The Uziel R.C.C.
In the year 502 C.E., a group of powerful sorcerers performed a great ritual known as the
Kiss. The ritual was so powerful that it drained the magic from nearly a third of Africa,
resulting in the Sahara Desert. With the magic in the area seriously depleted, the
grasslands have withered over time until on a desert remained, a desert that grows larger
every year. The end result of this ritual was the race of beings known as the Uziel. Due
to the heavy Christian influences of the time, the new beings were named after the angels
who, according to the Bible, served as lieutenants in Heaven.The
Uziel are beings of great power. It is only their low numbers that have prevented them
from becoming a major power in the world. When the Uziel battled Odoacer, they only
numbered 56. Their number had risen to nearly one thousand before the battle with Lord
Yasuva. Since then, however, their numbers have fallen once more. In order to gain
strength, all Uziel are encouraged to procreate as often as possible, starting as early as
age fourteen. However, their inbreeding has led to many aberrations and genetic flaws.
Thankfully, magic has limited such occurrences. Such malformed babies are euthanized at
birth because the Uziel community feels that such inferior children should not have to go
through life with such limitations. However, the pure essences (P.P.E.) of the children
are put to use in the forging of the Brightblades, the special weapons of the Uziel (see
below). This, combined with their violent life, keep the number of Uziel low.
Physically, the Uziel look virtually identical to normal humans. They all
vary normally in height, weight, and hair and eye color. It should be noted that they are
all Caucasians, due to the fact that the two original Uziel, Cornelia and Ennius, were
Roman. Their only distinguishing mark is the tattoo of a pair of wings on their shoulder
blades. They are not truly tattoos however since the Uziel are born with these markings
(note that there is no known way to remove the markings). These wings are the reason they
received the name Uziel. In addition, the coloring of the wing tattoos indicates their
psionic abilities. Red for pyrokinetics, blue for hydrokinetics, green for psychokinetics,
black for telekinetics, purple for sensitives, and orange for healers. The only Uziel to
develop Psiren powers, Daphne Covenant, has silver and purple markings.
At will the Uziel are able to extend their wings, an awe inspiring
sight. When they undergo the transition, known as the Mutari, a variety of things happen.
First, the wings on their back begin to glow brightly. This glow is visible even through
thin clothing (t-shirts, blouses, etc). Next, their eyes begin to glow the same color as
their markings. Then a pair of wings made of crackling energy (the appropriate color, of
course) explode from their back and their bodies undergo some slight changes (note: This
does not ruin their clothes). Their vision increases in acuity, their muscles increase in
tensile strength, and their body becomes more streamlined (if they're overweight, they
slim down, etc).
One fact of Uziel life is that all Uziel become soldiers in the Shining
Legion. There are no exceptions based on physical ability because those Uziel who are less
than perfect are killed as children. Those who do not want to be part of the Shining
Legion based on their personal preference are "reindoctrinated" with the Uziel
belief system. This process consists of psychological and magical treatments which
continue until the Uziel gives in and joins the Shining Legion.
Natural Abilities of the Uziel
- The Mutari: As stated above, the Uziel can undergo a change where
wings extend from their back and their body changes slightly. This new form is known as
the Domino. This change takes two attacks (roughly six seconds). During the first attack
the Uziels eyes and tattoos start to glow, and during the second their wings appear.
While in their Domino form, the Uziel gains the following abilities: Fly for a number of
hours equal to their P.E., eagle-like vision (can read a sign 2 miles (3.2 km) away),
Nightvision with a range of 300 feet (91.4 meters). In addition, their regenerative powers
increase to 4D6 H.P./S.D.C. per minute and their strength and endurance become
supernatural.
- Superior Attributes: When in Domino form the Uziels
attributes increase slightly. Add +3 to M.A., +6 to P.S., P.P., and P.E. In addition, they
can fly at a speed of 2D4x10+40mph. P.S. and P.E. are considered supernatural.
- Immunities: The Uziel are immune to the vampires slow kill
bite while in either their natural form or in the Domino. They are also impervious to
mundane disease (non-magical).
- Psionics Powers: One of the major powers of the Uziel are their
specialized psychic abilities. There are six divisions of Uziel as explained below. The
training a Uziel receives is also dependent upon their powers. For example, Sensitives are
usually scouts or leaders. Healers are the medics, and the various Kinetics are
front-line soldiers. Because they are soldiers, their powers have been optimized to hone
their combat abilities. Thus they are able to use their powers more efficiently than most
psychics. Note that Uziel cannot gain any more psychic powers! It should also be noted
that Daphne Covenant, the Siren (see below) is unique and falls outside these
categorizations.
Pyrokinetics: The Pyrokinetics are the red tattooed Uziel. They have mastery over
the element of fire and as such, are useful against the tight ranks of the enemy Hounds.
Note that the Nightlords are not impervious to pyrokinetic fire because it is of a psychic
origin. Pyrokinetics gain the Pyrokinesis psionic power but all I.S.P. costs are reduced
by half, rounding down.
Hydrokinetics: The Hydrokinetics are the blue tattooed Uziel. They have mastery over
the element of water and are deadly against vampires. Hydrokinetics gain the Hydrokinesis
psionic power but all I.S.P. costs are reduced by half, rounding down.
Psychokinetics: Psychokinetics are a rarity and very few psychics who are not Uziel
have been known to develop psychokinetic powers. Psychokinetics, sometimes called Psychos
behind their backs, gain the Psychokinesis power with all I.S.P. costs reduced by half,
rounding down. Psychokinesis is elaborated on below.
Psychokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Psychokinetics are psychics who are more in tune with psychic energy and this allows them
to directly manipulate psychic energy in different ways.
1. Detect Psionics: Same as the psionic power but double the range.
2. Psi-Storm: The ability to release a storm of psychic energy which travels in a
straight line to its target, damaging everything in its path. Damage: 4D6 S.D.C.
plus 1D6 S.D.C. at levels 3, 6, 9, 12, and 15. Range: Can travel up to 100 feet
(30.5 meters) plus 10 feet (3.04 meters) per every even level (2, 4, 6, etc¼ ). The storm itself is 5 feet (1.5 meters)
plus 1 foot (.3 meters) per additional level wide. Thus at first level it affects a path 5
feet wide and a maximum of 100 feet long. Duration: Instant. I.S.P.: 40.
3. Advanced Meditation: Because of the Psychokinetic is more in tune with their
I.S.P., they are able to achieve a deeper trance state and recover 8 I.S.P. per hour of
meditation rather than the usual 6 I.S.P. per hour.
Telekinetics: The Telekinetics are the black tattooed Uziel. Telekinetics, or
"TKs" as they have come to be called, are able to affect matter by pure
concentration. TKs get the Telekinesis psionic power but all I.S.P. costs are reduced by
half, rounding down. Note: This is the minor psionic power, not Telekinesis: Super
Sensitives: Sensitives are identified by their dark purple tattoos. Sensitives get the
following powers at first level: Empathy, Object Read, Presence Sense, See Aura, See the
Invisible, Sense Dimensional Anomaly, Sense Evil, Sense Magic, and Telepathy. At level
three they can choose either Astral Projection and Astral Navigation or Dreamdance: Minor.
At level seven those who chose the Astral powers gain Astral Transference and those who
chose Dreamdance: Minor get Dreamdance: Superior.
Healers: The Healer Uziel have orange tattoos and are trained in medicine. Healers
gain the following powers at first level: Deaden Pain, Healing Touch, Increased Healing,
and Induce Sleep. They then gain Psychic Diagnosis at level two, Psychic Purification at
level three, and Psychic Surgery at level four.
- The Uziel R.C.C.
- Alignment: Any, but 80% are considered aberrant due to their use
and support of the Brightblades. The rest are mostly good with a few evil members who do
not care if people are hurt in their attempt to save humanity.
- Awe Factor: The Uziel's awe factor only applies when their wings
are extended. Then it is equal to one half their P.B., +4. So an Uziel with a P.B. of 14
would have an Awe Factor of 11.
- Average Size: Standard human, although they tend to be tall and
slim (5 feet 8 inches average for females, 6 feet for males).
- Weight: Varies, from 110-220lbs (49.5-99 kg) depending on size and
gender.
- Average Life Span: Uziel live for an average of 300 years,
although some have been known to live up to 600 years.
- Attributes (Persona): Roll attributes normally (3D6), these
attributes are of normal human shape.
- Attributes (Domino): The domino form of the Uziel is the
supernatural, "angelic" form. When in the domino the Uziel has higher than
normal physical attributes. See natural abilities, above.
- Hit Points: P.E. +1D6 per level
- S.D.C. (Persona): The persona is slightly more resilient a normal
human. 15 plus skill bonuses.
- S.D.C. (Domino): Add 2D6x10+30 to the personas S.D.C.
- P.P.E.: 1D6x10 due to their highly magical nature.
- Natural Abilities: Heal at a rate of 4D6 H.P./S.D.C. per day.
Resistant to cold due to superheated blood (takes 1/2 damage from cold based attacks)
which allows them to survive in temperatures down to -25 degrees Fahrenheit (-32 degrees
Celsius), their average body temperature is 125 degrees Fahrenheit (52 degrees Celsius).
- Combat: All Uziel in their persona have two attacks per melee plus
those gained from hand to hand training (same as normal humans). In their Domino the Uziel
gains one additional attack per melee.
- Damage: In their persona, by weapon or hand to hand damage only.
In their domino, damage is as per supernatural strength.
- Bonuses (Persona): +4 to save vs. horror factor, in addition to
attribute and skill bonuses.
- Bonuses (Domino): +4 to save vs. horror factor, +2 to save vs.
possession & mind control. +4 to dodge while in flight. All are in addition to
attribute and skill bonuses.
- Magic Powers: None, Uziel cannot learn nor practice magic. All of
their P.P.E. is inaccessible and locked up to provide the energy for their transformation.
- Psionic Powers: Special, see natural abilities.
- Vulnerabilities / Penalties: None
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- R.C.C. Skills: All Uziel are trained in the following skills from
an early age.
- Native Language & Literacy: Latin (98%)
- Language & Literacy: Choose two (+20%)
- Mathematics: Basic (+30%)
- Computer Operation (+15%)
- Lore: Nightlands (+10%)
- Lore: Demons & Monsters (+10%)
- Military Etiquette (+10%)
- W.P. Sword
- Hand to Hand: Expert
- Additional training which occurs is dependent on the Uziels powers.
All Uziel are divided into divisions as follows: legionnaires (militis, composed of
the various kinetics), Scouts (speculatoris, comprised of the sensitive
psychics), medics (medici, the healer psychics).
- Legionnaires:
- Intelligence
- Wilderness Survival (+10%)
- Strategy/Tactics (+10%)
- Body Building
- W.P. Sword: Gains a bonus of +2 to strike and parry with swords
- W.P. Knife
- W.P. Shield (found in Palladium FRP, 2nd Edition)
- Hand to Hand: Expert is upgraded to Hand to Hand: Martial Arts
- Scouts:
- Intelligence (+20%)
- Wilderness Survival (+15%)
- Detect Ambush (+10%)
- Detect Concealment (+10%)
- Tracking (+20%)
- Prowl (+15%), note that prowling is extremely hard in their Domino form;
their wings make them very visible, -20% to prowl while in their Domino.
- Land Navigation (+10%)
- First Aid (+5%)
- Medics:
- Paramedic (+20%)
- Holistic Medicine (+10%)
- Toxicology (+5%)
- Biology (+10%)
- Chemistry (+10%)
- Botany (+10%)
- Identify Plants and Fruits (+15%)
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- R.C.C. Related Skills: Select four skills in addition to their
Division skills from the following list. Also select two at levels 3 and 5, and 1 at
levels 8, 12, and 15. All new skills start at level one proficiency. Note that most Uziel
are hesitant to use technology extensively, although they do have the capabilities to
learn about it.
- Communications: Any
- Domestic: Any, (+10% to singing and play musical instrument)
- Electrical: Electronics: Basic only
- Espionage: Any (+5%)
- Mechanical: Basic Mechanics only
- Medical: First Aid or Holistic Medicine only (+5%)
- Military: Any
- Physical: Any (+5% when applicable)
- Pilot: Civilian piloting skills only
- Pilot Related: None
- Rogue: Any
- Science: Any
- Technical: Any (+10%)
- Weapon Proficiencies: Any
- Wilderness: Any (+5%)
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- Secondary Skills: Uziel are also able to learn 8 secondary skills,
limited as above.
-
- Equipment: Uziel do not own much of their own because of their
military lifestyle. Virtually all Uziel own a Brightblade, however (see below). In
addition, they may own a few sets of clothes and personal items. Uziel who are posing as
normal humans may have their own house, apartment, etc. and all other appropriate items.
Uziel are also able to get most items they may need for an assignment by asking. These
items include clothes, armor, backup weapons, and other mundane items. These items may be
either modern or antique.
-
- Money: Uziel have very little use for money unless they are
stationed in the outside world. If they are, the Uziel will have 1D4x1000 American dollars
available.
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- Experience: Use the Nightbane experience table.
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