

in height and tend to weigh a bit more than humans. Quissians have a sand brown coloration and often use
it to blend into the desert sands. Royal Quissians have the actual ability to change their skin color like a
chameleon. Quissians are noted for their strength, aggressive behavior and the limited ability to breathe
fire. Within the species there are the Common Quissians and the Royal Quissians. Common Quissians are
the most frequently encountered Quissians. Royal Quissians are not the noble elite of the Quissian
species. They are called royal because of the distinctive crest that is on their head as well as their
heightened abilities. Royal Quissians can be the hatchlings of common and will from time to time become
the leaders of Quissian tribes, but most often serve as elite fighters.
They have an exceptionally high tolerance for heat and an almost equal vulnerability to cold. Quissians
cannot tolerate cold climate and will avoid traveling to areas that are artic or sub-artic. Quissians naturally
dwell in desert areas and seek to continuously expand their territory. Quissians view of others depend on
their proximity to the tribe, neighbors are viewed with hostility and aggression, those more distant and less
likely to compete for territory are seen as potential (but inferior) allies. Quissians have an intense hatred for
Orcs and their kin and will rarely work with them. They also have a distinct hatred for Fire Giants. These
two races are often the chief competitors to the Quissians and centuries of warfare have left these races in
an uneasy and often broken truce. One of the most puzzling things about the Quissians is their lack of
hostility for those obviously weaker than them. Quissians rarely attack halflings and gnomes because they
are not seen as real opponents. In fact once a Quissians knows you are not a competitor, threat or
opponent they will generally act in a less aggressive manner. Quissians are not the most social of creatures
and tend to be more quite and withdrawn. Sages say that the average Quissians spends all that quite time
anticipating the next attack or plotting the next battle. There is one thing that Quissians do enjoy and that is
drinking. Unfortunately they like to ignite their drinks before consuming them and this does not make them
very welcome in your average tavern or bar.
From time to time Quissians experience what they call the Inner Burning. It is a strange and intense desire
to leave the confines of the desert and explore the world. Quissians guided by the Burning will become
adventurers. It is thought that they have a desire to know more about the world and one day return to their
tribe to share that information. Few Quissians ever manage to return since they are almost always rejected
in civilized areas.
1. One sword or pole arm at ½ the required exp.
2. Ranger at ½ the required exp when they specialize in desert.
3. Infra-vision that allows them to see at night at a distance of 400 feet. This vision allows them to see heat
signatures of living beings and geo-thermal signatures from other heat sources. They cannot read or see
fine details with this sight, but it allows +15% to tracking any being with a heat signature.
4. Quissians do not need to drink in order to survive. They can do without water indefinitely.
5. Quissians take ½ damage from any type of fire based attack, and double damage from cold based
attacks.
6. Quissians can breathe fire. All Quissians can sustain a short flame from their mouth in a non-combat
situation. They never eat anything raw, all things must be purified (burnt) before they will consume it. In
combat Quissians are able to launch a fire ball from their mouth. This attack counts as an actual weapon
and Quissians may achieve rank in aiming their fire balls at opponents. Quissians may launch up to three
fire balls with no penalty to FT. If they launch more than 3 in a 24 time period they must roll under 3 X EN or
be stunned by the exertion. Each time they attempt to surpass this limit they must make an EN check.
Attack IV % Damage Range
Fireball AG + PC 65 +4 6
GMs should treat this as a crossbow for purposes of experience points cost per rank. Damage caused by
fireball is not absorbed by armor unless it is magically protected against natural fire. Anything combustible
will be consumed in the fire blast.
7. Royal Quissians are immune to natural fires and take ¼ damage from magical fires instead of the ½
damage mentioned above in #5. They also have a maximum range 12 on their fire ball attack and may
make up to 5 attacks in a day before making EN checks.
8. Royal Quissians may take either Military Scientist ½ the required exp.
9. Quissians make one roll on the bogie table.
Common Quissian:
PS+4 MD-2 AG-2 WP+2 EN+2 FT+3 PC=13 TMR+1 NA=6
Royal Quissian:
PS+6 AG-4 WP+3 EN+3 FT+4 PC=14 TMR+1 NA=6