Kopru

Kopru are a sinister race of amphibians of great intellect. Kopru have supernatural mental powers, which they use primarily to control and manipulate other creatures.

Species Name: Kopru

Type: Aquatic Humanoid

Physical Traits: The Kopru are man-sized creatures with a humanoid upper bodies, smooth heads, large eyes, and tentacled, sphincteral mouths. Its two arms end in webbed, clawed hands, and its sinuous lower body splits into three flutelike, prehensile tails, each capped with a sharp hook. Kopru skin, light tan at the creature’s hatching, gradually turns to olive in adulthood and fades to a sickly brown in old age.

Height: 6-7 feet

Weight: 50-100lbs

Abilities: The Kopru’s most insidious assault is the charm psionic power it can use instead of attacking physically. The beast may direct this power at any one opponent within a 30-foot radius. A victim who fails a saving throw vs. will becomes totally obedient to the Kopru’s mental commands. If the target makes a successful saving throw, no other Kopru of that pack can charm the character successfully during the encounter. This charm differs from the spell charm person in that the subject acts normally in day-to-day affairs, but obeys the Kopru immediately when mentally compelled to do so. The Kopru that uses the power receives immediate mental access to the victim’s thoughts and memories. A character can be controlled by only one Kopru at a time. Once the creature establishes control, distance does not limit the spell’s effects. A Kopru can manipulate a charmed mind so the victim acts under its compulsion, then resumes normal life again, unaware of being controlled. A caster can maintain this arrangement indefinitely. The charm remains in effect until a successful save or the creature dies. +1 to save if the victim is commanded to do something heinous to them. The worse the act the greater the bonuses to save.

They are able to dive down to a maximum depth of 20 metres per CON.

Mobility: Tentacles

Sensory Organs: Visual

Communication: Visual

Reproduction: Female Koprus lay 3-5 eggs once a year.

INT: 3D6 +3, WIS: 3D6 +3, STR: 3D6, DEX: 3D6 -1, CON: 3D6, CHA: 2D6, MR: 4D6 swim, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 50 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Koprus are a degenerate race of heat-loving amphibians. Though they possess intelligence and power, their civilization has been in decline for generations. The Kopru once controlled a great empire on a remote volcanic island chain. They thrived in the hot geysers and mud springs that could be found there, and eventually enslaved the native human population with their mind-controlling powers. With the humans under their control, they built a large temple for themselves on the largest island, the Isle of Dread. There, the enthralled humans served and worshipped them as gods for many years. Eventually, the humans revolted against the Kopru and fled many miles across the island to a small peninsula. The Kopru did not pursue them, presumably because they were unable to survive for any length of time outside of their boiling mud geysers. Thus their empire crumbled, and their great temple fell into ruin.

A Kopru eschews weapons, instead attacking with a bite and claws that cause D4 points of damage each. A Kopru also can use its tails in combat; all three tails attack as one and cause 3D4 points of damage on a successful strike, as the hooks on the tails dig in and hold. The round after hitting an opponent with its tails, the creature draws the victim closer, wrapping its tails around the opponent and beginning to crush. On this and subsequent rounds, crushing automatically causes 3D6 points of damage, though a Kopru can choose simply to hold an enemy fast with its tails, inflicting no damage. While the tail crush generally has enough power to kill a victim, a Kopru also can bite a held victim automatically. The creature seldom uses claws on a held victim, because it needs them to stabilize itself or to attack other opponents. If it does claw a held victim, the Kopru gains a +4 bonus to its attack rolls. A victim held by the tails cannot wield weapons or otherwise move except to struggle; a successful bend bars roll frees a held victim. On land, the Kopru needs its arms for locomotion, so it cannot attack with them. It can use its tails to hit only targets behind it while out of the water. Koprus hate all intelligent air breathers, especially elves, due to their resistance to charm spells. These creatures take special delight in killing elves; their logic tells them that if one cannot control something, better to kill it than let it go free.

Koprus enjoy making lairs in very hot, wet environments, seeking out quiet grottos and undewater caves.
In their lairs, Koprus live in packs of 3 to 24 led by a dominant female. Of all the females in the pack, only the leader lays eggs, twice a year. A clutch includes 2d6 eggs, though only D4 immature offspring make it to the hatchling stage. The Kopru once boasted a powerful undersea civilization. They mastered magic and psionics and built an extensive culture. But climactic shifts or increased competition from other marine races started these creatures on a descent into barbarism that continues to spiral. Adventurers tell of finding ruined Kopru cities on the ocean floor, filled with exotic treasures and occupied by nightmarish marine life. Scholars guess that the Kopru ability to read a charmed creature’s thoughts may be the last remnant of the psionic abilities so common during their days as a civilized power. Koprus view humans as brutes to toy with and control. They stalk strangers that wander into their realm, then attack at the victim’s most vulnerable moment. Koprus and Knas – natural competitors – still fight constantly.

Government: Matriarchy

Population: 6,646,130


 

Creating a Kopru character

Step 1: Attributes
Roll attributes as normal but INT and DEX are +3 while DEX is -1, swim MR is 4D6. Mana = INT + WIS x3. 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, however some may not be available due a lack of fingers.

Step 3: Abilities

All Kopru gain all the following free;

Charm - Line of sight or 9 metre diametre radius. A victim who fails a saving throw vs. will becomes totally obedient to the Kopru’s mental commands. This charm differs from normal mind control in that the subject acts normally in day-to-day affairs, but obeys the Kopru immediately when mentally compelled to do so. The Kopru that uses the power receives immediate mental access to the victim’s thoughts and memories. Once the creature establishes control, distance does not limit the spell’s effects. A Kopru can manipulate a charmed mind so the victim acts under its compulsion, then resumes normal life again, unaware of being controlled. This can be maintained for 1 week per WIS, until a successful save or the creature dies. +1 to save if the victim is commanded to do something heinous to them. The worse the act the greater the bonuses to save.

Night Vision - The character can see in low light with absolute clarity at a distance of 30 feet.

Additionally Koprus 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
Additional Limbs 5 The character has one additional limb. +1 limb each time rebought, but no more than six arms and six legs.
Animal Empathy 5 Koprus can establish telepathic communication with any 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 Kopru 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 Kopru'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.

 

 

Races