Tako

The Tako are a race of intelligent octopi who can move onto land and use weapons and other tools.


 

Species Name: Tako, Octo men

Type: Octopus

Physical Traits: Tako have no bones; their plump bodies are protected by tough mantles of leathery skin. They have eight supple tentacles, similar to those of octopi, lined with circular muscles that act as suction cups. They have a single golden eye centred in their heads, and sharp, protruding jaws that resemble the bill of a parrot. Although Tako can change colour with ease, a mature male's normal colour is light green, while a mature female's is orange-red. Young Tako appear in a variety of colours, including black, brown, white, blue, and golden. Tako have their own language based on tentacle movements and skin-colour changes. Tako tentacles grip with a Strength of 19; a victim with a Strength equal to or greater than 19 can grasp the tentacle and loosen it, negating the constriction. To break completely free, a tentacle must be severed; males have 4 hit points per tentacle, females have 6 hit points per tentacle. Unless loosened or severed, tentacle constriction automatically inflicts 1-4 hit points of damage per round from males, or 2-8 (2D4) points from females. Young Tako cannot perform constriction attacks. They inflict 0-1 hp of damage per tentacle attack, and 1-3 hp with their beak. Otherwise, they're just small, feisty versions of their parents, with an MR of 1.

Height: 6-7 feet

Weight: 50-100lbs

Abilities: Tako can change their colour and pattern to match any natural terrain in a single round. This camouflage makes them 90% undetectable, and modifies the surprise rolls of opponents by -3. They are able to 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.

Tako have an ink sac, which can be used to expel a cloud of dark ink to confuse predators. This sac is a muscular bag which originates as an extension of the hind gut. It lies beneath the gut and opens into the anus, into which its contents – almost pure melanin – can be squirted. The ejected cloud of melanin is usually mixed, upon expulsion, with mucus, produced elsewhere in the mantle, and therefore forms a thick cloud, resulting in visual (and possibly chemosensory) impairment of the predator, like a smokescreen. Any caught in it are unable to see and are -10 to hit anything.

Mobility: Tentacles

Sensory Organs: Visual

Communication: Visual

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: D6 walk/4D6 swim, HPs: CON +D6, AC: 7

Orbit/Climate: See Earth

Feeding Habits: Tako eat oysters, crabs, lobsters, and other shell fish, which they crack open with their powerful jaws.

Lifespan: 80 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Tako attack any creature who invades their territory. In addition, they have a strong sense of honour, and will avenge attacks and ally with members of other races who assist them. They are crafty opponents. Most Tako war parties are exclusively male. The Tako attack with their beaks. They also can anchor themselves with a single tentacle, leaving the remaining seven tentacles free to make attacks. Usually, the Tako carry seven weapons -- one spear or hand axe in each free tentacle. Tako can make constriction attacks similar to octopi. Any victim under 7 feet tall (or 7 feet long) can be grappled by one tentacle at a time. Male Tako have a 10% chance of pinning both of the victim's arms with a single strike; females have a 15% chance. The chance of pinning only one upper limb is the same. If both limbs are pinned, the victim has no attack. If only one limb is pinned, the victim attacks with a -3 penalty to his attack roll. If no limbs are pinned, the victim attacks with a -1 penalty.

The creatures establish their lairs in coastal underwater caves, making occasional raids on land for food, weapons, and treasure items. In some areas, Tako coexist with others, cooperating to attack sea monsters, but such cases are extremely rare.

Government: Tribal

Population: 6,646,130


 

Creating a Tako character

Step 1: Attributes
Roll attributes as normal but swim MR is 4D6. 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 +6, +6 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 Tako gain all the following free;

Ink Emission - Tako can eject a thick cloud of ink, resulting in visual (and possibly chemosensory) impairment of the predator, like a smokescreen. Any caught in it are unable to see and are -10 to hit anything.

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

Additionally Takos 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
Agile 5 +1 AC.
Animal Empathy 5 Takos 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 Tako 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 Tako'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, but spellcasting is difficult so a mage would be very weak.

 

 

Races