JhoSSu’leS (Draft)

JhoSSu’leS

Culture and the Ajarat Cradle:

Near the mid western edge of Doran above the Lishdom of Tah’Linn and to the West of the Egasha Flat-lands lies the Ajarat Cradle. It is a region of forests and plains surrounded by an almost unnatural ring of mountains. These mountains were formed when a devastating weapon was used to in the Great War to destroy the nation who once dwelt here. The Ajarat Cradle was in times past a bustling metropolis and a centre for trade. A great transportation way of Waygates(?) had been built which allowed the people of this place to access to nearly all of civilization as it once stood so long ago. All that remains of this wonderous city are ruins and extremely the dense currents of ambient mana left in the area. This territory was claimed by a Wind Dragon after the Great War and it distantly watches and occasionally assists the survivors of the war who settled in the area. At first these survivors were humans yet the dense mana around them began to change their physiology and over the past 990 years the human survivors disappeared and only the JhoSSu’les remain.

The JhoSSu’les are humanoids and could pass amongst humans fairly easily, but upon closer examination there are tell tale signs of mutation. Firstly their eye colors are unusual in hue; white, purples and black are common. They are seldom heavy set and their bodies are lithe, limber and mercurial; the stronger of their kind bearing tight & compact muscle tones and possess incredibly strong tendons. Their facial features are unpronounced and soft giving them an eerie beauty. The skeletal structure of the JhoSSu’leS is no longer bone but cartilage and their muscles and organs are considerably less dense and resultantly lighter than the average human. They appear to move with incredible alacrity and their speed is tremendous being able to reach and maintain incredible speeds on foot. Their mutation however has rendered them far weaker and much less hardy than humans; severe injuries often need highly skilled healers who have sufficient knowledge of the JhoSSu’les physiology.

The JhoSSu’leS are a very amiable patient people who are by nature open-minded and quiet. They are respectful of others as long as that respect is returned. They believe in privacy and seldom pry or gossip only ever interfering in another’s business if there is certainty of a severe problem endangering a JhoSSu’leS. They can come off as rather distant and aloof to other races but never rude or brash.

They have a rational approach to religion and faith due to their exposure to so many other cultures beliefs (explained later) and believe one should find out as much as one can about the ‘Paths of the Spirit’ before choosing any particular one. It is also forbidden to force worship upon another no matter how strong the conviction may be, as a JhoSSu’leS saying states: “The right path is chosen not forced.”

JhoSSu’les culture is based around family units or JhoS. These Jhos are comprised of a matriarch and patriarch who are expected to either create their own homesteads within the Cradle or swear fealty to and join a pre-existing family usually one of the parents. Some homesteads can grow to be large towns in size and the families in charge of these large settlements are the loudest voices in the nation’s politics. Other powerful families are those in control of raw materials, good farmland, and trade points, this leads to a good spread of power over the nation and very little corruption as there is no central bureaucracy, or currency, trade is done via barter and relative worth. Problems are settled between families quietly and seldom violently. To many outsiders the JhoSSu’leS society is somewhat Utopian in its cohesion. Families leave each other to their own affairs and deal with their own problems. When a problem arises that one family cannot solve which endangers them or others another family will step in join them and deal with it.

All JhoSSu’leS upon reaching adulthood are sent to Niji’Sur where they are given basic military training and equipment at the fort there. The JhoSSu’leS forces have a total of 15 ranks each represented by the weaving pattern used to create their Aydglon uniforms. The higher the rank the more intricate and potent the patters are, the higher ranking patterns imbuing the robes with remarkable strength and flexibility. The tradition of martial training and the importance of continued practice make the JhoSSu’leS a disciplined and united people despite what might seem as a fairly fragmented social structure. Information is passed between families rapidly via messengers and carrier birds and it is seen as a good quality to be and keep others well informed. When trouble does make its way to the Ajarat Cradle the JhoSSu’les will already know and be waiting well prepared.

In the centre of Ajarats cradle lie the ruins of the pre war transportation system now known as Niji’Sur. The JhoSSu’leS have explored and reactivated some surviving gateways to other places in Pentarus.

They are a people who hold the adage strength through experience very close to their hearts and this is largely due to their discovery of the gates. They believe it to be the Wind Dragons will that they travel through the gates and into the world for if it were not the Wind Dragons desire he would surely stop them.

Travel through the gates is a ceremonial affair which takes place soon after a sighting of the Wind Dragon which is seen as a sign. JhoSSu’les eager to prove themselves and gain respect for their families compete for the honor to take this journey, the contests surrounding this selection are usually games held on the plains involving events which test the full spectrum of the competitors abilities, many families come to the meetings to compete, trade, arrange marriages and share news.

Fewer JhoSSu’leS are returning from their travels in recent years which has caused some concern amongst the more powerful families who have begun to forbid their members (and heirs) from competing and traveling the Niji’Sur. Those that do return are forever regarded as heroes and the knowledge and skills they bring back to the JhoSSu’leS continue to diversify and strengthen these enigmatic people. They have even begun the renovation of a part of the Niji’Sur ruins and plan to pool their knowledge in a great library allowing all JhoSSu’leS to access it readily.

JhoSSu’leS
STAT MODIFIER RESISTANCE
ST CO AG QU SD RE IN PR EN PP ST WI MG
-5 -5 +5 +10 +2 +0 +0 +0 +15 +40 +10 +10 +10

Lifespan: 120 – 150

Height: 4’6 – 5’8

Lightning Reflexes: +5 to initiative

Blazing Speed: +5 BMR

Jumping: 3x BL to jump

Immune to broken bones: where this is mentioned in a critical replace with nerve or muscle damage, however healing such injuries takes double the time unless treated by someone knowledgeable in JhoSSu’leS physiology

Appendix:

JhoSSu’leS Weavers: The JhoSSu’leS use the metal Aydglon to weave garments of incredible strength and flexibility. There are 15 weaving patterns in the JhoSSu’les repertoire. The most complex and intricate patterns known only by a few master weavers and have possess great physical and mystical power. Such garments are only reserved for the greatest heroes or the most respected and richest families. Aydglon is a metal occurring in great abundance in the area and is linked to the Air Dragon by JhoSSu’leS mythology. It is often found very close to the surface of the ground and is a dull silver in color. It can be brought to a remarkable shine via certain patterning but only by the most skilled JhoSSu’leS weavers. This pattern is called the Air Dragons Dance.

Aydglon
# of OB MB’s: # of DB MB’s: Cost X: Man Bonus: Casting Modifier:
4* 4 ** 10*** 0.5

* Only flexible weapons such as whips, bow strings, garrotes etc

** Only known weavers are the JhoSSu’leS and only given within their people. A stolen robe of the weakest pattern fetches around 30,000. Imitations or if another way to use Aydglon then 15-20k

*** Dependent on patter usually raised in increments of +5 to Man Bonus

JhoSSu’leS Mounts:

Ajarat Oryx
Level: Size: BMR: Initiative: DB: Hits: Attacks: ST: WI: MG:
4 M 25′ 25 55 200 M-KR 65L-PU 80 45 45 55

The Ajarat Oryx is a slightly mutated genus of Antelope. They exhibit increased size (small horse), speed and intelligence. They have a greatly different temperament to others of their kind being less skittish and fearful, instead being far more confident and inquisitive. These tendencies have made them the mounts of choice for the JhoSSu’leS for as long as they have lived in the cradle

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The Stonehewn (draft)

“These creatures of stone are nigh but a myth, made in old times to scare people of less bravery than us, than modern men. And perhaps those of House Jeh’Arn , but not us, of House Oeh’Nar.”

The Stonehewn is an ancient race of magically conceived sentient creatures. Some are humanoid in shape and size, whilst others are smaller and others again are larger, some much larger. Humans for many millennia have not seen the Stonehewn and the Threel haven’t been in contact with them much since the fading of the Great War, but know that few still remain after the devastating millennia long war. Only one group or, nation of humans knows of the Stonehewn as a historical fact, or at least legend with roots in reality. This is Quein.

The Stonehewn are beings created by stone and as such resemble the element which the came from. The most ’common’ adult Stonehewn is shorter than an adult human, but also a lot wider, usually dark grey skin with what seems like cracks. They are incredibly strong and heavy, able to take severe punishment and still stand up right. The Stonehewn rarely grow any sort of hair, but when they do it is usually thick and coarse, and most often takes the form of a beard, adorning their wide, yet humanoid face. They have four digit hands and feet, with slightly abnormally large hands and feet.

Stonehewn have a natural affinity with stone and the element of earth, having the innate ability to shape and mould stone with their will; this usually requires two Stonehewn to perform and is their way of reproducing, creating more Stonehewn. Creating more Stonehewn requires a large amount of mana and cannot be performed on just any type of stone; rather it must be performed inside their underground settlements at what could be called the heart of the complex (before the Great War they had cities like most other races, but even at this point they had to go underground to create their offspring).

Stonehewn have no gender, although some might seem more feminine than others, this is purely a personality difference that occur naturally, but also closely combined with geophysical and geological peculiarities at the place of their Creation of Fate (i.e. birth) and the “parents'” Intention of Fate. They understand the concept of having two genders, but also see this as a social obstacle. From this it naturally comes that others, especially humans, see them as less than adaptable and out of touch with reality. Naturally this is not the case, but a certain social stagnation and one sidedness does emerge in the older settlement, but also varies between settlements. Stonehewn that travel the world (which is unheard of since way back during the Great War) are more, one could say, multi-faceted.

The Threel™

(This is draft for the species, it is as of yet not finalized).

“…Boys! Let me tell ye something about those forests up north. It ain’t no place for such innocent young dumplings such as yerself, nevermind what those travellers were saying ‘bout treasures and riches, it ain’t worth it, no-no-no, not worth it; those are cursed forests, filled with demons from the time before, the time before the Great Struggle, no use going there, ye’ll only get yerself killed, or worse, end up like me, a babbling old fool who saw things never meant for the eyes of men, turned me all crazy…. Or so they say…” <swig> “but I’ll tell ye lads, what I say ‘bout demons is the truth, fell cre’tures dwell in Cumari forest, cre’tures that wants to be ‘lone, creatures best left ‘lone. They walk like men, though the’r stature betrays the’r inhuman ‘eritage, breeds of demons from hell I say, demons mating with men, stealing away young boys and girls for the’r cruel cravings and taste for human flesh!” <swig>


Demeanour: The Threel is a reclusive and old race. Highly attuned to magic, the natural world and their own destiny, this is shown in their longevity and outlook on events and the world. They tend towards specialising in trades, become more than adept and more often than not apply magic to these crafts. Magic is a central part of the Threels life; they revere it and hold it in high regard. As it is a necessity to their existence, they also fill their lives and tasks with it, so to know it better and feel its gentle touch. Because of the events of the last few thousand years, the Threel changed their way of living, both to remain a people in their own right and to let the humans and other races focus on their own survival. This has made some Threel societies more aggressive towards the other races, but they remain reclusive in their domains, nurturing their existence and trying to find ways of saving their people.

Threel have smooth and fluid voices and usually use an old-fashioned syntax, language and words.

Appearance: The average Threel stands at 6’6’’ with no discernible difference between males and females other than what would be expected for humans. Humanoid in shape, they look like tall and slightly strange humans. Their skin ranges in colours similar to that of humans, though the darker shades are very rare. What distinguishes the Threel from humans, except for height, is also their affinity and dependence to magic, nature and their Anthocs (horns-like muscle controlled protrusions) growing out of the back of their heads, usually near the neck. This is one of the main reasons for why they are viewed by outsiders as evil beings and devils. There are mainly four breeds (detailed below) of the Threel, which are differentiated by their Anthocs.

The Threel’Sah with the Anthocs appearing like two parallel ridges across their head going down towards the neck; the Noc’Threel with two parallel Anthocs growing out of the back of the head, sometimes entwining, the two point twisting slightly forward on the opposite side above the shoulders; the Threel’Tok with their Anthocs growing parallel from the lower back of the heads, usually curving and appearing either side of their faces; Threel’An with the Anthocs growing from just above the neck, going diagonally forward and downwards above the chest.

Lifespan: The Threel varies in longevity, and it has over the last thousand or so years shortened. These days the lifespan of a Threel is somewhere in the regions of 1200 to 1500 years. Due to low birth rate this means they are dwindling away in numbers, though a good few thousands still exists spread across Pentarus.

About Threels: Their history dates back to before the Great War, though little history remains in the world outside their domains, in fact very few in the world at large even suspect the existence of the Threel, they are considered to be nothing more than a myth if remembered at all.

Whilst some Threel are indeed vicious and not accepting of outsiders, they are a civilized race and usually don’t commit violence without reason.

The Threel are dependant upon magic in a quite peculiar way, which is linked to the decrease in birth rate since the start of the Great War. The Threel need magic to stay fertile. Their Anthocs are linked to this in that they are powerful receptors of ambient magical energies. They pick up these energies through the whole body, but their horns are especially sensitive to the magical energies, its matrixes and waves. The Anthocs are also used, by some Threel, and in particular the Threel’An whose anthocs are useful in this way, for close combat, and wrestling in particular. They have even developed their own martial art using these horns, if they are ever to be disarmed in melee.

The Threel and their religion is something of an enigma, whilst some of them seem to be worshipping deities and aspects of nature as well as magic, these are in actuality closer to something like saints, heroes or historical figures (some of which are Devis), dead or alive. Many have more of a respectful homage in their devotion, in particular to magic for its role in their existence and technology, for the lost days of old. Their religious behaviour is not zealous, as they are too long-lived and rational for that, but they do fight enemies and especially the monsters with wild ferocity, which betrays the primal instinct in this old race.

Because of their longevity they still know much of the history of Pentarus and the reasons for the Great War, but as a preventive effort, or perhaps for egotistical reasons, they keep this knowledge to themselves, or have kept. Recent trade with human settlements has improved their perception of the other races, slightly, which in turn has made them reconsider their hold on information, and trade some of this away from time to time. Their longevity also makes them slightly distanced from the realm of humans and other short-lived races. They normally don’t rush to act, preferring to consider and try to find a good solution. This if of course over-ruled by monster attacks and certain other situation, at which point they will act hastily and with much determination.

Threel children are raised in what one could consider an enclosed environment, with little or no exposure to the worlds outside their domain. This causes many Threel, especially younger ones to have a hard time communicating with outsiders (i.e. Humans), trade with them and in more general contexts.

From the age of 80 they are considered old enough to roam the domains more or less freely, most of them picking up a craft, or learning various crafts and skills, to perhaps further down the road specialise. Leaving the domains are restricted for most, as most Threel societies still have a strong belief that they should let the humans be in peace and nurture its own wounds from the Great War. The Threel still know much about the outside world though, so they are not isolated, they do trade and have spies out there, watching and waiting. Some even have some political relations, though these other parties are mostly oblivious to the fact that they are dealing with the Threel.

Threel see little danger in intrusions into their domains, most of the time. Adventurers and travellers are rarely regarded as a threat, but the former is closely watched if they appear too close to their settlements. Monsters on the other hand they hunt down viciously and with little concern of dying in the process, most Threel has had years of martial training, and at least some magical training for use in such encounters.

Threel sub-species:


Threel’Sah

The Threel’Sah is an analytic people; they were the first Threel to discover their species’ innate abilities and aptitude with magic. The Threel’Sah were the first leaders and powerful magic wielders of the collective Threel nations. They created wonderful magic items and also were the first to introduce advanced technology into their respective societies. Many Threel’Sah became known for eccentric behaviour, but their eccentricities were tolerated for the good of their inventions and innovations. During the Great War they led teams hunting down magic wielding monsters and later enemy magic users. They also developed their technologies until such tasks were impossible to conduct due to the devastation and intensity of the war.

The Threel’Sah founded their first cities and towns on the plains of what was later to become known as Corun, in the area now known as Doram’s Weep, but later left this area for Corun, De’Thial and other nations, both Threel, Human and Stonehewn. They were a nomadic people, turning rural and later urban when integrating themselves with other societies.

Cultures: Urban, Rural, Nomadic, Nali, Underhill

Noc’Threel

The Noc’Threel was perhaps the rashest of the Threel, albeit not comparable to humans in their impulsive behaviour. Many Noc’Threel found their place within the collective Threel societies as warriors and lone hunters, using their innate abilities to track down and overpower their enemies. They created exemplary weapons and took good use of what the Threel’Sah later created in their use for hunting down monster lords, enemy commanders and the more powerful adversaries of their allies. The Noc’Threel evolved and founded their first societies by the hilly roots of the Torum Mountains, later they congregated where now the Cumari forest lies. They also spread out like the Threel’Sah and joined many nations, putting their various skills to use.

Most Noc’Threel served as soldiers in the Great War, but far from all of them did so.

Today the densest population of Noc’Threel can be found in the Cumari forest, the monument to their greatest failure and greatest achievement, constantly fighting the darkness below and protecting the world outside.

Culture: Rural, Sylvan, Nomadic, Underhill, Highlands, Tribal.

Threel’Tok

The Threel’Tok saw their societies develop and spread out from forests near todays Doram’s Weep, amongst the oldest in Taneiris Forest. A hardy people they are also very sociable, creating the first Threel communities in forest dwellings. They were the first to realise the link between the different sub-races of Threel and welcomed them, whilst also negotiating treaties between warring Threel communities. In addition they have a keen interest in flora and fauna wherever they go, seeing in the natural world the reflection of the constructed world. They were the first to rationalise and deepen their connection with the Gods and the Spirit World, having the innate ability to see into the Spirit World. They were the first ambassadors, diplomats, shamans, druids and vivamancers of the Threel as the Threel’Sah were the first arcane magic wielders. When the two met, they both realised the connection and significance of the others disciplines, debating the nature of things, often in heated debates, but always understanding and respecting the others views.

Culture: Sylvan, Rural, Nomadic, Underhill, Nali.

Threel’An

The Threel’An appeared many places on the Kotani continent, they were the breed of Threels to stay the longest as a nomadic culture, this resulted in many small semi-nomadic tribes. Their earliest communities were therefore small and widespread, causing them to be the only of the Threel to have communities originating from other continents and islands. This caused some debate as to the age of the different breeds of Threel.

On Kotani the first Threel’An communities recorded soon joined with the Threel’Tok, as the two had many similar tendencies and features, and appeared in close proximity. The Threel’An had an innate affinity with nature and a keen interest in exploration exceeding that of any of the other Threel, most likely due to their nomadic history. The Threel’An used their abilities to protect their communities, especially this became their task when joining the Threel’Tok, scouting and patrolling the surrounding areas. During war they usually worked as recon troops, scouting and getting special assignments requiring stealth and when numbers had to be few.

Culture: Sylvan, Nomadic, Underhill, Rural, Nali.


Locations and Cultures:

There are mainly three domains that solely or mainly belong to the Threel; these are listed below. These are the biggest and most prosperous, although there are other settlements and communities too, one of these places would be the old city of Corun, high in the Torum Mountains.

Cumari Forest

The Cumari forest is located on the western part of the Kotani continent, up north by the Torum Mountains. The Threel inhabiting this forest are more aggressive in nature then most of their kinsmen, friendly only to other Threel and The Tribe of the Black Bamboo which whom they share parts of their domain with. The Cumari Threel is made up of mainly Noc’Threel, but there is also a presence of some from the other breeds.

Cumari forest is an extensive expanse of oak forest in the western parts, whilst the south and east is more mixed, birch, fir and other types of wood. Deeper into the forest older and different kinds of trees and other plant life exists, a flora unknown to outsiders. These parts of the woods are magical and attuned to the living world, moving, singing and dark. Also some of these deeper areas are corrupted by war, history and some darker power, which in turn has made the Threel more reclusive and vary of outsiders, struggling to maintain control over the forest and what lies beneath.

The northern parts of the Cumari Forest is covered by a vast fir and pine clad region, ending at the very bottom of the Torum Mountains where the Threel has some mines where they mine special metals and alloys, which they trade with The Tribe, and through them the outside world.

Culture: Sylvan, Shallow Warrens, Nomadic.

De’Thial

The city of De’Thial has for centuries been hidden from the world. A city which dates back to before the Great War, believed to be nothing but a misplaced reference by scholars, the general population have no name for it and legends and myths themselves have forgotten this city.

De’Thial soars in the skies, and for the last few centuries it stayed over the seas, guarding the area around The Splinter.

In recent years the Threel of De’Thial has started trade with some select human settlements, hiding their identity and the whereabouts of the city. One city that they do extensive trade with is Luciat, where they are referred to only as Those From Across the Sea. Threel mainly populates De’Thial and the majority of them are Threel’Tok, but also has sizeable populations of the Threel’Sah, other Threel also lives there, but of lesser numbers. The Threel of De’Thial have also settled a small group of islands far west of Luciat, where they sometimes meet with representatives from Luciat and other cities and cultures with which they trade and have relations.

Culture: Urban, Nali (HB-4)

Taneiris Forest

Taneiris Forest is located far east of Fort Gendrick, on the other side of the unsettled and wild areas of Doram Weep. The forest is roughly the same size as Cumari, and is settled mainly by Threel’An. Taneiris Forest is well guarded and trespassers are rarely tolerated, though in recent years travel has been possible, with the Threel only appearing when they need news or want trade, as a sort of forced toll to go through the forest. They patrol the immediate areas surrounding the forest, though being more guarded towards the west than east, having patrols scouting for miles outside the forest; looking for monsters and other possible threats to their domain.

Culture: Sylvan, Rural, Nomadic.

Minor Sites

Corun

The old city of Corun lies high in the Torum mountains, in a valley surrounded by five mountains. There are no roads going anywhere, but the Threel of Corun know of paths and trails that will lead to where they need to go. Corun is perhaps the only place where the Threel live with humans, at least in such numbers. Corun was a large city with similar abilities to De’Thial, but during the Great War the city was devastated and lies now where it was constructed, most of it in ruins. Here lives a more or less evenly mixed population of the different breeds of Threel and a sizeable population of humans too. Though believed impossible, some half-Threel-half-humans exists here. In the surrounding mountains small societies of Volar (alternate name?) exists too, although communication and trade between the two are uncommon at best.

Culture: Urban, Rural, Highland (HB-1), High Valley (HB-3)

Special Abilities for all Threel:

Anthocs (Sense Magic) – Because of their Anthocs, Threel have the innate ability to sense the presence of magic as per the Sese Magic talent (HARP Core Rules page 51.)

If for any reason both the Anthocs are shortened or damaged, increase the penalty to -40, if both are removed they loose this ability completely and become infertile (and lose benefits described below). Anthocs may grow back (at a fairly quick rate, about 1 year if the Anthoc was not removed at the base, if removed by the base it can take up to 4 years to grow back), but not after the Threel has become more than 500 years old, at this point any such removal will render the Threel permanently infertile, loosing their ability to sense magic, as well as incurring a -15 penalty on all spell and magic related rolls. If only one is removed the chances of producing offspring is reduced dramatically, increase the modifier to sense magic to -30 and loose the benefits below.

-Another feature with the Anthocs is that they contain mana, each Anthoc has 15 PP of fixed mana (a total of 30 PP for both) that theThreel can learn to channel mana from. They recharge at 1 PP per 4 hour (1 PP per 8 in low magic areas, 2 PP per 4 hours in high magic zones, like nexuses and by lay-lines). If removed from a Threel the Anthocs contain the same amount of fixed mana, but do not recharge. Threel choose one way to tap mana (usually Personal mana, as with all other races), but can learn an additional one at two third DP cost (round up), these include Tap Ambient Mana, Tap Personal Mana and Tap Fixed Mana. If choosing Ambient Mana, the Threel will use one round casting a spell per 3 PP (not as per College of Magic (CoM)), recharging as per CoM. If choosing Fixed Mana, the Threel will use one round casting a spell per 4 PP (not as per CoM), recharging as per CoM. If choosing Personal Mana normal rules apply, except that recharging is as with Fixed or Ambient mana users. If the Threel looses one or both of it’s Anthocs it will loose these benefits, but keep the talents, the same happens if in a low-magic zone.

-If a Threel is in a no-magic zone, or dead zone, they will shortly (within in 2d10 days) become infertile and their Anthocs will not recharge after use, they will also loose all magical benefits of the Anthocs. Because of events during the Great War this is the sole reason as to why their birth rate has dropped dramatically. Within the last 1000 years or so their birth rate has increased, the Threel take this as a good sign, but also as an omen as to what is coming.

-Threel Anthocs can also through age become PP adders, at +3 age increments each anthoc that is undamaged will become +1 PP adders. (suggestion: this will increase by +1 every 4-5 age increments?)

– Threel can also use their Anthocs in combat (see below).

 

Threel’Sah abilities:

Enhanced Senses

Spirit Sense


Noc’Threel abilities:

Lightning Reflexes

Greater Darkvision


Threel’Tok abilities:

Second Sight

Nightvision

 

Threel’An abilities:

Outdoorsman

Blazing Speed


Combat related use of Anthocs

The use of Anthocs in combat is usually as last resort and if unarmed.

The Anthocs can be used in conjunction with Martial Arts sweeps/strikes, wrestling and brawling. The Threel must have reaches adulthood +1 age increment to use them effectively in combat; one exception to this is the Threel’An, which can use them already at adulthood, albeit at limited capacity.

-The Threel’Sah Anthocs can by adulthood +2 age increment (95 years), incur a small crush if used as part of a charge attack (at no penalty), or a tiny slash. This is used in conjunction with a martial arts strikes or brawling attack. It can still be used in close combat albeit at a -15 penalty, wrestling is now also a possible skill.

-The Noc’Threel Anthocs can by adulthood +2 age increment (85 years), incur a small puncture or small slash if used in conjunction with martial arts sweeps or wrestle. Any such attack suffers a -20 penalty.

-The Threel’Tok Anthocs can by adulthood +2 age increment (105 years), incur a small slash or tiny puncture if used in conjunction with wrestling. Any such attack suffers a -10 penalty.

-The Threel’An Anthocs can at adulthood be used in combat as a tiny puncture when wrestling or brawling. At adulthood +2 age increment (95 years), the Anthocs have enough length to be considered small puncture when brawling, wrestling or using martial arts sweeps or strikes if engaged in close unarmed combat, they can also incur a tiny slash. Using the Anthocs in this fashion incurs a -15 penalty (-20 at adulthood no additional age increment).

-Counting as natural weapons, character Threel do not need to develop the appropriate skills for using the Anthocs in combat, they can use them with the combat stats without penalties for not having the skill (i.e. matial arts sweeps or wrestling).

 

Race DP Cost: 10 dp (This must be paid with the starting DPs to be allowed to play the race, in addition to GMs approval).

 

Racial Information
Race

Racial Stat Modifiers

St   Co   Ag   Qu   SD   Re   In   Pr

Endurance

Power Points

Resistance Bonuses

Stamina   Will   Magic

Threel’Sah

+0  +0  +2   +2   +1  +3   +3  +0

+20

+40

+5           +10     +15

Noc’Threel

+2  +2  +2   +3   +0  +0   +2  +0

+35

+25

+15         +10     +5

Threel’Tok

+0  +3  +2   +0   +2  +0   +2  +2

+30

+30

+10         +15     +5

Threel’An

+2  +0  +3   +2   +1  +0   +2  +1

+25

+35

+10         +10     +10

Starting Age
Race Adulthood Lifespan Increment
Threel’Sah 80 Approx 1300 10
Noc’Threel 70 Approx 1200 10
Threel’Tok 90 Approx 1400 10
Threel’An 70 Approx 1200 10
Base Height & Weight

 

Race

Base Height Base Weight Weight Modifier
Threel’Sah 6’6’’ 170 3
Noc’Threel 6’7’’ 180 3
Threel’Tok 6’8’’ 190 4
Threel’An 6’4’’ 160 3

 

Threel Racial Talents:

Anthoc Combat:

May use anthocs in combat as per the racial description.

DP Cost: 0 at right age, 15 before (10 for Threel’An)

Anthoc Power Point adders:

The Threel’s anthocs now function as PP adders as per the racial description.

DP Cost: 0 at right age 20 before