Carapace

Carapace are man-sized intelligent crabs.

 

Species Name: Carapace, Crab men

Type: Humanoid Crab

Physical Traits: Carapace walk upright on two pairs of legs. The small pincers tipping the short arms above their legs are used for fine manipulation. The two longer arms end in large claws. Two slender eyestalks bob above the beak-like collection of mandibles which makes up their mouth. Males are often brightly coloured and females may be reddish-brown, green, or black.

Height: 7-9 feet

Weight: 50-100lbs

Abilities: Carapace can dive down to a maximum depth of 20 metres per CON and can see in low light with absolute clarity at a distance of 60 feet. Though generally peaceful, Carapace will fight back with their large claws if attacked, causing D6 points of damage per hit. Males of certain subspecies have an enlarged claw on one side which does D8 damage. If severed, a Carapace’s limbs and eyestalks will grow back in 1-4 weeks.

Mobility: Legs

Sensory Organs: Visual

Communication: Visual

Reproduction: Carapace have no regular breeding or mating cycle, and each female seems to have her own periods of fertility and infertility. A fertile female will produce about 100 eggs within a two-week period. Carapace eggs are released into the ocean, hatching into translucent larvae with soft shells. These larvae vaguely resemble the adults, but may be mistaken for normal crabs given their size. After 6 months, Carapace larvae molt and develop the harder shell required for life on land. Before their first molting, Carapace larvae are practically defenseless. Larvae are almost defenseless, with AC 8, 1 HD, and weak claws which do only 1-2 points of damage per hit.
Carapace continue to grow and molt throughout their lives.

INT: 3D6, WIS: 3D6, STR: 3D6 +5, DEX: 3D6, CON: 3D6 +4, CHA: 3D6 -3, MR: 2D6 walk/2D6 swim, HPs: CON +D20, AC: 2

Orbit/Climate: See Earth

Feeding Habits: Carapace inhabit coastal waters, hunting fish and gathering food.

Lifespan: 20 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Carapace have never been known to wield weapons. At certain times, population pressure and food shortages will cause Carapace to voraciously hunt other creatures. Most such attacks are directed towards other tribes of Carapace or other coastal inhabitants. However, they will occasionally raid coastal towns for food, attacking anything that moves. Such savage frenzies last only a few days, during which the Carapace population is generally reduced back to a tolerable level. Carapace live as simple hunter-gatherers, subsisting primarily on carrion and algae. Much of each Carapace’s day is spent hunting, filtering algae, or scavenging along the shore. Carapace often gather large amounts of sand into their mouths, suck out all the organic material, and spit out fist-sized pellets of sand and dirt. These hardened pellets betray the presence of a nearby Carapace lair. Carapace generally live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each Carapace has an individual lair, situated near a large, central meeting area. Males and females are found in approximately equal numbers in a tribe. They mate at irregular times throughout the year. The female produces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The eggs and larvae are delicious, and predators greatly reduce their numbers before they reach adulthood. A Carapace tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primarily seaweed weavings, driftwood carvings, and seashell constructions. Though these are often impermanent, some are quite beautiful. Though details of Carapace religion are unknown, most artifacts are believed to be religious in nature, and are jealously guarded. Each tribe appears to be led by a dominant, elder male or female. These leaders have maximum hit points, but are otherwise unremarkable.

Carapace speak their own language, which consists mostly of hisses and clicks. The Carapace’s xenophobia and the extreme difficulty of their language make it virtually impossible for humans and similar races to learn to speak the Carapace tongue. Those few sages who know anything about the language know only a few basic words. They are attracted to shiny metal, particularly silver-coloured metal, though they seem unable to differentiate between silver, platinum, and steel. Carapace lairs often contain piles of these metals, with many pieces worked into sculptures. If the metal has rusted or tarnished, it is sometimes scraped to reveal the shine again, but often simply thrown into a refuse pile. Carapace artifacts can sometimes bring good prices from collectors, though they are often fragile, and readily decompose if made of plants. Carapace are rumoured to be very tasty, especially their legs and claws. Primitive coastal inhabitants, particularly Sahuagin, consider them a delicacy and often raid Carapace villages. Their shells dry out and become brittle soon after they are removed or molted, so they cannot be used as armour. The claws can be used as passable clubs. Carapace rarely engage in commerce with other humanoid communities around them, including other Carapace tribes. Carapace artisans produce only ephemeral goods made of driftwood, shells, and seaweed, and are quite capable of producing what other more aesthetic races would call works of art.

Government: Tribal

Population: 5,666,620


 

Creating a Carapace character

Step 1: Attributes
Roll attributes as normal but STR is 5D6 and CHA 2D6 -3. Mana = INT + WIS. Mana is recovered at a rate of 2 per hour if remain active (but not using magic) and 5 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, however some may not be available due a lack of fingers.

Step 3: Abilities

All Carapace gain all the following free;

Hard Shell - The Carapce's exterior shell has AC 2 and CON +20 HPs, +20 per level. If damaged it can regenerate 1 HP per day per CON.

Night Vision - The character can see in low light with absolute clarity at a distance of 60 feet.

Additionally Carapaces start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Carapace's can establish telepathic communication with any small or normal aquatic crustaceans within line of sight if he does nothing else in the round. The crustacean must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this crustacean as an ally. Once he does so he permanently psionically links with the crustacean turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

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.
Natural Chameleon 5

Using this ability the Carapace can blend into and render himself nearly invisible so long as he remains still. 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. 

Natural Mana 10 +5 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5

Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Nature Survival 5 Due to a Carapace's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Really Hard Shell 5 +1 AC. This can be rebought multiple times but not beyond AC 0.
SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
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.

 

 

Races