
The Ceptu are an intelligent race of large, telekinetic
jellyfish. Ceptu typically live in temperate salt seas,
although they can function in air environments and are
intelligent and take great pride in learning and directing
the efforts of others. Ceptu have a natural affinity for
administration and leadership. Ceptu see themselves as
external guiding forces in the large cultures in which they
participate. The have no real culture of their own, but
see their personal mission as the enhancement and
advancement of other races.
Ceptu view themselves as morally, intellectually and
spiritually more advanced then other races, but see it as
their duty to guide them to what they believe is a better
life. Ceptu are not condescending, but do not hesitate
to voice what they know and point out the errors of
others. The are often sought as sages and the role of
wise advisor suits them well. Ceptu have inborn psionic
abilities and excel in psionic magic, but they sometimes
choose another branch of magics. For their part, Ceptu
are promoters of art, music, education and history. If
they spend enough time with their adopted race they
develop a strong desire to protect and preserve. Ceptu
are not pacifists however, and they often guide societies
to invade and occupy hostile territories.
A ceptu has a dome shaped central body with a
diameter of about 3 ft. across the center, and a massive
number of thin tentacles that hang down from their
underside. These tentacles are useless for gripping,
however they help the ceptu swim through the water and
also are infused with a strong stinging acid that causes
intense pain to creatures touched by them. The skin of a
ceptu is transparent, making their internal organs visible.
A ceptu’s eyes are located under its skin, offering rather
effective protection. A ceptu has a full 360 degree range
of vision, and has three eyes, spaced evenly around the
perimeter of its body. Ceptu are able to telekinetically
push against the ground, lifting and moving their bodies
when not suspended in water. This hover ability allows
them to stay close to the surface of water or land, but it
does not grant the ability to fly. Ceptu cannot maintain
the telekinetic focus required to keep them aloft while
they are asleep, and resting on solid ground is painful to
them, so ceptu without special gear or magic must
suspend themselves in water in order to sleep. Ceptu
merchants often bring an aquarium in which they are
able to sleep and rest comfortably.
Ceptu gender is a function of age, not of birth. Ceptu
progress through three separate genders as they
mature. They do not marry or take permanent mates.
Children are birthed singularly and bond only with the
second of the three parents, equivalent to the female.
The third, or carrier, gender is neither male nor female,
and is the most respected. Ceptu are much longer lived
than most species, though few live longer than 800
years. Ceptu are immature until age 75 when they reach
the Female stage. At age 150, they molt into the carrier
gender and are considered fully matured.
1. Ceptu can breathe underwater and out of water. In water
their TMR is doubled.
2. Ceptu hover 5 ft off the ground, other magics may
enhance this ability.
3. Ceptu have 360 degree vision. Since they do not possess
a front or back they cannot be back attacked.
4. Because of their unusual anatomy ceptu cannot wear
armor. They cannot use normal weapons, and prefer to cast
spells and stay back from combat. Ceptu have mastered a
magical barrier from an unknown source and provides them
with some degree of protection. All beginning ceptu start with
an armor rating of 6. By focusing their will (expending
experience points) they may increase the effectiveness of
their barrier. For every 1000 exp spent focusing their will they
increase their barrier defense by 1 point. This may be upon
to 12 times for a total armor rating of 18.
5. Tentacles: Ceptu possess eight tentacles that hang
beneath their body and can move about as weapons or move
food to their mouths. They have a normal base chance of
hands and may attack up to four times in a pulse. The
tentacles do +1 damage for purposes of penetrating armor.
Anyone who suffers damage from a tentacle must roll under 2
X EN or be paralyzed for D +4 pulses. If a grievous is scored
with a hit the victim must roll under EN or suffer a toxic shock
and be rendered unconscious for D +1 hours.
6. Natural Telekinsis: A ceptu can use this ability in
conjunction with other activities. Most often it is used to carry
a shield which can be seen circling the ceptu in combat.
Since they don’t use weapons, most ceptu prefer the
protection offered by a tower shield. Since they don’t
physically touch the shield it can be made of iron. Maximum
weight is 30 pounds and the maximum distance is 15 feet.
This ability cost no fatigue for the ceptu to use. They may
only focus on one item at a time.
7. Ceptu begin with the abilty to speak, read and write in
three languages. The player must pick which languages.
These languages are practiced at rank 8, but do not count
toward adventurer or hero.
8. Ceptu may take the sage at ½ the required experience
points.
9. Ceptu receive a +10% bonus to casting any psionic spell
and may double either the range or duration of the spell.
Ceptu:
PS-3 MD-5 MA +5 WP+5 EN +5 FT+6 PC=14 MR+15 TMR-1