Turtur


Simply put, Turtur are appropriately named because they look like tortoise-humanoids. Depending on their lineage they will have different patterns on their shells and different colours of skin.
 

Species Name: Turtur, Turtle People

Type: Humanoid Turtle

Physical Traits: The Turtur boasts a huge, colourful upper shell, often studded with uncut gems. The undershell is pink and extremely hard. The legs and head are a dark red, and the skin looks plated. Its rear feet taper back into two giant flippers, and the front feet have very sharp-edged toenails. The creature’s head have deep set eyes and a sharp, powerful horned beak.

Turtur do not wear armour, but can retreat into their shells for protection. With some effort, they can bend and twist to pull their limbs and head into the shell, but they can take no other actions in the same round. When fully withdrawn, the shell seals off the leg openings and protects (but does not seal off) the head, giving the creature an Armour Class of -3, and gains a +4 bonus to all saving throws, even against mental attacks (because it gains the benefit of a shell, it marshals  all its inner strength for defense). A withdrawn Turtur can hear and smell but cannot see (making it immune to gaze attacks and other attacks that require a victim to see). They can make extremely quick snapping attacks, extending its neck to get a decent range of motion around the front of its shell. It does not worry too much about rear attacks, as its thick shell is nearly impervious.

Height: 5'6 - 6'6 feet

Weight: 500lbs. Turtur are stocky, but most of their weight comes from their shells, so they tend to remain at the same weight throughout their adult lives, never growing fat or thin. Their arms and hands are shaped like those of humans, but thicker and tipped with sharp claws.

Abilities: Turtur have infravision with a range of 60 feet and can see underwater within this range as well. The creatures can swim but they are clumsy. Their natural buoyancy keeps them afloat while they paddle along (even across bogs, quicksand, and mud), their natural ballast system allowing them to float on the surface or submerge for as long as needed. These creatures are completely amphibious and can survive indefinitely in both water and air. Turtur can hold their breath underwater for 10 turns and are able to dive down to a maximum depth of 20 metres per CON.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg. The creatures mate only once and mating takes place in late summer, egg-laying during the fall. All females ready to produce eggs gather in a specially prepared compound, which the males guard against all attacks. Turtur eggs are considered delicacies, so the location of the egg - laying grounds is always defensible. Each female lays 4-24 eggs, which hatch about six months later. Some young fall prey to predators, but most survive to be raised by adults, usually under the tutelage of aunts and uncles.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6 +2/4D6, HPs: CON +D12, AC 5 (1)

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 50 years

Technology: 2

Culture: Diversified mix of kind and evil people.  Turtur generally prefer to avoid conflict, but once engaged, they seldom retreat, knowing that their shells can protect them. Turtur prefer to use weapons in combat, but can claw if unarmed. Some even learn how to bite effectively, inflicting D6 points of damage. These creatures prefer short bows, staves, long swords, and flails. When attacking in groups, about half engage the enemy in melee; they then break off the attack and retreat into their shells so that the rest can attack from a distance with missile weapons without risking injury to their friends. After the missile attacks cease, the meleeing Turtur come out of their shells and resume the attack. This tactic is repeated as necessary.

Turtur prefer warm climates and enjoy sunning themselves; they have little tolerance for cold. Turtur who live outside the boundaries of other nations tend to be simple farmers, or hunter-gatherers. Most live along the beaches in small familial groups, typically in huts made of mud and wood. A cluster of huts forms a village centre, with outlying huts forming a perimeter of several hundred yards. Each dwelling has an alarm of some sort, usually a horn or gong. Turtur stay in contact with their neighbouring Turtur, depending on one another for defense and assistance on major building or farming projects.

Government: Tribal Council

Population: 4,250,000


 

Creating a Turtur character

Step 1: Attributes
Roll attributes as normal. 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 +12, +12 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Turtur gain all the following free;

Night Vision - The character can see in absolute darkness at a distance of up to 27 metres.

Shell - When fully withdrawn, the shell seals off the leg openings and protects (but does not seal off) the head, giving the creature an Armour Class of -3, and gains a +4 bonus to all saving throws, even against mental attacks (because it gains the benefit of a shell, it marshals  all its inner strength for defense).

Additionally Pegataurs 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 Turturs can establish telepathic communication with any normal or giant 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.

Enhanced Taste 10 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Increased Senses 5 Double normal range for sight and hearing. This doubles each time rebought.
Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5 Using this ability the Turtur can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Turtur'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.
Sonar 10 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, +10 metres per level radius. +1 Initiative. 
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The Turtur 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