Kerrian Race, a new race of superhumans who joined the CCW

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Emerald MoonSilver
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Kerrian Race, a new race of superhumans who joined the CCW

Unread post by Emerald MoonSilver »

Here is the third custom race that I have created for other to hopefully enjoy. They are a unique race of mostly super humans whose appearance is a little "different" as you will see below. Consider this an early Christmas present for you all.

Love, Emerald :lol: :twisted:


Kerrian

By Emerald MoonSilver


The planet Kerry is an Earth sized jungle world with a slightly higher oxygen content and encircled by green, faintly glowing, Ley Lines.

The ruling species of the planet are called Kerrians and have evolved from a tree dwelling mammal millions of years ago. The use of magic, and later psychic abilities, have been practiced for thousands of years.

Up until 200 years ago the natives resembled Earthlings except for having slightly pointed ears and a large mane of hair, reminiscent of anime characters. Their hair, eye, and skin colors up until that time were also within human norms. They have always been an athletic people and can move quite quickly in the water and on the ground due to selective breeding practices amongst some nations of their world. Nothing like juicer or “crazy” experimentation took place though.

Two hundred years ago, the Kerrians had a civilization roughly on par with early 21th century Earth, with technology, magic, and psychic abilities well known and existing side by side. Like Earth if that time period, large scale wars were behind them. Small skirmishes occasionally occurred, usually over resource distribution. Many Kerrians were quite against their native forests being cut down to make way for aircraft and spacecraft facilities which were increasing in number.

One late summer afternoon a strange incident took place, as the ley lines greatly increased in brilliance and a strange blue mist began to flow out from them. Within 3 hours the mist covered the entire planet. This caused more than a little panic at first, until the Kerrians realized that not only was the mist not harmful, but it instead had beneficial properties. The mists seem to cure mild illnesses such as colds and coughs, as well as healing small wounds. The mists also immediately cured those who were suffering from drinking too much alcohol or were under the affects of narcotics.

The mists lasted for almost 3 days and the brilliant ley lines lasted for another week before they disappeared as well.

The citizens waited for days, then weeks and finally for 3 months for something else to happen. When nothing more seemed to happen they began to go about their daily lives, figuring that the mists were just a freak or random magical occurrence.

Some people were disappointed; they had hoped that the mist would cause something more interesting to occur. They got their wish two week later. Reports started to flood in, in all media outlets. It seemed that many individuals started to exhibit strange and wonderful powers. Some found themselves, stronger or faster or more intelligent. Some could fly or turn invisible. BY the end of the first year 50% of the population over 16 years of age had some sort of “super power” for lack of a better term. By the end of the second year, over 90% of the population had powers of some sort. Those who did not possess these abilities possessed either magic or psychic abilities. Less than 1% of the population possessed no abilities what so ever.

When a reporter asked a man on the street if this bothered him, he replied, “Hell, no it’s (censored) awesome.” Most people seemed to agree with statement.

In game terms most of the population only had 1 or 2 minor powers, many though had major ones and some would be considered “mega heroes”, or immortals.

The weirdness didn’t stop there though. As the first generation of new supers began to have children they noticed that they were born with often very vivid and sometimes shocking skin and hair colors. As this continues to occur, it was found out that no two children being born ever looked the same. Each child had a unique skin, hair and eye colors, which included every color in the rainbow, with eyes often being multiple colors and the child’s hair often having a metallic shine to it.

These “colorful” children were not harmed in any way. Their unique looks granted them no special powers but it did cause them to stand out, at least at first. As time went by more people have varied skin tones than the race’s original looks. After 100 years almost everyone on the planet looked different from one another.

Now I realize that I am going through this rather fast and the Kerrians did not just suddenly accept that their future generations were becoming “techno color” people. There were sociological and psychological issues to deal with, but for the time being I am more interested in presenting in what I hope is a cool and unique race for everyone to use before the holidays get here. Maybe at a later date I’ll do a more in depth article on how the change in their physical appearance affected them as a people as a whole.

Fifty years ago, a scout ship from the CCW discovered the planet and was surprised at what they found. The Kerrians were equally surprised. Many Kerrians were doubtful they would ever meet “aliens” because of the huge distances between worlds, which the Kerrians nowhere near possessing FTL travel at that time.

One thing that bothered the scout crew was that the planet was quite close to where the Splugorth has been exploring as of late and the last thing they wanted to see were these unique people captured and used as slaves, by those “Giant Muck Monsters”, as one CCW general called them.

In a surprisingly short amount of time the planet found it playing host to an entire protector fleet, 2 fighter wings 90 Star Ghosts, each, and 2 new of the Star Ghost Cruisers.
Word soon spread, as it always does of a strange new planet and its people which lead to not only the Splugorth, but the Kreeghor as well coming to investigate the planet. We all know how much these two races feel about each other.

To maintain order, hopefully, a second Protector fleet soon “warped” into the system. By the time they got there the Kerrians seemed to be open to having CCW representatives and even Kreeghor ambassadors on their world, much to the Kreeghor’ surprise.

They had no interest in having anything to do with the Splugorth and their “evil space monkey henchmen” as they called them. This description amused the Kreeghor immensely, and often referred to the Kittani that way.

Today the Kerrians are a member of the CCW and they are starting to spread out into the 3 galaxies. Some have even explored parts of Earth, avoiding the Splugorth when they are there. How things turn out in the future should be interesting.

Kerrian Race

Alignment: Any, although most Kerrians tend to of either good or unprincipled alignments.

Attributes: I.Q. 3d6, M.E. 4d6, M.A. 3d6, P.S. 3d6, P.P. 4d6, P.E. 4d6, P.B. 3d6, SPD. 4d6*4. See note below in the speed attribute.

Size: varies, within human norms.

Weight: Varies, within human norms.

Hit Points: P.E. x2 at first level and +1d6 at each new experience level.

S.D.C.: 40, in addition to that granted by skills and super abilities.

P.P.E.: 3d6 unless they are a mage.

I.S.P.: Negligible, unless they are a member or a psychic class, except nega-psychics and mind bleeders which do not exist on their world.

Average Life Span: 160-200 for both males and females.


Natural Abilities:

1. Most Kerrians have super abilities, which can be chosen by the player. I suggest having no more than 2 major and 5 minor abilities or 3 major and 3 minor abilities, unless the G.M. allows mega-heroes and immortals. The final power selection is up to your gaming group though.

Those who do not want to possess super powers can choose from one of the many mage or psychic character classes.

*2. Due to selective breeding practices in their past, Kerrians multiply their speed score by 4 as well as having +3 to roll, fall, impact, and a +1 to their dodge. They can also swim at one half their base running speed, (NOT a super power speed boost such as sonic speed).

3. All Kerrians have a heightened sense of balance that grants them the ability to fire an aimed, called shot, or burst without penalty while, moving, running, riding a horse, driving a car, during acrobatics, hanging upside down, etc. This also gives +10% to acrobatics and gymnastics skills as well as climbing. +5 to maintain balance rolls and never gets dizzy. Allows a +2 to roll with punch, fall impact.

Additional Skills:

All Kerrians have their native language and literacy at 98%, Trade 4 (English) at +30%
And literacy with it at +20%
Math (Basic): +30%
General Athletics.

Attacks per Melee: 2 plus those gained from hand to hand skills

As for character classes chosen, standard Rifts rules say that super being can only play “Adventurer” class characters. Our group though never agreed with that and allows military classes. IT doesn’t seem logical on a planet full of superheroes that some would not be in the military. The choice is up to you though.

Standard Equipment: Varies per class chosen.

Money: Varies per class chosen.
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taalismn
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Re: Kerrian Race, a new race of superhumans who joined the C

Unread post by taalismn »

I'd have taken some of the shininess off them by balancing the books a little; rather than have powers handed to them by an apparently freak circumstance, then have them first discovered by protective lensmenCCW willing to throw a Taskforce into their system to protect them, I'd have an overstretched CCW recognizing the dangers these babes in the woods are in of becoming Splugorth slaves or becoming the nucleus of an entire new corps of Imperial Guardsmen.
The few CAF personnel landed have the task of determining how best to hurriedly teach these people of the dangers they're in, and preparing them for possible trouble(cue POV cutbacks to CAF intelligence folders showing increased Splugorth/TGE/Golgan/Intruder/Whatever presence in the area), and getting them ready with the few resources the CCW can send to the system(not manpower).
The CCW can pretty much arm every adult on the planet, but they're still deciding whether to break the Kerrians' innocence as it is in the process.

Then the TGE shows up, and the Kerrians invite them in.
Now the CCW has the problem that if they mishandle the situation, they risk driving the Kerrians into the Empire's hands and they really DO become the Kreeghors' new batch of enforcers.
So the TGE and the CCW are all playing nice guys and polite to each other for the locals, while covertly trying to make each other lose face and away Kerrian opinion their way.Cloak and dagger, with dappling in local politics and noir schemes.
Meanwhile, TGE and CAF military forces are building up a few light years away in desert systems, just in case.


Too serious for you? Too grim dark coldwar for you? Read Keith Laumer's 'Retief' series for inspiration for a lighter-hearted campaign. In that series the stuffy(and deadly-armed) Terrans are constantly trying to outmaneuver their five-eyed sticky-fingered imperialistic Groaci rivals in winning the hearts and minds of the often simple-minded locals, by gifting those locals with ever-granted baseball parks and Bolshoi-style theaters, while the locals look on bemused indifference.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Emerald MoonSilver
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Re: Kerrian Race, a new race of superhumans who joined the C

Unread post by Emerald MoonSilver »

taalismn wrote:I'd have taken some of the shininess off them by balancing the books a little; rather than have powers handed to them by an apparently freak circumstance, then have them first discovered by protective lensmenCCW willing to throw a Taskforce into their system to protect them, I'd have an overstretched CCW recognizing the dangers these babes in the woods are in of becoming Splugorth slaves or becoming the nucleus of an entire new corps of Imperial Guardsmen.
The few CAF personnel landed have the task of determining how best to hurriedly teach these people of the dangers they're in, and preparing them for possible trouble(cue POV cutbacks to CAF intelligence folders showing increased Splugorth/TGE/Golgan/Intruder/Whatever presence in the area), and getting them ready with the few resources the CCW can send to the system(not manpower).
The CCW can pretty much arm every adult on the planet, but they're still deciding whether to break the Kerrians' innocence as it is in the process.

Then the TGE shows up, and the Kerrians invite them in.
Now the CCW has the problem that if they mishandle the situation, they risk driving the Kerrians into the Empire's hands and they really DO become the Kreeghors' new batch of enforcers.
So the TGE and the CCW are all playing nice guys and polite to each other for the locals, while covertly trying to make each other lose face and away Kerrian opinion their way.Cloak and dagger, with dappling in local politics and noir schemes.
Meanwhile, TGE and CAF military forces are building up a few light years away in desert systems, just in case.


Actually I intended this to be an old US and russia cold war situation. YOu hit it right on the head, so to speak.


Too serious for you? Too grim dark coldwar for you? Read Keith Laumer's 'Retief' series for inspiration for a lighter-hearted campaign. In that series the stuffy(and deadly-armed) Terrans are constantly trying to outmaneuver their five-eyed sticky-fingered imperialistic Groaci rivals in winning the hearts and minds of the often simple-minded locals, by gifting those locals with ever-granted baseball parks and Bolshoi-style theaters, while the locals look on bemused indifference.
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Kerrian Race, a new race of superhumans who joined the C

Unread post by taalismn »

Actually, I'm kinda surprised that either side is letting the Kerrians wander off into the galaxy.
If I were a TGE intel master, I'd consider using the opportunity to kidnap a few during those excursions for research purposes---figure out the hows and whys and what it takes to break them/snap them/bend them.
Of course, the first cases aren't going to survive, but it makes it easier to figure out how to turn the rest(or destroy them, if they go with the CCW).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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