KazarimCorps, Part 5 (Species: The Preserved and Zmey)

The Preserved

The Awakening of the God-World severely damaged the metaphysical reality of Jeruntam, which was further wounded by the destruction of the planet’s star and several of its moons. This, and the presence of Unjunkel’s planet-sized body, has warped magic in strange and horrific ways. One side effect of this are the Preserved: a small number of mortals who die within the influence of the Glow linger within the shells of their bodies instead of moving on to whatever afterlife awaits them. While not fully undead, the Preserved are not really living either, and have traits of both their original type and the undead type. Most of the time, such unfortunate souls lose much of their knowledge and memories, with only bits and pieces returning to them in daydreams or flashes of insight. Only the strongest wills maintain their personality and full abilities when they transition to being among the Preserved, and these people are much more likely to become true undead instead. So far, only kaevolians and noktor have returned as the Preserved. It isn’t known whether something about the physiology or spiritual identity of these two species allows this, or if there is some other reason. Kosha are certainly immune, due to their constructed nature.

The vast majority of the Preserved experience their first death through starvation or radiation exposure while in an area of increased or wild magic. From then on, they typically live on the fringes of other communities, or in small enclaves of their own kind (especially on starships). The transformation into one of the Preserved causes the creature’s skin to turn grey and their hair to turn charcoal grey or bone white. They exude a dusty, stale smell, like old paper. Any fat recedes from their bodies, giving them a gaunt look, and their eyes turn red or orange. Their teeth fall out and they regrow dozens of fine, needle-like fangs. While the Preserved do not require sustenance to physically survive (nor air, nor water), they do crave these things, especially meat (although they can eat anything they could eat before). Sustained hunger can cause psychological problems for the Preserved, making them irritable at best, and (if rumors are to be believed), driving them to become fully undead monsters, a kind of ghoul.

Most of the other species dislike the Preserved, although generally they are left alone. A few of the space stations of the 37 Constellations ban them outright, but most just keep a careful eye on them, ushering them along as needed.

The Preserved are often mechanics, mystics, technomancers, and solarians. Most follow Bodda Am or the mysterious Eater of Words.

ABILITY ADJUSTMENTS

+2 Dexterity, +2 Wisdom, -2 Constitution. The Preserved are almost supernaturally quick, and their transformation enhances their senses. However, their bodies—while supernatural fortified in some respects—lose much of their mass and vitality.

HIT POINTS

5

SIZE AND TYPE

The Preserved are Medium humanoids. They have their original subtype (human or noktor), as well as the dhampir subtype.

SPEED

The Preserved have a Base Speed of 30 feet.

SENSES

Darkvision 60 feet. They also have blindsense (life) 30 feet.

DEAD-LOGGED

For effects targeting creatures by type, the Preserved count as both humanoids and undead (whichever effect is worse). Any effect that the undead type normally grants immunity to, the Preserved instead gain a +2 racial bonus to saving throws against that effect. They also gain DR 5 against non-lethal damage.

Their partially dead bodies benefit very little from magical healing: they always heal the minimum amount (no rolling) from a positive or negative energy healing effect. However, they take a -2 penalty to saving throws against damaging positive or negative energy effects, and take +1 damage per die. They are always considered targets if they are within the area of effect of positive/negative energy, whether it is for healing or damage. However, once per day when regaining hit points through natural healing and resting for 8 hours, the Preserved regain all lost hit points in addition to lost stamina points.

A raise dead spell or regeneration table restores a dead member of the Preserved to the half-life of a Preserved, not to their original species, and they are immune to reincarnation.

The Preserved are slightly resistant to ability damage and ability drain to their physical ability scores (Strength, Dexterity, Constitution), ignoring the first point of damage from each source. The also ignore the penalties accrued by negative levels, and any negative levels they receive are automatically removed after 24 hours. However, negative levels in excess of their character level can still kill them.

The Preserved do not need to sleep (although they still must rest to regain spells or other daily use abilities as normal), do not need to eat or drink (although they can, and generally like to do so), and do not breathe or suffer the normal environmental effects of being in a vacuum. (Ex)

LINGERING IDENTITY

The Preserved retain one of their original species’ traits. For example, a kaevolian Preserved could choose one from Bonus Feat, Bonus Trait, or Skilled; whereas a noktoran Preserved could select Fighting the Last War, Heavy Worlder, or Resolute. (Ex)

LOST LIFE

While resistant to mind-affecting effects, the Preserved suffer more from those that overcome the character’s resistance. All such effects are treated as if their effective caster level was 4 levels higher for purposes of duration.

In addition, their connection to death and the general distaste that other creatures have for them imposes a -2 racial penalty on Charisma-linked skills against creatures other than other Preserved or undead. However, they become immune to This penalty increases with time, adding a further -2 at 8th and 16th level.

At 12th level, the Preserved become immune to fear and the nauseated condition.

STARTING LANGUAGES

Kaevolian, Noktoran.


Zmey

The zmey are the second of Jeruntam’s native sentient species, and are intelligent, humanoid dragons. Unlike true dragons, zmey only have armored scales covering vital areas: chest, back, neck, loins, forehead. A thick, leathery skin covers the rest of their bodies. These vary in color, but can include white, black, gray, blue, green, gold, red, or any combination of these. A zmey’s head looks like a cross between a crocodile and an iguana, with a mouth full of scything teeth. Some have horns, spikes, or ridges across their heads and back. The hands of the zmey have three fingers and a thumb on both sides of the hand. A special joint in these thumbs allows the zmey to make one or both of them rigid, acting like a finger. Their hind legs have three toes and a functional dewclaw. Like most other dragons, zmey have long tails, in some cases equal in length to the rest of their body or longer.

The eyes of the zmey are unsettling—each eye has two irises and two pupils. They do not need to blink, as they have a transparent membrane that protects against irritants. Their eyes are usually red, but sometimes gold, green, or coppery-brown variations occur. They do not have hair, although some zmey develop tendrils of skin around their jaws that resembles a beard.

Although zmey appear to lack gender to non-dragons, they are in fact intersex, possessing both male and female reproductive organs.

Most of the the zmey in the Glow are the descendants of refugees who fled Jeruntam after the war with the Stone Spider and the subsequent Awakening of the God-World, rescued along with the noktor by the remnants of the kaevolian fleet. Many serve as pilots and marines for the Soman League, or as mercenaries for the ventures. They are often solarians, soldiers, and mystics.

Zmey tend to follow Bodda Am, although some follow the Lost Father. A few maddened, barbaric tribes of zmey still live on the planet’s surface, however. These followers of Unjunkel or the Stone Spider have suffered hideous mutations and have as many insectoid features as draconic ones.

ABILITY ADJUSTMENTS

+2 Constitution, +2 Charisma, -2 Wisdom. Zmey are dragons, and as such are both hardy and exhibit an overabundance of personality. However, they often consider themselves superior to others, and this overconfidence can get them into trouble.

HIT POINTS

6

SIZE AND TYPE

Although generally humanoid in appearance, zmey are Medium dragons. Unlike most dragons, zmey do not have racial hit dice, and instead gain HD through class levels.

SPEED

Normal Speed: Zmey have a Base Speed of 30 feet.

SENSES

Darkvision 60 feet, low-light vision.

DRAGON KNOWLEDGE

Zmey receive a +2 racial bonus to Engineering and Mysticism skill checks. (Ex)

In addition, zmey with Charisma scores of at least 11 gain their choice of one of the following spell-like abilities, usable once per day: command, fear (effective spell level equal to character level/5, minimum 1st), wisp ally, or telepathic message. The caster level is equal to the zmey’s character level. (Sp)

DRAGON’S BREATH

Once per day as a standard action, a zmey can use a breath weapon similar to a true dragon. This breath weapon can either deal damage or cause a special effect. The parameters of the breath weapon are selected at first level, and cannot be changed afterward. Zmey are immune to the damage or special effect of their own breath weapon, but not the breath weapons of other zmey (even if they share an effect or damage type). (Su)

Shape

The first parameter to choose is whether the breath weapon affects a 30-foot line or a 15-foot cone.

Effect

If selecting a damaging breath weapon, choose one of the following damage types: acid, cold, electricity, fire, or negative energy. The damage dealt is 2d6 points, +2 points/level. A Reflex save (DC 10 + 1/2 character level + Constitution modifier) halves the damage.

If a special effect is selected instead, the character can choose from the following types: blindness, confusion, fatigue, sickened, or staggered. A Fortitude save negates the effect (DC 10 + 1/2 character level + Constitution modifier). All effects last 1 round, +1 round/2 levels.

DRACONIC HERITAGE

Zmey are always considered armed with a bite attack that deals 1d6 lethal damage, and the attack doesn’t count as archaic. Zmey gain a unique weapon specialization with their bite attack at 3rd level, allowing them to add 1.5x their character level to their damage rolls for their bite (instead of just adding their character level, as usual).

They also gain a +2 racial bonus to KAC.

Like true dragons, they can consume nearly anything for sustenance, as long as they can survive eating it, though they prefer meat. They are immune to magic sleep and paralysis effects.

Although they have tails, armor in the Glow designed for their use is common enough not to require more credits.

DRACONIC RESILIENCE

Zmey gain resistance of 5 against the energy type of their breath weapon, or if their breath weapon is a special effect, a +4 racial bonus against that kind of effect. In addition, whenever they are subject to healing, they heal an additional number of hit points equal to their Charisma modifier (this includes natural healing through rest). This ability has no effect on ability damage or ability drain. (Ex)

STARTING LANGUAGES

Kaevolian, Draconic

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KazarimCorps, Part 4 (Species: Kosha and Noktor)