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CONTENTS | TEMPLATE | BACKGROUND | RACES | CHARACTERS | SETTING | POWERS | CAMPAIGNING | APPENDIX

© 1999, 2000 by Jefferson A. Wilson | View Sidebar | Go to main RPG page.

N'FERRA™ Races

A WebWorlds project.

Bine

Bine are a race of plant-like beings that Ferris brought to the sphere. Their legends say that they were rescued from disaster on their original world, and that no other Bine exist. The average Bine is purplish-green, 5'8" tall, and weighs 145 lbs. Colors range from a very bright green to a near black. Height and weight varies by 1" and 5 lbs. for every point of change in ST. They have a bulbous lower body from which extend 2 or more root-like tentacles. From the lower body extends a "stem" which ends in a sensory cluster containing 3 "eyes," 3 "ears," and their organs of scent. They eat by moving on top of their meal and excreting an acid. Small rootlets then absorb nutrients. In spite of being plants, Bine must eat; they do not produce energy by photosynthesis.

Bine are a good roleplaying option for those who want a less physical and more mental character and are willing to accept that their character will be vulnerable in physical combat.

Bine have ST -1 (-10), DX -1 (-10), and HT +1 (+10). They have the advantages of 360-Degree Vision (25), Acute Hearing +5 (10), Cast Iron Stomach (15), Cool (1), Early Maturation/4 (20), Extended Lifespan/1 (5), Extra Arms {2 with -2 DX} (16), Metabolism Control/2 (10), Secret Communication {Pheromones} (20), and Subsonic Hearing (5). They have the disadvantages of Bad Sight {uncorrectable} (-25), Invertebrate (-20), Lame {Legless} (-35), Selfish (-5), Slow Eater (-10). They have the quirks of Careful (-1), Chauvinistic (-1), Dislike Enclosed Places (-1), Dreamer (-1), Love Stories (-1), Responsive (-1), and Uncongenial (-1). It costs 15 points to play a Bine.

Bine are hermaphrodites. When well fed and proud they produce a flower which can produce one seed and fertilize other Bine. Under normal circumstances a Bine will not fertilize itself. Fertilization may be performed voluntarily between Bine, or involuntarily with the aid of an intermediary (typically a small bird). Bine seeds have very specific soil requirements in order to sprout. Luckily, any Bine community tends to naturally produce an area with these requirements simply by living normally, but this makes it almost impossible to sprout a Bine seed outside a Bine community. On their home planet there are occasional cases of Bine growing to maturity outside of a community. Such Bine have the Social Stigma disadvantage and tend to be less well educated than their brethren.

Bine are planted and mature over the course of two years. Around the age of two years, their mainroot dissolves and they become able to pull themselves around by their arms. Most Bine are fed a potion at this point which teaches them a single skill at IQ+2. This determines their profession until they master the skills to change professions. The potion is made from the brain of another Bine, and occasionally the young Bine will also pick up the Ancestral Memory advantage. This potion also gives Bine good learning abilities, so that Bine may start with up to age*3 points in skills rather than the standard age*2.

Starting Bine may take the Extra Arms advantage as the player wishes, and may buy arms with any enhancements and limitations the GM allows. However, they may not buy legs, or buy off their lame disadvantage, or buy extra arms after initial character creation. Bine are unaffected by lack of oxygen and by large amounts of particulates (smoke) in the atmosphere.

Bine communicate among themselves through the release of pheromones, and a trained Bine can influence others through the same means. However, they are capable of using normal speech, even if their voices tend to be thin and reedy.

Bine are neither near-sighted nor far-sighted. Their bad sight is due to their organs of vision not being as efficient as human eyes.

Bine development tends to concentrate on their environment. Bine are masters of Alchemy and have a good knowledge of Technology, Spiritualism, and Planetology. They are not very introspective, and have poorly developed the arts of Chi and Psychology. Additionally, under normal circumstances, their brains are incapable of mastering Psionics. There has been some progress made on granting of psionic powers through Alchemy or Genetic Engineering, but such individuals are few and far between.

Ch'vrr

Ch'vrr are an avian race native to N'Ferra sphere, shaped similarly to ostriches. The average Ch'vrr is a base 5'5", 131 lbs., with a variance of 1" and 4 lbs. per ST variation. They have two legs (ending in small hooves), and two hands. Their heads are narrow, with two eyes set on either side, and a parrot-like beak. They are covered with dappled feathers ranging in color from mid-gray to black, with occasional markings of white, yellow, or orange. Pheromones broadcast emotions and permit emotional bonding.

Ch'vrr evolved to run behind the fire line of Ashmin, grazing on the newly opened nuts and growths. Except when asleep, its almost impossible for them to keep still. A good roleplaying option for hyperactive, always on the go, characters.

Ch'vrr have ST -1 (-10), DX +2 (+20), IQ -1 (-10), HT -2 (-15). They have the advantages of 360-Degree Vision (25), Acute Hearing/4 (8), Acute Vision/2 (4), Enhanced Move/1 (10), Increased Speed/2 (50), and Perfect Balance (15). They have the disadvantages of Charitable (-15), Chummy (-5), Color Blindness (-10), Cowardice (-10), Edgy (-5), Increased Life Support (Extra Food)/2 (-20), Slow Eater (-10), and Weak Will/1 (-8). They have the quirks of Broadminded (-1), Cannot Climb (-1), Cannot Swim (-1), and Distractable (-1). Fertile Ch'vrr gain Ally {Sexual Partner} (Varies, but typically 0), Status/1 (5), and Intolerance {fertile members of same sex} (-5). It costs 10 points to play a Ch'vrr.

Ch'vrr lay eggs. A fertile female produces an egg about every month. The egg is then handed over to a subdominant of either sex to incubate and raise. Most members in a Ch'vrr herd are sterile, only the dominant couple is usually fertile. A fertile Ch'vrr may make a sterile Ch'vrr fertile over a period of about two weeks. Fertile Ch'vrr tend to be very hostile towards fertile members of the same sex. A fertile Ch'vrr will become sterile in about six weeks if not continually reinforced by another fertile Ch'vrr.

Ch'vrr's beaks are positioned to permit easy bite attacks, and many Ch'vrr martial arts teach the beak slash maneuver.

Ch'vrr development tends to focus on physical development with a minimum of possessions. They are masters in the arts of Chi. Thousands of martial arts styles are currently practiced, and they have developed many maneuvers suitable to themselves alone. They have well developed the arts of Psionics, Magic, meta-powers, and Psychology. However their tendency to not rely on fixed locations has led them to poorly develop the arts of Spiritualism, Technology, Bio-Tech, and animal training. Strangely enough, they had no priests or other practitioners of sanctity prior to encountering other races. Even today, churches and temples are rare among the Ch'vrr, with most spiritual guidance being performed by martial masters.

Fibrien

The Fibrien are an imported race vaguely resembling giant otters with crystalline ram's horns. However, they are much thinner, with almost useless hind limbs and fore limbs which are well developed, with complete hands. They are typically 5'10" long with 1" and 5 lb. variance per point of ST around the average. According to their legends the Fibrien who were brought to N'Ferra were seeking a challenge, so Ferris gave them a marginally habitable planet to turn into a garden.

Fibrien are not good characters for inexperienced roleplayers. Although they get along well with humans, they should be played as being very alien.

Fibrien have ST +1 (+10) and DX +1 (+10). They have the advantages of Absolute Direction (5), Acute Hearing/3 (6), Amphibious (10), Prehensile Tail {No physical attack} (5), Fur {Normal} (4), Butting Horns (5), and Ultrahearing (5). They have the disadvantages of Compulsive Behavior {Nesting} (-5), Edgy (-5), Lame {Legless} (-35), Poor Taste/Smell 4 (-8), and Semi-Upright (-5). They have the quirks of Broadminded (-1), Distractable (-1), Dreamer (-1), Humble (-1), Loves Children (-1), and Responsive (-1). They have the powers of ESP/2 (6), and Telepathy/2 (10). All Fibrien have the skills of Clairvoyance at IQ-2 (1) and Telesend at IQ-1 (2). It costs 15 points to play a Fibrien.

Fibrien have grown accustomed to a world which is only marginally habitable to them. Even though they are immune to heavy metal poisoning (0), Fibrien spend a great deal of time preparing potentially uncontaminated nesting sites where a female can lay and care for her egg. Since appropriate nesting sites are so rare, only one female in any group is fertile at a time for every nesting site.

Fibrien are masters of Psionics. They have developed very little in those arts which they consider to be potentially damaging. These include Alchemy, Bio-Tech, and Technology. Having so much ability with Psionics has caused them to put little development into the art of Magic, and mages are almost non-existent among them.

Gennen

The original Gennen were a minority group in the whole of their race who believed in progress and the rights of individuals. They were persecuted by the majority of their race and were almost extinguished when they were rescued by Ferris and brought to N'Ferra. The original race was a race of stealthy conquerors who still exist in large numbers elsewhere in the continuum. Gennen legends say that they have traded away a great deal of their original shapeshifting ability in exchange for a deeper connection to the realm of spirits.

In their natural form, Gennen have two legs ending in cloven hooves, two arms with four-fingered hands, and stand vertically with their heads at the top of their torsos. They do not have horns, but do have horn ridges on their skulls. They average 5' 10" in height and 190 lbs. in weight with a variance of 1" and 7 lbs per point of ST. They are covered with skin which tends towards dark green with large irregular red blotches. Their eyes are bright yellow, and they have no hair.

A good option for inexperienced players who want a powerful character. Though alien, Gennen adapt easily to other races, particularly when they can assume that race's form. However, players should keep in mind that however "human" a Gennen seems, at the core is completely different race.

In their natural form, Gennen have ST +1 (+10), DX +1 (+10), IQ -1 (-10), and HT +3 (30). They have the advantages of Acute Vision 2 (4), Polarized Eyes (5), Claws (15), Subsonic Hearing (5), Ultrahearing (5), Versatile (5), and Voice (10). They have the disadvantages of Berserk (- 15), Honesty (-10), Light Sleeper (-5), Oblivious (-3), Overconfidence (-10), Selfish (-5), Trickster (-15), and Untrained Shape-Changing (-15). They have the quirks of Broadminded (-1), and Dreamer (-1). Gennen have the skill of Stealth at DX-1 (1). It costs a base 10 points to play a Gennen. Additionally it requires 5 points per form, plus the points for any additional forms.

Gennen offspring require a great deal of care. So much so, that only one Gennen in four will have children, and that only with the support of from 8 to 20 other Gennen. Those Gennen who do have children with typically have between 8 and 12, with twins being fairly common.

Gennen shapeshifting is partially innate talent and partially training. Most Gennen only have one form which they can change to, and very little training to control the shifting. Some Gennen can change into multiple forms, and a few have the ability to vary their individual forms (Morph advantage). A very few Gennen have developed their ability to the point where they can adopt any form they desire (Variable Power limited to physical effects).

Gennen have the most contact with spirits of any of the races in the sphere. They tend to be strong in Alchemy, Technology and Psychology and poor in Bio-Tech, Magic, and sanctity. While Gennen gather animals into zoos, or protect them in the wild, they did not tame any animals prior to making contact with the other races. (If you know someone who can turn into a wolf, why train a wolf to do things for you.)

Humans

The humans of N'Ferra are derived from the single colony established by Ferris 10,000 years ago. They are capable of interbreeding with most other types of humanity. Their variations from the standard human type are minimal. However, initiate, Magic, Meta, psionic, and spiritual gifts are much more common among them than for humans on most other worlds. 40% of the population displays one or more of these gifts. (A random person has a 1 in 10 chance of having each gift.)

Humans show the standard variation in appearance with reddish skin and chestnut hair being the most common. Humans average 5'10" and 155 lbs. with a variance of 1" and 5 lbs. per point of ST above or below the average.

In spite of 10,000 years of divergent evolution, the humans of N'Ferra are basically the same as humans elsewhere. Their cultures vary from very similar to completely alien, making them a good roleplaying option for everyone.

Humans have ST +1 (+10). They have the advantages of Cool (1), and Versatile (5). They have the quirk of Broadminded (-1). It costs 15 points to play a Human.

Among humans, females tend to the primary caregivers to their offspring with the male parent supplying support the female and child. Humans tend to form close pair bonds between males and females, but most groups are based on similar circumstances or occupations.

Humans are the one race in N'Ferra sphere which has developed all the arts. They excel in the ability to combine aspects of the different arts to do new things. They tend to be strong in Technology, Alchemy, and Psionics, and weak in Bio-Tech, Planetology, and Spiritualism.

Lon

Lon are a draconoid race with scales, four legs, two wings, and a long tail. Their legends say that once they were far larger and more vicious, but when Ferris brought them to N'Ferra he changed them to be smaller and more social. Lon have an average body length of 13'9" and weigh an average of 800 lbs. This varies by 3" and 21 lbs. for each point of load ST above or below the racial average. A Lon's tail is typically two-thirds as long as the body, making their average overall length 22.5'. Females tend to be slightly larger than males.

Ever want to roleplay a dragon? That what the Lon are. Lon are individual enough to make them a good roleplaying option for anyone who's willing to work within their innate disadvantages.

Lon have ST +7 (48 with no fine manipulators) with an additional Load ST +11 (25 with no fine manipulators), DX +2 (20), IQ -2 (-15), HT +2 (20). They have the advantages of Acute Hearing 1 (2), Acute Vision/2 (4), Breath Attack {2d attack, Unreliable 11- Hotshot, 6 times per day} (12), Damage Resistance/8 {from Scales} (24), Flight {Cannot Hover & Large Wings} (24), Metabolism Control 1 {Hibernation} (2), Single-Minded (5), Cutting Teeth & Claws (5), Tail Striker with Added Reach/1 (10), and Unaging (15). They have the disadvantages of Bloodlust (-10), Compulsive Behavior {Hoarding} (-15), Disturbing Voice (-10), Greed (-15), Horizontal (-10), Inconvenient Size {over 8'} (-10), Increased Life Support {Extra Food} (-20), Laziness (-10), Light Sleeper (-5), Magic Susceptibility/1 (-3), Miserliness (-10), Narrow Vision (-5), No Fine Manipulators (-30), Odious Personal Habit {Pertaining to Hoard} (-10), Overconfidence (-10), Primitive (-10), Reduced Move/1 {Ground} (-5) and Short Legs (-5). They have the quirks of Dislikes Rachak (-1), Responsive (-1), and Staid (-1). It costs 25 points to play a Lon.

(The above rules description uses new costs for strikers. To use the old cost for strikers, change Cutting Teeth & Claws (5) to Sharp Teeth (5), add Claws (15), and remove Added Reach on the tail (-5). This increases the cost of playing a Lon to 35.)

There are four major types of Lon. Light Lon are female and light in color (typically white, light grey or tan) and have a lightning bolt breath weapon. Dark Lon are female, dark in color (typically black, dark grey or dark brown) and have an impact bolt breath weapon. Ice Lon are male and blue, purple or green in color (typically in lighter shades) and have a frost bolt breath weapon. Fire Lon are male and red, orange or yellow in color (typically in very bright shades) and have a flame bolt breath weapon. Lon tend to be slender, with long necks.

In advanced combat, Lon are five hexes long and one hex wide (with an additional three hexes of tail). A Lon may bite (cut/bite) or head slap (cr/bite) any hex within two hexes of the foremost body section, and tail slap (cr/thr) any hex within three hexes of the rearmost body section. Rakes (cut/thr-2) may strike any hex next to the second body hex and kicks (cut/thr -2 skill) may strike any hex next to the fourth body hex. When unfolded, wings extend from the third body hex and reach five hexes on each side of the body. A Lon's body is very supple, actually able to double back on itself in an adjacent hex row. Lon may not learn the Judo skill, but may learn Boxing, Karate, and Wrestling.

Basic to all Lon cultures is the need to provide for eggs during their long nesting time. In Lon society, a hoard serves to notify members of the opposite sex that the owner possesses qualities which are suitable for a parent. The larger the hoard, the more attractive the Lon. The individual with the lesser hoard tends to take the more active role, pursuing the wealthier partner until he or she agrees to the mating. Mating always occurs on the hoard of the wealthier partner, and produces a single egg which is raised by the poorer parent, sometimes with the help of the wealthier parent, sometimes not. An egg requires 10 standard years to hatch requiring intermittent care during that period (an egg as a dependent typically requires care on a 10-). (As an aside, most Lon cultures celebrate birthdays and measure ages from the date an egg was laidnot when it hatched.) The parent cares for and educates the hatchling until it is deemed ready to go out into the world. In the most vicious Lon cultures this happens on a hatchling's 31st layday. However, most cultures wait until the hatchling matures sexually (between the ages of 50 and 65).

Until the Lon contacted other races, the idea of sexual discrimination never occurred to them. Many Lon feel pity for the races who bear live young.

Note that hibernation is not the same as sleep. Once a Lon is in hibernation it requires a substantial effort for him to awaken. Hibernation is triggered when a Lon runs out of food and doesn't expect to find any soon. A Lon will awaken from hibernation when his bodily reserves are almost gone.

Lon characters may not remove the hotshot enhancement from their breath weapon. Additionally, a Lon's tail is smooth and does not gain the claw bonus when striking. Lon may only increase their DR through the toughness advantage.

Narrow Vision is described under new disadvantages. A Lon may remove the No Fine Manipulators disadvantage. It requires 52 points to get a Poor Grip, and an additional 5 points to get a Bad Grip. No Lon may have better than a Bad Grip. Additionally, a Lon may take the following disadvantages: No Striking Tail (-5), and Reduced DR (-3/level, max. 4).

The Primitive disadvantage is in relation to the standard N'Ferra technology. A GM may require that the character buy this disadvantage off for campaigns outside of N'Ferra.

All Lon have Flying/Winged (P/A, defaults to DX) and Magic Breath (Super Hard skill, defaults to DX-5) at default and may improve these skills before and during the campaign. A Lon may not specialize in his own breath weapon. Lon may also take the Speed Flight skill (P/H [Health], no default) which does the same thing for air movement that running does for ground movement.

Nobles

Nobles are not a race per se, but rather a group which crosses racial boundaries. However, they use the racial rules for granting abilities.

Nobles have ST +1 (10), DX +1 (10), IQ +1 (10), HT +1 (10). They have the advantages of Longevity (5), Luck (15), Noble Gift (15), Rapid Healing (5), Reputation/2 {to those with shared beliefs} (10), Status/1 (5), Strong Will/1 (4). They have the disadvantages of Code of Honor (-5), Landbond (-10), Reputation -2 {to those of opposing beliefs} (-10). It costs 75 points to play a Noble (70 for Lon, who have no use for Longevity) on top of the normal racial costs.

In N'Ferra, the "divine right of kings" is more than just a myth. Ferris has established a special link between the land and those responsible for it. This link gives the individual responsible certain special abilities. In Human areas this gift typically manifests itself as a hereditary nobility, but this is not the only way the gift manifests. Among Gennen, the gift is often given to the protectors of sacred groves. Varn high priests are sometimes given the gift. The Ch'vrr most commonly show the gifts in the masters of their schools.

A noble may take a greater value code of honor without having it count against his maximum disadvantages. A noble may also take fanaticism, or an appropriate sense of duty without having it count against his disadvantage limit. (Note that Sense of Duty {noble lands} is already included in the Landbond and is worth no points.)

A noble is not limited to a social status of 1.

If a noble takes wealth below average, he must also take the disadvantage: Social Stigma (Impoverished Noble) for -5 points. This doescount towards the disadvantage limit of the campaign.

Noble Powers may be trained further and can include any of the following: Any set of Psionic powers totaling 15 points, Beast-Kin, Daredevil, Initiation/2, Intuition, Magical Aptitude/1, Oracle, Temporal Inertia, and True Faith. The granted power will always be one which is not common to all members of the Noble's race. Noble Powers do run in family lines, so if one member of a noble family has True Faith, all members of the family will likely have True Faith. However, if a noble's parents are from two different noble families he will only gain one of the family gifts.

Nurha Male

Nurha

Nurha are a native N'Ferra race who look very similar to humanoid cats. They are a base 5'6" and 110 lb., with a variance of 1" and 3.5 lbs. per point of ST. They have thin fur, predominantly light brown, shading to dark brown and red-brown. Some few have thin black back stripes, and some have tufted ears. Males display a longer growth of coarser hair (sometimes in a color contrasting to their coat) on their upper backs and shoulders. Females have slightly longer and more flexible tails.

Nurha make a good roleplaying option for those who want to play a non-human without playing a complete alien. Nurha are the least alien to humans of all the races in the sphere, although they do have their quirks.

Nurha have ST -1 (-10) and IQ -1 (-10). They have the advantages of Extended Lifespan (5), Prehensile Tail {No Physical Attacks} (5), Metabolism Control 3 (15), Claws (15), and Ultrahearing (5). They have the disadvantages of Bad Sight (-10), and Poor Taste 4 (-4). They have the quirks of Broadminded (-1), Congenial (-1), Dull (-1). The may not have peripheral vision. They have the skill of Tracking at IQ (2). It costs 10 points to play a Nurha.

Nurha evolved in warm savannas, where groups lived in clusters of trees or small caves, and hunted singly in the surrounding plains. They are mammalian and predominantly carnivorous. Highly competitive, in every group only the most dominant males and females will reproduce. Sexual maturity is delayed until complete physical development has been achieved at 42 standard years. Females bear litters of 2-5, and are capable of bearing a large number of litters throughout their life. Young are born alive and nursed by subordinant females. They require a great deal of group care in order to survive.

Nurha have a very pungent (but not necessarily unpleasant) scent which reflects their mood. Even though they do not have acute or discriminatory smell, scent is an important part of their culture. Related clans have similar scents, and infants recognize family members by scent. Scent is significant in other ways.

They are nearsighted, but this can be corrected. Their metabolism control was originally intended to help them survive drought, and they must make Will rolls to avoid entering hibernation when dehydrated.

Nurha are the technological masters of N'Ferra. They have a fascination with devices and with the scientific method. They are strong in the meta-powers, in Alchemy, and Planetology. They are weak in animal training, Spiritualism, and Psychology. Their native medical and Bio-Tech techniques are the most primitive in the sphere.

Nye

Warm-blooded insect-like native race. They average 5'7" and 86 lbs. at ST 10 with a variance of 1" and 2 lbs. per point of ST. Nye stand semi-upright with two arms (with two flexible fingers), two legs (ending in a pseudo-hoof), and a pair of intermediate limbs that can be used as either (ending in two stubby "fingers"). They have four vestigial wings on their backs. Nye heads have three eyes set on stalks. However, their area of vision is not significantly better than a human's. Nye can be of any color or variety of colors. Their wings are always transparent, no matter what the color. Nye are mainly herbivorous.

Nye are the most alien and most difficult to roleplay of all the races in the sphere. Playing members of this race should only be attempted by experienced roleplayers.

All Nye have the advantages of Acute Taste & Smell 1 (2), Enhanced Move 1 (10), Foothands (2 Extra Arms, -2 Dex) (16), Secret Communication {Pheromones} (20), Ultrahearing (5), Venom (15), and Versatile (5). They have the disadvantages of Gregarious (-10), Hive Mentality (-20), and Semi-Upright (-5). They have the quirks of Broadminded (-1), Careful (-1), and Responsive (-1).

Nye brains have ST -3 (-20), DX -1 (-10), IQ +3 (30), and HT -3 (-20). Nye breeders have ST -2 (-15), DX -2 (-15), IQ -4 (-30), and HT +3 (30). Nye warriors have ST +1 (10), DX -1 (-10), and HT -3 (-20). Nye workers have ST -1 (-10), DX +1 (10), and HT -3 (-20). It costs 15 points to play a Nye brain, warrior or worker. Nye breeders are not available as PC's.

All Nye except breeders are sterile. Nye typically have a very difficult time understanding the emphasis other races place on sex. Nye breeders average one for every 200-300 population. Breeders are originally male, but turn female later in life. A female breeder need only mate once to produce fertilized eggs throughout her life.

Immature Nye are parasites. When attached to a Nye, they will develop into a Nye of the same caste they are attached to. When attached to other creatures, they develop in a wide variety of ways.

Nye developed their early Bio-Tech by figuring out how larva developed in a wide variety of circumstances. They much prefer to work with living things rather than shape unliving things. They are good with animal training and meta-powers and poor with Planetology and Spiritualism. The Nye have a tendency to treat creatures like machines, making their knowledge of Psychology almost non-existent.

Pladone

According to legend, when Ferris found the Pladone they were a minor race among many different sentient races. Ferris offered several groups the chance to have an entire world to themselves, and those who accepted were brought to N'Ferra sphere. Pladone look like centaurs, but their upper bodies can not be mistaken for human. Additionally, they have seven fingers on each hand. They average 6'4" long and ? lbs. with a variance of 1" and ? lbs. per point of ST.

Pladone are another good option for roleplayers who want to play a close to human race. Mentally, they are similar to the way humans think of horses.

Pladone have ST +5 (60) and HT -1 (-10). They have the advantages of Acute Hearing/2 (4), Acute Taste & Smell (2), Enhanced Move/1 (10), 4 Legs (5), and Peripheral Vision (15). They have the disadvantages of Bad Sight (-10), Color Blindness (-10), Mild Fear of Being Alone (-15), Hidebound (-5), Inconvenient Size (-10), Selfless (-10), Sense of Duty to Nature (-5), Slow Eater (-10), and Stubbornness (-5). They have the quirks of Broadminded (-1) and Careful (-1). They have the skill of Naturalist at IQ-2 (1). It costs 5 points to play a Pladone.

Pladone are very social, and are always born in pairs. Pladone grow up quickly, and are able to look after themselves (physically) after about two years.

Pladone are masters of Planetology, but have little knowledge of the meta-powers.

Rachak

Rachak GURPS Template [25 points]

Attributes: ST -3 [-30], IQ +1 [+20], HT -3 [-30]. Secondary Attributes: Perception +3 [15], Will +1 [5].

Advantages: Magery/2 {One College Only} (22), Night Vision (10), Perfect Balance (15), Versatile (5), Sharp Teeth (5), 360-Degree Vision (25), Damage Resistance 11 (77), Faz Sense (10), Flight {Magical -10%} (40), Subsonic Hearing 2 (5), and Subsonic Speech 2 (20).

Disadvantages: Bad Sight (-10), Color Blindness (-10), Dependency {Magic, Constantly} (-25), Edgy (-5), Fear of Monsters {teratophobia, mild} (-15), Lame: Legless (-35), No manipulators (-50), Paranoia (-10), Odious Racial Habit: Picky about Food (-10). Quirks: Broadminded (-1), Dislikes Lon (-1), Humble (-1), and Responsive (-1). It costs 25 points to play a Rachak.

Features and Taboo Traits: Rachak build varies by 1/2" and 3 lbs. per point of HT.

Rachak are a native race, roughly spherical, 2.5' in diameter and 100 lbs. They have large mouths in the lower section of their bodies. Above the mouth is a single great eye. Their bodies are crowned by 9 sensory tentacles (0-3 of which are also sexual organs). Each tentacle ends in an eye and also contains organs of smell, taste, faz, and hearing.

Rachak are a very alien race, and players should be prepared to play them as such.

Although every Rachak begins with single college magery, this can be expanded (through experimentation or by training from another Rachak) to full magery. Each of the nine Rachak sexes begins with single college magery in one of two colleges. The divisions are: Air and Knowledge, Animal and Light & Darkness, Body Control and Healing, Communication & Empathy and Mind Control, Earth and Plant, Fire and Food, Illusion & Creation and Making & Breaking, Movement and Protection & Warning, Sound and Water. Rachak may not begin with single college magery in any other college (Enchantment, Meta-Spells, Necromancy, Technology). The pairs of colleges will probably only be significant if a PC attempts to form a pod of hisserit's own.

It would require a large book to describe Rachak mating habits. In brief, Rachak have nine sexes, all of whom are required to produce offspring. It requires an expert or another Rachak to tell the difference between the sexes. The social grouping of the Rachak is composed of one of each sex, called a pod. Unless part of a pod, Rachak are sterile, and expend no effort in sexual matters. Once a pod is gathered, the members become fertile after about three months. At this point, mating and conception is instinctive and on-going, and Rachak can relate to sexual matters. A pod will produce nine to twelve fertile eggs every year. No prenatal care is given to the eggs, which may be hidden, cannibalized, or just tossed to the winds. Eggs take about one year to hatch. Young are hatched well-developed and able to levitate (barely), but are very small and without armor. Rachak develop their armor only after reaching full adult size.

Due to their means of reproduction, Rachak eggs landed and hatched on the inner planets even before the Rachak culture expanded beyond their constellation. Thus, the planetary races are familiar with Rachak, if only from legends. However, prior to Rachak contact, none of the inner races ever encountered a complete pod.

Rachak make the best mages, but they are poor Chi-users.

Seenee

Seenee GURPS Template [15 points]

Attributes: ST +1 [10], DX +1 [20], and IQ +1 [20]. Secondary Attributes: Ground Move -4 [-20], Water Move +4 [20].

Advantages: 360-Degree Vision [25], Alternate Speech: Pheromonal {Always On -10%, Racial -20%, Vague -50%} [2], Amphibious [10], Affliction/1 {Disadvantage: Deafness +20%, Emanation -20%, Environmental: Underwater -20%, Limited Use 2/day -30%, Sense-Based: Hearing +150%, Stunning +10%, Takes Recharge: 2 minutes -20%, Uncontrollable -30%, Mechanical +0%} [16].

Disadvantages: Bad Sight: Nearsighted {Mitigator: Glasses -60%} [-10], Cold Blooded {65} [-10], Colorblindness [-10], Dependency: Seawater Environment {Very Common -5, Constantly x5} [-25], No Depth Perception [-15], Oblivious [-5], and Short Lifespan/1 [-10]. Quirks: Congenial [-1], Dull [-1], and Undiscriminating [-1].

Features and Taboo Traits: Doesn't Breathe: Gills [0]. Build varies by 1" and 3 lbs. per point of ST.

Seenee are a native race resembling gaunt silver-scaled fishmen, but no one could mistake them being at all related to humans. Their heads are particularly nonhuman, being narrow and fishlike with stiff mouths and a bulbous eye set on either side of the head. They typically stand 6'2" tall, and weigh 108 lbs. They have no hair, but have a set of flexible spines running from their forehead back to between their shoulders.

Their aquatic and alien nature makes Seenee a poor bet to participate in most groups.

Cold blooded and herbivorous Seenee primarily eat a wide variety of kelp and sea fruits. Their lack of interpersonal ability has created a need to study psychology in all its forms and an enormous variety of social organizations and divisions. Societies are generally peaceful, preferring to settle conflicts though politics, and accepting of inter-society politics. Most Seenee societies, are based on "communities" of 100 to 500 members with membership in a community being determined by many different factors.

Seenee have no external sexual characteristics and even seenee cannot tell the sexes apart by sight, relying on scent instead. Only one female in a community will give birth, with the entire community supporting that birth. Seenee females give birth to a large number of "frylings," not all of which typically survive.

Seenee are master psychologists. They have little knowledge of Planetology.


Slahses

Slahses GURPS Template [15 points]

Attributes: DX +1 [20]. Secondary Attributes: Basic Move +2 [10].

Advantages: Acute Senses: Hearing +2 [4], Fearlessness/1 [2], Eidetic Memory: Eidetic [5], Damage Resistance/2 {Flexible -20%, Scales +0%} [8], Striker: cr Tail {Long/1 +100%, Clumsy/3 -60%, Weak -50%} [5], Teeth: Sharp [1], Subsonic Hearing [5].

Disadvantages: Berserk 12 [-10], Cold-Blooded {50} [-5], and Short Lifespan/1 [-10].

Features and Taboo Traits: If a games limits skill points by age Slahses should be allowed more skill points for their age due to their Eidetic Memory. It is possible to buy off Clumsy on Tail Striker. Slahses characters must apply one of the following lenses depending on their sex.

Females: The largest aggressive sex. ST -1 [-10], IQ -3 [-60], Will +5 [25], Acute Senses: Taste & Smell/2 [4], Talent: Hunter/4 {Camouflage, Stealth, Survival (Land Only), and Tracking} [20], and Brawling {E} DX [1]. Build typically varies by 1" and 5 lbs. per point of ST.

Males: The social sex. ST -2 [-20], IQ -1 [-20], HT -1 [-10], Talent: Smooth Operator/2 [30]. Build typically varies by 1" and 4 lbs. per point of ST.

Neuters: The smallest nurturing sex. ST -3 [-30], IQ +1 [+20], HT -1 [-10], Empathy {Neurological +0%} [15], High Manual Dexterity/1 [5], Social Stigma: Second-Class Citizen [-5], Weak Will/3 [-15]. Build typically varies by 1" and 3.5 lbs. per point of ST.

The Slahses are a race native to N'Ferra. They are dinosaurs, appearing very much like velociraptors. Average females are 6'2" long and 144 lb.; average males 5'9" and 120 lb.; average neuters 5'6" and 108 lb. Slahses stand upright with their bodies parallel to the ground like a bird or dinosaur. Their legs and hands end in blunt nails. (Note: their nearest relatives on their native planet lack forelimbs.) Their bodies are covered in small scales, typically in a shade of green with markings of black or brown. Civilized Slahses often paint or dye their scales with striking patterns, typically in yellow or white. They have three fingers and a thumb on each hand with three forward-pointing toes and a backward pointing toe on each foot.

Slahses are intelligent, bipedal reptiles. They are a good option for players who want to experiment with an alien but comprehensible viewpoint.

The dominant Slahses culture is strongly matriarchal and militaristic. In the past Neuters were typically considered as valuable property, and taken as prizes of war. Today neuters are second-class citizens in almost all nations, but are making some progress toward full equality.

Slahses evolved from carnivorous stalkers. They are divided into males, females, and neuters with a great deal of sexual variation. Each female will bear several litters of kits in her lifetime. 2-4 is a standard birth. After birth, the weak and poorly developed kits are intensively cared for by a neuter, and will not survive without such care. Sexual characteristics do not develop until a kit begins to care for itself.

Slahses typically supplement their diet of fresh and preserved meat with milk products, eggs, and certain tubers and clover-like plants.

Slahses have a great of experience in animal training while their knowledge of Alchemy remains poor.


Varn

Varn GURPS Template [15 points]

Attributes: ST -4 [-40], and DX +1 [20]. Secondary Attributes: Striking ST +3 [15], Perception +1 [5], Ground Move -2 [-10].

Advantages: Acute Senses: Hearing +2 [4], Acute Senses: Scanning +4 [8], Empathy: Sensitive {Magical -10%} [5], Extended Lifespan/2 [4], Extra Arm/2 {Foot Manipulator -30%, No Physical Attack -50%, Clumsy/5 -100%} [4], Flight {Cannot Hover -15%, Winged -25%} [24], Perfect Balance [15], Scanning Sense: Sonar [20], Subsonic Hearing [5].

Disadvantages: Bad Sight: Farsighted {alleviated by Sonar -80%, uncorrectable -0%} [-5], Charitable 12 [-15], Compulsive Behavior: Generosity 12 [-5], Fearfulness/1 [-2], Light Sleeper [-5], and Vulnerability: Crushing Damage x2 {Common} [-30]. Quirks: Broad-Minded [-1], and Congenial [-1].

Features and Taboo Traits: Low Light Vision/4 [0]. Varn have a standard variance of 1" height, 2" wingspan, and 3 lbs. weight per point of ST. Flying Load ST should never be greater than Basic Load ST. May buy off Cannot Hover on Flight. If Generosity is bought off it may be appropriate to pick up a social stigma. Varn wings are too fragile to be used as Strikers, but can be distracting.

Varn are a race native to N'Ferra. They average 5'9" tall with an 11'6" wingspan and 100 lb. weight. They have two arms, two legs, and two wings, but with distinctly different details from humans. Their bodies are covered with a fine down with larger feathers on their head, at their crotch, and on the leading edges of their wings and getting smaller proceeding down the body from those locations. They tend to be boldly colored or patterned, males more heavily than females. Their toes are extended, and their feet can be used to clumsily grasp and manipulate objects. Though feathered, their heads are more mammalian than avian.

Varn have a foreign way of thinking that makes them a bad bet for new roleplayers. On the other hand, roleplaying a Varn is a good challenge for those desiring one.

The dominant Varn culture is grouped into "communities" based around similar religious beliefs. In turn these strongly collective groups are formed from extended families. Among adults pair-bonding is expected, typically with a member of the opposite sex, though among adolescents and young adults same-sex pairs are common.

Varn produce few children in their lifetime. Young are born alive into a nursing pouch, and can be freely transferred between pouches once it's old enough to matter. Adult Varn all have pouches, and the mother and her (single) mate typically share nurturing responsibilities. In order to conceive a child, a Varn female must mate continuously for a period of a week. This frenetic activity requires the cooperation of at least 5 males, and typically 12. Varn may have sex outside of the conception week, but this will never result in children.

Varn generally prefer to sleep during the day or when it is bright out and have a sensitivity to bright light. They are predominantly herbivores, mainly eating the inner bark of a variety of trees, fungus, and nuts and fruit. This diet is supplemented by insects and blood drawn from larger animals.

Varn are strongly affected by scent, and their odor varies with their emotional state. This results in, what one Varn feels, others tend to echo. Varn scent is not at all "birdlike" (unless seriously afflicted with avian parasites) and is neither pleasant nor unpleasant to humans.

Varn have the most orders of sanctity of any race in the sphere, with much deep thoughts about the holy works. However, the Varn do little work with Spiritualism.

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