Race: Zzithrani

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Several zzith, the composite insects of a zzithrani

This concept was originally found on the WotC forums, but has apparently been lost to the ages. I have significantly repurposed the race, and devised new mechanics.

Zzithrani

"We are aware of our ztrangenezz to you. But you are ztrangenezz to ourzelvez."

Wherever life can exist, some will find a way to flourish: nowhere else is this made as abundantly clear as in the case of the zzithrani people. On the harsh plains of Ganymede, insects similar to those found on Adnez found a way to survive and, in time, flourish. What began as something similar to bees became, eventually, something more: a true hivemind appeared, aware of itself, but only when the hive came together did the mind establish itself.

Evolution took its course, and specialization appeared: individual insects in the hive became more specialized: some forming dense carapaces of chitin, akin to bone; some developing flight, to allow them to better forage for the hive; and a dozen other functions, all working towards the health of the hive, at the center of which is always a queen zzith, the focal point of the hivemind.

Researchers in more recent years who have studied the zerg and tyranids have found a striking resemblance between the zzithrani and the two alien races from beyond the edges of the Philomenic system, and believe that it is possible the zzith were originally a tyranid offshoot, much like the zerg. However, unlike the tyranids or zerg, the zzithrani developed multiple independent hive minds. It is theorized, however, that continued zzithrani evolution may lead to a similar species.

However, unlike the tyranids and the zerg, zzithrani seem friendly enough towards most other races - they are not driven to consume all before them, apparently, and instead possess similar curiosity about other races as other races do about them. While they are certainly alien and bizarre in their thinking, they are welcome enough in Ganymedian societies.

Personality: Of all the races in Trinity, the zzithrani are the most alien, having originated as an ancient off-shoot of the tyranids.

Vital Statistics
    Starting Age Aging Effects  
  Adulthood Simple Moderate Complex Middle Age Old Venerable Max Age
Age 2 years +1 +1d2 +1d4 7 years 14 years 21 years +2d4
----------------------------------------------------------------------------------------------------------------------
  Base Height Height Modifier Base Weight Weight Modifier
Asexual 2' 3" +2d6" 15 lbs. x(1d2) lbs.

Physical Description: In their natural state, zzithrani hives often taken on spherical shapes, or adapt to fit into crevices on the surface of Ganymede. When interacting with humanoids, however, the hive will usually reshape itself into something vaguely resembling humanoid form. This is possible through the specialization of hundreds - or perhaps even thousands - of individual zzith.

An individual zzith is often not particularly large, usually the size of an average small beetle. However, each is incredibly structurally different: there are zzith that serve as skeletal elements of the hive; others that serve as musculature; messenger zzith that transmit information or resources from one part of the hive to the other. The largest of the zzith is the queen, which serves as the heart of the hive: ranging from double to triple the size of other zzith, the queen is the heart of the hive mind, and without her, the hive will rapidly disintegrate.

In addition, many hives are able to manipulate their genetic stock, one of the last holdovers of their origins as tyranids. This allows the queen to foster the production of larvae with new and unusual abilities: what would take numerous generations in any other race can be accomplished in days by a zzithrani dedicated to the purpose. Zzithrani are incredibly adaptable, and nearly each is unique not just in the sense that they are individuals, but also in particular zzith makeup.

Relations: Most other humanoids tend to be somewhat alarmed by zzithrani, especially if they are aware of the race's tyranid origins. Specifically, individuals who have not spent significant time on Ganymede are typically most alarmed, while those who grew up on Ganymede see them as simply another race.

Zzithrani often find specific trouble relating to ancelari, as they recall their homeworld being destroyed by the zerg, and thus often retain a significant distrust of insects or other entities that are related to the tyranids in any way.

Zzithrani Culture

The following is a rough overview of some of the highlights of moogle culture.

  • One:
  • Two:
  • Three

Zzithrani Are Responsible For...

...one.
...two.
...three.

Zzithrani Racial Prestige Classes

  • Zzithrani Zoanthrope: Combining their natural telepathic abilities with their ability to manipulate the genetics of their composite zzith, these zzithrani become masters of their "bodies" and their "minds."

Zzithrani Racial Traits (d20)

  • -2 Int.
  • Vermin: Zzithrani are vermin, not humanoids. As such, they are not affected by spells or effects that normally only affect humanoids. Unlike other vermin, however, they are subject to critical hits.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A zzithrani’s base land speed is 20 feet.
  • Hive Mind (Ex): So long as the zzithrani has at least 1 hit point per HD, it retains its Intelligence score, but if its hit points fall below that number, it becomes mindless. As a mindless creature, it becomes immune to mind-affecting effects.
  • Telepathy (Ex): Zzithrani are telepathic, and can communicate telepathically with others within 30 feet. A creature who would be communicated with telepathically is aware of the attempt, and can refuse to communicate in that manner. This is a mind-affecting, language-dependent effect.
  • Swarm (Ex): As a standard action, a zzithrani can disincorporate into a swarm of its composite zzith. In doing so, the zzithrani acquires the creature swarm template. However, the zzitrhani has the following changes to that template: the swarm takes half damage from bludgeoning weapons, rather than being immune to all weapon damage; the swarm is subject to critical hits; and the swarm only occupies a 5-foot square. The zzithrani can resume his normal form with a full-round action, provided that the swarm has not become mindless and has not dispersed due to hit point damage.
  • Automatic Languages: One Common language and one Trade language. Bonus Languages: Any.
  • Favored Class: Choose one - metamorph, psionicist.