Quetzal

 

Species Name: Quetzal, Snake People

Quetzal are a race of exotic humanoids with serpentine characteristics.

Type: Humanoid

Physical Traits: Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. A Quetzal’s flesh is made up of fine scales that from a distance of even a few feet look just like particularly smooth skin. These scales are usually a single dark colour, although some of them have complex patterns like stripes or even spirals, often of a light green, which are sometimes arrayed in patterns not unlike those of a serpent. A Quetzal’s tongue is forked like a serpent’s tongue, and its eyes lack visible pupils.

Height: 5-6 ft

Weight: 100-250 lbs

Abilities: Quetzal have poisonous blood which can can kill a human size lifeform in 30 minutes unless they save vs lethal poison in which case they only lose half their HPs. They also have naturally strong immune systems and are immune to all poisons and venoms. Quetzal can also spit a non lethal toxin which puts victims to sleep; initial effect staggering for D4 rounds; then unconsciousness for D6 minutes. Quetzals can see twice as far as humans in conditions of dim light.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 +1, WIS: 3D6 +1, STR: 3D6, DEX: 3D6, CON: 3D6 -2, CHA: 3D6 +2, MR: 3D6, HPs: CON +D10

Orbit/Climate: See Earth

Feeding Habits: Carnivore, feasting mainly on rats, worms, and other vermin.

Lifespan: 160 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people.  Although legends abound that the merest touch from a Quetzal can slay a mortal humanoid, these tales are patently false. A Quetzal’s skin is no more poisonous than that of any human, but it is true that their blood, spit, and other bodily fluids can be dangerous. Quetzals are skilled in using their own spittle or even their blood to envenom their weapons, and those who fight them should be wary of exposure to the Quetzal’s poison.

Within their own culture, Quetzal keep to themselves; each lives alone rather than sharing a living space with others of its kind, seeking to amass as much knowledge and capability as possible in its lifetime. They avoid emotional attachments to other creatures, including their own offspring. Males and females pair only for the purpose of mating, and then separate to pursue individual interests. Likewise, they form no bonds with the animals or slaves they keep, viewing such creatures as tools or commodities. Quetzal value sensual experiences and intellectual challenges. They delight in taking that which they desire, and often challenge one another to duels or gamble their prized slaves through deadly games as a form of entertainment.

Government: Monarchy

Population: 180,000

 

 

Creating a Quetzal character

Step 1: Attributes
Roll attributes as normal but WIS is +1, DEX and CHA is +2, and CON is -2. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +10, +10 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Quetzal gain all the following free;

Low Light Vision - See in dim or star light as if it were normal light.

Poison Blood - The character's blood is a lethal poison which can kill a human size lifeform in 30 minutes unless save vs lethal poison in which case they only lose half their HPs. –1 minute per level. One minute is the minimum it can drop to. The poison can be coated onto weapons, lasting for 1 hour per CON. As a result he gains +2 to save vs all poisons and venoms.

Additionally Quetzal start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Natural Chameleon 5 Using this ability the Quetzalcan blend into and render himself nearly invisible in swamp terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Quetzal's extensive experience and training in swamps and marshes they gain +1 to any physical, combat and survival rolls made while within that environment.
Reduced Sleep 10 The character needs one hour less normal sleep per 5 CON.
Sleep Spit 5 Quetzal can spit a non lethal toxin which puts victims to sleep; initial effect staggering for D4 rounds; then unconsciousness for 1 minute per CON.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
Snake Empathy 5 Quetzal can establish telepathic communication with any normal or giant snake within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

True Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Will 5 This ability gives the character +1 per 5 WIS to save vs any Possession, Mind Control, Paralysis, Sleep and Charm based attacks. 
Step 5: Classes
Any but Shaman is the favoured mage class.

 

 

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