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<blockquote data-quote="kronos182" data-source="post: 6905929" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Grongah</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Grongah's are a race of near humans. In fact, they are so near human they shareabout 98% DNA markers with humans. They look like a human, only with slightlylarger eyes with cat like pupils as they have exceptional low-light vision. They'resimilarities to humans has led many to theorize that either the human race isactually far older than originally thought with an advanced society that madecolonies on several worlds, which possibly suffered major disasters thatreverted them back to the stone age. Or colonized by automated seed ships.Another theory is another race, such as the popular theory of the Preservers,seeded several worlds with similar lifeforms and watched how they diverged intheir early years, before abandoning the projects.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Homeworld: Grongah's come from a planet roughly the size and land mass ofEarth, but with a couple of unique features. It contains a stone which containsexceptionally strong magnetic forces, which allows for its second unique feature;the floating islands. These land masses contain large enough quantities ofthese magnetic stones to be kept aloft by magnetic repulsion alone. As a resultof these features, they developed flight by using magnetic propulsion togenerate lift and magnetically enhanced projectile weapons very early on.Today, their weaponry is mainly magnetic accelerated projectile weapons, orplasma weapons, which have far superior magnetic containment fields than otherspecies. </span></p><p><span style="font-family: 'Calibri'">Their homeworld is called Gront, and is mostly a temperate planet with smallartic poles, and is cast in shadow most of the time from the other planets inthe system.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">System: The Grongah's home system has a large yellow sun with 10 planets. Theinner six orbit in roughly circular orbits horizontally, while the outer fourhave a 49 degree vertical tilt to their orbit. The first two planets are hotrocks, which are rich in heavy metals, but are difficult to mine. The thirdplanet is a rock that is covered in precious stones. From orbit the planetseems to glitter in a rainbow of colours as the sun reflects of the many gemson the surface. It has no atmosphere, but does have a large tourist resortwhich has large observation areas to view the mountains and valleys ofgemstones at various times of the day as the sun hits them. The fourth planetis actually a hydrosphere with a layer of ice containing the water. There areseveral land masses within the water, and it does support a fairly diverseaquatic ecosystem, but no lifeforms show any signs of highintelligence.</span></p><p><span style="font-family: 'Calibri'">The sixth and seventh planets are both gas planets, with the sixth showinglarge amounts of valuable gases while the seventh are mostly a combination ofcommon and worthless gases. The ninth planet is a frozen methane world which isleft alone at the moment except for a small research and testing facility onthe surface and one in orbit. Used mainly to test various vehicles for extremecold and rough terrain. The tenth planet is a barren rock with only a smallmilitary and listening post for any out of system dangers.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Society: The Grongah's have a democracy government with a supreme chancellorand a vice chancellor. A senate with representatives from various parts of theworld and from their colonies makes policies and laws which must be voted firstby the whole senate then sent for approval and any revisions by the supreme orvice chancellor. </span></p><p><span style="font-family: 'Calibri'">The general population is very similar to late 20th and 21st century Earth,with high technology, small upper class, large middle class, and small tomedium low class citizens, depending on part of the planet or colonies they arefrom. Very dangerous jobs in most areas are regulated to robots, at least onthe homeworld and the oldest of the colonies, while the newest ones still usemanpower. Technology wise, Grongah's are fairly advanced, at least in the areasof weapons, armour, flight and propulsion systems. Otherwise, they are on parin many other respects with Earth, with some being ahead, and others behindEarth.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Language: Grongah's language sounds like a combination of Russian and Japaneseto people from Earth, with many hard and rough soundingwords.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Religion: Grongah's are not overly religious, no more than humans of Earth.They have a five god pantheon, who are all equal, but each different. There aresmall temples in some areas dedicated to a particular god, but large templesare dedicated to all five. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Species Stats: Use stats of a basic human, only instead of gaining 4 bonusskill points at level 1 and an extra skill point every level, they havelow-light vision. They still gain the bonus feat at level 1 though. Grongah'sare also generally a little thinner than humans, and generally have a muchlower amount of obese people in their population. If rolling weight, reduce by1d8+3 lb.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technology: Grongah's have advanced magnetic based sciences, allowing forpowerful magnetic acceleration weapons, magnetic shielding and antigravitydevices. As they reached for the stars, they expanded into gravity basedsystems which they see as just another form of magnetic science. As a result,their starships use gravimetric propulsion, artificial gravity, and evengravimetrically enhanced shielding.</span></p><p><span style="font-family: 'Calibri'">Their gravimetric propulsion systems look like large impellors, spinning withintheir tubes. These drives give their ships surprisingly good maneuverabilityfor their large ships. These impellors also power and form the gravimetricshielding. A typical Grongah starship looks somewhat similar to nuclear subsfrom Earth's 20th and 21st centuries. Long tubular bodies with a tower likesuperstructure, and sometimes wing like structures at the tail. The impellorsrun anywhere from one third to three-quarters the length of the ship in bulgeson the sides, with small ships usually have one on each side, and larger shipshave several evenly spaced around the hull.</span></p><p><span style="font-family: 'Calibri'">Most ships are armed with railguns and plasma weapons, with gravity basedrailguns as their big guns on heavy destroyers and battleships. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">All Grongah ships, even atmospheric ships are equipped with gravimetricenhanced magnetic fields and/or shields, which have double the bonus againstballistic and missile weapons. They also act like particle fields and shieldsagainst plasma and particle beam weapons. Against weapons like lasers and ionweapons, the ship must be equipped with particle shielding. </span></p><p><span style="font-family: 'Calibri'">Due to the gravimetric fields the hulls of Grongah ships are subjected to, theygain +10 hardness verse ballistic and missile weapons damage.</span></p><p><span style="font-family: 'Calibri'">The gravimetric engines provide a +1 equipment bonus to Pilot Dexteritymodifiers for Defense and to Pilot checks, and are stat wise similar toinduction engines (+1000 feet to tactical speed), but with the already statedbonuses.</span></p><p><span style="font-family: 'Calibri'"></span><span style="font-family: 'Verdana'">Grongahatmospheric craft, such as hovercraft and aircraft gain a +1 bonus tomaneuverability due to the magnetic or gravimetric drive systems.</span> </p><p> </p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Example Technology</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Basic Grongah Rail Pistol</span></p><p><span style="font-family: 'Calibri'">This is the basic sidearm of Grongah military and civilians alike. Excellentrange and power for a pistol. Very reliable due to many years of a tried andtested methods.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Basic Grongah Rail Pistol (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d12</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 feet</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">Weight: 6 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 20 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 15 Lic (+1)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Basic Grongah Rail Rifle</span></p><p><span style="font-family: 'Calibri'">Basic rail rifle used by Grongahs. Accepts either a banana clip or adrum.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Basic Grongah Rail Rifle (PL 6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d12</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 100 feet</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 16 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 40 box or 100 drum (adds 5 lb to weight)</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 17 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Easily accepts magazine or drum. Has a 3 round burst setting, can makeuse of Burst feat with only 3 rounds in the magazine.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Grongah Hunting Rifle</span></p><p><span style="font-family: 'Calibri'">This is a rifle many Grongah civilians use for hunting or home defense in thecolonies. Comes with a 4x scope, and solid frame and very reliable. The stockcontains a small first aid kit. Although not as powerful as the basic railrifle, it's still a respectable weapon, and perfectly legal forcivilians.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Grongah Hunting Rifle (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d12</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 110 feet</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 12 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16 Lic (+1)</span></p><p><span style="font-family: 'Calibri'">Notes: Has integrated scope (range bonus not included in stats), 2 use first aidkit in stock.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">The Myrddin</span></p><p><span style="font-family: 'Calibri'">RACIAL TRAITS</span></p><p><span style="font-family: 'Calibri'">Average Height: 5’7” - 6’ 6”</span></p><p><span style="font-family: 'Calibri'">Average Weight: 150- 200 lb.</span></p><p><span style="font-family: 'Calibri'">Average Lifespan:120 +3d10 years. Adulthood reached at 20 years.</span></p><p><span style="font-family: 'Calibri'">Ability Scores: +2 Dexterity, +2 Wisdom</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Swim Speed: 30ft</span></p><p><span style="font-family: 'Calibri'">Vision: Low-Light</span></p><p><span style="font-family: 'Calibri'">Languages: Common,Myrddin</span></p><p><span style="font-family: 'Calibri'">Skill Bonuses: +2Hide, +2 Move Silently, +8 racial bonus to Swim, +2 Survival. Can take 10 onSwim checks even if in combat or distracted.</span></p><p><span style="font-family: 'Calibri'">Myrddin Training:Myrddin are trained for specific tasks at an early age. Choose one skill to betrained in. That skill becomes a class skill.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Electric Sting: Myrddin tongues are 15 feet long and pass on an electric chargeto their target.</span></p><p><span style="font-family: 'Calibri'">Target: One Creature within 15 feet using a ranged touch attack at +1, dealing1d6 + Constitution modifier in electrical damage, x2 damage on a critical rollof 20, target is also stunned for 2 rounds unless a Fort save DC 10 + Conmodifier is made. Useable Con modifier +1 times a day, minimal of1.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Overview</span></p><p><span style="font-family: 'Calibri'">Myrddin are a race of amphibious eel creatures. They have an extremely strongsense of family and friendship that if broken can be extremely devastating.</span></p><p><span style="font-family: 'Calibri'">Since Myrddin have astrong connection to family and friends, exiling a Myrddin is a punishmentworse than death.</span></p><p><span style="font-family: 'Calibri'">It is also importantto know that Myrddin are typically raised from an early age to work at aspecific task. Think about what your character was taught to do and try incorporating it into their design. Myrddinare typically emotionally connected to the skills they learn as a child andthey will constantly seek to become better at these skills.</span></p><p><span style="font-family: 'Calibri'">Myrddin can alsoleave home simply to search for adventure in the world. Myrddin societyrespects great triumphs, so Myrddin who leave usually intend to return withstories of their trials.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Physical Description</span></p><p><span style="font-family: 'Calibri'">The Myrddin have ahumanoid torso with the head and tail of an eel. They do not have legs, whichforces them to slither upright on their tails when on land. They “stand”upright at about 5’-6’ and have another 2’-3’ of tail that stretches out behindthem.</span></p><p><span style="font-family: 'Calibri'">Myrddin eyes aresmall oval slits that are usually solid black in color. Their fingers arewebbed, and they have gill slits along the sides of their necks in addition tolungs. Myrddin skin is usually blue-black, blue-grey, or green-grey in hue.They sometimes have splotches of dull red or dull yellow to blend in with theaquatic fauna of their native habitat,</span></p><p><span style="font-family: 'Calibri'">such as seaweed andother plants. Among reef-dwelling Myrddin, skin pigmentations of bright red,yellow, orange, and pink are common. Myrddin are rarely born without skinpigmentation, but it is possible. Albino Myrddin are white with a faintlygreenish cast and are considered special. Unfortunately, they are also favoredby hunters for their exotic hides.</span></p><p><span style="font-family: 'Calibri'">Myrddin have avariety of fins that adorn various parts of their bodies. Most of these arevestigial, as the Myrddin use their powerful tails for swimming. The mostprominent fin is the dorsal fin that goes from the back of the head, down theneck and usually stops at the shoulders. The dorsal fin is particularlyimportant to males, because a large, full dorsal fin is considered attractive.Male dorsal fins are larger and more likely to have spots than female dorsalfins. In females, the dorsal fin is smaller and similarly colored to the restof her body. Other than the head frill and the females’ wider midsection, thesexes are difficult to tell apart. This is also why telling Myrddin women andmen apart</span></p><p><span style="font-family: 'Calibri'">can be difficult tooutsiders.</span></p><p><span style="font-family: 'Calibri'">Myrddin also havedorsal and anal fins along their tails. They can combine to form one long fin,or be separate as a series of shorter fins. These usually adorn the final 2-4feet of their tails. They also have pectoral fins along either side of their mid-sectionsin the area equivalent to where hips would be on a human. Tastes vary fromMyrddin to Myrddin on which arrangements of fins are most attractive. </span></p><p><span style="font-family: 'Calibri'">The Myrddin have a15 foot tongue they keep rolled up inside of their mouths. Inside of theirtongues are electric nodes that can be used to shock enemies and prey.</span></p><p><span style="font-family: 'Calibri'">The Myrddin are ableto shoot out their tongue at a target, latch on and stun them. The Myrddin maketheir clothing from seaweed and the hides of large fish. The Myrddin onlyclothe the upper parts of their bodies to leave their tail unencumbered for swimming.Their garb usually resembles a kind of tunic with clasps along the side. Thesides are open, and a flap hangs below the waist in the front and back.</span></p><p><span style="font-family: 'Calibri'">The Myrddin makejewelry from bone, sea glass, coral, pearls, and any other gems they discoverfrom wrecked ships. They are especially fond of pearls and will risk danger toobtain them.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Flotillas</span></p><p><span style="font-family: 'Calibri'">Flotillas are thelarge floating cities in which the Myrddin dwell. Formed over time from thecolonies of Myrddin families and whatever driftwood and ship wrecks the stormsafforded them in the early years, these sprawling communities house themajority of the known race with only exiles and adventurers ever leaving themfor long. The shape of the city is generally oval with a tapered front and a huge rudder in the back forsteering. Today, each Flotilla is a floating city, with industrial, urban,governmental and retail areas. The city is divided into neighborhoods based ontribes. Each neighborhood is separated by a canal and connected in a few placesby bridges and supports that tie them together. The canals serve as the majorroads in the city. Neighborhoods rise up on either side of the canal and areaccessed by ramps. The city also lacks stairs, as they would be difficult toclimb for creatures without legs. Another difference land dwellers might noticeis that the whole city is pervaded by a sense of dampness. Some lower parts ofthe city are even underwater. The rooms designated for Myrddin young arecompletely submerged and many homes have easy water access. Waves splash upover the sides of the deck frequently, but the Myrddin enjoy being wet.</span></p><p><span style="font-family: 'Calibri'">Cities have do haveweapons for self-defense, mostly used against sea monsters and the rare invaderfrom another world. The Myrddin smaller cities are also threatened by storms,though not in the same way land dwellers are. Storms are not automatically lifethreatening for a Myrddin, just inconvenient. People can get hurt by debris,children can get lost, and boats can be destroyed. Hurricanes can break offentire neighborhoods and separate them from the Flotilla. The Myrddin evacuateunderwater and as close to the center of the Flotilla as they can. After thestorm subsides, the Myrddin band together to repair the city. This allows foradvancement in society because cities break apart and must be re-assembled andMyrddin can gain renown for their rebuilding efforts.</span></p><p><span style="font-family: 'Calibri'">The ruling body ofthe Myrddin lives in the center of the Flotilla. The center of the city is alsowhere you can find various temples dedicated to the Gods. It is possible todetermine the social standing of a particular tribe based on their position in theFlotilla. Influential tribes are in the front and center, while tribes in theback and along the edges are more pedestrian. </span></p><p><span style="font-family: 'Calibri'">The poorest tribesare not integrated into the city at all, but are lashed to the city with ropesand trail behind it. This is also the home of criminals, outcasts, refugeesfrom</span></p><p><span style="font-family: 'Calibri'">other Flotillas, andany other undesirables of the Myrddin community. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Culture</span></p><p><span style="font-family: 'Calibri'">Despite theirnon-violent ways, Myrddin are skilled hunters. They usually band together tohunt large prey, using their tongues to stun sharks, small whales, anddolphins. They will also catch smaller fish with nets or spears. When Myrddincatch their prey they also go through great lengths to try and use every pieceof the animal.</span></p><p><span style="font-family: 'Calibri'">They idolize thoseamong them with great skill. A tribe will usually recognize exceptional Myrddinsuch as the fastest swimmers or the best hunters. A Myrddin with great renownusually starts their own tribe.</span></p><p><span style="font-family: 'Calibri'">The Myrddin abhorviolence between tribe members and prefer to have disputes settled by a tribeelder or by a competition such as a race judged by an elder deemed</span></p><p><span style="font-family: 'Calibri'">neutral. The elderof the most influential tribe is the Flotilla leader.</span></p><p><span style="font-family: 'Calibri'">Myrddin don’t needto be part of a Flotilla, but they need to be part of a tribe. The Myrddin bandtogether in the face of adversity and have a strong sense of community. LoneMyrddin will yearn to be part of a community and become depressed if left alonefor too long. The Myrddin have a variety of non-violent methods to punishindividuals that give the community trouble. If the offending Myrddin is in aninfluential position, they or their tribe may be relocated to the outskirts ofthe Flotilla.</span></p><p><span style="font-family: 'Calibri'">If they continue tocause trouble, they may be exiled for varying amounts of time from a week toseveral years. The most serious offenses are punishable by permanent banishmentfrom the community. Exile is the worst punishment that can befall a Myrddin, asthere are few places an exiled Myrddin will be accepted. Due to their abilityto maintain a low profile and a mastery of the seas, an exiled Myrddin canusually survive for a long time, but will be plagued by loneliness without atribe to provide them with a sense of community, purpose and belonging. Somewill look for other exiles and form surrogate tribes. Some will attempt to joinother Flotillas with occasional success. Occasionally, Myrddin elect to leavethe safety of the Flotilla of their own free will. These individuals leave forreasons such as adventure, research, or just exploring and gather tales to telltheir tribes.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Childhood</span></p><p><span style="font-family: 'Calibri'">Myrddin are bornfrom translucent, grape-fruit sized eggs. The female holds the eggs in anincubator in her midsection for about 1 month before laying them. Females have</span></p><p><span style="font-family: 'Calibri'">a wider midsectionthan males because of this and, besides the head fin, this is the only otherway to tell the difference between males and females. The female Myrddin lays3-6 eggs at a time and the eggs take another 3-4 months to hatch once they arelaid. Once the eggs are laid, they must be kept in a dark, moist environment.The eggs must hatch submerged in water or the newborn Myrddin will die. InfantMyrddin can survive on land after about an hour, but prefer the water for thefirst year of life.</span></p><p><span style="font-family: 'Calibri'">Myrddin are raisedcommunally by tribe mothers, a female Myrddin who elects not to have childrenof her own in favor of raising the children of the entire tribe.</span></p><p><span style="font-family: 'Calibri'">In large tribes shehas assistants who help divide up the labor. The tribe mother and herassistants raise all of the children of the tribe from the time the eggs arelaid until the children reach the age of 16 or 17, at which point they areconsidered young adults. In addition to the general history and customs of theFlotilla, tribe mothers educate their young about the traditions and ancestorsspecific to their tribe. Myrddin children do not know who their parents are andrefer to any tribe members older than they are as</span></p><p><span style="font-family: 'Calibri'">“aunt” or “uncle.”They refer to those in their peer group as “cousin.” Sometimes birthmarks orother significant resemblances make it possible to pick out the parents of aMyrddin child, but this information is not considered significant. The tribe asa whole works together to ensure that the children are protected and providedfor.</span></p><p><span style="font-family: 'Calibri'">When a Myrddinbecomes renowned for any particular reason, they branch off and start their owntribe. In this special case, the first generation of that tribe is consideredthe children of the hero, and all subsequent generations are recognized astheir descendants. The tribe usually specializes in their ancestor’s area ofexpertise.</span></p><p><span style="font-family: 'Calibri'">At the ages of 10 or11, young Myrddin begin to learn the trade or skill that will become theirlife’s profession. Children will apprentice with the member of their tribe mostproficient at the skill they would like to learn. If someone in another tribe intheir Flotilla is especially proficient at the skill they wish to learn, thechild may apprentice in that tribe instead, especially if the tribe is similarin social standing to their own. Myrddin who are considered the best at theirskill usually have a waiting list of apprentices, and some tribes are better ata given skill than other tribes. Where a young Myrddin chooses to apprenticedepends on their ambitions and social standing. In special circumstances, suchas exile, Myrddin can be raised by their parents rather than a tribe mother,but the survival rate is much lower. Less than half a clutch will survive suchan upbringing and they will be poorly educated. A lone Myrddin or a pair ofMyrddin will not have time to give their children a proper upbringing, whileworking to keep them</span></p><p><span style="font-family: 'Calibri'">fed, and keepingtheir vessel in good repair. Additionally, their children will only be able to learn the skills theirparents are proficient at.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Naming</span></p><p><span style="font-family: 'Calibri'">Myrddin have a givenname and a tribe name. Occasionally, if they become popular, they are given anickname. The nickname usually reflects the quality that brought them into thespotlight. Their tribe name is taken from a famous ancestor or a craft that thetribe specializes in. The most common last names involve fish or sea creatures.</span></p><p><span style="font-family: 'Calibri'">Exiles lose theirtribe name when they are cast out, and some rename themselves. Examples of Male& Female first names: Ujanna/Ohanna, Ula, Ursa/Usra, Saar, Saga, Salim,Suka/sukar, Satu, Suhal, Sunee, Sully, Suoh, Syona Umka,Uaine.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technology</span></p><p><span style="font-family: 'Calibri'">Myrddin technology levels are on par with most PL6 societies, although theyhave highly advanced recycling technologies and aquatic vehicle propulsionsystems. Myrddin don't have many space facilities as they prefer their wateryhome world, but they do have several stations and satellites for defense. Alltheir space craft are capable of making water landings and being pilotedunderwater. All their laser weapons are of the blue-green frequencies to allowfor operation above and below water, without loss of range or power. Myrddinstarships usually have a very organic design to them, flowing lines and curves,many shaped like aquatic lifeforms or more serpentine in style. They are veryagile for their size. All Myrddin ships and space facilities have at least onearea that contains a large pool for Myrddin to relax while submerged in water.The atmosphere on board is more humid than most speciesprefer.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Myrddin Homeworld</span></p><p><span style="font-family: 'Calibri'">The Myrddin homeworld is the second of four worlds orbiting a yellow dwarf sun.Water covers 85% of the planet, with only two continents and chains of islands.Two moons orbit the homeworld. One is more of a large asteroid that got stuckin a stable orbit between the moon and the planet. The moon is barren, but doeshave large mineral and ore deposits with light mining by the Myrddins. Thefirst planet, closest to the sun is a molten ball of rock, with heavy metals.The third and fourth planets are gas planets rich in various gases useful byother races for higher technologies, but left untapped by the Myrddin. Themyrddin don't have any out of system colonies, but some Myrddin individuals andsmall tribes have gone off world to explore the galaxy at large. Myrddins areprized for aquatic exploration and scouting as they are at home in the waterand they don't require separate vehicles to go from orbit to the sea. SomeMyrddin ships are hired as transports for mercenaries to do water insertions,but the Myrddins stay out of the combat, merely providing transportation.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Myrddin Racial Feats</span></p><p><span style="font-family: 'Calibri'">ImprovedCurrents</span></p><p><span style="font-family: 'Calibri'">The electric nodes are fully developed and more powerful than others.</span></p><p><span style="font-family: 'Calibri'">Prerequisites:Myrddin</span></p><p><span style="font-family: 'Calibri'">Benefit: Change thed6’s in your electric sting attack to d10’s.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Natural Stalker</span></p><p><span style="font-family: 'Calibri'">Prerequisites:Myrddin, trained in Move Silently and Hide skills.</span></p><p><span style="font-family: 'Calibri'">Benefit: Myrddinsare natural stalkers on the land and in the sea. With this feat a Myrddin gainsa +3 racial bonus to stealth checks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Myrddin Fisherman</span></p><p><span style="font-family: 'Calibri'">Prerequisite:Myrddin</span></p><p><span style="font-family: 'Calibri'">Benefit: Havinggrown up on the sea, Myrddin are extremely proficient with spears of all sorts.They gain a +2 bonus to damage and attack rolls with spears and polearms.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Slashing Tongue</span></p><p><span style="font-family: 'Calibri'">Your tongue issharper than normal, allowing you to tear flesh as well as deliver anelectrical charge.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Myrddin</span></p><p><span style="font-family: 'Calibri'">Benefit: After asuccessful hit with your electric sting you deal 1d6 + one-half Strengthmodifier slashing damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Piercing Tongue</span></p><p><span style="font-family: 'Calibri'">Your tongue is sharper and more designed for piercing thannormal.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Myrddin</span></p><p><span style="font-family: 'Calibri'">Benefit: Critical modifier for your electric sting attack is now 19-20/x2 andalso deals 1d4 points of piercing damage, while ignoring up to 2 points ofDefense, either equipment or natural.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Extra Electric Sting</span></p><p><span style="font-family: 'Calibri'">Your body is able to produce the energy to charge your electric sting moreoften.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Myrddin</span></p><p><span style="font-family: 'Calibri'">Benefit: You can use your electric sting ability an additional 3 times per day.This feat can be selected multiple times, adding additional uses of yourelectric sting ability.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p>Trayll</p><p>Traylls is a race of humanoids which have very adaptable genetic structure. Assuch, there are various subspecies of trayll which have adapted to variousclimates or situations naturally over only a few generations, or more recentlyby easy genetic manipulation.</p><p>The base trayll looks like a large bulky humanoid with grey skin with touchesof blue and green. Instead of hair, they have quills on the top of their heads.They have large mouths, two slits for noses and no visible ears, much like abird or lizard. They have incredible healing abilities, able to heal areattached severed limb in weeks, but not their heads, or regrow new limbs inmonths. </p><p>The offshoot races of trayll are mostly environmental adaptations, but some aremore feral version, and most of the offshoots have even greater healingabilities, but lowered intelligence. The base trayll, over the years, havebecome the dominate version, and have united the rest of the offshoots, andhelped create some subspecies of the others for various purposes. They havealso created short term genetic modifications which can alter an offshoot intoa different subspecies of the same branch for short periods of time. With morework and time, they can completely transfer one offshoot into another if theneed arises to increase numbers for whatever purpose.</p><p></p><p>Trayll, Standard</p><p>Type: Humanoid</p><p>Size: Medium</p><p>Speed: As medium sized creatures they have a land speed of 30 feet.</p><p>Sight: Darkvision 30 feet</p><p>Improved Healing (Ex): Trayll heal at twice the normal rate, three times ifthey feast considerably whilst resting. Trayll regenerate lost limbs at a slowrate, 1d6+1 days for a surgically re-attached limb, 2d20+30 days to regrow alimb entirely.</p><p>Poison Resistance 4 (Ex): -4 to all damage and stat losses caused by poison, +4bonus to Fortitude saves against poisons that do not inflict statdamage.</p><p>Toughness (Ex): Trayll have damage reduction equal to their Constitutionmodifiers against nonlethal damage. This ability also protects against mostnonlethal damage from environmental hazards, although in these cases damage cannever be reduced to less than 1 point.</p><p>Genetic Malleable (Ex): +10 to Fortitude saves for genetic modifications andtake 1/10th the amount of time for a genetic modification to take affect andrecovery time. Can adapt to environments in only 2 generations. Example: If agroup of trayll move to a hot desert region, in two generations they wouldadapt to the environment, being immune or highly resistant to heat exhaustion,develop environmental camouflage, and other environmental adaptations, as ifthey had the environment adaptation feats.</p><p>Base Height: Male 5'11", Female 5'3"; +2d10 in each.</p><p>Base Weight: Male 250 lbs., Female 150 lbs. +height mod x 2d6lbs.</p><p></p><p>Society:</p><p>Trayll society is very clan based, where each has strong ties to their clan.Several clans allied together form a kriel, which live in an area, about thesize of a city. Many cities are run by a kriel, or for even larger ones by two.A clan, is run by the a council of elders, while kriels are run byrepresentatives elected from the council of elders from each clan. The TrayllNation, as they call their government, is run by a senate like structure withrepresentatives from every kriel, or alliance of kriels, with the oldest memberacting as mediator.</p><p>Most Traylls spend their days working diligently, but also eat quite a bit,eating about 50% more than most species their size. They are also quite wellknown for their feasts, which for major celebrations, have been known to lastup to a week. They have strong ties to their clans and families. Many trayllsare able to trace their bloodlines, of which they are quite proud of,especially if there is a famous hero in their bloodline. </p><p>Traylls also have a strong martial heritage, where almost all traylls join themilitary for a period of 2 or 3 years, making about 90% of the population partof the military in times of crisis. Many raiders of trayll outposts havediscovered this the hard way, especially if there are also members of some ofthe larger and more powerful offshoots present.</p><p>The offshoot Traylls also form clans, but their ties are quite as strong as thebase trayll. Each offshoot and subspecies usually work in fields which bestsuits their adaptations. For example, winter traylls work in fields where theyencounter the cold, such as freezers, mining in frozen lands, and even workingin orbit in shipyards or other stations where they can lower the life supportneeds, or even before full life support is established, working in the cold,but with air and gravity, saving energy as they work away. Pyre traylls areusually soldiers or work in metal manufacturing as their ability to spit fireand tolerate high temperatures makes them excellent workers in forges, or shocktroops, especially on high temperature worlds.</p><p></p><p>Homeworld:</p><p>They Trayll homeworld has a very varied ecosystem, with large areas of sunblasted deserts, tundras, grass plains, mountains, temperate and tropical zonesand everything in-between. Standard traylls live in many of these areas, butlargest concentrations are in grass plains and temperate areas, while otherregions have larger concentrations of offshoots andsubspecies.</p><p></p><p>Technology: </p><p>Trayll technology is about on par with most PL6 and early PL7 societies,although their medical science is far more advanced, especially in the field ofgenetics. They are masters of genetic manipulation. Trayll's main exports aremedical expertise, especially in field of genetics, and mercenaries. Manytraylls are strong and tough, which makes them excellent soldiers, especiallysome of the offshoots.</p><p></p><p>Trayllgenetic and medical science is incredibly advanced, able to map a creature'sDNA in an hour and apply long term or even short term genetic alterations.Traylls are able to easily impart the subspecies and offshoot traits from anyof the other types of Traylls to another quickly and easily. They can also sellsuch alterations to other races as long as they have the chance to map theuser's DNA before hand and then alter the therapy to match, which takes aboutanother hour or so. </p><p></p><p>Gene Therapies: Traylls can apply any gene therapy (even ones that match theiroffshoots and subspecies to other races) permanently with half the number ofFortitude saves necessary, and lower the DC by 2, but the PDC increases by 2.To enable the new traits to be passed onto children the PDC is increased by1.</p><p>Temporary Gene Therapies: These provide the benefits of gene therapies but fora short term. The user must have their DNA mapped before purchasing thetherapy, which is then stored in the Trayll master database which any Trayllgeneticist is able to access. The PDC is increased by 5, and the user only hasto make 1 Fortitude save with the DC increased by 2. The gene therapy will takeaffect in 1d4+1 rounds and will last for about 6 hours. If the save fails, theuser is sickened for 2 minutes as the change takes that long to take affect.After which, the user will revert back to normal over 1d6+1 rounds and isexhausted, even if the user has the ability to ignore conditions such asexhaustion.</p><p></p><p>Special Abilities or Extraordinary Abilities (Including Mutations): Forpermanent additions, the number of Fortitude saves and the DC is reduced justlike gene therapies. Temporary versions use the listed Fortitude DC +1 and havePDC increased by 1. The benefits of these abilities last for 5 minutes. Afailed save means the character is sickened for 1 minute and the abilitydoesn't take affect for 2 minutes. After the 5 minutes, the user is exhaustedwhich isn't effected by the character's ability to ignoreexhaustion.</p><p></p><p>Temporary gene therapies and special/extraordinary abilities retro viruses comein a hypodermic injector about the size of a large sharpie marker, which isclearly marked as to the type of therapy and barcode which is coded to theuser's DNA for Trayll geneticists to use.</p><p></p><p>Tryall Offshoots Examples</p><p>Winter Trayll</p><p>The winter trayll are traylls found in high mountains and more in articregions, adapted to the extreme cold. They have white skin and are moresluggish than other traylls.</p><p>They are identical to standard traylls except as noted:</p><p>Hit Dice: Gain one Hit Dice in humanoid.</p><p>Abilities: Suffer a -2 Dex and Init, but gain +2 Con.</p><p>Cold Subtype (Ex): See d20 modern core book or Menace Manual, </p><p>Ice Breath: Winter traylls can breathe a stream of frigid cold air, 5 feethigh, 5 feet wide, 20 feet long once every 1d6 rounds. All opponents struck byit take 3d4 points of cold damage, although a Reflex save (DC 15) may beattempted for half damage. As a full-round action, the trayll may sweep the breathin a 180 degree arc; however, the Reflex save DC is 10.</p><p>Fast Heal (Ex): Winter traylls have fast heal 3, which is doubled when theyfeast while resting.</p><p>Skills: In winter environments gain a +4 racial bonus to Hide and Move Silentlychecks.</p><p>ECL: +2</p><p></p><p>Pyre Trayll</p><p>Pyre traylls are found in the hot deserts and are famous for their ability tospit a flaming viscous liquid from their gullets, which they also spit ontotheir hands to use while in melee combat. Pyre traylls, make excellent shocktroops as their favourite attack methods are spitting flaming ichor at foes asthey charge in, before spitting on their own hands and smashing them withflaming fists. Pyre traylls also are well known for their quality metal workingskills as they don't need bulky heat protective gear to manipulate and shapehot metal. Pyre traylls have reddish brown skin and are bulkier and somewhatmore feral looking than normal traylls, they're also not as smart and haveshort tempers which quickly become explosive, sometimes quite literally. Pyretraylls are also known for consuming flammable liquids, which doesn't affectthem, and many will seek out new types of flammable liquids, which theyconsider to be like alcohol to them. The greater the substances flammabilityproperties, the better the taste.</p><p>Pyre Traylls are similar to standard traylls except as noted.</p><p>Hit Dice: Gain one Hit Dice in humanoid.</p><p>Abilities: -2 Int and Cha, +2 Str and Con</p><p>Fire Subtype (Ex): See d20 modern core book for menace manual</p><p>Fire Spit: As a ranged attack, pyre traylls can spit flaming ichor with a rangeincrement of 20 feet out to 5 range increments, dealing 3d4 points of damage.They can also spit onto their hands which adds +2d4 points of fire damage for 5rounds to their slam attacks.</p><p>Slam: Pyre traylls have strong hands which allows them to smash foes with theirbare hands, dealing 1d6 points of lethal damage, and consideredarmed.</p><p>Fast Heal (Ex): Pyre traylls have fast heal 4, which is doubled if they feastwhile resting.</p><p>Skills: +4 bonus to Hide checks in desert environments, and +2 racial bonus toany Craft or Repair check related to metals.</p><p>ECL: +2</p><p></p><p>Dire Trayll</p><p>Dire traylls are larger and more feral forms, found in mountains and forests.They are used as heavy assault and shock troops. They are quite intimidatingfoes, and use larger than normal weapons, but are not quite as smart, butfairly cunning. Dire traylls favour melee combat, where they can smash and hackat opponents, and when deprived of a weapon, are more than willing to use theirown hands and teeth to continue fighting. Dire traylls have incredible healingcapabilities, making them incredibly difficult to put down.</p><p>Dire Traylls are similar to standard traylls except as noted.</p><p>Size: Large (-1 size penalty to attack and Defense)</p><p>Hit Dice: Gain +4 Hit Dice in monstrous humanoid</p><p>Abilities: -4 Int (minimum of 5), -2 Cha, +8 Str, +6 Con</p><p>Speed: 40 feet</p><p>Regeneration (Ex): Regenerates 10 points of damage, fire and acid deal normaldamage to dire traylls. They regrow limbs in 6d6 minutes.</p><p>Natural Weapons: Dire traylls have two slam attacks that deal 1d8 points ofdamage, and a bite that deals 1d10 points of damage.</p><p>Skills: +4 Racial bonus to Intimidate checks.</p><p>Thick Skulled: Dire Traylls are immune to fear effects and gain a +4 bonus tomind influencing effects.</p><p>ECL: +5</p><p></p><p>Subrace Examples</p><p>Subraces are further altered variations of traylls. Some examples of subspeciesinclude:</p><p></p><p>Burrow Trayll</p><p>Burrow traylls are somewhat squatter versions with claws meant for digging,which live in desert and grassy climes. They possess a knack for burrowingunderneath sand and other loose soil. In combat they favour swarming anopponent from beneath the ground and then springing upon him, preferably bysurprise. Burrow traylls are identical to other traylls except asnoted.</p><p>Burrow (Ex): Burrow traylls have a burrow speed of half their land speed. Theygain a racial bonus of +4 Move Silently while burrowing and they also gain +8racial bonus to Survival checks while burrowing.</p><p></p><p>Vine Trayll</p><p>Vine traylls live in tropical areas. They have adapted to life in the trees andare very skilled climbers. They are also well known for their poisonous bites.They usually have slimmer builds and slightly longer limbs than other traylls.Vine traylls are identical to traylls except as noted.</p><p>Climb (Ex): Vine traylls have a climb speed of 30 feet. They may apply theirDexterity modifier to Climb checks if it is higher than their Strength, andreceive a +6 racial bonus.</p><p>Poison Bite (Ex): Anyone bitten by a vine troll becomes envenomed (save DC 12),receiving initial damage of 1d4-1 temporary Strength and secondary damage of1d4 temporary Constitution.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6905929, member: 6668634"] [FONT=Calibri]Grongah Grongah's are a race of near humans. In fact, they are so near human they shareabout 98% DNA markers with humans. They look like a human, only with slightlylarger eyes with cat like pupils as they have exceptional low-light vision. They'resimilarities to humans has led many to theorize that either the human race isactually far older than originally thought with an advanced society that madecolonies on several worlds, which possibly suffered major disasters thatreverted them back to the stone age. Or colonized by automated seed ships.Another theory is another race, such as the popular theory of the Preservers,seeded several worlds with similar lifeforms and watched how they diverged intheir early years, before abandoning the projects. Homeworld: Grongah's come from a planet roughly the size and land mass ofEarth, but with a couple of unique features. It contains a stone which containsexceptionally strong magnetic forces, which allows for its second unique feature;the floating islands. These land masses contain large enough quantities ofthese magnetic stones to be kept aloft by magnetic repulsion alone. As a resultof these features, they developed flight by using magnetic propulsion togenerate lift and magnetically enhanced projectile weapons very early on.Today, their weaponry is mainly magnetic accelerated projectile weapons, orplasma weapons, which have far superior magnetic containment fields than otherspecies. Their homeworld is called Gront, and is mostly a temperate planet with smallartic poles, and is cast in shadow most of the time from the other planets inthe system. System: The Grongah's home system has a large yellow sun with 10 planets. Theinner six orbit in roughly circular orbits horizontally, while the outer fourhave a 49 degree vertical tilt to their orbit. The first two planets are hotrocks, which are rich in heavy metals, but are difficult to mine. The thirdplanet is a rock that is covered in precious stones. From orbit the planetseems to glitter in a rainbow of colours as the sun reflects of the many gemson the surface. It has no atmosphere, but does have a large tourist resortwhich has large observation areas to view the mountains and valleys ofgemstones at various times of the day as the sun hits them. The fourth planetis actually a hydrosphere with a layer of ice containing the water. There areseveral land masses within the water, and it does support a fairly diverseaquatic ecosystem, but no lifeforms show any signs of highintelligence. The sixth and seventh planets are both gas planets, with the sixth showinglarge amounts of valuable gases while the seventh are mostly a combination ofcommon and worthless gases. The ninth planet is a frozen methane world which isleft alone at the moment except for a small research and testing facility onthe surface and one in orbit. Used mainly to test various vehicles for extremecold and rough terrain. The tenth planet is a barren rock with only a smallmilitary and listening post for any out of system dangers. Society: The Grongah's have a democracy government with a supreme chancellorand a vice chancellor. A senate with representatives from various parts of theworld and from their colonies makes policies and laws which must be voted firstby the whole senate then sent for approval and any revisions by the supreme orvice chancellor. The general population is very similar to late 20th and 21st century Earth,with high technology, small upper class, large middle class, and small tomedium low class citizens, depending on part of the planet or colonies they arefrom. Very dangerous jobs in most areas are regulated to robots, at least onthe homeworld and the oldest of the colonies, while the newest ones still usemanpower. Technology wise, Grongah's are fairly advanced, at least in the areasof weapons, armour, flight and propulsion systems. Otherwise, they are on parin many other respects with Earth, with some being ahead, and others behindEarth. Language: Grongah's language sounds like a combination of Russian and Japaneseto people from Earth, with many hard and rough soundingwords. Religion: Grongah's are not overly religious, no more than humans of Earth.They have a five god pantheon, who are all equal, but each different. There aresmall temples in some areas dedicated to a particular god, but large templesare dedicated to all five. Species Stats: Use stats of a basic human, only instead of gaining 4 bonusskill points at level 1 and an extra skill point every level, they havelow-light vision. They still gain the bonus feat at level 1 though. Grongah'sare also generally a little thinner than humans, and generally have a muchlower amount of obese people in their population. If rolling weight, reduce by1d8+3 lb. Technology: Grongah's have advanced magnetic based sciences, allowing forpowerful magnetic acceleration weapons, magnetic shielding and antigravitydevices. As they reached for the stars, they expanded into gravity basedsystems which they see as just another form of magnetic science. As a result,their starships use gravimetric propulsion, artificial gravity, and evengravimetrically enhanced shielding. Their gravimetric propulsion systems look like large impellors, spinning withintheir tubes. These drives give their ships surprisingly good maneuverabilityfor their large ships. These impellors also power and form the gravimetricshielding. A typical Grongah starship looks somewhat similar to nuclear subsfrom Earth's 20th and 21st centuries. Long tubular bodies with a tower likesuperstructure, and sometimes wing like structures at the tail. The impellorsrun anywhere from one third to three-quarters the length of the ship in bulgeson the sides, with small ships usually have one on each side, and larger shipshave several evenly spaced around the hull. Most ships are armed with railguns and plasma weapons, with gravity basedrailguns as their big guns on heavy destroyers and battleships. All Grongah ships, even atmospheric ships are equipped with gravimetricenhanced magnetic fields and/or shields, which have double the bonus againstballistic and missile weapons. They also act like particle fields and shieldsagainst plasma and particle beam weapons. Against weapons like lasers and ionweapons, the ship must be equipped with particle shielding. Due to the gravimetric fields the hulls of Grongah ships are subjected to, theygain +10 hardness verse ballistic and missile weapons damage. The gravimetric engines provide a +1 equipment bonus to Pilot Dexteritymodifiers for Defense and to Pilot checks, and are stat wise similar toinduction engines (+1000 feet to tactical speed), but with the already statedbonuses. [/FONT][FONT=Verdana]Grongahatmospheric craft, such as hovercraft and aircraft gain a +1 bonus tomaneuverability due to the magnetic or gravimetric drive systems.[/FONT][FONT=Calibri] [/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri] Example Technology Basic Grongah Rail Pistol This is the basic sidearm of Grongah military and civilians alike. Excellentrange and power for a pistol. Very reliable due to many years of a tried andtested methods. Basic Grongah Rail Pistol (PL6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: ballistic Range Increment: 50 feet Rate of Fire: S Size: medium Weight: 6 lb Ammo: 20 box Purchase DC: 15 Lic (+1) Basic Grongah Rail Rifle Basic rail rifle used by Grongahs. Accepts either a banana clip or adrum. Basic Grongah Rail Rifle (PL 6 Personal Firearms Proficiency) Damage: 3d12 Critical: 20 Damage Type: ballistic Range Increment: 100 feet Rate of Fire: S, A Size: Large Weight: 16 lb Ammo: 40 box or 100 drum (adds 5 lb to weight) Purchase DC: 17 Mil (+3) Notes: Easily accepts magazine or drum. Has a 3 round burst setting, can makeuse of Burst feat with only 3 rounds in the magazine. Grongah Hunting Rifle This is a rifle many Grongah civilians use for hunting or home defense in thecolonies. Comes with a 4x scope, and solid frame and very reliable. The stockcontains a small first aid kit. Although not as powerful as the basic railrifle, it's still a respectable weapon, and perfectly legal forcivilians. Grongah Hunting Rifle (PL6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: ballistic Range Increment: 110 feet Rate of Fire: Single Size: Large Weight: 12 lb Ammo: 10 box Purchase DC: 16 Lic (+1) Notes: Has integrated scope (range bonus not included in stats), 2 use first aidkit in stock. [/FONT] [HR][/HR] [FONT=Calibri]The Myrddin[/FONT] [FONT=Calibri]RACIAL TRAITS[/FONT] [FONT=Calibri]Average Height: 5’7” - 6’ 6”[/FONT] [FONT=Calibri]Average Weight: 150- 200 lb.[/FONT] [FONT=Calibri]Average Lifespan:120 +3d10 years. Adulthood reached at 20 years. Ability Scores: +2 Dexterity, +2 Wisdom[/FONT] [FONT=Calibri]Size: Medium[/FONT] [FONT=Calibri]Speed: 30 ft[/FONT] [FONT=Calibri]Swim Speed: 30ft Vision: Low-Light[/FONT] [FONT=Calibri]Languages: Common,Myrddin[/FONT] [FONT=Calibri]Skill Bonuses: +2Hide, +2 Move Silently, +8 racial bonus to Swim, +2 Survival. Can take 10 onSwim checks even if in combat or distracted.[/FONT] [FONT=Calibri]Myrddin Training:Myrddin are trained for specific tasks at an early age. Choose one skill to betrained in. That skill becomes a class skill.[/FONT] [FONT=Calibri] Electric Sting: Myrddin tongues are 15 feet long and pass on an electric chargeto their target. Target: One Creature within 15 feet using a ranged touch attack at +1, dealing1d6 + Constitution modifier in electrical damage, x2 damage on a critical rollof 20, target is also stunned for 2 rounds unless a Fort save DC 10 + Conmodifier is made. Useable Con modifier +1 times a day, minimal of1. Overview Myrddin are a race of amphibious eel creatures. They have an extremely strongsense of family and friendship that if broken can be extremely devastating.[/FONT] [FONT=Calibri]Since Myrddin have astrong connection to family and friends, exiling a Myrddin is a punishmentworse than death.[/FONT] [FONT=Calibri]It is also importantto know that Myrddin are typically raised from an early age to work at aspecific task. Think about what your character was taught to do and try incorporating it into their design. Myrddinare typically emotionally connected to the skills they learn as a child andthey will constantly seek to become better at these skills.[/FONT] [FONT=Calibri]Myrddin can alsoleave home simply to search for adventure in the world. Myrddin societyrespects great triumphs, so Myrddin who leave usually intend to return withstories of their trials.[/FONT] [FONT=Calibri] Physical Description[/FONT] [FONT=Calibri]The Myrddin have ahumanoid torso with the head and tail of an eel. They do not have legs, whichforces them to slither upright on their tails when on land. They “stand”upright at about 5’-6’ and have another 2’-3’ of tail that stretches out behindthem.[/FONT] [FONT=Calibri]Myrddin eyes aresmall oval slits that are usually solid black in color. Their fingers arewebbed, and they have gill slits along the sides of their necks in addition tolungs. Myrddin skin is usually blue-black, blue-grey, or green-grey in hue.They sometimes have splotches of dull red or dull yellow to blend in with theaquatic fauna of their native habitat,[/FONT] [FONT=Calibri]such as seaweed andother plants. Among reef-dwelling Myrddin, skin pigmentations of bright red,yellow, orange, and pink are common. Myrddin are rarely born without skinpigmentation, but it is possible. Albino Myrddin are white with a faintlygreenish cast and are considered special. Unfortunately, they are also favoredby hunters for their exotic hides.[/FONT] [FONT=Calibri]Myrddin have avariety of fins that adorn various parts of their bodies. Most of these arevestigial, as the Myrddin use their powerful tails for swimming. The mostprominent fin is the dorsal fin that goes from the back of the head, down theneck and usually stops at the shoulders. The dorsal fin is particularlyimportant to males, because a large, full dorsal fin is considered attractive.Male dorsal fins are larger and more likely to have spots than female dorsalfins. In females, the dorsal fin is smaller and similarly colored to the restof her body. Other than the head frill and the females’ wider midsection, thesexes are difficult to tell apart. This is also why telling Myrddin women andmen apart[/FONT] [FONT=Calibri]can be difficult tooutsiders.[/FONT] [FONT=Calibri]Myrddin also havedorsal and anal fins along their tails. They can combine to form one long fin,or be separate as a series of shorter fins. These usually adorn the final 2-4feet of their tails. They also have pectoral fins along either side of their mid-sectionsin the area equivalent to where hips would be on a human. Tastes vary fromMyrddin to Myrddin on which arrangements of fins are most attractive. [/FONT] [FONT=Calibri]The Myrddin have a15 foot tongue they keep rolled up inside of their mouths. Inside of theirtongues are electric nodes that can be used to shock enemies and prey.[/FONT] [FONT=Calibri]The Myrddin are ableto shoot out their tongue at a target, latch on and stun them. The Myrddin maketheir clothing from seaweed and the hides of large fish. The Myrddin onlyclothe the upper parts of their bodies to leave their tail unencumbered for swimming.Their garb usually resembles a kind of tunic with clasps along the side. Thesides are open, and a flap hangs below the waist in the front and back.[/FONT] [FONT=Calibri]The Myrddin makejewelry from bone, sea glass, coral, pearls, and any other gems they discoverfrom wrecked ships. They are especially fond of pearls and will risk danger toobtain them. Flotillas[/FONT] [FONT=Calibri]Flotillas are thelarge floating cities in which the Myrddin dwell. Formed over time from thecolonies of Myrddin families and whatever driftwood and ship wrecks the stormsafforded them in the early years, these sprawling communities house themajority of the known race with only exiles and adventurers ever leaving themfor long. The shape of the city is generally oval with a tapered front and a huge rudder in the back forsteering. Today, each Flotilla is a floating city, with industrial, urban,governmental and retail areas. The city is divided into neighborhoods based ontribes. Each neighborhood is separated by a canal and connected in a few placesby bridges and supports that tie them together. The canals serve as the majorroads in the city. Neighborhoods rise up on either side of the canal and areaccessed by ramps. The city also lacks stairs, as they would be difficult toclimb for creatures without legs. Another difference land dwellers might noticeis that the whole city is pervaded by a sense of dampness. Some lower parts ofthe city are even underwater. The rooms designated for Myrddin young arecompletely submerged and many homes have easy water access. Waves splash upover the sides of the deck frequently, but the Myrddin enjoy being wet.[/FONT] [FONT=Calibri]Cities have do haveweapons for self-defense, mostly used against sea monsters and the rare invaderfrom another world. The Myrddin smaller cities are also threatened by storms,though not in the same way land dwellers are. Storms are not automatically lifethreatening for a Myrddin, just inconvenient. People can get hurt by debris,children can get lost, and boats can be destroyed. Hurricanes can break offentire neighborhoods and separate them from the Flotilla. The Myrddin evacuateunderwater and as close to the center of the Flotilla as they can. After thestorm subsides, the Myrddin band together to repair the city. This allows foradvancement in society because cities break apart and must be re-assembled andMyrddin can gain renown for their rebuilding efforts.[/FONT] [FONT=Calibri]The ruling body ofthe Myrddin lives in the center of the Flotilla. The center of the city is alsowhere you can find various temples dedicated to the Gods. It is possible todetermine the social standing of a particular tribe based on their position in theFlotilla. Influential tribes are in the front and center, while tribes in theback and along the edges are more pedestrian. [/FONT] [FONT=Calibri]The poorest tribesare not integrated into the city at all, but are lashed to the city with ropesand trail behind it. This is also the home of criminals, outcasts, refugeesfrom[/FONT] [FONT=Calibri]other Flotillas, andany other undesirables of the Myrddin community. [/FONT] [FONT=Calibri]Culture[/FONT] [FONT=Calibri]Despite theirnon-violent ways, Myrddin are skilled hunters. They usually band together tohunt large prey, using their tongues to stun sharks, small whales, anddolphins. They will also catch smaller fish with nets or spears. When Myrddincatch their prey they also go through great lengths to try and use every pieceof the animal.[/FONT] [FONT=Calibri]They idolize thoseamong them with great skill. A tribe will usually recognize exceptional Myrddinsuch as the fastest swimmers or the best hunters. A Myrddin with great renownusually starts their own tribe.[/FONT] [FONT=Calibri]The Myrddin abhorviolence between tribe members and prefer to have disputes settled by a tribeelder or by a competition such as a race judged by an elder deemed[/FONT] [FONT=Calibri]neutral. The elderof the most influential tribe is the Flotilla leader.[/FONT] [FONT=Calibri]Myrddin don’t needto be part of a Flotilla, but they need to be part of a tribe. The Myrddin bandtogether in the face of adversity and have a strong sense of community. LoneMyrddin will yearn to be part of a community and become depressed if left alonefor too long. The Myrddin have a variety of non-violent methods to punishindividuals that give the community trouble. If the offending Myrddin is in aninfluential position, they or their tribe may be relocated to the outskirts ofthe Flotilla.[/FONT] [FONT=Calibri]If they continue tocause trouble, they may be exiled for varying amounts of time from a week toseveral years. The most serious offenses are punishable by permanent banishmentfrom the community. Exile is the worst punishment that can befall a Myrddin, asthere are few places an exiled Myrddin will be accepted. Due to their abilityto maintain a low profile and a mastery of the seas, an exiled Myrddin canusually survive for a long time, but will be plagued by loneliness without atribe to provide them with a sense of community, purpose and belonging. Somewill look for other exiles and form surrogate tribes. Some will attempt to joinother Flotillas with occasional success. Occasionally, Myrddin elect to leavethe safety of the Flotilla of their own free will. These individuals leave forreasons such as adventure, research, or just exploring and gather tales to telltheir tribes. [/FONT] [FONT=Calibri]Childhood[/FONT] [FONT=Calibri]Myrddin are bornfrom translucent, grape-fruit sized eggs. The female holds the eggs in anincubator in her midsection for about 1 month before laying them. Females have[/FONT] [FONT=Calibri]a wider midsectionthan males because of this and, besides the head fin, this is the only otherway to tell the difference between males and females. The female Myrddin lays3-6 eggs at a time and the eggs take another 3-4 months to hatch once they arelaid. Once the eggs are laid, they must be kept in a dark, moist environment.The eggs must hatch submerged in water or the newborn Myrddin will die. InfantMyrddin can survive on land after about an hour, but prefer the water for thefirst year of life.[/FONT] [FONT=Calibri]Myrddin are raisedcommunally by tribe mothers, a female Myrddin who elects not to have childrenof her own in favor of raising the children of the entire tribe.[/FONT] [FONT=Calibri]In large tribes shehas assistants who help divide up the labor. The tribe mother and herassistants raise all of the children of the tribe from the time the eggs arelaid until the children reach the age of 16 or 17, at which point they areconsidered young adults. In addition to the general history and customs of theFlotilla, tribe mothers educate their young about the traditions and ancestorsspecific to their tribe. Myrddin children do not know who their parents are andrefer to any tribe members older than they are as[/FONT] [FONT=Calibri]“aunt” or “uncle.”They refer to those in their peer group as “cousin.” Sometimes birthmarks orother significant resemblances make it possible to pick out the parents of aMyrddin child, but this information is not considered significant. The tribe asa whole works together to ensure that the children are protected and providedfor.[/FONT] [FONT=Calibri]When a Myrddinbecomes renowned for any particular reason, they branch off and start their owntribe. In this special case, the first generation of that tribe is consideredthe children of the hero, and all subsequent generations are recognized astheir descendants. The tribe usually specializes in their ancestor’s area ofexpertise.[/FONT] [FONT=Calibri]At the ages of 10 or11, young Myrddin begin to learn the trade or skill that will become theirlife’s profession. Children will apprentice with the member of their tribe mostproficient at the skill they would like to learn. If someone in another tribe intheir Flotilla is especially proficient at the skill they wish to learn, thechild may apprentice in that tribe instead, especially if the tribe is similarin social standing to their own. Myrddin who are considered the best at theirskill usually have a waiting list of apprentices, and some tribes are better ata given skill than other tribes. Where a young Myrddin chooses to apprenticedepends on their ambitions and social standing. In special circumstances, suchas exile, Myrddin can be raised by their parents rather than a tribe mother,but the survival rate is much lower. Less than half a clutch will survive suchan upbringing and they will be poorly educated. A lone Myrddin or a pair ofMyrddin will not have time to give their children a proper upbringing, whileworking to keep them[/FONT] [FONT=Calibri]fed, and keepingtheir vessel in good repair. Additionally, their children will only be able to learn the skills theirparents are proficient at. [/FONT] [FONT=Calibri]Naming[/FONT] [FONT=Calibri]Myrddin have a givenname and a tribe name. Occasionally, if they become popular, they are given anickname. The nickname usually reflects the quality that brought them into thespotlight. Their tribe name is taken from a famous ancestor or a craft that thetribe specializes in. The most common last names involve fish or sea creatures.[/FONT] [FONT=Calibri]Exiles lose theirtribe name when they are cast out, and some rename themselves. Examples of Male& Female first names: Ujanna/Ohanna, Ula, Ursa/Usra, Saar, Saga, Salim,Suka/sukar, Satu, Suhal, Sunee, Sully, Suoh, Syona Umka,Uaine. Technology Myrddin technology levels are on par with most PL6 societies, although theyhave highly advanced recycling technologies and aquatic vehicle propulsionsystems. Myrddin don't have many space facilities as they prefer their wateryhome world, but they do have several stations and satellites for defense. Alltheir space craft are capable of making water landings and being pilotedunderwater. All their laser weapons are of the blue-green frequencies to allowfor operation above and below water, without loss of range or power. Myrddinstarships usually have a very organic design to them, flowing lines and curves,many shaped like aquatic lifeforms or more serpentine in style. They are veryagile for their size. All Myrddin ships and space facilities have at least onearea that contains a large pool for Myrddin to relax while submerged in water.The atmosphere on board is more humid than most speciesprefer. Myrddin Homeworld The Myrddin homeworld is the second of four worlds orbiting a yellow dwarf sun.Water covers 85% of the planet, with only two continents and chains of islands.Two moons orbit the homeworld. One is more of a large asteroid that got stuckin a stable orbit between the moon and the planet. The moon is barren, but doeshave large mineral and ore deposits with light mining by the Myrddins. Thefirst planet, closest to the sun is a molten ball of rock, with heavy metals.The third and fourth planets are gas planets rich in various gases useful byother races for higher technologies, but left untapped by the Myrddin. Themyrddin don't have any out of system colonies, but some Myrddin individuals andsmall tribes have gone off world to explore the galaxy at large. Myrddins areprized for aquatic exploration and scouting as they are at home in the waterand they don't require separate vehicles to go from orbit to the sea. SomeMyrddin ships are hired as transports for mercenaries to do water insertions,but the Myrddins stay out of the combat, merely providing transportation. [/FONT] [FONT=Calibri]Myrddin Racial Feats[/FONT] [FONT=Calibri]ImprovedCurrents The electric nodes are fully developed and more powerful than others.[/FONT] [FONT=Calibri]Prerequisites:Myrddin[/FONT] [FONT=Calibri]Benefit: Change thed6’s in your electric sting attack to d10’s. [/FONT] [FONT=Calibri]Natural Stalker[/FONT] [FONT=Calibri]Prerequisites:Myrddin, trained in Move Silently and Hide skills.[/FONT] [FONT=Calibri]Benefit: Myrddinsare natural stalkers on the land and in the sea. With this feat a Myrddin gainsa +3 racial bonus to stealth checks. [/FONT] [FONT=Calibri]Myrddin Fisherman[/FONT] [FONT=Calibri]Prerequisite:Myrddin[/FONT] [FONT=Calibri]Benefit: Havinggrown up on the sea, Myrddin are extremely proficient with spears of all sorts.They gain a +2 bonus to damage and attack rolls with spears and polearms. [/FONT] [FONT=Calibri]Slashing Tongue[/FONT] [FONT=Calibri]Your tongue issharper than normal, allowing you to tear flesh as well as deliver anelectrical charge. Prerequisite: Myrddin[/FONT] [FONT=Calibri]Benefit: After asuccessful hit with your electric sting you deal 1d6 + one-half Strengthmodifier slashing damage. Piercing Tongue Your tongue is sharper and more designed for piercing thannormal. Prerequisite: Myrddin Benefit: Critical modifier for your electric sting attack is now 19-20/x2 andalso deals 1d4 points of piercing damage, while ignoring up to 2 points ofDefense, either equipment or natural. Extra Electric Sting Your body is able to produce the energy to charge your electric sting moreoften. Prerequisite: Myrddin Benefit: You can use your electric sting ability an additional 3 times per day.This feat can be selected multiple times, adding additional uses of yourelectric sting ability. [/FONT] [HR][/HR] Trayll Traylls is a race of humanoids which have very adaptable genetic structure. Assuch, there are various subspecies of trayll which have adapted to variousclimates or situations naturally over only a few generations, or more recentlyby easy genetic manipulation. The base trayll looks like a large bulky humanoid with grey skin with touchesof blue and green. Instead of hair, they have quills on the top of their heads.They have large mouths, two slits for noses and no visible ears, much like abird or lizard. They have incredible healing abilities, able to heal areattached severed limb in weeks, but not their heads, or regrow new limbs inmonths. The offshoot races of trayll are mostly environmental adaptations, but some aremore feral version, and most of the offshoots have even greater healingabilities, but lowered intelligence. The base trayll, over the years, havebecome the dominate version, and have united the rest of the offshoots, andhelped create some subspecies of the others for various purposes. They havealso created short term genetic modifications which can alter an offshoot intoa different subspecies of the same branch for short periods of time. With morework and time, they can completely transfer one offshoot into another if theneed arises to increase numbers for whatever purpose. Trayll, Standard Type: Humanoid Size: Medium Speed: As medium sized creatures they have a land speed of 30 feet. Sight: Darkvision 30 feet Improved Healing (Ex): Trayll heal at twice the normal rate, three times ifthey feast considerably whilst resting. Trayll regenerate lost limbs at a slowrate, 1d6+1 days for a surgically re-attached limb, 2d20+30 days to regrow alimb entirely. Poison Resistance 4 (Ex): -4 to all damage and stat losses caused by poison, +4bonus to Fortitude saves against poisons that do not inflict statdamage. Toughness (Ex): Trayll have damage reduction equal to their Constitutionmodifiers against nonlethal damage. This ability also protects against mostnonlethal damage from environmental hazards, although in these cases damage cannever be reduced to less than 1 point. Genetic Malleable (Ex): +10 to Fortitude saves for genetic modifications andtake 1/10th the amount of time for a genetic modification to take affect andrecovery time. Can adapt to environments in only 2 generations. Example: If agroup of trayll move to a hot desert region, in two generations they wouldadapt to the environment, being immune or highly resistant to heat exhaustion,develop environmental camouflage, and other environmental adaptations, as ifthey had the environment adaptation feats. Base Height: Male 5'11", Female 5'3"; +2d10 in each. Base Weight: Male 250 lbs., Female 150 lbs. +height mod x 2d6lbs. Society: Trayll society is very clan based, where each has strong ties to their clan.Several clans allied together form a kriel, which live in an area, about thesize of a city. Many cities are run by a kriel, or for even larger ones by two.A clan, is run by the a council of elders, while kriels are run byrepresentatives elected from the council of elders from each clan. The TrayllNation, as they call their government, is run by a senate like structure withrepresentatives from every kriel, or alliance of kriels, with the oldest memberacting as mediator. Most Traylls spend their days working diligently, but also eat quite a bit,eating about 50% more than most species their size. They are also quite wellknown for their feasts, which for major celebrations, have been known to lastup to a week. They have strong ties to their clans and families. Many trayllsare able to trace their bloodlines, of which they are quite proud of,especially if there is a famous hero in their bloodline. Traylls also have a strong martial heritage, where almost all traylls join themilitary for a period of 2 or 3 years, making about 90% of the population partof the military in times of crisis. Many raiders of trayll outposts havediscovered this the hard way, especially if there are also members of some ofthe larger and more powerful offshoots present. The offshoot Traylls also form clans, but their ties are quite as strong as thebase trayll. Each offshoot and subspecies usually work in fields which bestsuits their adaptations. For example, winter traylls work in fields where theyencounter the cold, such as freezers, mining in frozen lands, and even workingin orbit in shipyards or other stations where they can lower the life supportneeds, or even before full life support is established, working in the cold,but with air and gravity, saving energy as they work away. Pyre traylls areusually soldiers or work in metal manufacturing as their ability to spit fireand tolerate high temperatures makes them excellent workers in forges, or shocktroops, especially on high temperature worlds. Homeworld: They Trayll homeworld has a very varied ecosystem, with large areas of sunblasted deserts, tundras, grass plains, mountains, temperate and tropical zonesand everything in-between. Standard traylls live in many of these areas, butlargest concentrations are in grass plains and temperate areas, while otherregions have larger concentrations of offshoots andsubspecies. Technology: Trayll technology is about on par with most PL6 and early PL7 societies,although their medical science is far more advanced, especially in the field ofgenetics. They are masters of genetic manipulation. Trayll's main exports aremedical expertise, especially in field of genetics, and mercenaries. Manytraylls are strong and tough, which makes them excellent soldiers, especiallysome of the offshoots. Trayllgenetic and medical science is incredibly advanced, able to map a creature'sDNA in an hour and apply long term or even short term genetic alterations.Traylls are able to easily impart the subspecies and offshoot traits from anyof the other types of Traylls to another quickly and easily. They can also sellsuch alterations to other races as long as they have the chance to map theuser's DNA before hand and then alter the therapy to match, which takes aboutanother hour or so. Gene Therapies: Traylls can apply any gene therapy (even ones that match theiroffshoots and subspecies to other races) permanently with half the number ofFortitude saves necessary, and lower the DC by 2, but the PDC increases by 2.To enable the new traits to be passed onto children the PDC is increased by1. Temporary Gene Therapies: These provide the benefits of gene therapies but fora short term. The user must have their DNA mapped before purchasing thetherapy, which is then stored in the Trayll master database which any Trayllgeneticist is able to access. The PDC is increased by 5, and the user only hasto make 1 Fortitude save with the DC increased by 2. The gene therapy will takeaffect in 1d4+1 rounds and will last for about 6 hours. If the save fails, theuser is sickened for 2 minutes as the change takes that long to take affect.After which, the user will revert back to normal over 1d6+1 rounds and isexhausted, even if the user has the ability to ignore conditions such asexhaustion. Special Abilities or Extraordinary Abilities (Including Mutations): Forpermanent additions, the number of Fortitude saves and the DC is reduced justlike gene therapies. Temporary versions use the listed Fortitude DC +1 and havePDC increased by 1. The benefits of these abilities last for 5 minutes. Afailed save means the character is sickened for 1 minute and the abilitydoesn't take affect for 2 minutes. After the 5 minutes, the user is exhaustedwhich isn't effected by the character's ability to ignoreexhaustion. Temporary gene therapies and special/extraordinary abilities retro viruses comein a hypodermic injector about the size of a large sharpie marker, which isclearly marked as to the type of therapy and barcode which is coded to theuser's DNA for Trayll geneticists to use. Tryall Offshoots Examples Winter Trayll The winter trayll are traylls found in high mountains and more in articregions, adapted to the extreme cold. They have white skin and are moresluggish than other traylls. They are identical to standard traylls except as noted: Hit Dice: Gain one Hit Dice in humanoid. Abilities: Suffer a -2 Dex and Init, but gain +2 Con. Cold Subtype (Ex): See d20 modern core book or Menace Manual, Ice Breath: Winter traylls can breathe a stream of frigid cold air, 5 feethigh, 5 feet wide, 20 feet long once every 1d6 rounds. All opponents struck byit take 3d4 points of cold damage, although a Reflex save (DC 15) may beattempted for half damage. As a full-round action, the trayll may sweep the breathin a 180 degree arc; however, the Reflex save DC is 10. Fast Heal (Ex): Winter traylls have fast heal 3, which is doubled when theyfeast while resting. Skills: In winter environments gain a +4 racial bonus to Hide and Move Silentlychecks. ECL: +2 Pyre Trayll Pyre traylls are found in the hot deserts and are famous for their ability tospit a flaming viscous liquid from their gullets, which they also spit ontotheir hands to use while in melee combat. Pyre traylls, make excellent shocktroops as their favourite attack methods are spitting flaming ichor at foes asthey charge in, before spitting on their own hands and smashing them withflaming fists. Pyre traylls also are well known for their quality metal workingskills as they don't need bulky heat protective gear to manipulate and shapehot metal. Pyre traylls have reddish brown skin and are bulkier and somewhatmore feral looking than normal traylls, they're also not as smart and haveshort tempers which quickly become explosive, sometimes quite literally. Pyretraylls are also known for consuming flammable liquids, which doesn't affectthem, and many will seek out new types of flammable liquids, which theyconsider to be like alcohol to them. The greater the substances flammabilityproperties, the better the taste. Pyre Traylls are similar to standard traylls except as noted. Hit Dice: Gain one Hit Dice in humanoid. Abilities: -2 Int and Cha, +2 Str and Con Fire Subtype (Ex): See d20 modern core book for menace manual Fire Spit: As a ranged attack, pyre traylls can spit flaming ichor with a rangeincrement of 20 feet out to 5 range increments, dealing 3d4 points of damage.They can also spit onto their hands which adds +2d4 points of fire damage for 5rounds to their slam attacks. Slam: Pyre traylls have strong hands which allows them to smash foes with theirbare hands, dealing 1d6 points of lethal damage, and consideredarmed. Fast Heal (Ex): Pyre traylls have fast heal 4, which is doubled if they feastwhile resting. Skills: +4 bonus to Hide checks in desert environments, and +2 racial bonus toany Craft or Repair check related to metals. ECL: +2 Dire Trayll Dire traylls are larger and more feral forms, found in mountains and forests.They are used as heavy assault and shock troops. They are quite intimidatingfoes, and use larger than normal weapons, but are not quite as smart, butfairly cunning. Dire traylls favour melee combat, where they can smash and hackat opponents, and when deprived of a weapon, are more than willing to use theirown hands and teeth to continue fighting. Dire traylls have incredible healingcapabilities, making them incredibly difficult to put down. Dire Traylls are similar to standard traylls except as noted. Size: Large (-1 size penalty to attack and Defense) Hit Dice: Gain +4 Hit Dice in monstrous humanoid Abilities: -4 Int (minimum of 5), -2 Cha, +8 Str, +6 Con Speed: 40 feet Regeneration (Ex): Regenerates 10 points of damage, fire and acid deal normaldamage to dire traylls. They regrow limbs in 6d6 minutes. Natural Weapons: Dire traylls have two slam attacks that deal 1d8 points ofdamage, and a bite that deals 1d10 points of damage. Skills: +4 Racial bonus to Intimidate checks. Thick Skulled: Dire Traylls are immune to fear effects and gain a +4 bonus tomind influencing effects. ECL: +5 Subrace Examples Subraces are further altered variations of traylls. Some examples of subspeciesinclude: Burrow Trayll Burrow traylls are somewhat squatter versions with claws meant for digging,which live in desert and grassy climes. They possess a knack for burrowingunderneath sand and other loose soil. In combat they favour swarming anopponent from beneath the ground and then springing upon him, preferably bysurprise. Burrow traylls are identical to other traylls except asnoted. Burrow (Ex): Burrow traylls have a burrow speed of half their land speed. Theygain a racial bonus of +4 Move Silently while burrowing and they also gain +8racial bonus to Survival checks while burrowing. Vine Trayll Vine traylls live in tropical areas. They have adapted to life in the trees andare very skilled climbers. They are also well known for their poisonous bites.They usually have slimmer builds and slightly longer limbs than other traylls.Vine traylls are identical to traylls except as noted. Climb (Ex): Vine traylls have a climb speed of 30 feet. They may apply theirDexterity modifier to Climb checks if it is higher than their Strength, andreceive a +6 racial bonus. Poison Bite (Ex): Anyone bitten by a vine troll becomes envenomed (save DC 12),receiving initial damage of 1d4-1 temporary Strength and secondary damage of1d4 temporary Constitution. [/QUOTE]
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