Zungari

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Snouted, snub-nosed, and fanged, the zungari can be found in most systems. Zungari are small, ranging between four-and-a-half and five-and-a-half feet in height when they stand straight up, but they spend most of their lives crouched over. Their arms are long and strong, with very little suggestion of the wings they claimed to once bear. Zungari often move about on both arms and legs, in bounding near-simian leaps using their much longer and stronger arms nearly as pole vaults. Their preferred movement is to brachiate, holding onto hand-holds and swinging from one to the other; they are also comfortable upside down. Fortunately, their toes are just as prehensile as their fingers, allowing them easy manipulation of tools and even weapons. Zungari fur colors ranges from pale white-blonde to deepest black, with all manner of color ranges through the grey, blonde, brown, black, and reddish spectrums. Their eyes are small and beady, set far back in their faces, and glistening black, with a set of large ears atop their heads.

Like other gari, zungari do not have their own culture, and instead have blended into other cultures. Despite this, though, there is a sort of folklore that they maintain, telling stories of the Makers who supposedly created them and enslaved them. According to their tales, the zungari overthrew and slew the Makers ages ago. Most zungari are taught to hate the relics and ruins of the Makers, which has developed into an antagonism with amagari.

Zungari in the Ravimarga

x

  • Baharis: x
  • The Golden Sun: x
  • The Blood Sun: x
  • The Frost Sun: x
  • The Dragon Sun: x

Zungari Traits

Zungari Racial Benefit
2d6 Roll Benefit
2 Fangs and Talons
3 Focus: Communication (Deception)
4 +1 Communication
5 Focus: Accuracy (Brawling)
6 Focus: Strength (Jumping)
7 +1 Dexterity
8 Focus: Dexterity (Acrobatics)
9 Focus: Perception (Hearing)
10 +1 Fighting
11 Focus: Dexterity (Legedermain)
12 Vestigial Wings

If you choose to play a Zungari, modify your character as follows:

  • Add 1 to your Accuracy Ability.
  • Pick one of the following Ability Focuses: Dexterity (Stealth) or Strength (Climbing).
  • Your Speed is equal to 14 + Dexterity (minus armor penalty if applicable). You also have a Climb Speed of 10 + Dexterity (minus armor penalty if applicable). You use the Strength (Climbing) Focus as though it were the Stamina (Running) Focus for the purpose of your movement while climbing.
  • Multi-Limbed: Zungari can use all four of their limbs as either arms or legs, providing quick movement and the use of all four limbs for manipulating the world around them. You may attack with weapons held in any of your limbs normally, and the Dual Weapon Talent is available to all zungari regardless of class.
  • Echolocation: Zungari can make their way around their environments in perfect darkness or when otherwise blind, due to a clicking echolocation that is natural to them. Soft bodies absorb more of this sound than do hard terrain, so all creatures save those with very hard exteriors (heavily armored foes or Dronigmar, for example) are assumed to be harder to perceive, inflicting a -1 penalty to an echolocation-using zungari to attack them. (This penalty is negated if you have the Perception (Hearing) Focus.)
  • Roll once on the Zungari Racial Benefits chart. These reflect inborn traits and natural tendencies in your folk, rather than anything you were trained or raised to.

Zungari Benefits

Roll once on the Zungari Racial Benefits table for additional benefits. Re-roll if you end up with the same result.

  • +1 Ability: Increase the indicated Ability by +1.
  • Focus: Gain the indicated Ability Focus.
  • Vestigial Wings: Though they cannot be used for flight, your wings can dramatically reduce damage taken during a fall, and can even provide some measure of forward movement in the form of a glide. You can subtract a number of dice of damage from any fallen damage equal to your Dexterity (min 1). For every such die removed, you can also propel yourself 10' away from your original starting point.
    • Example: Krasyk finds himself on the edge of a catwalk, with enemies in pursuit. Gauging the distance, he vaults over it, snapping his wings out to glide. He is fifty feet up, with a Dexterity of 3. This allows him to negate three of the dice of damage (reducing it from 4d6 to a mere 1d6), as well as glide outward up to 30 feet before coming to a landing. This puts him across the factory and into the shadows of the machinery with only a slight scrape.
  • Fangs and Talons: Your natural weapons are a good deal more pronounced than most zungari. You can use them as an Accuracy (Brawling) weapon, inflicting 1d6 damage.