Tyferian, Warrior

Basic Information

Anatomy

These creatures have six-legs and a serpentine body. Their legs end in sharp claws for scaling trees. On their upper torso, they have four arms. To move quickly or through the trees, Tyferians drop to all ten and walk like a centipede. To perform actions they rise up and use their four arms. The head of a Tyferian consists of four fierce reptilian eyes, two crushing mandibles and a long coiling tongue. They have a long slender tail that they use to balance as well

Biological Traits

Battle-Ready Reflexes: The warrior’s reflexes are evolved to suit them well in combat situations. They gain a +3 Athletics and +7 Initiative.   Crushing Mandibles: A Tyferian can perform an bite attack that has a WDR of 6 + Str/4 Piercing.   Darting Tongue: As a partial action, a Tyferian can perform a melee attack at a 3m range. This has a weapon rating of 2 Crushing. If the tongue hits an object or creature under 5 kg, the Tyferian can pull it back. Creatures can perform a STR save against the Crushing Improvised skill of the Tyferian plus the Tyferian's Level*10 to resist being pulled.   Dual Weapon Fighting: Your penalty for fighting with multiple weapons decreases slightly. Reduce the penalty of fighting with additional weapons by 2 points per level. (Min. Penalty is 0). If you gain this ability again from another source, instead increase the multipler by 1 point.   Hit-Me: Warriors are capable of taking some serious hits. If an attack would deal over half of their total life points in damage (rounded up), reduce the damage by 50%. If the damage is from a magical source or classified under a vulnerability, this ability does not trigger.   No Room for Brains: Warrior Tyferians are not meant for scholarly work. They must pay an additional 2 skill points for each rank in the Intellect skills.   Soldier's Blood: Tyferian soldiers choose a collection of creatures. This may be an organization such as a religion or nation or a species. When fighting against people of that organization you gain +16 Melee & +12 Ranged. The WDR of your weapons is treated 1 higher when calculating damage against your favored target. Non-violent checks versus your target receive a -25. Tyferians may choose to shift their hatred of an organization to a different on one. To do so they must take 2 days of refocus and have a valid reason for the change.

Additional Information

Perception and Sensory Capabilities

Thermalscale Vision: Focusing on the infrared side of the light spectrum. It allows for vision based on heat sources. Thermalscale is the closest to darkvision one can get without magical assistance. Visual arc 120 degrees.

Thermalscale Vision

Characters with thermalscale vision can see through certain objects. If a creature of the heat or flesh types is behind cover they may still be "visible". If the target is not trying to hide you must roll a Challenging Success, if the target is attempting to hide you must roll 3 more successes than they do on thier hide or move silently check.

If the creature or object is the fire type reduce the number of successes needed by 2


Light LevelVisual PenaltyMax Visual RangeInformation
Very Bright (8000+ lux)-116100 metersProlonged exposure can cause permanent blindness
Bright (4000-7999 lux)-46500 metersProlonged exposure can cause permanent blindness
Daylight (2000-3999 lux)none1kmNone
Well Lit (500-1999 lux)+32kmNone
Dim (1-499 lux)+122kmNone
Dark (>1lux)+122kmNone
Pitch Dark (0 lux)-9750 metersNone

Civilization and Culture

Major Language Groups and Dialects

Tyferian
Racial Hit Dice: 3d6+2
Size Category: Small
Tyferian
Lifespan
2000 Years
Average Height
1.6-1.8 m
Average Weight
45-65 kg
Base Attributes:
Strength: +6
Endurance: +3
Intellect: -6
Perception: +2
Foresight: +2
Magic: -1
Beauty: 0
Rhetoric: 0