Kosavran: Difference between revisions
Nathan Heard (talk | contribs) (Created page with "[back to Supereon One] ''(KOH-seh-vrahn)'' Some scholars believe the Kosavran were once Dwellvur who adapted to the shrinking waters and found themselves moving further and further onto dry land. In the millenia since, they have developed into a myriad of different forms: some with bright, colorful feathers, and others with thick scaly hides. All are Kosavran and all display the hearty, self-reliant nature of their kind in one form or another. === '...") |
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Revision as of 18:04, 23 January 2024
(KOH-seh-vrahn)
Some scholars believe the Kosavran were once Dwellvur who adapted to the shrinking waters and found themselves moving further and further onto dry land. In the millenia since, they have developed into a myriad of different forms: some with bright, colorful feathers, and others with thick scaly hides. All are Kosavran and all display the hearty, self-reliant nature of their kind in one form or another.
Kosavran Culture
Kosavran culture is generally quite insular, and Kosavran often congregate with others of their own sublineage, or at least with other Kosavran that share their dietary habits. These communities often specialize in perfecting unique crafted goods. Other groups may specialize in shepherding their land with great care, hunting with keen efficiency, or guiding travelers through dangerous territory.
Ceravrans and Ornithovrans are the least insular of the Kosavran sublineages, and many Kosavran communities have these two sublineages among them even if the majority of the population is of a different sublineage.
Kosavran Traits
Height: Widely variable but 4'10"-7'5" on average
Weight: 70 - 500 lbs
Size: Small or Medium (your choice)
Base Speed: 20 ft
Lifespan: Kosavran lifespans can vary greatly, but most reach maturity at close to 20 years of age and live roughly 150 to 200 years.
Kosavran Features
Kosavran Starting Features
At level 1, you gain the following features as a Kosavran.
| Feature | Description |
|---|---|
| Thick-Skinned | Gain Resist Physical 1. |
| Sublineage | To define what kind of Kosavran you are, choose a sublineage (each described below): Brontovran, Carnovran, Ceravran, Ornithovran, Pterovran, Saurovran, or Tyranovran. |
Brontovran
Prerequisite: Medium size.
Brontovrans stand far taller than the average Kosavran, their heads perched atop long necks that render them nearly 10 ft tall. Brontovrans are herbivorous and hold the natural cycle of life in high regard. They bury their dead in shallow, unprotected graves so that their decomposing bodies might give back to the earth that sustains them.
| Feature | Description |
|---|---|
| Keen | Gain +4 in one of the following skills: Appraising, Intuiting, Nature, or Perceiving. |
| Eye in the Sky | While conscious, if you would be Partially Surprised, ignore the condition; if you would be Totally Surprised, treat it as Partially Surprised instead. |
Carnovran
Ranging from Halfling-sized to Human-sized, Carnovrans are known to be skilled hunters capable of taking down game much larger than any individual Carnovran. They have sharp claws on both their hands and feet and maws of razor-sharp teeth, both of which lend to their primarily carnivorous diet. A gang of Carnovrans can be a brutally effective mercenary group.
| Feature | Description |
|---|---|
| Hunter | Gain +4 in one of the following skills: Foraging, Perceiving, Sneaking, or Tracking. |
| Offensive Rush | Once per turn, when you spend 1 AP to move closer to a hostile creature, you may increase your speed by 10ft. |
Ceravran
Ceravrans have wide, shieldlike skull protrusions and have one or more horns above their snout and eyes or along their skull shield. They are commonly known as the most spiritually inclined of the Kosavran, and many early mystics come from their ranks. Ceravran are also the least naturally insular of the Kosavran, and many Kosavran settlements will have one or two Ceravrans among them even if the majority of the population is that of another sublineage.
| Feature | Description |
|---|---|
| Mystic | Gain +4 in one of the following skills: Empathy, Intuiting, Medicine*, or Religion [choose one]. |
| Cranial Shield | Your mental defenses increase by +1 each. |
Ornithovran
The most populous of the Kosavran are the Ornithovrans. Ornithovrans most closely resemble humans in mannerisms and behavior: some can be tremendously self-sacrificial, others incredibly cruel and selfish, and most fall in the vast spectrum between extremes. Ornithovrans have omnivorous diets but generally prefer vegetables over meat. Some ornithovrans have hardened skulls or long, hollow crests that they can use to trumpet their presence. Many are excellent shallow-water swimmers.
| Feature | Description |
|---|---|
| Survivalist | Gain +4 in one of the following skills: Distance Running, Foraging, Forced March, or Sheltering. |
| Shallows Swimmer | You have a swim speed equal to your walking speed. You can hold your breath for 30 seconds longer than you otherwise could. |
Pterovran
Pterovrans are usually on the smaller, lighter side of the Kosavran spectrum of size. They have narrow, crested features and have batlike wings that sprout from below their shoulders. They are usually nomadic, roosting in cliffside caves for a week or a season before gliding on to new locales.
| Feature | Description |
|---|---|
| Migratory | Gain +4 in one of the following skills: Foraging, Geography, Navigating*, or Perceiving. |
| Buffer Fall | When falling, you can slow the descent and angle of your fall. For every 30 ft that you fall, you take 1d4 falling damage. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally. |
Saurovran
Prerequisite: Medium size.
Saurovrans are widely regarded as risk-averse. They settle in areas that have few predators and an abundance of food, and when either of these conditions are no longer met, they will move on in search of new territory. In addition to their cautious nature, all Saurovrans are naturally adapted to be quite tough. They all have some form of armored shells or plating and their tails make deadly weapons thanks to the club or spikes on the tip.
| Feature | Description |
|---|---|
| Thick-Skinned | Gain +4 in one of the following skills: Forced March, Intuiting, Perceiving, or Sheltering. |
| Sublineage | You have a natural weapon, your tail. It costs 3 AP for you to make an attack with your tail. Your tail has a reach of 5ft, uses STR or DEX (your choice), and deals 1d4 damage on a hit. On a crit with your tail, a creature also falls Prone if it is no more than two sizes larger than you (as determined by Grappling sizes).
Choose whether your tail does blunt or sharp damage. This choice is permanent. |
Tyranovran
Prerequisite: Medium size.
Saurovrans are widely regarded as risk-averse. They settle in areas that have few predators and an abundance of food, and when either of these conditions are no longer met, they will move on in search of new territory. In addition to their cautious nature, all Saurovrans are naturally adapted to be quite tough. They all have some form of armored shells or plating and their tails make deadly weapons thanks to the club or spikes on the tip.
| Feature | Description |
|---|---|
| Brute Force | Gain +4 in one of the following skills: Applied Force, Intimidating, Menacing, or Sprinting. |
| Tyrant Bite | You have a natural weapon, your bite. It costs 3 AP for you to make an attack with your bite. Your bite has a reach of 5ft, uses STR or DEX (your choice), and deals 1d6 sharp damage on a hit. |
All Kosavran Features
At level 1, and again at levels 5, 10, 15, 20, 25, and 29, choose one option from the list below.
| Feature | PreReq | Description |
|---|---|---|
| Antennae | Gain +2 to AWR checks. | |
| Biologically Immortal | Your expected lifespan triples. | |
| Crab Claw | Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls. | |
| Crab Claw II | Crab Claw | When you hit with your crab claw, you may spend 1 AP to automatically Grapple the creature as well. |
| Carcinization | Level 29 | You lose all of your previously selected post-Level-1 Dwellvur features and gain Crab Claw, Crab Claw II, Pincer, Hard Shell, Hard Shell II and Many Limbed II. You gain +5 ft of movement speed as long as you move in a straight line, if you move in any direction other than a straight line, you lose this movement speed until the start of your next turn. |
| Deep-Dwelling | You ignore the negative effects of high pressure from deep water. You also have Darkvision 30ft while underwater. | |
| Hard Shell | Incompatible: Soft Shell | Gain +1 to your AR. |
| Hard Shell II | Hard Shell | Gain an additional +2 AR. |
| Many-Limbed II | Many-Limbed, Level 10 | You can hold three hands’ worth of items at once. |
| Natural Camouflage | While underwater, Concealed, and not actively moving, you gain +3 on skill checks to remain hidden. | |
| Natural Camouflage II | Natural Camouflage | While underwater and not actively moving, you gain your Natural Camouflage bonus. |
| Natural Camouflage III | Natural Camouflage II | While underwater, you gain your Natural Camouflage bonus. |
| Pincer | Grappled targets suffer a -4 penalty on their attempts to escape the grapple. | |
| Reef Hunter | Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
| |
| Regeneration | Any lost arm or leg regrows after 1d4 months. | |
| Regeneration II | Regeneration | Any lost arm or leg regrows after 1 month. |
| Shell-Worker | Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
| |
| Slippery | Soft Shell | While underwater, creatures that make reactive attacks against you are Sickened when making such attacks. |
| Slippery II | Slippery | You can use your Slippery feature even when you are not underwater. |
| Soft Shell | Incompatible: Hard Shell | You gain +10 feet of swim speed. |
| Spiny Shell | Hard Shell | When a creature that is grappling you or grappled by you starts its turn, make an END attack vs its FORT. If you hit, it takes 2 (1d4) sharp damage. |
| Sure Footing | Many-Limbed | Dwellvur cannot lose footing or fall on any slopes or angles less than 45 degrees steep, and as long as a Dwellvur is within 5ft of a ledge or foothold, they cannot fall. This does not count as climb speed. |
| Withdraw | Hard Shell | You can spend 1 AP to withdraw into your shell, gaining DT 10 until you spend another AP to return. While withdrawn into your shell, you cannot take any other actions. |