Race: Shallant
Species: Shallant. Breed/Type: Single breed type. Class: Monster (Mammal).
Align: Good (players choose their own align when playing this race type).
Gender: 01-50: Female, 51-00: Male.
Level: 1 + 1-D30. Damage-Points: 2-D10 x level.
Number encountered: 1-D6 +1. The number encountered will be outside a Shallant civilization. If within the boundaries of their homeland, the number encountered will be 1-D100 x3 +50. To see if a Shallant civilization has been discovered roll a 96+.
Experience-Points: 5 x level.
Characteristics:
Awareness:
Hearing: ---------- 20
Sense of Smell: - 20
Sixth Sense: ----- 20
Taste: ------------- 20
Touch: ------------ 25
Vision: ------------ 25
Charisma -:
Appearance: ---- 25
Speech: ---------- 24
Constitution: ------- 24
Coordination: ------ 30
Dexterity: ----------- 36
Intelligence: -------- 20
Mental-Strength: - 26
Strength: ------------ 15
Wisdom: ------------- 20
Movement:
Flying: Can't. Grounded: 9. Swimming: 3.
Luck: 1-D6 per level.
Oxygen-Points: 78.
Blood-Points: 72.
Attacks:
Attack descriptions: Range: Damage: Attack Type:
1 30 Lb. Short Bow: 40 space (200'). 4-D6 Sharp.
or:
1 Short sword: 1 space (5') 2-D6 Sharp.
Special: None.
Defense: 30. Offense: 36.
Treasure: %Roll needed to have money and treasure:
61+ to have 1-D6 +1 treasure checks.
Begin rolling on the UnCommon chart.
Check each encountered to have treasure (if civilization is discovered, only a few will have treasure -- most are simply peasants, not aspiring to greatness as adventurers do).
Description:
Annihilation Strike? -------- : Yes.
Sudden Death Strike? - : Yes.
Description:
Eye color ---- : Varies.
Eye shape --- : Medium-sized.
Hair color ---- : Sandy-brown.
Height -------- : Males: 3'-3", Females: 3'-0"
Posture ------- : Biped.
Skin color ---- : Varies.
Skin texture - : As you and I . . . Human.
Weight -------- : Females: 70 Lbs., Males: 90 Lbs.
Dislikes ----- : Boredom. The Shallant is always looking for something to do, whether it be social or adventure.
Disposition - : These creatures are always of a jovial and good nature. They are extremely curious about everything in the world, and this often times gets them caught up on grand adventures. They are wanderers at heart and will leave their homes for long periods of time to go see what there is to see, and do what there is to do in the wide world.
Shallants have an unnatural bond with one another, even if they do not know each other. This bond leads to quick and lasting friendships that are nigh unbreakable.
Fears -------- : Discretion of the G.M.
Habitat ------ : Hills, though they wander in every region in the wide world of Utaemia.
Immunities - : None.
Life-span --- : 220 years.
Likes -------- : Exploring, Money, Treasure.
Needs ------- : Basic necessities of life (food, water shelter, Etc.).
Note --------- : At first sight they look to be Human children of no more than ten to twelve years old.
Special Abilities:
Modification-points:
- Each Shallant encountered (other than peasant types) will have 20 Modification-Points (+3 per level advanced). Example: A level 10 Shallant would have 20 +3x its level = 50
(20 + (3x10=) 30 = 50.
The 50 Modification-Points are used to learn:
ABILITIES
DIVINE FAVORS
SPELLS
TRADE-SKILLS
Game Master: Do not enforce prerequisites for NPC Shallants.
90% of the time, Shallant will choose Thief
Abilities, for most of them are netorious
Kleptomaniacs, finding delight in "hunting
for treasure" (as they put it so cheerfully).
Note: This does NOT apply to common peasants.
This applies to the hunters and would-be
adventurers (the more hardy of the bunch).
Special Defenses:
Slighted Presence: This is a passive ability unconsciously used when trying to escape from danger. When attempting to get away, the G.M. will pit the Shallant’s coordination against another’s awareness (hearing or vision - which ever seems most appropriate for the setting). If the Shallant wins, he or she will slip away to freedom from his or her would be assailant (each assailant must be checked for). This ability is passive, meaning it will always be in effect, and must be attempted where there is sufficicent cover and obstacles to hide within (or penalties will be enforced).
Special Offenses:
None.
Susceptibilities and Weaknesses: Very curious people, which often times gets them into trouble.
Weapon Susceptibilities: Rank-0 (non-magical) weapon to harm.
