Shakarn - Totally not reptilians, honest, guys.
Sept 14, 2021 11:34:01 GMT -6
Post by Marr965 on Sept 14, 2021 11:34:01 GMT -6
While many people think of the Shakarn as just an offshoot of the Dragonborn, Viashino or Saurial, the truth is a little different. They are certainly reptilian, but their lifecycle is semi-aquatic, and many Shakarn prefer semi-aquatic habitations, when they can get them. They thrive in highly-social environments, fitting in almost anywhere thanks to their natural talent for mercantile activity. Shakarn society places a great deal of importance upon the ability to collect and maintain wealth, and even the most menial of manual labourers isn't above conning their way into cushier positions or better food.
Shakarn development is partly based upon environment and partly upon hormonal treatments they undergo to prepare themselves for adult life. The Shakarn most non-Shakarn people are likely to meet stands about as tall as a human and has about as much muscle mass, but the species is, on average, taller. In particular, those occupying the societal roles of leadership tend towards a tall and slender build, while those destined for military service tend to be larger and far more muscular.
More than 90% of the surface of the Shakarn homeworld is covered in water, and while they are capable subsurface architects, most Shakarn cities are based upon floating platforms. Indeed, the Shakarn water-market is a sufficiently common sight on worlds that can support them that some worlds even have specialist, Shakarn-run water-taxi services that ferry goods and passengers between land and these aquatic bazaars.
Some of the more paranoid out there claim that the Shakarn empire has planted infiltrators throughout the Great Wheel, and that these sleeper agents are merely waiting for the right time to rise up, cast off their holo-masks and slaughter all resistance while the complacent masses are enslaved. The Shakarn empire categorically denies all such claims, categorising them as the products of deranged minds. They also deny all claims that Shakarn agents are capable of non-magical teleportation.
Average Height: 1.5 - 2.4 m
Average Weight: 80 - 90 kg
Languages: Trade, any one
Common Personality Traits: Shakarn are difficult to pin down, tending to alter their expressed personalities to better fit in with those around them
Common Physical Traits: Spindly limbs, sssssybilant voices, scaly skin, yellow eyes, digitigrade stance
Example Names: Herpetto, Drake, Vastra, G'Kar, Ahkna
Characteristic Bonus: +1 to Fellowship or Charisma
Skill Bonus: +1 to Disguise and Deceive
Power: Homeworld Reminiscence - Your life began in water and retain many of the skills necessary to survive in an aquatic environment. You can always move at half your Speed through water (unless physically incapable of moving) and may make a Swim test to move at your full Speed.
Size: 4
Racial Feats
Epimorphic Regeneration - One trait that sometimes surfaces as a result of the hormonal treatments is a hyperactive wound response. Clotting factors and rapid stem cell proliferation tend to begin knitting your wounds almost before whatever causes them has finished doing the causing. Once per round, if you lost one or more Hit Points as a result of an attack last round, you may regain one lost Hit Point.
Rules of Acquisition - You're good at getting a bargain. Really, really good. Subtract 1 from the results of all Wealth Strain rolls you make.
Holodisplacement Shields - The Shakarn empire didn't lie. You really, honestly can't teleport. It just looks that way sometimes. Once per scene, you may cast the spell Jaunt, using your Power Stat plus your Level instead of the normal Focus Power Test. You must also be able to see the location you are teleporting to.
Pressure Resistant - You are used to diving deep - deeper than even others of your race. You can hold your breath for twice as long before taking fatigue, and you are immune to effects resulting from high pressure.
Shakarn Paragon Asset
They Live - The wild rumours are true. There really are Shakarn sleeper agents all across the Great Wheel. You'd know; you're one of them. You get +1k0 on all Disguise tests, and an additional +1k0 on all tests to pass as a member of another race.
Shakarn development is partly based upon environment and partly upon hormonal treatments they undergo to prepare themselves for adult life. The Shakarn most non-Shakarn people are likely to meet stands about as tall as a human and has about as much muscle mass, but the species is, on average, taller. In particular, those occupying the societal roles of leadership tend towards a tall and slender build, while those destined for military service tend to be larger and far more muscular.
More than 90% of the surface of the Shakarn homeworld is covered in water, and while they are capable subsurface architects, most Shakarn cities are based upon floating platforms. Indeed, the Shakarn water-market is a sufficiently common sight on worlds that can support them that some worlds even have specialist, Shakarn-run water-taxi services that ferry goods and passengers between land and these aquatic bazaars.
Some of the more paranoid out there claim that the Shakarn empire has planted infiltrators throughout the Great Wheel, and that these sleeper agents are merely waiting for the right time to rise up, cast off their holo-masks and slaughter all resistance while the complacent masses are enslaved. The Shakarn empire categorically denies all such claims, categorising them as the products of deranged minds. They also deny all claims that Shakarn agents are capable of non-magical teleportation.
Average Height: 1.5 - 2.4 m
Average Weight: 80 - 90 kg
Languages: Trade, any one
Common Personality Traits: Shakarn are difficult to pin down, tending to alter their expressed personalities to better fit in with those around them
Common Physical Traits: Spindly limbs, sssssybilant voices, scaly skin, yellow eyes, digitigrade stance
Example Names: Herpetto, Drake, Vastra, G'Kar, Ahkna
Characteristic Bonus: +1 to Fellowship or Charisma
Skill Bonus: +1 to Disguise and Deceive
Power: Homeworld Reminiscence - Your life began in water and retain many of the skills necessary to survive in an aquatic environment. You can always move at half your Speed through water (unless physically incapable of moving) and may make a Swim test to move at your full Speed.
Size: 4
Racial Feats
Epimorphic Regeneration - One trait that sometimes surfaces as a result of the hormonal treatments is a hyperactive wound response. Clotting factors and rapid stem cell proliferation tend to begin knitting your wounds almost before whatever causes them has finished doing the causing. Once per round, if you lost one or more Hit Points as a result of an attack last round, you may regain one lost Hit Point.
Rules of Acquisition - You're good at getting a bargain. Really, really good. Subtract 1 from the results of all Wealth Strain rolls you make.
Holodisplacement Shields - The Shakarn empire didn't lie. You really, honestly can't teleport. It just looks that way sometimes. Once per scene, you may cast the spell Jaunt, using your Power Stat plus your Level instead of the normal Focus Power Test. You must also be able to see the location you are teleporting to.
Pressure Resistant - You are used to diving deep - deeper than even others of your race. You can hold your breath for twice as long before taking fatigue, and you are immune to effects resulting from high pressure.
Shakarn Paragon Asset
They Live - The wild rumours are true. There really are Shakarn sleeper agents all across the Great Wheel. You'd know; you're one of them. You get +1k0 on all Disguise tests, and an additional +1k0 on all tests to pass as a member of another race.