Gremlin

Basic Species Description

Gremlins love to learn and to tinker, though their memories don't tend to be very long when in large groupings due to pheromones which make them dumber around their own species. Originally from The Starry Oceans of Quantil, they often would go on exploratory missions through rifts to gather resources and knowledge, sometimes being unable to return when a rift closed, such as when a flotilla went through one to Reanas. They are semi-Aquatic, but mostly live on land. Very efficient at taking things to the bone to get all the meat, and likewise, at taking apart (and sometimes putting back together) various machinery and the like. Very curious, but usually quite rude and annoying. Mostly bone and metal architecture in beach and marsh areas. They have furry insulation while young, hunting on dry ground, learning how to catch slower prey before moving into the water and shedding it once they ingest enough fish oils, growing it again if their diet changes enough. Being evolved from a species in Quantil which branched off from ancient amniotes to have traits of both reptiles and mammals, having spotted fur and feline-like ears with tufts on the tips, broad long crocodilian jaws, and spickes coming out of their forehead, cheeks, spine, short tail and several other locations like a thorny devil lizard.

History of the Species

Long ago, the some gremlins explored through a rift that led to Reanas. After going through and exploring for a while, the rift closed behind them, driving them to find their own niche in the planet's environment and populations.

Base Species Genetics

The genetics for a gremlin are as follows:

(D4) Weak Group Intelligence, Normal Survival Cunning: Weak Group Intelligence, -2 Charisma, and -2 INT when in a group of 10 or more of their own species or hybrids with their own species; Normal Cunning Mind, allowing the use of any unused FP as a 1d10/2 bonus to cunning checks per FP.

(D3) Amphibious Lungs: Capable of breathing water without additional aids.

(D3) Slow Adaptive Diet, Steady Environmental Adaption: -1 Blizzard Adaption if fish in their diet as they lose their fur, and +1 Flavor Domain Adaption tied to their environment regardless of fish in their diet or not.

(R4) Accurate Learners, Weak Memory: +2 to Accuracy Checks, +2 to Learning Checks, -1 to Memory Checks.

(R4) Fixer: +2 to Repair Checks, +2 to Jury-Rig Checks, and +1 to Salvage Checks.

Ethnicities

The memo gremlin ethnicity is well suited for the desert regions, having brown skin with sandy scales. white hair and fur, white sclera, black pupils and red irises.

(E-4) Desert Dweller: +1d10/2 Daily Cunning Advantage, +1 Morphean Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Survivability Advantage. [Memo Gremlin]
(E-4) Cunning Repairers: +1 on Conceal Checks, +1 on Cunning Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Memo Gremlin]
(E-4) Focused Aptitude: +1 MA, and +1 FP. [Memo Gremlin]

The waigal gremlin ethnicity is well suited for the arctic regions, having white skin with light grey scales, orange hair and fur, white sclera, black pupils and yellow irises.

(E-4) Arctic Dweller: +1d10/2 Daily Cunning Advantage, +1 Blizzard Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Survivability Advantage. [Waigal Gremlin]
(E-4) Cunning Repairers: +1 on Conceal Checks, +1 on Cunning Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Waigal Gremlin]
(E-4) Focused Speed: +1 MP, and +1 FP. [Waigal Gremlin]

The gimnar gremlin ethnicity is well suited for the swamp regions, having grey-green skin with light brown scales, brown hair and fur, white sclera, black pupils and orange irises.

(E-4) Swamp Dweller: +1d10/2 Daily Cunning Advantage, +1 Harvest Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Survivability Advantage. [Gimnar Gremlin]
(E-4) Cunning Repairers: +1 on Conceal Checks, +1 on Cunning Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Gimnar Gremlin]
(E-4) Speedy Aptitude: +1 MP, and +1 MA. [Gimnar Gremlin]

The spalik gremlin ethnicity is well suited for remaining in coastal regions, having grey-blue skin with light green scales, black hair and fur, white sclera, black pupils and brown irises.

(E-4) Coastal Dweller: +1d10/2 Daily Cunning Advantage, +1 Flow Domain Adaption, +1 on Climb Checks and +1d10/2 Daily Survivability Advantage. [Spalik Gremlin]
(E-4) Cunning Repairers: +1 on Conceal Checks, +1 on Cunning Checks, +1 on Repair Checks, and +1 on Salvage Checks. [Spalik Gremlin]
(E-4) Speedy Endurance: +1 MP, and +1 EP. [Spalik Gremlin]

Gremlins have their own languages, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and one or more ancient infernal languages or the nearest Cubi language to their flotilla even after centuries, as languages are crudely passed down to help young gremlins have some opportunities for trade should they come across one speaking that language. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While gremlins were considered of lower and mercantile class they are quite useful when it comes to salvaging and repairing lost vessels or other items of interest. Unlike cubi, gremlins love to hoard secret treasures, sometimes even taking 'unnecessary' parts from things they are repairing as an 'undisclosed bonus' for their work, often having a hidden room or hold where they display their finer treasures and leave most of the rest in piles until the room fills, in which case they will try to barter or sell off those which no longer interest them.

Sexes

Gremlins have few differences between the sexes.

(m1) Those with this sex gene have +1 Mundane Source Adaption, and +1 Abeyant Source Adaption. [Gremlin]

(m2) Those with this sex gene have +1d10 Daily Toxin Advantage and +1d10 Daily Irradiate Advantage. [Gremlin]

(f1) Those with this sex gene have +1 Mundane Source Adaption, and +1 Abeyant Source Adaption. [Gremlin]

(f2) Those with this sex gene have +1d10 Daily Electricity Advantage and +1d10 Daily Metal Advantage. [Gremlin]

(n1) Those with this sex gene have +1 Mundane Source Adaption, and +1 Abeyant Source Adaption. [Gremlin]

(n2) Those with this sex gene have +1d10 Daily Goo Advantage and +1d10 Daily Slick Advantage. [Gremlin]

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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