effect on the inhabitants of the planet who have unusually long lifespans. This phenomenon is not unheard of in the Anvil Galaxy, but fewer than three dozen are recorded in galactic records.
Atmosphere: Dense Atmosphere - the atmosphere is very much like the one on earth with the exception that there is a lot more of it. In fact the atmosphere is about twice as dense as the galactic norm for life-bearing worlds, which makes it very difficult to breathe. Most humanoids will require some kind of breathing apparatus to assist them in breathing such as air masks or filters. Humanoids and animals can adapt to such living conditions (which the native population has - of course).
Terrain: The planet is 55% covered in surface water, there are two large continents with a combination of mountain ranges and forest/jungle/swamp areas. In addition to the contients (both approximately the size of Africa) there are hundreds of smaller islands dotting the surface. The Oceans of this world are rather shallow, with the deepest one being around one mile or 1,6km deep. Many of the mountain ranges and islands have volcanos that have had a quite active history, there seems to be some intense tectonic activity going on. Just like earth there is a north and south pole with extremely cold waters and freezing conditions.
Hydrosphere: Moist - which means there is slightly more water on the planet than land. As noted above there is alot of water, enough to create oceans, but in addition most landmasses seem to be very moist with alot of lakes, rivers and especially swamps. These conditions are ideal for most types of plant life and fungi.
Biosphere: Dense - Numerous thriving species. The planet has a wide variety of life environments. Were one to crash it would probably not take all others with it, but one can never tell. As a sideeffect of such an active biosphere, microorganisms often pose a problem for humanoids. In short, desease, infection, and all sorts of micro contamination becomes likely. Unless visitors and the indiginous people take effective measures to clean themselves of these buggers any kind of long term stay on the planet will probably prove hazardous to ones health.
Population: Busy - in concrete numbers this means tens of millions of people, the exact number is somewhere between 490 and 515 million people. The planet has several large cities, city states, as well as a dense network of smaller cities. Even though Catho 1 is small, this still means that they have plenty of room to expand. The reason why the population is considered busy is because their cities are generally placed near the equator of the planet and most of their civilization seems located in the same general region.
Technology: Stellar Age - The world has, at this point, successfully extended its reach to well beyond its own solar system. It is aware of the galactic community, the Three Galaxies, the Cosmic Forge, and all that such things entail. This civilization is ready, willing, and able to send explorers to the farthest corners of the galaxy, where they might establish friendly aquaintances and possible diplomatic connections. This is the level of technology most commonly encountered among the major powers of the Anvil Galaxy. Below I have listed some ideas and thoughts on the technology used by the Ma´log.
Spacecraft, largest ones have water cores, the water can be shifted around using pressure doors and forcefields - flying fishtanks, traction drives – they can approach light speed – powered by fusion reactors. Fighters with chemical drives and fuel tanks, their spaceships are always inspired by living creatures that live in the ocean, and even though aerodynamics are not important in space, all of their spacecraft are streamlined and aerodynamic. Their spacecrafts have less MDC than the galactic average, but they have exceptionally good forcefield technology.
Weapons, SDC weapons - only armed forces have access to MD technology. Forcus on slugthrowers alone would be weird since they dont work well underwater - spearguns, tridents and energy weapons, like lasers with blue-green frequencies. very keen on non-lethal weapons (there are few enough of them), so they have stunguns, both blaster models and hand to hand weapons.
Armor, they hate personal armor, they find it impairs movement and drags them down, so they use forcefields instead – they have superior FF technology, their FFs are more dense and can be used to make barriers and hold water. actual armor is used by spacers only and as PA suits used by military. PA suits look like huge toads or frogs and are inspired by some of the swamp creatures that live on Catho 1. These PA units move with exceptional speed on land very similar to a Triax Terrain Hopper PA. The suits can also move at exceptional speed when underwater, they can fly using detachable jetpacks.
Economy: Largest pillar of economy (60%); Agricultural - the growing of crops and the raising of livestock. This species has mastered the skills of undersea faming and scientists have discovered that many of the different weeds, algae, clamps and other indiginous lifeforms of their world have various medicinal applications. They export and sell alot of their agricultural products on the open market. Secondary economic pillar (30%); Industry - the manufacture and destribution of goods. In addition to supplying them with a food resource they can also extract and sell various medicinal products to offworlders from the fauna and flora they harvest, their healing medpacks are slowly becoming very popular on the open market. In addition to the medpacks they have developed several other unique products, such as a wetsuit based on algae and nano-technology, artificial gills for non-aquatic races and other cool stuff. Tertiary economic pillar (10%); Gas-mining - the systems gas giant is being mined and the canisters sold for profit.
Wealth: Prosporous - the planet has a robust economy. This economy is naturally strong and the people can afford to live high on the hog. Luxury items are commonplace, and the government usually has a great deal of resources at its disposal.
Government Type: Gendocracy - which means rule by those of a particular sex! The Soelen subspecies rules the Ma´log. The fact that they provide the eggs and make reproducing even possible has given them much power and influence.
Government Popularity: Popular - the government is liked by the people, and though it has its detractors, on popularity alone, it is a successful and stable way to run the planet.
Government Stability: Long Standing - the government has a long traditon of stability, so much so, that the people can hardly imagine life without it. For a government of this type to be overturned, circumstances would have to become radically different from what they are now.
Politics: There are a few political issues that are of great importance at present time on Catho 1. The various political organs and leaders of the different citystates are debating the following controversial subjects. The first issue is that the Ma´log population seems to be stagnating and has been during the last 30-40 years. Some politicians believe that the governments have to start a program to insure that their population will not only grow, but grow at a faster pace. In particular, there some Ma´log Soelen who believe they should start genetic research and engineering to increase the number of Soelen born, which would allow more child bearers to provide eggs. But some want to go even farther, they want the government to take over the role as the family of these future children and make laws that insure that all physically mature people of all subspecies would be required to help in the fertilization of the eggs bred by the various city-states. These suggestions have thrown the debates into a new gear, and there does not seem to be a solution anywhere on the horizon or near future. There is also a political debate about the planets various zones, many young Ma´log venture into the W-Zones each year to get a taste of what life was thousands of years ago, as well as to prove themselves ready to enter adulthood. Almost half of these young Ma´log never return from this journey and this has started a political movement to stop this ancient ritual, again it is the poeple that believe the Ma´log should increase their numbers that lead the way. Conservative politicians believe that this ancient ritual of passing from childhood into adulthood is necessary because it keeps the young Ma´log humble, shows them that teamwork is the way to survive and that fighting against the odds, and triumph, is the way of the Ma´log. Another issue is the exchange of technology, the Ma´log want to buy the contragravity and FTL technology from someone willing to sell it to them, the debate has to do with who should pay for it, and what technology they would be willing to exchange for it.
Religion: The Ma´log live in a secular society, which means that religion is accepted as a right for anyone, but at the same time it is a private issue and it is banned from the public space. Very few of the Ma´log are religious in any way, they embraced science instead of religion and the only trace elements left of the pasts religions is an enormous respect for nature. Druids are practically the only branch left and they are extremely reclusive, rare and are usually only found in the W-Zones. The only other exception are the people that believe in the Cosmic Forge. Several smaller cults or religious groups have sprung up in half a dozen of the larger city-states, they are very peaceful and friendly and their ambition is to actively seek the cosmic forge by studying any available material or clues they can get their hands on, as well as actively sending out search partys. These people are a minority, only a few thousand people, and they are usually ignored.
Law Level: This is a bit special because the Ma´log have a somewhat strange way to look at the law, they devide their planet into zones known as C-Zones (civilized) and W-Zones (wild). The reason for this seems to have roots far back in history where most of the Ma´log were nomadic family tribes travelling the globe living of the land and the sea. There has always been a tradition that the wild is not to be tamed because young Ma´log have to have places where they can travel to learn the ways of their ancestors. Since the civilization of the Ma´log is considered very small, even for such a small planet, that still leaves huge areas all over the globe that are considered W-Zones where no laws apply and people travel there at their own risk. In the C-Zones that are almost exclusively limited to the equator belt, where almost all of the modern cities have been build, here the planets lawlevel is considered: Lawful - which means the planet has a good law system set into place and it keeps crime well in check. Best of all, it does so without trampling the civil liberties of its citizens. As for the W-Zones there are different political movements working to reduce or even completely remove these zones so that civilization can take over the entire planet, many fractions think it is barbaric, primitive and unworthy that their highly advanced and developed society should continue to follow the old ways. Many conservative politicians believe it is an essential and incredibly important tradition that needs to be continued, it teaches the youth of their city states to fend for themselves and how to fight against tough odds.
Special Weapon Laws: Since only SDC weapons are allowed on the surface of catho 1, and only the military and planetary defence force have access to MD technology some people may experience problems when arriving on Catho 1. This has some strange or unusual consequences for visitors that are MDC beings and/or have supernatural strength or other natural abilities that allow them to inflict MD. Most creatures that have these chracteristics are not allowed to travel to the planet surface, but those that are will be subjected to severe background checks, and will be assigned a 4 man Ma´log Force Field Team (FFT). These specialists are trained in shielding the character off from his surroundings so that he cannot willingly or unwillingly inflict damage to people or property. Psychics with dangerous powers such as Ma´log Phobu erupters or master psychics are registered in a police database for the very same reason.
Catho 2: Gas Giant: A relatively small rocky core surrounded by a huge gas atmosphere, effectively making it a huge gascloud clinging to a rocky core. The cloud is held in place by the rocks gravity and rotation around the sun. The exact makeup of the gascloud is not that important at this point in time, suffice to say that the gas is being mined and it is sold to the highest bidder on the open market. Gas-mining spacecraft launch from one of the two orbiting spacestations.
Last edited by Blue Eyes on Fri Mar 23, 2007 1:39 pm, edited 1 time in total.
History: The Ma´log is an aquatic race that has adapted to living in water as well as on land. The race is multigendered and consists of 4 distinctly different subspecies or genders, and all of them are required to reproduce.
Ancient History: Tens of Thousands of years ago when there were even fewer Ma´log than there is today, they were scattered out all over the globe in the form of family tribes. These tribes were nomadic and were busy trying to survive and adapt to the hostile environment that they knew as their home. The fauna on Catho 1 was (and is) thriving with numerous species that are very dangerous. These species include shark-like creatures, that reminds very much of one of our earths prehistoric shark creatures, known as the Megalodon, there are giant amphibs or frog-like creatures, as well as seasnakes and similar creatures. These animals might be considered monsters on many other planets but here they are part of an ecosystem and they have evolved naturally on Catho 1. All native creatures on Catho 1 have extremely long lifespans and many of the animal species have evolved into large long-living predators, not unlike the Ma´log themselves. During this period of time all Ma´log were part of the foodchain, and they were not necessarily on top. This was a time of chaos and struggle and even the various family tribes fought amongst themselves, which kept their numbers low. Most struggles were over habitable land areas, but they were also simply about instincts, the families were fighting each other for dominance over the gene-pool. Just like when male lions of the african savannah kills the cubs of another male lion, they are simply ridding themselves of competition and allowing their own offspring to live. The family tribes would target the childbearers of each other to insure that their offspring would have better chances of surviving. Had things continued like this the Ma´log might very well have become extinct, their numbers where seriously decimated during this period of time. Essentially the Ma´log were fighting for survival alongside various other races during this timeperiod, but the Ma´log had something working for them that the other races did not, they were exceptionally good at working together within each of their respective families, something that would save their species when applied on a bigger scale.
Older History: Thousands of years ago there were changes flowing with the currents of the oceans. Various famlily tribes started to settle down and claim areas of land as well as sectors of ocean, slowly abandoning their lives as nomads. The reason for this was, that the wars fought amongst the various family clans had reduced their numbers significantly. The families that settled in one place seemed to be able to dig in and defend their homes with much less effort and with greater success than the families that were still moving around. Those that settled started to form alliances with other families and the settlements or cities slowly started to grow. When people start to build cities they have to fix all the problems that are inevitably connected to so many people living together, and it was during this time-period that some of the first technological advances were made. Protection, sanitation, harvesting of crops, building of homes, hatching and raising of the young and similar practical things had to be adressed, and once the small communities started to prosper, more and more families wanted to join. Safety in numbers, strength and plenty of food through teamwork was something that looked very appealing to most of the Ma´log. During this period of Ma´log history, many of the simpler technologies were developed, such as the steam engine, simple electrical generators, the combustion engine and similar inventions that were the brainchilds of the Ma´log Phobu. In many ways this can be compared to the first industrial revolution of rifts earth. Science slowly took over and became the most respected way to look at the world, and the old ways slowly disappeared into the background. It was also during this time-period that the Ma´log chose to make the Ma´log Soelen the leaders of their society. A Gendocracy was formed as only the Ma´log Soelen (Childbearers) were pointed out to be the leaders of the city-states. The Ma´log Soelen were chosen because they had always been the leaders of the families, it was in their blood to lead their people, and the fact that they provided the eggs and made reproducing possible has given them much power and influence. The familly tribes united and formed the first city-states, and most of them got along without any incidents. The real trouble came from outsiders, from various seacreatures that were attracted to the Ma´log because they suddenly had started to gather in massive numbers in the same relatively small area. Many of these creatures saw the Ma´log as a food source and the Ma´log had to spend alot of energy and manpower defending their new homes. In addition to the animal threat there were other Ma´log family tribes that would not abandon the old ways, living as nomadic tribes of barbarians, they constantly attacked the settlements to find weak spots and to kill or capture, what they perceived to be the enemy. The struggle was long and hard but eventually these city-states would emerge as the victors and survivors of these dark ages.
Newer History: The founding of the city-states and the social structure of the Ma´log has been the same for thousands of years, and it seems to be working very well for them. The only real changes that their society has gone through in newer history (which is the last 1500 years) has been the advances they have made in science and technology, as well as the impact these advances have had on their society. Their cities have been transformed into marvels of modern technology, relying mostly on environmental friendly technology such as windmills and water turbines to generate electricity. The Ma´log have also developed unique sciences based and inspired on some of the odd species that live on Catho 1. Since the Ma´log had already explored their entire homeworld they started to look towards the stars, and in a matter of relatively few decades of research they managed to lauch their first expeditions into space. The Ma´log were never able to develop a gravity technology and they were never able to build spacecraft with FTL capabilities. Instead they developed Traction Drives, using their vast experience in force field technology, these drives generate a very specialized magnetic field that is able to attach itself to the spacetime continuum to drag the ship along. Ships with Traction Drives have constant acceleration, but they are very slow, and it takes almost a month to reach maximum speed, which is 0,95 times c (c = speed of light). So these ships can approach lightspeed, and this has enabled the Ma´log to search nearby star systems on their own. These ships are always powered by Fusion Reactors, which is one of the most clean power sources available, fusion is the energy source of the universe. Since these spacecrafts had to be build in space it was necessary to build spacestations in the orbit of Catho 1, which was something that took the collaboration of all the city-states on the planet. All other spacecraft used by the Ma´log are powered by chemical drives, and currently the Ma´log are considering buying or trading for gravity technology from one of the power blocks in the Anvil Galaxy. After the Ma´log had reached the stars and started to travel around to explore nearby starsystems they became aware that they werent alone, they found traces left behind by other spacefaring civilizations. Eventually there was a first contact, a CCW vessel with a crew of wulfen and humans, the encounter was peaceful and now, years later, the Ma´log are aware of the galactic community. This was around 70 years ago and up and until now the Ma´log have reamained neutral even though they have been apprached by the CCW and been invited to join the consortium. The Ma´log are very careful by nature and they fear that joining one power block will autimatically make them the enemies of other power blocks, which is true, and the Ma´log like to keep their options open. For now the Ma´log seem to be mostly interested in dealing with their own problems as well as learning more about the civilizations of the three galaxies, the Anvil Galaxy in particular.
Ancient History: Tens of Thousands of years ago when there were even fewer Ma´log than there is today, they were scattered out all over the globe in the form of family tribes. These tribes were nomadic and were busy trying to survive and adapt to the hostile environment that they knew as their home. The fauna on Catho 1 was (and is) thriving with numerous species that are very dangerous. These species include shark-like creatures, that reminds very much of one of our earths prehistoric shark creatures, known as the Megalodon, there are giant amphibs or frog-like creatures, as well as seasnakes and similar creatures. These animals might be considered monsters on many other planets but here they are part of an ecosystem and they have evolved naturally on Catho 1. All native creatures on Catho 1 have extremely long lifespans and many of the animal species have evolved into large long-living predators, not unlike the Ma´log themselves. During this period of time all Ma´log were part of the foodchain, and they were not necessarily on top. This was a time of chaos and struggle and even the various family tribes fought amongst themselves, which kept their numbers low. Most struggles were over habitable land areas, but they were also simply about instincts, the families were fighting each other for dominance over the gene-pool. Just like when male lions of the african savannah kills the cubs of another male lion, they are simply ridding themselves of competition and allowing their own offspring to live. The family tribes would target the childbearers of each other to insure that their offspring would have better chances of surviving. Had things continued like this the Ma´log might very well have become extinct, their numbers where seriously decimated during this period of time. Essentially the Ma´log were fighting for survival alongside various other races during this timeperiod, but the Ma´log had something working for them that the other races did not, they were exceptionally good at working together within each of their respective families, something that would save their species when applied on a bigger scale.
Older History: Thousands of years ago there were changes flowing with the currents of the oceans. Various famlily tribes started to settle down and claim areas of land as well as sectors of ocean, slowly abandoning their lives as nomads. The reason for this was, that the wars fought amongst the various family clans had reduced their numbers significantly. The families that settled in one place seemed to be able to dig in and defend their homes with much less effort and with greater success than the families that were still moving around. Those that settled started to form alliances with other families and the settlements or cities slowly started to grow. When people start to build cities they have to fix all the problems that are inevitably connected to so many people living together, and it was during this time-period that some of the first technological advances were made. Protection, sanitation, harvesting of crops, building of homes, hatching and raising of the young and similar practical things had to be adressed, and once the small communities started to prosper, more and more families wanted to join. Safety in numbers, strength and plenty of food through teamwork was something that looked very appealing to most of the Ma´log. During this period of Ma´log history, many of the simpler technologies were developed, such as the steam engine, simple electrical generators, the combustion engine and similar inventions that were the brainchilds of the Ma´log Phobu. In many ways this can be compared to the first industrial revolution of rifts earth. Science slowly took over and became the most respected way to look at the world, and the old ways slowly disappeared into the background. It was also during this time-period that the Ma´log chose to make the Ma´log Soelen the leaders of their society. A Gendocracy was formed as only the Ma´log Soelen (Childbearers) were pointed out to be the leaders of the city-states. The Ma´log Soelen were chosen because they had always been the leaders of the families, it was in their blood to lead their people, and the fact that they provided the eggs and made reproducing possible has given them much power and influence. The familly tribes united and formed the first city-states, and most of them got along without any incidents. The real trouble came from outsiders, from various seacreatures that were attracted to the Ma´log because they suddenly had started to gather in massive numbers in the same relatively small area. Many of these creatures saw the Ma´log as a food source and the Ma´log had to spend alot of energy and manpower defending their new homes. In addition to the animal threat there were other Ma´log family tribes that would not abandon the old ways, living as nomadic tribes of barbarians, they constantly attacked the settlements to find weak spots and to kill or capture, what they perceived to be the enemy. The struggle was long and hard but eventually these city-states would emerge as the victors and survivors of these dark ages.
Newer History: The founding of the city-states and the social structure of the Ma´log has been the same for thousands of years, and it seems to be working very well for them. The only real changes that their society has gone through in newer history (which is the last 1500 years) has been the advances they have made in science and technology, as well as the impact these advances have had on their society. Their cities have been transformed into marvels of modern technology, relying mostly on environmental friendly technology such as windmills and water turbines to generate electricity. The Ma´log have also developed unique sciences based and inspired on some of the odd species that live on Catho 1. Since the Ma´log had already explored their entire homeworld they started to look towards the stars, and in a matter of relatively few decades of research they managed to lauch their first expeditions into space. The Ma´log were never able to develop a gravity technology and they were never able to build spacecraft with FTL capabilities. Instead they developed Traction Drives, using their vast experience in force field technology, these drives generate a very specialized magnetic field that is able to attach itself to the spacetime continuum to drag the ship along. Ships with Traction Drives have constant acceleration, but they are very slow, and it takes almost a month to reach maximum speed, which is 0,95 times c (c = speed of light). So these ships can approach lightspeed, and this has enabled the Ma´log to search nearby star systems on their own. These ships are always powered by Fusion Reactors, which is one of the most clean power sources available, fusion is the energy source of the universe. Since these spacecrafts had to be build in space it was necessary to build spacestations in the orbit of Catho 1, which was something that took the collaboration of all the city-states on the planet. All other spacecraft used by the Ma´log are powered by chemical drives, and currently the Ma´log are considering buying or trading for gravity technology from one of the power blocks in the Anvil Galaxy. After the Ma´log had reached the stars and started to travel around to explore nearby starsystems they became aware that they werent alone, they found traces left behind by other spacefaring civilizations. Eventually there was a first contact, a CCW vessel with a crew of wulfen and humans, the encounter was peaceful and now, years later, the Ma´log are aware of the galactic community. This was around 70 years ago and up and until now the Ma´log have reamained neutral even though they have been apprached by the CCW and been invited to join the consortium. The Ma´log are very careful by nature and they fear that joining one power block will autimatically make them the enemies of other power blocks, which is true, and the Ma´log like to keep their options open. For now the Ma´log seem to be mostly interested in dealing with their own problems as well as learning more about the civilizations of the three galaxies, the Anvil Galaxy in particular.
Last edited by Blue Eyes on Thu Apr 05, 2018 7:41 pm, edited 1 time in total.
The Ma´log RCC
Culture: Non - Interventionists: The race wishes to expand and grow but they will never attack or settle on an inhabited planet, going only to uninhabited worlds and fighting only in self-defense. In addition this race prefers not to get involved in the affairs of other people, they try to remain neutral whenever possible.
Alignment: Any, although most are Scrupulous or Unprincipled, extremes are very rare, and therefore exceptionally good or incredibly evil Ma´log are almost unheard of. Player Characters can be any alignment.
Lifespan: Unusually long lifespans, this has to do with the fact that their native planet has an odd revolution around the Red Dwarf star of the Carth System. The planet Catho 1 takes an unusually long time to circle the sun of their system and this seems to influence their natural lifespan, exactly why this is the case however is unknown at this point in time. The effect is common to all species native to Catho 1 and Ma´logs usually have an average life span of what equals 400 "standard" Anvil Galaxy years. A one year rotation of Catho 1 around the sun of the Carth System takes 758 days, and a standard year in the Anvil Galaxy is 365 days in one year. 400 standard Anvil Galaxy years equals roughly 193 years on Catho 1.
Gender: Special - The Ma´log might seem a very odd species to most other carbon based lifeforms of the three galaxies, because they are one of the rare races that have more than two genders. The Ma´log race has four distinctly different genders or subspecies and all of them need to work together, meaning that it actually takes groups of minimum 4 of these people to reproduce. The Ma´log lifeform has its origins in both fauna as well as flora, in fact their unique physiologi has developed over millions of years, and the end result is a somewhat strange combination of an aquatic lifeform with trace hints and remains of plant/algae genes. This is the result of some strange symbiosis between the original aquatic lifeform, and some algae or fungi, that through evolution has resulted in the Ma´log race. As a result the Ma´log have developed into a multi-gender race where the "child-bearer" is the one gender that can produce eggs which then have to be fertilized by the three other genders of the Ma´log to have any chance of producing off-spring. The Ma´log reproduce in water and their eggs have specific requirements for water temperature, currents and optimal underwater depth. In addition, it is important to mention that the eggs are not like chicken eggs with a hard shell but more like gooey gel like cocoons that actually grows as the little Ma´log inside it grows. In the modern society of the Ma´log most problems concerning the protection of the eggs have been taken care of, and most families have access to so called nurseries with indoor pools. In addition to fertilizing the eggs (this method of reproduction requires absolutely no physical contact between the four genders) each of the other genders have very specific roles when it comes to protecting, nurturing, and the mental and physical upbringing of the child or children. 1d4+1 eggs is the most common amount of eggs provided by the "child-bearer" and with proper care they hatch in approximately 13 months at which point the offspring are approximately one third of the size of adults. In the first 7-8 months it is possible for the "child-bearer" to absorb the eggs back into the body to carry them around while swimming or when walking on land, but this is very risky and it increases the chance of something going wrong with the hatching process. This was a technique used by ancient Ma´log to avoid predators and rival family tribes. The three other genders are the "soldiers", "workers" and "engineers/thinkers" and all of them have something to offer when it comes to starting a family. In addition to fertilizing the eggs, the three other genders traditionally have a set role within the family, this is the way of the Ma´log, and it has been part of their culture for thousands if not millions of years. Children usually bond the most, with the one of their parents that is of the same subspecies as their own.
Each of the genders are described a little more detailed below. The percentile number indicated under each gender shows how common each subspecies is.
The Soelen subspecies or "Child Bearers" (15%): The Soelen subspecies of the Ma´log is the one gender that can actually produce the eggs that has to be fertilized by the other three genders to make offspring. The Soelen have always been less numerous than any of the other three subspecies of the Ma´log. They are the lifegivers of the species but at the same time they somehow limit the number of newborns simply because they are so rare when compared to the other subspecies of the Ma´log. The Soelen have been the leaders of the Ma´log society for thousands of years, and before that they were the leaders of the family tribes. The fact that they provide the eggs and make reproducing possible has given them much power and influence. The Soelen lays the eggs and is traditionally the one that leads the family and keeps it together when things get rough. They are natural leaders, diplomats and peacekeepers, it is something that is so deeply rooted in them that even their genetics has adjusted over the years of evolution. Soelen are usually much more charismatic, outgoing, delicate and beautiful in appearance when compared to the other subspecies of the Ma´log race. Traditionally their role is to lead the family, look out for its interests and of course raise the children. The Soelen primarily teach the children social skills and etiquette. Most Soelen seldomly get to leave the homeworld because they are so deeply involved in politics and because they usually represent huge groups of Ma´log in various political organs and guilds and therefore they cannot simply leave. Most Soelen become carrieer politicians or some other kind of leader within the society, the only exception is that they usually do not get involved in the police or the military.
The Phobu subspecies or "Engineers/Thinkers" (20%): The Phobu subspecies have strong genetics that gives them an edge when it comes to intelligence and creativeness. The Phobu are more intelligent than the other subspecies, or at least their average IQ is higher. Traditionally the Phobu have been advisors to the Soelen, they are the free thinkers, intellectuals and artists of the Ma´log. Over the years, most scientific breakthroughs have been made by individuals of the Phobu subspecies and they have taken over the niche as the researchers, engineers, inventors, or put more simple, as the scientists of the Ma´log. When it comes to parenting the Phobu teach basic knowledge such as reading and writing as well as math skills. In addtion to this many Phobu become teachers and it is seen very often that the children, regardless what subspecies they belong to, build a lifelong close relationship with the Phobu of their family, they become the confidantes, advisors and friends of the young ones. Last but not least it is important to note, that the Phobu seem to be the subspecies that has the biggest psionic potential, and some of them have become famous healers and oracles that have been consulted by the rest of the Ma´log at various occations.
The Abragnant subspecies or "Warriors" (30%): The Abragnant are the warriors, protectors and adventurers of the Ma´log. Their traditional family role has always been to hunt for food, defend the family against outside dangers like dangerous animals or rival families. In addition the Abragnant also helps out when it comes to raising the children, they are expected to take charge when it comes to the physical education of the children, as well as teaching survival skills and underwater navigation. The Abragnant usually make their carrieers as leaders in the military or police forces of the various city states on Catho 1. The Abragnant are also the subspecies that is most likely to leave Catho 1 to seek adventure and to explore the megaverse. Most of these people choose men at arms OCCs. Geneticly speaking the Abragnant subspecies is usually stronger and faster than the other subspecies.
The Idis subspecies or "Workers" (35%): The Idis is the most common of the four subspecies and they are highly respected by most, as they are considered to be the backone of the Ma´log society. The Idis are hardworking people dedicated to their families first and to society second. The Idis have uncanny instincts that make them superior fishermen as well as underwater farmers, and it is said that they can make almost anything grow, even under the most strenous conditions. Their traditional role places them as farmers, fishermen and laborers that provide food for their families, build homes, and they are usually working closely together with the Phobu, trying to come up with practical solutions to ideas formulated by the Phobu. When raising children they teach work ethics, morale and teamwork. Teamwork is the mantra of the Idis, most of them truly believe that when working together as a team, it is possible to achieve almost aything. When it comes to genetics, the Idis are usually much stronger and can endure physical labor much longer than most of the other subspecies. Very few Idis ever break out of their traditional roles to become adventurers, usually they are content with going through daily routines.
Since physical contact is not necessary to reproduce, it is obvious, that there has to be a strong mental union or bond and sympathy between the four individuals before they dicide to mate and start a family. This has created a rather unique family structure that goes all the way back to the nomadic family tribes that travelled Catho 1 in the past. In effect each family becomes a small effective team that is working together for the greater good of the entire family. Although most of these unions seem to hold once they are forged, it is important to mention that it is difficult for four individuals to make a successful union, and just like with humans, or any other species, things might not work out the way everybody had hoped, imagine the problems that can erupt when four individuals are involved in a relationship instead of only two. It is also worth mentioning that because there is four adults in each family, it should be easy to do the math to figure out, that the Ma´log have huge families when counting parents, grand parents, grand grand parents etc. and when considering their lifespans at the same time, any family gatherings would be a huge event.
Size: A low gravity environment has made these aliens taller than typical humans. The increased gravitational pull of other planets will slow the aliens down (half speed), it also provides the alien with a somewhat greater mass, which means they can be heavier without discomfort because gravity is less strenous on their homeworld. Typical size varies from 2,3m to 2,6m tall, but they appear a little smaller because they crouch when they are out of water. Weight typically ranges anywhere from 125 - 200kg.
Physical Description: The size and weight are described above, other than that the Ma´log have tough leathery skin, relatively short legs with webbed feet, a slender upper body and long arms. The hands have 3 fingers and a thumb. They use their entire body when swimming, and they move in a loping motion through the water very similar to an eel. They have several fins located around on their bodies, 2 larger ones on their back and anywhere from 6-12 smaller ones located on arms, legs, upper body and head. The gills are located where the throat and chest meets and they are usually protected by fins. The head is a bit longer than that of humans, it is almost oval in shape and aerodynamic, and the Ma´log have large round eyes and mouths filled with many short but sharp teeth. All the Ma´log can look very much alike, even the four different subspecies can look very similar, and it would be difficult for outsiders to see the difference, were it not for their bright varying colors. The Soelen usually look more delicate and beautiful than the other subspecies and usually have bright colors such as yellow, white or light blue. The Phobu are usually various nuances of green and brown and the Abragnant and Idis have darker colors and nuances such as black, brown, blue and grey.
Special: The Ma´log only wear clothes when they are out of water, and their style is usually loosefitting tunics, togas or jumpsuits made out of soft fabrics. When it comes to decorations they use gems and metals but they also use clamps and other things from the seas and lakes of Catho 1.
Horror Factor: 10 to people who have never seen a Ma´log before or when facing one in combat.
Mental & Physical Attributes: Excellent Attributes.
IQ - 3d6
ME - 3d6
MA - 3d6
PS - 2d6 (A roll of 11 or 12 allows the character to roll an additional 1d6).
PP - 4d6+5
PE - 4d6+1
PB - 3d6
PER - 3d6
SPD - 3d6 (Half when in a "normal" gravity environment – when leaving their homeworld).
SPD (Swimming): Normal speed attribute multiplied by 8.
HP: PE attribute plus 1d6 per level of experience.
SDC: Above average: Total SDC bonus amounts to 3d4*10 in addition to those gained from OCC and skill bonuses.
PPE: 3d6 or by Magic OCC (If the GM allows it).
ISP: 3d6 or determined by psionic power level (minor, major or master).
Natural Abilities: Like the lung fish of earth the Ma´log have developed both gills and lungs which allows them to function equally well both in and out of water. This means they can stay under water indefinitely if they decide to, provided they can find food to survive. All Ma´log have excellent vision and see clearly in the near, total absense of light deep beneath the waves (nightvision 122m), they are resistant to cold and can survive indefinitily at freezing or near freezing temperatures (take half damage from cold based attacks). The Ma´log can endure underwater pressure of up to 1000m plus 50m per additional level of experience without any ill effect (they dont get the bends). While underwater they also have excellent taste, hearing and smell - about 5 times more acute than when they are out of water (Giving a considerable bonus on perception rolls when under water). This also enables them to taste blood, death/decay and any foreign chemicals in the water within 2000m plus 100m per additional level of experience. Track to Source: 45% +5% per additional level of experience (The player should roll once every 300m and 2 consecutive failed rolls means the character has lost the trail).
When creating a Ma´log as a player character, the player must decide which subspecies his character belongs to. This is a very important descision, not only because of the bonuses listed below, but also because it will give the player valuable information as to how that character fits into Ma´log society.
The Soelen subspecies or "Child Bearers": Add 1d6+1 to either MA or PB attribute, players choice.
The Phobu subspecies or "Engineers/Thinkers": Add 1d6+1 to either IQ or ME, players choice.
The Abragnant subspecies or "Warriors": Add 1d6+1 to either PS or SPD, players choice.
The Idis subspecies or "Workers": Add 1d6+1 to either PS or PE, players choice.
Note: The attribute bonus is a one time bonus that is added during character creation. The character rolls his attributes as listed above (Under Mental and Physical Attributes) and then when choosing skills, and when adding up bonuses from the chosen OCC or bonuses gained from physical skills the character adds the 1d6+1 to the attribute of his choice. Each subspecies is limited to choosing between two attributes, and the bonus is meant to reflect the strong genes of that particular subspecies, giving them an edge when performing in their traditional role within Ma´log society.
RCC Skills: All Ma´log get the following skills for free: Swimming (86 +1 per lv), language (88+1 per lv) and literacy (40+5 per lv): native tongue +20%, basic math (45+5lv) +20%, undersea & sea survival (25+5lv) +10% and underwater navigation (30+4lv) +10%. In addition each subspecies gets 2 additional bonus skills as listed below. The skills get a +15% skill bonus where applicable.
The Soelen subspecies or "Child Bearers": Performance (30+5lv), public speaking (30+5lv).
The Phobu subspecies or "Engineers/Thinkers": Select 2 technical or 2 science skills of choice.
The Abragnant subspecies or "Warriors": Weapon Proficiency: Trident (With a special bonus of +1 to strike, parry and entangle in addition to those provided by the weapon proficiency), track and hunt sea animals (35/25+5lv).
The Idis subspecies or "Workers": Undersea farming (35+5lv), advanced fishing (30+5lv).
Advantages/Bonuses: The Ma´log have adjusted to living on a planet with a very dense biosphere and they have developed a resistance to desease, providing them with a +4 bonus to save vs. desease of any kind. The Ma´log are superior underwater acrobats and they gain the following bonuses while in water: +2 on initiative, +1 to strike and parry as well as +2 to dodge. In additionto this their enhanced senses provides them with an impressive +3 on perception rolls when underwater (in addition to any other bonuses they may get from OCC selection or from a high Perception attribute).
Disadvantages/Penalties: The Ma´log are sensitive to light because they originate from a planet that circles a Red Dwarf star, they find it impossible to live under anything brighter than a yellow dwarf unless they carry some kind of intense shielding and goggles to protect their eyes. Because these beings are from a world with a very dense atmosphere they may experience problems when they visit planets that has a thinner atmosphere than the one they are used to. When exposed to normal atmosphere worlds these beings will suffer the penalties of being exposed to the equivalent of a thin atmosphere, which means they will feel it a little lacking. They will need to wear some kind of breathing mask that can aid them, even if it is just a simple rebreather or oxygen mask. Those not used to thin atmosphere should not overexert themselves, all heavy labor and combat can be done for a maximum of 60 + PE in minutes before the person peters out! (The Idis can last twice as long!). After a few months of unassistet breathing and exposure to a thinner atmosphere the Ma´log should be able to adjust, and that should make it possible to breathe without any problems or penalties. The increased gravitational pull of other planets will slow these aliens down (half speed).
Damage: Essentially the Ma´log do the same damage as humans when it comes to unarmed SDC combat, with one notable difference. Since the Ma´log have stronger upper bodies and arms and relatively short legs they seem to be in the reverse position of most humanoids. For this reason the Ma´log deliver more severe punches than kicks and to make things easy simply reverse the damage done by humans along the lines that instead of doing 1d4 SDC damage with a punch a Ma´log does 1d6 SDC damage, and instead of doing 1d6 SDC damage from a kick like most humans the Ma´log delivers 1d4 SDC damage kicks. Bites inflict 2d4 SDC damage, but note that it is considered primitive to bite people, and the Ma´log society looks down upon individuals who cannot control their instincts.
Psionics: The Soelen, Abragnant and the Idis subspecies roll percentile dice to determine wether or not they have psionic abilities. A roll of 01% - 15% means they have minor psionic abilities, which are determined in the same way as with humans (players choice), with the exception that they cannot select the powers of Astral Projection and Clairvoyance from the sensitive power category. Other than that there are no restrictions. A roll of 16% - 100% means that the character has no psionic abilities.
The Phobu subspecies has a much greater potential, but they also roll percentile dice to determine their power category. A roll of 01% - 30% means they have minor psychic ablities, and a roll of 31% - 45% means they have major psionic abilities. A roll of 46% - 100% means that the character has no psionic abilities. It is also important to note that the Phobu subspecies is the only one of the four that can select a psychic RCC to gain access to master psionic abilities. They are limited to selecting from the following psychic RCCs, and they must still live up to any attribute or other requirements: Mind Melter (25%), Nega-Psychic (12%), Psi-Druid (25%), Psi-Nullifier (12%), Psi-Tech (15%), Psi-Slinger (10%) and Mystics (1%).
Magic: No magic, but these beings do have the potential though, a member of this race could learn magic if that person could find a teacher. Will probably lean towards warlocks (air or water) or ocean magic.
Available OCCs: Virtually any Phase World OCC that a human can take, the Ma´log can take, though each subspecies tends to lean towards professions that is as close to their traditional role as possible. Very few Ma´log break these traditional patterns, but it seems that the majority of those that do, actually are quite successful. When it comes to selecting spellcasting OCCs it is entirely up to the GM wether he or she wants to allow it or not. If the player can come up with a reasonable explantion and a good background story for his character it might be acceptable, but players that are simply going for the most powerful combinations should be stopped. Only the Phobu subspecies has access to selecting psychic RCCs, look above under Psionics for details.
Equipment: As per OCC. Adventurers also start with tinted goggles and a rebreather mask.
Cybernetics/Bionics: Some spacers of this race may option to get a cybernetic lung implant and air filter implanted to help them adjust much faster (in seconds) to thinner atmospheres. Other than a few bio-system cybernetic prosthesises created to make life easier for the Ma´log, they have not developed this technology very much.
Culture: Non - Interventionists: The race wishes to expand and grow but they will never attack or settle on an inhabited planet, going only to uninhabited worlds and fighting only in self-defense. In addition this race prefers not to get involved in the affairs of other people, they try to remain neutral whenever possible.
Alignment: Any, although most are Scrupulous or Unprincipled, extremes are very rare, and therefore exceptionally good or incredibly evil Ma´log are almost unheard of. Player Characters can be any alignment.
Lifespan: Unusually long lifespans, this has to do with the fact that their native planet has an odd revolution around the Red Dwarf star of the Carth System. The planet Catho 1 takes an unusually long time to circle the sun of their system and this seems to influence their natural lifespan, exactly why this is the case however is unknown at this point in time. The effect is common to all species native to Catho 1 and Ma´logs usually have an average life span of what equals 400 "standard" Anvil Galaxy years. A one year rotation of Catho 1 around the sun of the Carth System takes 758 days, and a standard year in the Anvil Galaxy is 365 days in one year. 400 standard Anvil Galaxy years equals roughly 193 years on Catho 1.
Gender: Special - The Ma´log might seem a very odd species to most other carbon based lifeforms of the three galaxies, because they are one of the rare races that have more than two genders. The Ma´log race has four distinctly different genders or subspecies and all of them need to work together, meaning that it actually takes groups of minimum 4 of these people to reproduce. The Ma´log lifeform has its origins in both fauna as well as flora, in fact their unique physiologi has developed over millions of years, and the end result is a somewhat strange combination of an aquatic lifeform with trace hints and remains of plant/algae genes. This is the result of some strange symbiosis between the original aquatic lifeform, and some algae or fungi, that through evolution has resulted in the Ma´log race. As a result the Ma´log have developed into a multi-gender race where the "child-bearer" is the one gender that can produce eggs which then have to be fertilized by the three other genders of the Ma´log to have any chance of producing off-spring. The Ma´log reproduce in water and their eggs have specific requirements for water temperature, currents and optimal underwater depth. In addition, it is important to mention that the eggs are not like chicken eggs with a hard shell but more like gooey gel like cocoons that actually grows as the little Ma´log inside it grows. In the modern society of the Ma´log most problems concerning the protection of the eggs have been taken care of, and most families have access to so called nurseries with indoor pools. In addition to fertilizing the eggs (this method of reproduction requires absolutely no physical contact between the four genders) each of the other genders have very specific roles when it comes to protecting, nurturing, and the mental and physical upbringing of the child or children. 1d4+1 eggs is the most common amount of eggs provided by the "child-bearer" and with proper care they hatch in approximately 13 months at which point the offspring are approximately one third of the size of adults. In the first 7-8 months it is possible for the "child-bearer" to absorb the eggs back into the body to carry them around while swimming or when walking on land, but this is very risky and it increases the chance of something going wrong with the hatching process. This was a technique used by ancient Ma´log to avoid predators and rival family tribes. The three other genders are the "soldiers", "workers" and "engineers/thinkers" and all of them have something to offer when it comes to starting a family. In addition to fertilizing the eggs, the three other genders traditionally have a set role within the family, this is the way of the Ma´log, and it has been part of their culture for thousands if not millions of years. Children usually bond the most, with the one of their parents that is of the same subspecies as their own.
Each of the genders are described a little more detailed below. The percentile number indicated under each gender shows how common each subspecies is.
The Soelen subspecies or "Child Bearers" (15%): The Soelen subspecies of the Ma´log is the one gender that can actually produce the eggs that has to be fertilized by the other three genders to make offspring. The Soelen have always been less numerous than any of the other three subspecies of the Ma´log. They are the lifegivers of the species but at the same time they somehow limit the number of newborns simply because they are so rare when compared to the other subspecies of the Ma´log. The Soelen have been the leaders of the Ma´log society for thousands of years, and before that they were the leaders of the family tribes. The fact that they provide the eggs and make reproducing possible has given them much power and influence. The Soelen lays the eggs and is traditionally the one that leads the family and keeps it together when things get rough. They are natural leaders, diplomats and peacekeepers, it is something that is so deeply rooted in them that even their genetics has adjusted over the years of evolution. Soelen are usually much more charismatic, outgoing, delicate and beautiful in appearance when compared to the other subspecies of the Ma´log race. Traditionally their role is to lead the family, look out for its interests and of course raise the children. The Soelen primarily teach the children social skills and etiquette. Most Soelen seldomly get to leave the homeworld because they are so deeply involved in politics and because they usually represent huge groups of Ma´log in various political organs and guilds and therefore they cannot simply leave. Most Soelen become carrieer politicians or some other kind of leader within the society, the only exception is that they usually do not get involved in the police or the military.
The Phobu subspecies or "Engineers/Thinkers" (20%): The Phobu subspecies have strong genetics that gives them an edge when it comes to intelligence and creativeness. The Phobu are more intelligent than the other subspecies, or at least their average IQ is higher. Traditionally the Phobu have been advisors to the Soelen, they are the free thinkers, intellectuals and artists of the Ma´log. Over the years, most scientific breakthroughs have been made by individuals of the Phobu subspecies and they have taken over the niche as the researchers, engineers, inventors, or put more simple, as the scientists of the Ma´log. When it comes to parenting the Phobu teach basic knowledge such as reading and writing as well as math skills. In addtion to this many Phobu become teachers and it is seen very often that the children, regardless what subspecies they belong to, build a lifelong close relationship with the Phobu of their family, they become the confidantes, advisors and friends of the young ones. Last but not least it is important to note, that the Phobu seem to be the subspecies that has the biggest psionic potential, and some of them have become famous healers and oracles that have been consulted by the rest of the Ma´log at various occations.
The Abragnant subspecies or "Warriors" (30%): The Abragnant are the warriors, protectors and adventurers of the Ma´log. Their traditional family role has always been to hunt for food, defend the family against outside dangers like dangerous animals or rival families. In addition the Abragnant also helps out when it comes to raising the children, they are expected to take charge when it comes to the physical education of the children, as well as teaching survival skills and underwater navigation. The Abragnant usually make their carrieers as leaders in the military or police forces of the various city states on Catho 1. The Abragnant are also the subspecies that is most likely to leave Catho 1 to seek adventure and to explore the megaverse. Most of these people choose men at arms OCCs. Geneticly speaking the Abragnant subspecies is usually stronger and faster than the other subspecies.
The Idis subspecies or "Workers" (35%): The Idis is the most common of the four subspecies and they are highly respected by most, as they are considered to be the backone of the Ma´log society. The Idis are hardworking people dedicated to their families first and to society second. The Idis have uncanny instincts that make them superior fishermen as well as underwater farmers, and it is said that they can make almost anything grow, even under the most strenous conditions. Their traditional role places them as farmers, fishermen and laborers that provide food for their families, build homes, and they are usually working closely together with the Phobu, trying to come up with practical solutions to ideas formulated by the Phobu. When raising children they teach work ethics, morale and teamwork. Teamwork is the mantra of the Idis, most of them truly believe that when working together as a team, it is possible to achieve almost aything. When it comes to genetics, the Idis are usually much stronger and can endure physical labor much longer than most of the other subspecies. Very few Idis ever break out of their traditional roles to become adventurers, usually they are content with going through daily routines.
Since physical contact is not necessary to reproduce, it is obvious, that there has to be a strong mental union or bond and sympathy between the four individuals before they dicide to mate and start a family. This has created a rather unique family structure that goes all the way back to the nomadic family tribes that travelled Catho 1 in the past. In effect each family becomes a small effective team that is working together for the greater good of the entire family. Although most of these unions seem to hold once they are forged, it is important to mention that it is difficult for four individuals to make a successful union, and just like with humans, or any other species, things might not work out the way everybody had hoped, imagine the problems that can erupt when four individuals are involved in a relationship instead of only two. It is also worth mentioning that because there is four adults in each family, it should be easy to do the math to figure out, that the Ma´log have huge families when counting parents, grand parents, grand grand parents etc. and when considering their lifespans at the same time, any family gatherings would be a huge event.
Size: A low gravity environment has made these aliens taller than typical humans. The increased gravitational pull of other planets will slow the aliens down (half speed), it also provides the alien with a somewhat greater mass, which means they can be heavier without discomfort because gravity is less strenous on their homeworld. Typical size varies from 2,3m to 2,6m tall, but they appear a little smaller because they crouch when they are out of water. Weight typically ranges anywhere from 125 - 200kg.
Physical Description: The size and weight are described above, other than that the Ma´log have tough leathery skin, relatively short legs with webbed feet, a slender upper body and long arms. The hands have 3 fingers and a thumb. They use their entire body when swimming, and they move in a loping motion through the water very similar to an eel. They have several fins located around on their bodies, 2 larger ones on their back and anywhere from 6-12 smaller ones located on arms, legs, upper body and head. The gills are located where the throat and chest meets and they are usually protected by fins. The head is a bit longer than that of humans, it is almost oval in shape and aerodynamic, and the Ma´log have large round eyes and mouths filled with many short but sharp teeth. All the Ma´log can look very much alike, even the four different subspecies can look very similar, and it would be difficult for outsiders to see the difference, were it not for their bright varying colors. The Soelen usually look more delicate and beautiful than the other subspecies and usually have bright colors such as yellow, white or light blue. The Phobu are usually various nuances of green and brown and the Abragnant and Idis have darker colors and nuances such as black, brown, blue and grey.
Special: The Ma´log only wear clothes when they are out of water, and their style is usually loosefitting tunics, togas or jumpsuits made out of soft fabrics. When it comes to decorations they use gems and metals but they also use clamps and other things from the seas and lakes of Catho 1.
Horror Factor: 10 to people who have never seen a Ma´log before or when facing one in combat.
Mental & Physical Attributes: Excellent Attributes.
IQ - 3d6
ME - 3d6
MA - 3d6
PS - 2d6 (A roll of 11 or 12 allows the character to roll an additional 1d6).
PP - 4d6+5
PE - 4d6+1
PB - 3d6
PER - 3d6
SPD - 3d6 (Half when in a "normal" gravity environment – when leaving their homeworld).
SPD (Swimming): Normal speed attribute multiplied by 8.
HP: PE attribute plus 1d6 per level of experience.
SDC: Above average: Total SDC bonus amounts to 3d4*10 in addition to those gained from OCC and skill bonuses.
PPE: 3d6 or by Magic OCC (If the GM allows it).
ISP: 3d6 or determined by psionic power level (minor, major or master).
Natural Abilities: Like the lung fish of earth the Ma´log have developed both gills and lungs which allows them to function equally well both in and out of water. This means they can stay under water indefinitely if they decide to, provided they can find food to survive. All Ma´log have excellent vision and see clearly in the near, total absense of light deep beneath the waves (nightvision 122m), they are resistant to cold and can survive indefinitily at freezing or near freezing temperatures (take half damage from cold based attacks). The Ma´log can endure underwater pressure of up to 1000m plus 50m per additional level of experience without any ill effect (they dont get the bends). While underwater they also have excellent taste, hearing and smell - about 5 times more acute than when they are out of water (Giving a considerable bonus on perception rolls when under water). This also enables them to taste blood, death/decay and any foreign chemicals in the water within 2000m plus 100m per additional level of experience. Track to Source: 45% +5% per additional level of experience (The player should roll once every 300m and 2 consecutive failed rolls means the character has lost the trail).
When creating a Ma´log as a player character, the player must decide which subspecies his character belongs to. This is a very important descision, not only because of the bonuses listed below, but also because it will give the player valuable information as to how that character fits into Ma´log society.
The Soelen subspecies or "Child Bearers": Add 1d6+1 to either MA or PB attribute, players choice.
The Phobu subspecies or "Engineers/Thinkers": Add 1d6+1 to either IQ or ME, players choice.
The Abragnant subspecies or "Warriors": Add 1d6+1 to either PS or SPD, players choice.
The Idis subspecies or "Workers": Add 1d6+1 to either PS or PE, players choice.
Note: The attribute bonus is a one time bonus that is added during character creation. The character rolls his attributes as listed above (Under Mental and Physical Attributes) and then when choosing skills, and when adding up bonuses from the chosen OCC or bonuses gained from physical skills the character adds the 1d6+1 to the attribute of his choice. Each subspecies is limited to choosing between two attributes, and the bonus is meant to reflect the strong genes of that particular subspecies, giving them an edge when performing in their traditional role within Ma´log society.
RCC Skills: All Ma´log get the following skills for free: Swimming (86 +1 per lv), language (88+1 per lv) and literacy (40+5 per lv): native tongue +20%, basic math (45+5lv) +20%, undersea & sea survival (25+5lv) +10% and underwater navigation (30+4lv) +10%. In addition each subspecies gets 2 additional bonus skills as listed below. The skills get a +15% skill bonus where applicable.
The Soelen subspecies or "Child Bearers": Performance (30+5lv), public speaking (30+5lv).
The Phobu subspecies or "Engineers/Thinkers": Select 2 technical or 2 science skills of choice.
The Abragnant subspecies or "Warriors": Weapon Proficiency: Trident (With a special bonus of +1 to strike, parry and entangle in addition to those provided by the weapon proficiency), track and hunt sea animals (35/25+5lv).
The Idis subspecies or "Workers": Undersea farming (35+5lv), advanced fishing (30+5lv).
Advantages/Bonuses: The Ma´log have adjusted to living on a planet with a very dense biosphere and they have developed a resistance to desease, providing them with a +4 bonus to save vs. desease of any kind. The Ma´log are superior underwater acrobats and they gain the following bonuses while in water: +2 on initiative, +1 to strike and parry as well as +2 to dodge. In additionto this their enhanced senses provides them with an impressive +3 on perception rolls when underwater (in addition to any other bonuses they may get from OCC selection or from a high Perception attribute).
Disadvantages/Penalties: The Ma´log are sensitive to light because they originate from a planet that circles a Red Dwarf star, they find it impossible to live under anything brighter than a yellow dwarf unless they carry some kind of intense shielding and goggles to protect their eyes. Because these beings are from a world with a very dense atmosphere they may experience problems when they visit planets that has a thinner atmosphere than the one they are used to. When exposed to normal atmosphere worlds these beings will suffer the penalties of being exposed to the equivalent of a thin atmosphere, which means they will feel it a little lacking. They will need to wear some kind of breathing mask that can aid them, even if it is just a simple rebreather or oxygen mask. Those not used to thin atmosphere should not overexert themselves, all heavy labor and combat can be done for a maximum of 60 + PE in minutes before the person peters out! (The Idis can last twice as long!). After a few months of unassistet breathing and exposure to a thinner atmosphere the Ma´log should be able to adjust, and that should make it possible to breathe without any problems or penalties. The increased gravitational pull of other planets will slow these aliens down (half speed).
Damage: Essentially the Ma´log do the same damage as humans when it comes to unarmed SDC combat, with one notable difference. Since the Ma´log have stronger upper bodies and arms and relatively short legs they seem to be in the reverse position of most humanoids. For this reason the Ma´log deliver more severe punches than kicks and to make things easy simply reverse the damage done by humans along the lines that instead of doing 1d4 SDC damage with a punch a Ma´log does 1d6 SDC damage, and instead of doing 1d6 SDC damage from a kick like most humans the Ma´log delivers 1d4 SDC damage kicks. Bites inflict 2d4 SDC damage, but note that it is considered primitive to bite people, and the Ma´log society looks down upon individuals who cannot control their instincts.
Psionics: The Soelen, Abragnant and the Idis subspecies roll percentile dice to determine wether or not they have psionic abilities. A roll of 01% - 15% means they have minor psionic abilities, which are determined in the same way as with humans (players choice), with the exception that they cannot select the powers of Astral Projection and Clairvoyance from the sensitive power category. Other than that there are no restrictions. A roll of 16% - 100% means that the character has no psionic abilities.
The Phobu subspecies has a much greater potential, but they also roll percentile dice to determine their power category. A roll of 01% - 30% means they have minor psychic ablities, and a roll of 31% - 45% means they have major psionic abilities. A roll of 46% - 100% means that the character has no psionic abilities. It is also important to note that the Phobu subspecies is the only one of the four that can select a psychic RCC to gain access to master psionic abilities. They are limited to selecting from the following psychic RCCs, and they must still live up to any attribute or other requirements: Mind Melter (25%), Nega-Psychic (12%), Psi-Druid (25%), Psi-Nullifier (12%), Psi-Tech (15%), Psi-Slinger (10%) and Mystics (1%).
Magic: No magic, but these beings do have the potential though, a member of this race could learn magic if that person could find a teacher. Will probably lean towards warlocks (air or water) or ocean magic.
Available OCCs: Virtually any Phase World OCC that a human can take, the Ma´log can take, though each subspecies tends to lean towards professions that is as close to their traditional role as possible. Very few Ma´log break these traditional patterns, but it seems that the majority of those that do, actually are quite successful. When it comes to selecting spellcasting OCCs it is entirely up to the GM wether he or she wants to allow it or not. If the player can come up with a reasonable explantion and a good background story for his character it might be acceptable, but players that are simply going for the most powerful combinations should be stopped. Only the Phobu subspecies has access to selecting psychic RCCs, look above under Psionics for details.
Equipment: As per OCC. Adventurers also start with tinted goggles and a rebreather mask.
Cybernetics/Bionics: Some spacers of this race may option to get a cybernetic lung implant and air filter implanted to help them adjust much faster (in seconds) to thinner atmospheres. Other than a few bio-system cybernetic prosthesises created to make life easier for the Ma´log, they have not developed this technology very much.
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Wow, wow, wow....for a bush-baby you pack a powerful punch...I'm going to be all night appreciating this!
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
We are passing into a high-energy/high-creativity zone of the Galactic Arm, folks....encountering dense concentrations of creative fan-generated material...Expect showers of incadescent entries....
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Whadda guy!!!
-------------
"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
------------
"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
------------
heya
it would actually be cool to have a site to go to where all the races presented in this thread can be found, it would make things alot easier. not that i dont think that yoda talk is funny, i do, but having a place to go where its the RCCs only without all the "chat" posts in between would be awesome.
To Darkmax: I intend to take you up on ur offer to try to design the spacecraft of the Ma´log, maybe their PAs also if you are up for it, i will send the data to you or post it here when i am done (might take some time). let me know what u prefer.
C ya, BE
it would actually be cool to have a site to go to where all the races presented in this thread can be found, it would make things alot easier. not that i dont think that yoda talk is funny, i do, but having a place to go where its the RCCs only without all the "chat" posts in between would be awesome.
To Darkmax: I intend to take you up on ur offer to try to design the spacecraft of the Ma´log, maybe their PAs also if you are up for it, i will send the data to you or post it here when i am done (might take some time). let me know what u prefer.
C ya, BE
- MASTERMIND
- Adventurer
- Posts: 571
- Joined: Mon May 16, 2005 1:16 am
- Comment: I game... Therefore I am...
- Location: Avon, IN
- Contact:
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Plus it opens it up to a larger audience, aside from those of us who zealously read these forums...
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
The "Max" in "DarkMax" is for MAXimum effort!
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Next challenge, time permitting, folks...Come up with Minion Races to help DarkMax in his work!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Those are some cool new RCCs. I like the system that was created too!
"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
"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
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Ninjabunny wrote:taalismn wrote:Next challenge, time permitting, folks...Come up with Minion Races to help DarkMax in his work!
I'll get my evil Twin on it right away.
A proper Minion complement should include at least one of the following: a Warrior race(I recommend 2 or more, ideally), a psionic race, at least one magic-using culture, a stealth-oriented species, a mechanically-inclined race, a superstrong grunt-labor/cannon-fodder race, and a civil-service species....
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
No...the Lemurs will get him....
-------------
"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
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Darkmax wrote:man.... I miss that game....
Which game?
-------------
"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
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI