Makta

  • Oh this is a fun oneThe makta were originally small predatory birds that survived an extinction event due to size and the ability to like you know live off of worms
  • And bugs and stuff.
  • Anyways the Makta wound up filling other niches. The niche that would become the Makta was a particularly tenacious branch that developed horns on their beaks. Over time these individuals specialized into herd-keeping predators who would defend their prey herds from other Makta.
  • Big terror bird legs
  • Colorful
  • Heavy horned beaks
  • Experienced a population crisis after a volcanic eruption sent the world into a long winter. Their survival was slim but managed and from then on the way was set for true sentience and power
  • Weird little capitalist societies
  • Have marsupial pouches. The eggs are laid and then put in the pouch where they hatch within a few days’ time. The babies will often fight one another. Babies are born in large sets and only 6 or so will survive birth; the weaker are eaten by the stronger.
  • Makta and Balers do not get along, like. At all. The Balers sense the predatory origins of the Makta and Makta sense the instinctual fear of the Balers. Relationships are often tense, and that's at the absolute best of times; at the worst of times, Balers and Makta get into actual heated fights when a Matka tries to intimidate a Baler.

MAKTA TRAVELLERS

 
Makta Travellers are created with SOC+1 and DEX+1. STR is rolled on a D4.
Makta Travellers are not uncommon, but face particular struggles in their journeys as they are constantly pressured by their home culture to become 'innovators' and 'movers'. A Makta isn't likely to stay long with a crew that they cannot see a profitable future with. As such, Makta who are not currently making positive income must roll END 8 to see if they are hit with the instinctual urge to leave behind a 'dead opportunity'. This urge occurs whether or not the Makta is friends with their current crew or not. Additionally, if a Makta is ever enraged by a crewmate, roll SOC 8-- a failed roll indicates the Makta currently considers their crewmate 'dead weight', and must meet an END 8 roll to help them at the risk of their own personal gain, until the other individual proves to not be a waste.

Makta followers gain the following traits:

Sharp Beak Savvy: Makta roll with DM+3 when they are attempting to negotiate a deal where they are certain they will have the upper hand. They're ruthless when they think they're on top of a deal or negotiation. On the flipside, if a Makta loses their advantage or becomes crushed socially by an opponent they previously thought little of, the Makta must make a DM-2 END 7 roll to prevent flying into either panic or a rage (determined by the player in the circumstance).

Basic Information

Anatomy

Makta have long legs with heavy kicking claws, but these serve more as natural picks for climbing than actual weapons at this point in the Makta's development. Their arms are long, with colorful feathers along the wrist and elbow. Makta have three-fingered hands, with some Makta utilizing a mechanical fourth and or fifth digit in order to have a more movable hand.

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