ICE 9003 - Spacemaster - Aliens and Artifacts

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Stock #9003 a 0 A ae pa i eee es ALIENS & ARTIFACTS oP /Author/Designer: David L. Pulver |Editor/Developer: Kevin Barrett ‘Cover illustration: Pahek Interior Illustration: Barry Deutsch, Kevin Williams Project Specitic Contributions: Page Design: Bill Covert; Layout: Sharon Bouton, Bill Covert; Cover Graphics: Terry Amthor. |Special Contributions: Richard “planetologist” Blum, Matt “Rudi the Vanthian” Brown, Peter “Colonel Orion" Donald, Troy “Inyx are people too” Leaman, Dave “Can | write the art specs?” Polk, Tim “Cybertech” Pulver ICE MANAGEMENT — Art Director/Production Manager: Terry K. ‘Amar, Sle Manager: Deang Begebing, Eding& Development ‘Manager. Coleman Chariton, President: Peter Fenlon; CEO: Bruce Neilinger; Controle: Kurt Rasmussen, IGE STAFF — Marketing Consutant: John Morgan; Edlting & Develop ‘ment Staft Kevin Barett, Monte Cook, Pete Fenlon, Jessica Ney, Terry Amthor; Graphics & Production Stat: Edward Dinwiddie, Bil Covert, Sharon Bouton, 8. Thompson; Sales & Customer Service ‘Staff John Brunknart, Helke Kubasch: Finance & Administration Stat: Chad McCully; Shipping Staft John Breckenridge, David Mercier. Copyright © 1991 by Iron Crown Enterprises All rights reserved No reproductions without authors’ permission. Produced and distributed by Iron Crown Enterprises, Ino. P.O. Box 1605 Charlottesville, VA 22902. Printed in USA, First US Edition, 1991 ISBN 1-55806-146-0 Stock #9003 ALIENS & ARTIFACTS” TABLE OF CONTENTS 1.0 INTRODUCTION... 1.1 Alien Life... 41.2 Using This Book 1.3 Creating Alien Characters 1.4 Alien Racial Statistics Table. 1.5 Role Playing Aliens. 2 2.4 Appearance and Physiolony 2.2 Language. 2.3 Psychology 2.4 Social Structure... 255 Political Structure 2.6 Technology and Trade 2.7 Adventure Suggestions .. 2.8 SyStEM NOLES vn snnnn 3.0 DEVI INTELLIGENCE... 3. Appearance and Physiology 3.2 Language 3.3 PsychOlOgy nn 3.4 Social Structure 3.5 Political Structure... 8.6 Technology and Trade 3.7 Homeworld 3.8 Adventure Suggestions .. 3.9 System Notes 4.2 Language 4.3 Psychology ... 4.4 Social Structur.. 4.5 Political Structure. 4.6 Technology and T 4.7 HOMeWOH non 4.8 Adventure Suggestions 4.9 System Notes... 5.0 EVANTHA....o. 5.4 Appearance and Physiology. 5.2 Language .. 5.3 Psychology 5.4 Social Structure. 5.5 Political Structu 5.6 Technology and Trade 5.7 Homeworld 5.8 Adventure Suggestions . 5.8 System Notes... 6.0 THE INHERITORS.... 6.1 Appearance and Ph 6.2 Language .. 6.3 Psychology 6.4 Social Structur.. 6.5 Political Structu 6.6 Technology and Trade 6.7 Sphereworld.. 6.8 Adventure Sugges 6.9 System Notes T.OINYX... 7.1 Appearance and Physio 7.2 Language. 7.3 Psychology 7-4 Social Structure... 7.5 Political Structure... 7.6 Technology and Trade 7.7 HOMBWOFE nn 7.8 Adventure Suggestions : 7.9 System Notes. 35 8.0 LITHKIND ... 35 8.1 Appearance and Physiology 8.2 Language : 8.3 Psychology ... 8.4 Social Structure 8.5 Political Structure... 8.6 Technology and Trade 8.7 Homeworld... 8.8 Adventure Suggestions 8.9 System Notes... 9.0 METAMORPHS. ens 42 9.1 Appearance and Prysilooy AQ, 9.2 Language 7 9.3 PSYCHOIOGY nnn 4 9.4 Social and Political Structures. Ad ‘5 Adventure Suggastions AS 9.6 System Notes 46 10.0 M'SIA..... AB 10.1 Appearance and Physiology 46 10.2 Language a7 10.3 Psychology 48 10.4 Social Structure... 48 10.5 Poltical Structure 48 10.6 Technology and Trade 49 10.7 Homeworld... 50 10.8 Adventure Suggestions 50 10.9 System Note 50 11.0 SHALEN-RIN, : 51 11 Anperane and Physiigy 5t 11.2 Language : 82 11.3 Psycholog 52 14.4 Social Structure... 53 11.5 Poltcal Structure. 53 11.6 Technology and Trade 53 11,7 Inside the Shai-en-Rin.. 53 54 11.8 Adventure Suggestions 11.9 System NOLES nnn 12.0 SHEDL en 12.1 Appearance and Physiology. 122 Language 12.3 Psychology «ron 4124 Social Structure. 125 Political Structure... 126 Technology and Trade 12.7 Homeworld 128 Mort Suoe tions 12.9 System Notes... 13.0 SPYDERS ... 13.1 Appearance and Prysolony 13.2 Language 13.3 Psychology 134 Social Structure... 135 Political Structure 136 Technology and Trade. 13.7 Homeworld... 13.8 Adventure Suggestions 13.9 System Notes... 55 14.0 TEZCAT.... 66 14.1 Appearance and Physiology. 66 14.2 Language .... 66 14.3 Psychology 67 144 Social Structure... 68 145 Political Structure... 69 146 Technology and Trade 70 14.7 Homeworld 70 14.8 Adventure Suggestions. 71 14.9 System Notes Tt 15.0 VALKYRIE... 72, 15.1 Appearance and Physiology . 72 15.2 Language ...... se 15.3 Psychology 15.4 Social Structure.. 155 Political Structure... 15.6 Technology and Trade 15.7 Homeworld 15.8 Adventure Suggestions .. 15.9 System Notes. Pant Il — Auien Creatures 16.0 NATURAL ATTACKS USING CLAW LAW 16.1 The Claw Law Tables..... 77 16.2 Resolving Claw Law Attacks Against Space Master Armor ‘Types... 17.0 POISONS AND THEIR EFFECTS . 17.1 Types of Effects. 17.2 Severity of Effects . 17.3 Descriptions of Effects 18.0 CREATURE STATISTICS AND CODE 18.1 Type . 18.2 Level 18.3 Movement Stats 18.4 Combat Stats 18.5 Encounter Sta 19.0 ANIMAL ENCOUNTERS 20.0 PRAIRIE ECOSYSTEM. 85 Feathermane-Ghostwyrm--Moonshrike--Razorbeak— Rust Bunny--Tumbleshark-Vark 21.0 FOREST ECOSYSTEM. Crimson Snakebat--Friling--Glimmerscale--Manylegs- Medusa Cloud--Shadowvip sr Shambler-- Spotted Logleaper~-Squidge-~-Spinesnall 22.0 JUNGLE ECOSYSTEM....... 89 Devilpede--Monksquid--Saildrake--Spiderwolt--Silvereye- Spindleman-Tigerfox 23.0 MARSH ECOSYSTEM ... eee erent eee oO Arkensark--Grackle Beast--Rainbird--Shelli~-Marsh Wader— ‘Swamp Serpent 24.0 DESERT ECOSYSTEM... Duster-Firehound-Hopper~-Moris~Needieworm ‘Sandybear--Skulch 25.0 ARCTIC ECOSYSTEM sn 98 ‘Banshee--Crystalmite-Ice Scorpion--Rugbeast-- ‘Snow Kraken-Snowscanner--Tom-Tom-- 26.0 SHALLOW WATER ECOSYSTEM .. 98 Balloonsquid--Clear Ones--Death Needles-- Quilfish--Sunray-Tyrant Crab 27.0 DEEP WATER ECOSYSTEM : GonstrictorFish-Decapus-Electic Whale-Foating Mouth-- Pulsejet--Shapers--Vampire Jelly 28.0 GAS GIANT ECOSYSTEM. a Hydrogen Wasp--Metapod--Parasol- Squid Mother--Hungry Seeds 29.0 EXOTIC ECOSYSTEM... Aramvole~-Cryojung: 30.0 VACUUM ECOSYSTEM........... Coracle--Dreadnought--Hydrogen Srake-Jewelflowers Plasma Angel--Solarian--Singularity Disk--Starwisp-- Tinsalite--Voidshark sot Paar It — Arrieacts 31.0 ALIEN EQUIPMENT... 32.0 DRAKARAN ARTIFACTS ... 109 109 33.0 EVANTHAN ARTIFACTS... 111 34.0 INHERITOR ARTIFACTS MZ 35.0 INYX ARTIFACTS.. 144 36.0 LITHKIND ARTIFACTS. AB 37.0 M’SIA ARTIFACTS... ANT 38.0 SHAL-EN-RIN ARTIFACTS. 120 39.0 SHEOL ARTIFACTS... 123 40.0 SPYDER ARTIFACTS ... 124 41.0 TEZCAT ARTIFACTS 125 42.0 ALIEN EQUIPMENT TABLE .. 126 ‘APPENDIX CL Table 1 Beal/Pincer Attack Table... CL Table 2 Bite Attack Table... GL Table 3 Claw/Talon Attack Table... CL Table 4 Grapple/Grasp/Envelop/Swallow Attack Table... GL Table § Horn/Tusk Attack Table . : CL Table 6 Ram/Butl/Bash/Knock Down/Slug Attack Table.... CL Table 7 Stinger Attack Table... GL Table 8 Tiny Animal Attack Table... CL Table 9 Trample/Stomp Attack Table CL Table 10 Tiny Animal Critical Strike Table CL Table 11 Unbalance Critical Strike Table CL Table 12 Large Critical Strike Table .. CL Table 13 Super Large Critical Strike Table. ‘Allen Race and Culture Index. 1.0 INTRODUCTION ‘Welcometo Allens & Artifacts (A&A). Thisis the irstina projected series of A&As which are intended to provide Space Master players and GMs with new collections of sentient, extraterrestrial races, along with alien beasts and technology. Many of the alien races can even be used as player characters in a Space Master campaign However, keep in mind that all sections of this book should be ‘consideredas optional material. AGM should carefully examine each section of material before allowing it in his campaign. ‘A Woro From THE AUTHOR This book is a companion volume to Space Master. As far a | know, i's the only supplement for any game system that has attempted to present a comprehensive look at extraterrestrial races, alien technology and alien creatures under a single cover. In designing the races and creatures inthis book, Ive tried to hold ‘amiddle ground between hard science and space opera. My empha- sis has been on creating xenosentients that are interesting to interact with while stil being obviously allen. I've attempted to get away from creating too many “monster races.” Some of the aliens have been deliberately designed as enemies of humanity, but even the xenophobic Tezcat and slavemongering Inyx can still show a good side, if only to their own people. How you use this book is up to you. My favorite scenario has always been to drop PCs on a planet inhabited by a technological alien ‘ace, give them a specific mission to keep them focused, and see how they'do. Dealing with an advanced, highly inteligent race on their home ground isa lot different then meeting afew aliens in a starport bar. For this reason, I've spent some time detailing each alien homeworld, and covered aspects of clothing, art, and architecture. No one can even attempt to give a complete picture of an entire cutture, but a few snapshots here and there to convince the players ‘they aren't on Spaceport Earth can go a long way in maintaining atmosphere — ALIEN LIFE ‘The notion of alien life is as basic to science fiction as space travel itso. Earth-like life — the only life we know of — has two major prerequisites. Both must be present for “Ife as we know it” to exist. ‘The first prerequisite is water, which acts as the medium in which all if-sustaning chemical reactions occur. The second isthe availabi- ity of carbon atoms, which exhibit a unique ability to combine with hydrogen, oxygen and nitrogen atoms in long chain molecules, creating the complex compounds that form the basis of life. Where carbon atoms and liquid water exist, there isa good chance of finding some type fife, evenifit’s only something lke a bacteria or protozoa. Unfortunately, on many planets, including all other worlds but Earthinour solar system, the environmental conditionsaretoo severe for water and carbon atoms to exist atthe same time. But “carbon- based! life is not the only possibilty In environments too arid, hot or cold for liquid water, substances ‘other than water might be able to act as a medium for the necessary chemical reactions. Liquid methane and ammonia show some promise at very low temperatures, and sulphur at high ones. Gas ‘iants such as Jupiter or Satu may contain the right blend of heat, pressure and atmospheric gases to enable very alien life to evolve, although it would likely float in the atmosphere rather than live on the surface of the world. The Sheol are an example of such a race, For non-terrestrial worlds, alternatives to carbon-based life are possible, perhaps fluorocarbons or silicon, both of which can form the long molecular chains necessary for fe. Unfortunately for silicon based creatures, “Ife” also implies a certain degree of structure and theabilty to reproduce. Silicon atoms maybe abit toostable. There's a lot of rock about on earth, and none of it seems to be talking tous. Stil its a possibilty, although maybe not for an intelligent creature. Fluorine or chiorine-based ife almost presents the opposite prob- lem. A fluorocarbon based life form might be very energetic, but it certainly wouldn't be able to lve on a world we would find habitable, since liquid sutfur, maybe even sulfuric acid, would substitute for water. This book describes one fluorine- based race, the inheritors. Even farther out, but still vaguely possible, ae beings of gas or plasma, perhaps evolving within interstellar space or the hearts of stars. Because of its low density, a plasmoid or gas creature would probably have to be very large in order to have enough atoms to support a complex “nervous system.” Stil, some scientists believe that this kind of creature is at least theoretically possible — the Avatars are an illustration ofthis type of race, and the Whir-Kohl in Space Master are another. a USING THIS BOOK Unless youare running aspace opera-style campaign whereentire ‘galaxies of creatures can be met in a spaceport bar, the GM should probably avoid introducing every alian species, artifact, and creature in the book to the players at once. This is especially true ofthe new alien races, who can quickly cause “cultural overload” if inserted too 4uickly nto an ongoing campaign. Instead, take the time to decide on the exact roles of each race in the campaign. Afew aliens, whether friends or enemies, willbe close acquaintan- 2s to mankind, trading, fighting, living and working within or next ‘door to human space, perhaps becoming members of human politcal systems. These are races that wil have been discovered early, and deliberate attempts at assimilation have made thelr physiology, Psychology and society accessible to human observers. Alien PCS will be most likely to come from these races. In Aliens & Artifacts races such as the Drakarans, Evantha, Inyx or M'sia could fulfil this role. Other aliens should be enigmatic, shadowy beings, lurking on the fringes of human exploration, their presence known, but shrouded in mystery. Think of the Japanese, before American gunboats forced ther integration into western society, or the Snee or Whirl-Kohl of the ‘Space Master universe. At irst, characters will now ite or nothing about them. When the PCs encounter them through war, shipwreck, or path-breaking trade or diplomatic mission they will gradually discover alittle about what makes these races tick, both mentally and physically. Races lke the Lithkind, Sheol, Spyders or Tezcat could fit the bill here For convenience, the individual racial descriptions assume that ll races have already been encountered — at least to a limited degree — by humanity. But it can be more exciting to make a race totally ‘unknown, waiting for intrepid explorers to establish first contact, Giving the player characters their chance to write themselves into the history tapes. When planning a first contact adventure, it may be wise to make up 2 new name forthe race and alter some a few obvious details of appearance to keep any players who may have read this book quessing. Feel free to weave the adventurers into the background descriptions. For instance, according to Aliens & Artifacts the Inheritors have made contact with Imperial merchants; fine, but that doesn't mean that those pioneering traders can't be the PCs! You can even decide that a race thatthe book says actually exists (forinstance the Drakarans) are relly long dead (or only seerto be dead), with ony its artifacts (which may range from scattered rubble to entire cities) left behind for archaeologists to find and sclentists to ‘puzzle over to give clues as to the nature ofthe vanished civilization. Use the book to decide what ther artifacts and ruined cities look te ‘Maybe later the characters could find alot colony ofthat species, or travelbackintimetomeet theirancestors! Don'tbe shy aboutaltering the races described inthis book to beter fia campaign. |f you think the Evantha should be a democratic socety with medieval technology instead ofa star-faring dictatorship, or the Inheritors should have evolved in an asteroid bet rather than a Dyson sphere, go ahead and changeit es CREATING ALIEN CHARACTERS Players may wish to use some ofthe alien races described in this book as player characters. With the GM's permission, the following races are perfectly suitable for PCs: Devi (shiverbat), Drakaran, Evantha, Lithkind, M'sia, Spyder and Tezcat*. ‘The GM should think very carefully before letting a player have a character from one of these races as a PC, but experienced players ‘may wish to give ita try: Avatar, Inheritor, inyx*, Metamorph, Sheol (messenger) and Valkyrie Note: * indicates an “enemy” race, overtly or covertly hostile to ‘humanity. Unless everyones playing members ofthis race, the ‘characters likely to bea renegade, possibly hunted by his own people. The following races are not suitable for use as PCs under any circumstances, and should be reserved for use as NPCs: Devi (inteligence), Shai-en-Rin, and Sheol (squid mother). When selecting a character, remember that the PC will have to interact with the rest ofthe party, and so should eitherbe able to speak Imperial Standard Anglaman, or have some form of translator or telepathic powers. Life support can also be a problem: for instance, an Avatar character, while interesting, cannot exist within normal ‘avty for more than a few hours, so unless the campaign's adven- turers are largely set in space, Avatars will be unsuitable as PCs. ‘Aven CHARACTER GENERATION To generate an alien PC, look up the System Notes section at the end ofthe race's description. Some raceshave special procedures for Generating characters, or restrictions on what skills may be learned. Unless the System Notes indicate otherwise, follow the usual procedure for creating human characters, but adjust statistics as described on the Alien Statistics Chart atthe end ofthis section. Bacxerouno Oprions Section 7.0 of the SM Player Book discusses various Background Options which may be taken by some characters, The recommended number of Background Options for each race are: Avatar (1), Devi Shiverbat (1), Drakaran (2), Evantha (2), Lithkind (3), Inheritor (2), Inyx('1), Metamorph (2), Msia (2), Sheol Messenger (1), Spyder (3), Tezcat (3) PCaliens must automaticaly take the Raoe-Frlend option from the Special Status category to simulate the player's own knowledge of hhumanity, This counts as one ofthe allowed Option picks. Ifa player ‘can convince the GM that he or she can actualy role play an allen who {is ignorant of human society, then this requirement can be waived. ‘With the exception ofthe Evantha and Lithkind who are quite close to humanity in outlook, alien PCs should not rol onthe Special Status category chart, since it can produce “personality types” that are (greatly at variance with racial norms. Devi Shiverbats and Sheol Messengers should notrollonthe Special tems category, and the GM should make sure that other races do not receive gadgets that are unlikely, (¢.g., a GEM car for an Evanthan PC, since the Psychology section of the Evantha description states that they detest any vehicles ‘other than aircraft). | ROLE PLAYING ALIENS Anyone running one ofthe alien races in this book should carefully read the Psychology and Social Structure sections of that race's description. Take care to have the character conform to racial behavior patterns, athough some eccentricities are possible — why else would the character be adventuring among humans? Its dificutto roleplay analien properly, so the easiest thing to do, at least to begin with, isto select one of the more distinctive racial characteristics and emphasize ito the exclusion of most else. Play a Tezcat as a brave but xenophobic bigot, a Lithkind as a new-age mystic, ora M'siaas a pacifist flower-chld, This servesto distinguish your character from humans, and providing you don't go overboard ‘and become too obnoxious for your fellow players, can be alot of fun. Gradually you can introduce other traits to your character: Tezcat may be racial bigots, bt they are also very playful among friends, and their emotions are mercurial: angry one minute and affectionate the Text. As you continue to play the alien, you can start to personalize ‘your character, differentiating him from other members of his race. Forinstance, he could be rather mild bigot comparedto other Tezcat (atter all, he's living with humans!), and surely there is a reason? Perhaps he doesr'tfollow the Shaper Faith, thelr xenophobic religion, ‘Ah, sohe'sa heretic? Maybe he was once a priest and was expelled! ‘And so on. Finally, remember that the descriptions of alien psychology and sociology ae necessarily bref, and can only scratch the surface of an entire race's way of thinking its culture, anditstechnology. The racial descriptions are just guidelines: fel free to add or delete behavior patterns, customs, religions or entire societies. Ina single allen race, hundreds of subcultures, ethnic groupings, and personality types will ‘exist, even f the distinctions between many will only be noticeable to fellow members of that race. GMs should putsome effortinto making sure that players whotake alien characters actually play them as allens. Keep an eye out for players claiming that ther character was “raised by humans.” This is often an excuse for playing an extraterrestrial asa human in a funny sult with strange powers. If an alien PC steps way out of character (e.9.,8 Tezcat being best buddy with a M'sia, even one who saved his life), GMs should warn the player with a stern “a (insert the race) would never, never, never act like that,” and then explain why. ‘sasodind uosyeduwo9 40} papi ad aie SyeIS UW ( ‘suaye say6n0y180019 ajeo1put sazis sip J263e| — syy Buruiweyep UayM pasn aIp au) :(QHHAL) 910 HH 40 adAL o o 0 os | oF e@ 2 O OF Si+ oz 0 wore (Ojen OL ene op | oF 89 2 ME OO ab o st OF sephdg Opt Sit 0s os | oo oad ob @ ¢ 0 0 Si suds Ost oz 0 os | os@ ced kL 0 St oer soyuow 0 0 Of os | or os 2 wo @ Os & rejouda}u ort sit 0 os | of za ob ge ag Oe SG sojeyoe} Ost oz oe os- | oz oa ob @ & 0 0 oe anudepy siaBuassayy [03uS an oz | of} za of 6 OOO Sit s- O@t Bis ow 0 os | ok eo & Mee 0 oO ydioweroyy 0 0 Oe oe] 06 oF 2 M FF 0 St Oe Opt Olt Sat os | os: clo 2 xt 0 OF 0 0 0 Set ost os os | oe eo kL a Set ost oz os | ost oo oF st oH 8 Ss oO set ost 0 os | ost ol of MO Oh 00 0 Sze 0gt Oz os | 06 99 2 Xt oH Ob S St Ob sioayul 0 0 0 os | ot s9 2 OO tb oo st uewin 0 0 OF os | oo sa 2 4 a 0 og Ste eyquena St SI Oe se} ot zd 69 St OOF 0 0 oz veseyeg ost ol 0 os- | sz ogo Sol & reqonlus neq “sid “Sl0d 1ey/uam * “ssa SHMW GIHAL GuTis dwoay ims dais adm 1S aoe F1dV1 SSILSIVLS Wiova Nanv 71 PART | — ALIEN RACES AVATAR Vast clouds of ionized plasma, the Avatar evolved in interstellar space around the time that the Milky Way galaxy was being formed. The ancestors of the Avatar were unusually complex clouds of interstellar molecules bound together by gravity and electromagnetic, forces — living creatures capable of feeding and reproduction, part of the galany’s strange vacuum ecosystem. ‘Afew billion years ago the ancestral Avatar developed the ability to sense radio waves and to manipulate their own radio emissions, perhaps to detect other spacefaring predators or prey. They listened tothe symphony of radio stars, the quick tempo of the pulsars and the background music of interstellar hydrogen. Stimulated by their expanded perceptions, their intelligence grew rapidly. Increasing pressure from competing space-dwelling species like the Voidsharks and Plasma Angels led to cooperation between individuals, the development of a radio-based language to facilitate ‘that cooperation, and ultimately, to a form of nomadic culture. es APPEARANCE AND PHYSIOLOGY ‘An Avatar appears to bea 4-5 kilometer-wide ens of softly glowing hydrogen gas, rotating slowly. Sensor scans will detect fluctuating ‘magnetic fields operating within the gas cloud, binding its molecules together. They are diffuse creatures: despite their size, they have fewer atoms in their bodies than a human being. ‘Avatars are gaseous, and cannot normally manipulate solid ob- jects — they may not touch or be touched. A human who stands within an Avatars field will experience electrostatic effects: he may draw sparks from touching metal, his hair will stand on end, and so on, ‘Avatar propel themselves by capturing and compressing interste- lar hydrogen, Ionizing it, and expelling itfor thrust. They cruise at a few percent of light speed. They steer by switching their magnetic, polarity, changing directing through interaction with the galaxy’s background magnetic field ‘Avatars can sense both radio waves and magnetic fields, but have noone of the human “five senses.” Humans (or any other organic beings lacking a strong natural magnetic field) are nearly invisible to them. Avatar will sense the presence of humans by their equipment: any device using electricity will be detected, as will anything made of ferrous metals. Avatar also unconsciously broadcast radio waves, even when ina dormant state. In some individuals, these broadcasts are unusually powerful—the Avatar equivalent of snoring can jam all human communicators within a 100 kilometer radius. ‘Aithough the Avatar “nervous system” is in some ways less

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