Post by Frederic Bourgault-Christie on Nov 16, 2005 15:24:53 GMT -5
1.Sinistral
2.Kittani
Gatherer
Yeerk
Hork-Bajir
Ateng
Graei
Mirror People
Neuro-Troll
Elf
Dwarf
Sasquatch
Moogle
Lizardman/Bangaa
Viera
Nu Mou
Larhold
Psi-Taur
Men-Rall (weird lab coat things in South America 2 with Mecha-Kinesis)
Pucara Red Giants (big red giants with telekinetic psychic stone missiles and geokinesis)
Arkhon (Magic 5, Psi 15, Tech 10, Ki 0)
Amaki
Fallam
Xeloss
Xerusian
Agerus
Jeridu (Land of the Damned, acrobatic six-armed race, very monk like, first race to defect from the Old Ones
Kaejor (a race that permanently loses 50% of their SDC/HP but have huge amounts of damage absorption and can meld with armor to plate over wounds, great to combine with magic healing,
Kildred (manipulators with Mental Stun super-power and lots of psionics, can learn magic, bio-regenerates and has voice amplification, x2 damage from rune weapons, -2 to save vs. Wards and symbols but good bonuses otherwise)
Goloths (large, powerful, perpetually hungry hunters, ape-like)
Croval (manipulators like Syvan, grow crab legs as they gain in experience that are a sign of power and prestige, standard supernatural abilities (including d-porting) except for turn invisible plus Omniglot and bonuses to Streetwise/Prowl, low Psi affinity, good Magic,
Barauder (large, child-like giants, some are leaders with +5 I.Q. and M.E. and less of a desire to break things they don’t like,
Ashada (swashbuckling wombat-like race with otter-like head
Waghalter (insectoid assassin-predators with echo-location and stalking abilities, powerful leaping, a thick carapace and a powerful metabolism with a huge adrenal rush
Maledon (reptilian battle fiends recruited by the Dragons, natural combat ability and good armor,
Skage (powerful psychics, quite tolerant of other races and laidback, scholarly, have a natural telepathic shield, slug-like tail
Vorloc (no mouth – communicates through magic, sign language; ordinarily telepathically inert, thick armor, can increase their armor by becoming immovable and locking themselves
Zaranceti (amphibious ocean dwellers with a rapport with sea serpents and advantages underwater,
Contemplator (demons with a heavy dose of remorse, good magic and psionics
Rabbler (sub-demons with a good sense of smell, body weapons and shield arm metamorphosis techniques, limited shape shifiting, acute hearing, and oily skin, explodes at 0 HP
Soulhunter (demon that is well respected and ultra-honorable, makes rune weapons to temporarily take souls to retribution, often recruited as Redeeming Demons by the Banbar
Mastadonoid
Noli
Yeno
Greot Hunter
Grackle Tooth
Aarden Tek
Sinestrian (mechanic race that uses mechanical waldoes
Gene-Splicer
Gene-Tech
Xodian
K!ozn
Golgan (pink amphibian humanoid, small mouth, enhanced perceptions
Lurgess (ultra-infectious beings, exoskeleton adds melee attacks,
Ultrovian (amphibious magical aliens who have some difficulty with ley lines, in fact can pioneer a Technique that manipulates magic
Zebuloid (similar to dar Nass,
Uteni
2.Kittani
Gatherer
Yeerk
Hork-Bajir
Ateng
Graei
Mirror People
Neuro-Troll
Elf
Dwarf
Sasquatch
Moogle
Lizardman/Bangaa
Viera
Nu Mou
Larhold
Psi-Taur
Men-Rall (weird lab coat things in South America 2 with Mecha-Kinesis)
Pucara Red Giants (big red giants with telekinetic psychic stone missiles and geokinesis)
Arkhon (Magic 5, Psi 15, Tech 10, Ki 0)
Amaki
Fallam
Xeloss
Xerusian
Agerus
Jeridu (Land of the Damned, acrobatic six-armed race, very monk like, first race to defect from the Old Ones
Kaejor (a race that permanently loses 50% of their SDC/HP but have huge amounts of damage absorption and can meld with armor to plate over wounds, great to combine with magic healing,
Kildred (manipulators with Mental Stun super-power and lots of psionics, can learn magic, bio-regenerates and has voice amplification, x2 damage from rune weapons, -2 to save vs. Wards and symbols but good bonuses otherwise)
Goloths (large, powerful, perpetually hungry hunters, ape-like)
Croval (manipulators like Syvan, grow crab legs as they gain in experience that are a sign of power and prestige, standard supernatural abilities (including d-porting) except for turn invisible plus Omniglot and bonuses to Streetwise/Prowl, low Psi affinity, good Magic,
Barauder (large, child-like giants, some are leaders with +5 I.Q. and M.E. and less of a desire to break things they don’t like,
Ashada (swashbuckling wombat-like race with otter-like head
Waghalter (insectoid assassin-predators with echo-location and stalking abilities, powerful leaping, a thick carapace and a powerful metabolism with a huge adrenal rush
Maledon (reptilian battle fiends recruited by the Dragons, natural combat ability and good armor,
Skage (powerful psychics, quite tolerant of other races and laidback, scholarly, have a natural telepathic shield, slug-like tail
Vorloc (no mouth – communicates through magic, sign language; ordinarily telepathically inert, thick armor, can increase their armor by becoming immovable and locking themselves
Zaranceti (amphibious ocean dwellers with a rapport with sea serpents and advantages underwater,
Contemplator (demons with a heavy dose of remorse, good magic and psionics
Rabbler (sub-demons with a good sense of smell, body weapons and shield arm metamorphosis techniques, limited shape shifiting, acute hearing, and oily skin, explodes at 0 HP
Soulhunter (demon that is well respected and ultra-honorable, makes rune weapons to temporarily take souls to retribution, often recruited as Redeeming Demons by the Banbar
Mastadonoid
Noli
Yeno
Greot Hunter
Grackle Tooth
Aarden Tek
Sinestrian (mechanic race that uses mechanical waldoes
Gene-Splicer
Gene-Tech
Xodian
K!ozn
Golgan (pink amphibian humanoid, small mouth, enhanced perceptions
Lurgess (ultra-infectious beings, exoskeleton adds melee attacks,
Ultrovian (amphibious magical aliens who have some difficulty with ley lines, in fact can pioneer a Technique that manipulates magic
Zebuloid (similar to dar Nass,
Uteni