Saurials: Irradiated dinosaurs out to steal your technology
Aug 21, 2018 17:28:16 GMT -6
Post by ScrapyardDragon on Aug 21, 2018 17:28:16 GMT -6
Saurials
The wheel is no stranger to war. Countless lives have been lost to it, and countless worlds left devastated in it's wake. The saurials are the result of one bout of such foolishness. A planet reduced to a great ocean of radioactive chemicals, mutating the local fauna into a radiation-eating race of reptiles. After salvaging enough equipment to get offworld the now spacefaring "liberators" (read: pirates) of technology seek to catch up with the other races of the wheel, and to hopefully disarm them to end such pointless conflicts, by force if needed.
Saurial society is broken up into chapters led by an elder that usually keep in contact with each other, though the term family-groups would be just as accurate. The issue the rest of the wheel has with them is that half of them are avid isolationalists just salvaging whatever they can get ahold of to study and tinker with, and the other half are constantly holding up spelljammers and small colonies and taking nearly every bit of equipment they have, which often ends up worse than them just taking money, because it's hard to fend off other dangers of the wheel when you don't have any guns. Combined with the fact that their voiceboxes have a hard time speaking trade and you have a race that most folk don't think very highly of.
Physical Characteristics
Average Height: 1.8-2.3m
Average Weight: 80-120kg
Languages: Trade, Saurian
Common physical traits: Tails, Digitigrade legs, fins, smooth (or rough) scales, gravely voice.
Common personality traits: Curious, Forceful, superiority complexes, trust issues.
Example Names: Zorin, Rexie, Littlefoot, Theodore, Raptin, 26
Racial Statistics
Characteristics: +1 to Constitution or Intelligence
Skills: +1 to Tech-use & Larceny
Racial Power: The big one- You are immune to environmental toxins and radiation. In fact, the latter heal you! Penalties or HP damage incurred by passive radiation (read; non-weaponized) instead become an equivalent bonus or HP recovered.
Size: 4
Physical qualities
Saurials are the result of various mutations in an otherwise primitive breed of lizards, and came out of it with nearly every stature under pelor, which as some humans are wont to point out, many are surprisingly similar to a long extinct reptiles once native to theah. You've got some that have fins on their backs, or on their legs and tails that help with swimming. You've also got some with wings and horns, and a few have claimed to have seen some that were basically just humans with scales. Really the consistent thing is that they're all reptiles that can survive and thrive in otherwise inhospitable environments, though on average they're smaller than most dragonborn.
Playing a Saurial
Saurial don't talk much, not because they're anti-social per se, it's just that their vocal chords are simply not built for trade. They can speak it if they try, but it reaches a point where longer bits of exposition are better expressed through text or signing. To a saurial, the most important quality is being responsible. Don't be reckless or you could cause trouble for yourself and others. Don't misuse equipment or it could break. Don't get into huge wars with others or else you could leave entire planets as nothing but a nuclear wasteland. Unfortunately, because they know that they're new arrivals yet the wheel has had problems for a long time, they tend to hold the belief that EVERYONE else is irresponsible and needs to be either disarmed, or put under control of someone which can do things "right", which will usually end up being another saurial, their chapter's elder being the default choice. That said, whether you're obeying or leading your compatriots, they're still your coworkers if nothing else, work with them and make yourself useful until they stop doing the same.
Saurial Heroes - To be added
Triceracop knew his latest assignment would be a hard one. His superiors figure he would be a level headed influence for this loose cannon he is now partnered with. They also told him the details of their job. He hopes it's true, there's nothing better than shooting Space Nazis in the dick.
X
Racial Feats
Hornhead [Saurial]
To nobody's suprise, the guys evolved from mutated dinosaurs still have the the various weapons of their ancestors. You have a natural weapon with the following profile (1k2 R or I, Melee; Brawling).
Clever girl [Saurial]
To the chargrin of mechanics everywhere, saurials love taking apart any bit of tech they get ahold of, but not without reason. Saurials gain a +2k0 bonus to re-create or repair any bit of technology they've thoroughly studied the construction of.
Glowing scales [Saurial]
Saurials are naturally immune to the harmfull effects of radiation, which resulted in some of them sucking up so much that it leaks back out. Your natural weapons and unarmed attacks gain the toxic property. You may take this feat again at level 3 to always count as a source of atomic radiation, just keep in mind you're probably the only one who doesn't mind that.
Pistosauria [Saurial]
A few saurials evolved not on land, but in the toxic sludge of their homeworld. You gain the amphibious trait and can breath underwater, but your speed is reduced by 2 to a minimum of 1 while on land. You cannot take this feat if you have both Grassrunner and Microraptor.
Grassrunner [Saurial]
Multiple jointed legs are pretty useful for running fast. Shame they aren't stable when you only have two. Your dexterity is counted as 2 higher for calculating movement speed and actions with the movement subtype, and your size is reduced by one, to a minimum of one. You also take a check to all tests to resist being moved or knocked down. You cannot take this feat if you have both Pistosauria and Microraptor
Microraptor [Saurial]
Your arms double as feathery (or leathery) wings, huzzah! As long as you have room to unfurl your wings you have flyer equal to your movement speed+2, but while flying you cannot use your arms for any other task. Alas, bulk does not pair well with the gift of flight. your size is reduced by one, to a minimum of one. You cannot take this feat if you have both Grassrunner and Pistosauria.
Plutonius Rex [Saurial, Paragon]
Truely, you have the blood of the king of dinosaurs. or you're just really big from those healthy rads. Your size is increased by 2, and you regain 1 hp for every minute you are exposed to radiation rather than every hour.
The wheel is no stranger to war. Countless lives have been lost to it, and countless worlds left devastated in it's wake. The saurials are the result of one bout of such foolishness. A planet reduced to a great ocean of radioactive chemicals, mutating the local fauna into a radiation-eating race of reptiles. After salvaging enough equipment to get offworld the now spacefaring "liberators" (read: pirates) of technology seek to catch up with the other races of the wheel, and to hopefully disarm them to end such pointless conflicts, by force if needed.
Saurial society is broken up into chapters led by an elder that usually keep in contact with each other, though the term family-groups would be just as accurate. The issue the rest of the wheel has with them is that half of them are avid isolationalists just salvaging whatever they can get ahold of to study and tinker with, and the other half are constantly holding up spelljammers and small colonies and taking nearly every bit of equipment they have, which often ends up worse than them just taking money, because it's hard to fend off other dangers of the wheel when you don't have any guns. Combined with the fact that their voiceboxes have a hard time speaking trade and you have a race that most folk don't think very highly of.
Physical Characteristics
Average Height: 1.8-2.3m
Average Weight: 80-120kg
Languages: Trade, Saurian
Common physical traits: Tails, Digitigrade legs, fins, smooth (or rough) scales, gravely voice.
Common personality traits: Curious, Forceful, superiority complexes, trust issues.
Example Names: Zorin, Rexie, Littlefoot, Theodore, Raptin, 26
Racial Statistics
Characteristics: +1 to Constitution or Intelligence
Skills: +1 to Tech-use & Larceny
Racial Power: The big one- You are immune to environmental toxins and radiation. In fact, the latter heal you! Penalties or HP damage incurred by passive radiation (read; non-weaponized) instead become an equivalent bonus or HP recovered.
Size: 4
Physical qualities
Saurials are the result of various mutations in an otherwise primitive breed of lizards, and came out of it with nearly every stature under pelor, which as some humans are wont to point out, many are surprisingly similar to a long extinct reptiles once native to theah. You've got some that have fins on their backs, or on their legs and tails that help with swimming. You've also got some with wings and horns, and a few have claimed to have seen some that were basically just humans with scales. Really the consistent thing is that they're all reptiles that can survive and thrive in otherwise inhospitable environments, though on average they're smaller than most dragonborn.
Playing a Saurial
Saurial don't talk much, not because they're anti-social per se, it's just that their vocal chords are simply not built for trade. They can speak it if they try, but it reaches a point where longer bits of exposition are better expressed through text or signing. To a saurial, the most important quality is being responsible. Don't be reckless or you could cause trouble for yourself and others. Don't misuse equipment or it could break. Don't get into huge wars with others or else you could leave entire planets as nothing but a nuclear wasteland. Unfortunately, because they know that they're new arrivals yet the wheel has had problems for a long time, they tend to hold the belief that EVERYONE else is irresponsible and needs to be either disarmed, or put under control of someone which can do things "right", which will usually end up being another saurial, their chapter's elder being the default choice. That said, whether you're obeying or leading your compatriots, they're still your coworkers if nothing else, work with them and make yourself useful until they stop doing the same.
Saurial Heroes - To be added
Triceracop knew his latest assignment would be a hard one. His superiors figure he would be a level headed influence for this loose cannon he is now partnered with. They also told him the details of their job. He hopes it's true, there's nothing better than shooting Space Nazis in the dick.
X
Racial Feats
Hornhead [Saurial]
To nobody's suprise, the guys evolved from mutated dinosaurs still have the the various weapons of their ancestors. You have a natural weapon with the following profile (1k2 R or I, Melee; Brawling).
Clever girl [Saurial]
To the chargrin of mechanics everywhere, saurials love taking apart any bit of tech they get ahold of, but not without reason. Saurials gain a +2k0 bonus to re-create or repair any bit of technology they've thoroughly studied the construction of.
Glowing scales [Saurial]
Saurials are naturally immune to the harmfull effects of radiation, which resulted in some of them sucking up so much that it leaks back out. Your natural weapons and unarmed attacks gain the toxic property. You may take this feat again at level 3 to always count as a source of atomic radiation, just keep in mind you're probably the only one who doesn't mind that.
Pistosauria [Saurial]
A few saurials evolved not on land, but in the toxic sludge of their homeworld. You gain the amphibious trait and can breath underwater, but your speed is reduced by 2 to a minimum of 1 while on land. You cannot take this feat if you have both Grassrunner and Microraptor.
Grassrunner [Saurial]
Multiple jointed legs are pretty useful for running fast. Shame they aren't stable when you only have two. Your dexterity is counted as 2 higher for calculating movement speed and actions with the movement subtype, and your size is reduced by one, to a minimum of one. You also take a check to all tests to resist being moved or knocked down. You cannot take this feat if you have both Pistosauria and Microraptor
Microraptor [Saurial]
Your arms double as feathery (or leathery) wings, huzzah! As long as you have room to unfurl your wings you have flyer equal to your movement speed+2, but while flying you cannot use your arms for any other task. Alas, bulk does not pair well with the gift of flight. your size is reduced by one, to a minimum of one. You cannot take this feat if you have both Grassrunner and Pistosauria.
Plutonius Rex [Saurial, Paragon]
Truely, you have the blood of the king of dinosaurs. or you're just really big from those healthy rads. Your size is increased by 2, and you regain 1 hp for every minute you are exposed to radiation rather than every hour.