Mechanics


OVERVIEW

Quick reference of how selecting the Drakkhozhn species will affect your Character build.

STRENGTHS WEAKNESSES PERK QUIRK FREEBIES
Martial Gifts Dreaded Ectothermic Intimidate (Novice)
Sorcery Skills Natural Weapons (Novice)
+2 by Subspecies
SUBSPECIES FREEBIE 1 FREEBIE 2
DRAKKH Courage (Novice) Sorcery (Novice)
DRAK’KIRRAZH Enhanced Sight (Novice) Wings (Novice)
DRAK’KOHN Chameleon (Novice) Poison Attack (Novice)
DRAK’KUDORRH Natural Armor (Novice) Toughness (Novice)

STRENGTHS

MARTIAL

As a species born to fight from egg to grave, the Drakkhozhn are natural masters of the combat arts. Precise muscular timing, built-in weaponry, and a genetic memory which hands down generations of martial knowledge combine to form a fearsome natural combatant, equal parts wise and savage, confident and experienced.

SORCERY

The practice of Sorcery is said to have begun with the Drakkhozhn, though the Vasriel of Vanagar hotly contest this claim. Whether it’s true or not, the species shows prodigious natural talent in manipulating magic by means of Sorcery, and the art comes easily to those who apply themselves. While Khozhn-ah forbids the practice on other Drakkhozhn, strictures against other species are considerably less severe, and tend to apply on a basis of interrelationships and loyalties rather than specific political lines.

WEAKNESSES

GIFTS

Among many other things, the Drakkhozhn species is ancient. It has existed in its current form for an amount of time approaching geological epochs, and as a result the instance of variation and mutation amongst its individuals is extraordinarily rare.

SKILLS

While few would call the Drakkhozhn people unskilled, the simple truth is that for their greatest works, they have learned to rely on their strengths - and those strengths are martial force and sorcerous manipulation, and generations of memory and experience in both.

FREEBIES

SKILL: Diplomacy/Intimidate (Novice)

Given their reliance on mimicry and deception, the one skill they do rely on for survival is well-developed in them all from a very early age. Observing others can serve not only as a mechanism for replacing them, but also for finding others like them.

GIFT: Natural Weapons (Novice)

All Dölgöthros can shapeshift the entirety of their body for as long as they want.

SOURCE: Psychometry: Novice

All Dölgöthros can access Magic through their own minds, using Psychometry to cannibalize their own BODY points to replenish SPIRIT when their spellcasting has left them weak.

SCHOOL: Psyche School: Novice

Using magic to manipulate minds comes as naturally to the Dölgöthros as breathing, betrayal, and shapeshifting. They are born understanding how to manipulate others using magic, and often forego more traditional debate mechanisms in exchange for simply using Psyche magic to get their way.

PERK: Conspirator

Any time a Dölgöthros first enters a Settlement larger than a Hamlet, they can spend one day of downtime to attract the notice of a fellow Conspirator and request their aid. While the personality and ability of the individual to help the Character is in no way guaranteed, they will always be able to locate a local peer who can lend them at least some kind of aid.

QUIRK: Vile Blood

The unusual physiological makeup of the Dölgöthros means that they need to emulate the type of bleeding of their host species for most nicks and scratches, but for serious wounds, their actual physiology can be revealed, exposing the white, sticky blood which is the telltale sign of the Dölgöthros.

  • BONUS: Character is immune to the [BLEED] condition.
  • COST: Any time the Character would have been inflicted with the [BLEED[] condition, they instead bleed thick, syrupy white goo.