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Darius
Joined: Sat Feb 09, 2008 2:56 am Posts: 1606
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 Feline Race
Going through my collected material:
FELINE RACES By Martin Siesto
Feln
PHYSICAL DESCRIPTION: A typical feln is between four to four and a half feet in height, with some rare individuals reaching a height of near five feet. They are covered by a soft fur that varies in length and coloration depending upon what House they originated from. Fur coloration ranges the gamut of the ordinary domestic cat to the more noble colors of the larger felines such as the Tiger, Lion, Panther, Tyngar (very much like a panther – black with white stripping like a tiger) and Lynx to name a few. All feln are born with a long tail, and have feline features. Their hands are formed much like that of a human with four fingers and an opposable thumb. Each of these dig-its has a large retraceable claw. Feln have eyes that are a little oversized for the size of the face and set with a slightly protruding maw much like an ordinary cats. The legs and feet of the feln have evolved (were designed) for upright posture. The feet are larger and more like paws with pads and claws rather than actual toes. The legs themselves have an additional joint allowing for move-ment on all fours at a much increased rate gaining a third more speed over moving on two legs alone.
The feln are curious and strong willed. There are born those rare feln called Tev’Dyacht or touched – These in-dividuals have a capacity for Heka that is unknown in most of the race. They are gifted with the gift of Heka use like no other feln is. It is surmised that they are born only to the Noble houses because those lines are kept pure from inter racial parings. Only 1 or 2 are born in a season (and that includes the entire population of the Felns on Lejendary Earth). The Tev’Dyacht are readily identifiable as such in and that each is born with several thick tentacle like protrusion from the back of their skulls and follow the contour of the head to just past the shoulder. The tentacle like appendages or Tev, serve no purpose that any have pinned down. They are smooth and covered with an extra soft downy short fur. The Tev’Dyacht will be detailed hereafter, conforming to their brethren except as Noted.
The Feln are as intelligent as an average human though hampered by an insatiable curiosity. They are also preoccupied with fate and destiny. They do not re-vere supernatural beings as deities and have no formal religion. The feln are wanderers by nature. They prefer to travel far and wide with their gypsy brethren. They live in artfully decorated Wagons and / or elaborate tents. On occasion the odd Feln settles in these instances they prefer burrow type homes that are more below ground than above. Often they dwell in hollowed out trees or build their homes into the side of a hill. They get on well with other races as they tend to be pleasant and good company, always ready with a joke, a laugh, or a smile.
CULTURE: The Feln live in a symbiotic relationship with the Gypsies of Lejendary Earth. They have meshed ex-ceedingly well with them for centuries. Leadership of a Pride (or Family) is Matriarchal. The Feln have success-fully bred with humans and produced offspring. These offspring are known as Vosh’Ti. Over the centuries this half breed has become a stable spiecies in its own right. In fact the Gypsy bands that are comprised of Feln, Vosh’Ti, and Humans have come to be known as simple The Voshti. There has been no other successful pairing with any other natural species other than the Human species. The Vosh’Ti will also be detailed Here after.
INITIAL BASE RATINGS: The player may initially assign no fewer points, and no greater number of points, to the Base Ratings than the following: Health: min. 30 points max. 60 points Precision: min. 30 points max. 60 points Speed: min. 9 points max. 14 points
RANDOM INCREASE DICE: The player will roll the following dice to determine the amount of increase for each Base Rating.
Health: 2d6+4 points Precision: 3d4+2 points Speed: 1d4+1 Half points
RESTRICTED ABILITIES: Feln may learn the following as new abilities (in addition to those listed in the Chosen Abili-ties below; the rest are excluded) during the play of the game: Alchemia, Enchantment, Learning, Physique, Sav-agery, Scrutiny, Sorcery, Waterfaring (note this Ability requires double the normal amount of General merits to obtain and increase in due to the Feln’s fear of water). EXCLUDED ABILITIES: Feln may never gain Chivalry, and Theurgy. MANDATORY ABILITIES: Minstrelsy: 80% of Precision Stealth: 70% of Precision Luck: 50% of Speed CHOSEN ABILITIES: 1st Ability 100% of Base Rating 2nd Ability 60% of Base Rating 3rd Ability 10 for Weapons/Other
Arcana, Archery, Commerce, Creativity, Divination, Evaluation, Hunt, Necrourgy, Nomadic, Panprobibility, Pantology, Pretense, Psychogentic, Ranging, Stealing, Tricks, Urbane, Waylaying, Weapons.
RACIAL CAPACITIES & HANDICAPS: 1) Have the ability to communicate with any natural feline (the level of communication is governed by the inherent intelligence in the feline) 2) Retractable Claws (1-8 Harm each) all Feln can attack twice per ABC with their claws. (Use base precision score +10 or weapons Ability +10, whichever is higher) the claws also increase all climb/gripping actions by a bonus of 10 points.
3) Sharp Eyesight and have the ability to see in complete darkness as if in twilight. 4) Auditory twice that of humans. 5) The Feln are often Curious, Flamboyant, Prankish, and Superstitious in nature. 6) All Feln dislike water. This dislike borders on a phobia and any feln attempting to function on a ship or boat is at 10 point penalty. If actually in water the penalty in-creases to 15 points. 7) When moving on all fours the race gains +1/3 of their maximum speed. 8) Feln are inherently ambidextrous and gain an addi-tional combat action per round for use as a parry if a second weapon is employed. There is no penalty for the use of an off hand and they are neither right nor left handed.
HISTORICAL PERSPECTIVE: Myth and lore records the ap-pearance of the Feln several millennia ago. How they came to be on Lejendary Earth is somewhat confused. Some scholars contest that as with so many other Spe-cies they were brought here thru a portal. Others more familiar with the Feln hold to the history that the Feln themselves support. Oral tradition records their fall from the stars some thirty five Generations ago. There earliest records allude to a great war among the stars and they fled a powerful and voracious aggressor. What they call Planet fall is said to have killed nearly half of the assem-bled prides. From that day forth they sought to fit in and survive. It did not take long before the gypsy folk, the Players and even some Wylven communities took them in. They are prolific and have traveled the world over traveling with the now combined peoples called the Voshti. Humans and feln mated creating a viable half breed that due to the closed environment grew into a stable race. The Voshti are now made up of the Feln, Gypsies, and the intermixed Voshti themselves. The Feln are curious and adventurous at heart. They can be found wherever humanoid life dwells on land and perhaps other places as well. Whatever it was that caused Planet-fall has never found them or at least there is no record of it happening.
_________________ If a kid gets an answer right, tell him it was a lucky guess. That way, he develops a good lucky feeling.
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Dammadon
Joined: Mon Feb 18, 2008 4:06 pm Posts: 257 Location: Concatenated Republics of Mars
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 Re: Feline Race
Good save Darius!! I really liked these guys, and wis disappointed that they edited them out of the Trouble With Trollkins series (published in Lejends). Lost my copy of this a loong time ago, and thought I'd never see it again. Whew! Jerry .
_________________ Star Dragons? We prefer to call them death-wishes, personified. Space Serpents are just as bad, if not worse... But if you're serious and your credits are good then, sure, we'll take you. By the way, how good are you with an anti-matter cannon?
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