NOTE: The Dazouri are a complex race. Only responsible players and skilled GMs should tackle having players roleplay Dazouri in their games. It is suggested that the balancing factors are actively used by the player (and the GM if necessary) and actively incorporated into the roleplaying of this species.
--Andrew Jackson & Naomi Machell
REST FORM RAGE FORM bonus for rage: (15D attrib. dice) (15D attrib. dice) DEXTERITY 2D/2D+1 3D+2/6D+1 KNOWLEDGE 1D+2/4D+2 1D/2D+1 (+1D) MECHANICAL 1D/3D 1D/2D+1 PERCEPTION 2D/5D 2D/2D+2 STRENGTH 2D/2D+1 3D+2/6D+2 (+1D) TECHNICAL 2D/4D+2 1D/2D+1 MOVE 8 12 SIZE: 1 metre >3 metresSPECIAL ABILITIES:
RAGE: In their Rest form, Dazouri are very small, large-headed, pale-skinned humanoids. They are quite intelligent in this form. A Dazouri enters rage form when "wounded, badly frightened, threatened with bodily harm, successfully intimidated, or infuriated", he/she transforms into a hulking furry brute with long sharp claws, teeth, and horns. The danger to the Dazouri and/or the Dazouri's family must be obvious for the transformation to occur.
This transformation requires 1 round, during which no other action may be performed. When changing from Rest to Rage form there is a large change in body size and shape, subsequently anything on the body that is unable to accomodate this change will be accordingly affected (EG clothing is ripped and torn appart due to bulk and the many horns). The Dazouri reverts back to the smaller Resting form 2D rounds after the danger/threat ceases.
-Initiation of the Rage form at will is possible, but is a Very Difficult Perception task. Staying in the Rage form beyond the 2D rounds is the same level of difficulty.
-Preventing entrance into Rage form is a Heroic difficulty Perception task, as is exiting this form prematurely. While in Rage form a bonus of +1D to Dexterity and Strength are applied. Skill additions (the number of dice the skill is over its base attribute) remain the same no matter the form, but while in Rage form Dazouri can only use the following skills: brawling parry, dodge, melee combat, melee parry, intimidation, brawling, climbing/jumping, running, and lifting.
Specializations cannot be used while in rage form. This reflects the purpose of the Rage form (see Background below) and the semi-sentiency of this form. The Rage form is physically very powerful and aggressive and may treat anything that is not its family a threat. Soothing and subservient postures and gestures can help calm this Form.
-The Dazouri must sleep within 3 hours after a completed transformation. The sleep must be 30min for every round that the Dazouri was in Rage form. The sleep should be preceeded by a large meal. The Dazouri do not need to sleep other than in this case. For every hour beyond the 3rd, the Dazouri loses 1D of Str and Dex, to reflect the lack of energy and replentishment of the body. When Str or Dex reaches 0D, the Dazouri passes out and does not wake for *double* the normally needed sleep time. Dazouri sleep is not used for resting the mind - they do not have REM sleep--it is used for physiological reconditioning and energy storage.
FORCE: The transformation is highly intertwined with the Force. (see background)
-Dazouri may add their Control dice when trying to initiate (or use Anger) or prevent (or use Will) the transformation.
-Using Control to willfully enter the Rage form automatically gives 1 DSP.
-Force Sensitive PCs automatically get 1 DSP for every death they cause while in Rage form, at any time. These PCs should be aware of the two sides of the Force and that one of those sides is empowered by Anger and Rage. To continue to use the Rage form to end the lives of true or potential enemies while knowing this and while having a more substantial connection to the Force is considered an evil act.
-It is suggested that all PC Dazouri be Force Sensitive. Some of the Dazouri race are aware of the Force (see background).
CLAWS: STR+2D damage (Rage form only)
TEETH: STR+1D+2 damage (Rage form only)
HORNS: STR+1D damage (Rage form only)
Physical Description:
REST FORM: Hairless, short, scrawny, spindly limbs, and vestigial horns on
the head.
RAGE FORM: Very tall with shaggy black fur, large claws and fangs, and
several dangerous horns.
Dazouri scientists have determined that this "Rest" form is the one that developed intelligence, abstract thought, and complex societies. This Rest form developed from the original predator stock and had no transforming capabilities.
However, the genes encoding the more violent, powerful, predator features were maintained, although not used, during this evoltuion. Over thousands of generations, a strain of the scrawny Dazouri developed that could rapidly activate these genes in times of extreme peril to person and/or family.
(Indeed the Rest form has mRNAs and proteins stored up in great quantities to allow the rapid transformation). There was a concurrent alteration in Dazouri physiology to affect these cellular changes on the tissue and organ level as well.
The purpose of this transformation was to defend oneself and one's family against other predators and other Dazouri. The scrany "sentient" form of the Dazouri that had evolved was unable to effectively defend itself.
Thus, the transformation ability gave this new strain of "sentient" Dazouri a survival advantage over its fellows and quickly became the predominant strain. What followed were years and years of war, rebuilding, and more war. Only in the past 1000 years have the Dazouri made extreme efforts to understand and control their Rage forms.
In the days of the Old Republic, Dazouri research suggested that there were strong perceptual and emotional aspects to the transformation.
Further investigations hinted that there may be an innate Force-manipulation that helps detect the danger, cause the transformation, and then allow reversion to the Rest form. This innate usage of the Force to sense the intentions of prey (or even the prey themselves) may be present in other animals (the Vornskr of Myrkyr come to mind).
This has never been verified and the Dazouri scientists and government censored and buried this theory due to its highly radical and dangerous potential. It is suspected that the Jedi of the Old Republic may have been involved in this cover-up in order to protect the galaxy. Time has blurred the facts.
The GM and Player are encouraged to keep the Rage form of the Dazouri a secret from the other players initially, as it aids the surprise factor and enhances realism (if the players don't know, neither do the PCs :).
Dros Mar's Rage form was "first" activated by a Wookiee co-passenger. Luckily, the Wookiee was not fatally harmed. The Rage form can make for awkward moments if the Dazouri is not careful. Making store owners angry is not a good idea...causes all kinds of problems.
-The Rage form is only semi-sentient...it might follow the party, it might not, depending on the circumstance. Its purpose is to deal with threats and danger, usually real...sometimes imagined.
-The 2D rounds until the Dazouri reverts back to the Rest form should be enforced. The Rage form is nearly usless in non-combat situations.
-The mandatory sleep and food should also be strictly enforced. The Dazouri need this sleep and food to regenerate their bodies after the physiologically-demanding transformation. Note that this is the only sleep the Dazouri need.
-Dros was interested in the Force as a means of resticting his Rage form. He was Force Sensitive and had some knowledge of "Scholar: Jedi Lore" due to his extreme interest and research. He did not start with any Force Skills. He tried to obey the Jedi Code at all times, for he felt that using its tenets, he could be at peace more often.
Like many Dazouri, Dros was afraid of the unpredictability of his Rage form, especially in 'civilized' company. His goal was to find a reclusive Jedi who might be able to help him control this immense power his Anger provoked. The search was long, but not entirely fruitless.
--questions/clarifications to: ajackson@accent.net