. . . I got to thinking, "wow, this is incredibly mediocre writing. But it would make a cool universe to RP in!"
For those who don't know, the Uplift series centers around a tradition that spans five galaxies: Uplift. No species can reach sentience without being Uplifted, a process that includes mass genetic engineering and breeding programs, and leaves the 'client' race indentured to their 'patron' for a hundred thousand years. No species, except for the fabled first race, the Progenitors, has ever reached sentience without being Uplifted.
Except for the humans.
Anyway, one of the main races allied with huaminty are the Tymbrimi--a race of psychoempathic marsupial huamnoids with slightly smaller, more graceful builds, wide set eyes, and a 'corona' of shimmering strands above their head that are capable of crafting emotional 'glyphs' and a bit of empathic scanning. So, I statted them up.
Tymbrimi are an incredibly adaptable race, able to shape their bodies and control their immune systems with sheer force of will. They can dramatically boost their reflexes, strength, or endurance, as well as make minor physical changes to their outer appearance. However, they pay for their adaptability: As soon as they revert back to normal, an enzyme called gheer spreads thorughout their body, causing overheating, shakiness, and weakness.
The Tymbrimi are incredibly non-chalant and have a sense of humor larger than a the empire state building. They will go to great lengths for a practical joke, even injuring a few innocents, in rare cases. They think of almost all other races, humans included, as dour and brooding. A few notable exceptions are Neo-Chimpanzees, a client race of the Humans, and the Tytlal, clients of the Tymbrimi themselves.
Traits:
- +2 Charisma, -2 Constitution: Tymbrimi are light hearted and have a good sense of humor, but are frail and slightly built.
- Medium sized: The Tymbrimi suffer no special bonuses or penalties due to size.
- Adaptability: As a move equivalent action, a Tymbrimi may choose to gain an enhancement bonus to one of the following: Strength (+2), Dexterity (+2), Constitution (+2), Disguise (+4), Climb (+4), Jump (+4), Swim (+4), or Base Speed (+5'). This bonus lasts for 5 rounds or less; at the end of this time, the Tymbrimi is Fatigued (-2 to effective str and dex, can't charge or run) for as long as the Adaptation lasted. If the Tymbrimi wish, they may gain double or tripple the listed bonus; if they do, the amount of time for which they are Ftigued also doubles or tripples (respectively), and they take either 2 or 4 points of damage (again, respectively). In addition, a Tymbrimi may take damage to increase the length of the Adaptation. For every factor of five by which the duration increases, they take one point of damage.
example of adaptation: Tuthilianun is running from an enemy scoutfighter, which is gaining on him quickly. Suddenly, the scoutboat fires an Improbability phaser at the Tym. His instincts kick in, giving him a +6 bonus to Dexterity (so a +3 bonus to AC) for one round. He is able to leap out of the way of the beam, but then the gheer reaction kicks in. He takes four points of damage, and is fatigued for three rounds.
- Psychoempathy: Tymbrimi gain a +2 bonus on all Bluff, Diplomacy, and Sense Motive checks. In addition, they may make a Wisdom check (DC 5) to notice any emotions, sentient or otherwise, within 100 meters. For every ten meters beyond that, the DC to notice the emotions increases by one.
- Poor Vision: Tymbrimi suffer a -4 penalty on all Listen and Spot checks.
- Automatic Languages: Galactic Standard Language Number Seven. Bonus languages: GalThree, GalSix, GalTen, GalTwelve, Anglic (the human language).
- ECL: +2 (?)
I wonder . . . should I write up some custom Psi talent trees for the setting?
For those who don't know, the Uplift series centers around a tradition that spans five galaxies: Uplift. No species can reach sentience without being Uplifted, a process that includes mass genetic engineering and breeding programs, and leaves the 'client' race indentured to their 'patron' for a hundred thousand years. No species, except for the fabled first race, the Progenitors, has ever reached sentience without being Uplifted.
Except for the humans.
Anyway, one of the main races allied with huaminty are the Tymbrimi--a race of psychoempathic marsupial huamnoids with slightly smaller, more graceful builds, wide set eyes, and a 'corona' of shimmering strands above their head that are capable of crafting emotional 'glyphs' and a bit of empathic scanning. So, I statted them up.
Tymbrimi are an incredibly adaptable race, able to shape their bodies and control their immune systems with sheer force of will. They can dramatically boost their reflexes, strength, or endurance, as well as make minor physical changes to their outer appearance. However, they pay for their adaptability: As soon as they revert back to normal, an enzyme called gheer spreads thorughout their body, causing overheating, shakiness, and weakness.
The Tymbrimi are incredibly non-chalant and have a sense of humor larger than a the empire state building. They will go to great lengths for a practical joke, even injuring a few innocents, in rare cases. They think of almost all other races, humans included, as dour and brooding. A few notable exceptions are Neo-Chimpanzees, a client race of the Humans, and the Tytlal, clients of the Tymbrimi themselves.
Traits:
- +2 Charisma, -2 Constitution: Tymbrimi are light hearted and have a good sense of humor, but are frail and slightly built.
- Medium sized: The Tymbrimi suffer no special bonuses or penalties due to size.
- Adaptability: As a move equivalent action, a Tymbrimi may choose to gain an enhancement bonus to one of the following: Strength (+2), Dexterity (+2), Constitution (+2), Disguise (+4), Climb (+4), Jump (+4), Swim (+4), or Base Speed (+5'). This bonus lasts for 5 rounds or less; at the end of this time, the Tymbrimi is Fatigued (-2 to effective str and dex, can't charge or run) for as long as the Adaptation lasted. If the Tymbrimi wish, they may gain double or tripple the listed bonus; if they do, the amount of time for which they are Ftigued also doubles or tripples (respectively), and they take either 2 or 4 points of damage (again, respectively). In addition, a Tymbrimi may take damage to increase the length of the Adaptation. For every factor of five by which the duration increases, they take one point of damage.
example of adaptation: Tuthilianun is running from an enemy scoutfighter, which is gaining on him quickly. Suddenly, the scoutboat fires an Improbability phaser at the Tym. His instincts kick in, giving him a +6 bonus to Dexterity (so a +3 bonus to AC) for one round. He is able to leap out of the way of the beam, but then the gheer reaction kicks in. He takes four points of damage, and is fatigued for three rounds.
- Psychoempathy: Tymbrimi gain a +2 bonus on all Bluff, Diplomacy, and Sense Motive checks. In addition, they may make a Wisdom check (DC 5) to notice any emotions, sentient or otherwise, within 100 meters. For every ten meters beyond that, the DC to notice the emotions increases by one.
- Poor Vision: Tymbrimi suffer a -4 penalty on all Listen and Spot checks.
- Automatic Languages: Galactic Standard Language Number Seven. Bonus languages: GalThree, GalSix, GalTen, GalTwelve, Anglic (the human language).
- ECL: +2 (?)
I wonder . . . should I write up some custom Psi talent trees for the setting?