Air People R.C.C. (Ra Nalzoi)
Alignment: Typically good or anarchist, but any is acceptable.
Description: Carefree, love to go out and fly. Have fairly advanced technology
developed by those of the race who are more "down to earth." The air people are a race of
beings that are extremely in tune with the element of air. Supposedly, according to their
legend, it was the air elementals who gave them their wings and powers for giving the
elementals some sort of aid in the battle with the Old Ones. Their technology level is
on par with that of the Coalition Statestm. They specialize
in vibro-weapons and armor.
Appearance: Graceful humanoids with light blue, scaly skin, white hair usually
worn in a pony tail or mohawk, dark blue eyes and white, feathered wings.
Attributes: I.Q.: 4d6+5, M.E.: 3d6, M.A.: 3d6, P.S.: 4d6+6,
P.P.: 4d6+4, P.E.: 4d6, P.B.: 5d6, Spd.: 4d6 running or 2d4x10+20 flying. P.S.
and P.E. are considered supernatural.
M.D.C.tm: 3d6x10 plus 2d6 per level.
P.P.E.tm: 1d4x10+15 plus 3d6 per level.
Natural Abilities: Resistant to air based magic attacks (half damage, duration,
and penalties), innately knows all air elemental magic levels 1-4, and does not breathe air.
Magic Knowledge: By O.C.C. or lore skill only.
Psionic Powers: Standard.
Cybernetics/Bionics: Rarely, if ever.
Average Level of Experience (NPC): 1d4+1
Combat Skills: By hand to hand combat skill.
Avaliable O.C.C.s: Any of the Scholars and Adventurers or CS military equivalents.
Psychics tend to be Mind Melters with a high incidence of telekinetic powers. Magicians are
frequently Warlocks, but Mystics and Ley Line Walkerstm are
also common.
R.C.C. Skills:
Speak/Literate: Elemental (98%)
Math: Basic (+15%)
Basic Electronics (+15%)
Choose two languages (+10%)
Astronomy (+20%)
Lore: Demons and Monsters (+10%)
Writing (+5%)
Computer Operations (+10%)
W.P. Vibro-Lance (same bonuses as W.P. Sword)
Hand To Hand: Basic
Hand To Hand: Basic can be changed to Hand To Hand: Expert at
the cost of one "other skill."
R.C.C. Related Skills: Select eight "other" skills from the list
below. Plus select one new skill every third level.
Communications: Any (+10%)
Domestic: Any (+10%)
Electrical: Any (+5%)
Espionage: None
Mechanical: Any (+5%)
Medical: Any (+10%)
Military: None
Physical: Any
Piloting: None (can fly - doesn't need transportation)
Pilot Related: Any (+5%)
Rogue: Any (+4%)
Science: Any (+20%)
Technical: Any (+18%)
W.P. Any
Wilderness: Any (+12%)
Secondary Skills: Select eight skills from the list above with the above
exceptions and without the benefit of bonuses (except I.Q. bonus).
Size & Weight: Five to six feet tall and weigh between 100 and 130lbs.
Average Life Span: 200 years
Natural Habitat: Ancient forests, mountains, and most anywhere else with wide open
spaces of air.
Standard Equipment: Vibro-Lance: A favorite of the Ra Nalzoi. They love to dive
down on enemies and skewer them with this weapon. Does 4d6 M.D.tm
from a stab, or 1d6x10 on a dive attack. Armor of the Air: The body armor of the Ra Nalzoi. It
is virtually weightless and offers great protection. M.D.C.tm
of 70, weighs 6lbs, and has no prowl penalty.
Money: [the editor guesses about 1d4x1000 in cash and 2d4x1000 in black market
items]
Experience Table:
1: 0,000-2,400
2: 2,401-4,800
3: 4,801-9,600
4: 9,601-19,200
etc.