- See also Aperusa.
Aperusa[]
Description: The Aperusa are a clan of space wanderers who travel from system to system making a living off the gullible and the unwary. Most of their thievery takes the form of con games or minor pickpocketing. They are the gypsies of the Known Spheres and forever search for new opportunities.
Generally, Aperusa travel with their clan in large ramshackle ships. Occasionally, a member of the clan will strike out on his own, seeking adventure and fun. On these voyages, the Aperusa will hook up with adventurers or anyone else who can take him to the next system for the next scam. No one quite knows whether these individuals are clan exiles or spies sent out by the clan leaders. The Aperusa are not telling.
Role: The Aperusa are space gypsies. They are not truly a separate species from humanity (as any number of jilted lovers on a hundred worlds will tell you), but rather a close-knit family group with their own special perspective on life.
Aperusa are lovers, not fighters. While they are allowed to use weapons, most will defer, instead offering "once in a lifetime" deals on healing potions and protective charms to their defenders.
The Aperusa are a healthy, handsome people. Any Aperusa character must have Dexterity, Constitution, and Charisma scores of 15 or more, and must also be human or half-elven.
The Aperusa kit is more than merely a lifestyle. The Aperusa is part of a family, and it is impossible to abandon this kit.
Secondary Skills: Gambler.
Weapon Proficiencies: No particular weapons are forbidden or required by this kit.
Nonweapon Proficiencies:
- Bonus: Gaming (males), Fortunetelling (females).
- Recommended for males: (General) Riding (Land-Based); (Rogue) Appraising, Blind-Fighting, Disguise, Information Gathering, Observation, Reading Lips, Tumbling.
- Recommended for females: (General) Cooking, Dancing; (Priest) Healing; (Rogue) Disguise, Reading Lips, Information Gathering, Observation.
Equipment: Aperusa do not wear armor, although they will wear such magical rings and such items as cloaks of protection and bracers of defense.
Special Benefits: Aperusa receive several benefits as a result of their heritage. All Aperusa are slightly (10%) resistant to magic and are 75% immune to all detection spells.
Due to their healthy physiques and lifelong exposure to wildspace, Aperusa use very little air. Their bodies retain enough air so that they can breathe for 2d 10 days.
Aperusa can feign death (as the spell) once per day. The Aperusa can remain in this state for up to one day per level, consuming no air. Stranded Aperusa sometimes use this ability to survive once air supplies have run out.
Aperusa are immune to mind-reading of any form. This is a feature of their heritage rather than a skill, and cannot be taught.
Special Hindrances: No one trusts Aperusa. They are known for being deceitful and dishonest, although any Aperusa will deny the charge vehemently. As a result, they suffer a -2 to reaction rolls from anyone with valuables to protect (practically everyone).
Moreover, mind-readers (such as the dohwar) are very disconcerted by the blankness where Aperusa minds should be, and so distrust them immensely (-4 on reaction rolls).
As mentioned above, Aperusa may not wear armor of any type. They never have psionic abilities of any kind and can never use a magical item that requires their conscious mental control, because the same inherent ability that renders them immune to mind-reading prevents such items from divining their intent.
Wealth Options: Aperusa are unconcerned with material goods, so long as they have enough to eat and a place to sleep. Their naturally thieving ways, however, provide them with a reasonable (if varying) supply of cash. They receive Id6 x 20 gp for starting money.Races: No demihuman or nonhuman races, except half-elves, may be Aperusa.