Update #26 - The Zebra Race
Today's post is going to be a little bit shorter. Partly because I'm pretty under the weather, and partly because the Zebra's lore has been pretty thoroughly covered in the last Sphinxonia and Sphinx Race posts.
Just a reminder that this isn't fully representative of the final product at this phase.
The Zebra Race
Here's the current race sheet:
The Zebras have had a hard life, even now in the modern world. This has built them up to be courageous and strong in the face of adversity. However, they are still not very well accustomed to modern society. This has lead to a boost in both there Courage and Grit attributes, but a double drop in their Allure.
They also have found themselves masters of whatever craft they take up. Be it crafting weapons and items, or inbueing gems or potions for their Sphinx overlords, or even fashioning art of their "great leaders." This gives them a bonus to one of a couple different related skills.
They also have become accustomed to working in the territory surrounding the settlements, both learning to handle its creatures and find their own way in the land. This was crucial to their cause during the rebellions, and there are some who are even believed to still be living in the wilds, exiled from the rest, unaware that the wars are long over.
These traits translate into a bonus for Handle Creature or Survival, as well as a defensive bonus against basic elemental damage (fire, water, earth, air, light, and darkness). This makes them sturdy against magic users, but they will still suffer normal damage against regular attacks.
The Zebra also have one of the most powerful Once-per-Session abilities in the game as well. They gain the advantage of their extreme determination from the Rebellions, and through all that hard ship, of being able to re-roll any one dice roll, be it a single die or multiples, including damage rolls, and pick either result. This also includes a companion's roll, or even an enemy roll. While you could house rule any of our once-per-session abilities to be once-per-long-rest, we strongly advice to leave this one as is due to it's tremendous potential. We may still rework this before the final release, but so far we've seen little reason to as it stands.
And that concludes our look at the Zebra Race. As stated earlier, we won't be going into the lore more in this post as much of it was covered in previous posts. Our next lore update will be next Tuesday and will be our look at the Starhound's home planet of Aschere.
Also, due to my feeling under the weather, and just the sheer volume of the information to be sorted through for it, we've decided to actually delay our next mechanics update by 2 weeks. It will be on October 25th, and will be our first look into Galloping Stars' magic system! There is no delay to the progress of the system for this, just giving us some additional time to sort out all the information necessary for that post, as it is the brainchild of one of our other creative minds.
Look forward to seeing you next Tuesday!
- Project Lead Spirit