There are a variety of aquatic creatures which have evolved over time in order to not only breathe carbon within the water, but also oxygen to walk on land.  These beings originate from the three main planets.  Frogons hail from Blackheart; Sharculus dominate the waters of Vicrious; Penguelz reside in Angelar and are both great partners and dangerous enemies to their angelarian neighbors.

The United Frogon Kingdom:

Frogons are a tribal race that inhabit many worlds and are a shadow of their former selves. Their once mighty empire was centered around Planet Blackheart, where they were staunch allies of the humans.  They normally would work as an individual tribe, but one king made it their mission to unite all frogons under one banner, and achieved that for four decades.  However, corruption and in-fighting brought this once magnificent empire to ruination; the once numerous frogons were decimated and now only a small percentage of their original population remains.

Survivors have scattered across all of Outerah, but you have answered the call to arms.  Whether you want to learn the truth about your kingdom or survive day to day, adventure calls to you!

Army of One:

Squads of Pengulez patrols march in unison across the land and scour the oceans with frightening militaristic efficiency.  They more than make up for their short stature with mobility, numbers, and tactics.  They are highly mobile due to sliding, diving, and gliding through the terrain on their bellies.  One must always be cautious when a battalion of Pengulez are nearby lest they be overwhelmed in record time.

The Filters of the Sea:

Sharculus are extremely important to the sustainability of the water life of many planets.  In addition to feeding on the weak and old creatures of the sea, their unique biology has evolved to allow them to consume pollution.  Sharculus constantly filters out the impurities of such bodies of water to promote the continuous growth of other wildlife for not only other races, but to sustain their large diets as well.

 Frogons are a tribal race who are at home in the sea. Frogons are amphibious humanoids that can both breathe in Land or Water.  They excel at catching things with their tongue.  Their mouths are as strong as metal, able to hold anything within it whether as sharp as a blade, or as hot as a fireball.  Their force to release a projectile can mimic the same speed as which it was caught.   They work together and have sharpened survival instincts at their disposal.  Frogons are useful to parties due to their great climbing skills.  

 The mighty pengulez owe their success to a singular, uniform culture that strongly emphasizes on unity, military might, and each pengulez contributing to the greater good of the community.  Those who find themselves with a pengulez as an ally are usually more organized, with the pengulez either serving as a leader or as a second in command.

 Sharculus swim in small schools and attack prey with coordinated, ruthless efficiency.  When a target is marked, the sharculus swims in a circular pattern around it, allowing the leader of the pack to go in for the kill.  A lone sharculus, however, is a most terrifying sight because that often means that he or she doesn’t need a pack to take on prey or battle other predators.  These creatures are quite heavy, weighing in over 200 pounds of dense bones and muscles as a small-sized unit.  Much of this weight is within it’s tail, which is used to traverse the land effectively like a pogo stick!  200 pounds of meat falling out of the sky ready to bite?  Good luck.

Finnzel

Finnzel Skills

Frogons have webbed feet, allowing them to easily traverse by walls and other surfaces.  Due to their height, they are able to attach onto other creatures, allowing you to hide behind anything of medium size or larger without being seen.

A frogon can spit out a netting from their mouth to trap and drain 1D8 + (your Level x2) life from their prey for each turn they are trapped.  Adds an extra 1D8 at Levels 6, 11, 17, 22, 26, and 30.

A frogon is able to use their tongue to latch onto objects and grab projectiles using their Trigger Action.  If they opt for the latter, the frogon can deflect the projectile at the same speed and range at which it was fired.

In addition to your elemental boon, your belly also serves as a mode of transportation regardless of the terrain type! If you opt to slide instead of move normally, your Move is doubled.  This not only negates the speed penalty for being a small creature, but also Topples other creatures you bulldoze into.  At later levels you also deal damage to those you run over during your sliding.  However, choosing to move in this manner will cost you your Off-hand Action.

  • At Level 3 you deal [1D6+STR] damage.  An Agility save (Topple resist) DR of 5.
  • At Level 6 you deal [2D6+STR] damage. An Agility save with a DR of 5.
  • At Level 10 you deal [3D6+STR] damage. An Agility save with a DR of 10.
  • At Level 15 you deal [4D6+STR] damage. An Agility save with a DR of 10.
  • At Level 19 you deal [5D6+STR] damage. An Agility save with a DR of 15.
  • At Level 24 you deal [6D6+STR] damage. An Agility save with a DR of 15.
  • At Level 28 you deal [8D6+STR] damage. An Agility save with a DR of 20.
  • At Level 30 you deal [10D6+STR] damage. An Agility save with a DR of 25.

You are alert and ready for battle at a moment’s notice.  Pengulez cannot be hit by a sneak attack, even when sleeping.  Once per day, you are able to react to a projectile headed your way.  Through use of your Trigger Action, you can use this ability to gain a fixed 75% dodge chance against said projectile (roll 1D4 before factoring your flee).  You can expend an Affinity Charge to use the skill again.

Your beak is quite the useful tool! Not only can it be used to break through objects, but a sneaky pengulez can even steal from others with a quick peck! In addition to that, your beak also deals [1D10+STR] neutral damage and this value increases every five levels! Your beak’s chance to break gear or steal and item starts off at 10% and increases by an additional 5% every ten levels; the player decides if his or her pengulez uses the Break or Steal ability. Outeran Guide determines which item is stolen.

You are able to swallow a tiny monster whole to instantly kill it and heal for 10% of your health, or try to grab a small-sized creature with your jaws for an instant kill at a 25% chance (Adds Battered).  If it is an aquatic creature, you can snap it in half and eat the entire creature in two turns to restore 20% of your health.  All other units that are not aquatic or monsters can make an Acrobatics or Athletics ATC.  Otherwise they will take [1D12] damage [+1D12 e4 Lvls], at the start of your Turns, until they are chewed down to Spirit Release, or give up the limb you are nibbling on.

While in any body of water that’s deep enough for you to submerge, your Move is doubled and your speed creates a slight afterimage which protects you from critical hits by 50%.  The target must roll another dice; odds means your attacker deals normal damage where it otherwise would have been a critical hit.  An even-numbered dice roll results in you being critically hit.  On land your Jump doubles and you can propel yourself in the air without the need of expending your Off-hand Action due to hopping around like a spring being your way of Movement upon land.  You can use this skill as a means to launch yourself to attack your target.  If you do this, you’ll calculate your falling damage instead of the damage you’d normally deal to both you and the one you hit into.  However, you take only half the normal falling damage yourself.

When a requiem sees blood, they lose the ability to think coherently and succumb to their predatory urges, turning hostile to the bleeding creature–if they weren’t already–until it is out of sight or it is dead.  You gain a Plus Charge in your damage dice, but a Minus Charge to hit.