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From:      JAMES E MCFARLAND <JMcF@???????.com>
Date:     Mon, 13 Jan 1997 02:42:12, -0500
Subject:  Re: Speaking of Star Trek...
NO!!!!  Don't need to do that, they've allready got a Borg like race.
Pick up the "Planes of Law" boxed set for the "Planescape" campaign
setting.  Look in the Monstrous Compendium under Parai.  Reads as:

PARAI
-------
Climate/Terrain:  Mechanus
Frequency:  Rare
Organization:  Patrol
Activity Cycle:  Any
Diet:  Special
Intelligence:  High (14)
Treasure:  Nil
Alignment:  Lawful Neutral
--------------------------
No. Appearing:  5
Armor Class:  0
Movement:  9 in any terrain
Hit Dice:  5+5
THAC0:  15
No. of Attacks:  2 or 1
Damage/Attack:  1d6/1d6 (fists) or 1d8 (gaze)
Special Attacks:  Meld
Special Defenses:  Regeneration
Magic Resistance:  Nil
Size:  M (6 feet tall)
Morale:  Fearless (19)
XP Value:  2,000

Native to Mechanus, this creature wears a floor-length black leather
dress, the top of which molds to every curve of its body.  The black
clothing contrasts sharply with the chalky whiteness of the parai's
skin, which is visible only on it's heads and smooth hands.  The face
is a hollow porcelain mask, and much of the back of its head is
missing.  Looking into this hole, one can see only darkness.  The
impression is that the entire creature is hollow.
The strangest feature of a parai is the ball of white or pale yellow
light that hovers in the hollow of its steel-haired head.  This ball
sheds light throught its eyes and mouth, as well as illuminating the
area behind the parai.  Sages speculate that the light is the
sentient part of the parai, that this ball contains the parai's
guiding intelligence.
If a parai is killed, inquisitive people will discover that the
creature is entirely hollow; the black dress contains only air.  Once
the life force is gone from the creature, the porcelain-white hands
and face crumble away into fine powder.

Combat:
A parai typically wades into combat flailing its powerful fists or
using its fearsome gaze to sap the life from it's foes.  While the
light hovers in its mask, its fists are as hard as steel, and any
item that blocks a blow from a parai's fist must save versus crushing
blow or be destroyed.  The gaze is not as outwardly frightening, but
it saps the life force of a creature as surely as a physical attack
would.  A parai regenerates half the damabe it causes to victims
whose life is thus sapped.
The most fearsome attack paraii employ is the meld, which is also the
only known method by which the parai race reproduces.  When a parai
finds a victim who has exceptional beauty, strength, or intelligence,
it begins a ceaseless hunt to incorporate this person into its race.
The method by which this assimilation is accomplished is as follows:
First, the parai corners its prey.  The light-spirit rises from
behind its porcelain mask, leaving the body an empty husk.  This husk
is still under the guidance of the light, however, which sends the
body marching after its chosen victim.  The husk then attempts to
embrace the prey.  Without the light perched inside the mask, the
porcelain of the face and hands becomes malleable and exceedingly
sticky.  If the target is struck by the grasping fists, the victim
must save versus spells or be stuck to its attacker.  Thereafter, the
victim is treated as if he or she were under the effects of a web
spell.  If he cannot fight free within one turn, the dress and mask
surround him completely, and he begins to transform into a parai.
If the intended quarry has companions and they kill the parai before
it has ensnared its chosen victim, the parai dies.  If the comrades
don't come to their friends aid until after it has been caught by the
parai, then they have three days to cure their frend before he is
forever changed into a parai. (the only known cures for this
transformation are wishes, limited wishes, or, oddly, the priest
spell free action.)  If the husk does snare its prey but he or she
somehow escapes, the parai has still gleaned as small protion of the
person.  Regardless of what is done to its husk, the parai's light
forms a new body around itself after one day.  Some small remnants of
the victim's former image remain visible in the newly formed parai,
but they're usually only faint hints.

Habitat/Society:
Paraii are organized into patrols of five, though occasionally a
single parai can be found on its own, investigating some matter or
another.  Parai society is nonexistent; all paraii are equal, and
when they congregate. all act as thought controlled by a single mind.

It is not known where the central parai intelligence resides, or even
if there is such a thing.  Perhaps there is simply a hive mind, an
indefinable collection of consciousness that links paraii together.
Regardless, all of them are somehow connected to the others, and no
one has yet discovered a way to manipulate or destroy that link.

Ecology:
A parai, found only on Mechanus, seeks to make everything perfect
(that is, lawful and organized) like itself.  It does this to ensure
that the multiverse functions in a perfect manner.  In order to
accomplish the feat of perfecting everything, each parai hunts for
potentially like-minded individuals to transform them into beings
like itself.  There is no reasoning with a parai; it will not be
deterred in its quest for perfection.  It rarely speaks, refusing as
it does to clutter the air with chaotic noise.  Indeed, it usually
makes no sounds at all, except for the whisper and creak of its
leather dress and the whistle of its fists through the air.
A parai's natural enemies inlude the modrons, who have their own
agenda for perfection and resent the paraii intrusion.  In addition,
paraii leech away the lif force of the modrons.  Modrons above the
quadron level destroy paraii on sight, ant they order their inferiors
to attack immediatly as well.  The paraii, in turn, kidnap modrons
and make them paraii whenever possible.  This is one of the few known
ways the modron population loses its members.
All who travel Mechanus are hereby advised to keep a close watch for
the paraii, for they know no mercy and their dedication is tireless.
The only certain way to escape from the paraii is to leave the plane
itself, for they have never left the cold heart of the order that is
Mechanus.  Until the paraii succeed in making Mechanus perfect, the
rest of the planes are safe from their depredations.  Of course, they
may choose to follow a particularly attractive traveler...

Spelljammer Conciderations
--------------------------
When the melevolant being Q (a member of a race of proxies devoted to
a specialized philosiphy) launches the Good Ship Enterprise-D into a
gate to the gear plane of Mechanus, the Parai are made aware of the
exsistance of the Federation on the Prime Material Plane.  When Q
interferes with their attempt to assimilate the Enterprise and it's
crew, they construct cube shaped jamming vessels and travel through
an Astral Conduit to the Alpha Quadrant of the local Phlogiston
Cluster (spiral shaped galactic formation called the Milky Way) to
assimilate Earth, the seat of the Federation.

(I'm sure you can figure out the rest)

I'm open for thoughts of what the Q philosiphy is.

Chris

____
Christopher J. McFarland
President and Founder of the Sailor Moon Society International


Previous Message: Re: SJ=>ST, Re: Motive Force
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Month Index: January, 1997

SubjectFromDate (UTC)
Speaking of Star Trek...    Rich Duede    13 Jan 1997 01:59:42
Speaking of Star Trek...    JAMES E MCFARLAND    13 Jan 1997 07:42:12

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