Cravers: Mr. Steal Yo Sphere
Aug 9, 2018 11:03:19 GMT -6
Post by DatsVatSheSaid on Aug 9, 2018 11:03:19 GMT -6
Uplifted and Militarized by The Dragons, the Cravers are in the purest sense hunter-gatherers who would never have independently evolved the systems and infrastructure needed to raise crops or domesticate animals.
Their life cycle is based on consumption, and as such they are capable of digesting any form of plant or animal matter. As their home world is close to being consumed, they must leave in search of further nourishment.
For if they do not continue to expand, discover, and exploit new worlds, their society will eat itself to death. Feeding the hive is their all-consuming purpose; the notions of 'treaty', 'trade', and 'peace' do not exist.
Physical Characteristics:
Average Height: 2.7-3.0m
Average Weight110-185kg
Languages: Trade, Draconic
Common Personality traits: Militaristic, Brutish, Aggressive, Standoffish, Crude, Rude, Impulsive, Voracious.
Common Physical Traits: Hardened Exterior, Multiple arms, numerous Cybernetic enhancements, Elongated-limbs.
Example names: Mojak, Drogon Norgrod, Heres. Idar, Zkyrd, Brogan, Apolla, Adric
Racial Statistics:
Characteristic Bonus: +1 Strength or Dexterity
Skill Bonus: +1 to Weaponry and Ballistics
Power: Eternal War:
You are born prepared for an endless war of expansion across the wheel, you begin play with the Weapon Proficiency(Basic) and Mechanicus Implants feats. You may buy Weapon Proficiency(Any) as if it appeared in your class list at any time during play.
Size: 5
Physical Qualities:
The Cravers are quite large, insectoid in stature and their outer exterior is consisting of exposed, wiry musculature or vat-grown flesh this is likely due to their nature as an artificially created species. They have two large sets of elongated arms and a bipedal legs with large wide framed bodies. Typically most Cravers are near identical until they have begun adding cybernetics to themselves in which an individual can be identified.
Playing a Craver:
Cravers have a singular mindset, to hunt and consume prey; and are fiercely aggressive in doing so. To them, not fighting leads to starvation and peace has never been an option for them. This does not mean that coexistence is futile, races that can clearly identify and meet the core needs of a Craver(being a lasting supply of food and a constant target to point them at.) very quickly find an ally, an uneasy and dangerous one but an ally nonetheless.
Cravers when on occupied planets will often enslave other species and throw them into food pits, and when starvation hits an all-time high, they will begin devouring each other that is the life of a Craver and there is nothing they fear more than starvation.
Being creations of The Dragons has given them a rapport with the Reticulans, and you can often find Cravers accompanying them as added muscle in return for the Reticulan functioning as a diplomat to other races.
Racial Feats:
Secondary Limbs (Cravers, Others)
The Craver has an additional pair of developed limbs that enable them to take a Ready action as a free action once per round. Otherwise, they have an extra pair of arms that can hold and carry things but not perform fine manipulations.
Mechanized Integration(Cravers):
Cravers and cybernetics go hand in hand and is the core of their being. You do not suffer Strain from cyberware, attaching and using bionics takes only a single day, and any Armor gained from Bionics is increased by 1.
Consume Prey(Craver):
A Craver may devour a dead body over the course of five minutes, recovering 1 fatigue per Size of the creature, any excess Size instead Regains 1 HP. Only one Craver may consume a body.
Craver Onslaught(Craver):
While serving as the Tactical Officer on a Ship, damage it's weapons inflict always causes the target to lose crew equal to your level, and Boarding Actions made against you cause the opponent to lose crew equal to your level before the test resolves.
Harvester Prime[Paragon](Craver):
You gain +1 Size, you may now buy Weapon Focus(Any) and Weapon Specialization(Any) as if it appeared in your class list at any time, if you have the Secondary Limbs feat your secondary limbs function exactly like your normal arms and can carry just as much and are capable of fine manipulations, and you may go to 6 dots in Weaponry or Ballistics.
Note: This Race uses the expanded cyberware rules listed below, if you do not use these rules you simply have to disregard any mention of strain.
Strain
As it turns out, there really is a limit to how many metaly bits you can shove into your meaty bits. This limit is called Strain, and every piece of cyberware has a Strain rating attached to it. Your SM decides how much Strain the 'ware you want costs, but depending on the quality and level of invasiveness of the cyberware you're installing, it can have a Strain anywhere between 0 and 3.
Numbers-wise, lowly-invasive cyberware (such as an implanted chrono or MIU) interacts with the body on a superficial level, and starts at Strain 0. Mildly-invasive cyberware (such as cybernetic senses or a cyberarm) requires a deeper degree of integration with the body, giving them Strain 1. Highly-invasive cyberware (such as bionic locomotion or a machinator array) puts an even greater degree of stress on the body, giving them Strain 2.
Due to old age and/or generally shoddy construction, Poor cyberware increases it's Strain by 1. Good and Best cyberware, in comparison, are much more gentle on the body bearing them, and decrease their Strain by 1 (to a limit of 0). For every two pieces of Strain 0 cyberware in your body, increase the total amount of Strain on your character by 1.
Most characters have a Strain threshold equal to their Constitution + Willpower. Every point of Strain beyond your threshold becomes a level of fatigue that doesn't go away until you either remove the offending cyberware or increase your threshold. Before you ask, yes, too much Strain can result in your character slipping into a coma. Try not to let that happen, because who knows what your party members will try tearing out in order to make you wake up again.
Essence Damage
As an additional consequence to filling your body with cyberware, all of those metal parts make it harder to do magic. Cyberware harms the soul, and weighs you down when you're trying to do all of those wacky dance motions.
For every point of Strain they have, a spellcaster takes a -1k0 penalty to all focus power tests. That might not matter to you unless you're a spellcaster, but now you know why those old men in the pointy hats avoid cyberware like the plague.
As for how magical cyberware interacts with this rule, talk to your SM. Mithril and Wraithbone might not interfere with your spellcasting, but Necrodermis sure as hell will. Let it be your SM's headache to figure out, not mine.
Cyberpsychosis
The chant is in -- systematically replacing your body parts with machinery is a bad idea. You see, when you add too much plastic and metal to people, they begin to change in ways that aren't pretty. They start becoming alienated from normal folk, and begin emphasizing more with metal than meat. In later stages, they'll start shouting "The flesh is weak!" and murdering people at random. This phenomena is called Cyberpsychosis, and it usually ends with the victim being put out of everyone's misery. In game, Cyberpsychosis kicks in whenever your character goes to the body shop to buy a new upgrade.
For every point of Strain your character takes on, they gain 1d10 Insanity. Similar to Strain, the quality of your cyberware modifies how hard it screws you. With Poor quality cyberware, roll for Insanity twice and take the higher result. For cyberware that's Good or Best quality, roll twice and take the lower result. Unlike with Strain, though, the Insanity you gain from cyberware doesn't go anywhere when said 'ware is removed -- you're stuck with it. As such, it's recommended that you think twice before you go and bolt something onto yourself that you'll only end up regretting later.
NEW Assets and Hindrances!
Cyberware Tolerance [Asset]
Your body is capable of withstanding an abnormal degree of augmentation without rejection. Increase your Strain threshold by 2.
Cyberware Intolerance [Hindrance]
Just thinking about cyberware makes you queasy. Your Strain threshold is restricted to the lower of your Constitution or Willpower.
As it turns out, there really is a limit to how many metaly bits you can shove into your meaty bits. This limit is called Strain, and every piece of cyberware has a Strain rating attached to it. Your SM decides how much Strain the 'ware you want costs, but depending on the quality and level of invasiveness of the cyberware you're installing, it can have a Strain anywhere between 0 and 3.
Numbers-wise, lowly-invasive cyberware (such as an implanted chrono or MIU) interacts with the body on a superficial level, and starts at Strain 0. Mildly-invasive cyberware (such as cybernetic senses or a cyberarm) requires a deeper degree of integration with the body, giving them Strain 1. Highly-invasive cyberware (such as bionic locomotion or a machinator array) puts an even greater degree of stress on the body, giving them Strain 2.
Due to old age and/or generally shoddy construction, Poor cyberware increases it's Strain by 1. Good and Best cyberware, in comparison, are much more gentle on the body bearing them, and decrease their Strain by 1 (to a limit of 0). For every two pieces of Strain 0 cyberware in your body, increase the total amount of Strain on your character by 1.
Most characters have a Strain threshold equal to their Constitution + Willpower. Every point of Strain beyond your threshold becomes a level of fatigue that doesn't go away until you either remove the offending cyberware or increase your threshold. Before you ask, yes, too much Strain can result in your character slipping into a coma. Try not to let that happen, because who knows what your party members will try tearing out in order to make you wake up again.
Essence Damage
As an additional consequence to filling your body with cyberware, all of those metal parts make it harder to do magic. Cyberware harms the soul, and weighs you down when you're trying to do all of those wacky dance motions.
For every point of Strain they have, a spellcaster takes a -1k0 penalty to all focus power tests. That might not matter to you unless you're a spellcaster, but now you know why those old men in the pointy hats avoid cyberware like the plague.
As for how magical cyberware interacts with this rule, talk to your SM. Mithril and Wraithbone might not interfere with your spellcasting, but Necrodermis sure as hell will. Let it be your SM's headache to figure out, not mine.
Cyberpsychosis
The chant is in -- systematically replacing your body parts with machinery is a bad idea. You see, when you add too much plastic and metal to people, they begin to change in ways that aren't pretty. They start becoming alienated from normal folk, and begin emphasizing more with metal than meat. In later stages, they'll start shouting "The flesh is weak!" and murdering people at random. This phenomena is called Cyberpsychosis, and it usually ends with the victim being put out of everyone's misery. In game, Cyberpsychosis kicks in whenever your character goes to the body shop to buy a new upgrade.
For every point of Strain your character takes on, they gain 1d10 Insanity. Similar to Strain, the quality of your cyberware modifies how hard it screws you. With Poor quality cyberware, roll for Insanity twice and take the higher result. For cyberware that's Good or Best quality, roll twice and take the lower result. Unlike with Strain, though, the Insanity you gain from cyberware doesn't go anywhere when said 'ware is removed -- you're stuck with it. As such, it's recommended that you think twice before you go and bolt something onto yourself that you'll only end up regretting later.
NEW Assets and Hindrances!
Cyberware Tolerance [Asset]
Your body is capable of withstanding an abnormal degree of augmentation without rejection. Increase your Strain threshold by 2.
Cyberware Intolerance [Hindrance]
Just thinking about cyberware makes you queasy. Your Strain threshold is restricted to the lower of your Constitution or Willpower.