Vermin
Species Name: Vermin, Rat men, Ratling Vermin are bipedal human sized rats. Though not very strong, they are exceptionally quick, and their ability to blend effectively into the darkness makes the Vermin a difficult race to find. Thousands of years ago the Elves experiment with dark powers lead to the creation of the Vermin race and the first civil war within the Elven race. When they first achieved sentience, the Vermin could do little against their creators, and were left in their roles as magical test subjects. But in time the Vermin broke free, and killed the ones that had made them and tormented them for so long. Over the next two hundred and eighty years or so the newly born Vermin race grew rapidly. Eventually they began a war with the surface world which ended disastrously for them. Thereafter there was pressure to expand the tunnels under the city, as the surface world was too dangerous for the Vermin. Type: Humanoid Rodent Physical Traits: Vermin generally have rat-like faces, bearing an elongated skull and larger-than-average ears. They typically sport thin brown or black fur on their bodies, with the same colour for hair. This hair allows them to blend into dark environments more effectively. As they grow older, this fur begins to grey. They have long naked tails, snouts, pink ears, and pronounced incisors, just like their nonhumanoid kin. Though they have rat-like faces, rat-men are fundamentally human in body shape. A Vermin's bite and the claws on each hand do D4 damage. Height: 4'5-5'6 ft Weight: 100-130 lbs Abilities: A Vermin’s saliva is powerfully corrosive and laced with disease from their rancid diets. Vermin frequently use their spit to enhance their weapons, potentially making even the slightest injury dangerously septic. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: 3D6 +1, WIS: 3D6, STR: 3D6, DEX: 3D6 +1, CON: 3D6 -1, CHA: 3D6 -1, MR: 3D6, HPs: CON +D6 Orbit/Climate: See Earth Feeding Habits: Carnivore Lifespan: 80 years Technology: 2 Culture: Malevolent. Truly malicious race with no
redeeming qualities at all. Vermin are antisocial by nature, being far too concerned with bare survival to
be concerned with anything else. When forced into social situations, many
Vermin show themselves to be awkward and even quite shallow, never having
developed much depth beyond what they do. They are very professional, though,
and seldom let emotion get in the way of what needs to be done, though they can
also be rather ruthless at times, and even quite savage when under duress. In almost all situations where they might have needed help, the
Vermin have been on their own, and they know better than to expect
assistance from other races who have not seen what they have seen or know
what they know. Vermin have a penchant for lurking in sewers and underground
and spending far too much time poking around places known for housing
forbidden magic. Vermin adventurers are usually those individuals who expressed opinions contrary to their warband leader’s or took an interest in a path not favoured by the group such as a divine class, or simply wish for more for themselves rather than the tribe. These Vermin flee their tribe’s retribution to avoid becoming food, and follow their own path to riches and power. Government: Tribal Council Population: 8,570,000 |
Creating a Vermin character
Step 1: Attributes | ||
Roll attributes as normal but then add +1 to INT and DEX, and -1 from CON and CHA. 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 +6, +6 per level. | ||
Step 2: Skills | ||
Choose skills in the normal manner according to the character's class. |
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Step 3: Abilities | ||
Vermin gain all the following free; Vermin Body - A Vermin can bite an opponent requiring them to save vs disease or catch something debilitating but non lethal. Further a Vermin can milk his fangs to put his venom on a weapon requiring anyone taking damage from it to likewise save vs disease. The weapon remains infectious for 1 day per CON. Additionally Vermin start with 30 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 |
Enhanced Smell | 5 | Can identify the specific odour or scent of anyone that have previously met, and track by smell so long as know the scent. The character can also by sniffing a person smell anyone or anything that they have touched and where they have been within the last WIS x1 hour. |
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. |
Increased AC | 10 | This character is incredibly agile and gains +1 AC. |
Intimidating | 5 | This character has greater presence, +1 CHA. |
Natural Chameleon | 5 | Using this ability he can blend into
and render himself nearly invisible in mountainous areas, clumps of rocks,
subterranean areas or any other rocky terrain. 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.
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 | 5 | +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. |
Nightvision | 5 | This Vermin can see up to 60 metres in total darkness. |
Rodent Empathy | 5 | Vermin can establish telepathic
communication with any normal or giant rat or mouse 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. |
True 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. |
Will | 5 | This ability gives the character +1 per 5 WIS to save vs any Possession, Mind Control, Paralysis, Sleep and Charm based attacks. |
Step 4: Classes | ||
Any but Shaman is the favoured mage class. |