The Entaine are hooved, horned, red skined humanoids with a vetigial thin prehensile tail coming from their backbone. They love the company of others and actively pine when not surrounded by many sentiants. They have a sense that they are the highest form of life, yet 30 odd years of losing wars have tempered that somewhat. The current thought is that they have an obligation to the “lesser races” to teach and help and make up for their own tragic mistakes of the past. Many Entaine have gravitated toward medicine,ecology, and psychology to do just that.
The Entaine give off pheromones. And it becomes more pronounced in an enclosed space. One Entaine at a party can turn it into a “real” party. Three or four can turn it into an orgy. Likewise one Entaine in an argument can turn it into a yelling match Three or four can turn it into a lynching mob. The entaine are not at all immune from this effect. their history is replete with examples of truly emotional judgements for good or ill all caused by a crowd of Entaine feeding off of each others emotions. Because of this they have a reputation of being wastrals and hotheads and libertines. Not really fair. Perhaps because of this tendency the Entaine almost have no fear of the new or strange. They know their emotions will carry them away eventually and they might as well go with it.
It was only in the modern era that they even knew that their ability to see in the pitch dark was anything other than “magic”. Their very passive sonar is so fine tuned that in a cave with NO light they can tell you how many sheets of paper are in a stack and what is written on the top page from a good 4 or 5 feet away,”listening” to the reflection of the ink on the paper.
4 Pheromones, Only what the Entaine is feeling.: Mind Control 1d6, Telepathic (+1/4), Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Area Of Effect Nonselective (2” Any Area; +3/4), Conforming (+1/2) (25 Active Points); No Conscious Control (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Conditional Power Power does not work in Very Common Circumstances (Not outside; -1), No Range (-1/2), Set Effect (-1/2), Inaccurate 1/2 OCV (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 0
6 Telepathy 4d6 (20 Active Points); Requires A PRE Roll (-1), No Conscious Control (Only Effects cannot be controlled; -1), Empathy All Emotions (-1/2) 2
33 Active Sonar (Hearing Group), +5 to PER Roll, Concealed (-10 with Active Sonar PER Rolls), Discriminatory, Analyze, Inherent (+1/4) (50 Active Points);Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 0
5 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only as Def.; -1)
7 Acrobatics 13-
7 Breakfall 13-
10 +1 Overall
Base 10” run spd.