Lemurian

 

Like Atlanteans, Lemurians are a genetic offshoot of mainstream Homo sapiens called Homo Mermanus. They are a mutant offshoot which developed centuries after Atlanteans first were given gills. Aside from their white skin Lemurians are almost physically identical to their Atlantean counterparts.

Species Name: Lemurian

Type: Humanoid

Physical Traits: Gills, white skin, webbed hands and feet. Lemurians possess twin gills located on their necks near the clavicle bone, which enable them to extract oxygen from the water. They possess physiologies far stronger and more durable than their surface counterparts, which enable them to withstand the vast water pressure at the ocean's bottom as well as the pressure changes encountered travelling from one depth to another. Compared to the average air-breather, the average Atlantean is about ten times stronger. The average Atlantean can swim at a maximum speed of 48 kilometres per hour. Atlanteans are warm-blooded, and their blood circulation is superior to that of land-dwellers, enabling them to withstand the near-freezing temperatures of the ocean depths with minimal discomfort. Atlanteans have specially-adapted eyes possessing vision more sensitive to the green portion of the spectrum. This enables them to see more acutely in the dimly lit ocean depths. Atlanteans need water in order to breath, and will suffocate in open air in about five minutes. Atlantean skin tends to be light blue in colour, although certain individuals are darker. Atlanteans possess residual body hair primarily on their heads, a holdover from their surface-dwelling ancestry.

Height: 7 ft

Weight: 190 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal. Lemurians communicate by means of a limited range of high-pitched vocal sounds and elaborate signing gestures. A more varied spoken language is not possible due to the inherent limitations of sound transmission through water. On land though they can talk as normally as anyone else.

Reproduction: Sexual. Despite their various marine characteristics, Lemurians are mammals: they bear their young live and care for them during infancy. Although rare, it is possible for an Lemurian and an air breather to mate. The physical characteristics such an offspring will inherit are subject to genetic chance.

Attributes on land -
INT: 3D6, WIS: 2D6, STR: 4D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: CON +D20

Attributes underwater -
INT: 3D6, WIS: 2D6, STR: 5D6, DEX: 4D6, CON: 5D6, CHA: 3D6, MR: 12D6
(swim), HPs: CON +4D20

Orbit/Climate: Earth

Feeding Habits: Omnivore. Lemurians subsist on raw fish and seaweed. They are largely a hunter/gatherer society, who have made successful attempts to farm seaweed. In the Atlantean capital, society is stratified so that there is a special guild of hunters and gatherers who provide food for the entire population.

Lifespan: 200 years

Technology: 7

Culture: Paranoid. Diversified mix leaning more to evil and selfishness. The religion of most Lemurians is pantheistic war worship, especially Ares.

Government: Military Dictatorship. The Lemurian government is much more military and rigid than the Atlantean one. Lemuria is ruled with an iron fist by its militia. Its people are suspicious and paranoid. 

Population: 4,000,000

 

Creating an Elf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but DEX and CHA +D6, while CON is 3D6 -3. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.

Hit points = CON +8, +8 per level.

Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Elves gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Resist Sleep and Charm - Elves can resist these forms of influence with a +1 save per 5 WIS.

Additionally Elves start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Elves can establish telepathic communication with any normal or giant animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Elf can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. Lasts for WIS x1 round.

Nature Heal 5 An Elf may select a particular type of terrain as his specialty area for healing. Whenever in this terrain the Elf can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Elf may choose a new terrain.

Nature Survival 5 Due to an Elf's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Svartálfar instead start with Underground survival. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Reduced Sleep 10 The Elf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 The Elf gains +1 per 5 INT to detect a hidden object, door, person, etc.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any, Blade Dancer is the only exclusive Elf class.

 

Heroes Earth
In 2,500,000 BC the crew of the 'Visitor' arrived via a chronal wormhole. The Visitor's crew were continuously attacked by the Celestial Alliance over a period of months. Though ultimately victorious they are forced to crash on Earth in the Paleolithic continent, its leaking engines mutate the ecology. The surviving crew members resigned themselves to settling on this new world and eventually became known as Elves. In 100,000 BC they stumbled on to the Harmonic city of Atlantis and were welcomed with open arms. By 90,000 BC Atlantean Elven experiments with insects and animals led to the creation of the Felinar and Mantis races. In 70,000 BC a final invasion of Atlantis by the Lizard Men although unsuccessful ultimately led to it sinking into the ocean. A number of surviving Atlantean Elves who had been trapped on the outside relocated to northern Europe but in light of the rapidly approaching ice age these Elves found their new homeland harsh and severe, and had to revert to barbarism in order to survive. 1351 AD was the last time any of the Elven races were seen. But they did not die out.

Post Holocaust Era:

In 1351 AD after suffering thousands of losses due to the Infernal created Black Death the various Elven families united to go into hiding in the other dimensional Florascape.

 

 

Aliens