AA Episiarchs (A-Episiarchs, ab-Tandu, ab-N8ght) Moderate Galactics wonder how even the Tandu were allowed to create a race as perverse as the Episiarchs. The creatures evolved from small, unpresuming carrion scavengers who used their powers to survive in a viciously competitive home environment. The Tandu increased the creatures' ego to the point of insanity, and amplified their ``luck'' powers to the point where the Episiarchs could twist reality. Episiarchs are dangerous but pitiful creatures. To them, the universe is a maddening parade of surreal props and sets designed to enrage them. The vast majority of them live near-solitary existences on heavily guarded and regulated colonies. Without Tandu-provided automated factories and robot attendents, Episiarch societies rarely evolve beyond the subsistence agriculture and handicrafts level (TL 1). (One Episiarch colony, left to itself as an experiment, blasted itself out of existence when its inhabitants started using their ``magic.'') Each year, the Tandu cull especially adept individuals from the population and ship them to indoctrination centers. After neural taps and pain/pleasure stimulators are implanted in their brains, the recruits' egos and will power are augmented through drugs and conditioning. Further training hones their ability to manipulate the ``illusions'' around them. Even after all this training, the creatures have to be handled carefully. Their keepers have to lead them around on a leash, and off-duty Episiarchs are kept in shielded chambers where they can alter erzats realities to their heart's content. Trained Episiarchs live in an almost perpetual megalomaniacal fugue state, raging against the contraints of Reality. When the Tandu press their emotional buttons and turn on the psionic amplifiers, they gleefully smash the barriers of improbability that stand in their way. They can rip holes in reality literally big enough to fly a ship through by thinking ``I don't WANT to here, I want to be THERE! RAUGHHH!'' BB Biology Episiarchs are shaggy, quadrupedal mammals. They shamble along in a semi-upright posture, dropping to all fours on inclines or in rough terrain. They have crude, oversized four-fingered hands and big clumsy feet. Their two beady eyes are rarely visible because of the shag on their large, misshappen heads. Episiarchs are solitary creatures; they rarely socialize and even their mating season is tense and violence-ridden. In nature, the females birth and raise alone litters of 3-7 young. Most of these die as their brothers and sisters try out their powers. Tandu-trained Episiarchs are too insane to breed normally. Their patrons learned long ago that the young of psionically-adept females came out dead, or warped into things so frightening (and powerful?) that the Tandu desisted from further experiments. Now, captive brood females are lobotomized and artificially fertilized. Though they barely qualify as tool-using, social sentients, it's doubtful that Episiarchs will amount to anything other than psionic tools. BB Advantages and Disadvantages Episiarchs have DX -1 (-10 points) and IQ +2 (20 points). Thanks to their Heavy Build they have HT +1 (10 points) and +20% weight. They are covered in brown or grey coats of Thick Fur (PD 1, DR 1, 5lbs. 29 points). They walk semi-upright (-5 points) and have Reduced Move (1 level, -5) and Reduced Manual Dexterity (2 levels, -20). Episiarchs are nearsighted (-10). Episiarchs have the Probability Alteration (Power 12, 96 points). They are Loners (-1 points), and have Megalomaniacal (- 10 points), Stubborness (-5 points), Ingenious (20 points), Oblivious (-3 points), Incurious (-5 points), Monomaniacal (5 points). They suffer from a Major Delusion (I Am the Center of the Universe! -15 points) and Stress Atavism (rare, results in real trouble -10 points). Episiarchs are a despised Weird Client (-15 points). Episiarchs are 66 point characters. They are too crazed, and too subject to the will of the Tandu, to be good player characters. The Tandu use Episiarchs as space drives, and they have been known to accompany shock troops on assaults on fortified positions. PCs may take running into an Episiarch as a sign that they are in dire trouble. ------------------------------------------------------------------------ BB Fonnir (A-Fonnir, absu-Ghuroo, absu-B'kak9kaa, absu-Soahvimvah, absu-Tarseuh, ul-Koahgi, ulu-Ponoh, ulu-Narg8, ul-Norruhk, ulu-$yllobo9, ulu-Zemvinee, ulu-Zurinumiree The Fonnir are an Elder species. Politically and economically, they have been in decline for a long time. Their space fleets were sold to more ambitious races millennia ago; protection is provided by Institute-sponsored patrols. The cities of their homeworld (K7kakk, located in the same sector as Earth) are almost empty, and some are crumbling ruins. There are only a few Fonnir colonies left. Most are even less lively than K7kakk, and a few have been placed under Preserve status or even declared Fallow! In their prime the Fonnir were a respectable, moderate race from a august patron line. They were influential in the Uplift and Migration institutes, settled many worlds, and acted as Uplift Consort to over fifty client species. The Fonnir uplifted seven clients in their time, but did not manage to inculcate strong clan spirit in them; all but one of the species went their own ways millions of years ago. (The remaining servant species, the Norruhk, are described below.) CC Society On some colonies, Fonnir live in a wild state, their great achievements forgotten. These poor creatures do not seem very interested in breeding, and the few offspring produced are often not sentient! (On a few occasions, devolved Fonnir have been ``discovered'' by hopeful patrons and proposed for adoption as new clients!) The remaining civilized Fonnir live to meditate, practice odd mental and psionic disciplines, and discuss ontology and eschatology. They seldom use their status as a senior elder race to influence outside affairs. When asked their opinion of the Streaker affair, the Fonnir replied with a lengthy, painfully convoluted philosophical statement that amounted to ``so it goes!'' See p.00 for a description of K7kakk society. CC Typical Fonnir Fonnir are not suitable for normal player use; they are too strange and limited a race to make interesting characters anyway. ST 9, DX 9, IQ 14, HT 12 Basic Speed 5.25 Advantages: Intuition, Alertness, Psionics (ESP power 14, Telesend and Telerecieve power 14), Allies (clients and Galactic authorities), Status (senior patron, +6 to civilized Galactics), Eidetic Memory I, Strong Will (+8) Disadvantages: Pacifism (Self-defense only) Quirks: Stare into space, make incomprehensible ``wise'' sayings, annoyingly naive at times, call visitors ``my children'', insufferably humble. CC Personality Traits Fonnir live a long time, and think deep thoughts. They can be quirky mentally, but are virtually identical to each other physically. To determine the personality trait scores of a particular individual, roll a die for each attribute. If the roll is odd, add the number to the score; if even subtract the roll from the score. CUR: 10, CHV: 20, GRG: 30, IMA: 100 EGO: 10, EMP: 90, SUS: 10, CNC: 150 BB ------------------------------------------------------------------------ Norruhk (A-Norruhk, ab-Fonnir) The Norruhk are then sole remaining clients of the Fonnir. They were uplifted about seventy thousand years ago, long into their patron's old age, to be companions in the Fonnir's ``passing on.'' Tymbrimi have likened the uplifting of the Norruhk to the ancient, macabre terran tradition of burying live servants with their deceased masters, to provide service in the afterlife. It is rumored that the Norruhk do not wish to share their patron's fate, and plan to break indenture when their masters become too weak to protest. Other rumors state that the Norruhk have strong psionic powers and have had their psyches enhanced - or bent - in a way that dooms them to ``pass on'' with their masters. CC Biology Norruhk are huge but graceful omnivorous quadrupeds. They are about 8' long, stand 5' high at the shoulder, and weigh nearly 400 lbs. Their tough hides are covered with a dense pelt of short, glossy black fur resembling a coat of fresh tar. Exposed skin is smooth and dark gray. The Norruhk have semi- upright posture. Their front legs double as arms; the front feet are serviceable four-fingered hands. Norruhk can walk quickly when using all four of their strong, slender limbs. They move at one-third speed when using one arm, one-quarter speed when walking on their rear legs. Digits on all four feet are tipped with tough-skinned pads. The pads on the fingers of the front foot/hands are creased with fissures which can be spread apart to a reveal an exquisitely sensitive tactile sensor. Norruhk heads are radially symmetrical. They have long snouts, tipped by a complex four-jawed mouth. The mouth is small, (no larger than a human mouth) but it can expand to take in fruit as large as whole grapefruit . . . or prey as large as a house cat. The four nostrils, located just behind the lips, are very sensitive to heat, and bestow a crude sort of infrared vision. Four eyes are spaced evenly around the base of the snout; four bony ears, like tiny shovel blades, sprout from behind each ear. Except for vision, which is telescopic (equivalent to 5x binoculars), Norruhk senses are comparable to humanity's. They have the ability to instantly go into a passive, trance-like state. This allows them to reduce food and water consumption to near zero. This is useful, since the Norruhk have a incredibly high metabolic rate: their normal body temperature is 116o F! As a result, Norruhk require massive amounts of food when active (five times normal human consumption). Norruhk come in three varieties, or castes: Seers, Synthesizers and Critiques. Each caste has a different personality. A caste is something a Norruhk is born into; it is a genetically determined thing, like gender. There are male and female varieties of each caste, but members of a caste cannot breed with each other. Matings between Norruhk of two different castes produces a child of the third caste. (e.g. A Critique and a Seer couple will have Synthesizer offspring.) This odd arrangement makes the Norruhk unsettlingly xenophilic. Unfortunately, Norruhk aren't very good at interspecies communication; their peculiar mentalities make them rotten diplomats. CC Society Norruhk society has been shaped by their indenture to the Fonnir and their mental powers. Every Norruhk pledges allegiance to an order. Orders range from ``doing-herds'' (industrial combines) to military units to scientific or religious academies. Some Norruhk pledge to serve a Fonnir buir'8iuu (see p.00). Though tedious or even degrading, careers in the service of the patrons bring prestige and influence. Some independent- minded Fonnir become steadfast members of the Galactic Institutes. Each order has its own unique complement of elaborate rituals, ceremonies and rites of advancement. These Mysteries are more than meaningless fluff; they serve to channel and control the Norruhk's psionic talents. Without them Norruhk gradually go insane or revert to the habits of their wild, herd-beast ancestors. At least one former colony is inhabited by reverted Norruhk. The post-sentient inhabitants roam in vast, telepathically-bound hordes, attacking anything that threatens them. The rituals, which were designed by Fonnir savants, have another purpose: they are slowly but surely pushing the mental evolution of the Norruhk, driving the species toward a strange and terrible destiny. When not in service to their Fonnir patrons, academy or doing-herd, Norruhk live in nuclear families, consisting of a male and female of different castes plus their children. Occasionally, a couple invites a male adult of the remaining caste into their ``marriage'' so the female may have a child of her traditional mate's caste. After a few years of being raised by the parents, children go to an academy where they are segregated from members of the other two castes. There, they are indoctrinated in caste traditions and trained in the psionic discipline particular to their caste. CC Relations Norruhk are not a far-ranging species. Few leave the Fonnir retirement worlds or colonies where they were born. A small but dedicated order of Norruhk have pledged themselves to ``behind the scenes'' work in the Uplift Institute. Insiders claim that they use their psionics to test the suitability of potential client species. These researchers are rumored to be obsessed with learning the ``nature of potential,'' and study of Abdicator dogma. Most Galactics see the Norruhk as unnatural, twisted creations. They are assumed to be up to no good. Others, including the Tandu and Brothers of the Night, ``like their style,'' but the Norruhk have firmly but politely declined all offers of friendship. Occasionally, small parties of Norruhk may be seen conducting business for their masters on the worlds of the Ehbu'chi'u Sector . . . the same sector Sol is in. A few Norruhk have visited Earth to trade ancient artwork for supplies and ``wolfling curiosities.'' CC Personality Traits The three castes have separate personality profiles. Norruhk claim that the differences complement each other, and are somehow necessary to the proper functioning of their society. Each caste also has ``psionic specialties.'' Norruhk of one caste rarely train in another caste's specialties. All castes learn Emotion Sense. The power listed after each specialty includes ``boosting'' due to the caste's personality traits. Norruhk have High Neoteny, except for the purpose of rolling personality traits. Academy training and careful breeding assure that Norruhk of the same caste have virtually the same personality scores. (Roll a die for each trait; if the roll comes up odd, add the number to the average for the trait. If even, subtract the die roll from the average trait.) DD Seers Seers are curious, polite but emotionally ``distant'' observers. CUR: 60, CHV: 30, GRG: 40, IMA: 20 EGO: 20, EMP: 70, SUS: 30, CNC: 70 Psionic Specialties: Clairvoyance (11), Telerecieve (7) Other: Weak Will -1 DD Synthesizers Synthesizers are friendly but crass ``crazy hacker'' types, prone to brainstorming and wild speculation. CUR: 30, CHV: 30, GRG: 60, IMA: 90 EGO: 30, EMP: 40, SUS: 30, CNC: 70 Psionic Specialties: Precognition (11) Other: Have Intuition advantage DD Critiques Critiques are caustic, meddling and judgmental. CUR: 30, CHV: 30, GRG: 60, IMA: 20 EGO: 70, EMP: 90, SUS: 60, CNC: 70 Psionic Specialties: Telesend (7) Other: Have Empathy advantage CC Typical Norruhk ST 20, DX 9, IQ 12, HT 12/25 Basic speed: 8 (Three legs: 2.3, Rear legs: 2) Advantages: Armor (Fur and hide): PD 2, DR 2, Combat reflexes (only when active), Psionic (Emotion Sense 5, Telesend 5, Telerecieve 5, Clairvoyance 9, Precognition 9), can go dormant. Disadvantages: Sense of Duty (Fonnir), Minor Delusion (believe in Abdicator dogma; constantly looking for avatars of the Great Ghosts), Quirks: Fatalistic, Xenophilic ------------------------------------------------------------------------ This is my adaptation of the Tytlal, a new Galactic race for GURPS Uplift. They are only given one or two lines of mention in the sourcebook, and I'm only eight chapters through _Startide Rising_, so half of this I made up and the other half I rolled up using Chapter Four. I would really appreciate comments on these guys, because one of my players wants to be one. (And Uplift is going to the first "real" GURPS campaign I've ever run, and I want to know if I'm starting it out with a good idea.) DESCRIPTION: The Tytlal are currently the only clients of the Tymbrimi. They were uplifted from an otter-like species native to Tymbrim rivers. Though fully capable of adapting to urban life, and very welcome in Tymbrimi cities, most still maintain a lifestyle very similar to that of their ancestors. Tytlal are small, wiry creatures, averaging four feet tall and about 65 pounds. They are bi-sexed and ovoviviparous, their young developing inside the mother's body for about six months, then released as a large, soft- shelled egg and hatched by the father or a male friend. The most remarkable biological characteristic of the Tytlal is their ability to change the color of their soft, smooth fur. Tytlal possess glands just beneath their skin that by concentration or stress reaction can produce pigmentation of nearly any color. This natural dye usually takes about an hour to be absorbed up to the surface, and dissolves in about four hours, returning the fur to its original light-brown color. Most Tytlal prefer to live alongside nature, residing near rivers or lakes, either in traditional lodges built from wood and mud, or in more modern housing designed to have low impact on local wildlife. They meet their basic needs very simply, fishing and foraging, although Tytlal are very rarely truly averse to technology. They just can't conceive using it for anything so mundane as housework! Most Tytlal communities, both seashore and urban, have a very loose social structure. As many as ten or twelve adults and their offspring will live in the same residence at a time, sharing their duties as needed. Tytlal can form very close relationships with mates, and usually get along well with anyone. But the average Tytlal is easily bored, even with old friends, and generally one or two will go off to join another group of Tytlal every few days. But their altrustic drive is also strong, and after departing they will visit often to make sure their old "roomies" are doing well. Tytlal living in Tymbrimi cities are often employed as engineers and pilots. Tytlal of any background make great explorers, and even better xenologists, although they have a tendency to get caught up in the affairs of their subjects. Only the most strong-willed can succeed in diplomacy, as Tytlal tend to be rather concilatory. Even rural Tytlal have a strong flair for research, and often earn spare cash by pooling their current living group's talents and offering themselves to Tymbrimi universities to do correspondence work. ADVANTAGES AND DISADVANTAGES: Tytlal have ST -1 (-10 points), DX +3 (30 points), and HT -1 (-10 points). They are Small and Slight in build. They have an Acute sense of Smell (+2, 2 points) and Perfect Balance (10 points), and their long, rough whiskers function as sense organs (Short Arms, No Attack, 2 points). Sleek coats of fur give them DR 1 (4 points), and they can change the color of this fur at will, with some detail (5 points). Tytlal also have Animal Empathy ability (5 points). They are natural Swimmers (no points), have retained natural Island/Beach Survival ability (+2 bonus, 2 points), and are still talented at Fishing (+1 bonus, 1 point). Tytlal are Broad-Minded (-1 point), Humble (-1 point), and Chummy (-5 points). Like their patron Tymbrimi, they are Versatile (5 points) and Empathetic (15 points) but are also Charitable (-15 points). The Tytlal tend to be Curious (-5 points) yet Edgy (-5 points). They are Average Clients (-5 points), and suffer a lower reaction (-4 from some conservatives on a 10 or less, -10 points), because of their relationship with the upstart Tymbrimi. It costs 14 points to play a Tytlal. Tytlal would make good PCs, or Allies for Tymbrimi characters. ------------------------------------------------------------------------ BB Klick-klick Patrons: Synthians, Tharners, Chelbi, Pee'oot Clients: None ``love to farm'' CC Character Creation ST 11, DX 9, IQ 9, HT 11 Size: Small, heavy build Advantages: Disadvantages: Minor client (-10), Skills: Agronomy IQ-2 CC Personality Traits CUR: 45, CHV: 55, GRG: 52, IMA: 46 EGO: 45, EMP: 50, SUS: 40, CNC: 50 DD Say What? Once in a great while a Fonnir requests an audience with a primitive being. Sometimes the nearest available tourist or researcher will do. Sometimes a member of specific race is requested. On a few occasions, the Fonnir have had a particular individual in mind. The person could be a client or patron, famous or obscure, living on a nearby world or halfway across the galaxy. Early one fine morning, a threesome of Norruhk appear at the door of one of the adventurers. The inscrutable ``tar elks'' explain in basso-profundo whispers that he or she has been tapped for an interview by the Fonnir. They request the character pack for long trip. Transportation will be provided and ``suitable recompense'' made for lost time. The interviewee can even take some friends along. The Norruhk will not take ``I can't make it!'' for an answer. Neither will the Terragens Council; the human authorities want the character to gather all the information they can on the Fonnir. A Terragens agent provides the adventurer with a miniature audiovisual datawell, so all details of the interview will be captured. The trip to K7kakk - on a ancient Fonnir ship that travels via the unimaginably sophisticated technique of soft-quantum tunneling - goes smoothly and quickly. The adventurer's Norruhk cohorts treat him or her with great respect; companions who have go along for the ride receive polite but disinterested treatment. Upon arrival, the interviewee is taken to an ordinary room in a starport hostel. There, he or she talks with a single Fonnir (who hangs from a ``jungle gym'' mounted on the ceiling) answering questions about food, uplift, swimming, bipedal locomotion, binocular vision, old television programs and taxes. During the talk, the characters will feel tugs and twitches in his mind; psionic adepts who try to screen the thoughts out get a bad headache. After a half-hour, the interview ends abruptly. The Fonnir leaves without a further word, and a gang of Norruhk hustle the chosen one (and any companions) onto a Lesh ship heading toward Earth. The interviewee payment - a sack of GalCoins worth $30,000 - is handed over moments before departure. CC Personality Attributes GURPS Uplift introduces eight emotional attributes, called personality traits. These can help you and your players role play creatures who come from vastly different backgrounds than homo sapiens; beings whose social instincts, love lives and mentalities come from a different sort of animal than our plains ape ancestors. Please note that ultimately it is the player who determines the actions of his or her player-characters! The most important thing the process of uplift gives a species is self awareness, the root of free will. Each trait is noted four times for a particular character: 1) The attribute of the original animal species (The raw score) 2) The same trait in the species after being uplifted (The genetic score). 3) The same trait after effects of acculturation by client's patron and clan have been taken into account (The cultural score) 4) The trait for a particular person (the individual score), because everyone varies a little from the racial norm due to personal experience. Why four scores for each? Obviously, it's the individual scores that will effect the behavior of an individual on a day to day basis. The cultural scores represent the ideals of the society and culture which raised the individual, which can come in handy when determining the politics of the race as a whole. The raw scores are needed in case stress atavism throws a client back to his animal roots. The genetic scores are an indication of the client species' ``true nature'' and instinctual feelings . . . which may differ considerably from those forced on them by their patron's culture! CC The Eight Personality Traits The personality traits are described below, along with suggestions for use in play. Egotism: The individual sense of self, drive, ambition, etc. Determines how much he, she or it will put self interest first. Roll versus this trait (see p.00 rules) to see if the character reacts selfishly. Chauvanism: Racial ego and awareness. Races with high chauvanism identify closely with their bonded group, and have a hard time getting along with outsiders. Humans, who casually accept animals into their homes, might seem not to have a lot of this; or perhaps they have their chavanism balanced by high scores in gregariousness and imagination (we are able to imagine a pet dog or housecat as part of our families). With proper training, species-chauvanism can be sublimated into clan- chauvanism. Roll versus this attribute to see if the character acts in a ``bigoted'' manner. Empathy: Ability to sense and identify with the emotional state of others. High empathy tends to make the possessor sympathetic with others. But remember that some stalking carnivores have a strong sense of empathy with their victims; they use this affinity to predict their prey's next move. Roll versus empathy to see if the character is capable of ``putting himself in the other person's shoes.'' Concentration: Mental discipline. Hunting cats have a lot of this. Watch your local felis domesticus in action some time. Roll vs. this skill to see if a character ``keeps his cool'' under stress or can pay attention to very detailed tasks. Very high concentration bestows the Alertness advantage (see below). Curiosity: Drive and desire to seek out and examine new things. Roll versus this trait to see if a character is distracted by trivia . . . or notices a clue others may miss! Imagination: The ability to improvise and innovate. Apes have lots of this. Imagination may be tested to see if NPCs can puzzle their way out of a trap or make up tactics on the fly. Very high imagination bestows Intuition on the character (see below). High imagination may sometimes lead to distraction, and not all imagined solutions will be right! Suspicion: Degree of innate caution and wariness; chance of any event triggering Flight or Fight reaction. Roll versus suspicion to see if a suprised or cornered character attacks. At high levels, suspicion becomes paranoia. Gregarioussness: Desire (and ability) to socialize. Primates, domestic canines and porpoises a lot of this, so much so that they don't mind hanging around other species when they want company. Roll versus this trait to see if a NPC character decides to get chummy or talk indescriminately. CC Rolling Personality Traits All of a character's personality traits start out equal to the cultural averages for its race and society. Dice are then rolled to determine the final, individual score. The number of dice rolled depends on the race's level of neoteny. Neoteny is fully described on p.00. Neoteny Number of dice Add to: Low 2 Average trait -7 Average 4 Average trait -14 High 6 Average trait -21 Examples: A character comes from a race with an average Suspicion trait of 46. The roll to determine the trait is 4d+32. Scores possible from this roll range from 36 to 56. Humans have a score of fifty (50) in each trait, and have average neoteny; thus most humans have scores between 40 and 60. Players may set their own characters' personality traits within the normal limits for their race, or roll to see if a quirky, unusual individual results. Putting the scores down on paper may help the player better roleplay his character! CC Using Personality Traits These traits form the basis of dozens of personality types. Low egotism, high chauvanism and high gregariousness makes for a loyal, eager-to-please follower type. Add some suspicion and concentration and you've got a soldier. High empathy, gregariousness, concentration and chauvanism is a good combination for a diplomat who must deal with strange races but retain a sense of purpose. High imagination with low concentration might result in a brilliant ``flake.'' High curiosity and empathy could make a great explorer . . . add in high chauvanism and you've got a conquistador! In nature, high levels in one trait does not necessarily preclude high scores in another. If two traits seem opposed, compensating behaviors - often quite complex - may evolve. For example, a high egotism score matched with a high gregariousness score may lead to constant, ritualistic struggles for dominance. Wolves, who are both individualistic and sociable, have just this sort of society. This is not the case if uplift changes result in combinations of high (or low) behavioral traits. Low empathy combined with high gregariousness might lead to a race that feels impelled to seek out company . . . and constantly gets into fights because they are socially inept. In many cases the dichotomy may drive individuals of such species slowly mad! Only the most experienced uplifters can integrate the opposing traits, creating instinctual rituals and psychological ``pressure valves'' in compensation. DD Behavior Rolls Personality Trait scores can be used as a ``skill.'' If an NPC is put in a situation where he, she or it may act impulsively or ``according to instinct,'' roll against the personality trait divided by five. Round up for results under ten, round down for results over ten. If the roll is made, the character reacts appropriately. For example: The players are trying to distract a gubru soldier who is patrolling the outside of an armory building. They dress a chimmie up in a clown suit and have her tumble, dance and juggle garbage in a nearby alley. The soldier has a Curiosity personality trait of 32. When divided by five, this becomes 6.4. We round the score up because it is below ten; the final ``curiostiy skill'' is seven. If the GM rolls seven or less of three dice, the PCs trick works and the Gubru leaves its post to investigate. A second roll versus the Gubru's suspicion trait (55, divided by five equals 11) may be required to see whether the soldier watches the clown, or shoots her as a possible menace! Rolls may also be made to avoid behaving in a certain way. High rolls are desired in this case, and rolls of 17 and 18 are critical successes! Example: A lonely chim is accosted by chummy humans who are trying to convince him to give them some information. The chim may roll against his gregariousness score to avoid compulsively helping the humans. CC Personality Trait Bonusses Characters with very high or very low scores in certain personality traits may recieve bonus powers, advantages and disadvantages. Most humans won't come anywhere near these levels. If through drugs, experience, insanity or conditioning they do achieve them, they certain deserve the bonus! Chauvanism: Very high levels of chauvanism (90+) gives the character the Intolerance advantage; he, she or it suspects anyone not of the same species. Concentration: Characters with a score of 90 or greater in this trait get the Alertness advantage. Suspicion: Characters with suspicion scores over 90 have the Paranoia disadvantage. Empathy: Very high (90+) scores in empathy recieve the Empathy advantage. If the character has very low Chauvanism (20 or less), the character recieves Animal Empathy as well! Egotism: Characters with an egotism of 90 or greater recieves a +1 bonus of Strong will; those with levels over 100 have the Overconfidence disadvantage and a +3 Strong Will bonus! Characters with an egotism score or 20 or lower have the Weak Will advantage (-1); those with scores of 5 or less are Gullible as well! Imagination: Characters with scores of 90 or more have the Intution advantage. Gregariousness: Characters with scores under 20 have the Mild Shyness disadvantage; those with score under 10 have Crippling Shyness. Those with scores over 90 get a +2 bonus from other gregarious species . . . if the strangers can overcome their native chauvanism. CC Psionic ``Boosters'' Certain personality types make good psionic adepts. High Empathy makes Emotion Sense more effective, for example, and high Ego gives a Reality Alteration adept the ``chutzpah'' to bend the fabric of the universe to his will. Some patrons deliberately create crazy, emotionally unbalanced clients in order to boost their psionic talents! Note the personality trait listed along with each talent. If a creature or character has a very high score in this trait, the power of the talent is increased. If the associated trait is between 70 and 90, add 2 to the power level. If the trait is between 91 and 120, add 5 to the power. If the trait is 121 or over, add the level of the trait divided by twenty. Example: A stalking carnivore with an IQ of 6 and an Ego score of 160 has the Mental Blow power. It would have, on average, a power in Mental Blow of 6-2+(Ego/20)=12. DD Concentration Concentration can boost any talent. If a psionic adept takes the time to meditate before using his power, he may roll to boost the power. Roll versus Concentration/5; roll at -5 if the adept meditated 5 seconds to 30 seconds. Roll at -3 if the adept meditates for 31 seconds to one minute; roll with no penalty if the adept meditates over a minute. If the roll succeeds, the power of the talent is raised by one for each point the roll was made by. On a critical success, DOUBLE the power of the talent! The boost is only good for one use of the talent.