The complete totoro’s handbook Totoros are magical creatures that I have created to inhabit my Island Trotopia. They display a mixture of magical and psionic powers. Normally totoros speak only telepathically to one another. However a totoro with an extra language proficiency may become fluent in one form of verbal communication (usually common). Other creatures can talk with them through normal telepathy. Totoros can always sense any thoughts that are deliberately projected. Unfortunately they can only do this with one non-telepathic Being at a time, it can not hold a discussion with an entire party. Ecology Totoros have two sexes, which can be compared to males and females among other races. These sexes are not obvious to non-totoro races until they reach the mature stage. Mating is done in secret and little is known about their, procedures. There have been no known relationships between totoros and other races and as of yet, no “half totoros” have been recorded, they may exist however. Totoros come in three sizes Small: just a little bigger than a chicken, these small creatures are covered with short white fur. They have bird-like talons for feet and can run very quickly. They do not usually stray far from their village and spend most of their time collecting and storing divo nuts. They are shy and will run and hide from other races, unless cornered, injured, or protecting their private divo nut stock. In these cases they will begin to make loud high pitched squealing noises. If within a ˝ mile of a Totoro village, this will attract 1d4 mature Totoros who will arrive in 1d6 rounds. These squealing noises are merely a warning to the offending creature, the small totoro actually send out a mental distress signal. Help will arrive regardless of weather the sound can be heard (i.e. Spells such as silence 15’ will have no effect) Mature (medium sized): The bulk of totoro communities are made up of these. They are about the size of a halfling but are very bulky in appearance. They have paw like feet and fully developed legs. Few things can out run them (one of them being small sized totoros). Despite their large appearance, they are very agile and naturally acrobatic. They can wear armor and use their claw-like hand structures to use almost any weapon. Totoros continue to collect divo nuts at this stage (though not as obsessively as the little ones) and can be seen carrying large sacks of nuts over their shoulder. Most mature totoros have a single bright color in their plush fur such as sky blue, light orange, blood red, etc. It is unsure as to whether these colors are attained naturally with age or as the result of some special dye applied as a coming of age. Some eccentric or important totoros have their fur died in a multi colored pattern, but this practice is generally frowned upon. Ancient (giant): Very few totoros live to reach this stage. These totoros are excessively large and rarely leave the hollowed out “ancient trees” in which they live. They are the leaders and the decision- makers of the race. Any given totoro village will have 1d4+1 ancient totoros. Their telepathy is also Amplified and they can hear any totoro conversation or distress call up to a mile from the village. They often simply continue talking while they’re asleep. Although they are lazy and can simply lie around for months at a time, they never get out of shape. On holidays or in times of war, They will arise, don their magical armor and perform amazing jumps leaps and other acrobatics which their size and bulk would normally not allow. These creatures are deadly in battle and can attack multiple creatures in one round. Whether these curious attributes are a magical effect of their special armor, a physical boost via psionics, or merely a breach in physics is unknown. When not fighting, up to 4 man sized creatures can cling to the soft belly of an ancient and use him as a transport as he can jump long distances and not take damage from great heights. Up to 8 small totoros can also be carried in this way. The fur of ancient totoros often looses its pigment and turns a dark gray. Ancients of large powerful tribes may choose to have their fur re-dyed or possibly even colored with a thin coat of any sort of metal (gold and copper are favorites.). This process removes the possibility of transporting others, but lowers the totoros armor class by 1d4 points and raises charisma 3 points. This will also raise the morale of any one fighting under the totoro’s leadership. Totoros as PCs With the humanoid body and average to genius intelligence, it would make sense that they could be used as PCs. However this is restricted to the use of mature totoros. The ancient totoros are to powerful a creature to be used by a player and the small totoros are simply too weak and shy to go adventuring (however, one could be used as a bard’s follower or a wizard’s familiar). Class restrictions: totoros have a wide range of classes open to them. Unfortunately there are a few restrictions. Totoros lack faith in any kind of god or deity, and therefor cannot be clerics. And though they live in perfect harmony with nature, They lack the discipline and devotion to become druids (though seeing totoros with druids as their allies is an ordinary sight). The same difficulties apply to the paladin class. They may not surpass 12th level as mages or thieves (though this does not apply to dual classed or multi- classed characters). Adventuring Totoros are most often Bards, Fighters, Psionists, or Rangers, all of which they can progress to any level at. Weapon restrictions: Totoros cannot use blunt bashing weapons such as clubs, hammers and maces. These crude tools are too large and clumsy for the sharp wit of a totoro. Flails and pole arms with slightly blunt ends are not restricted by this rule. Totoros are not mechanically inclined and are unfamiliar with complex exploding weapons such as a wheel-lock pistol. Though such weapons fascinate totoros, they may not use them without a specific weapon proficiency. Bonus proficiencies: whip, quarterstaff, parasol*, and totoro top*. *See totoro items section. Armor restrictions: Totoros can wear any type of armor. Due to the odd shape of their bodies, totoros must have their own specially shaped armor. Such armor can be bought only from totoro craftsmen in their villages. This special armor does not restrict movement of totoros no mater what the type, but is useless to any one else. A blacksmith of another race can try to forge makeshift totoro armor. This type of armor will suffice in hard times, however such armor only reduces AC by only half of what it normally would (rounded up) and gives the usual movement penalties to the wearer. The unusual shape of their head they cannot wear helmets (although they do have specially made rings and bandannas for their large ears). The complete totoro’s handbook -3 Totoro tricks Static invisibility: this trick is usually only possessed by small sized totoros, though some of the younger mature totoros may have it too. Static invisibility works like a regular invisibility spell in that it removes the use from sight. However, Static invisibility also removes any trace that might be picked up by other senses (smell, minor breathing sounds, body heat, etc.). The down side to the trick is that the invisible state is only maintained while the user remains still. Any movement or action such as speaking, casting spells, using objects, renders the user instantly visible to all senses. Init. 1 Min. 1 Divo. 2 Forest raise: This is a group trick and is often performed by an entire village of totoros. It requires 1 divo nut from each participant. The totoros group in a circle and begin to focus their mental energy while making hand movements as if they were puling something from the ground. For every four totoros participating, a 5x5-foot square of forestland will spring forth from the ground. In addition, every four totoros adds another 1d6 rounds to the growing time. Non-totoro creatures with psionic abilities can add an extra 1x1 foot square for every 25 PSP’s they posses *. Non-totoros must still have a divo nut to participate. This can only be done once every 3 days. Init. 3 Min. 4 Divo. 1 per. Thermo-cube: Totoros can create an 8x8x8-foot cube in which the temperature of the air is slightly different than the air outside it. For every 3 divo nuts spent, the temperature can be adjusted up or down 10 degrees. The cube will last for 1d 20+4 hours. This can allow these creatures, and those traveling with them to survive very cold or very hot environments. It takes two turns to heat up (or cool down) for every 10 degrees of adjustment. The cube can never go above 100o or below -20o. Init. 2 per Min. 1 Divo. 3 Dream influence: Through their psionic inclination, some totoros can take direct control of the subconscious of another creature. The subject must be soundly asleep and their mind must be completely open. If at any time the subject feels very uncomfortable or frightened. The mental connection will be broken and there is a 40% chance that they will awake (30% for children under 15). Init. 0 Min. 1 Divo. 1 Neko-bus: The Neko-bus is a magical creature that can be summoned to transport totoros almost anywhere they might want to go. It resembles a giant cat with 18 legs; glowing eyes and. its midsection is hollowed out and filled with comfortable fur covered seats. Creatures can enter through a small opening in the cat’s side that will simply seal itself up when passengers are inside. Anyone can enter the Neko-bus, but it will not begin to travel until its target (the creature it was summoned to transport) is aboard. It will then take its target and anything else aboard it, to the destination given by the summoner. It will safely deposit its passengers and cargo and then leave (no one, not even the totoros knows where they go). The Neko-bus travels in two ways. It can run over any terrain at speeds that no known creature can match or, for longer distances, it can us a form of dimensional door * to reach it’s destination. It can also be sent as a taxi to pick up someone in another place. In this case, the Neko-bus will travel to its destination and wait until its target is aboard, and then travel back to its summoner and deposit its target. This can be difficult if the target does not know the bus has been sent (or even what the bus is!). Any sentient creature that comes within a ten-foot radius will get a mental message of who the bus is looking for and who has sent it. In some situations, the Neko-bus has been mistaken for a monster and attacked. The bus has an AC of 5. If the bus takes any damage, it will flee and return to the summoner, return the entire payment of divo nuts to the totoro and leave. Spell jamming: For those using the spell jammer boxed set, the following rules apply. The Neko-bus can keep enough air to support up to 10 people for a month (The bus itself needs no air). It is rarely used as a spell jamming ship except when totoros need to pick up passengers in wildspace. The Neko-bus should be treated as having maneuverability class A with an SR of 6. Its dimensional door spell cannot be used to travel between crystal spheres. Init. 4 Min.1 Divo. 100 per