Hss'sariss
Hss'sariss may be Psionicists, but may only use Psychokinesis and Clairsentience
From the World of SanDora Setting
The Hss'sariss are small, approx 2.5 ft to 4 ft and weighing between 50 and 110 lbs. They have a flat wedge shaped head with relatively large protruding eyes and small teeth. They are primarily adapted to living in high places, either trees or cliff faces. They have small suckers on the ends of their hands and feet and are able to climb with alarming ease.
The Hss'sariss are content to a simple, mostly peaceful existence; by and large they are not hostile to other races unless provoked, and make poor warriors. Further the Hss'sariss are the least intelligent of the Lizardman races, and not known for their great thinkers. They are typically content to abide in semi-comfort and allow their more active cousins to run the show.
In San'Dora the Hss'sariss live in both Ullu'shu'ra and Sys'an'sriss, and are dominated by their cousin Ullu in both locales, though in different fashions. The Lss'Rss rulers of Ullu'shu'ra uses them for various jobs ranging from mining to craftsmanship; and in fact most of the Hss'sariss of this nation reside in the Hurk mountain range that forms the southwestern border of Ullu'shu'ra. In Sys'an'sriss, the ruling Shor'aniss basically ignore the Hss'sariss unless they want something from them, like a tribute. Most of the Sys'an'sriss in this nation reside in the semi-tropical jungle that blankets the area or in the highlands spilling over from the Gersaan mountains.
Left to their own devices Hss'sariss are usually content to eke out a substinence existance. However, some unusually bright and individualistic Hss'sariss want more out of life and some of these even journey into the world at large in the pursuit of this.
Hss'sariss are usually pleasant and happy in a simple, unaffected way. Of all the Ullu, they are the subrace that is best able to get along with Humans; though the Lss'Rss are good at this too the Hss'sariss are so unassuming and non competitive that most Humans tend to view them somewhat bemusedly.
GM's Permission is required to play a Hss'sariss as they may not exist in the Campaign Setting or may be unsuitable as Player Characters.
Cost Ability
24 Quick: +8 DEX
12 Really Fast: +1 SPEED plus Round SPEED off
10 Dodgy: +2 DCV
4 Fleet: +2" Running
4 Tree Leaper: +4" Leaping
5 Tree Walker: Environmental Movement: Offset Narrow Surface, Climbing, Cramped Penalties in Trees
2 Tail: Extra Limbs Inherent (+1/4), 1 Limb only (-2), (Limited Manipulation;-1/2)
8 Fast Healing: Regenerate 1 BODY/Hour, Regrow Lost Limbs
5 Sharp Teeth: 1 pip Hand Killing Attack
12 Sucker-tips: Clinging +6 STR
15 Hibernate: Simulate Death plus Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in Intense Cold, Self-Contained Breathing (36 Active Points); Only While Simulating Death (-2)
101 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Hss'sariss Ullu (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (2.5 ft - 4 ft; 50 to 110 lbs)
-3 Frail: -3 STR
-6 Spindly: -3 CON
-6 Fragile: -3 BODY
-4 Slow Metabolism: -2 REC
-5 Dim: -5 INT
-3 Unimpressive: -3 PRE
-4 Earless: -2 PER Hearing
-15 Susceptible to Cold Weather: (sub 50 degrees), VCommon per Minute 1d6

+25

Total Cost of Package
Options
Cost Ability
+6 Coolheaded: +3 EGO
+5 Extra Dodgy: +1 DCV
+10 Reptilian Mind: +10 Mental Defense
+5 Amphibian Eyes: UV Vision
+4 Amphibian Grace: +2" Swimming plus 0 END on 4" Swimming
+3
  • Amphibian Grace: +2" Swimming plus 0 END on 6" Swimming
+1 Hold Breath: Extended Breathing: 1 Levels
+10 Blindingly Fast: +1 SPEED
+9 Ambidexterity (Eliminate Off Hand Penalty entirely)
+15 Blind Fighting: Combat Sense 11-
-5 Extra Susceptible to Cold: Increase to per Turn 1d6
-10
  • Really Susceptible to Cold: Increase to per Phase 1d6
-15
  •      Extremely Susceptible to Cold: Increase to per Segment 1d6