Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Species Zasa Raura

Status
Not open for further replies.
QzIlwOk.jpg

OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Zasa Raura
  • Designation: Semi-Sentient
  • Homeworld: Panatha (original specimen homeworld), Valrar (Sithspawn creation world)
  • Language: Emotional Telepathy
  • Average Lifespan: 20 years
  • Estimated Population: Rare Planetary
  • Description: A darker and more twisted version of the native felines from Panatha, the Zasa Raura have darker coats than their non-Sithspawn brethren. Their tails have been twisted and warped into a stinger-like appendage, and their teeth and claws have been enhanced to be sharper, tougher, and impregnated with poison.
PHYSICAL INFORMATION
  • Breathes: Type I
  • Average height of adults: 2 meters
  • Average length of adults: 1.7 meters
  • Skin color: Gray
  • Hair color: Dark Gray, Black, Dark Brown
  • Distinctions: Besides their stingers, they are a larger and darker version of the felines on Panatha. However, some differences have developed in their creation. Males have a larger stinger and are generally more ferocious, having enhanced musculature for strength. Females have smaller stingers, their bodies slimmer, but they carry more poison than their male counterparts.
  • Races: No other races
  • Strengths:
  1. Even more so than the base creatures they were formed from, the Zasa Raura have a greatly enhanced strength.
  2. The Zasa Raura's claws and teeth have been affected by the dark side to become even sharper and tougher
  3. The most insidious part of the Zasa Raura is the paralytic poison present in its stingers, claws, and teeth. One drop can swiftly paralyze a human size victim in a brief time, with larger subjects requiring a bit more.
  4. The creature's stinger has also seen further modification in that, taking the idea from amphistaff power glands, it can pierce through most light and medium armors
  5. The creatures have a leftover from their non-Sithspawn cousins in that they are very easy to bond with, becoming able guardians and servants of their Master
  6. An enhancement from the base creatures, the Zasa Raura can emit psychic screams through the Force to incapacitate prey
  • Weaknesses:
  1. The creatures will shy away from large bodies of water as their increased muscle mass has also increased their density, making them unable to swim.
  2. Force Light and other direct applications of the Light side of the Force will severely injure or outright kill these creatures
  3. Eating plant material will cause the creature to die a very quick and painful death by suffocation
  4. Fire is extremely effective against them, considering their fur has become highly flammable, meaning even a single spark is enough to ignite the creature's entire body.
  5. Their emotional telepathy can be overloaded through the Force, causing them either to frenzy or cower depending on what the nature of the overload is.
  6. A Force Sensitive that has some training, or a non-Force user with a sufficient will or physiology, can resist the psychic scream attack from the Zasa Raura
CULTURE
  • Diet: Pure carnivore, if it accidentally consumes plant material, it will die
  • Communication: They can communicate via emotional senses with their masters while using roars and purrs among their own kind
  • Technology level: No technology level
  • Religion/Beliefs: No belief system or religion
  • General behavior: Zasa Raura, much like the base creature, are extremely territorial, rarely straying from their lairs or places their masters have instructed them to guard. If they sense an intruder in their marked territory, they will viciously attack and devour it. Mating habits have remained the same as the base creature, although females now appraise the collection of bones around a lair for a potential mate instead of the thickness of their mane or fur. Their previous playfulness has been replaced with bloodlust and jealousy, their instincts now honed to kill.
HISTORICAL INFORMATION

When the Lady of Secrets first heard about the feline creatures native to Panatha, she decided to obtain a few specimens for study. What she found started her along a small curiosity experiment of changing the Kral'in Montaj into an even more fearsome and useful form, as she felt they were much too docile for service to the Sith. Experimentations through the use of Sith alchemy would result in a far more twisted, and in her opinion, useful monster: the Zasa Raura.

Bigger, stronger, and far more deadly, the Zasa Raura are a perverted example of the native wildlife of Panatha. The main transformation done to the Kral'in was the extensive modifications Taeli and her alchemists did to the tail of the creature. Now an armored stinger, much like that of some insects found on desert worlds, the Zasa Raura has an extremely potent paralytic poison in the stinger, its claws, and fangs. The stinger was also enhanced to have a facsimile of the power glands found on amphistaves, giving it a greater ability to pierce armors.

The creatures retain the ability to form a close and loyal bound with their dark side masters, making them ideal for guarding locations that a Sith might not want their rivals or enemies finding. The Lady of Secrets also enhanced their ability to project mentally in a subject, giving them a psychic scream, for lack of a better phrase, that can incapacitate those without a sufficiently strong will or connection to the Force. Satisfied by the work, the Lady of Secrets let the subjects go into the wilds of Valrar, where they would wait for their chance to serve their dark masters.
 
[member="Taeli Raaf"]

Hello there,

This looks fine for the most part, but that the way you have the weakness of the psychic scream written, it comes off as only powerful FU being able to resist it. What are the exact mechanics of this ability?

The stinger seems pretty strong too, especially considering its other strengths, so I'd like you to tone down its piercing ability. Effectiveness against most types of light and medium armor, something like that.
 
[member="Jyoti Nooran"]

Stinger updated, and psychic scream weakness updated.

The idea behind the psychic scream was basically a mental projection of what the Banshees from Mass Effect 3 do
 
[member="Taeli Raaf"]

Okay cool. If you could make an addition to the weakness of the Force Scream to include NFU with some form of mental resistance (either through training or physiology) then this will be fine.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom