Alaghi
Alaghi are forest-dwelling humanoids distantly related to Alaghi. Alaghi tend to be shy and peaceful and kill only for food. They are capable warriors, however, and fight with great cunning if attacked or panicked.
Species Name: Alaghi Type: Humanoid Monster Physical Traits: They are barrel-chested, with short, almost invisible necks, and wide, flat heads with sloping brows. Their shoulders are broad, and their arms are long and powerful. Their legs are short but thick, and their hands and feet are very large. An Alaghi’s entire body is covered with thick hair, usually blond, reddish brown, or charcoal grey. Most blond individuals have green eyes and fur tinged with green highlights. Height: 6 - 7ft Weight: 310 - 340 lbs Abilities: Alaghi can move silently 80% of the time and can hide in natural surroundings 75% of the time. An Alaghi’s huge, muscular fists can inflict 2D6 points of damage in combat. A typical Alaghi hunter or warrior carries a stone knife or hand axe, and three or four wooden javelins that the creature can hurl with great force. An Alaghi can attack with a weapon in one hand and make a second attack with its empty fist. If forced into combat, a group of Alaghi scatters and hides. Thereafter, the individuals come out of hiding one at a time to hurl missiles or melee while their fellows circle to the rear, moving silently. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 3D6, HPs: CON +D20, AC: 4 Orbit/Climate: See Earth Feeding Habits: Omnivore Lifespan: 85 years Technology: 2 Culture: Standard. Diversified mix of kind and evil
people. Most Alaghi are semi-nomadic hunter-gatherers
who travel as small families. They are usually encountered on the move
(80%), but when encountered in an encampment (19%), a group of Alaghi has
D4-1 youngsters with the same chance to hide and move silently as the
adults. Their combat ability, however, is limited to normal pummeling or
wrestling attacks (D6/D6 points of damage). Very rarely (15% of encamped
groups), 15-20 Alaghi lay permanent claim to a particularly bountiful area
and settle down to live in crude huts or large cave complexes. Such
communities are always led by an elder more than 100 years old who has high
Intelligence, and the ability to cast priest spells. These spells are five
first-level, five second-level, and two third-level spells each day from the
spheres of all, plant, animal, healing, charm, divination, and combat. Such
communities are generally feared and mistrusted, for the individuals in them
begin to show traits common to their relatives, the Alaghi. Although willing
to trade pelts, game, and ores for manufactured goods, sedentary Alaghi do
not hesitate to slay and eat unwary traders or travellers in their midst. Nomadic Alaghi travel throughout most of the year, going wherever the game and wild plants provide the best living. In places where the winters are cold, these Alaghi winter in natural caves or protected valleys. Nomadic Alaghi do not necessarily live in harmony with nature, but they respect it and know how to use it without destroying it. Sedentary Alaghi live much like primitive humans, but they tend to be greedy and are quite capable of depleting the resources around them to the point which their communities must resort to raiding to survive. Hermitic Alaghi live in complete harmony with nature and are always on good terms with their woodland neighbours. Government: Tribal Population: 160,630 |
Creating an Alaghi character
Step 1: Attributes | ||
Roll attributes as normal but then 4D6 for STR and CON and 2D6 for CHA. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level. | ||
Step 2: Skills | ||
Choose skills in the normal manner according to the character's class. |
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Step 3: Abilities | ||
Alaghi gain all the following free; Chameleon - Using this ability the Alaghi can blend into and render himself nearly invisible in any forest or jungle terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. Additionally Alaghi start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Enhanced Taste | 5 | Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons. |
Greater Fortitude | 5 | +1 on all physical and CON related saves. |
Increased AC | 5 | +1 AC |
Increased Thac0 | 5 | +1 Thac0 with unarmed combat at levels 2, 5, 8, 11, 14, 17 and 20. |
Nature Survival | 5 | Due to an Alaghi's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean. |
Nightvision | 5 | Equal to normal vision. |
Resist Hunger | 5 | When food is scarce Alaghi can go for 1 week per CON without eating. |
Smell | 5 | They can identify the specific odour or scent of anyone that have previously met, and track by smell so long as they know the scent. |
Strength | 5 | +1 STR |
Witch Sight | 10 | The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful. |
Step 4: Classes | ||
Any but Shaman is the favoured mage class. |