Post by Eshmon on Aug 12, 2010 7:38:08 GMT -5
Technology level: poor flight technology, irraticly advancing technology due to scavanging, constantly advancing weaponry, and sensory technology.
Skill Bonuses: CON+4, STR+4, WIS-1, CHA+1
Intimidate+9, technical-7, magic-14
Feat:
Breath of Grok'armok- RR/3 -Sends a cone of elemental magic three yards in the direction the character is facing
Natural Armor B- RR/0 -Natural protection again, slashing, and cutting damage.
Magical Resistance- RR/0 -When faced with a magical attack you're 50% more likely to resist it.
Appearance: Large retilian like creatures, short, thick necks, diamond shaped heads, thick powerful limbs, slightly elongated bodies, powerful semi-prehencile tails. Their skin is made of a thick scalie hide which makes them immune to most slashing or cutting attacks. Their spines posses strangly shaped vertibrae which allow them to switch from quadrapedal to bipedal movment effectivly. Each variant of this race posses their own, skin tone, body build, some even specialized organs or apendages.
Culture: They have little culture of their own, they beleive that their god Grak'armok, a large dragon like being bled apon the land surounding a sacred spring on their true homeworld, as his blood met the water it created life. The Gar'nor where not the first to emerge from the spring but they where the first to drink from it at the time of its strength and where blessed with stength themeselves.
Even in space they still remain almost tribal in nature. Each ship is a clan, and so the ships name is the clans name. A group of ships may be one clan but each ship will have a suffix to distinguish it from the rest. Those without a clan are known as the 'Var'ga', and are no able to receive any title as a warrior, or mate for that matter.
They've learned to lower their prideful regard to their clan names and as such blood fueds spark and flicker out less frequently as they did during their transition into civilized life. A clan name is carried like a title, to warrent loosing that one must commit a greavous offence towards the clan as a whole.
History: The world they call their homeworld is nothing of the sort. The Gar'nor are a subspecies of a much older much stronger race that was suddenly blinked from existence. Their children (The gar'nor) lived on a makeshift homeworld until discovered by the rest of the known galaxy. Taking the first portunity given, the gar'nor downed incoming spacecraft, and cobbled together a means of leaving. Once spaceborn they where met with the consiquences to their actions, the insueing battles gave a glimpse into the shear brutality and raw animal nature of these beings.
As of now they serve mainly as mercinaries, giving little thought to anything but their next paycheck or their next meal. They seem to have inate physical prowess, it's been theorised that they are a branch of their founding race bred for pysical activity, there true perpose is as of yet still undiscovered.
Skill Bonuses: CON+4, STR+4, WIS-1, CHA+1
Intimidate+9, technical-7, magic-14
Feat:
Breath of Grok'armok- RR/3 -Sends a cone of elemental magic three yards in the direction the character is facing
Natural Armor B- RR/0 -Natural protection again, slashing, and cutting damage.
Magical Resistance- RR/0 -When faced with a magical attack you're 50% more likely to resist it.
Appearance: Large retilian like creatures, short, thick necks, diamond shaped heads, thick powerful limbs, slightly elongated bodies, powerful semi-prehencile tails. Their skin is made of a thick scalie hide which makes them immune to most slashing or cutting attacks. Their spines posses strangly shaped vertibrae which allow them to switch from quadrapedal to bipedal movment effectivly. Each variant of this race posses their own, skin tone, body build, some even specialized organs or apendages.
Culture: They have little culture of their own, they beleive that their god Grak'armok, a large dragon like being bled apon the land surounding a sacred spring on their true homeworld, as his blood met the water it created life. The Gar'nor where not the first to emerge from the spring but they where the first to drink from it at the time of its strength and where blessed with stength themeselves.
Even in space they still remain almost tribal in nature. Each ship is a clan, and so the ships name is the clans name. A group of ships may be one clan but each ship will have a suffix to distinguish it from the rest. Those without a clan are known as the 'Var'ga', and are no able to receive any title as a warrior, or mate for that matter.
They've learned to lower their prideful regard to their clan names and as such blood fueds spark and flicker out less frequently as they did during their transition into civilized life. A clan name is carried like a title, to warrent loosing that one must commit a greavous offence towards the clan as a whole.
History: The world they call their homeworld is nothing of the sort. The Gar'nor are a subspecies of a much older much stronger race that was suddenly blinked from existence. Their children (The gar'nor) lived on a makeshift homeworld until discovered by the rest of the known galaxy. Taking the first portunity given, the gar'nor downed incoming spacecraft, and cobbled together a means of leaving. Once spaceborn they where met with the consiquences to their actions, the insueing battles gave a glimpse into the shear brutality and raw animal nature of these beings.
As of now they serve mainly as mercinaries, giving little thought to anything but their next paycheck or their next meal. They seem to have inate physical prowess, it's been theorised that they are a branch of their founding race bred for pysical activity, there true perpose is as of yet still undiscovered.