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  1. Races

Ibglibdishpan

PC Race

Physical Characteristics: Ibglibdishpan are spindly humanoids with yellow skins. Their skulls are large, hairless, and somewhat ovoid, but this appearance is accentuated by a shield-shaped “mask” of osteoderm covering their face above the jaw. They do not have external ears or noses. Ibglibdishpan exhibit very little sexual dimorphism [in fact, discussion of gender is considered rude by them.]

Psychological Characteristics: Ibglibdishpan tend to be restrained in their emotional responses compared to other humanoids. They also tend to lack empathy, and are sometimes at a loss as to my other humanoids don’t take the obvious, logical action. They are often considered pedantic and overly precise. They tend to avoid violence and make poor warriors. Due to their neuronal structure they are prone to the development of obsessions and compulsions, or perseverations of certain behaviors.

History: The ibglibdishpan are citizens of Vokun Space. Their natural cognitive traits have been enhanced by a Vokun eugenics program and genetic modification to make them “humanoid computers” capable of computational tasks beyond most unenhanced humanoid brains.

Names: Names of the ibglibdishpan are composed of two, monosyllabic elements that end in a vowel, n, ng, m, l, r, sh or more rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day-to-day with other cultures, except in formal situations.

Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.

Backgrounds: Adventurer, Astrogator’s Mate, Researcher, Scholar.

Classes: Expert is the most likely class for an ibglibdishpan. Warriors are rare and Psychics nonexistent.

Attributes: Intelligence of at least 14. Charisma and Strength no higher than 10.


Special


Humanoid Computer

Ibglibdishpan gain an additional +1 to Skill checks based on Intelligence. They also have the power of Hypercognition; once per session, the PC can ask the GM for a useful conclusion regarding a topic, and the GM will tell them what he or she considers the most useful fact the character could have concluded from analysis of the available data.


Mental Breakdown

Ibglibdishpan mental structure always has a chance of a cognitive glitch or breakdown. Any time an ibglibdishpan has to make an Intelligence related skill check of difficulty 11 or higher, fails an Intelligence related check of any difficulty, or uses the Hypercognition ability, a save vs. Mental Effects must be made. On a failed roll, a negative effect occurs. 

The following d6 table offers some examples:

  1. Catatonic state, repeating the last statement made for d100 minutes. Hypercognition ability (if unused) is not available the rest of the session.
  2. Screams for d100 seconds, then returns to previous activity as if nothing happened. Intelligence-related skill checks are at -1 for 24 hours.
  3. Develops a severe phobia which lasts for 2d12 weeks. Every week, the character may make another Mental Effects save. 3 successful saves in a row means the phobia abates early.
  4. Develops a reaction akin to Stendhal Syndrome (dizziness, confusion, possible fainting) for d4/2 hours. -2 to Dexterity, Intelligence, and Wisdom for the duration.
  5. Suffers a seizure lasting 1d4 min. -1 to all rolls until a period of rest of at least 8 hours.
  6. Loses 1-2 points of intelligence for 2d10 days. Every 2 days, another Mental Effects save can be attempted. 3 successes means the return of the lost points early. Each failure adds an extra day.