Carii

Datei:Carii.jpg
Die **Carii** sind eine intelligente, aquatische Rasse auf dem Planeten Laguna im Blue Pearl System. Sie leben in losen Familien- und Stammesverbänden, die von direkten Verwandschaftsverhältnissen geprägt sind. Eine direkte emotionale Bindung zu den Nachkommen und Geschwistern gibt es aber nicht. Der Schwarm (Stamm) ist wichtiger als individuelle Bindungen.

## Attribute

I.Q. 3w6, M.A. 3w6, M.G. 3w6, P.S. 3w6+2 (+6 Unterwasser), P.G. 3w6, P.A. 4w6, P.W. 2w6, Ges. 3w6 (Schwimmend Ges x10)

Ichthyleans (Ick-thih-lee-ans) are odd-looking creatures that
appear to be half man and half fish; not in the pleasing appearance
of the Merans but more like the Creature from the Black Lagoon!

Ichthyleans are covered from head to toe with fish scales and pos-
sess large, clawed, webbed feet and hands. They have webbed

spines that run down their backs and a membrane under their arms.
Though these fish-men may look eerie they have a heart of gold,

are peaceful people and only wish to live a simple life. It is theo-
rized that they were an experiment by the Lemurians as a possibil-
ity for their new aquatic form during their descent into the oceans.

The Ichthyleans have been misunderstood and hunted as a race
for centuries. Their frightful appearance and unusual method of
communication have made it all the more difficult for them to
trade and associate with other people. Misunderstood, especially
by surface dwellers, Ichthyleans are often seen as monsters and
attacked on sight. Feared and hated anyway, some have resorted

to raiding ships at sea as well as villages along waterways, steal-
ing food, supplies, weapons and gear they desire. However, even

Ichthylean raiders don’t kill if they can avoid it nor cause mali-
cious damage, and otherwise keep to themselves, hidden. Most

avoid surface dwellers and associate only with other aquatic races.
Tribes and villages are usually found underwater in oceans and
seas worldwide, but there are some tribes found in deep freshwater
lakes and remote places, including the heart of wilderness swamps
and jungle waterways.
Most Ichthyleans are kind, gentle people among their own kind

and with allies. As a rule, they wish to live a quiet, peaceful ex-
istence. However, Ichthys are quick to fight back when attacked

or taken advantage of, and are capable warriors. A provoked Ich-
thylean or one backed into a corner, protecting loved ones or de-
fending his or her young, fights like a hungry shark. Most survive

as hunters and gatherers, though some also farm and raise live-
stock. All tend to hunt only enough to satisfy their needs, and use

as much of the slain animal as they can.
Also Known As: Ichthys, Lee-anns and Water Lions.
Alignment: Any, but most are Principled (15%), Scrupulous
(30%), Unprincipled (20%), or Anarchist (15%).
Attributes: I.Q. 3D6, M.E. 2D6+5, M.A. 1D6+6, P.S. 2D6+18
(Robot), P.P. 2D6+6, P.E. 2D6+6, P.B. 1D6+3, Spd 2D6+10
running, triple Spd when swimming in water and swimming
fatigues Ichthys at 10% the usual rate. P.S. is the equivalent to
Robot P.S.
Size: 6 feet + 2D6 inches (1.8 to 2.1 m).
Weight: 200-350 lbs (90 to 157 kg); all muscle and blubber.

M.D.C.: P.E. attribute number x2 to start, +1D6 per level of experi-
ence. Skills that provide an S.D.C. bonus only add 1D6 M.D.C.

to this character. Armor or magic may be used to provide addi-
tional M.D.C. protection. (On S.D.C. worlds Ichthyleans have

Hit Points equal to their P.E. attribute number +1D8 per level of
experience, 2D4x10 S.D.C. and a Natural A.R. of 15.)
Horror Factor: 13 to humans and most D-Bees. P.P.E.: 5D6

Disposition: Ichthyleans are cautious and suspicious of outsid-
ers and seldom let their guard down around them. Among their

own, they are open, friendly, playful and caring. They really
only open up their feelings to trusted friends and loved ones
and are pragmatic about life. Though peaceful, they are quick to
action and willing to fight and kill without hesitation to protect their species and defend hearth and home. Most dislike and dis-
trust surface dwellers, and are wary of any outsider or stranger.

Life Span: 1D6x10+60 years.
Gender: Ichthylean males and females look very similar, except
females have brighter colors. Males are a rich green with light
to deep blue accents and colored fins, while females are a light
green with yellow webbing and fins, and the long fin crest that
runs from their head, down their spine is twice the size as the
males and is orange or red. Females bear 2D4 eggs, which are

watched in a nest for four months. Young reach physical matu-
rity at age 10.

Natural Abilities: Swimming 98%, Nightvision 1,000 feet (305
m), keen normal and underwater vision, depth tolerance of 2
miles (3.2 km) and resistant to cold (half damage).
Amphibious: Survive on Land and Water: The Ichthyleans use
gills to extract oxygen from the water. However, unlike most
fish, their gills are inside gill sacks within their chest, like lungs.
The gill sacks store and funnel water past the gills and out their

backs (water goes in through their mouth). When out of the wa-
ter, the back exhaust section seals up, allowing the Ichthylean

to carry oxygenated water with him. Through churning and
“gargling” the water every 10 minutes to re-oxygenate it, the
Icthylean can survive indefinitely out of the water. On dry land,
they use their “gargling” effect to also make noises, grunt and
to speak.
Chemoreceptors/Advanced Sense of Taste: Ichthyleans have
a superior sense of smell/taste while in water and can taste/
sense blood and chemicals in the water up to two miles (3.2
km) away. In fact, part of their communication with their own
kind involves chemicals by quickly depositing molecules in the

water that disperse and speak to their species. Such scents com-
municate love, joy, anger, fear, concern, caring, welcome, and

short messages like join me/us and share, all is well, awarn-
ing to back off/stand down, a warning to be alert, a warning to

hide, a warning of immediate danger, a warning to flee, a call to
come, a call for help, and a call to attack.
Communication: All Ichthyleans communicate using chemical
exchanges, gurgling, clicks, sounds, and the occasional words
and short phrases as well as Empathy and Telepathy. Their
chemical/gurgling language is referred to as Ichthylean and
thus far, can only be spoken by Icthyleans and Milu, though
humans and other races can try to mimic the sound by gurgling

water in their mouth to duplicate the Ichthyleans’ dialect. Ich-
thyleans can learn to understand and even speak other languag-
es, however their vocal cords and gurgling noises often make it

difficult for them to reproduce certain sounds or be understood
by others. All spoken languages are at -15% and they sound like
someone trying to talk with their mouth full of water or while
gargling water.

Track by Smell/Taste Underwater (only): Ichthyleans can iden-
tify blood and most chemicals common to ocean waters and

track it to its source at 50% +3% per level of experience (+12%
if it’s an Ichthylean scent).
Vulnerabilities & Penalties: Cannot breathe air directly; see gill
sacks above for their limitations and restrictions. -1 to save vs
poison and drugs. Tend to be passionate and hot-tempered,
which can get them in trouble.
R.C.C. Skills: The Ichthyleans are a simple wilderness people who
enjoy a tribal way of life. They rely on their cunning, physical
strengths, natural abilities, psionic powers, and some magic to
survive on Rifts Earth.

Male Ichthylean R.C.C. (97%): Advanced Fishing (+20%),
Barter (+12%), Carpentry (+10%), Climbing (+10%), Fishing

(+20%), Gardening (+12%), Hand to Hand: Expert, Horseman-
ship: Aquatic Animals (+10%), Horsemanship: Sea Monsters

(+15%), Hunting, Language (Native): Ichthylean/Milu at 90%,
Language: Lemurian (+10%, but no bonus to speak it), Lore:
Sea Creatures (+20%), Physical Labor, Prowl (+10% on land

and underwater), Skin and Prepare Animal Hides (+10%), Tail-
ing (+10%), Track & Hunt Sea Animals (35%/25% +5%), Un-
derwater Navigation (+20%), Undersea & Sea Survival (+25%),

Wilderness Survival (+15%), W.P. Knife, W.P. Trident, W.P.
Ancient (one of choice), and W.P. Modern (two of choice).
Female Ichthylean R.C.C. (94%): Animal Husbandry (+15%),
Appraise Goods (+10%), Camouflage (+20%), Cook (Prepare
Food; +20%), Hand to Hand: Basic, Horsemanship: Aquatic
Animals (+10%), Identify Plants and Fruits (aquatic and land;
+20%), Language (Native): Ichthylean/Milu at 92%, Language:
Lemurian (+15%, but no bonus to speak it), Marine Biology
(+20%), Preserve Food (+15%), Sea Holistic Medicine (+20%),
Sewing, Undersea Farming (+25%), Underwater Navigation
(+10%), Undersea & Sea Survival (+15%), W.P. Blunt, W.P.
Knife, W.P. Modern (one of choice).

O.C.C. Note: 3% of males and 6% of female Ichthyleans be-
come mages, mostly Ocean Wizards and Sea Druids, but some-
times Biomancer Gene-Mages or other practitioners of magic.

Experience Level: 1D6+1 or as set by the Game Master for NPCs.
Player characters should start at first level. Use the Oceanic
Guardsman experience table.
Attacks per Melee: As per Hand to Hand Combat skill and R.C.C.
bonuses.
Mega-Damage: As per Robot equivalent P.S. or by weapon, +3
M.D. from claw attacks and an Ichthy bite does 1D6 M.D. (a
nip does 2D6 S.D.C.).
R.C.C. Bonuses: Males: +1 attack at levels 1, 5 and 10 (this is in
addition to those gained from Hand to Hand Combat skill), +1

on Perception Rolls (+2 for rolls pertaining to taste/smell in wa-
ter), +1 on initiative, +2 to automatic dodge underwater only,

+1 to disarm and pull punch, and +1 to save vs Horror Factor at
levels 1, 3, 5, 7, 9 and 11.
Females: +3 on Perception Rolls (+5 for rolls pertaining to
taste/smell in water and caring for young), +4 to automatic
dodge underwater only, +1 to save vs psionics and magic, and
+5% to save vs coma/death.
Magic: Rare, by O.C.C. only.
Psionics: All Ichthyleans have the following psychic abilities:
Empathy (4), Telepathy (4), Telepathy Aquatic Sentient Beings
(Special: Can be used indefinitely without any I.S.P. cost to

communicate with other members of their own race, Milu, Am-
phibs, Junk Crabs, Naut’Yll, the Lord of the Deep, Cetaceans,

Lemurians, many of the Splugorth Minions and other intelli-
gent, aquatic beings.), +1D4+1 additional psi-abilities selected

from one of these categories: Healing, Physical or Sensitive.
Considered Major Psychics. I.S.P. Base: M.E. attribute number
x2 +1D6 per level of experience.
Habitat: Ichthyleans travel the waters of the world, but prefer the
Pacific Ocean and other warm waters. Some have even made it

into the waterways of the Americas, Africa, India and South-
east Asia. They tend to avoid the mid-Atlantic where they are

stalked by Splugorth Slavers and Metztla. They may be encoun-
tered as a lone hunter, in pairs or a small family group or hunters up to 1D6+2. A typical tribe/village has 2D6x10 members,
5D6x10 for a large one.
Allies: They are heavily influenced by the Lemurians and consider

them as brothers, which means they share their views and phi-
losophies, emulate their way with nature, and often live near

or with Lemurians. Even those who are not friends or fans of
Lemurians consider them to be a friend of their people and the
sea. They are also friends with cetaceans (dophlins and whales),
but most other people are seen as invaders, rivals or enemies.

Merans, Milu, Junk Crabs, Ocean Wizards, Sea Druids, Am-
phibs and the New Navy, on the other hand, are judged on an

individual basis, and generally considered with uneasy indiffer-
ence. The humans of Tritonia are especially suspect and viewed

with disdain and distrust.
Enemies: The Splugorth and their minions, Horune Pirates,
Naut’Yll, demons, undead, and the Lord of the Deep and his

minions are among the most hated and feared of enemies. Surface dwellers are also regarded as wicked and cruel monsters

who hate and kill anyone they don’t understand. While their Le-
murian allies insist not all surface dwellers are evil, most (75%)

Ichthyleans are not convinced.

Cybernetics: None.

Money: Salvage and trade goods worth 1D4x1,000 credits.

## OOC

Die Carii entsprechen den Ichthylean R.C.C. im Rifts World Book 32: Lemuria.