Durulz - Original credit to Weredrago2
Oct 19, 2018 15:43:45 GMT -6
Post by Marr965 on Oct 19, 2018 15:43:45 GMT -6
Durulz, or ‘Ducks’ as they are referred to informally, are regarded by most of the Great Wheel as either a nuisance or a joke. They are humanoid waterfowl, believed to come from some other race that was transformed into their current state by the fickle whims of the Ruinous Powers. For this reason, they are seen by most other races as a laughing stock. It is a grave mistake to see them as weak, though. For being responsible for their plight (though the Durulz believe themselves to be birds cursed to intelligence and flightlessness), the Ducks are as zealous in their burning hatred of Chaos as any Aasimar Space Marine.
The Ducks hail from the Dragon Pass, an area of the Astral Sea known for holding a trove of artifacts from the late Dragon Empire. The Dragon Pass is also host to many many feudal worlds, such as the swampy Death World of the Ducks. Their development into a space travelling race has been hampered by near species-wide aviophobia, but they otherwise have the potential to be a major power in the Wheel. The Durulz see themselves as the Wheel’s underdogs, and they aren’t afraid to take cheap shots at those who would otherwise underestimate them.
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 24-35kg
Languages: Durulz, Trade
Common Personality Traits: Foul tempered, materialistic, surprisingly noble, smarter than the smarties, tougher than the toughies.
Common Physical Traits: Oily feathers, large bill, big eyes, light head, webbed feet.
Example Names: Quackjohn, Delbourne, Howard, Svendrake, Joseph.
Racial Statistics
Characteristic Bonus: +1 Willpower or +1 Dexterity
Skill Bonus: +1 Weaponry and Athletics
Power - Nobody Expects a Duck: You start with the Paranoia and Unremarkable feats, as well as a free Athletics Specialty (Swimming).
Size: 2
Physical Qualities
Ducks are small humanoids covered in large, waterproof feathers. Their feathers often come in white, black, green, or brown, but other colors are not unheard of. The Durulz have biologically awkward bodies, a bizarre mishmash of avian and mammalian traits that seem impossible to arise in nature. They have webbed toes adapted for swimming, and a small set of teeth that aren't visible unless their beaks are wide open. Instead of wings, Durulz have short arms for grasping objects with.
Though they are typically called Ducks, the Durulz are not limited to waterfowl. There are also Keets. Keets are a broad category of Durulz that covers all sorts of non-duck Durulz subspecies. There are Keets that resemble chickens, macaws, seagulls, and even penguins. While outwardly distinct from their Duck cousins, Keets are identical to Ducks in terms of physical ability. As a whole, the Durulz can be described as somebody taking a Kenku and making it objectively worse.
Playing a Duck
Durulz who leave their homes better start getting used to being looked down upon. For those Durulz who already live with other races, they get a free head start. Ducks and Keets alike suffer from the prejudice of just about everything else in the Wheel, with even Warforged and Unicorns agreeing that Durulz have it worse than they do. It is for reasons like this that Durulz learn to develop either thick skins or short fuses.
Duck Heroes
Donner Darrk is a captain in the Imperium Navy. A rather notable feat, considering Donner isn’t Human. In spite of this, he is a respected sailor who rumored to always be of sweet disposition, never start an argument, never show a bit of temperament, or even dream of starting a fight. These rumors, are, of course, full of crap. Donner Darrk is a Duck that gets stuck with all the bad luck, often being thrown into absurd suicide missions of which he is often the only one to come back alive.
Zé Jeitinho is a Durulz who always finds a way. He's a bright green Keet with a large, yellow beak who is never seen without his cigar, parasol, and dapper suit. No matter where he goes, Zé is either the center of attention or the one you never saw him coming in the first place. If you need something, and don't know where or how to get it, Zé is the bird to call. A fixer by trade, Zé was born on the edge, lives on the edge, and may very well die on the edge, but no matter what, he always finds a way.
Durulz Racial Feats
Death Rage [Durulz]
You’ve been trifled with all your life, and now you’re dying? For many Durulz, that would be the last straw. If you would suffer enough Critical Damage to kill you (and have no Hero Points left to burn), you may continue to live for a number of rounds equal to your level. During this time, you are under the effects of Frenzy and suffer no movement penalties. After this period ends, you have a free action to say your peace before you die for real.
Excessively Hateful [Duergar and Durulz]
You hate a lot of things. In fact, it's easier to list the things you like than the things you hate. Choose one of the following effects:
McDuck Dynasty [Durulz, Paragon]
The McDucks are a Rogue Trader Dynasty, notable for their ability to accumulate wealth and hold onto every Throne like it was their last. Unlike those other worthless bastards, you earned every Credit and Nuyen you made. You gain extra background dots equal to your Excellence. All backgrounds are limited to 5 except Holdings and Wealth, which go up to 7.
Quack Shot [Durulz]
You can use your innate three dimensional awareness for things other than flying, such as shooting Kenku and Fairies out of the sky. Once per session, you can reroll a ranged weapon attack test, a ranged weapon damage roll, or Trick Shot, and take the better result of the two.
Temperamental [Durulz]
When you get mad, you fly off the handle. Well, not quite fly, but still. You gain the Frenzy feat. You deal +2k0 damage to characters who insult your personal sensibilities (diss your friends, call you a coward, point out your lack of self control when angry), but you cannot distinguish friend from foe unless you make a Hard (TN 20) Willpower Test at the beginning of each round.
The Ducks hail from the Dragon Pass, an area of the Astral Sea known for holding a trove of artifacts from the late Dragon Empire. The Dragon Pass is also host to many many feudal worlds, such as the swampy Death World of the Ducks. Their development into a space travelling race has been hampered by near species-wide aviophobia, but they otherwise have the potential to be a major power in the Wheel. The Durulz see themselves as the Wheel’s underdogs, and they aren’t afraid to take cheap shots at those who would otherwise underestimate them.
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 24-35kg
Languages: Durulz, Trade
Common Personality Traits: Foul tempered, materialistic, surprisingly noble, smarter than the smarties, tougher than the toughies.
Common Physical Traits: Oily feathers, large bill, big eyes, light head, webbed feet.
Example Names: Quackjohn, Delbourne, Howard, Svendrake, Joseph.
Racial Statistics
Characteristic Bonus: +1 Willpower or +1 Dexterity
Skill Bonus: +1 Weaponry and Athletics
Power - Nobody Expects a Duck: You start with the Paranoia and Unremarkable feats, as well as a free Athletics Specialty (Swimming).
Size: 2
Physical Qualities
Ducks are small humanoids covered in large, waterproof feathers. Their feathers often come in white, black, green, or brown, but other colors are not unheard of. The Durulz have biologically awkward bodies, a bizarre mishmash of avian and mammalian traits that seem impossible to arise in nature. They have webbed toes adapted for swimming, and a small set of teeth that aren't visible unless their beaks are wide open. Instead of wings, Durulz have short arms for grasping objects with.
Though they are typically called Ducks, the Durulz are not limited to waterfowl. There are also Keets. Keets are a broad category of Durulz that covers all sorts of non-duck Durulz subspecies. There are Keets that resemble chickens, macaws, seagulls, and even penguins. While outwardly distinct from their Duck cousins, Keets are identical to Ducks in terms of physical ability. As a whole, the Durulz can be described as somebody taking a Kenku and making it objectively worse.
Playing a Duck
Durulz who leave their homes better start getting used to being looked down upon. For those Durulz who already live with other races, they get a free head start. Ducks and Keets alike suffer from the prejudice of just about everything else in the Wheel, with even Warforged and Unicorns agreeing that Durulz have it worse than they do. It is for reasons like this that Durulz learn to develop either thick skins or short fuses.
As the Ducks despise Chaos (as well as blackfeathered traitors who side with it), they most commonly worship the Blessed Pantheon to spite it. Sigmar is the most popular, followed by Bahamut, Moradin, and Cuthbert. Pelor worship is looked down upon, due to his association with the sky that was taken away from them. The Raven Queen is also an incredibly popular target of worship, as many undead plague the homeworld of the Durulz.
Duck Heroes
Donner Darrk is a captain in the Imperium Navy. A rather notable feat, considering Donner isn’t Human. In spite of this, he is a respected sailor who rumored to always be of sweet disposition, never start an argument, never show a bit of temperament, or even dream of starting a fight. These rumors, are, of course, full of crap. Donner Darrk is a Duck that gets stuck with all the bad luck, often being thrown into absurd suicide missions of which he is often the only one to come back alive.
Zé Jeitinho is a Durulz who always finds a way. He's a bright green Keet with a large, yellow beak who is never seen without his cigar, parasol, and dapper suit. No matter where he goes, Zé is either the center of attention or the one you never saw him coming in the first place. If you need something, and don't know where or how to get it, Zé is the bird to call. A fixer by trade, Zé was born on the edge, lives on the edge, and may very well die on the edge, but no matter what, he always finds a way.
The Hive World of St, Canard is a grim, dark hive like none other… except maybe Necromunda, Commorgah, Mos Eisley, or New Jersey. You get the idea. Anyway, St. Canard needs a hero who's willing to take out the trash. The kind that isn’t afraid to get his hands dirty. The kind that doesn’t back down when things look grim. The kind that botches his first foray into heroics by getting bitten by a Vampire. He is the terror that flaps in the night! He is the d10 that always lands on 1! He is Darkwing Duck!
Durulz Racial Feats
Death Rage [Durulz]
You’ve been trifled with all your life, and now you’re dying? For many Durulz, that would be the last straw. If you would suffer enough Critical Damage to kill you (and have no Hero Points left to burn), you may continue to live for a number of rounds equal to your level. During this time, you are under the effects of Frenzy and suffer no movement penalties. After this period ends, you have a free action to say your peace before you die for real.
Excessively Hateful [Duergar and Durulz]
You hate a lot of things. In fact, it's easier to list the things you like than the things you hate. Choose one of the following effects:
- You gain an additional use of the Hatred feat, to be applied to another group, organization, or race that you cannot stand.
- Select a group you already have Hatred against. The Weaponry bonus from Hatred becomes +1k1 instead of +1k0 when attacking this target.
McDuck Dynasty [Durulz, Paragon]
The McDucks are a Rogue Trader Dynasty, notable for their ability to accumulate wealth and hold onto every Throne like it was their last. Unlike those other worthless bastards, you earned every Credit and Nuyen you made. You gain extra background dots equal to your Excellence. All backgrounds are limited to 5 except Holdings and Wealth, which go up to 7.
Quack Shot [Durulz]
You can use your innate three dimensional awareness for things other than flying, such as shooting Kenku and Fairies out of the sky. Once per session, you can reroll a ranged weapon attack test, a ranged weapon damage roll, or Trick Shot, and take the better result of the two.
Temperamental [Durulz]
When you get mad, you fly off the handle. Well, not quite fly, but still. You gain the Frenzy feat. You deal +2k0 damage to characters who insult your personal sensibilities (diss your friends, call you a coward, point out your lack of self control when angry), but you cannot distinguish friend from foe unless you make a Hard (TN 20) Willpower Test at the beginning of each round.