So you want to play a kalazotz?
Roleplaying Suggestions
Kalazotz are an original creation, and not an adaptation of another fantasy work or historical folklore. No one has played a kalazotz yet, so if you are the pioneering player (or one of the pioneering players) you have the awesome privilege and responsibility of helping shape kalazotz lore. Kalazotz in general are kind-hearted and curious creatures. They are socially oriented and loyal to their friends. Kalazotz are openminded enough to be able to form deep bonds of friendship with non-kalazotz. Still, they are evolved from camazotz and they have the feral and violent instincts of the camazotz buried deep within them. They still like to eat very bloody raw meat and they enjoy physical contests and challenges. If you can spin a Mayan cultural angle into the mix, even better. Kalazotz are friendly, curious, and open-minded, but they are aware that they are smaller and weaker than most other Scarterran mortals. They also had some bad experiences in the past, such as the massacre of the Grey Forest Kalazotz. The kalazotz are going to be at least a little bit cautious or fearful around humans and demihumans they do not know. Kalazotz are often blind to social subtleties and they are prone to making blunt statements or asking direct questions that others might find offensive. Kalazotz are going to stand out in any human or demihuman dominated land. They don't wear much clothes and they tend to eat their meals in an animalistic way. At least at first, they are likely to make a lot of faux passe interacting with "civilized society", if this isn't something you would find interesting, than you should probably play something else. If you play a dwarf influenced kalazotz or a Codenya kalazotz your character is going to have a little bit of socialization to the civilized world but not as much as one would think. The rest of Codenya does not place many social demands on the kalazotz, and dwarves are not exactly known for being models of civil decorum. You can play a shy withdrawn kalazotz if you want but that takes a lot of the fun out of roleplaying and most kalazotz are not shy.Metagame Suggestions
You want to give your character as high of an Athletics pool as you can justify because it is used in flying all the time, and you probably wouldn't want to play a kalazotz if you didn't want to fly. You definitely want to give the kalazotz-only merits and flaws in the sidebar a serious look. It is not a reasonable expectation that a player be an expert on all things Scarterra and all things Scarterra d10. But it is is a reasonable expectation that you should be an expert on what your character can or cannot do. Since flying is fairly complicated (see the game rules below), you probably want to keep the rest of your character simple. This means one should avoid playing a kalazotz spellcaster, alchemist or spirit loa unless you really want to spent a lot of time absorbing Scarterra lore or you are already fluent in playing d10 based RPG systems. Unlike 5th edition D&D, dark vision and lowlight vision are not very common abilities. A kalazotz's ability to see in the dark is a rare and powerful ability in the hands of a creative player. It's not foolproof. Scarterra has a fair number of mages that can turn invisible and many elite warriors train in blind fighting as a result of this. The same advanced training that lets a warrior hit an enemy with an invisibility spell lets them hit a kalazotz in the dark. Most monsters and mortals in Scarterra cannot fly, so kalazotz have a huge advantage over non-flyers, especially in the hands of a creative and tactical player. That said, of the Scarterran mortals and monsters that can fly, most of these things are bigger and stronger than most kalazotz. If you fly too far ahead of your allies, you are going to fight your airborne enemies and kalazotz hate to be alone. Everytime you go scouting ahead, know you are making a risk versus reward calculation. Kalazotz in flight are difficult to hit with ranged attacks, but not impossible. If you are fighting a group and fly too far from your allies, your kalazotz character might easily be facing every enemy ranged attack at once and even if most of the attacks miss, it only takes one or two hits to knock you out of the sky. If a kalazotz is violently forced to land or worse, falls, than that kalazotz is going to be in serious trouble if he is grounded near enemies far away from his allies.Dice Mechanics
Playtesting for these rules is still ongoing, so none of this is set in stone. This is based on the Three Conflicting Imperatives of RPGs, this Shadiversity Video, and my own musings. Most of the things I say below apply to camazotz as well, but kalazotz are an eligible race for PCs and camazotz are not. Kalazotz have fully functional wings, fairly small bodies, equivalent eye sight to humans, and they have fully functional sonar. Kalazotz hands that can act as feet and feet that can act as hands. Note that a kalazotz's prehensile feet are a bit stronger than their upper hands (they can hang upside down by their feet for hours on end) and a kalazotz's hands have more manual dexterity than their feet. A kalazotz cannot effectively work needlepoint with his feet but he can wield most weapons with his feet. Feel free to debate me, but I believe due to the effects of physics, that a flying zotz has fewer complications fighting with a spear than other weapons.Kalazotz on the Ground
Comissioned Kalazotz Art (smaller version) by Diana Rahfoth
Biting
Kalazotz have very sharp teeth and can inflict Strength +1 damage with their teeth. It is difficulty 5 to bite an opponent that a kalazotz is grappling with or difficulty 8 to bite an opponent that the kalazotz is not grappling with. Whether the kalazotz is on the ground or airborne the attack is basically the same. While they can certainly bite better than a human or a dwarf, it is nearly always better to fight with a weapon and most kalazotz view this form of attack as a last resort and also a bit too remiscent of the camazotz. Also, this is not a wise maneuver against a heavily armored opponent unless you know a dentist with Healing ●●●●● magic.Basic Flying Rules
Most of the time, kalazotz don't have to roll to fly, they just do it. Unless you want your character to fly in adverse conditions such as high winds or you want to pull off cool stunts while flying, in which case you need to roll Dexterity + Athletics for short flights or Stamina + Athletics for long flights. Kalazotz characters can and probably should buy an Athletics specialization in "flying". A kalazotz's wings are below his arms. This means a kalazotz cannot effectively use weapons or tools in his arms while flying because his arms are fully engaged staying airborn, but a kalazotz's feet act as hands, so a flying kalazotz that wants to fight is going to be holding weapon in his feet. An airborne kalazotz cannot roll more dice in Melee or Archery than he has dots Athletics. This is exactly the same mechanic for how an equestrian cannot roll more dice in Melee or Archery than he has dots in Ride, for the exact same reasons.kalazotz encumbrance
A kalazotz on the ground can carry 35 pounds of gear per dot of Strength he has before he suffers any Dexterity penalties and can wear any armor that is fitted for a kalazotz. A flying kalazotz can only wear light armor and can only carry 10 pounds of gear per dot of Strength before he suffers Dexterity penalties. The maximum load a kalazotz can fly with period is 60 pounds of gear per dot of Strength and that requires the gear to be tied in a carefully secured bundle connected to a rope carried by a rope gripped by a kalazotz's feet. A kalazotz flying with a heavy load like this is +2 penalty to attack and Athletics rolls and a +3 penalty to dodge and parry rolls. A group of kalazotz with a special carrying net with several extending ropes can carry very heavy loads because no single kalazotz is bearing the full brunt of the load, but dodging or fighting while doing this is effectively impossible because the group must be flying in formation.kalazotz archers
A kalazotz cannot fire a bow while flying because he cannot pull his arms back for a full draw while airborne, but a kalazotz can fire a loaded crossbow accurately from the air. In warfare, a flying kalazotz archer unit typically is made up of one third archers and two thirds supporters who are constantly reloading crossbows and handing fresh loaded crossbows to the archers while taking their spent crossbows. If a kalazotz is in an adventuring party, he probably has to load his own crossbow. Kalazotz can reload a crossbow while flying but this takes twice as long as it takes a person to load a crossbow on the ground, unless the kalazotz has the Merit "Rapid Reloader" (see the sidebar). Rapid Reloader assumes the kalazotz practiced reloading in the sky over and over again until doing so became second nature. This also assumes that the kalazotz is using a crossbow designed with a kalazotz wielder in mind and that is he is wearing a specially fitted quiver that won't interfere with his flight pattern and has the bolts loaded tightly enough that they won't spill onto the ground if the quiver is turned upside down. A kalazotz firing a missile weapon while in midair suffers a +1 difficulty penalty versus firing a missile weapon with his feet planted on the ground. Note, that while firing missile weapons from the air is fun and all, kalazotz usually have the option to fly to find a high perch on cave ceiling, tall tree, or rooftop and rain death from above. This avoid the +1 difficulty modifier and makes reloading less of a hassle. A kalazotz can fire use a bow or crossbow just as easily from a high perch as they can on the ground. Kalazotz are perfectly comfortable hanging upside down as long as they have a tight quiver and enough space to pull back their bow. Codenya kalazotz are very fond of this tactic as their allies make the best bows in the world and there are plenty of tall tress for them to perch in. Kalazotz have sonar so they can normally shoot with no penalty in the dark or through patch of fog that would normally impede another archer's sight. Sonar cannot pierce magical invisibility though. Loud ambient noises interfere with a kalazotz's sonar, not enough to affect a melee attack or a point blank range ranged attack, but enough to cause a +1 penalty (cumulative with other modifiers). If a kalazotz archer is targeting a camazotz or another kalazotz, their target can use a partial B-action to roll Wits + Performance to make sonar "noise" and this "noise" can throw off enemy sonar and give kalazotz shooters a +1 penalty to hit (cumulative with other modifiers). If you have a large mass of Zotz flying in a chaotic arial melee, all ranged attacks based on sonar are at +2 difficulty though if you fire into a flying mass, you are likely to hit someone, but you might hit an ally. Kalazotz may feel safe in the dark, but they aren't actively impaired by bright light. If it is daytime and there is no special cover, a kalazotz doesn't need sonar at all. He can use his eyes to aim ranged attacks just like a human archer.kalazotz bombadiers
If kalazotz are fighting enemies on the ground, they can drop things on their enemies and let gravity do most of the heavy lifting, so to speak. In warfare, kalazotz groups often don't bother aiming and just try to fly over a large mass of enemies and rely on quantity over quality to score hits, but a kalazotz is flying solo and/or fighting alongside ground based allies, more precision strikes are necessary. Kalazotz allied with dwarves might have access to flachetes which are weighted so the pointy side is always pointing down when dropped (six dice of base damage). Less well-equipped kalazotz have to make due dropping rocks (four dice base of damage). Kalazotz can drop almost anything they can carry including alchemists fire vials or weaponized potions too. Camazotz rarely have access to flachetes but they can drop larger rocks (five dice base of damage).Commissioned camazotzflying, grey background by Diana Rahfoth
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