About the Book
Source: Wikia. Pages: 36. Chapters: ASRAMUL, Aar'aa, Affytechan, Alarian, Aliens, Annoo-Dat, Anointed People, Ansonians, Anx, Anzat, Aqualish, Aquar, Aramandi, Araquia, Arcona, Arkanian, Aruzan, Askajian, Avogwi, Avun, Ayrou, B'harnii, Balinaka, Balosar, Barabel, Beldon, Bimm, Bith, Bitthaevrian, Boltrunian, Borneck, Bosph, Bouncer, Caamasi, Caarites, Calibop, Carosite, Cathar, Celegian, Cerean, Chawenhe, Chadra-Fan, Chagrian, Charr Ontee, Chazrach, Chikarri, Chiss, Chistori, Cizerack, Clawdite, Codru-Ji, Colicoids, Columi, Covallon, Coway, Coynite, Cratsch, Cthon, Cthons, Cystell, DIMMAMYUK, Damaronian, Damarzjian, Dashade, Dazouri, Defel, Derriphan. Excerpt: Attribute Dice: 12D DEX: 1D+1/4DKNO: 1D/3D+1MEC: 1D/3D+1PER: 2D/4DSTR: 3D/5D+1TEC: 1D/4D+2 Move: 9/13, 24/28 Swimming * Environment: Asramul abilities are all at +1D+2 when they are submerged, and are conversely at -1D+2 when they are not. This is a physiological, rather than psychological penalty, and the penalty doubles for every day that the Asramul goes without at least 10 min. worth of complete submersion, and they will die if kept out of water for more than a week. * Senses: When underwater, Asramul have incredibly sensitive hearing and smell, allowing them a +4D bonus to Search rolls and Perception checks that can make use of those senses. However, this bonus is not nearly as powerful on land, giving them only a +2 bonus to those rolls. However, they can chose to extend their ears from their sheaths when out of water, and get the full benefit of that sense (+3D), but they must roll a Stamina check each round that they are extending to avoid causing permanent damage to their ears (-1 per failed check.) * Technology: Wile Asramul can use the equipment of other races without penalty, they are quite uncomfortable while doing so, and will try to go back to their most aesthetic but less effective tools whenever possible. History and Culture: The Asramul are a quite ancient race, having developed interst...