Name: Mole Person Val Char Cost 25 STR 15 14 DEX 12 18 CON 16 13 BODY 6 8 INT -2 8 EGO -4 20 PRE 10 4 COM -3 8 PD 3 4 ED 3 SPD 6 9 REC 36 END 35 STUN Characteristic Rolls: STR: 14-, DEX: 12-, CON: 13-, INT: 11-, EGO: 11-, PER: 11- Run: 6", Swim: 5", Jump: 5", Lift: 800 kg Cost Powers END/Roll "Mole Claws" 40 Tunneling 6" through DEF 6 material, can fill in tunnel behind self 10 HKA 1D6 (2D6 with STR), -1/4 limit Reduced Penetration, -1/4 limit No Knockback "Mole Nose" 20 Targeting Scent 10 Tracking Scent 5 Discriminatory Smell 6 +3 to Smell PER (14-) 5 Nightvision 3 +3" Swimming (Total 5") Cost Skills, Talents, Perks Roll 2 AK: Tunnels 11- 3 Climbing 12- 3 Concealment 11- 0 Language: Mole, native 1 Language: Sumerian, basic 2 PS: Mushroom Farmer 11- 3 Shadowing 11- 3 Stealth 12- 3 Survival 11- 5 +1 with Hand-to-Hand Combat 3 Talent: Bump of Direction 100+ Disadvantages 20 Distinctive Features: Scaly, Goggle-Eyed Humanoid With Really Big Claws, not concealable, extreme reaction, not distinctive in underground world 10 Watched 11-: Sumerians, more powerful 20 Social Limitation: Slave, frequently, major 15 Physical Limitation: Photophobic, infrequent, fully 15 Susceptible to Sunlight, 3D6 per minute, uncommon 10 Vulnerable 2x Effect to Flash Attacks OCV: 5 (6 with HTH Combat); DCV: 5; ECV: 3; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 8/0; ED/rED: 4/0 Costs: Char.: 59 Disad.: 90 Powers: + 127 Base: + 100 Exp.: + Total: = 186 Total: = 186 Source: "The Mole People," Universal Pictures, 1956 Background: When a trio of American archeologists went searching for Sumerian ruins in the mountains of Iraq they got more than they bargained for. An earthquake tumbled them into a deep cave network where they discovered not only Babylonian artifacts but oddly deformed humanoid skeletons. They quickly met living members of the species when Mole People tunneled beneath their feet and yanked them down to the next level. These slaves turned the scientists over to their masters -- Sumerians who had maintained their civilization underground for millennia, so long that they had become albinos unable to bear light stronger than that of the phosphorescent moss in the tunnels. The Sumerians viewed the archeologists' flashlights as divine weapons and decided that their visitors were gods. However, the trio wasn't able to maintain the aura of divinity for long. Fortunately for them, a revolt by the oppressed Mole People and a series of aftershocks enabled them to escape back to the surface world. The Mole People were conquered by the Sumerians generations ago and serve as farmers and builders for the aristocratic, intellectual humans. They grow mushrooms for Sumerian consumption although they themselves prefer flesh. Despite their fearsome strength and sharp claws, the Mole People are normally shy and gentle. They'd rather burrow quietly near the surface in search of small prey than fight. It took visitors from outside to stir them to action. In the Sumerian's city the Mole People are forced into work groups. They would lead a solitary existence if left to themselves. In combat Mole People prefer to take their opponents by surprise. They will smell out prospective targets, tunnel beneath, and pull them into the tunnel where they can be finished off with claws at close quarters. They are capable of using human weapons but find it easier to use their natural ones. Although they won't hunt adventurers for food, Mole People aren't averse to eating opponents (or comrades) slain in battle. In the underground world it's tough to find good sources of protein. Powers and Abilities: Mole Persons tunnel through rock and soil as fast as the average human can run. Their webbed feet and hands also make them strong swimmers when they encounter underground rivers and lakes. They can see in the dark but rely primarily on their keen sense of smell to get around. And they never become lost in the tunnels. Disadvantages: They're ugly. They're enslaved. They are blinded by normal daylight and fear it. With prolonged (five minutes or more) exposure to light Mole People will suffer severe sunburns and heat prostration. Obviously vulnerable to sight-based Flash attacks, they also suffer greatly from scent-based Flash attacks because of their highly developed sense of smell. Deafening Flashes are pretty useless since Mole People don't hear well anyway. Although they have near-human intelligence and can learn human languages, Mole People really aren't that bright. You could teach them to speak, but the conversation would be rather boring. Height: cm (6' 5"), Weight: kg (185 lbs), Sex: Varies, Race: Mole Person Appearance: The Mole People are gangling humanoids with short, dense, dark fur on their bodies and light brown scales on their heads and paws. Their huge oval eyes are slightly luminous. They have no external ears but do have large nostrils. Their webbed, clawed forepaws are the size of catcher's mitts. The Mole People's upper bodies are powerfully built and their arms are longer than a human's. Perhaps because of this, their bodies hunch forward rather than standing upright. Mole People dress in dark gray slave coveralls and typically carry the implements of their trade: a mushroom bag and a spatula-like harvesting tool. =========== Hero System write-up by Kevin Scrivner