Domibian Races 9f: Sperm Whales

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Sperm Whales average about 93,500 lbs and are 56′ long (females are 31,100 lbs and 43′ long). The have a Strength of 118 (females a 79) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) they have an intellegence of 11 and they have an Education of 4.

I’m going to keep the ST attributes at 118 and 79, with the males getting SM +6 and the females +5. The Health of 11 seems unneccessary, so I will give them the default HT of 10. They should get the +1 IQ, DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized” and occasionally have non-canonical values.

The Sperm Whales are fairly reclusive and don’t socialize too much with the smaller subspecies.

K’t’so (Sperm Whale) male [270 points]

Attribute Modifiers: ST +108 [*216], IQ +1 [20]
(* -80% for SM+6 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 6 (length x64) {leisurely dive ≈ 47 min} [12]
Damage Resistance 4 (Can’t Wear Armor, Tough Skin) [4]
Enhanced Move 1.5: Water x3 (average Move 9 with “sprints” up to 11 (22 mph)) [30]
Pressure Support 3 (10,500 feet) [15]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] sperm-whale

Disadvantages: Basic Move -2 [-10]
Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +6.

*********************************************
K’t’so (Sperm Whale) female [192 points]

Attribute Modifiers: ST +69 [*138], IQ +1 [20]
(* -80% for SM+5 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 6 (length x64) {leisurely dive ≈ 47 min} [12]
Damage Resistance 4 (Can’t Wear Armor, Tough Skin) [4]
Enhanced Move 1.5: Water x3 (average Move 9 with “sprints” up to 11 (22 mph)) [30]
Pressure Support 3 (10,500 feet) [15]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Basic Move -2 [-10]
Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +5

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The Sperm Whales travel all around but try and keep to themselves. They are sometimes sought out by other K’t’so as they have a reputation for wisdom.

 

Other Racial Write-Ups

#9f Sperm Whales
#9e K’t’so Orcas
#9d K’t’so Beluga
#9c K’t’so Narwhals
#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#8 Idshus
#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

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Domibian Races 9e: K’t’so Orca

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Orca average about 14,450 lbs and are 25′ long (females are 7500 lbs and 21′ long). The have a Strength of 58 (females a 45) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 58 and 45, with the males getting SM +4 and the females +3. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized” and occasionally have non-canonical values.

The Orca are more aggressive than the other subspecies and they are usually the ones called on if fighting is needed. Most humans think carefully before harming any K’t’so for fear of the wrath of a pod of Orcas.

K’t’so (Orca) male [126 points]

Attribute Modifiers: ST +48 [*96]
(* -80% for SM+4 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 3 (length x8) {leisurely dive ≈ 6 min} [6]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1.5: Water x3 (average Move 15 with “sprints” up to 18 (37 mph)) [30]
Pressure Support 1.5* (900 feet) [8] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] orca

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +4.

*********************************************
K’t’so (Orca) female [135 points]

Attribute Modifiers: ST +35 [*105]
(* -70% for SM+3 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 3 (length x8) {leisurely dive ≈ 6 min} [6]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1.5: Water x3 (average Move 15 with “sprints” up to 18 (37 mph)) [30]
Pressure Support 1.5* (900 feet) [8] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +3

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The Orcas travel all around and are very gregarious. As I stated previously they are used as sort of the enforcement arm of the K’t’so culture.

Other Racial Write-Ups

#9e K’t’so Orcas
#9d K’t’so Beluga
#9c K’t’so Narwhals
#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#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 #9d: K’t’so Beluga

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Beluga average about 3300 lbs and are 13′5″ long (females are 2975 lbs and 12′ long). The have a Strength of 33 (females a 32) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 33 and 32, with both getting SM +2. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling. They swim slower than the other K’t’so and so have a -2 to Basic Move (offset somewhat by Enhanced Move)

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized” and occasionally have non-canonical values.

The Beluga tend to be more spiritual than the other K’t’so and are more often either Blessed or have Divine Favor than the other subspecies.

K’t’so (Beluga) male [96 points]

Attribute Modifiers: ST +23 [*92]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4 (length x16) {leisurely dive ≈ 12 min} [8]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 5 with “sprints” up to 6 (13 mph)) [10]
Pressure Support 2 (2150 feet) [10]
Racial Skill: Breath Control (HLT +0) [4]beluga
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Basic Move -2 [-10]
Social Stigma (Uneducated) [-5]

Features: SM +2.

*********************************************
K’t’so (Beluga) female [92 points]

Attribute Modifiers: ST +22 [*88]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath Holding 4 (length x16) {leisurely dive ≈ 12 min} [8]
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 5 with “sprints” up to 6 (13 mph)) [10]
Pressure Support 2 (2150 feet) [10]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Basic Move -2 [-10]
Social Stigma (Uneducated) [-5]

Features: SM +2

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The Narwhals keep to themselves mostly and stay in the colder northern waters.

Other Racial Write-Ups

#9d K’t’so Beluga
#9c K’t’so Narwhals
#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#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 #9c: Narwhals

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Narwhals average about 3525 lbs and are 15′5″ long (females are 1985 lbs and 13′1″ long). The have a Strength of 33 (females a 28) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 33 and 28, with both getting SM +2. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized” and occasionally have non-canonical values. The Narwhals rarely interact with humans and tend to avoid them when possible. They live in colder waters near the northern polar area. The tusk is actually a tooth, so they are somewhat hesitant about trying to lance things with it (also, while all males have a tusk, 15% of females have one as well).

K’t’so (Narwhal) male [127 points]

Attribute Modifiers: ST +23 [*92]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4.5* (length x24) {leisurely dive ≈ 24 min} [9] *non-canonical
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 2.5*  (4500 feet) [13] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Striker: Tusk; Impaling, cannot parry, long (+2 SM for reach only) [17]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Illiterate [-3] Narwhal 2
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +2.

*********************************************
K’t’so (Narwhal) female [90 points]

Attribute Modifiers: ST +18 [*72]
(* -60% for SM+2 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Breath Holding 4.5* (length x24) {leisurely dive ≈ 24 min} [9] *non-canonical
Damage Resistance 3 (Can’t Wear Armor, Tough Skin) [3]
Enhanced Move 1/2: Water x1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 2.5*  (4500 feet) [13] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +2

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The Narwhals keep to themselves mostly and stay in the colder northern waters.

Other Racial Write-Ups

#9c: K’t’so Narwhals
#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#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 9b: K’t’so River Dolphin

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The River Dolphins average about 350 lbs and are 7′7″ long (females are 450 lbs and 8′2″ long). The have a Strength of 15 (females a 16) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 15 and 16, with both getting SM +1. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized”. Unlike the Bottlenose Dolphins the River Dolphins live mostly in a fairly shallow ocean called The Smoking Sea due to its volcanic activity. Because they live in more shallow waters they don’t have the same ability to hold their breath for long dives. They also do a lot of hunting in rivers where visibility is limited. Because of this they have keener sonar sense that the other K’t’so. They also can live comfortably in much hotter waters than the other subspecies.

K’t’so (River Dolphin) male [38 points]

Attribute Modifiers: ST +5 [*25]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Acute Sense: Sonar +2 [4]
Enhanced Move 1: Water x2 (average Move 10 with “sprints” up to 12 (24 mph)) [20]
Pressure Support 1/2 * (130 feet) [3] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]
Temperature Tolerance 2 (can be comfortable in water from 20° up to 95°) [2]

Disadvantages: Illiterate [-3] river dolphin
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +1.

*********************************************
K’t’so (River Dolphin) female [43 points]

Attribute Modifiers: ST +6 [*30]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages:
Acute Sense: Sonar +2 [4]
Enhanced Move 1: Water x2 (average Move 10 with “sprints” up to 12 (24 mph)) [20]
Pressure Support 1/2* (130 feet) [3] *non-canonical
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]
Temperature Tolerance 2 (can be comfortable in water from 20° up to 95°) [2]

Disadvantages: Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +1

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.
The River Dolphins have more contact with humans that the other K’t’so because they live in fairly shallow coastal waters. They are likely to be on speaking terms with all the friendly humans who travel through the Smoking Sea.

Other Racial Write-Ups

#9b K’t’so River Dolphins
#9a K’t’so Bottlenose Dolphins
#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 9a: K’t’so (Bottlenosed dolphin)

The K’t’so are a group of six different species that were all created by the same god. The name is a human-pronouncable version of “” which is difficult for human mouths to reproduce. The six different species are Bottlenose Dolphins, Yangtze River Dolphin, Narwhals, Beluga Whales, Orcas, and Sperm Whales. These are the only marine mammals on Domibia (except for unintelligent seals and otters) and they all are of human level intellect.

The K’t’so spend their lives much as their Earth counterparts do, swimming, eating, mating and avoiding predators. but they also have a fairly rich history of oral literature. The stories are rather odd to human(oid) ears and seem rather alien. The smaller K’t’so (the two dolphin species) interact regularly with humans and will form alliances with some maritime cultures. These alliances usually consist of food sharing arrangements, “we help you catch a bunch of fish in your nets and you dump a bunch overboard afterwards for us to eat without chasing”. They tend to have good relations with the Klombasi and often will provide them with information they have collected from fishermen and sailors.

Unlike on Earth, nobody eats the K’t’so or uses their oil for lamps (at least no more than humans are eaten).

Each of the six species have their own spawning grounds in different parts of the world, and while they range all over, they do return home to give birth and raise the children to a safe age for travel.

SAFUG stats

The Bottlenosed Dolphins average about 425 lbs and are 8′ long (females are 375 lbs and 7′ long). The have a Strength of 16 (females a 14) and a Health of 11. Their Dexterity is a fixed 3 (due to having no hands) and they have an Education of 4.

I’m going to keep the ST attributes at 16 and 14, with the males getting SM +1. The Health of 11 seems unneccessary, so I will give them the default HT of 10. DX is going to be 10 (with No Fine Manipulators) and finally they will have the usual Illiterate & Social Stigma: Uneducated to represent a cultural lack of formal schooling.

There are quite a few Advantages and I tried to make them real-world based, so they aren’t “optimized”.

K’t’so (Bottlenose Dolphin) male [34 points]

Attribute Modifiers: ST +6 [*30]
(* -50% for SM+1 and No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath-Holding 3 (length x 8) {leisurely dive ≈ 6 min} [6]
Enhanced Move 1/2: Water 1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 1 (335 feet) [5]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2] Bottlenose_Dolphins

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: SM +1.

*********************************************
K’t’so (Bottlenose Dolphin) female [28 points]

Attribute Modifiers: ST +4 [*24]
(* -40% for No Fine Manipulators)

Secondary Characteristic Modifiers: None

Advantages: Breath-Holding 3 (length x 8) {leisurely dive ≈ 6 min} [6]
Enhanced Move 1/2: Water 1.5 (average Move 7.5 with “sprints” up to 9 (18 mph)) [10]
Pressure Support 1 (335 feet) [5]
Racial Skill: Breath Control (HLT +0) [4]
Scanning Sense (Sonar) [20]
Sharp Teeth [1]
Striker: Tail (crushing) Cannot parry, Clumsy-1 [2]

Disadvantages: Congenial [-1]
Illiterate [-3]
No Fine Manipulators [-30]
No Legs (Aquatic) [-5]
Social Stigma (Uneducated) [-5]

Features: None (SM 0).

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

What do I do with them?

The K’t’so aren’t a major force in the world, they just kind of go about their lives. But occasionally they can be helpful if you can find something that they want (magic most likely). They can assist survivors from wrecked ships, help locate wrecked ships and possibly assist in recovering loot from the wreckage and act as scouts for humans that they are friendly with.

Other Racial Write-Ups

#9a K’t’so Bottlenose Dolphins
#8 Idshus
#7 ZHEE!
#6 Zarugiza
#5 Vormade
#4 The Ready
#3 M’rrr
#2 Spawn of Enegala
#1a Feral Arajay
#1 Arajay

Domibian Spirits

In a couple of posts I made back in 2015 regarding elements/elementals and spirits I mentioned that I was up in the air about how to model spirits and elementals in Domibia. I still am, to an extent.

For elementals I think that I will just go with the defaults in Magic, partly out of laziness, elements graphicbut it is already well integrated into the magic system. I just need to come up with stats for Light & Darkness elementals.
Here is a refresher on Domibia’s elements…

 

 

 

 

Ok, now spirits. This one is still eluding me a bit (maily the details).
I am leaning towards the ghost description from GURPS Voodoo (3rd edition) (pg 55). Instead of using Fatigue I will be using Energy Reserve (Magical) (which everyone on Domibia has equal to their Will²/10-Magery). So when you die you make a Will roll to resist dissipating and joining your god. If they make the roll they start with ER of 1 which increases by 1 per day til it is back to normal. Each month they must make a Will roll or have their HT lower by one. The Will roll has several modifiers including a +1 to +5 for propitiation by friends or family.

This fits with my idea of ancestor worship for a lot of the world’s cultures.

Back to elementals: I think that using the defaults will cover the “animism” worry that I had in my earlier post about spirits. If you summon an elemental it represents whatever local spirits of that type is around. The worry about people worshipping the elementals isn’t an issue on further reflection; people *know* that their deity is greater than a stream spirit (or whatever), and such beings are simply tools to be utilized.