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==PC Aperusa== Playing Aperusa was introduced in [[The Complete Book of|The Complete Spacefarer's Handbook]], and took the same route that [[TSR]] came up with to add [[Vistani]] PCs in their [[Van Richten's Guide]]: rather than taking a race like the [[Half-Vistani]], belonging to the Aperusa race/culture is a [[Kits|kit]] that you take for a [[Human]] or [[Half-Elf]] [[Thief]]. Being an Aperusa requires that a prospective player have 15s or better in [[Dexterity]], [[Constitution]] and [[Charisma]]; if your stats are too low, you don't qualify. Starting with the Secondary Skill of Gambling, their kit has the following mechanics: 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 2d10 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 [[psionics|psychic 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. [[Category: Dungeons & Dragons]] [[Category: Monsters]] [[Category:Spelljammer]] [[Category: Game Mechanics]]
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