Dalmalak

Fallen Stars

The Dalmalaki arrived on Lugeste during the cataclysmic end of the Lugestian War of 1813. The shockwave brought about by the Cleansing Flame reportedly caused a massive spacecraft to come crashing down in the western region of the newly-created Wastes. Most of its inhabitants either died in this crash or were in a state of suspended animation.   The survivors of the crash who ventured outside of their wrecked starship had their minds forever altered by the radiation of the Wastes and the Iatian atmosphere, causing them to quickly regress into a tribal state. It is speculated that there are more advanced Dalmalaki, forever confined aboard their craft for fear of losing themselves...   The Dalmalaki are a race of lilac-skinned elves, bearing completely white or black almond-shaped eyes, and rows of razor-sharp needle-like teeth which they hide behind simple masks. They have no discernible lips. Their ears can be upwards of eight inches long, and they often wear their hair in intricate braids or dreadlocks. They have formed tribes throughout the Euphemian Wastes, sustaining themselves on the area's flora and fauna, be it man or beast. Although they are rarely overtly hostile, they are unafraid to take what they feel they need from small bands of travelers traversing the Wastes, picking them off from afar using their deadly-accurate Jezail rifles.   Dalmalaki normally live to about sixty, but they seldom survive for this long. They often disappear into the Mothership or die in the Wastes before then.  

Playing as a Dalmalak

  Ability Score Modifiers: Dalmalaki are lithe warriors with keen otherworldly senses, but their way of thinking often cannot be easily expressed to Lugeste's native species. Their natural healing process appears to be hampered by Iatis's atmosphere. Not to mention those teeth... They gain +3 DEX, +3 WIS, -1 CON -2 CHA.   Size: Dalmalaki are medium creatures and thus gain no benefits or penalties.   Type: Dalmalaki are humanoid/aberrations with the "Extraterrestial" subtype.   Base Speed: Dalmalaki are naturally built for running, granting them a 35 ft. base speed.   Languages: Dalmalaki speak Lugessan and Dalmalak.   Dalmalaki Marksmanship: Male Dalmalaki begin play with a "Jezail" and 10 round of .75 Quartz. They are proficient with Jezail and Elvish Reloading Tools.   Ocular Film: Dalmalaki possess a tertiary eyelid, granting them a +4 on saves made to avoid being blinded. Additionally, their eyesight is not hampered underwater.   Ancestral Augury: Dalmalaki experience a horrible sinking feeling and mild nausea when in the presence of Starspawn, or anything related to Starspawn. They feel this way for 1d4 hours. During this time, they have a -1 penalty to all skill checks, attack rolls, and saving throws.   Fearsome Visage: Lugeste's other races tend to find the Dalmalaki countenance revolting. Dalmalaki gain a +2 circumstance bonus on Intimidation checks against non-Dalmalaki.   Old-World Tech: Dalmalaki often possess relics that their ancestors removed from their mothership. Roll on the table below to determine what kind of artifact that a Dalmalaki has.   1 - A perfectly circular chrome disk that, when thrown, deploys several spinning blades and returns to the thrower without fail. (Jez-asa)   2 - A thin, square 2x2 piece of plastic with a notch taken out of the upper-right corner. The bottom edge of the square is lined with a veneer of gold.   3 - A sleek silver handgun that can be fired once before being rendered useless. (Jez-kszak)   4 - A tapered chrome cylinder that can be crushed and shaken to produce an explosion of quickly solidifying foam. (Jez-malat)   5 - A small, rectangular tablet that can detect the heartbeat of all creatures within 15 feet of it.   6 - A palm-sized tub of translucent green gel that can be administered to a wound, curing a lingering injury and healing 4d6 HP. (3 uses)   7 - A wristwatch and accompanying dart. The wristwatch is able to pinpoint the location of the dart at all times.   8 - A vial of foul-smelling liquid attached to an intravenous line. When administered, the injected creature falls into a deep sleep for 1d10 days.   9 - An unsettling black helmet that causes those that its wearer interacts with to become more suggestible. When wearing the helmet, gain a +4 circumstance bonus to Persuasion checks.   10 - Roll twice on the table, taking two artifacts and rerolling 10s.

Comments

Please Login in order to comment!