Mol'Vux

Racial Attributes

Wound Points 1d10
Control Modifier +0

  • +4 Dexterity

  • +2 Intelligence

  • -2 Wisdom

  • -2 Charisma

Size: Medium
Base Speed: 30ft
Medical Class: Group IV-c
(Omnivores)

Swimming Tail:
Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Because of their tentacle-like appendages all Mol-vux gain the Improved Grab Special Quality

Starting Languages: IX & Common

DM-RP:12

Ability Score: Weakness/Split (–1 RP)

Attributes: Normal Chakra and woundpoint balance.

Improved Grab Feat: 2 RP

True Sight,Lesser: 4 RP

Radiation Resistance: 1 RP

Swimming Tail: (2 RP)

Advanced Dexterity (4 RP)

The Vux present in this realm are different then most of their race, as a group of like mind to Admiral ZEX, they do not seem to hold the hatred towards other humanoids 'Welcome back. All our coherent destructors are currently off-line... but if you'd care to hold your present course and speed... one will be free to annihilate you shortly.' - Vux Captain

In VUX culture, concepts of appearance and fashion are of paramount importance. Despite all of their clearly bigoted views towards other races, the VUX claim that they are an open-minded, rational species, which shows the narcissistic, high image they have of themselves. Any deviants from this norm are punished; Admiral ZEX, in spite of his importance, was exiled to Alpha Cerenkov due to a secret, taboo fetish for monstrous beasts and Alien Humanoids, (though this exile was euphemistically referred to as "luxurious retirement").

Eventually it leads to the exodus of the VUX who think differently eventually leading to the creation of Mol'Vux. (New Vux)

The VUX originally hailed from the Luyten constellation, though their Sphere of Influence also extends to the nearby constellations. As a species native to a low-light Redux World, the Vux's single eye is sensitive to wide-spectrum electromagnetic radiation. To an Earthling, a VUX resembles a bipedal, one-eyed cross between a green octopus and a banana slug, with a snout like an anteater and a rigid neck, preventing them from nodding, they find this range of motion somewhat disturbing. "Now if you don't mind, stop nodding your head like that. We VUX do not share this range of motion and it appears as though your neck is broken and you are a jabbering corpse. Ugh."


Vux True Sight

Your race has the ability to see all things as they actually are for brief periods of time. The subject sees through normal and magical darkness, notices secret doors hidden by magic or em based technology, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, however he cannot see through illusions, and or see the true form of polymorphed, changed, or transmuted things.

It takes a standard action to focus and scan through the spectrums, the effect lasts 1d6+1 rounds before needing to be refreshed.

CP cost 5. Limits per day, None.

Common Mol'vux traits: Outcast -
All Mol'vux are outcasts of the VUX species and are not xenophobic (or as much)

Special Quality: Improved Grab

If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.