Heliopes

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Revision as of 22:01, 26 June 2011

Physical Description

Average Heliope Statistics
STR/STA 45/45 PS Pincers (1d10)
DEX/RS 45/45 IM 5
INT/LOG 45/45 RW 23
PER/LDR 45/45 M 23
Special Abilities:
Immune to electrical attacks; take one-half damage from

lasers; take double damage from sonic-weapons; pincers penetrate skeinsuits; three attacks per round in melee (2 pincers/1 bite).

Heliopes stand erect and average two meters tall. They look slightly reptilian. The head is man-shaped with a long, sensory, whip-like antenna dropping down from the rear and curving back up into the air. Heliopes have superb hearing because this appendage is sensitive to atmospheric vibrations.

Heliopes are omnivores, having large teeth and mandibles for chewing and cutting. Heliopes have one, large central eye that is protected by bony ridges and two nictating membranes. Heliopes possess two long arms with average strength but the 'hands' are two pincers, slightly rigid, with a sharp nail along the edges. Two extremely powerful legs dominate the lower body. A long tail sweeps up like a scorpion's, to rest over the shoulder. The Heliopes are neither right nor left handed but right or left shouldertailed. The feet are large, long, and splayed. All Heliopes seem awkward and clumsy in confined spaces and look totally unsuited to riding in vehicles or on animals. They are excellent swimmers.

Heliopes have translucent skin. The normal network of upper musculature and veins is visible and Heliopes vary in colors from violet to deep purplish red. The whip-tail changes color toward the tip to opaque, shiny black.

Because of their body chemistry the Heliopes are immune to normal electric current and will take only one-half damage from lasers. Because of their antennae, Heliopes take double damage from sonic weapons. Both pincers and mandibles deliver a 1d10 bite. The damage from the mandibles is subtracted from a skeinsuit value but the damage from a pincer is against the character through the skeinsuit. The tail is not prehensile and it cannot strike. Heliopes carry pouches of small stones that they can throw with terrific force. The bullet/stones cause 1d10 of damage if they hit. Inertia shields and skein suits will affect the missiles. Although Heliopes use harpoons to fish, they are not adept with such tools as weapons.

Culture

The basic social unit of the Heliope tribe is the family. Marriage ties cause complex relationships. Government is a simple system of chiefs and subchiefs chosen for ability in combat and leadership. Priests have great influence on the tribe but no official power.

All Heliopes enjoy color and collect gemstones, polished rock crystals, and similar baubles. They are superb sculptors and do intricate, detailed work on wood and bone. They paint and decorate their tails and mandibles in patterns that differ from tribe to tribe.

Sources

  • SF3: Sundown on Starmist