Zoat - Might Not Necessarily Also Be Drakkoth
Jan 9, 2019 15:45:02 GMT -6
Post by Amanojyaku on Jan 9, 2019 15:45:02 GMT -6
Zoats are an old tauric race hailing from an isolated crystal sphere near the Beastlands. Due to their solitary and naturalistic ways, the Zoats were late bloomers in breaching through their home Crystal Sphere. Upon finally making themselves known to the rest of the Great Wheel, their discovery was overshadowed by the arrival of the Humans.
While less advanced in raw tech base than races younger than them, the Zoats have extensive knowledge in the natural arts of botany, medicine, and creepy biotech. Zoats have put their feet in the door of the apothecary business, which is a simple feat when you have four of them.
Physical Characteristics
Average Height: 1.8-2.3m
Average Weight: 410-500kg
Languages: Trade, Zoat
Common Personality Traits: Cautious, conservative, gruff, phlegmatic, enduring.
Common Physical Traits: Green skin, dull-scales, rhino-like feet, reptilian features, cybernetically enhanced.
Example Names: Gharg, Yoog, Sheaar, Slaarsh, Shorec, Poochie.
Racial Statistics
Characteristic Bonus: +1 to Constitution or Composure
Skill Bonus: +1 to Athletics +1 Medicae
Power: Quads: You have four legs; a result of 3 or 4 when determining Hit Location hits your Left or Right Hind Leg, respectively, instead of your Body. Double your Strength for the purposes of calculating Speed. Multiple characters can ride on your back if their total Size does not exceed your own. You also gain Armor Plating (2) that does not stack with other sources of Armor.
Size: 5
Zoat Racial Feats
Steadfast Steed [Zoat, Paragon]
Your back is unbreakable. Add your Strength + Size to determine how many people you can carry with Quads. You gain a static bonus equal to your Athletics when reducing falling damage and making jumps, and enemies take a check to move you against your will (such as with the Bull Rush action).
Apothecary Traditions [Zoat]
You always seem to have the right salve or potion for the job. Add your Level as a static bonus to Medicae tests. Once per session, you may reroll a failed Medicae check.
The Roar [Zoat]
Zoats are normally calm and collected, which makes it all the more jarring when they get loud. Once per Scene, you may unleash a bellowing roar that stuns all enemies in a radius equal to their Charisma x Level in meters for one round. This roar can be resisted by a TN25 Willpower check.
Luddite [Zoat]
Even among other luddite Zoats, technology just makes you MAD. When fighting enemies using high-tech weapons (such as Las or Chain weapons), your weapon gains the Power Field property. If you willingly make use of modern technology yourself (being a passenger on a Spelljammer doesn't count, but manning one of its systems does), you lose the benefits of this feat for 24 hours.
Physical Qualities
A head shorter than an Aasimer due to their far bulkier forms, Zoats tend to feel cramped in spaces made to fit most other races. Their four legs make them ideal for long distance running, but not so much for fitting in commercial spelljammers.
While their scales imply that Zoats are strictly reptilian, in reality Zoats are close in biology to mammals. They are known to lay eggs, but are otherwise completely warm blooded.
Zoat clothing is strictly utilitarian. When not in a line of work that requires protective covering, Zoats wear just enough slings and pouches to be socially acceptable and hold all of their possessions.
Playing a Zoat
Due to their slow way of life, Zoats have only recently entered the intergalactic scene. For a Zoat, they aren't moving to slow - It's everyone else that moves too fast. This 'slow and steady' outlook is a consequence of their environment. The home of the Zoats is a thick swamp world, where one wrong step can spell disaster for those who walk recklessly. According to the Zoats, when things go wrong, it's best not to freak out and make even more mistakes.
When Zoats interact with other races, many things are lost in translation. In Zoat language, emotions are put into words rather than expression. Zoats who lose their cool are associated with Zoat luddites, who despise even the most simple of technology and live isolated in nature. For this reason, they are easily insulted by the more expressive races in the Wheel. Conversely, many assume Zoats are always dour and stoic, even when they are happy.
Zoat Heroes
For most of his life, Wrex lived the simple life, his quiet swamp home offering all he could ever need to live. In fact, he would have been content to live there 'till the end of his days... if a Halfling Rogue trader didn't annex his land. Forced to leave his home, Wrex now looks for ways to be a thorn in that blasted Ratling's side, a task made easier by the fact that he turns into a terrifying Were-Zoat when angry.
Life is always interesting for Gus, who finds himself as the 'bodyguard' to a powerful daemon prince who runs rampant around the Wheel. For some, the task of playing baby sitter to such a chaotic being would be impossible. Thanks to his fantastic ability to reconstitute himself when turned into ashes, Gus will forever live to see his next paycheck.
Tyran's expertise has always been in biology, and no organism has been more intriguing to her than that of the Kythons. With her constant exposure to dangerous samples of the highly adaptive race, it was inevitable that she'd fall prey to one that got through safety procedures. What wasn't expected was the Kython forming a Symbiotic relationship with its prey, making Tyran into a creature both more and less than what she used to be.