Monday, October 27, 2008

Red

While not appearing as an unusual race, they stand as one of the more bizarre humanoid species of Halicker. Reds stand a few inches taller than the average human averaging about six feet tall. Their height is offset by the race's tendency to abhor physical labor and as a result they tend to be very skinny, appearing almost skeletal at times. This, though, is where the subtle differences between Reds and the rest of the peoples of Halicker end.

Internally, Reds are built drastically different. Red bones are built far more elastically and thus bend and heal far faster than other races. Red metabolisms work at a much faster pace. This means that the typical Red must eat far more than a human or elf of the same weight. This is usually not that much of a problem because the typical red can and will eat anything and everything that can be eaten when it is hungry.

Reds also posses a detachable lower jaw. This, combined with the flexibility of Red bones, means that a Red character can "Python" food if they so choose. The reason for the races name comes from the natural lack of color in Red skin, making it possible to see every vein and artery pulsing in a Reds body. Because members of this race are usually angry or on the verge of anger, capillary beds are usually full to bursting, causing the distinctive pallor. In terms of game play mechanics, a person playing a true Red will start off with pathetic physical stats. This is compensated for by the Red's stronger grasp on magic and by the combat potential of Red technology. A Red character must eat something equivalent to one tenth its body weight immediately before or immediately after every battle. This may mean eating the opponent; it's up to the character.
           Red technology is based around the concept of mimicking magical effects, and minimizing physical movement on the part of the owner. This translates into using a great deal of remote-controlled apparati. Guns are usually fixed to masks so that the user need not move his hands, and magical support devices such as energy shields, power converters, and the like are often in use.

(Let it be known that for a materials bonuses to work an apparatus needs to be at least half constructed from said material)

Material:
Formula 14: Always appearing a brilliant bright red, Formula 14 is created through an exacting chemical process that the reds will not share even under pain of death. Other than its color 14 exhibits no other interesting feature and has the same characteristics and weight as aluminum, but what makes the material special is it ability to both “beam energy” and its ability to channel brain waves into a viable power source.

Material Bonus:
Two very interesting devices can be fashioned from Formula 14, Red “Cables” and Red “Siphons”. Devices made out of 14 do not need to be directly attached to their power source if they contain Red Cables, this only works with apparatus that are electrical, or siphoned. A character simply puts a Cable on the battery and a cable on the apparatus and the two will work together as if attached by a regular power cable. The apparatus cannot be any further than 20 feet away from the power source to work but additional cables can increase this range, adding 20 feet to every cable attached.
Apparatus made out of formula 14 can be powered on brain waves, but only if they are in direct contact with the operator, the overall weight of the apparatus dose not exceeded 100 pounds. these limits can be bent somewhat using a Red siphon, which allows a Red character to power a remote controlled apparatus as long as the control is in the character's hand and attached to a cable.

Material Problem:
Formula 14 is not a quasi-sentient material and thus grants no stat bonus. Formula 14 is also very rare and a character will have to go to great lengths to get a hold of it.

Red characters receive 5 Whispers and tier two apparatus from the start, this represents the races innate mastery of magic and the fact that most Red's are funded directly from their government.The other side of this is that a Red character starts off with 3 mids and 2 lows when deciding stat allocation at the start. A Red character can forgo the Whispers and Higher tiered apparatus for regular stats, this is representative of a Red who has gone "rouge" from the Red government and should have a much harder time getting Formula 14, Storyteller's take notice.