Defel
Defel, or wraiths, look like bipedal shadows with red eyes and
long, white fangs. In ultraviolet light, they can be seen in all
their glory. Defel have stocky, fur-covered bodies. Their long,
triple-jointed fingers end in vicious claws. They have protruding
snouts, and gill-like slits at the base of their jaws. These beings
stand about 1.3 meters in height, and usually have shoulder widths
of 1.2 meters.
Defel originated on the planet of Af'El, which orbits the ultraviolet
super giant sun of Ka'Dedus. The chemical makeup of Af'El's atmosphere
blocks all forms of light except for ultraviolet, forcing life on
the world to evolve visual senses which could respond to the ultraviolet
rays. Defel and other life forms on Af'El are completely blind to
other wavelengths.
Defel have an additional adaptation which cause the beings to absorb
other wavelengths of light. This gives the Defel the appearance
of shadows. Some speculate that this adaptation was in response
to a now-extinct predator which was able to produce light in ranges
below ultra- violet in order to locate prey.
Defel live in great underground cities. The terrible storms spawned
by Af'El's churning atmosphere make surface living difficult at
Defel society's level of technology. The major industries tries
on the planet are mining and metallurgy. Because of the world's
climate, agriculture has never been developed and the planet's inhabit-
ants survived by simple hunting and foraging.
The planet is rarely visited. A freighter from Vulca Minerals Corporation
braves the heavy gravity once every standard year in order to pick
up cargo and bring trade goods.
The Defel people are tough, independent be- beings who hold their
words above all else. A Defel who makes a promise will do his best
to keep that promise. Because of this, they will have nothing to
do with beings who break promises made to them.
When they leave their planet, Defel wear special visors which allow
them to "see" light wavelengths other than ultraviolet.
They often find employment as hired muscle, spies and even assassins
because of their shadowy forms.
Defel Roleplaying Game Statistics
Attribute Dice: 12D
Attribute Minimum/Maximums:
DEXTERITY 2D/4D
KNOWLEDGE ID/3D
MECHANICAL ID/3D
PERCEPTION 2D/4D
TECHNICAL ID/3D
Move: 10/13
Height 1.5 meters
Quote: "There was no danger. Humans need movement to
see. Not-moving shadows are of no concern."
Special Skills:
Dexterity skills: Blind Fighting Time to use: One round. Defel can
apply dice to this skill, which allows them to fight using melee
weapons or hand-to-hand combat when deprived of their special sight
visors or when otherwise rendered blind. A Defel may ignore all
blindness penal- ties when using this skill, since this skill trains
the Defel to use their sense of smell and hearing to aid them in
combat.
Special Abilities: Invisibility. Gives the Defel a +.3D when using
the sneak skill. Claus. Defels have natural claws which they can
use in hand-to-hand combat. Claws cause damage of Strength + Light
Blind. Defels can only see in ultraviolet let wavelengths. In any
other type of light, they are completely blind. To rectify this
problem, Defels wear special sight visors which allow them to "see"
by blocking out all light waves except ultraviolet. However, if
the Defel loses his visor, and must make any skill checks requiring
sight (such as combat, search or .sneak attempts), the difficulty
is increased by one level. Story Factors: Reputation. Defels are
considered nothing more than a frightening myth by the majority
of the galaxy. Therefore, when they are encountered they are considered
to be supernatural beings to many, especially unsophisticated individuals.
Even the least superstitious beings are unsettled by these "invisible"
aliens.
-From "Dark Force Rising: Sourcebook" by West End
Games
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