Arymalians

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Arymalians by Drewkitty

This humanoid race of psychic vampires seemingly looking to be a cross between an elf and a human if one ignores their tails, are found mainly in the rift valley, near the Land of the Damned. They seam to have been deposited there by the may portals between realities there. The older ones tend to stay near the rift valley, hoping to find the way back to their homes, while the young native born daughters tend rome where they may after growing to full adulthood.
While the Arymalians feed off the emotions of other sentient beings, any emotions will do. Each Arymalian will preference a type of emotion, and those more widely traveled, will have a type of race that they like best. While one would think that psychic vampires would have great mind powers, this race seams to have none other then their feeding ability.
The scholars that have studied this race find, that while they each have their preferred ways of living, they are all trained as mages, with a large spell inventories. This leads them to believe that the first individuals that came to this world, were mages investigating portals between realities, and became trapped on this side of them.
The greatest mystery that is how breed. They have been no sightings of male Arymalians, but with each year there are more young ones with in the few known Arymalian enclaves and in their camps. Most of the enclaves are located near of in large cities, and aside from the normal bad blood women of other races, because they tend to seek the company of men of the fair races, appear to have normal relationships with the people there. The nomadic Arymalian camps tend to be hostile to outsiders till they know the outsiders are not there to enslave them. Many a man having stayed in a camp, is loath to leave the companionship of the tents. Few men are tolerated in Arymalian camps for long, and are asked to leave.
The lone Arymalian that wander the rift waists tend to be the oldest, who are searching for the doorway back to their home-world, or outcasts, who are aggressive hunters who feed off of fear.
Other lone Arymalian are young adults with wander lust, just like what happens with the other races. These Arymalian are welcomed in most enclaves and camps for a time, but are encouraged to leave with their traveling companions when they leave.(These are the only available for players to use as PCs)

Alignment: any, outcasts tend to be anarchist or miscreant.

Attributes: IQ: 2D6+6( quick thinking), ME: 3D6+12, MA: 2D6+15, PS: 2D6+6, PP: 1d6+23, PE: 2D6+6, PB: 3D6+1 Spd: 2D6+5

HP: 15 (or Standard if PE is greater then 15)

SDC: 30 (starting SDC, from living in the wilds. even if choosing a non-man-at-arms OCC.)

MDC: only via MDC armor

Natural AR: 9

PPE: 2D6x10+32 +2D6 per level (do not add in the PE Attribute)

Chi: 15 (or Standard if PE is greater then 15)

Horror Factor: special (only those familiar with their reputation are affected from seeing them, Reputations factor: 9)

Disposition: Like humans all sorts. (see descriptive text)

Average Life Span: Unknown, the oldest claim to be centuries old. They grow to full adulthood in 17 years.

Natural abilities: Arymalian have a prehensile tail, giving them +1 tail attack, and are natural leapers: able to leap 10' up and across, or up to 20' down, and like a cat, always land on their feet / all fours. Jumping from higher then 10' they will tend to land ending in a crouch, using their arms as well as their legs to absorb the impact. reborn / semi-indestructible: unless the head is chopped off and burned, the Arymalian will completely regenerate with in 24 hours. Even if blown to bits.

Vulnerability: Weapons of pure iron (85%+) by-pass the Arymalian's natural AR, and do and extra 1D6 damage.

Magic: Each Arymalian is trained as a mage on top of whatever OCC they take, and have 1D6+1 spells per level from level 1 to level 9. Each can learn new spells if taught, but do not gain spell per level unless they have a magic OCC. The racial starting spells and PPE, replace the starting magic and PPE if a magic OOC is selected.

Psionic Abilities: None; except for their feeding ability

Combat: +4 APM, +2 init., automatic dodge, +2 disarm & entangle, +2 pull punch, +2 roll, along with attribute bonuses.

Bonuses: immune to stress & confusion & Intimidation, +4 vs Insanity, +4 vs HF, +2 vs possession

Racial Skills: land navigation--60+4d6%* ; wilderness survival--60+3d6%* (if a PC, +30% to Land navigation. and Wilderness survival)

Habitat: any where there are sentient to feed off of. Mostly near the Rift valley near the Land of the Damned. Thou recently young Arymalian have been found wandering south for a few years.

Allies: none but what they make individuals, or family units

Rivals and enemies: the undead and other who prey on their food source.

Slave market value: Unknown, none stay captive long enough to be sold.