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
Be interesting to see what ypu come up with....The Stressnoids, who feel they are perpetually under some sort of cosmic deadline to accomplish unknowable tasks, due to their innate psychic danger senses CONSTANTLY triggering in response to even minor threats...and ultimately, because their constant state of over-stimulus leads to their clairvoyant abilities crosswiring with their danger sense....the combination of stressing about dying and dying of stress ultimately kills them....The Splugorth have NEVER enslaved any of these workaholics because every time a Slaver gets near them, the Stressnoids all explode from spiking higb blood pressure....
-------------
"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
------------
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
Got an idea on another race, I'm just having trouble balancing their stats and abilites (at the moment, they are at uber-much levels, and I don't like posting them). Will try to work out the problems, and post them the first chance I get (gotta work overtime for the third day in a row), hope to have them up later today.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Yeah,...I got a dozen munchkin races like that...with the only thing hopefully balancing them being their rarity or their exotic backgrounds...hmmm.,either I'll post them as is one day or do some revision....
-------------
"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
Plenty of Random Roll charts one can use.....Phazeworld, Land of the Damned, Aliens Unlimited....or just page between the three, adding and altering details as you see fit(for instance, in AU, take the 'Familiarity with Earth' charts and mentally substitute 'Familiarity with the Three Galaxies' for their level of awareness of galactic affairs....).
-------------
"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
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
These races are soo cool. Perhaps I'll use some of them in my Phase World campaign, that I do here online.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
Zenvis wrote:These races are soo cool. Perhaps I'll use some of them in my Phase World campaign, that I do here online.
Go ahead and use any I posted with my blessing, that's what their posted for! Just hope they work out well in your campaign, I think a few of them still need a bit of tweaking.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Itoy
(aka ‘Sea Bats’, ‘Sea Gargoyles’)
Itoy are a species of sentient flying fish aliens who evolved on a mostly water world scoured by large tropical weather cells. The Itoy emerged from predator stock----ichythoid hunter-gatherers who learned to use their massive folding fin-membranes as gliding surfaces during those times when powerful winds and waves would pick them up from the water and send them flying. In time, the Itoy acquired true flight abilities, and soon entire tribes were flying ahead of the wind, to reach new feeding grounds or to cross the natural barriers of their homeworld’s rocky ridge-like sub-continents, to invade rivals’ lands.
Itoy are pre-technology savages, barely removed from their packhunter ancestors. Psionics and magic have given them an edge over the larger predators on their world, but their cooperative pack-hunting skills are what has kept them fed and safe from other Itoy packs. Their tribal societies tend to favor strong leaders who can beat off all comers and provide for their tribesmen. Itoy society is an equal opportunity leadership; if a female is big and bad enough to ascend to headsman position, the rest of the tribe will follow her. Unfortunately, in lean times or in event of defeat, the turnover of headsmen in most Itoy tribes tends to be rather high, as a headsman will find his or her position challenged by rivals...more often than not fatally. This same respect for power extends to other peoples as well; if the outsiders or non-Itoy can prove that they are willing to put up a fight and make it costly for the Itoy, the Itoy are perfectly willing to back off and go seek easier pickings elsewhere. In a few cases, the Itoy may even select the stronger outsider AS their headsman, and pledge their loyalty to the superior and strionger leader. This means that Itoy tribes may be found in the service of other beings as vassals and mercenaries, provided the outsider can prove they win(or at least keep providing for his followers).
A number of Itoy have been Rifted(most likely via natural rifts on their homeworld) to Earth, where they have formed marauding bands, or joined up with pirates and privateers, to raid and pillage across the seas. The Horune would find them attractive allies, but the Itoy are just as likely to join ANTI-Horune bands as side with the pirates. In combat, Itoy like to attack from ambush, gliding in on a target and attacking from above, hiding in a ship’s masts and overheads while cutting apart the rigging, and tossing harpoons, small javelins, and nets on defenders below. Additional Itoy may launch simultaneous attacks from below, sneaking up on a target underwater and then scrambling up the sides of the hull, to catch defenders, already pre-occupied with the threat from above, from behind. Magic is used as ‘heavy support’ to soften up particularly tough opponents, and to fend off rival magics(duels between rival tribe mages have entered Itoy aural histories as epic encounters). They stick to sea and coast lines, but are relatively familiar with life on land, and may raid miles inland for food and loot. They do not take slaves, nor anything that isn’t easily transportable(can be carried by one or two Itoy), but they may occasionally take hostages, in return for additional loot(they won’t wait more than 2-3 days for such to be produced) or to cover a retreat(until the rest of their tribe can escape, for instance).
Itoy occasionally show up on other worlds as well; several of the Paradise Foundation water-resort worlds have discovered that they have several clans of Itoy on them, starting to make inroads into locally-stocked gamefish(and game sportsfishermen).
Alignments: Any, but primarily Anarchist and Miscreant
Lifespan: 50 years
Size: 3-4 ft tall, 2-3 ft long, with 8-10 ft wingspan fully extended. 80-120 lbs
Gender: Heterosexual; Itoy give birsth to 1-2 live young after a six-month gestation. Young develop their wing-membranes early, becoming ‘gliderlings’ wh stay with their parents for the first nine years of their lives, gradually learning and earning their place in the tribe, before deciding, at 12 years, whether to remain with their parents’ tribe or fare off on their own.
Physical Description/Appearance:
Itoy resemble a cross between a bat and a deep water hatchet-fish, with large batwinged-fins on the forearms, skeletal hands at the wing wrist joints, a set of boney pectoral fins evolved into short stumpy feet-claws, a long-drawn head with gaping jaw and protrudant eyes. Itoy are a silvery color, with dark green fin-crests, and light gray bellies. Eyes are large and black, with thick clear coverings/nictating membranes.
Disposition/Attitudes:
Most Itoy are primitive, tribal, barbarians for whom might makes right, and winner takes all. They go where the food is, and follow leaders who assure them success. As nomads, they generally don;t like sticking around anyplace for very long, unless the fishing/hunting is particularly good, or the weather particularly bad, and they have little patience and short tempers(which blow over quite fast).
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 2d6
PS: 3d6+3
PP: 4d6
PB:2d6
PE: 4d6
SPD: 2d6 on dry land; 2d4x10 flying/gliding
(ISP): M.E. +4d6 +1d6 per level of experience
(PPE): 4d6
Hit Points:---
SDC:-----
MDC: Minor Megadamage Beings---P.E. +4d6 +1d6 MD per level of experience
Horror Factor: 10
Natural Abilities:
*Prehensile Feet---The feet of the Itoy are fully articulated and able to act as hands (especially important in flight where the wing-hands are not fully usable).
*Amphibious---Perfectly capable of surviving in both air and water; underwater, they can dive to depths of a mile without trouble...their ability to adapt to pressure changes allows them to surface rapidly without problems. However, if their skins and gills are not kept moist, within 24 hours their hides begin to painfully dry out, crack, and flake; -1 to initiative, -1d4 to strike, parry, and dodge, and -2 to save versus coma/death...if the tissues aren’t rehydrated within 72 hours, MDC drops by HALF, and double the penalties, and reduce Speed by HALF until the Itoy is again in water(takes about an hour to recover).
*Acute, Eagle-like Vision---Itoy can spot a man from 2 miles up and out
*Gliding/Flying----Can glide silently and fly at 2d4x10
*Bite----Itoy mouths of are full of sharp teeth and do 4d6 SDC on a bite
*Claws---Sharp claws on their feet and hands allow them to cling handily to sheer rock faces, ship masts, and other objects, and climb at +15% The claws also do an additional +2d4 on a scratch or slash.
Psionics:Major Psionics; select eight powers from the Physical category of psionic abilities.
+2 to save vesus possession and psionic attack
Magic: Can select a magic OCC; Air & Water Elemental Warlocks, Mystics, Shamans, and Ocean Wizards being the most common
Cybernetics/Bionics: None; being a primitive people, Itoy dislike this ‘foreign medicine’.
Available OCCs: Limited to ‘primitive’ classes/professions: Vagabond Scouts, Wilderness Scouts
RCC Skills:
Swimming (98%)
Wilderness Survival: Underwater(+15%)
Navigation: Air, Water, Underwater(+15%)
Climbing(+10%)
W.P. Harpoon
W.P. Thrown
Skills of Note:
Ocean and Wilderness skills at +10%
Preferred Equipment:
Lightweight bladed weapons, knives, spears/harpoons, and entangling nets. They are particularly fond of vibroblades and high-tech arrowheads(for their javelins). Typically wear light equipment harnesses of woven sea grasses or monster-leather.
Culture:
Tribal hunter-gatherer primitives who travel in tribes of 25-300 members. Males and females are treated as equals, with both sexes taking turns tending to the children. Elders are kept within the tribe until they are too sick/decrepit to keep up, when they either are forced out or make a voluntary ‘last flight’ to go off and die with some measure of personal dignity(Itoy legend tells of ‘joining the Great Wind’). Itoy worship a number of water and air elemental deities, though their services are largely personal affairs; Itoy nomadic existance leaving little allowance for elaborate material trappings in either day-to-day or spiritual life.
(aka ‘Sea Bats’, ‘Sea Gargoyles’)
Itoy are a species of sentient flying fish aliens who evolved on a mostly water world scoured by large tropical weather cells. The Itoy emerged from predator stock----ichythoid hunter-gatherers who learned to use their massive folding fin-membranes as gliding surfaces during those times when powerful winds and waves would pick them up from the water and send them flying. In time, the Itoy acquired true flight abilities, and soon entire tribes were flying ahead of the wind, to reach new feeding grounds or to cross the natural barriers of their homeworld’s rocky ridge-like sub-continents, to invade rivals’ lands.
Itoy are pre-technology savages, barely removed from their packhunter ancestors. Psionics and magic have given them an edge over the larger predators on their world, but their cooperative pack-hunting skills are what has kept them fed and safe from other Itoy packs. Their tribal societies tend to favor strong leaders who can beat off all comers and provide for their tribesmen. Itoy society is an equal opportunity leadership; if a female is big and bad enough to ascend to headsman position, the rest of the tribe will follow her. Unfortunately, in lean times or in event of defeat, the turnover of headsmen in most Itoy tribes tends to be rather high, as a headsman will find his or her position challenged by rivals...more often than not fatally. This same respect for power extends to other peoples as well; if the outsiders or non-Itoy can prove that they are willing to put up a fight and make it costly for the Itoy, the Itoy are perfectly willing to back off and go seek easier pickings elsewhere. In a few cases, the Itoy may even select the stronger outsider AS their headsman, and pledge their loyalty to the superior and strionger leader. This means that Itoy tribes may be found in the service of other beings as vassals and mercenaries, provided the outsider can prove they win(or at least keep providing for his followers).
A number of Itoy have been Rifted(most likely via natural rifts on their homeworld) to Earth, where they have formed marauding bands, or joined up with pirates and privateers, to raid and pillage across the seas. The Horune would find them attractive allies, but the Itoy are just as likely to join ANTI-Horune bands as side with the pirates. In combat, Itoy like to attack from ambush, gliding in on a target and attacking from above, hiding in a ship’s masts and overheads while cutting apart the rigging, and tossing harpoons, small javelins, and nets on defenders below. Additional Itoy may launch simultaneous attacks from below, sneaking up on a target underwater and then scrambling up the sides of the hull, to catch defenders, already pre-occupied with the threat from above, from behind. Magic is used as ‘heavy support’ to soften up particularly tough opponents, and to fend off rival magics(duels between rival tribe mages have entered Itoy aural histories as epic encounters). They stick to sea and coast lines, but are relatively familiar with life on land, and may raid miles inland for food and loot. They do not take slaves, nor anything that isn’t easily transportable(can be carried by one or two Itoy), but they may occasionally take hostages, in return for additional loot(they won’t wait more than 2-3 days for such to be produced) or to cover a retreat(until the rest of their tribe can escape, for instance).
Itoy occasionally show up on other worlds as well; several of the Paradise Foundation water-resort worlds have discovered that they have several clans of Itoy on them, starting to make inroads into locally-stocked gamefish(and game sportsfishermen).
Alignments: Any, but primarily Anarchist and Miscreant
Lifespan: 50 years
Size: 3-4 ft tall, 2-3 ft long, with 8-10 ft wingspan fully extended. 80-120 lbs
Gender: Heterosexual; Itoy give birsth to 1-2 live young after a six-month gestation. Young develop their wing-membranes early, becoming ‘gliderlings’ wh stay with their parents for the first nine years of their lives, gradually learning and earning their place in the tribe, before deciding, at 12 years, whether to remain with their parents’ tribe or fare off on their own.
Physical Description/Appearance:
Itoy resemble a cross between a bat and a deep water hatchet-fish, with large batwinged-fins on the forearms, skeletal hands at the wing wrist joints, a set of boney pectoral fins evolved into short stumpy feet-claws, a long-drawn head with gaping jaw and protrudant eyes. Itoy are a silvery color, with dark green fin-crests, and light gray bellies. Eyes are large and black, with thick clear coverings/nictating membranes.
Disposition/Attitudes:
Most Itoy are primitive, tribal, barbarians for whom might makes right, and winner takes all. They go where the food is, and follow leaders who assure them success. As nomads, they generally don;t like sticking around anyplace for very long, unless the fishing/hunting is particularly good, or the weather particularly bad, and they have little patience and short tempers(which blow over quite fast).
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 2d6
PS: 3d6+3
PP: 4d6
PB:2d6
PE: 4d6
SPD: 2d6 on dry land; 2d4x10 flying/gliding
(ISP): M.E. +4d6 +1d6 per level of experience
(PPE): 4d6
Hit Points:---
SDC:-----
MDC: Minor Megadamage Beings---P.E. +4d6 +1d6 MD per level of experience
Horror Factor: 10
Natural Abilities:
*Prehensile Feet---The feet of the Itoy are fully articulated and able to act as hands (especially important in flight where the wing-hands are not fully usable).
*Amphibious---Perfectly capable of surviving in both air and water; underwater, they can dive to depths of a mile without trouble...their ability to adapt to pressure changes allows them to surface rapidly without problems. However, if their skins and gills are not kept moist, within 24 hours their hides begin to painfully dry out, crack, and flake; -1 to initiative, -1d4 to strike, parry, and dodge, and -2 to save versus coma/death...if the tissues aren’t rehydrated within 72 hours, MDC drops by HALF, and double the penalties, and reduce Speed by HALF until the Itoy is again in water(takes about an hour to recover).
*Acute, Eagle-like Vision---Itoy can spot a man from 2 miles up and out
*Gliding/Flying----Can glide silently and fly at 2d4x10
*Bite----Itoy mouths of are full of sharp teeth and do 4d6 SDC on a bite
*Claws---Sharp claws on their feet and hands allow them to cling handily to sheer rock faces, ship masts, and other objects, and climb at +15% The claws also do an additional +2d4 on a scratch or slash.
Psionics:Major Psionics; select eight powers from the Physical category of psionic abilities.
+2 to save vesus possession and psionic attack
Magic: Can select a magic OCC; Air & Water Elemental Warlocks, Mystics, Shamans, and Ocean Wizards being the most common
Cybernetics/Bionics: None; being a primitive people, Itoy dislike this ‘foreign medicine’.
Available OCCs: Limited to ‘primitive’ classes/professions: Vagabond Scouts, Wilderness Scouts
RCC Skills:
Swimming (98%)
Wilderness Survival: Underwater(+15%)
Navigation: Air, Water, Underwater(+15%)
Climbing(+10%)
W.P. Harpoon
W.P. Thrown
Skills of Note:
Ocean and Wilderness skills at +10%
Preferred Equipment:
Lightweight bladed weapons, knives, spears/harpoons, and entangling nets. They are particularly fond of vibroblades and high-tech arrowheads(for their javelins). Typically wear light equipment harnesses of woven sea grasses or monster-leather.
Culture:
Tribal hunter-gatherer primitives who travel in tribes of 25-300 members. Males and females are treated as equals, with both sexes taking turns tending to the children. Elders are kept within the tribe until they are too sick/decrepit to keep up, when they either are forced out or make a voluntary ‘last flight’ to go off and die with some measure of personal dignity(Itoy legend tells of ‘joining the Great Wind’). Itoy worship a number of water and air elemental deities, though their services are largely personal affairs; Itoy nomadic existance leaving little allowance for elaborate material trappings in either day-to-day or spiritual life.
-------------
"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
ElectroShogg
The ElectroShogg look like some bizarre alternate universe version of the Brakkana demons(See Aliens Unlimited, pg 148)(though some xenobiologists wonder if they ARE Brakkana, transformed by some bizarre magic or energy transformation); massive, barrel-chested humanoid monsters with massive betoothed jaws, and long arms ending in blades. However, rather than flesh-and-blood, ElectroShogg are composed of some form of electrical plasma, held in a solid state by electromagnetic fields.
ElectroShogg are supernatural predators of high animal intelligence. They feed primarily on other energy sources, such as electrical power grids, nuclear power plants, and electrical generators, but they also seem to take great pleasure from hunting and slaughtering other lifeforms. Whether this means they can draw sustenance from the PPE of other, conventional, lifeforms, or if they simply enjoy killing, is uncertain.
Most ElectroShoggs are impulsive, bloodthirsty gluttons who roam about looking for food and victims, driven by their appetites to feed and kill. The few more intelligent ElectroShogg may show greater cunning, creating traps to lure defenders after the monsters, or may enslave technicians to keep powerplants and generators running, and feeding the monster, until the ElectroShogg tires of the sport or the technicians/powerplants break down.
ElectroShogg have been associated with storm-born dimensional rifting, suggesting that they may originate from an alternate universe of pure energy, and emerge only onto the material planes when and where there is enough ambient electrical energy to sustain them. They have recently become a scourge on several worlds of the UWW, where they appeared initially, but reports of similar creatures have begun surfacing in the CCW and Republik, terrorizing high-tech communities there. ElectroShogg have also appeared on Rifts Earth in the MidWest, following on the heels of thunderstorms and tornados on the Great Plains, then attacking mining outposts and Coalition facilities for their electrical power.
Note: ElectroShogg and the Bugs from _System Failure_ will immediately see each other as diehard rivals and bitter enemies....Both the Bugs’ and the ElectroShoggs’ energy attacks do DOUBLE damage to each other.
Alignments: Miscreant or Diabolical Evil only!
Lifespan: Unknown
Size: 10-12 feet tall
Gender: Unknown
Physical Description/Appearance:
Massive, barrel-chested humanoid composed of glowing red or white-yellow energy(with a ‘fuzzy’ electrical look), with glowing red eyes, a mouth filled with crackling blue-white teeth, clawed feet-pads, and long arms ending in shimmering blades/ligtning bolts. When they fly, their legs fuze into a long serpentine tail of electrical thrust.
Disposition/Attitudes:
Supernatural predators who hunt and kill without compassion, mercy, or remorse. They can be quite cunning, stalking prey and attacking in the height of a storm, tracking down power sources through powerlines, and crippling part of a party to draw in the rest. They may enslave other creatures, or hold hostages, in exchange for energy food, killing or torturing prisoners to emphasize their serious intent. Beyond hunger and bloodlust, ElectroShogg exhibit little else in the way of intentions or motivation.
Physical Attributes:
IQ: 2d6 (rolls of 11 or 12 gain a bonus 1d6 for particularly intelligent ElectroShogg)
ME: 2d6
MA: 2d6
PS: 5d6 (Supernatural)
PP: 4d6+4
PB: 2d4
PE: 4d6
SPD: 7d6
(ISP): ----
(PPE): 6d6
Hit Points:-----
SDC:----
MDC: 4d6x10
Horror Factor: 16
Natural Abilities:
*Sense Energy---ElectroShogg can sense electrical energy from as far away as 25 miles +I.Q. in miles, being drawn to the energy in a generator or powerline like a shark to to water.
*Energy Resistance---ElectroShogg are IMMUNE to electrical, ion, and particle-beam weapon attacks(including magic versions of same)...in fact, such attacks actually BOLSTER the Electro-Shogg’s physical structure by the amount of damage they do, and the Electro-Shogg can retain that extra MDC for as many melee rounds as it has points of P.E. . Lasers and Plasma attacks do NO damage, but also do not add to the monster’s strength.
*Resistance to Physical Damage----ElectroShogg, being mostly energy, are IMMUNE to most physical attacks.....Punches, kicks, melee weapons, and projectiles fly right through them(if they aren’t vaporized in the process)...In fact, touching an ElectroShogg does 2d4 MD to the attacker, unless they are somehow protected from electrical/energy damage.
Likewise, in additional to physical damage from their touch, the electrical nature of ElectroShogg causes victims to save versus magic or be stunned for 1 melee round; lose 1 action/attack, no initiative, and HALF bonuses to strike and dodge for that melee, from the shock.
*Feed on Energy---ElectroShogg must feed on electrical energy; thus they are drawn to powerlines and powerplants; the more powerful, the better. In order to survive, an Electro-Shogg MUST have the equivalent of four E-Clips’ worth of energy per 24 hours, more if they are exerting themselves(as in combat). Without such energy, they can only go on for half as many days as they have P.E. points; then they begin to weaken. losing 1 APM and 20% of their MDC per day.
By touching an e-clip, the ElectroShogg can drain it, instantly replacing 6d6 MDC. Car batteries replace 4d6 MDC. Touching a small powerplant(like a Skelebot’s or a rail gun’s) replaces 1d4x10 MDC(and causes the ‘bot or weapon to temporarily lose power for that melee round). Larger powerplants like nuclear-powered vehicles and robots allow the ElectroShogg to feast, replacing 1d6x10 MD per full melee. Interestingly enough, nueral-intelligence, transferred intelligence, and cyborg robotics, if touched by the ElectroShogg, only provide the infernal beast with 2d6 MDC per melee, and they get a Saving Throw to resist being power-drained...if the throw is successful, the ElectroShogg loses its feeding connection and is blocked(it must attack again to drain more energy).
*Energy Projection---Electroshogg can throw energy bolts of intense power and high accuracy(+2 to strike).
Range: 2,000 ft
Damage: 4d6 MD per bolt
Against technology, it does electrical damage similar to the Triax Lightning Blaster:
01-15 No additional damage
16-30 Instrumentation flickers for 1d4 seconds, and lose initiative
31-45 All weapons systems go offline! One comes back online in 1d4 melees.
46-60. All systems offline for 1d4 melees
61-75 Communications, targeting, and radar are knocked off-line. Manual targeting only; -3 to strike, and no initiative
76-90 All systems except one wqeapons system are cooked; -25% to piloting at 1/3 maximum speed. -50% at 1/2 maximum speed, -75% at maximum speed, no initiative to strike, -3 to Dodge and Strike, and lose 1 action/attack per melee.
91-00 All electrical systems are zapped, and the vehicle is dead in space.
Against organics, this weapon mode stuns for 1 melee round; lose 1 action/attack, no initiative, and HALF bonuses to strike and dodge
Rate of Fire: ElectroShogg can throw three bolts per melee without strain. They can throw additional bolts per melee, up to their hand to hand limit, but each additional bolt costs them 4d6 of their MDC(regenerates as normal).
*Flying(Limited)---ElectroShogg can fly in a limited fashion, typically ‘moonwalking’ or hovering 2-6 feet off the ground, though they can hover up to 100 feet up. They can also perform a ‘lightning charge’, rushing at an opponent in a straight-line, line of sight attack that TRIPLES their speed, and which they can sustain for about 1d4 melees, and which gives them a +1 to strike, +3d6 MD to damage, and +1 to initiative. Fortunately, they can only perform this attack once every fifteen minutes(it tends to fatigue them and drain ther reserves).
Actions/Attacks Per Melee: 6
Bonuses:(In addition to possible attribute bonuses)
Initiative: +3
Strike: +3
Dodge: +3
Parry:+3
Roll: +2
Punch: (By Supernatural P.S.) +3
Power Punch(2 attacks)(By Supernatural P.S.) +10
Kick:(By Supernatural P.S.) +2
Body Block/Tackle:(By Supernatural P.S.) +5
Vulnerabilities:
*Magic---Aside from electrical- and energy-attacks that either do NO damge or actually FEED the creature, ElectroShogg are vulnerable to most magic(no change) such as Constrain Being.
*Water---ElectroShogg take DOUBLE damage from water-based attacks that do MD.
*Magnetic Fields----ElectroShogg are susceptible to strong magnetic fields that can trap them and confine them. Magnetic-based attacks, such as an Air Elemental Warlock’s Magnetic Field spell can actually tear the demons apart, doing 6d6 MD per melee.
*Grounding---Being mostly energy, ElectroShogg are vulnerable to being grounded....Being trapped or struck by conductive metal that is connected to a ground inflicts 4d6 MD per melee of being so trapped/skewered.
*Energy Drain Attacks----Attacks that drain energy, such the spell Drain Life, do DOUBLE damage to Electro-Shogg. Negate Energy spells do 6d6 MD to them. They save as normal.
Psionics: None
Magic: None
Cybernetics/Bionics: None
Equivalent Skills:
Tracking: 75%
Navigation: 80%
Recognizes Weapons and Technology 80%
Culture:
Electro-Shogg are supernatural predators who travel alone or in packs of 1d6 members, wandering the countryside looking for prey. They favor living in areas with frequent bad weather, especially thunderstorms, that allow them cover, as well as additional food.
The ElectroShogg look like some bizarre alternate universe version of the Brakkana demons(See Aliens Unlimited, pg 148)(though some xenobiologists wonder if they ARE Brakkana, transformed by some bizarre magic or energy transformation); massive, barrel-chested humanoid monsters with massive betoothed jaws, and long arms ending in blades. However, rather than flesh-and-blood, ElectroShogg are composed of some form of electrical plasma, held in a solid state by electromagnetic fields.
ElectroShogg are supernatural predators of high animal intelligence. They feed primarily on other energy sources, such as electrical power grids, nuclear power plants, and electrical generators, but they also seem to take great pleasure from hunting and slaughtering other lifeforms. Whether this means they can draw sustenance from the PPE of other, conventional, lifeforms, or if they simply enjoy killing, is uncertain.
Most ElectroShoggs are impulsive, bloodthirsty gluttons who roam about looking for food and victims, driven by their appetites to feed and kill. The few more intelligent ElectroShogg may show greater cunning, creating traps to lure defenders after the monsters, or may enslave technicians to keep powerplants and generators running, and feeding the monster, until the ElectroShogg tires of the sport or the technicians/powerplants break down.
ElectroShogg have been associated with storm-born dimensional rifting, suggesting that they may originate from an alternate universe of pure energy, and emerge only onto the material planes when and where there is enough ambient electrical energy to sustain them. They have recently become a scourge on several worlds of the UWW, where they appeared initially, but reports of similar creatures have begun surfacing in the CCW and Republik, terrorizing high-tech communities there. ElectroShogg have also appeared on Rifts Earth in the MidWest, following on the heels of thunderstorms and tornados on the Great Plains, then attacking mining outposts and Coalition facilities for their electrical power.
Note: ElectroShogg and the Bugs from _System Failure_ will immediately see each other as diehard rivals and bitter enemies....Both the Bugs’ and the ElectroShoggs’ energy attacks do DOUBLE damage to each other.
Alignments: Miscreant or Diabolical Evil only!
Lifespan: Unknown
Size: 10-12 feet tall
Gender: Unknown
Physical Description/Appearance:
Massive, barrel-chested humanoid composed of glowing red or white-yellow energy(with a ‘fuzzy’ electrical look), with glowing red eyes, a mouth filled with crackling blue-white teeth, clawed feet-pads, and long arms ending in shimmering blades/ligtning bolts. When they fly, their legs fuze into a long serpentine tail of electrical thrust.
Disposition/Attitudes:
Supernatural predators who hunt and kill without compassion, mercy, or remorse. They can be quite cunning, stalking prey and attacking in the height of a storm, tracking down power sources through powerlines, and crippling part of a party to draw in the rest. They may enslave other creatures, or hold hostages, in exchange for energy food, killing or torturing prisoners to emphasize their serious intent. Beyond hunger and bloodlust, ElectroShogg exhibit little else in the way of intentions or motivation.
Physical Attributes:
IQ: 2d6 (rolls of 11 or 12 gain a bonus 1d6 for particularly intelligent ElectroShogg)
ME: 2d6
MA: 2d6
PS: 5d6 (Supernatural)
PP: 4d6+4
PB: 2d4
PE: 4d6
SPD: 7d6
(ISP): ----
(PPE): 6d6
Hit Points:-----
SDC:----
MDC: 4d6x10
Horror Factor: 16
Natural Abilities:
*Sense Energy---ElectroShogg can sense electrical energy from as far away as 25 miles +I.Q. in miles, being drawn to the energy in a generator or powerline like a shark to to water.
*Energy Resistance---ElectroShogg are IMMUNE to electrical, ion, and particle-beam weapon attacks(including magic versions of same)...in fact, such attacks actually BOLSTER the Electro-Shogg’s physical structure by the amount of damage they do, and the Electro-Shogg can retain that extra MDC for as many melee rounds as it has points of P.E. . Lasers and Plasma attacks do NO damage, but also do not add to the monster’s strength.
*Resistance to Physical Damage----ElectroShogg, being mostly energy, are IMMUNE to most physical attacks.....Punches, kicks, melee weapons, and projectiles fly right through them(if they aren’t vaporized in the process)...In fact, touching an ElectroShogg does 2d4 MD to the attacker, unless they are somehow protected from electrical/energy damage.
Likewise, in additional to physical damage from their touch, the electrical nature of ElectroShogg causes victims to save versus magic or be stunned for 1 melee round; lose 1 action/attack, no initiative, and HALF bonuses to strike and dodge for that melee, from the shock.
*Feed on Energy---ElectroShogg must feed on electrical energy; thus they are drawn to powerlines and powerplants; the more powerful, the better. In order to survive, an Electro-Shogg MUST have the equivalent of four E-Clips’ worth of energy per 24 hours, more if they are exerting themselves(as in combat). Without such energy, they can only go on for half as many days as they have P.E. points; then they begin to weaken. losing 1 APM and 20% of their MDC per day.
By touching an e-clip, the ElectroShogg can drain it, instantly replacing 6d6 MDC. Car batteries replace 4d6 MDC. Touching a small powerplant(like a Skelebot’s or a rail gun’s) replaces 1d4x10 MDC(and causes the ‘bot or weapon to temporarily lose power for that melee round). Larger powerplants like nuclear-powered vehicles and robots allow the ElectroShogg to feast, replacing 1d6x10 MD per full melee. Interestingly enough, nueral-intelligence, transferred intelligence, and cyborg robotics, if touched by the ElectroShogg, only provide the infernal beast with 2d6 MDC per melee, and they get a Saving Throw to resist being power-drained...if the throw is successful, the ElectroShogg loses its feeding connection and is blocked(it must attack again to drain more energy).
*Energy Projection---Electroshogg can throw energy bolts of intense power and high accuracy(+2 to strike).
Range: 2,000 ft
Damage: 4d6 MD per bolt
Against technology, it does electrical damage similar to the Triax Lightning Blaster:
01-15 No additional damage
16-30 Instrumentation flickers for 1d4 seconds, and lose initiative
31-45 All weapons systems go offline! One comes back online in 1d4 melees.
46-60. All systems offline for 1d4 melees
61-75 Communications, targeting, and radar are knocked off-line. Manual targeting only; -3 to strike, and no initiative
76-90 All systems except one wqeapons system are cooked; -25% to piloting at 1/3 maximum speed. -50% at 1/2 maximum speed, -75% at maximum speed, no initiative to strike, -3 to Dodge and Strike, and lose 1 action/attack per melee.
91-00 All electrical systems are zapped, and the vehicle is dead in space.
Against organics, this weapon mode stuns for 1 melee round; lose 1 action/attack, no initiative, and HALF bonuses to strike and dodge
Rate of Fire: ElectroShogg can throw three bolts per melee without strain. They can throw additional bolts per melee, up to their hand to hand limit, but each additional bolt costs them 4d6 of their MDC(regenerates as normal).
*Flying(Limited)---ElectroShogg can fly in a limited fashion, typically ‘moonwalking’ or hovering 2-6 feet off the ground, though they can hover up to 100 feet up. They can also perform a ‘lightning charge’, rushing at an opponent in a straight-line, line of sight attack that TRIPLES their speed, and which they can sustain for about 1d4 melees, and which gives them a +1 to strike, +3d6 MD to damage, and +1 to initiative. Fortunately, they can only perform this attack once every fifteen minutes(it tends to fatigue them and drain ther reserves).
Actions/Attacks Per Melee: 6
Bonuses:(In addition to possible attribute bonuses)
Initiative: +3
Strike: +3
Dodge: +3
Parry:+3
Roll: +2
Punch: (By Supernatural P.S.) +3
Power Punch(2 attacks)(By Supernatural P.S.) +10
Kick:(By Supernatural P.S.) +2
Body Block/Tackle:(By Supernatural P.S.) +5
Vulnerabilities:
*Magic---Aside from electrical- and energy-attacks that either do NO damge or actually FEED the creature, ElectroShogg are vulnerable to most magic(no change) such as Constrain Being.
*Water---ElectroShogg take DOUBLE damage from water-based attacks that do MD.
*Magnetic Fields----ElectroShogg are susceptible to strong magnetic fields that can trap them and confine them. Magnetic-based attacks, such as an Air Elemental Warlock’s Magnetic Field spell can actually tear the demons apart, doing 6d6 MD per melee.
*Grounding---Being mostly energy, ElectroShogg are vulnerable to being grounded....Being trapped or struck by conductive metal that is connected to a ground inflicts 4d6 MD per melee of being so trapped/skewered.
*Energy Drain Attacks----Attacks that drain energy, such the spell Drain Life, do DOUBLE damage to Electro-Shogg. Negate Energy spells do 6d6 MD to them. They save as normal.
Psionics: None
Magic: None
Cybernetics/Bionics: None
Equivalent Skills:
Tracking: 75%
Navigation: 80%
Recognizes Weapons and Technology 80%
Culture:
Electro-Shogg are supernatural predators who travel alone or in packs of 1d6 members, wandering the countryside looking for prey. They favor living in areas with frequent bad weather, especially thunderstorms, that allow them cover, as well as additional food.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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 new RCCs, Taalismn. I'm planning on using those RCCs you guys have posted here in my games. I think they are great RCCs.
"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
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Only Megadame creature can eat those fortified throwing stars NB. You should know that.
"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
- 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
Stick with the peanut brittle throwing stars...unless you're allergic to peanuts, of course...
-------------
"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
Okay, we've seen several 'Healer' races in print and online...any ideas for 'Psychiatrist' races?
Feel free to use Nightbane's 'Dreamstream' and other sources for ideas...
Feel free to use Nightbane's 'Dreamstream' and other sources for ideas...
-------------
"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
Oh no! Now we have races who are all Sigmund Freuds! Run to the duck blind!
"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
I think of them as 'helldivers'(from the name of a book; "Briefing for a Descent into Hell' about psychiatry)...delving into the ultimate frontier...the mind...
-------------
"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
They would have to have a very high ME. And they should also have a pretty high MA and IQ. Even Sploogies might go to them for help. I can see a version of "Analyze That!" involving a Sploogie on one of this race.
"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
PLus the potential for their use as psyhological warfare experts or advisors on public relations and predicting the behavior of other species and crowds is there.....Their main strategy and ability would be to mess with somebody's head seriously....
-------------
"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
They would probably get a major bonus on the Intelligence skill 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
- 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
Aramanthus wrote:They would probably get a major bonus on the Intelligence skill too.
Maybe not necessarily Intelligance, but certainly M.A.....there are some decidedly lowbrow people out there who have proven very good at charming and wheedling others into doing what they want...all they have to be is simply more persuasive than their marks' ability to discern BS...
-------------
"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
They should still have above average IQs. They have to be able to recognize problems.
"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
I should really upgrade these guys at some point....
IRS Auditor R.C.C.
(AKA Infernal Revenue Service Agents, Tax Hounds from Hell, Ultimate Parasites, Extortion Demons, Taxmen)
The IRS Auditor seems to be an unusual class of D-bee neo-humans(some would say demonic entities)who hail from a dimension characterized by super-efficient and impersonal bureaucracy(known as Bureaucron). The few who have visited this realm are divided on exactly how to describe it: some describe life there as a hellish state of oppression under the thumb of merciless and inhuman governance, while others describe it as a peaceful, efficient, unprejudiced, and responsible society, in which everyone is treated with equal respect(or contempt). The IRS Auditors are part of the enforcement arm of the dimension's government, collecting taxes and investigating those who fail to live up to their responsibilities to the government-society. Outside their home dimension Auditors are revenue-collectors for hire, super-efficient mercenary tax-men(or women) who will track down delinquent taxpayers, audit assets, and enforce the law with the zeal of a Headhunter. Once an Auditor gets on a paper-trail, they are unstoppable: not even nuclear warheads will stop them(and likely earn the bomber a stiff penalty for "undeclared nuclear assets"). They are unswayed by sob-stories, immune to bribes, and unfazed by threats. Auditors have been rumored as being able to walk into Hell with a collection notice in hand and leave the Devil standing there with empty pockets. Their motto seems to be that there are only two certainties in the Megaverse: Death and Taxes. Certainty Auditors will go through, over, and even under the worst obstacles to reach their quarry, often assisted by the heavy firepower they tote around(ostensibly for self-defense, though many a recalcitrant debtor has been coerced into remembering where they stashed their tax records or undeclared assets by the sight of a casually hefted plasma rifle).
Auditors are thus frequently hired by the larger governments to enforce their revenue laws. They are also frequently used to investigate government corruption on all levels, and occasionally to track down and repossess stolen or missing artifacts. Occasionally an Auditor may join a bounty-hunting team tracking down a criminal, especially if he, she, or it, owes money, but will accept no part of the bounty. They are doing their job for the System.
Occasionally several Auditors will work together to bring down particularly large prey, anywhere from 2-3 teaming up on a local landowner to hundreds converging on a large corperation. An Audit is a truly horrible thing to undergo. It is currently unknown how they contact each other and organize such groups: they just seem to appear en masse at the target. They show no resistance to working with their fellows and, if anything is true in the descriptions of Auditors, seem to work even better in larger groups, like a wolf pack or school of sharks.
It is not entirely clear WHAT Auditors are. Theories abound that they are genetically-engineered clones, androids, bio-cyborgs, religious cultists, or caste-class workers specifically bred for their task , but none of these theories has been confirmed or disproven. While male and female Auditors DO exist, and have been seen together(God help you if you encounter more than one!), no one has ever seen them exchanging intimacies among their own kind, or ever sighted juvenile Auditors.
IRS Auditors are generally indistinguishable from normal human beings except for their palpable aura of insideous purpose, their distinctive formal clothing(which never seems to lose its crease, even in the thickest fighting), and the occasional hint of something distinctly inhuman under that tie(maybe its the fangs, or the double sets of teeth, the glowing eyes, or the fact that they never seem to sweat....).
(Despite their sinister reputations, Auditors are NOT evil creatures who live only to pillage and steal, taking whatever they see. The rumors that they eat babies, deflower virgins, and drink blood are FALSE! They tend to be well-spoken, courteous, if no-nonsense, types who are doing their duty to the System. Auditors possess a curious code of honor unique to their kind, that occasionally allows them to look the other way if circumstances permit it, provided that the its legal. If that destitute family they're investigating really can't afford to pay, an Auditor might mention a loophole that will get them off the hook, or accept a small deposit against the timely payment of owed taxes in say,..... one hundred years. All perfectly legal and by the book. On the other hand, if that family is trying to pull a fast one, hiding those dozen bars of gold-pressed latinum, and feigning poverty, the Auditor will gleefully tear the shanty down around them and show no mercy until the accounts are settled. Likewise, Auditors will cheerfully go up against dragons, demons, and other never-do-wells if they can find a legal basis for it, i.e. that Forvalaka failed to file a capital-gains statement when it looted that village inside New Lazlo's borders, and is therefore subject to the full wrath of the Auditor).
Alignment: Principled, Scrupulous, and Aberrant only (Loyal to the System)
Attributes:(Superhuman)
IQ 4d6+6
ME 4d6+6
MA 3d6
PS 3d6+6
PP 3d6
PE 4d6+6
PB 3d6
SPD 3d6+6
Horror Factor: 10 for anyone with money (12 for anyone who has any sort of debt hanging over them, even if the Auditor isn't specifically looking for them.)
None for people without money, or creatures without possessions.
Hit Points:-_ Not applicable
S.D.C. Not applicable
M.D.C. (considered supernatural): 3d6 x 10 MDC + 2d6 per level of experience
Psionics:
Mind Block
Total Recall
Speed Reading
Empathy(they can smell fear...)
Select an additional 4 powers from either the Physical or the Sensitive power categories.
(Considered a major psychic and saves accordingly)
ISP: 1d4x 10 ISP , plus ME number, plus 2d6 ISP per level of experience.
Magic: None, but rumors persist of high level Auditors being able to cast magic spells. The average Auditor, however, relies and loves TW and magic devices, especially security penetration aides(such as Cloaks of Invisibility, Magic Barrier Breachers, magic lock picks, Magical Doorways/Portals, etc.), defensive magic, and lie-detection equipment.
Natural Abilities/Powers
Regenerates 1d4 x 10 MD per minute
Completely impervious to mind control, possession, vampiric transformation, and slow bite.
Resistant to chemicals and toxins(takes 1/4 damage from noxious chemicals, and poisons, 1/2 damage from magic poisons and drugs)
Strong necks: Auditors have been known to survive being hung/lynched by their necks for days on end, until someone cuts them down, or they free themselves.
Hold breath for 1d4 x 10 minutes
R.C.C. Skills
Interrogation(+15%)
Tracking(+10%)
Languages:
Select any three(+15%)
Literacy:
Select any three(+10%)
Math: Basic and Advanced(+30%)
Pilot: Select 2(+5%)
Computer Operation(+10%)
Lore: Legal- Tax Laws(+20%)
Photography(+15%)
Hand to Hand: Expert
(May be upgraded to Martial Arts at the cost of one "other"
skill, or Assassin if the character is of an evil alignment.)
3 Weapons Proficiencies of choice
Other Skills:
Select 8 other skills, plus select an additional 2 at level 3, 2 at level 6, and 1 at levels 9 and 12.
Communications: Any(+10%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any(+15%)
Mechanical: Basic, Locksmith, and Automotive only(+3%)
Medical: First Aid and Paramedic only
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any(+10%)
Science: None
Technical: Any(+10%)
Wilderness: None
W.P.: Any
Secondary Skills:
Select 6 secondary skills, as restricted above.
Standard Equipment/Possessions:
The Suit: a set of megadamage body armor that looks, and fits, like a dark three-piece suit and tie. Exclusive to the Auditors.
90 MDC, no prowl penalty
Armored attache/brief case(100 MDC)- may be used as a shield, or blunt weapon(1d8 SDC, +2 to parry).
Identification badge and wallet.
Hand-held computer and electronic records file(calculator with printer), portable rolodex-style personal organizer, notebooks, pens, pencils,
portable language translator, pocket radio/communicator(5 mile range) with scrambler, still camera with photo-copier feature(for duplicating tax records) Gas mask and air filter, breaking and entering tools, and several pairs of handcuffs.
Weapons to match weapons proficiencies, with 1d4 extra E-clips/magazines for modern weapons(if any).
Most Auditors will have a vehicle of some sort; can start out with any vehicle(including the more openly available robots and military vehicles, if they have the skill. NO prototypes or heavy hitters please).
Money: Most Auditors will have 3d6 x 1000 credits in available expense money, as well as emergency discretionary funds(for which they are held accountable back at the main office) of 4d6 x 1000 credits.
Auditors may also be carrying substantial amounts of collected revenues, locked and sealed in 50 MDC carry-bags. This is collected taxes being transferred to their employers, and will NOT be touched by the Auditor, even in emergencies. Auditors will go to great lengths to recover money for which they are responsible, and many a bandit who thought that waylaying an Auditor for some fast credits was a really great idea has come to sorely regret it.
Special (Exclusive) Equipment available to Auditor Demons:
The following items are available to the Auditor Demon at the GM's discretion, typically a reward for advanced level characters.
Red Pen of Shame
This is a large marker-like device that is used to permanently mark habitual tax-cheats like a tattoo, typically on the back of a hand, or the forehead. Once marked, this acts as a curse; every time taxes come due, the mark begins itching like bad poison ivy(and pain relief remedies will NOT work to alleviate the sensation) until taxes are paid. Furthermore, an Auditor Demon can automatically sense the marks from 200 ft away.
Closure Seals
Closure seals are plastic or paper strips carried by some Auditors. Resembling Japanese or Chinese magic charm slips, these seals are slapped on doors(usually of items and property being seized) where they adhere and work exactly like a Seal spell. SDC vehicles such as automobiles and boats so sealed cannot be opened, entered. or even started up; likewise, computers slapped with a seizure seal cannot be turned on or accessed(only the terminal in question). The seal cannot be removed, except an Auditor Demon, but it can be destroyed(seal takes 10 MDC to de-activate, The seal remains in effect until removed or destroyed.
Rumor: A more powerful form of the seizure slip exists, one that allows the Auditor to seal all doors within a given property with just one application of the seal.
Psi-Interrogator
Horrid rumors abound that the IRS doesn't just audit your tax records, but your very thoughts as well. Unfortunately, this one is true. Taking inspiration from the Splugorth's Mind-Reamer, the IRS has devised its own telepathic interrogation probe with similar properties.
IRS Auditor R.C.C.
(AKA Infernal Revenue Service Agents, Tax Hounds from Hell, Ultimate Parasites, Extortion Demons, Taxmen)
The IRS Auditor seems to be an unusual class of D-bee neo-humans(some would say demonic entities)who hail from a dimension characterized by super-efficient and impersonal bureaucracy(known as Bureaucron). The few who have visited this realm are divided on exactly how to describe it: some describe life there as a hellish state of oppression under the thumb of merciless and inhuman governance, while others describe it as a peaceful, efficient, unprejudiced, and responsible society, in which everyone is treated with equal respect(or contempt). The IRS Auditors are part of the enforcement arm of the dimension's government, collecting taxes and investigating those who fail to live up to their responsibilities to the government-society. Outside their home dimension Auditors are revenue-collectors for hire, super-efficient mercenary tax-men(or women) who will track down delinquent taxpayers, audit assets, and enforce the law with the zeal of a Headhunter. Once an Auditor gets on a paper-trail, they are unstoppable: not even nuclear warheads will stop them(and likely earn the bomber a stiff penalty for "undeclared nuclear assets"). They are unswayed by sob-stories, immune to bribes, and unfazed by threats. Auditors have been rumored as being able to walk into Hell with a collection notice in hand and leave the Devil standing there with empty pockets. Their motto seems to be that there are only two certainties in the Megaverse: Death and Taxes. Certainty Auditors will go through, over, and even under the worst obstacles to reach their quarry, often assisted by the heavy firepower they tote around(ostensibly for self-defense, though many a recalcitrant debtor has been coerced into remembering where they stashed their tax records or undeclared assets by the sight of a casually hefted plasma rifle).
Auditors are thus frequently hired by the larger governments to enforce their revenue laws. They are also frequently used to investigate government corruption on all levels, and occasionally to track down and repossess stolen or missing artifacts. Occasionally an Auditor may join a bounty-hunting team tracking down a criminal, especially if he, she, or it, owes money, but will accept no part of the bounty. They are doing their job for the System.
Occasionally several Auditors will work together to bring down particularly large prey, anywhere from 2-3 teaming up on a local landowner to hundreds converging on a large corperation. An Audit is a truly horrible thing to undergo. It is currently unknown how they contact each other and organize such groups: they just seem to appear en masse at the target. They show no resistance to working with their fellows and, if anything is true in the descriptions of Auditors, seem to work even better in larger groups, like a wolf pack or school of sharks.
It is not entirely clear WHAT Auditors are. Theories abound that they are genetically-engineered clones, androids, bio-cyborgs, religious cultists, or caste-class workers specifically bred for their task , but none of these theories has been confirmed or disproven. While male and female Auditors DO exist, and have been seen together(God help you if you encounter more than one!), no one has ever seen them exchanging intimacies among their own kind, or ever sighted juvenile Auditors.
IRS Auditors are generally indistinguishable from normal human beings except for their palpable aura of insideous purpose, their distinctive formal clothing(which never seems to lose its crease, even in the thickest fighting), and the occasional hint of something distinctly inhuman under that tie(maybe its the fangs, or the double sets of teeth, the glowing eyes, or the fact that they never seem to sweat....).
(Despite their sinister reputations, Auditors are NOT evil creatures who live only to pillage and steal, taking whatever they see. The rumors that they eat babies, deflower virgins, and drink blood are FALSE! They tend to be well-spoken, courteous, if no-nonsense, types who are doing their duty to the System. Auditors possess a curious code of honor unique to their kind, that occasionally allows them to look the other way if circumstances permit it, provided that the its legal. If that destitute family they're investigating really can't afford to pay, an Auditor might mention a loophole that will get them off the hook, or accept a small deposit against the timely payment of owed taxes in say,..... one hundred years. All perfectly legal and by the book. On the other hand, if that family is trying to pull a fast one, hiding those dozen bars of gold-pressed latinum, and feigning poverty, the Auditor will gleefully tear the shanty down around them and show no mercy until the accounts are settled. Likewise, Auditors will cheerfully go up against dragons, demons, and other never-do-wells if they can find a legal basis for it, i.e. that Forvalaka failed to file a capital-gains statement when it looted that village inside New Lazlo's borders, and is therefore subject to the full wrath of the Auditor).
Alignment: Principled, Scrupulous, and Aberrant only (Loyal to the System)
Attributes:(Superhuman)
IQ 4d6+6
ME 4d6+6
MA 3d6
PS 3d6+6
PP 3d6
PE 4d6+6
PB 3d6
SPD 3d6+6
Horror Factor: 10 for anyone with money (12 for anyone who has any sort of debt hanging over them, even if the Auditor isn't specifically looking for them.)
None for people without money, or creatures without possessions.
Hit Points:-_ Not applicable
S.D.C. Not applicable
M.D.C. (considered supernatural): 3d6 x 10 MDC + 2d6 per level of experience
Psionics:
Mind Block
Total Recall
Speed Reading
Empathy(they can smell fear...)
Select an additional 4 powers from either the Physical or the Sensitive power categories.
(Considered a major psychic and saves accordingly)
ISP: 1d4x 10 ISP , plus ME number, plus 2d6 ISP per level of experience.
Magic: None, but rumors persist of high level Auditors being able to cast magic spells. The average Auditor, however, relies and loves TW and magic devices, especially security penetration aides(such as Cloaks of Invisibility, Magic Barrier Breachers, magic lock picks, Magical Doorways/Portals, etc.), defensive magic, and lie-detection equipment.
Natural Abilities/Powers
Regenerates 1d4 x 10 MD per minute
Completely impervious to mind control, possession, vampiric transformation, and slow bite.
Resistant to chemicals and toxins(takes 1/4 damage from noxious chemicals, and poisons, 1/2 damage from magic poisons and drugs)
Strong necks: Auditors have been known to survive being hung/lynched by their necks for days on end, until someone cuts them down, or they free themselves.
Hold breath for 1d4 x 10 minutes
R.C.C. Skills
Interrogation(+15%)
Tracking(+10%)
Languages:
Select any three(+15%)
Literacy:
Select any three(+10%)
Math: Basic and Advanced(+30%)
Pilot: Select 2(+5%)
Computer Operation(+10%)
Lore: Legal- Tax Laws(+20%)
Photography(+15%)
Hand to Hand: Expert
(May be upgraded to Martial Arts at the cost of one "other"
skill, or Assassin if the character is of an evil alignment.)
3 Weapons Proficiencies of choice
Other Skills:
Select 8 other skills, plus select an additional 2 at level 3, 2 at level 6, and 1 at levels 9 and 12.
Communications: Any(+10%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any(+15%)
Mechanical: Basic, Locksmith, and Automotive only(+3%)
Medical: First Aid and Paramedic only
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any(+10%)
Science: None
Technical: Any(+10%)
Wilderness: None
W.P.: Any
Secondary Skills:
Select 6 secondary skills, as restricted above.
Standard Equipment/Possessions:
The Suit: a set of megadamage body armor that looks, and fits, like a dark three-piece suit and tie. Exclusive to the Auditors.
90 MDC, no prowl penalty
Armored attache/brief case(100 MDC)- may be used as a shield, or blunt weapon(1d8 SDC, +2 to parry).
Identification badge and wallet.
Hand-held computer and electronic records file(calculator with printer), portable rolodex-style personal organizer, notebooks, pens, pencils,
portable language translator, pocket radio/communicator(5 mile range) with scrambler, still camera with photo-copier feature(for duplicating tax records) Gas mask and air filter, breaking and entering tools, and several pairs of handcuffs.
Weapons to match weapons proficiencies, with 1d4 extra E-clips/magazines for modern weapons(if any).
Most Auditors will have a vehicle of some sort; can start out with any vehicle(including the more openly available robots and military vehicles, if they have the skill. NO prototypes or heavy hitters please).
Money: Most Auditors will have 3d6 x 1000 credits in available expense money, as well as emergency discretionary funds(for which they are held accountable back at the main office) of 4d6 x 1000 credits.
Auditors may also be carrying substantial amounts of collected revenues, locked and sealed in 50 MDC carry-bags. This is collected taxes being transferred to their employers, and will NOT be touched by the Auditor, even in emergencies. Auditors will go to great lengths to recover money for which they are responsible, and many a bandit who thought that waylaying an Auditor for some fast credits was a really great idea has come to sorely regret it.
Special (Exclusive) Equipment available to Auditor Demons:
The following items are available to the Auditor Demon at the GM's discretion, typically a reward for advanced level characters.
Red Pen of Shame
This is a large marker-like device that is used to permanently mark habitual tax-cheats like a tattoo, typically on the back of a hand, or the forehead. Once marked, this acts as a curse; every time taxes come due, the mark begins itching like bad poison ivy(and pain relief remedies will NOT work to alleviate the sensation) until taxes are paid. Furthermore, an Auditor Demon can automatically sense the marks from 200 ft away.
Closure Seals
Closure seals are plastic or paper strips carried by some Auditors. Resembling Japanese or Chinese magic charm slips, these seals are slapped on doors(usually of items and property being seized) where they adhere and work exactly like a Seal spell. SDC vehicles such as automobiles and boats so sealed cannot be opened, entered. or even started up; likewise, computers slapped with a seizure seal cannot be turned on or accessed(only the terminal in question). The seal cannot be removed, except an Auditor Demon, but it can be destroyed(seal takes 10 MDC to de-activate, The seal remains in effect until removed or destroyed.
Rumor: A more powerful form of the seizure slip exists, one that allows the Auditor to seal all doors within a given property with just one application of the seal.
Psi-Interrogator
Horrid rumors abound that the IRS doesn't just audit your tax records, but your very thoughts as well. Unfortunately, this one is true. Taking inspiration from the Splugorth's Mind-Reamer, the IRS has devised its own telepathic interrogation probe with similar properties.
-------------
"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
'the Taxman cometh ... '
*runs away into the hills to hide the squirrel stew thats canned and preserved for the winter months.
*runs away into the hills to hide the squirrel stew thats canned and preserved for the winter months.
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
Ninjabunny wrote:Diycros
"What the hell are you saying, that I love my dead Gramma?"
"I'm not saying that you are."
"Your ****ing Sick you know that Right!?"
"Am I, or are you trying not to slove this problem?"
It's a good startt!
"ANALYZE THIS YOU MIND_F____G RODENT!!!"
BLAMBLAMBLAMBLAMBLAMBLAMBLAM!!!!!!!!!
"ah...anger management problems have we, yes?"
Analyzing a problem, kicking it out into the open, and TREATING it are three separate problems...So these guys might get lots of free samples from drug companies and research labs eager to have their latest mood/mind altering technologies field-tested...
-------------
"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
That is a Scary RCC Taalismn! I think they should be listed as the "Bogtymen". Actually they both look pretty cool!
"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
Death and Taxes...now even Immortals have to fear Taxes...
-------------
"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
I hadn't even considered the Altess...but their wealth WOULD make the Auditors one of their biggest threats if they didn't have armies of accountants and lawyers keeping their paperwork straight...fortunately, Bureaucron has only recently been introduced to the Three Galaxies(blame the Splugorth....they invaded the Bureaucronese and ended up having their entire invasion force impounded and confiscated), and nobody yet has hired the Auditors to do a 'full sweep' of the Three Galaxies fishing for tax cheats(remember, they typically only go after debtors when they have a legal mandate) or siccing them on the Altess in particular....
-------------
"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
my char tithes to her guild ... she don't have to worry about taxes ... its a part of the tithing process ... the guild should be the one worrying ... since THEY don't keep records of who's on the 'payroll' ...
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
Make sure your guild treasurer is trustworthy enough to keep the money in a safe place, competent enough to keep track of it, but just dumb enough that the rest of the leadership of the guild know where the money's stashed, and crooked enough that the guild can sacrifice him without remorse as a scapegoat when creditors come calling...
-------------
"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
Maybe their guild gives to the Galactic Peace Corp! They could use that for a tax right off.
Hey Taalismn, Roscoe, or NinjaBunny maybe one of you could create the ultimate Drill Instructor Race! The race everyone wants for their DIs!
Hey Taalismn, Roscoe, or NinjaBunny maybe one of you could create the ultimate Drill Instructor Race! The race everyone wants for their DIs!
"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
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
double post, sorry.
Last edited by Roscoe Del'Tane on Tue Jun 26, 2007 8:56 am, edited 1 time in total.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
"Psychiatric, Enlightened, Sentient Trees.” A.K.A. the P.E.S.T.’s
These beings, are trees that evolved sentience and mobility on their home planet in order to get to better food sources (read: different soil types) and to find new friends. They evolved an a planet almost entirely covered in endless plains and grasslands, and with few other beings, animal or otherwise. Except for insects, (there are plenty of those, especially termites,) so the P.E.S.T.’s had to figure out ways to discourage them from eating their friends and family.
The P.E.S.T.’s have the evolved the ability to control insects, to better ensure pollination when meeting new people, and as a defense mechanism against the ‘predators’ on their home world (critters remarkably like beavers, only making their homes on the ground). This is also used to carry messages long distances to friends and family, a group of a couple dozen bees can carry leaf-scrolls a fair bit before having to stop.
The P.E.S.T.’s trunk is actually hollow, serving as the container for their personal hives, and an excellent floatation device for the rare occasions that they find themselves bobbing about in water. They personal hives are able to easily contain roughly 4-5 times the normal amount for that breed of insect, allowing them to have offensive and defensive abilities no matter where they go.
They are capable of independent movement, but only at very slow speeds (they are rooted trees after all) owing to the need to pull up their roots; and the fact that if they move any faster than a quick walk, they run the risk of tearing/breaking parts of themselves off. They are usually rooted to one spot for a few years, before moving no more than a mile or two down the way, and settling back down.
They also have ‘space allergies’, they are dependant of physical contact with the earth to feel comfortable. Any prolonged separation with the ground, brings on feelings of antsy-ness, being snappish, and a proliferation of pollen spores(a sure sign of distress among the P.E.S.T.’s). More than 2-3 days removed from the ground, will result in 1d4 S.D.C. being lost, and each day after that, until they have a chance to root themselves in good, rich soil. The time can be doubled, if they are rooted in a large tub of dirt (at least 2-3 tons of rich topsoil, and having access to a good, clean, water source), but the P.E.S.T. will still be on edge and grumpy.
Among the Galactic Community, they have gained infamy as some of the best at psychoanalysis and other gobbledygook. This is mainly due to the weird, bizarre, and downright freaky ability they have concerning their fruits. Once they have established what a particular patients problem is, they can poke a thin branch (thinner than a pencil) through the patients forehead, causing no pain but an incredibly intense itching and burning sensation, and suck out the psychosis. This is given an actual, physical form, that of a large, apple-ish type fruit with a thick skin and sweet, tender flesh. Said fruit contains the subjects insanity, and anybody who eats it, is subjected to said craziness (must make 3 out of 4 saves vs. insanity with no bonuses of any kind to avoid this) until they themselves are cured one way or another.
Stats:
Alignment: Any, most are nice guys, but a bunch have been recruited to work for the Splugorth and other large governments to remove the lunatic-ness out of their Crazies and soldiers.
Appearance: When still, just like a ten foot leafy tree (dark blue, almost black, leaves and a silvery bark) with what could be a face on the trunk, (but that would be absurd, whoever heard a tree with a face outside of Tolkien books). When ‘awake’, their face becomes very evident, and will usually have bugs crawling all over it. Their branches extend around 12-15 feet beyond the trunk, and their root system extends 2-3 times that of the branches (just as prehensile as the branches, if used as a sneak attack, gains a +3 to strike and initiative).
They love to talk to people, and have no qualms about sharing their fruit (non-insanity inducing variety) and honey. They usually have a bushel or two of fruits at any given time, even during winter, and freely give them out.
Lifespan: 1d4x1,000 years (elvish lifespan). Once every hundred years, they
PS: 4d6(Superhuman)
PP: 3d6 (many prehensile branches enable the use of tools and such_
PE: 3d4
PB: 3d4 (an oddly attractive tree)
ME: 3d6
MA: 3d6+5 (people just seem to trust theses guys for some reason)
IQ: 4d6
SPD: 2+1d4 (if they try and run/jog/sprint for more than 2 melee rounds, they suffer 1d4 H.P. each melee after that, until they stop moving).
ISP and PPE: only 1d4 each, doesn’t grow with experience
NAR: 12 (thick, leathery, bark and leaves)
HP: 1d2x100
SDC: 3d6x100 (they are like Titan Juicers, minor MDC critters, but able to be picked apart by normal guns), gains an extra 100 SDC per level.
MDC: Add HP and SDC together when in mega damage environments
Psionics and Magic: Not possible, don’t have the mental processes required for them.
Natural Abilities: Control insects, per the Major Ability, and Immovability as per the minor. They can also do a ‘Feed’ attack if they have pinned an opponent under their roots, in which they squirt digestive acids onto them. This attack does 2d4x10 damage to flesh and blood creatures, and half that to inorganic beings or items; it does only 1d4x10 MDC in MDC environments. A whole, full-size man will grant the P.E.S.T. the equivalent of an entire days worth of nutrients, and (unless truly depraved) will haunt them with guilt over their actions.
OCC’s: They usually only take those that allow them to stay in one place for long periods of time (they make excellent secretaries, if head-shrinker is unavailable), very rarely do they become adventurers. Note: They cannot take anything besides HTH: Basic, due to the fact that the others are too strenuous, and put too much stress on their bodies.
Technology: Next to nonexistent. They rely on whatever they have managed to garner from their employers, and they don’t mind; while they don’t suffer any penalties from using tech, they prefer to use their abilities, and avoid fights when possible.
Augmentation: Not possible, bodies not capable of sustaining them.
Allies: Whoever is paying them, they are rather mercenary in attitude, and make sure that they keep their employer happy before anybody else.
Enemies: Whoever eats one of their Insanity-Apples, people who don’t like freaky looking DB’s.
Culture: Rather laid back and bucolic, like to spend time along with their thoughts and listen to the hum of their bees.
Aw man, I go away for a few days and you guys leave me behind!
Okay, I'll get right on that, might be a few days before I get inspired, so no promises it will be any time soon. Will try and get it to you guys in a timely manner, fingers crossed it'll be something good.
These beings, are trees that evolved sentience and mobility on their home planet in order to get to better food sources (read: different soil types) and to find new friends. They evolved an a planet almost entirely covered in endless plains and grasslands, and with few other beings, animal or otherwise. Except for insects, (there are plenty of those, especially termites,) so the P.E.S.T.’s had to figure out ways to discourage them from eating their friends and family.
The P.E.S.T.’s have the evolved the ability to control insects, to better ensure pollination when meeting new people, and as a defense mechanism against the ‘predators’ on their home world (critters remarkably like beavers, only making their homes on the ground). This is also used to carry messages long distances to friends and family, a group of a couple dozen bees can carry leaf-scrolls a fair bit before having to stop.
The P.E.S.T.’s trunk is actually hollow, serving as the container for their personal hives, and an excellent floatation device for the rare occasions that they find themselves bobbing about in water. They personal hives are able to easily contain roughly 4-5 times the normal amount for that breed of insect, allowing them to have offensive and defensive abilities no matter where they go.
They are capable of independent movement, but only at very slow speeds (they are rooted trees after all) owing to the need to pull up their roots; and the fact that if they move any faster than a quick walk, they run the risk of tearing/breaking parts of themselves off. They are usually rooted to one spot for a few years, before moving no more than a mile or two down the way, and settling back down.
They also have ‘space allergies’, they are dependant of physical contact with the earth to feel comfortable. Any prolonged separation with the ground, brings on feelings of antsy-ness, being snappish, and a proliferation of pollen spores(a sure sign of distress among the P.E.S.T.’s). More than 2-3 days removed from the ground, will result in 1d4 S.D.C. being lost, and each day after that, until they have a chance to root themselves in good, rich soil. The time can be doubled, if they are rooted in a large tub of dirt (at least 2-3 tons of rich topsoil, and having access to a good, clean, water source), but the P.E.S.T. will still be on edge and grumpy.
Among the Galactic Community, they have gained infamy as some of the best at psychoanalysis and other gobbledygook. This is mainly due to the weird, bizarre, and downright freaky ability they have concerning their fruits. Once they have established what a particular patients problem is, they can poke a thin branch (thinner than a pencil) through the patients forehead, causing no pain but an incredibly intense itching and burning sensation, and suck out the psychosis. This is given an actual, physical form, that of a large, apple-ish type fruit with a thick skin and sweet, tender flesh. Said fruit contains the subjects insanity, and anybody who eats it, is subjected to said craziness (must make 3 out of 4 saves vs. insanity with no bonuses of any kind to avoid this) until they themselves are cured one way or another.
Stats:
Alignment: Any, most are nice guys, but a bunch have been recruited to work for the Splugorth and other large governments to remove the lunatic-ness out of their Crazies and soldiers.
Appearance: When still, just like a ten foot leafy tree (dark blue, almost black, leaves and a silvery bark) with what could be a face on the trunk, (but that would be absurd, whoever heard a tree with a face outside of Tolkien books). When ‘awake’, their face becomes very evident, and will usually have bugs crawling all over it. Their branches extend around 12-15 feet beyond the trunk, and their root system extends 2-3 times that of the branches (just as prehensile as the branches, if used as a sneak attack, gains a +3 to strike and initiative).
They love to talk to people, and have no qualms about sharing their fruit (non-insanity inducing variety) and honey. They usually have a bushel or two of fruits at any given time, even during winter, and freely give them out.
Lifespan: 1d4x1,000 years (elvish lifespan). Once every hundred years, they
PS: 4d6(Superhuman)
PP: 3d6 (many prehensile branches enable the use of tools and such_
PE: 3d4
PB: 3d4 (an oddly attractive tree)
ME: 3d6
MA: 3d6+5 (people just seem to trust theses guys for some reason)
IQ: 4d6
SPD: 2+1d4 (if they try and run/jog/sprint for more than 2 melee rounds, they suffer 1d4 H.P. each melee after that, until they stop moving).
ISP and PPE: only 1d4 each, doesn’t grow with experience
NAR: 12 (thick, leathery, bark and leaves)
HP: 1d2x100
SDC: 3d6x100 (they are like Titan Juicers, minor MDC critters, but able to be picked apart by normal guns), gains an extra 100 SDC per level.
MDC: Add HP and SDC together when in mega damage environments
Psionics and Magic: Not possible, don’t have the mental processes required for them.
Natural Abilities: Control insects, per the Major Ability, and Immovability as per the minor. They can also do a ‘Feed’ attack if they have pinned an opponent under their roots, in which they squirt digestive acids onto them. This attack does 2d4x10 damage to flesh and blood creatures, and half that to inorganic beings or items; it does only 1d4x10 MDC in MDC environments. A whole, full-size man will grant the P.E.S.T. the equivalent of an entire days worth of nutrients, and (unless truly depraved) will haunt them with guilt over their actions.
OCC’s: They usually only take those that allow them to stay in one place for long periods of time (they make excellent secretaries, if head-shrinker is unavailable), very rarely do they become adventurers. Note: They cannot take anything besides HTH: Basic, due to the fact that the others are too strenuous, and put too much stress on their bodies.
Technology: Next to nonexistent. They rely on whatever they have managed to garner from their employers, and they don’t mind; while they don’t suffer any penalties from using tech, they prefer to use their abilities, and avoid fights when possible.
Augmentation: Not possible, bodies not capable of sustaining them.
Allies: Whoever is paying them, they are rather mercenary in attitude, and make sure that they keep their employer happy before anybody else.
Enemies: Whoever eats one of their Insanity-Apples, people who don’t like freaky looking DB’s.
Culture: Rather laid back and bucolic, like to spend time along with their thoughts and listen to the hum of their bees.
Aw man, I go away for a few days and you guys leave me behind!
Aramanthus wrote:Hey Taalismn, Roscoe, or NinjaBunny maybe one of you could create the ultimate Drill Instructor Race! The race everyone wants for their DIs!
Okay, I'll get right on that, might be a few days before I get inspired, so no promises it will be any time soon. Will try and get it to you guys in a timely manner, fingers crossed it'll be something good.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Nice RCC Roscoe. Good job! Just one thing on the line in the beginning with the lifespan, it just ends. Hopefully you can enlighten us to what goes after that "they"?
"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
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
Whoops! It's supposeed to say, "Once every hundred years, they grow an apple that's the size of a small pumpkin. This is the seed for a new P.E.S.T., and it takes ten years for it to mature enough to be planted."
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Very Innovative! I liked the symbiotic relationship....having a hive of insects as 'personal equipment' is really grand!
great work!
great 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
- taalismn
- Priest
- Posts: 48656
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Refinement can come later....nothing against reposting again later, bigger and better and all-improved...
-------------
"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
Aramanthus wrote:I know they all are great!!!
Of course they are...there are many talented and creative people out there lurking...they just have to step forward...
-------------
"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
I know. There are a lot of them hiding out there. :::Shines a light into the darkness:::: "Come out! Come out of the darkness!"
"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
- Roscoe Del'Tane
- Adventurer
- Posts: 498
- Joined: Fri Nov 24, 2006 9:09 am
- Location: The Frozen North
[Hisses as Aramanthus] "My EYES! Oh God it burns! Away with the evil daystar! We like it in the shadows just fine, thank you."Aramanthus wrote:I know. There are a lot of them hiding out there. :::Shines a light into the darkness:::: "Come out! Come out of the darkness!"
heh, I used to lurk a lot, but if I could get over my shyness and come foreward, so can everybody else. "Come on out, we don't bite too hard!"
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
"Jack! You've debauched my sloth!" - Steven Matrin
"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
ROFLMAO!!!!! That was good! I just about fell off my chair when I read your response Roscoe!
"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
Roscoe Del'Tane wrote:heh, I used to lurk a lot, but if I could get over my shyness and come foreward, so can everybody else. "Come on out, we don't bite too hard!"
"...."You mutter as you finish tying the tourniquet around the stump of what's left of your arm....
-------------
"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
I've still got that flashlight! I can still point it out there. Come on everyone out of the dark!
"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
*covers the mouth and smerts with giggles that refuse to come out
now THAT one was a humorous response
now THAT one was a humorous response
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.