Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage 30 DEX 60 15- OCV: 10/DCV: 01 25 CON 30 14- 25 BODY 30 14- 30 INT 20 15- PER Roll 15- 20 EGO 20 13- ECV: 7 30 PRE 20 15- PRE Attack: 2d6 20 COM 10 13- 16 PD 10 Total: 22 PD (6 rPD) 10 ED 5 Total: 16 ED (6 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 50 END 0 53 STUN 0 Total Characteristics Cost: 245 Movement: Running: 9"/18" Flight: 3"/6" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills 60 Super-Science Gadgets: Variable Power Pool 50 pts, OAF(-1), Can Only Be Changed In Lab/Hive (-1/2) 35 Talons Arms: 2d6+1 HKA (4 1/2d6 with STR) 15 Mantible Bite: 1d6+1 RKA, No Range (-1/2) Martial Arts: Preist-King Combat Science Maneuver OCV DCV Damage 3 Clasp Prey -1 -1 +10 STR for Holding 3 Defensive Block +1 +3 Block, Abort 4 Fast Strike +2 +0 STR +2d6 3 Legsweep +2 -1 STR +1d6, Target Falls 4 Reversal -1 -2 STR +15 to Escape, then Grab 3 Toss Prey +0 +1 STR +V/5, Target Falls 21 Golden Exoskeleton: Armor 6 PD/6ED, Hardened (+1/4) 12 Large Size and Very Dense : Knockback Resistance -6" 11 Chitinous Shell: Lack of Weakness, -11 18 Superior Lifeform: Life Support versus Aging and Disease, Doesn't Sleep 6 Quick: +3" Running (9" Total) 4 Wings: 3" Flight, Restrainable (-1/2) 5 Six Sets Of Legs And All Major Internal Organs, Including Brains: Extra Limbs 10 Multifaceted Eyes: Increased Range of Perception, 360 degree with Sight Group 5 Insect Eyes: Ultraviolet Vison 3 Insect Ears: Ultrasonic Hearing 25 Extremely Powerful Sense of Smell: +10 PER with Smell/Taste, Discriminatory 9 Long Reach: Stretching 2" ;Reduced End (0 END, +1/2); Always Direct (-1/4), No Non- Combat Stretching (-1/4), No Velocity Bonus (-1/4) Talents 3 Absolute Time Sense 3 Ambidextrous 30 Cramming- 6 slots, 8- 5 Defensive Maneuver 10 Eidetic Memory 3 Lightning Calculator 3 Speed Reading Skills 3 Bureaucratics 15- 3 Conversation 15- 3 Deduction 15- 3 Electronics 11- 3 Forensic Medicine 15- 3 Inventor 15- 3 Mechanics 11- 3 Stealth 15- 3 System Operations 15- 3 Tactics 15- 3 Scholar 12 Knowledge Skills Six or More at 15- 3 Scientist 12 Sciences: Six or more at 15- 376 Total Powers & Skills Cost 621 Total Character Cost 75+ Disadvantages 5 Physical Limitation: Large Size, -2 DCV, +2 to PER Rolls 5 Physical Limitation: Very heavy, Can only leap 1/2 as far as STR would allow 5 Physical Limitation: Normal Sight is a non-discriminatory sense 15 Prohibition: Hive Won't Permit the Slaying of Golden Beetles, More Powerful, Ext NCI, Restricts on 8-, Death to trangressors 20 Prohibition: Hive Won't Permit True Nature of the Priest-Kings or their Hives to be known to the world at large, More Powerful, Extensive NCI, Restricts on 14-, Death to trangressors 20 Psychological Limitation: Arrogant Superior Lifeform, Common, Fully Impairs 5 Psychological Limitation: Emotionless Insect Scientist, Uncommon, Slightly Impairs 15 Social Limitation: At War With Kurs, Infrequent 15 Susceptibility: to the Phermone Dust of the Golden Beetles, Suffers Instant Paralysis and Incoherence for 3d6 Turns upon Exposure, Uncommon Substance 10 Vulnerable to Phermone Attacks, x2 Effect , Uncommon 431 Experience 621 Total Disadvantage Points
Other Names: Gold Mantid
Appearance: A giant majestic golden preying mantis, the Priest-Kings are a highly evolved race of super scientists from a distant star. They exude powerful pheromones to communicate with each other that have a strange soothing effect upon humans. Those that interact with human workers wear a Universal Translator Device.
Ecology: The Priest-Kings moved the Planet GOR from another solar system to it's orbit opposite the Earth eons ago. It is not known if GOR is actually their planet of origin. They dwell in underground Hive complexes in inhospitable mountainous regions. They kill or enslave any human that encounters them, and use their technology to keep their true nature unknown to man. Humans on GOR believe the Priest-Kings to be human demigods or Wizards that have handed down a list of Edicts that must not be disobeyed. The Priest-Kings monitor human activity via satellites, firing deathrays upon those that would break their Edicts regarding the advancement of certain technologies (such as Gunpowder).
Motivations: The Pursuit of Advanced Sciences, the secrecy of the Hive, and a longing for the pheromone dust of the Golden Beetle are all that matter to most Priest-Kings. A few have political ambition, and internal Hive civil wars and assassinations are not unheard of. They have a secret order of human spies that carry out their wishes within the city-states of GOR. The Priest-Kings are involved in a long-standing feud with another alien race, the Kurs, who also employ human operatives.
Combat Techniques: Same as a Preying Mantis, although the superior intellects of the Priest-Kings long ago developed a Combat Science to increase their effectiveness in hand-to-hand battle. The redundancy of 6 copies of all major organs and their light but hard chitinous exoskeleton make it the Preist-Kings nearly unslayable to a human warrior. Priest-Kings may also be armed with advanced devices and weaponry as well as armed Human followers.
RUMORS: Some Priest-Kings are addicted to small amounts of a pheromone-dust produced by a giant golden beetle that dwells in the lowest level of their hives. It is forbidden to slay this beetle, and it is used by Priest-Kings for purposes of suicide and execution.
Designer's Notes: The Priest-Kings of GOR are a creation of John Norman.
Profile by GenghisJef@aol.com
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