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Tetranian R.C.C.

 

Okay, first off this RCC is loosely based off of Kagato from "Tenchi Muyo! Ryo-Ohki". I don't own that! It's also based a little off of the Heaven and Eternity fanfiction by David "K'thardin" R. Nolen (A reall good fanfiction series, you can find it here). I don't own that stuff either! So please! Don't get me in trouble! ^_^ ~D. Leprechaun

 

Tetranians are a race of powerful supernatural aliens that inhabit almost as many dimensions as the Splugorth! This does not mean they are as prominent in galactic politics like the Splugorth, most races don't even know they exist. Tetranians are best described as dimensional vagabonds; they constantly roam the dimensions exploring, investigating (and in some cases dominating) the worlds they find. In technical terms, 75% of all dimensions have at least once been visited by Tetranians. (Though this does not mean in large numbers, in some case fewer than a hundred have been there, in others fewer than 10.)

The uniqueness of this race is in their physical make up. Tetranians have a high magical ratio in their composition. This essentially means that they are more attuned to magical energy than most races, and because of this, they take double effects from ALL magic spells. Due to their inherent weakness towards magic, most Tetranians avoid mages at all costs. Some become fanatical in their fear and fester a deep hatred for all magic users. The most prominent case of this can be found in the Tetranian clan Talos.

The Tetranians evolved on a planet that possessed even more ley lines than RIFTS Earth! This planet was destroyed tens of thousands of years ago in a great war between the Tetranian race and rouge Splugorth lord named Shlynncryth. The end of the war resulted in the decimation of Shlynncryth's forces and the destruction of the Tetranians home world. Lord Shlynncryth himself vanished after the war and has not been seen in over ten-thousand years. (Note: There have been rumors of an unknown Splugorth lord working within the Tri-Galaxies. This could possibly be Shlynncryth. Ultimately it is up to the GM.) This war convinced the Splugorth that Tetranians were to much of an annoyance to conquer.

Another interesting note about this race is their inherent mental endurance. Most beings, supernatural or otherwise, can't match a Tetranians ability to withstand mental punishment. Their sheer force of will has been powerful enough that in a few obscure instances they have been recorded to even beat gods in mental battles!

Tetranians are rather tall beings that have a very pale complexion. Their ears are taller than human ears and their eyes are yellow with red irises. Their skin is a pallid color with hints a blue, do to the color of their blood. Though not prominent, Tetranians have fangs for canines and incisors. This could suggest they are a predatory race and explain their instinctual combat instincts. The Tetranians are a duel race much like the Promethians. The first stage Tetranian is the average Tetranian most commonly associated with the name. Second stage Tetranians are beings of almost pure PPE energy with incredible powers, however they are incredibly rare. At the turning point in a Tetranians life (10th level or higher) The Tetranian can chose to take the 'test'. The individual taking the 'test' walks into a ley-line nexus and if they survive they emerge a being a pure energy. Most Tetranians do not chose to do this because of the fact only 10% of those that take the 'test' survive (10% chance of survival at level 10, +5% per each additional level). Those unfortunate souls that fail in their control of their natural power are engulfed by it and die quite horrible deaths.

The origin of this race is a mystery lost in the vastness of time. Some say they were created by gods, others say they ARE gods, and there are even some rumors that they are in fact creations of the dreaded Old Ones. None of these myths have been proven true and most Tetranians ignore them, others are insulted by them. It should be noted most Tetranians have a loathing of gods and godlike beings. They view them as charlatans and would be conquerors. Perhaps this suggest that whatever created them, the Tetranians weren't fond of it.

 

 

 

The Clans

 

The society of these beings is clan based. There are seven Tetranian clans that roam the megaverse. All of the clans have a central world ship that they use as a roaming home world. The world ships are gargantuan spheres of metal and technology that are roughly the size of a small planet. Only the seven are known to exist and they are always moving to avoid the attention of power hungry beings such as Nuruni Enterprises and the Splugorth.

Recently a war has broken out between the clans and the Tetranians are at a risk of exterminating themselves. The clans are almost split in half with three clans on one side and two clans on the other. The remaining to clans have taken great lengths to avoid the conflict and remain neutral. It's ironic in a sense that the splugorth find this war quite amusing. In their opinions they've finally found a use for this bothersome race. Entertainment.

The seven Tetranian clans are K'thardin, Troy'dane, Raz'lyan, Qual'enost, Est'thadin, Troy'lya, and Talos. (Note: More descriptions of the clans and their relationships between themselves and other races will be included in future text.)

 

 

AVERAGE 1ST STAGE TETRANIAN STATS (NPC Villain and Optional Player Character.)

{Due to the high power of this race, they should only be allowed as player characters in high powered campaigns. Cosmo Knight campaigns for example would work well with this race.}

 

Attributes--

-IQ: 3D6+6

-ME: 3D6+12

-MA: 3D4

-PS: 3D6+10

-PP: 4D6

-PE: 3D6

-PB: 3D6+6

-Spd: 4D6+10

(PS and PE are considered supernatural.)

 

Average Life Span: Life span unknown, assumed to be immortal.

Average Height: 6 feet plus 2D8 inches.

Average Weight: 190 to 300 lbs.

MDC: 3D6X10 plus 2D6 per level of experience

PPE: 2D4X10 plus 1D4 per level of experience

ISP: Depends on whether they are a Minor (50%), Major (30%), or Master (10%). Tetranians are natural psychics. Only a small percentage (about 10%) do not develop any psychic powers.

Natural Abilities: Night vision up to 600ft feet (Can see in total darkness), Double effects on all magic, Wingless Flight, Bio-Regenerate 1D4X10 per hour, Bones heal 10X faster, Can spontaneously regenerate 2D6 MDC twice per day. At level seven First Stage Tetranians also gain the powers Darkness Control and Night stalking.

 

Weaknesses: As previously mentioned, they take double effects from all magic. For some reason their own natural powers do not inflict double damage even though they are considered magical. Also Supernatural strength inflicts NORMAL damage. Again for reasons unknown. Tetranians also have eyes that are extremely sensitive to light and anything that gives off more light than a small light bulb (About 50 Watts) causes discomfort. Sunlight actually causes them physical pain and they are a minus 8 to strike, parry and dodge when their eyes are exposed. Because of this most tetranians favor sunglasses, etc., when visiting other worlds.

 

The Energy: All Tetranians control what most races simply refer to as 'The Energy'. This 'energy' is a manifestation of the Tetranians PPE and is their most formidable weapon. The energy can be manifested in several forms. All of them however, drain the Tetranians of their natural PPE.

 

Energy Sword: (Start with on first level) Tetranians are well-known for this manifestation. They take the ambient energy within themselves and around them to create a weapon of pure green energy that is SOLID. (Sorry no-munchkin light sabers ^_^) This weapon can be anything the Tetranian wishes as long as it is ancient in design. The only limitations are that the weapon cannot exceed six feet in length and one foot in width. It takes one melee action to create the weapon. It can also be used to make a shield that has 30 MDC plus 10 MDC at levels 5, 7, and 10.

Damage: 2D6 plus an additional 1D6 per level of experience. The damage stops at 5th level at a fixed 1D4X10.

Range: Hand to Hand, the weapon can be thrown but disappears after striking something.

Weight: Varies with size, almost weightless. Average weight is about 2 lbs.

PPE Cost: 15 PPE to create. It can be maintained indefinitely

 

Spirit Flames: (Gained at 2nd level) This manifestation uses the Tetranian's PPE to create a green flame of MDC fire that they can manipulate. It can also be used to light dark room with a low level of green light that reaches 30 feet around the flame.

Damage: 3D6 plus 1D6 at levels 5, 7, and 10. It can be manipulated so the damage varies. (IE can lower to 1D6 damage if the user wishes it.)

Range: About sixty feet before the flame dissipates.

Weight: Weightless.

PPE Cost: 5 PPE per melee of manifestation

 

Energy Expulsion: (Gained at 3rd level) The Tetranians fire a blast of green energy that explodes upon contact. The blast is about the size of a softball.

Damage: 1D6 per level of experience. Stops at 7th level at a fixed 1D4X10.

Range: 600ft plus an additional 25 feet per level of experience.

PPE Cost: 10 PPE per blast

 

Energy Enhancement: (Gained at 5th level) The Tetranians 'suck up' the ambient PPE around the to enhance their energy blast. The size of the blast depends on how much PPE the Tetranian absorbs but can not exceed five feet by five feet in diameter.

PPE Cost: 25 PPE for an enhanced blast, no cost for just draining energy.

PPE Limit: The fixed limit is 50 PPE absorbed, to exceed this will further enhance the blast. However it will also prove fatal to the Tetranian as the energy begins to deteriorate their body. Roughly 5D6 internal damage for every 25 PPE beyond the limit.

Damage for the enhanced blast: Varies on the PPE absorbed. (GM's discression) Limit is 1D6X10 to a twenty foot area. (Remember these blasts EXPLODE on contact.)

 

Intangibility: (Starts with at first level) Perhaps the most unique of the Tetranians natural abilities is the art of intangibility. The Tetranian becomes a walking ghost, unable to touch or be effected by anything physical in nature. Energy will still inflict half damage on a Tetranian in this state and Magic will do the full double effect. (For more on this power see Heroes Unlimited 2nd edition)

PPE Cost: 10 PPE per 5 minutes of use.

 

Average OCC: Tetranians are restricted to OCC's that allow supernatural beings to use them. (Sorry no Tetranian Gunslinger) Most common Tetranian OCC's are any science orientated OCC (Such as Rouge Scholars, Rouge Scientists, etc.) since Tetranians have a liking for academic enhancement and virtually any Men at Arms OCC's. Cybernetics are impossible due to the supernatural nature of this race. Tetranians NEVER take Magic OCC's because they are against their beliefs.

 

Average Experience level: 1D8 plus 2. Players should start at 1st level. Use OCC's experience table.

 

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