PUPPETEERS - from Larry Niven's "Known Space" stories 80 points by Rex Stardust Again, I assume you know who these are. For those that don't, check the sources listed above for kzinti... Ads, Disads, Quirks: Puppeteers get +4 to IQ, and doubled Move. Their flat, brainless heads (both of them...) are considered to be hands, with ST-3 and DX+3 when used as such. All puppeteers encountered outside of the Fleet of Worlds are Ambidextrous, have alertness +3, Common Sense, Danger Sense, Peripheral Vision (360 degrees, since both heads have an eye and can face anywhere...) and Voice (a very sensuous contralto). By way of racial disads, they have Pacifism (total non-violence, though some can buy this up to self-defense only) and Cowardice. To be a non-Coward is a 10 point advantage, and is always coupled with some form of insanity. By definition, any puppeteer met off the Fleet of Worlds is insane, and *must* have at least one of the following disads: Megalomaniac, Manic-Depressive or Suicidal (see below), Paranoia, any number of odd phobias (always severe, when they exist at all, although as a rule puppeteers are not superstitious, and shouldn't have quirks or phobias of that nature), Impulsive, or some bizarre Odious Personal Habit. Some common quirks are: one-head talker (absolutely refuses to use the other head for anything but handwork), xenophilic, actually enjoys spaceflight, and others that most humans would consider normal... In a combat situation, a puppeteer may kick with its hind leg for Thrust+3 impaling damage. It takes one turn for a puppeteer to ready its hind leg for a kick. The kick is always at DX+2, and may never be learned as a skill (indeed, most will never admit that it can be done...) Puppeteers may go catatonic if the situation becomes too dangerous (i.e., engaged against obviously superior odds). When in this state, they are curled up in a tight ball and are of no use to anybody. A puppeteer may remain in this state for several hours... Manic-Depression (-15 points): At times of stress (and insane puppeteers are usually under a lot of stress), a PC with this disad may shift from one state to the other on a failed IQ roll. During the manic phase, a puppeteer may behave with extreme zeal, boldly insulting and challenging others, demonstrating a sense of humor, and in general being quite active and impulsive. Some have even taken (and enjoyed) roller-coaster rides while in the manic state. During the depressive cycle, a PC will be generally morose and useless (roleplay it!), moaning softly, even whining about how rotten things are, or isolating himself for days on end. Suicidal (-10 points): This is where puppeteers consider most races to be. Will freely walk into dangerous situations, and is not subject to