Delcan
2006-04-06, 01:14 AM
(Phew, this was a lot. But as a mental exercise, and an excuse to pander to my own desire for slavish fanservice, I give you a D&D rendition of a sci-fi creature, no less. Fans of Star Control will recognize this strange, vaguely ominous race...)
Despite the burgeoning state of modern magic, very little is yet known about worlds beyond the Material Plane. Their alien, inhospitable natures make travel and exploration a near-impossibility, to say nothing of the general hostility of their denizens. Even the Upper Planes, for all their beauty and benevolence, are charged with a nature that can make them inhospitable for even the most righteous of the living. Which is not to be said that adventurous mages and priests don't try; indeed, many obsess over new, bizarre worlds, different and distant from our own, driven by the urge for discovery and exploration.
Some explore too far.
The city of Andros was populated by the most learned of scholars and sages not very long ago. This shining metropolis was home to some of the greatest minds of our time, all devoted to the study of the planes, and new means of reaching them. It is known from letters that were sent just months before the catastrophe that the higher Cabals of the Infinite Worlds had stumbled upon a new means of folding space and opening windows, and sometimes pinhole portals, to what they called alternatively "The Outside" or "The Other Spaces". Not much is known about the new plane they discovered; notes and tomes that contained details of what they found have been mysteriously burned, shredded, or have simply disappeared into obscurity. What is known is that soon after the Cabal discoveries, the city's elders soon became agitated enough to seal the city walls, allowing in no new students to their universities. For weeks, a hastily-assembled and growing campground of squatters waited outside Andros' opaque arcane barriers, hoping for a sign that they could join the studies.
What happened next is unknown. Tales from bards and wary travellers say that Andros and everything around it in a five-mile radius was discovered utterly destroyed, down to the last blade of grass. The walls of the city had crumbled to dust and its wards lay disjoined, as if an unstoppable army had razed it, and that the inner libraries showed the signs of spellfire and arcane combat right to the tallest towers; but no trace could be found of enemy movement into the city, even by the most powerful divinations. It was as if whatever force had destroyed Andros had simply arrived inside the city itself, despite the city's powerful barriers against teleportation. Not a single body was found - not even a stray speck of blood.
Just two days after the first scout discovered the circle of destruction and the ruins of Andros, life resurged into the annihilated region. Grass grew, trees shot up from nothing, and birds sang, though most say that there is somethingg strangely different about the life that has regrown. The grass is just a shade of color off, or the birdsong sounds slightly stilted, unsettled. The blasted ruins of Andros, and the ashen campsite around it, vanished... and in its place a new city rose up, almost identical to the old, except for the strange, almost organic stone architecture.
And the best-known bard's tale tells of the brave, and perhaps foolish, young adventurer who first stepped into New Andros, and made first contact with the Orz.
ORZ
Medium* Outsider (Extraplanar)
HD: 5d8+5 (28 hp)
Speed: 30 ft. (with armor), swim 20 ft.
Init: +4
AC: 20 (+2 natural, +8 armor), touch 10 flat-footed 20
Base Attack/Grapple: +5/+12
Attack: Slam +13 melee (1d8+7)
Full Attack: Two slams +13 melee (1d8+7) and bite +0 melee (1d3-1)
Special Attacks: Spell-like abilities, contagious insight
Special Qualities: Blindsense 120 ft., damage reduction 5/-, outsider traits, alien nature, force of will, living armor, telepathic link, incomprensible
Space/Reach: 5 ft/5 ft
Saves: Fort +5, Ref +4, Will +13
Abilities: STR 8* DEX 11* CON 13 INT 23 WIS 17 CHA 7
Feats: Iron Will, Improved Initiative
Skills: Knowledge (arcana) +13, Knowledge (local) +7, Knowledge (the planes) +14, Sense Motive +15, Spot +15, Swim +15
Environment: Any
Organization: Solitary, *fingers* (5-12), *pair* (10-24), or *friends* (25-60)
Alignment: None (see below)
Challenge Rating: 5
Level Adjustment: --
*see "Living Armor"
Inside the bulky, headless suit of armor before you floats a bubble of strange, viscous liquid. Inside the bubble is a green, beaky, fishlike creature not unlike a parrotfish. Two eyestalks end in wide, unblinking yellow eyes, and behind its gaping gill slits are four fin-like fingers, touching against red sigils inside its shell.
The Orz are most likely visitors from beyond the known planes, this much is certain. They are curious, happy creatures, fascinated by the Material Plane and its inhabitants; however, those that have spoken to them speak of ominous, unsettling movements and foreshadowings relating to their plans. Whatever they are here for, Orz do not say for certain, but they remain relatively peaceful. For now.
An Orz is a foot long and around, and weighs roughly 20 pounds. However, many Orz conversations have described them as *fingers*, in contrast to humanoids and their *many bubbles*, leading some to theorize that Orz are actually small parts of a greater whole. Their living armor is six feet tall, and weighs roughly 500 pounds. Orz speak Orz, their own language, but never write or record hard copies; the language resembles chirping and bubbling, and even when translated is difficult to comprehend.
COMBAT
Orz never fight for conquest or spoils, but they are quick to defend themselves from others. Also, those who ask too many questions about old Andros, and whatever was destroyed there, may incite them to *frumple*, followed quickly by *dancing*.
Spell-Like Abilities: At will: detect thoughts, lesser confusion (both save DC 18). 3/day: dimension door. Save DCs are Intelligence-based.
Contagious Insight (Su): Once per day, an Orz can (in a sense) peel back the thin sheen of dimension through which they project themselves, revealing their true nature to a single creature within 60 feet. The creature affected must succeed on a Will save (DC 17) or suffer 2d6 points of Wisdom damage. The save DC is Intelligence-based.
Thereafter, the affected creature suffers 1 point of Wisdom damage per day, as their sanity slowly erodes under the terrible vision. Only a restoration spell or greater magic from someone other than the afflicted can heal the damage; any character who attempts to heal the creature's mind must succeed on a Will save (DC 17) or suffer 2d6 points of Wisdom damage themselves, and suffer the erosive effects of the strain, as the image burns itself into their minds from the afflicted to the healer. Even if the Will save succeeds, the caster must yet succeed on a caster level check (DC 17) or the attempt will fail. If a creature's Wisdom score drops to 0 or below, they do n ot fall unconscious but are affected as if by an insanity spell, and nothing short of a wish or miracle can restore their minds.
If a creature succeeds on their Will save, they are immune to any Orz' revelatory insight for 24 hours. Contagious insight is a mind-affecting ability.
Alien Nature (Ex): The Orz' very nature sets them apart from mortal and immortal ethics and morals. They have no alignment, and are unaffected by any ability or effect based on alignment. Their inscrutable natures also make them immune to charm or mind-affecting abilities.
Force of Will (Ex): Orz gain a +4 racial bonus to Will saves.
Living Armor (Su): Orz appear to be aquatic creatures. However, they are always encountered in a bubble of fluids magically suspended inside a walking shell of otherworldly armor, which grants them a +8 armor bonus to AC, damage reduction 5/-, a speed of 30 ft., and two 1d8 slam attacks (treated as masterwork weapons). For all intents and purposes, they are treated as Medium-sized creatures though they are actually Small. The armor is treated as having STR 25 and DEX 10.
Telepathic Link (Ex): All Orz within the same plane are in constant awareness and communication with each other. No Orz is considered flanked or surprised unless all of them are.
Incomprehensible (Ex): The Orz confound all attempts at understanding. Even with the benefit of a comprehend languages or tongues spell, Orz speech is disjointed and obfuscated in meaning; many translated words merely come through as "best-fit" compromises. The Orz tend not to notice this, and when they do, they don't seem to care: "Your words are *sticky*. It is good for *campers* *in between*."
Skills (Ex): Orz gain a +4 racial bonus to Sense Motive and Spot checks, and a +8 bonus to Swim checks. They can always take 10 on their Swim checks, even when rushed or threatened. However, Orz rarely swim unless somehow removed from their armor.
CULTURE
Not much can be said of Orz culture, or even if there is one. Besides repairing damaged metal shells and cheerfully talking with visitors, Orz do little in their city besides leave it. Roughly 99% of the Orz are roaming out and about the world at any given time, looking for someone or something - sometimes things as innocuous as some unheard-of farmer in a wilderness thorpe, or a bauble in a jewelry shop. Whenever Orz are asked what they are looking for, their answer is obfuscated and twisted, but presumably honest. Wherever they came from, they seem to like the Material Plane; they refer to their old home as *frumple* and the Material as *bright* and *smooth*, and seem to have no intentions of ever leaving. Unfortunately, besides their aimless wanderings they have revealed precious little as to their nature and their intent... for now, the only way to find out more about them is to be wary of them, and watch for what may mark the next phase of their movements.
Despite the burgeoning state of modern magic, very little is yet known about worlds beyond the Material Plane. Their alien, inhospitable natures make travel and exploration a near-impossibility, to say nothing of the general hostility of their denizens. Even the Upper Planes, for all their beauty and benevolence, are charged with a nature that can make them inhospitable for even the most righteous of the living. Which is not to be said that adventurous mages and priests don't try; indeed, many obsess over new, bizarre worlds, different and distant from our own, driven by the urge for discovery and exploration.
Some explore too far.
The city of Andros was populated by the most learned of scholars and sages not very long ago. This shining metropolis was home to some of the greatest minds of our time, all devoted to the study of the planes, and new means of reaching them. It is known from letters that were sent just months before the catastrophe that the higher Cabals of the Infinite Worlds had stumbled upon a new means of folding space and opening windows, and sometimes pinhole portals, to what they called alternatively "The Outside" or "The Other Spaces". Not much is known about the new plane they discovered; notes and tomes that contained details of what they found have been mysteriously burned, shredded, or have simply disappeared into obscurity. What is known is that soon after the Cabal discoveries, the city's elders soon became agitated enough to seal the city walls, allowing in no new students to their universities. For weeks, a hastily-assembled and growing campground of squatters waited outside Andros' opaque arcane barriers, hoping for a sign that they could join the studies.
What happened next is unknown. Tales from bards and wary travellers say that Andros and everything around it in a five-mile radius was discovered utterly destroyed, down to the last blade of grass. The walls of the city had crumbled to dust and its wards lay disjoined, as if an unstoppable army had razed it, and that the inner libraries showed the signs of spellfire and arcane combat right to the tallest towers; but no trace could be found of enemy movement into the city, even by the most powerful divinations. It was as if whatever force had destroyed Andros had simply arrived inside the city itself, despite the city's powerful barriers against teleportation. Not a single body was found - not even a stray speck of blood.
Just two days after the first scout discovered the circle of destruction and the ruins of Andros, life resurged into the annihilated region. Grass grew, trees shot up from nothing, and birds sang, though most say that there is somethingg strangely different about the life that has regrown. The grass is just a shade of color off, or the birdsong sounds slightly stilted, unsettled. The blasted ruins of Andros, and the ashen campsite around it, vanished... and in its place a new city rose up, almost identical to the old, except for the strange, almost organic stone architecture.
And the best-known bard's tale tells of the brave, and perhaps foolish, young adventurer who first stepped into New Andros, and made first contact with the Orz.
ORZ
Medium* Outsider (Extraplanar)
HD: 5d8+5 (28 hp)
Speed: 30 ft. (with armor), swim 20 ft.
Init: +4
AC: 20 (+2 natural, +8 armor), touch 10 flat-footed 20
Base Attack/Grapple: +5/+12
Attack: Slam +13 melee (1d8+7)
Full Attack: Two slams +13 melee (1d8+7) and bite +0 melee (1d3-1)
Special Attacks: Spell-like abilities, contagious insight
Special Qualities: Blindsense 120 ft., damage reduction 5/-, outsider traits, alien nature, force of will, living armor, telepathic link, incomprensible
Space/Reach: 5 ft/5 ft
Saves: Fort +5, Ref +4, Will +13
Abilities: STR 8* DEX 11* CON 13 INT 23 WIS 17 CHA 7
Feats: Iron Will, Improved Initiative
Skills: Knowledge (arcana) +13, Knowledge (local) +7, Knowledge (the planes) +14, Sense Motive +15, Spot +15, Swim +15
Environment: Any
Organization: Solitary, *fingers* (5-12), *pair* (10-24), or *friends* (25-60)
Alignment: None (see below)
Challenge Rating: 5
Level Adjustment: --
*see "Living Armor"
Inside the bulky, headless suit of armor before you floats a bubble of strange, viscous liquid. Inside the bubble is a green, beaky, fishlike creature not unlike a parrotfish. Two eyestalks end in wide, unblinking yellow eyes, and behind its gaping gill slits are four fin-like fingers, touching against red sigils inside its shell.
The Orz are most likely visitors from beyond the known planes, this much is certain. They are curious, happy creatures, fascinated by the Material Plane and its inhabitants; however, those that have spoken to them speak of ominous, unsettling movements and foreshadowings relating to their plans. Whatever they are here for, Orz do not say for certain, but they remain relatively peaceful. For now.
An Orz is a foot long and around, and weighs roughly 20 pounds. However, many Orz conversations have described them as *fingers*, in contrast to humanoids and their *many bubbles*, leading some to theorize that Orz are actually small parts of a greater whole. Their living armor is six feet tall, and weighs roughly 500 pounds. Orz speak Orz, their own language, but never write or record hard copies; the language resembles chirping and bubbling, and even when translated is difficult to comprehend.
COMBAT
Orz never fight for conquest or spoils, but they are quick to defend themselves from others. Also, those who ask too many questions about old Andros, and whatever was destroyed there, may incite them to *frumple*, followed quickly by *dancing*.
Spell-Like Abilities: At will: detect thoughts, lesser confusion (both save DC 18). 3/day: dimension door. Save DCs are Intelligence-based.
Contagious Insight (Su): Once per day, an Orz can (in a sense) peel back the thin sheen of dimension through which they project themselves, revealing their true nature to a single creature within 60 feet. The creature affected must succeed on a Will save (DC 17) or suffer 2d6 points of Wisdom damage. The save DC is Intelligence-based.
Thereafter, the affected creature suffers 1 point of Wisdom damage per day, as their sanity slowly erodes under the terrible vision. Only a restoration spell or greater magic from someone other than the afflicted can heal the damage; any character who attempts to heal the creature's mind must succeed on a Will save (DC 17) or suffer 2d6 points of Wisdom damage themselves, and suffer the erosive effects of the strain, as the image burns itself into their minds from the afflicted to the healer. Even if the Will save succeeds, the caster must yet succeed on a caster level check (DC 17) or the attempt will fail. If a creature's Wisdom score drops to 0 or below, they do n ot fall unconscious but are affected as if by an insanity spell, and nothing short of a wish or miracle can restore their minds.
If a creature succeeds on their Will save, they are immune to any Orz' revelatory insight for 24 hours. Contagious insight is a mind-affecting ability.
Alien Nature (Ex): The Orz' very nature sets them apart from mortal and immortal ethics and morals. They have no alignment, and are unaffected by any ability or effect based on alignment. Their inscrutable natures also make them immune to charm or mind-affecting abilities.
Force of Will (Ex): Orz gain a +4 racial bonus to Will saves.
Living Armor (Su): Orz appear to be aquatic creatures. However, they are always encountered in a bubble of fluids magically suspended inside a walking shell of otherworldly armor, which grants them a +8 armor bonus to AC, damage reduction 5/-, a speed of 30 ft., and two 1d8 slam attacks (treated as masterwork weapons). For all intents and purposes, they are treated as Medium-sized creatures though they are actually Small. The armor is treated as having STR 25 and DEX 10.
Telepathic Link (Ex): All Orz within the same plane are in constant awareness and communication with each other. No Orz is considered flanked or surprised unless all of them are.
Incomprehensible (Ex): The Orz confound all attempts at understanding. Even with the benefit of a comprehend languages or tongues spell, Orz speech is disjointed and obfuscated in meaning; many translated words merely come through as "best-fit" compromises. The Orz tend not to notice this, and when they do, they don't seem to care: "Your words are *sticky*. It is good for *campers* *in between*."
Skills (Ex): Orz gain a +4 racial bonus to Sense Motive and Spot checks, and a +8 bonus to Swim checks. They can always take 10 on their Swim checks, even when rushed or threatened. However, Orz rarely swim unless somehow removed from their armor.
CULTURE
Not much can be said of Orz culture, or even if there is one. Besides repairing damaged metal shells and cheerfully talking with visitors, Orz do little in their city besides leave it. Roughly 99% of the Orz are roaming out and about the world at any given time, looking for someone or something - sometimes things as innocuous as some unheard-of farmer in a wilderness thorpe, or a bauble in a jewelry shop. Whenever Orz are asked what they are looking for, their answer is obfuscated and twisted, but presumably honest. Wherever they came from, they seem to like the Material Plane; they refer to their old home as *frumple* and the Material as *bright* and *smooth*, and seem to have no intentions of ever leaving. Unfortunately, besides their aimless wanderings they have revealed precious little as to their nature and their intent... for now, the only way to find out more about them is to be wary of them, and watch for what may mark the next phase of their movements.