Delfin
The Delfin are a race of intelligent dolphins who can move
onto land and use weapons and other tools.
Species Name: Delfin, Dauphin Type: Humanoid Dolphin Physical Traits: Delfins have excellent awareness of their surroundings
thanks to keen sensory abilities. Height: 6-7 feet Weight: 50-200lbs Abilities: Typical Delfins can dive for up to 15 minutes without respirator assistance. When swimming near the surface, Delfins breathe 2 to 6 times per minute, increasing up to 8 after a long dive or period of exertion. Unlike humans, who normally use only 12.5% of their lung capacity, Delfins almost completely empty and fill their lungs with every breath. Also, they store much more oxygen in their blood and muscle tissues than humans, which allows them to make such prolonged dives. They are able to dive down to a maximum depth of 20 metres per CON. Mobility: Legs Sensory Organs: Visual Communication: Visual Reproduction: Sexual INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6 walk/9D6 swim, HPs: CON +D8 Orbit/Climate: See Earth Feeding Habits: Carnivore Lifespan: 80 years Technology: 2 Culture: Standard. Diversified mix of kind and evil people. Delfin culture is based on a belief in total equality. Everything is shared equally and each citizen is entitled to the full benefits of the society’s capabilities. They are unable to understand many concepts which seem almost absolute to humans; for example, the ideas of property and land ownership. If one Delfin has a tool that another needs, the latter simply takes the tool and returns it after use (it is customary to ask if the current holder has finished with the object first, but this is not unlike a human request to “borrow” an item). Further, the concept of land ownership is beyond them. They point out that “the sea is always in motion, so how can you claim a portion of it as yours?” In the same way, the land is in motion (although far more slowly), and similar reasoning results. These concepts can result in problems when Delfins interact with other lifeforms. Delfin have been known to take objects (such as jewellery) which appealed to them, without asking permission if the object did not seem to be currently in use. If confronted with the “theft”, they gladly admit to it and cheerfully return the object as long as they have finished “using” it. Delfins who have spent a great deal of time among other races eventually learn that this is considered improper behaviour by many others. At this point, they usually modify their behaviour and ask to use things which others seem attached to. In such cases, they see this as a game they must play in order to “fit in”. Delfins do not usually gather in large communities, but live in extended family groups of between 15 and 20 individuals. Family groups interact frequently, and it is not uncommon for two or more of them to dwell very near to one another. They simply do not have a structural society such as envisioned by humans and others. Government: Tribal Population: 4,453,320 |
Creating a Delfin character
Step 1: Attributes | ||
Roll attributes as normal but swim MR is 9D6. Mana = INT + WIS x4. 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 +8, +8 per level. | ||
Step 2: Skills | ||
Choose skills in the normal manner according to the character's class. |
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Step 3: Abilities | ||
All Delfin gain all the following free; Night Vision - The character can see in low light with absolute clarity at a distance of 60 feet. Sonar - The character can sense objects in total darkness including shape, distance, direction and speed while in a liquid environment. It has a radius of 10 metres per WIS, +30 metres per level radius. +4 Initiative, and +1 Attack. Additionally Delfins 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 |
Agile | 5 | +1 AC. |
Animal Empathy | 5 | Delfins can establish telepathic
communication with any small or normal aquatic animal within line of sight if he
does nothing else in the round. The animal 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 animal as an ally. Once he does so he permanently psionically links with the animal 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. |
MR Bonus | 10 | +1 MR per 2 CON |
Natural Chameleon | 5 |
Using this ability the Delfin 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 | +10 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 Delfin'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. |
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 | 5 | 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. |