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Mantloians...
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Bobmalooga
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Commander


Joined: 13 Sep 2010
Posts: 367
Location: The south...

PostPosted: Fri Jun 13, 2014 10:25 am    Post subject: Mantloians... Reply with quote

A little something I cooked up for a player of mine...

Species: Mantloians
Racial Min/max
Dex: 1D+2/4D+2
Know: 1D/3D
Mech: 1D/3D+2
Perc: 2D/4D+2
Str: 1D/2D+2
Tech: 1D/3D

Special Skills:
None

Special Abilities:

Skill bonus and limits:
At the time of character creation, Mantloians get 2D for every 1D placed in Hide, Sneak, Search and Climb/Jump skills. with a maximum of 1D placed into those skills at time of character creation.

Fur, Claws and Bite: Their fur acts as a insulator vs. cold weather and they receive (as a bonus to established skills with at least 1D in the skill at character creation, meaning the player has to have put points into the skill...) a +1D to survival rolls in cold/winter or arctic like conditions, this effect is not acumlative as an established skill bonus, but rather an additional die that is rolled in those environments, nor can this bonus be increased over time as if it were a skill bonus of some kind. Due to their size and nature Mantloians receive +2 pips additional damage against unarmored foes who happen to pick a fight with them. The claws also grant +2 pips to their climbing rolls.

Smell and Sight: Mantloians have highly developed senses of smell getting a +1D to their search skill when tracking by scent. They can also see unaided at night in low-light settings.

Story Factors:

Animal Like Nature: Most humans will feel unusually protective towards Mantloians wanting to protect/feed or take care of them like pets. Because of this humans can be condescending to them, something that seems to incite anger in Mantloians.

Tough to treat and Disease intolerence: Lysoviruses and viruses that attack the central nervous system get a +1D to do so against a Mantloian, furthermore due to their unique nature treatment of such viral attacks, and even standard treatment, is difficult and all medical attention given to them receives a -1D to do so and goes into effect as if one difficulty rank lower. So that even if the med-tech needs a heroic roll and manages to achieve that through die rolls, the effective level of the treatment goes into affect as if it were a 'very difficult' roll.

Unique nature: Mantloians started off as genetically engineered pets for patients in an asylum, the problem is that they were part of a primitive race that the local Imperials thought were just animals. By kick starting them up the evolutionary ladder the Imperials inadvertently released them out into the universe; the other problem after the treatment became that so few of the various species that make up the Mantloians are genetically compatible that breading is few and far between making them an extremely limited race.

Capsule history:
The Mantloians started off life as a series of primitive, but similar, tribes on a backwater Imperial medical facility. No one thought anything of the tribes who gazed at all the machinery and armor in apt curiosity. The Imperials set up their facility on the planet Algernon. Admiral Mantlo, the second in command to the Imperial's genetic research and development division was given the task of colonizing the re-education facility. It was through Mantlo's work with the mentally handicapped and ill that he had risen to power through the Imperial ranks. In truth he wasn't a great healer or a kind man, but rather a warden of a prison that kept political prisoners. One of the stranger ideas that he had, in the control of the prisoners and to extraction of information from them, came in the form of giving them pets as a form of attachments that could be used against them. The Empire refused to allow him to transport pets to the distant world due to the sheer cost, so using his skills as a genetic engineer Mantlo used the raw materials at hand to create pets for the prisoners.

No one asked the tribes of Mantlo whether they wanted to be a part of this endeavor or not. Some of the experiments were successful and granted the tribesman the ability to communicate and walk upright. Others however were not so lucky, there were Mantloians who after gaining enhanced intelligence through the manipulation found that the change wasn't permanent and regressed back to their former level or worse becoming more avastic then ever before. These experiments went on for nearly fifteen years before the facility was discovered by Rebel forces who led an attack to free the prisoners there. the Mantloians who were changed by the experiments joined the fight, realizing that they were prisoners just like the inmates imprisoned there. The matter became more complicated when the Mantloians realized that they couldn't go back to the former lives they had as their still primitive tribes wouldn't accept the changes made to them. With no way back to how things were and nowhere to go, some of the Mantloians joined the Rebellion and others decided to take their chances out in the universe by using Imperial vessels and equipment to escape Algernon.

Description: The Mantloians stand 1.2 meters in height at their tallest and weigh no more than 60 lbs in weight. They are covered head to toe in fur (Colors vary between gray, brown and white in color, with a glare reducing dark stripe going horizontally across the orbita region of the head) with a tail measuring roughly 25 cm in length and capped with concentric stripes near the tip of the tail. They have small claws on their hands and feet for climbing, but these claws have little practical use in combat

Movement: 8/10
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