Domibian Races: #8 Idshus

The Idshus are short goblin-like humanoids that usually live on the outskirts of other race’s settlements doing odd jobs and living off the refuse. Their work usually ends up being all the menial and filthy jobs that are common in preindustrial cities.
They are able to eat almost anything, as long as it was edible at one time and suffer no hangovers. They mature much more rapidly than humans and are considered adults at nine. They also tend to be easily distracted.

Their religion is unique, as it postulates that Idsh cares nothing for his children and probably doesn’t even really notice their existence. This gives the Idshus a rather “who cares” attitude. Every 22 years Idsh awakens and will be available for offering assistance to his followers. Despite this there is no organized religion for Idsh.

They speak a version of Ahngli along with a pidgin form of whatever the local language is. The analog I use for their dialect is Cockney English with bits of rhyming slang.

They have light to olive skin with all hair and eye colors. Males stand 5’3″ and weigh 115 lbs. Females are 5’0″ and weigh 90 lbs.

SAFUG stats

Idshus have a lot of sub-par attributes. Males have a Strength of 8 (females are a 7). Health is 9, Intelligence and Will are 8’s (Perception stays a 10). Agility, Dexterity and Speed are all 11’s. Education is a 4, Appearance is an 8 and Charisma is a 7.

I’m going to give both genders a -2 ST with females also having (non-canonical) Lower Arm ST -1. HT will be -1. IQ and Will get a -2, with Perc (both Will & Perc detached from IQ) is a 10. Agility & Dexterity get folded into just DX, which will be +1. Speed of 11 will net them a +0.25 Basic Speed. The Education of 4 results in the usual Illiteracy and Social Stigma: Uneducated. Their Appearance of 8 translates into Unattractive and the 7 Charisma will turn into Social Stigma: Minority Group.

Idshus male [-86 points]

Attribute Modifiers: ST -2 [-20], HT -1 [-10], DX +1 [20], IQ -2 [-40]

Secondary Characteristic Modifiers: Basic Speed +0.25 [5], Will -2 [-10] idshus male

Advantages: No Hangover [1], Reduced Consumption 2: Cast Iron Stomach [2]

Disadvantages: Appearance: Unattractive [-4], Distractable [-1], Illiterate [-3], Nosy [-1], Short Lifespan 1 [-10], Social Stigma: Minority Group [-10], Social Stigma (Uneducated) [-5]

*********************************************
Idshus female [-91 points]

Attribute Modifiers: ST -2 [-20], HT -1 [-10], DX +1 [20], IQ -2 [-40]

Secondary Characteristic Modifiers: Basic Speed +0.25 [5], Will -2 [-10]idshus female2

Advantages: No Hangover [1], Reduced Consumption 2: Cast Iron Stomach [2]

Disadvantages: Appearance: Unattractive [-4], Distractable [-1], Illiterate [-3], Lower Arm ST -1 [-5], Nosy [-1], Short Lifespan 1 [-10], Social Stigma: Minority Group [-10], Social Stigma (Uneducated) [-5]

Features: None.

Italicized disadvantages are cultural or just common rather than racial, so they may not be universal.

What do I do with them?

The Idshus tend to just be sort of comic relief, but there is also an element of pathos about them that might inspire a soft-hearted character to try and help their lot in life.. They are ubiquitous (at least in civilized lands) but most people try and ignore them. In more violent cultures they are still found as slaves and do the same sort of tasks.

Other Racial Write-Ups

#8 Idshus
#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #7 ZHEE!

Another non-villain race. The ZHEE! are a race of intelligent gorillas who inhabit the vast equatorial jungles of Continente Orientale.
(I am using Italian as an analog for Lan, the language of the Klombasi. The Klombasi handle the bulk of all long distance sailing, and therefore have named a lot of places and their language is sort of a lingua france).

The ZHEE! are a race of intelligent gorilla-like apes. They are reclusive both for geographic and cultural reasons. Geographically they are isolated by the remoteness of the high elevation rain and cloud forests they prefer. Culturally they are isolated because of the difficulty in communicating with other races, as well as religious proscriptions against mingling with outsiders. The ZHEE!’s goddess, ZHE!, advocates avoidance rather than violence as a response to human(oid) incursions. The ZHEE! vocal language is limited to gutteral barks, accompanied by a full vocabulary of sign language (the name of the goddess, ZHE!, represents holding an open hand out while barking ZHE!).

ZHEE! technology is limited to stone, wood and bone. They have fully functioning hands, unlike Earth’s gorillas, and so have fairly sophisticated tool-making skills. Metal tools and weapons are highly prized, and are one of the only reasons that the ZHEE! will interact with others.

ZHEE! live in matriarchal clans. They construct elaborate tree houses where they can sleep free from worry of predators. Most ZHEE! carry a staff that is used for utility work as well as a weapon. Violence is rare and is usually the result of predators or marauding groups of human(oid)s.

SAFUG stats conversion

Male ZHEE! have a Strength of 17 while the females are a 19. They have Healths of 13 and 14 respectively. Both genders have an Agility of 11 and an Education of 4. Everything else is a 10.

The Health stats are probably too high for GURPS, so I will give them a +1 HT and boost their HP by the difference, to make them more robust without making them practically immune to disease and stunning. I think I will give the females a ST of 15 with Arm ST of +4, with the males getting a ST of 14 with Arm ST +3. Agility 11 translates into DX +1. The Education of 4 (as usual) translates into Illiterate and Social Stigma: Uneducated.

ZHEE! female [84 points]

Attribute Modifiers: ST +5 [50], HT +1 [10], DX +1 [20] zhee female

Secondary Characteristic Modifiers: None

Advantages:

  • Arm ST +4 [20]
  • Brachiator [5]
  • Extra Hit Points +3 [6]
  • Sharp Teeth [1]

Disadvantages: Illiterate [-3], Low TL -3 [-15], Semi Upright [-5], Social Stigma (Uneducated) [-5]

Features: SM +1. Average height is 7’4″ when standing upright, and weight is 300 lbs.

Italicized disadvantages are cultural rather than racial, so they may not be universal.

ZHEE! male [67 points]

Attribute Modifiers: ST +4 [40], HT +1 [10], DX +1 [20] zhee male

Secondary Characteristic Modifiers: None

Advantages:

  • Arm ST +3 [15]
  • Brachiator [5]
  • Extra Hit Points +2 [4]
  • Sharp Teeth [1]

Disadvantages: Illiterate [-3], Low TL -3 [-15], Semi Upright [-5], Social Stigma (Uneducated) [-5]

Features: SM +1. Average height is 6’10” when upright and weight is 250 lbs.

Italicized disadvantages are cultural rather than racial, so they may not be universal.

What do I do with them?

The ZHEE! mainly try and avoid conflict with others, but will fight back if their territory is invaded by enemies. They are probably just going to be a reason for not going into the rugged, unexplored (by non-ZHEE!) mountain/jungles in southern Continente Orientale.

Other Racial Write-Ups

#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #6 Zarugiza

Ok, let’s take a break from villainous races and look at a race of intelligent, large ravens who have “colonies” throughout the planet.

The Zarugiza are large, 3-4 ft tall ravens with around a 14 to 16 ft wingspan. They travel in flocks of up to 50 or so members.
They tend to be nomadic, but will often return to a suitable nesting site for several years in a row. Though nomadic they do practice limited agriculture, sowing seeds in anticipation of their return at a later date. This assures them of a plentiful food supply near favorite sites.
In addition to grain and fruit, Zarugiza will eat fresh meat on occasion, as well as fish. Carrion is avoided, as it is the food of their unintelligent cousins.
The main source of entertainment among the Zarugiza is storytelling. With no written
language this is, by necessity, an oral tradition. Several Zarugiza epics have been adapted by human listeners and with little modification are quite popular.
Zarugiza will trade with humans that they trust. They will exchange information or stories for food or jewelry. They will also help farmers that they like with pest control, in exchange for a portion of the harvest.
The Zarugiza have explored most of the planet and have contact with almost every race (including the Arajay). This makes them a wonderful source of information and they are happy to share in exchange for tools they can use, or food.
Their god, Oronazin, has no temples per se but there are locations that are sanctified and used for religious ceremonies on a seasonal basis.
They speak Ahngli (analog= 19th century American English) and have no written version.

Racial abilities

Looking at the write-up using SAFUG the Zarugiza have Strength of 8, Agility and Speed of 12 but a Dexterity of 5. Intelligence is 12 but Education is only 5 (they don’t have any organized learning).

So ST is easy. An 8 seems sensible for a large bird. A DX of 12 and a +0.5 to Basic Speed works, with Ham Fisted 2 representing what poor manipulators their feet are. Social Stigma: Uneducated works for the EDU of 5, since they have no formal schooling at all and are also Illiterate.

Zarugiza [74 points]

Attribute Modifiers: ST -2 [-20], DX +2 [40], IQ +2 [40]

Secondary Characteristic Modifiers: Basic Move -2 (Ground movement only) [-10], Basic Speed +0.5 [10]zarugiza female

Advantages:

  • Absolute Direction [5]
  • Eidetic Memory (IQ to recall specifics) [5]
  • Enhanced Move (Air) 1.5 (max flying speed 18) [30]
  • Flight: Winged, No Hovering, Costs 2 FP for *unassisted take-off  [22]
  • Teeth: Sharp Beak [1]

Disadvantages: Congenial** [-1], Illiterate [-3], Ham Fisted 2 [-10], Low TL -3 [-15], No Depth Perception [-15], Social Stigma (Uneducated) [-5]

Features: SM -2.

*Unassisted take-off meaning not from higher ground, like a tree or a cliff… just flapping to get airborne. The FP is only for the initial take-off, so I only gave a -5% modifier for it.
**Congenial is a very typical cultural trait, but isn’t universal for the race.

What do I do with them?

The Zarugiza are usually too affable (and physically weak) to be opponents, but they make a good plot hook. They are a font of information, not all of it useful, but some of it may be. They also make excellent scouts/spies.

Other Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #5 Vormade

More bad guy types. The Vormade are a race of psychic vampires.

The Vormade are a race of psychic vampires that look like normal, somewhat
androgynous humans and are able to completely change their gender through an hour-long process of meditation. The Vormade have no real culture of their own and always live among other human societies. Like The Ready, not many people realize that the Vormade even exist and they take pains to keep things that way.

They tend to be self-absorbed, callous and are given to sadism.
Their psychic powers are usually latent until they enter puberty at which point they
develop several powerful abilities. A Vormade (current) female who gives birth will get a Vormade baby, Vormade males produce a regular member of whatever race they mated with.

The Vormade god, Destay, is rarely worshipped at more than a familial level, teaches his
followers to “make not amends for thine pleasures”.

As with most of these parasite races the Vormade have no language of their own.

Attributes

Using my original SAFUG write-up for these folks they have a Sanity of 8, a Will of 12 and an Education of 5. As with The Ready the SAN of 8 is best represented by taking 10 points in mental disadvantages focussed on callousness and sadism. They should have Will +2 and possibly Social Status: Uneducated and Illiterate (this depends heavily on what culture they grew up within).

Abilities

The Vormade have some VERY powerful abilities. They can exude an odorless respiratory agent that causes lecherousness within a 2 yd area. This is used for fun as well as blackmail fodder and creating of allies. They have a full complement of psychic vampirism abilities, Drain ST, DX, IQ, HT as well as Drain Emotion, Steal Dreams and Energy and finally Steal Life. They also have a strong defensive ability in that they are a Mana Damper out to 2 yds, which lowers the usual mana level from Regular to No Mana.


Vormade [175 points]

Attribute Modifiers: None [0]

Secondary Characteristic Modifiers: Will +2 [10]

Advantages:

  • Affliction 2: Lecherous (9) (Emanation, Area Effect (2 yds)), Extended Duration (x3), vormade femalePersistent (10 sec), Respiratory Agent (No Signature) roll HT-1 to resist [57]
  • Hermaphromorph (Preparation Required: 1 hr of meditation) [3]
  • Mana Damper 2 (Area Effect, 2 yds) [40]
  • Psychic Vampirism (Drain ST) (Drain HT, IQ & DX are taken as Alternate Abilities) [39]
  • Psychic Vampirism (Steal Energy) (Steal Dreams, Drain Emotions & Steal Life are taken as Alternate Abilities) [44]

Disadvantages: Illiterate [-3], Social Stigma (Uneducated) [-5], Various mental disadvantages (Callous & Selfish are likely) [-10]

Features: None.

What do I do with them?

The Vormade make for a wonderful villain in a long-running campaign. Their unique abilities make it easy for them to infiltrate governments and twist things to their own selfish ends. Have them be a trusted advisor or courtier who runs things secretly from behind the scenes.

Other Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #4 The Ready

Here is another villain race. This time made up of literal murder hobos.

The Ready look like standard humans, however, they are able to change their appearance by concentrating. No clothing or equipment will change, only facial/body features and hair and skin color. They can only mimic features that they are aware of, so if they impersonate a person that they have only seen clothed, they will not be able to mimic any features of that persons torso or legs. All stats will stay the same and the Ready’s voice will remain unchanged. They will not receive any of the skills or abilities of the person that they are mimicking.

The Ready live in tightly knit clans of up to 10 – 30 people. A single charismatic individual, usually a male who is often the “father” of many of the members, usually leads them. Members of the clan will often try to emulate the leader and the clan he leads will often try to mirror his personality.

The Ready suffer from a psychological need to commit murder. Going longer than a week without killing requires control rolls to avoid lashing out and slaying someone you may not want to. Often times the group, while posing as traveling entertainers of mercenaries, will adopt a member just so they have a victim when needed.

The Ready have two ways to procreate. The first is the traditional way, with a male and female Ready. The second way is by having sexual contact with a male Ready. This causes a two week long process that they refer to as Baking because of the fever that the victim runs. After the two weeks are over the victim must make a HT+5 roll to avoid dying and if successful, they have become one of The Ready.

Their deity, Selrok, is only worshipped on a “familial” level.
They speak whatever languages that members of the group know, there is no language specific to the race and Selrok seeded them throughout the human(oid) inhabited regions of Domibia.

The males are average 5’7″ and 140 lbs, the females average 5’5″ and 125 lbs. “Baked” members of different races will have whatever height and weight they had when they were converted.

Attributes

Going by my original SAFUG stats, male Ready have a Sanity and Willpower of 8 and an Education of 4. Females are the same but also have a Strength of 9.

In GURPS terms they should have -2 Will [-10] (if converted from a different race, the new Ready would lose two points of Will). The lower Sanity would probably be best modelled by giving 10 points in mental disadvantages. The low Education (murder hobos have no time for school!) could be modeled with Social Stigma: Uneducated  [-5], but a convert would not neccessarily have this. Non-convert Ready should probably have Illiterate [-3].
The lower Strength for the females can be ignored if you dislike sexual dimorphism in your games, but is pretty common on Domibia (for NPC’s at least). If you are going to use it, it should be modeled with (non-canonical) Lower Arm ST -1 [-5].

Should The Ready have a -30 point Secret? The trouble is that most people have no idea that they exist. Violence in a world like this is fairly common and the limited shapeshifting could be attributed to magic of some sort, assuming it was noticed at all. The Ready have become pretty good at blending in and not drawing attention to themselves. As long as all the individuial members of the clan can join in the weekly murder, it satisfies their craving. That keeps the body count pretty low.

Special Abilities

Shapeshifting (Morph); Cosmetic Only, takes 10 seconds [50].

Dominance: Infectious Procreation, No Slave Mentality (instead they have a +2 reaction bonus to their “father”), Roll HT+5 to avoid death after 2 weeks of fever (treat as Drowsy B428). Only male Ready have this ability! [20]

Uncontrollable Appetite: Murder (12), Mitigator (Weekly murder) [-5] The control number of 12 is pretty typical, but individual Ready may have higher or lower values.

Summary (adding all the suggested disadvantages)

Ready male [37 points]:

Attribute Modifiers: None [0]

Secondary Characteristic Modifiers: Will -2 [-10]ready male

Advantages: Dominance [20], Shapeshifting (Morph) [50]

Disadvantages: Illiterate [-3], Social Stigma (Uneducated) [-5], Uncontrollable Apetite (Murder) [-5], Various mental disadvantages [-10]

Features: None.
***********************************
Ready female [12 points]:

Attribute Modifiers: None [0]

Secondary Characteristic Modifiers: Will -2 [-10]G rated ready female

Advantages: Shapeshifting (Morph) [50]

Disadvantages: Illiterate [-3], Lower Arm ST -1 [-5], Social Stigma (Uneducated) [-5], Uncontrollable Apetite (Murder) [-5], Various mental disadvantages [-10]

Features: None.

Other Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Races: #3 M’rrr

Here is one of the more loathsome races on Domibia, the M’rrr.

The M’rrr are an all-male race of carrion feeding humanoids. They live about 1/3 as long as a human and mature much faster as a result. All M’rrr have ovaries as well as male reproductive organs, when a M’rrr ejaculates he provides both egg and sperm. M’rrr procreate by ejaculating into a cadaver; preferably a large one, and letting the egg develop inside the corpse. Some of the “hosts” DNA is utilized and individual M’rrr will sometimes have minor traits inherited from corpse they were planted in. The gestation period of a M’rrr is three months. Infant M’rrr (which resemble large grubs) are fed blood from the parent and can start taking solid food within 2 months.
They have heavy claws that are used for defense as well as feeding. The bite or claw of a M’rrr can infect someone with a virulent disease commonly referred to as “Corpse Fever”.
M’rrr are rarely encountered in groups, preferring a solitary lifestyle. M’rrr tend to be very cautious due to the loathing with which others regard them. They all are very lucky and have an uncanny ability to escape if threatened.

Attributes
So, going from my original SAFUG write-up they are 10’s across the board except HT (12), EDU (4) and LUCK (13). So for GURPS they should have a +1 to HT [10], Social Stigma: Uneducated [-5] and have Luck [15].

Advantages
They have Blunt Claws [3] and Sharp Teeth [1].
Affliction: Corpse Fever [1] (see details below) (I’m not 100% sure I did the math right on this…)
Reduced Consumption 2: Cast-Iron Stomach [2]. They require the same amount of food but quality isn’t an issue (since they eat decomposing flesh), they also get +2 to avoid food-borne disease.
Resistant: Common: Sickness [8]. They get +8 to resist diseases and environmental syndromes.
Luck [15]
Serendipity [15]

Disadvantages
Low TL [-15] The M’rrr don’t create tools usually, they simply use what they can scavenge.
Short Lifespan 2 [-20] They are mature at 4 years and begin aging rolls at 12 years (roll every 3 months).

Suggested Cultural Disadvantages
Illiterate [-3] There is no written form of their language.
Social Stigma: Monster [-15] Because of their nature, in a campaign where they aren’t the PC’s, they should have this.

They average 5’7″ and around 140 lbs. though they look shorter because they are slightly hunched over.
Their language sounds like a mouth full of saliva and is called M’rrr by anyone caring to classify it.
Their deity is refered to as J’m’rrr and any worship is on an individual level.

Corpse Fever
Vector: Blood (claw or bite) or Contact (with an infected person)
Resistance Roll: HT+1 (HT+4 for contact, just to avoid contracting the disease, once you have it use the HT+1 to shake it off). Remember to use the Contagion modifiers on B443.
Delay: 1-3 days
Damage: 1d-1 toxic
Cycles: 15 8-hour cycles (5 days)
Symptoms: General body pain (Moderate pain -2), malaise (treat as Absent-Mindedness), fever

M'rrr-FLATTENED cropped
Here is a M’rrr with some scavenged equipment. Note the adorable baby at his feet…

More Racial Write-Ups

#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Chaos Features

This isn’t a stand-alone post, it is mostly to allow me to link to it in the description of the Spawn of Enegala.
This page is under construction. I need to convert everything from Savage Worlds to GURPS. In the meantime, most of this stuff is probably understandable enough to spitball a conversion of the spirit if not the specifics…

Chaos Abilities (d100)
01-03 Aquatic
04-06 Armor +2
07-09 Burrowing
10 Ethereal
11 Terrifying (make Guts roll at -1)
12 Very Terrifying (make Guts roll at –2)
13 Fearless
14 Gargantuan
15 Undead
16-17 Hardy
18-20 Infection
1 Vigor –1 die
2 Agility –1 die
3 Spirit –1 die
4 Smarts –1 die
21-23 Infravision
24-25 Immunity: Fire
26-27 Immunity: Cold
28-29 Immunity: Disease
30-31 Immunity: Poison
32-33 Immunity: Electricity
34-36 Low Light Vision
37-38 Paralysis
39-40 Poison
1 +1d6 damage
2 +2d4 damage
3 +2d6 damage
4 +2d8 damage
41-43 Slow Regeneration
44-45 Fast Regeneration
46 Reduced Size –1
47 Reduced Size –2
48-49 Increased Size +1
50 Increased Size +2
51 Increased Size +3
52 Small (Size –2) Reduce Strength –1 die
53 Large (Size +4) Increase Strength +1 die
54 Large (Size +5) Increase Strength +2 die
55 Large (Size +6) Increase Strength +3 die
56 Huge (Size +7) Increase Strength +4 die
57-58 Increase Strength +1 die
59-60 Increase Strength +2 die
61-63 Increase Toughness +1
64-65 Increase Parry +1
66-68 Wall Walker
69-70 Winged flight, Pace x2, Climb = Pace
71-73 Horns (Str+d6), charge 6”, +4 damage
74-75 Go for the Throat
76-78 Fleet Footed
79-81 Spiked prehensile tail, extra attack (Str+d6-2) has Reach
82-83 Stretchy, can squeeze through spaces ¼ Size at ½ Pace
84-86 Improved Frenzy
87-89 Pounce, Leap 1d6”, +4 attack & damage, Parry reduced –2
90-91 Webbing, Small Burst Template, range = Strength x 2, Toughness 7, all caught suffer – 4 to physical actions
92-94 Tentacles (d6)
95-96 Spit Attack, range = Strength x 2, 2d6 damage, various trappings
97 Roll again, add an extra Chaos Ability
98 Roll again, add an extra Chaos Edge
99 Roll again, add a Minor Chaos Gift
100 Roll again, add a Major Chaos Gift

Chaos Edges (d100)

01 Masked

02-04 Alertness

05-06 Ambidextrous

07-08 Berserk

09-10 Brawny

11-13 Fast Healer

14-15 Quick

16-18 Block

19-20 Improved Block

21-22 Combat Reflexes

23-24 Dodge

25-26 Improved Dodge

27-28 First Strike

29-30 Improved First Strike

31-32 Fleet Footed

33-34 Florentine

35-36 Frenzy

37-38 Improved Frenzy

39-40 Hard to Kill

41-42 Harder to Kill

43-44 Level Headed

45–46 Improved Level Headed

47-48 Marksman (add Shooting d6)

49-50 Nerves of Steel

51-52 Improved Nerves of Steel

53-54 Steady Hands

55-56 Sweep

57-58 Improved Sweep

59-60 Trademark Weapon: Fighting d10, Alien

blade (Str + d6)

61-62 Trademark Weapon: Shooting d10,

Alien shooting weapon (2d6, 6/12/48)

63-64 Improved Trademark Weapon: Fighting

d10, Alien blade (Str + d8)

65-66 Improved Trademark Weapon: Shooting

d10, Alien shooting weapon (2d8, 12/24/72)

67-68 Two Fisted

69-70 Command

71-72 Fervor

73-74 Hold the Line!

75-76 Inspire

77-78 Natural Leader

79-80 Combat Sense (no Gang Up bonus)

81-82 Acrobat

83-84 Investigator

85-86 Jack of All Trades

87-88 McGyver

89-90 Scholar

91-92 Thief

93-94 Charismatic

95-96 Strong Willed

97-99 Danger Sense

100 Healer

Chaos Edges (d100)

01 Masked

02-04 Alertness

05-06 Ambidextrous

07-08 Berserk

09-10 Brawny

11-13 Fast Healer

14-15 Quick

16-18 Block

19-20 Improved Block

21-22 Combat Reflexes

23-24 Dodge

25-26 Improved Dodge

27-28 First Strike

29-30 Improved First Strike

31-32 Fleet Footed

33-34 Florentine

35-36 Frenzy

37-38 Improved Frenzy

39-40 Hard to Kill

41-42 Harder to Kill

43-44 Level Headed

45–46 Improved Level Headed

47-48 Marksman (add Shooting d6)

49-50 Nerves of Steel

51-52 Improved Nerves of Steel

53-54 Steady Hands

55-56 Sweep

57-58 Improved Sweep

59-60 Trademark Weapon: Fighting d10, Alien

blade (Str + d6)

61-62 Trademark Weapon: Shooting d10,

Alien shooting weapon (2d6, 6/12/48)

63-64 Improved Trademark Weapon: Fighting

d10, Alien blade (Str + d8)

65-66 Improved Trademark Weapon: Shooting

d10, Alien shooting weapon (2d8, 12/24/72)

67-68 Two Fisted

69-70 Command

71-72 Fervor

73-74 Hold the Line!

75-76 Inspire

77-78 Natural Leader

79-80 Combat Sense (no Gang Up bonus)

81-82 Acrobat

83-84 Investigator

85-86 Jack of All Trades

87-88 McGyver

89-90 Scholar

91-92 Thief

93-94 Charismatic

95-96 Strong Willed

97-99 Danger Sense

100 Healer

Minor Chaos Gifts (d100)

01-04 Increase Strength +1 die type

05-08 Increase Agility +1 die type

09-12 Increase Smarts +1 die type

13-16 Increase Spirit +1 die type

17-20 Increase Vigor +1 die type

21-24 Increase Pace +2, Running d8

25-28 Increase Parry +1

29-32 Toughness +1

33-36 Smooth Tongue, +1 Charisma

37-40 Pheromones, +2 Charisma with opposite sex

41-44 Quick

45-48 Followers

49-52 Hardy

53-56 Infravision

57-58 Immunity: Fire

59-60 Immunity: Cold

61-62 Immunity: Electricity

63-66 Low Light Vision

67-71 Razor Claws (retractable, Str+d4)

72-74 Jumping (may jump Pace x 2)

75-78 Armor +2

79-83 Cloak of Shadows, +2 Stealth

84-88 Reroll, also gain a Chaos Edge

89-90 Immunity: Poison

91-92 Immunity: Disease

93-96 Uncanny senses, +2 Notice

97-99 Roll a second Minor Chaos Gift

100 Roll a Major Chaos Gift

Major Chaos Gifts (d100)

01-04 Maximize Strength, d12 or +1

05-08 Maximize Agility, d12 or +1

09-12 Maximize Smarts, d12 or +1

13-16 Maximize Spirit, d12 or +1

17-20 Maximize Vigor, d12 or +1

21-24 Increase Pace +4, Running d10

25-28 Increase Parry +2

29-32 Armor +3

33-36 Smooth talker, Charisma +2

37-40 Pheromones, +4 Charisma with opposite sex

41-44 Burrowing

45-48 Ethereal once per day, 1d12 rounds

49-52 Fearless

53-56 Infectious bite, make Vigor –1 roll, or…

1 Vigor die reduced to d4

2 Permanent level of Fatigue

3 Spirit die reduced to d4

4 Reduce Smarts to d4

57-58 Invulnerability, roll for weakness

1 Holy Relic (blessed weapon)

2 Magic

3 Fire

4 Sunlight

59-60 Paralyzing Touch

61-62 Poisonous touch, make Vigor roll, or…

1 Vigor die reduced to d4

2 Permanent level of Fatigue

3 Spirit die reduced to d4

4 Reduce Smarts to d4

63-64 Slow Regeneration

65-66 Fast Regeneration

67-71 Razor Claws, retractable (Str+d8)

72-74 Size increases +1

75-78 Armor +4

79-83 Stun attack (various trappings)

84-88 Wall Walker

89-90 Fiery Breath (cone template, Agility-2 to

dodge, 2d10 damage

91-92 Spiked prehensile tail, extra attack

(Str+d6-2) has Reach

93-95 Winged flight, normal Pace, may “run”

96 Armor +6

97-99 Roll an additional Minor Chaos Gift and

reroll this Major Chaos Gift

100 Roll a second Major Chaos Gift

Chaos Hindrances (d100)

01-03 All Thumbs

04-07 Anemic

08-11 Arrogant

12-15 Bad Eyes (minor)

16-17 Bad Eyes (major)

18-20 Bad Luck

21-23 Big Mouth

24-25 Clueless

26-27 Code of Honor

28-30 Curious

31-33 Death Wish

34-36 Delusional (minor)

37-38 Delusional (major)

39-41 Weakness (+4 damage from some

specific type of attack

42-44 Greedy (minor)

45-47 Greedy (major)

48-50 Hard of Hearing (minor)

51 Hard of Hearing (major)

52-54 Lame

55-57 Loyal

58-60 Mean

61-63 Obese

64-66 One Arm

67-69 One Eye

70-72 One Leg

73-75 Glass Jaw (-2 Soak rolls)

76-78 Overconfident

79-81 Small

82-84 Stubborn

85-87 Ugly

88-90 Vengeful (minor)

91-92 Vengeful (major)

93-95 Bloodthirsty

96-97 Weakness (double damage from some

specific attack)

98-99 Roll again, and add an extra Chaos

Hindrance

100 Gain an extra Chaos Edge