Difference between revisions of "Kulgeris"

From NsdWiki
Jump to: navigation, search
m
Line 1: Line 1:
The '''kulgeris''' (singular: ''kulgeri'', adjectival ''kulgeric'') are a brutish race of reptilian humanoids.
+
The '''kulgeris''' (singular: ''kulgeri'', adjectival ''kulgeric'') are a brutish race of reptilian humanoids. They can survive quite happily in any environment: desert, tundra, jungle, swamp, plains, and forest. They're strong, tough, and straightforward. It's said that [[Traldiv]] ''the Dagger in the Night'' was responsible for their creation. Most kulgeris don't seem to care either way.  
  
 
{{contextHeader|Physiology}}
 
{{contextHeader|Physiology}}
Kulgeris are ectothermic; they regulate their body temperature via environmental means.
+
Kulgeris are ectothermic; they regulate their body temperature via environmental means. They're also pretty big creatures. Females often grow to be larger than males, usually between 7′6ʺ and 8′6ʺ, males between 7′ and 8′. Kulgeris are covered in tough hide, thick scales, and beefy muscles; they weigh in excess of 300 pounds.
  
 
{{section|Appearance|}}
 
{{section|Appearance|}}
Line 27: Line 27:
  
 
{{contextHeader|Powers}}
 
{{contextHeader|Powers}}
* '''Cold Blood''': A kulgeri's ectothermy grants the ability to operate in extreme temperatures. They can resist hypothermia and hyperthermia much easier than weak, soft-skinned races. They receive a +8 to [[Stamina]] checks dealing with hot or cold temperature. The downside is that kulgeris suffer reduced speed, taking −2 to Dodge, Gymnastics, and Thievery in such temperatures, but stave off that pesky [[Knockout]].
+
* '''Big Deal''': Kulgeris are taller and heavier than most races. Adults are considered [[Size]] 1.
 +
* '''Cold Blood''': A kulgeri's ectothermy grants the ability to operate in extreme temperatures. They can resist hypothermia and hyperthermia much easier than weak, soft-skinned races. They receive a +8 to [[Stamina]] checks dealing with hot or cold temperature. The downside is that kulgeris suffer reduced mobility, taking −2 to Dodge, Dash, Gymnastics, and Thievery in such temperatures, but stave off that pesky [[Knockout]].
 
* '''With Teeth''': Kulgeris have sharp, pointy chompers. A bite attack causes 2 Harm, takes 3AP, and uses the Hand-to-hand skill.
 
* '''With Teeth''': Kulgeris have sharp, pointy chompers. A bite attack causes 2 Harm, takes 3AP, and uses the Hand-to-hand skill.
* '''Germ Warfare''': Kulgeris harbor extremely virulent bacteria in their mouths and digestive tracts. This confers two benefits. First, kulgeris receive +4 to [[Vitality]] to resist bacterial infection. Second, in addition to the obvious primary damage from a kulgeri bite, bite wounds left properly untreated will become horribly infected. Victims could face gangrene, amputation, and even death (kulgeris themselves are immune to bacterial infection from a kulgeri bite).
+
* '''Germ Warfare''': Kulgeris harbor extremely virulent bacteria in their mouths and digestive tracts. This confers two benefits. First, kulgeris receive +4 to [[Vitality]] to resist bacterial infection. Second, in addition to the obvious primary damage from a kulgeri bite, bite wounds without proper treatment will become horribly infected (treat as a Level 3 Disease as detailed in the [[Book:Life and Death|Life and Death chapter]]). Victims could face gangrene, amputation, and even death (kulgeris themselves are immune to bacterial infection from a kulgeri bite).
* '''Tip the Scales''': The hide of a kulgeri sports tough scales, granting an innate +2 armor score. This applies whether the character is wearing armor or not.
+
* '''Tip the Scales''': The hide of a kulgeri sports tough scales, granting an innate +2 to [[Guard]].
 
* '''Stalker''': Kulgeric cold blood allows them to all but halt their metabolism. This grants a +2 to [[Stealth]] when hiding or sneaking.
 
* '''Stalker''': Kulgeric cold blood allows them to all but halt their metabolism. This grants a +2 to [[Stealth]] when hiding or sneaking.
  

Revision as of 21:06, 7 April 2015

The kulgeris (singular: kulgeri, adjectival kulgeric) are a brutish race of reptilian humanoids. They can survive quite happily in any environment: desert, tundra, jungle, swamp, plains, and forest. They're strong, tough, and straightforward. It's said that Traldiv the Dagger in the Night was responsible for their creation. Most kulgeris don't seem to care either way.

Physiology

Kulgeris are ectothermic; they regulate their body temperature via environmental means. They're also pretty big creatures. Females often grow to be larger than males, usually between 7′6ʺ and 8′6ʺ, males between 7′ and 8′. Kulgeris are covered in tough hide, thick scales, and beefy muscles; they weigh in excess of 300 pounds.

Appearance

Personality

Habitat

Society

Language

Relations

Occupations

Motivations

Max Caps

Powers

  • Big Deal: Kulgeris are taller and heavier than most races. Adults are considered Size 1.
  • Cold Blood: A kulgeri's ectothermy grants the ability to operate in extreme temperatures. They can resist hypothermia and hyperthermia much easier than weak, soft-skinned races. They receive a +8 to Stamina checks dealing with hot or cold temperature. The downside is that kulgeris suffer reduced mobility, taking −2 to Dodge, Dash, Gymnastics, and Thievery in such temperatures, but stave off that pesky Knockout.
  • With Teeth: Kulgeris have sharp, pointy chompers. A bite attack causes 2 Harm, takes 3AP, and uses the Hand-to-hand skill.
  • Germ Warfare: Kulgeris harbor extremely virulent bacteria in their mouths and digestive tracts. This confers two benefits. First, kulgeris receive +4 to Vitality to resist bacterial infection. Second, in addition to the obvious primary damage from a kulgeri bite, bite wounds without proper treatment will become horribly infected (treat as a Level 3 Disease as detailed in the Life and Death chapter). Victims could face gangrene, amputation, and even death (kulgeris themselves are immune to bacterial infection from a kulgeri bite).
  • Tip the Scales: The hide of a kulgeri sports tough scales, granting an innate +2 to Guard.
  • Stalker: Kulgeric cold blood allows them to all but halt their metabolism. This grants a +2 to Stealth when hiding or sneaking.