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Drakaan (Drah-khaan)

The Drakaan


  The Drakaan are gene-modded humanoid colonizers displaced from another world, and are often referred to as offworlders. They originated from human ancestors and were genetically engineered and modified over time to adapt to colonizing arid, terrestrial worlds, sharing some physiological traits with horned vipers and electric rays. Their specialization from gene-modding eventually lead to them being classed as a different species from humans altogether in the world from whence they came. They are a fiercely intelligent and adaptable group that wields fearsome and awe-inspiring lightning-powered technology. They survive through ingenuity and replicating advanced technologies that they retained knowledge on how to construct.
  They discovered the presence of an unknown particle and quickly figured out how to harness it to power their equipment, adapting energized crystals into capacitors. This was the Chaos Particle, a new and terrifying thing none of them had ever encountered before. They needed it to satisfy the immense power requirements of their hovering vessels that glide on the power of lightning, the Arcriders. Over the course of one generation, they integrated it into virtually all of their equipment.
  On Dunia, the Drakaan have been separated from their original kind and the advanced technologies they used, although some knowledge has been passed down through generations. They were brought to this world during the Cataclysm, an event believed by the Drakaan to be a result of a multi-planar collision of worlds, but the original cause remains unknown. Most of them wound up in The Dust, an arid region on the Ruined Continent otherwise known as Mudira-Karrah. They had to work together to quickly adapt to the new, hostile and alien landscape, with strange creatures hunting them and chasing them down. Most of all, the Dunewyrm, otherwise known as the Kuthban-Tinin was their greatest foe and their greatest source of wealth in this strange environment. It was later discovered by them that these were mutant dragons, creatures of legend whose bones, blood, flesh, and scales were incredibly valuable to the inhabitants of this new world.
  To be a Drakaan means to hunt dragons.
  Species Features
 

Genetic Strains


  Drakaan are gene-modded humans in essence, but there are two strains. The Colonials, which were enhanced with a greater degree of fine motor control, and the Primals, with a greater degree of muscle mass but also further gene modification, separating the two in several ways. These genetic modifications occurred long before they ever came to Dunia, springing from a long-term interstellar colonization bid by humans from another plane of existence, in an attempt to anticipate challenges the arid terrestrial environments posed to normal human physiology. Several generation ships and extreme duration travel meant that the Drakaan were quite culturally distinct from their progenitors by the time they had finally arrived at their destinations. Both groups have a natural inclination for building and often fashion weapons out of tools, as they come from hostile worlds.
  Colonial Drakaan have a more humanoid appearance compared to the Primals. Their gene mods express in a greater capacity for retaining information. They often possess horns near the top of their foreheads and their eyes have vertical slits with a semi-metallic sheen, displaying a wide variety of vibrant hues. Like humans, their hair can come in various natural colors, with black being the most common. Their mouths wrap around halfway up to their ears, and their ears are recessed, resembling those of a reptile. Their nostrils are similarly receded into their heads. The skin of Colonial Drakaan is akin to a snake's skin, with a few scaly patches on their extremities and more human skin in between, but with less patterning compared to their animal counterparts. Skin color can vary widely, resembling that of a reptile, with a dark, dusty reddish tone being the most common.
  Primal Drakaan were originally designated as militia and soldiers, genetically enhanced to amplify their reptilian features and musculature in comparison to the Colonials. They appear more monstrous and snake-like, with heads resembling those of horned vipers. Their mouths are lined with teeth adapted for gripping prey, and their fingers end in sharp claws. Their eyes are similar to the Colonial Drakaan, though they are better adapted for seeing in the dark. Their skin is more likely to be patterned, given their enhanced reptilian features, and can have a variety of natural hues. Some Primal Drakaan have retained their roles as defenders of the Colonials, while others have severed their bonds with the other Drakaan.
 

Physiology


  Drakaan can claim they are truly built for this world.
  Genetically, they were given specific traits from some Earth species of horned vipers and electric rays. They were also modified with a couple other specializations and genetic tuning to help them survive on arid worlds after they were sent off to distant stars.
  The Drakaan have done quite well on Dunia's hostile surface right from the start. They possessed electrocytes in their bodies from before their arrival on this world, which allowed them to survive contact with larger, predatory species. These abilities were enhanced by exposure to magic, the Chaos Particle, due to how the unleashed electrical energy interfaces with magic. This grants them even greater ability to unleash electric shocks from their bodies.
  These electrocytes have piezoelectric properties that enhance their ability to deliver shocks to enemies after moving or exercising. Because of the necessity of detecting when they use their shocks and to prevent themselves from going blind, their body structure's natural electrical insulation allows them to diffuse electrical shocks more effectively and away from vital organs, giving them natural resistance to lightning.
  Additionally, their bodies are better at retaining water compared to unmodified humans but this does reduce their long term running stamina as a consequence. Humans sweat. Drakaan still sweat, but at a much slower rate. They are also still endothermic like humans and not exothermic like their reptilian analogues. The reason for retaining this feature is because of the extreme temperature swings on the targeted colonial worlds the Drakaan were sent to originally and to ensure metabolic stability in the event of unanticipated weather events that require suddenly getting up from a resting state.
  The other way they move heat away from their bodies is through enlarged blood vessels closer to the skin and at their extremities, and occasionally if they need to, evaporative cooling through breathing, as their bodies still produce sweat, but only after reaching higher internal temperatures.
 

Culture


  The Drakaan people's history comes from a long chain of drastic changes, going from generation ship living, to colonial outpost development, to long-term surface-borne fleets of vehicles patrolling large, unmapped expanses of terrain on countless foreign worlds in search of a better home.
  There are some that remember what colony life was like before the great and terrible transposition. Fond memories of easily returning home from a geological survey, or building up new green domes, constructing launch pads and other things to await the unmanned Alcubierre Transporters' deliveries. Then came the great absence. A time of want and need for the Drakaan, stranded by their progenitors who would no longer send supplies. Fights broke out in the colonies as rations dwindled. Mutinies occurred as leaders offered no solutions. Raids and riots broke out and people turned to violence. A stable frontier life turned sour over the course of a few years. It took tremendous effort to overcome this sudden absence of support. Volunteers stepped in and provided aid for their fellow colonists, made food, found resources, and sacrificed much to make sure they still had a future.
  A few were able to turn their dire situation around, but so many other colonies starved and suffered, then collapsed. Abandoned and without a future.
  They were ripped from their homes, violently by the planar intersection that occurred when the Karithat-Aldawi's reality-ripping eruption manifested. Whole colonies disappeared in an instant and were now lost to Dunia's strange and impossible landscapes. The trajectory of the stranded Drakaan people had been forever altered.
  It has been two human generations since they were torn from their worlds. Dunia seems practically hospitable by comparison to what some of them were experiencing. The Drakaan peoples formed fleets using scavenged equipment from the great stranding. There were roughly five colonies, sometimes historically referred to as houses that were transposed to Dunia. Each of these has had limited contact with one another, but are mostly aware of each other's existence. They recognize that survival requires cooperation amongst themselves, and have integrated into local settlements where possible.
  Drakaan value voluntarism very highly, as the function of their society is extremely dependent on it. Those that choose to be selfish or disregard the needs of others are often cast out as pariahs. They will not return to the horrible conditions of starvation and scarcity.
  They've also developed strange and new ritualistic beliefs after their introduction to magic. Some of the older members of Drakaan society dismiss the belief in magic as some new and untested science.
  The Colonial Drakaan that reside in more permanent settlements at the Oases have some similarities in terms of artistic style and architectural style compared to various Mediterranean and Middle Eastern cultures found on Earth, both learning from the locals what materials make the best housing, and retained knowledge from when they lived in distant colonies amongst the stars. The use of filigrees, flourishes, geometric shapes, and tessellating patterns in their artwork and textiles belies a very worldly appreciation for detail that has come since their introduction to Dunia's inhabitants. One of their more common stringed instruments is similar to an Oud, called a Bruzaki, which produces a warm sound and is capable of microtonal inflections. It is another adoption of theirs from the locals. The electric version has a built-in amplifier.
  When not hunting the mad beasts of this world, waging war against hostile forces, or avoiding anomalies in The Dust, they look to the stars and tell stories of those that came before them, living on distant worlds far, far away. The Colonial Drakaan keep a very detailed written record of their history and store the information digitally in repositories, though storytelling is a major facet of entertainment in their culture. They'll perform theatre in the courtyards of their cultural centers with wild-looking masks and expressive characters using dramatic movements to convey anguish, joy, despair, and frustration.
  The foods they make largely consist of various grains and desert fruits that they can harvest via hydroponics, occasionally integrating livestock or even Dunewyrm meat. Drakaan cuisine has a lot of flavorful depth to it because of the spices used to preserve the food in the harsh conditions.
  The more transient members of the Drakaan people established fleets of landships surrounding the Liveship, a massive hovering vessel that carries fresh fruit and vegetables and carries livestock. It uses condenser towers that line its deck to collect evaporated water vapor and turn it into a drinkable form. It is slow, and fairly light on defenses so it doesn't make its way out into foreign territory often unless the Drakaan have decided to pack up and move location. As a defensive measure, it can emit a large pulse of electrical energy to shock potential threats. These nomadic tribes tend to be more cloistered and culturally separated from the other species that reside on Dunia. Their insular nature has lead to some interesting customs developing over a short period of time. The nomad fleets also use Sand Trawler Arcriders to hunt the fearsome Dunewyrm, a draconic serpent that was altered by the Cataclysm and harvest its bones and meat to trade and survive on. The nomad chieftains will usually drink from one of the hearts of a slain Dunewyrm after it has been felled to partake of its magical blood and lifegiving properties, which were only discovered shortly after first contact. The ritual is very serious and important to the Drakaan fleets.
  To trade with the other Colonial Drakaan, they'll visit the settlements and exchange parts of the Dunewyrm for other goods, often ferrying people between settlements, with payment coming in various bartered forms. If one has become especially allied with the Drakaan, they have the honor of being integrated into the fleet and given matching equipment. These honored friends are referred to as Sadiq'Samman by the Drakaan that have adopted Khar-Kushak, and Klios-Priata in their original language.
  Drakaan language is a permutation of various Aegean languages, but is influenced by Khar-Kushak's Arabic and Hindi roots. It frequently uses compound words for proper nouns, like Khar-Kushak, which enabled them to initiate trade in the region of The Dust they had been transported to. The syntax is often Subject, Object, Verb. Some example names include: Serkhanos Akulos, Nayirah Thalassa, Zarek Khaladros, or Nisiri Akhala.
  Originally, the Primal Drakaan were engineered specifically for being the elite guardians and enforcers of the different Drakaan colonies. They were then cast in the role of the Fleetguard, an honorable position in which the title holder defends the Liveship from all threats. They are afforded the best weaponry possible, while carrying the traditional blade of their house.
  The leaders may often wear the horns of their forefathers. They tend to have either patriarchs or matriarchs. Usually the oldest of the clan with the most knowledge and experience is the leader, regardless of gender. Drakaan communities are largely communal meritocracies.
  When burying their honored dead from aboard a fleet, they wrap the body in the mantras of the fleet, which have been inlaid with Dunewyrm blood, carrying chaos particulate embedded within and suspending decay. When the right moment arises and a magically-charged dust storm sweeps across the dunes, the Arcrider fleet ventures towards the storm itself and performs burial rites, citing the mantras and deploying the wrapped body off the stern of the vessel into the storm itself. Lightning strikes the body, activating the mantras and cremating the body in a matter of seconds, with the mantras unraveling and flying up into the storm as they dissolve.
 

Fleet Composition


  Each of the Arcrider fleets of the Drakaan have their own banners, traditional armors, and individual subcultures and focuses. Each fleet has at least one Liveship around which it is centered, and aboard those liveships are a select group of individuals referred to as Fleetguards. This particular role in the fleet is a highly honorable position, where they are decorated with numerous scripts on tassels and cloth that repeat the mantras of their duties and tenets. The largest fleet is the Akulos fleet, comprised of many mighty vessels that glide over the dunes.
  Living aboard a liveship is kind of like living on an aircraft carrier, with numerous amenities made available to its inhabitants. The children have a communal school, the hydroponics sector grows all the needed greens, grains, and fruits. The galley is next to the hydroponics sector, with the mess hall directly connected to improve space usage. The bunk rooms are often built with individual kitchenettes and are made for families of 4 to 6 individuals. Usually there are toys strewn about the more lived-in areas but children are often made responsible for cleaning up their living quarters by their parents. If a child loses both of their parents, they are immediately adopted by the closest family or adults on board the liveship.
 

Drakaan Fleets


  The fleets are directly derivative of the original Drakaan houses that were stranded on Dunia. The houses were more like political city-states, each functioning separately as its own planetary colony. While these fleets may compete for hunts, they are strictly forbidden from attacking one another. Each one already had its own form of culture, which diverged further thanks to isolation over the period of two generations, but the greetings between them remain the same.
  The formal fleet greeting is to clench one's fist, strike their opposing shoulder, right at the end of the collarbone, with a slight pause, then hold their arm straight out to the right and the fist raised straight up and perpendicular to the arm, while standing with the feet together. Once the greeting is completed by both parties, they relax their stances.
  Akulos
  The largest and most famous fleet, the Akulos fleet is also the largest and operates near the massive trade hub Ksar-Khartoba. Among the fleets, their members are the most likely to have a permanent residency within the boundaries of Ksar-Khartoba. Sometimes the Akulos fleet will depart without notice and be gone for months at a time out in The Dust, with little to no contact with the outside world. Despite this, they are still the most open to communicating with outside groups.
 
Fleet Colors: Maroon, Cobalt, and Gold
Fleet Composition: Six Cutters, Three Liveships, Fifteen Sand Trawlers, Twenty Skiffs, One Trade Barge
Operational Region: Eastern Expanse of The Dust, on Mudira-Karrah
Total Active Crew: 10,300
Mantras: Clear the mind of the dust that clouds your thinking before acting. Seek clarity within.
 
  Eurysta
  A smaller fleet that operates in the Northern half of Mudira-Karrah, the Eurysta fleet acts as a trading partner between the cities of Hinan, Yiwo Du Shue, and the Hanjin settlements at the twilit borders of the former megacity of Bukhan. They often bring exotic goods to the Hanjin from Yiwo Du Shue and Hinan, and have a close partnership with them, often recruiting the Hanjin for expeditions. They are the most leery of any anomalies or MEZs thanks to repeated contacts with the unknown. They are also the most superstitious group out of all of the fleets and tend to observe local customs with great care.
 
Fleet Colors: Indigo and Silver
Fleet Composition: Two Cutters, Two Liveships, Five Sand Trawlers, Twelve Skiffs, and Three Trade Barges
Operational Region: Northern Expanse of The Dust, on Mudira-Karrah
Total Active Crew: 4,300
Mantras: Navigate the unseen through listening. Strive to hear others and to hear dangers when they present themselves.
 
  Khalidri
  Khalidri is the second-largest fleet, but are almost always on the move, and frequently traverse the border regions between The Dust and The Badlands near the Aarahat Mountain range. They have the greatest amount of contact with the Aphorini and the Dwarves, and are sometimes the mediators between their conflicts, as it is in their best interest to ensure they have a steady supply of Lightning Phylacteries and Aetherion Crystals to support their fleet operations. There is not one single place that the Khalidri fleet has not been on Mudira-Karrah.
 
Fleet Colors: Saffron, Warm Grey, and Electric Blue
Fleet Composition: Four Cutters, Two Liveships, Twelve Sand Trawlers, Sixteen Skiffs, Two Trade Barges
Operational Region: Southern Expanse and The Vertebra
Total Active Crew: 6,500
Mantras: Justice comes from resolution of conflict. Seek peace without and within.
 
  Talasa
  The nomadic group that occupies the Southwestern end of Mudira-Karrah, the Talasa fleet is one of the more isolated, trawling the Coral Wastes for massive G-Class monsters. They are most commonly found in the Saltlands. Their largest operational center that they sometimes return to is near the Bloodstone Lake, a highly alkaline and red tinted place. Many that survive out in the Saltlands avoid this lake with tremendous superstitions surrounding petrification, but not the Talasa fleet.
 
Fleet Colors: White, Maroon, and Gold
Fleet Composition: Eight Cutters, One Liveship, Two Sand Trawlers, Sixteen Skiffs, and no Trade Barge
Operational Region: The Coral Wastes Landbridge and the Saltlands
Total Active Crew: 3,000
Mantras: All phenomena arise from causes. Seek understanding of the unknown.
 
  Varaan
  The only Drakaan fleet that operates in Jazirah, the Varaanian fleet has lost contact with many of the other fleets due to their original colony being transposed into Central Jazirah, near the old Verdoyant Capital. They have experienced much hardship and hostility in the region due to Ferals, Raiders, monstrosities, and mutant wildlife. Out of all of them, the Varaanian fleet is the most cautious and hostile to outsiders, in sharp contrast to the fleets on Mudira-Karrah. They are aware of the other fleets, though, from traders and communication with local groups of people. The Varaan fleet has not yet encountered the mighty Kuthban-Tinin, but has run into many other horrors out in Jazirah's inner Tallgrass and Dust regions.
 
Fleet Colors: Cool Grey, Lime Green, Mauve, and Bronze
Fleet Composition: Eight Cutters, Two Liveships, Eight Sand Trawlers, Twelve Skiffs, One Trade Barge
Operational Region: Southern Jazirah Flatlands and Eastwall Mountains
Total Active Crew: 5,000
Mantras: Obstacles in front of your path can be removed through understanding what caused them. Remove obstacles within yourself first to walk the path ahead.
 
 

Technology


  Drakaan ingenuity and craftsmanship are evident in their firearms and armor, which take a unique and unorthodox approach to creation, often imbuing them with 'outlander magic' (not truly magic, but could be misconstrued as such because it is sufficiently advanced technology) resulting in unpredictable outcomes. One notable Drakaan invention is the Piledriver cannon, a rocket-propelled harpoon that fires a massive spike capable of piercing even the toughest hides. Though inaccurate over long distances, it is used to guide lightning to the beasts they hunt by tailing a kite-chain, specifically developed to handle the massive Kuthban-Tinin (Dunewyrm) that plagues their regions. The Drakaan have also found a way to impart lightning into their weapons through usage of electrolasers, a holdover from the construction equipment they designed and used back in their colony days. With some of their Dustrider ships gliding over the deserts channeling lightning into huge phylacteries that store the energy for dispersal from their arc weaponry.
  Another Drakaan invention is Arc Weapons, which stem from Arc Tech, a broad category of technology that allows them to harness ambient magical energies and convert them into electrical power. Arc Tech is utilized in their vehicles, weapons, architecture, and even agriculture. A core component of Arc Tech is the Aetherion crystal, which is found in The Deep where The Hive resides and the Dwarves mine for resources. The focusing arrays used by the Drakaan for their Arc Tech weaponry are largely made of glassy fulgurite, a crystalline structure that appears above ground in The Dust and is formed by intense sandstorms that cause heat lightning. These focusing arrays are used to create lasers that ionize paths for their lightning guns, also known as Arc Weapons.
  Drakaan vehicles utilizing Arc Tech are called Arcriders, as they use anti-gravity field generation through electromagnetic repulsor fields with directional control systems. The repulsors emit crackling electrical arcs, allowing the Arcriders to glide effortlessly across the ocean of sand that is The Dust. The Lightning Phylacteries are giant batteries used to store energy captured using Arc Tech receptors for long durations until needed.
 

Architecture


  Drakaan permanent structures are not too common in Dunia, but those that are established are designed to passively cool, and collect both energy and moisture. The permanent structures are more likely to be found near the various oases that are found around Dunia, with the largest populations of settled Drakaan near Ksar-Khartoba on the Western edge of the oasis. The windows typically have an overhanging shade to reduce light absorption. The outer walls of most homes are tall, to shade the central courtyard as much as possible. As a display of wealth or status, some courtyards might have a water fountain. Below the surface, they use hydroponic grow-trays to produce fruits and vegetables. Dome structures are frequently used since they do not require internal support structures and provide more efficient insulation against the elements and require less artificial cooling and heating. The materials they use to build their homes are often sourced from the surrounding environment, with sand, fibrous materials, clay, and stone. Their homes are often decorated with hunting trophies, intricate and lavish textile art, and if they're well-to-do, wooden furniture from imported trees.
  Aboard a liveship, there are similar cultural trinkets that are kept aboard, but most of the layout of a liveship is similar to living aboard a naval destroyer or carrier, with narrow corridors, bulkheads. Lots of pipes and wires line the corridors, like arteries in a body. Bunks are small but cozy and frequently customized to their inhabitants' preferences. A liveship's layout varies from fleet to fleet, but there's a school, hydroponics farm, infirmary, workshop, and recreation center on board. The bunk areas are typically for individual family units and house up to six individuals at a time, with a kitchenette, separate sleeping area, individual bathrooms, and a small family area.
 

Drakaan-Designed Vehicles


  Drakaan utilize their technology to build fleets of hovering craft that glide over the dunes and badlands with ease. These are called Arcriders. They use a form of extremely powerful electrostatic repulsion to glide, and harness both wind and electric turbine engine power to propel themselves. Some can get up to incredible speeds.
  Drakaan Arcrider Bike
  Rarity: Common
  Description
  The Drakaan Arcrider Bike utilizes three repulsion lift engines and a singular electrojet turbine to propel itself. It has several aerodynamic guide-fins to steer at high speeds, but actuates the repulsion lift engines to conduct most steering, angling them so that it alters the propulsion. The electrojet turbine takes up most of the fuselage and has thrust vectoring capabilities. Generally, the mounted weapons will either be a singular Arc Repeater or twin-linked Compressor Repeaters. It does not come equipped with these weapons by default, however, as it is primarily used for scouting for Dunewyrms.
  Drakaan Arcrider Skiff
  Rarity: Common
  Description
  This skiff utilizes repulsion generators on its underside and operates off of residual lightning magic generated by the cataclysm. It has a fully sealed interior compartment and can operate either on wind power or electrostatic repulsion. This skiff type recharges its lightning phylacteries by sailing into the lightning-charged dust storms that swirl up through the wastes. Most come equipped with two harpoon turrets.
  Drakaan Sandtrawler
  Rarity: Uncommon
  Description
  This landship uses Drakaan Arc Tech to hover and emits a bassy warbling sound as it glides effortlessly above the sand. The Sandtrawler is used in hunting raids to slay the massive Dunewyrm serpents. It is often seen adorned with sails covered in the colony's emblems, flags tattered from dust storms flapping in the wind on outstretched masts and brimming with harpoons and other weapons. It is a heavily armored vessel akin to the battleships of old. Like the Drakaan Arc Tech skiff, it collects its energy from the sandstorms and ambient chaos particulate. It boasts a fully enclosed bridge and living quarters. When moving at full speed, lightning arcs from its hull to the ground and it gives off a sound that the Dunewyrm is attracted to. It has cranes and mechanical winches that it uses to load the slain Dunewyrm corpse onto its center deck for processing. The Drakaan use all of a Dunewyrm's parts and waste nothing. More often than not, there will be new hires aboard the Akulos fleet sandtrawlers from other species.
  Drakaan Trade Barge
  Rarity: Very Rare
  Description
  This gargantuan Arc Tech landship moves slowly but acts as a bazaar and embassy of sorts, with lavish bedding and as much decoration as a palace to be as inviting as possible; though the trade barge itself is never without escort, and carries armed guards who perch atop conning towers to spot threats from afar. It has the most cargo capacity of any of the Drakaan vessels. Its interior is cooled by heat exchangers to be as comfortable as possible during the brutal summer days, and heated during the cold desert nights. When stationed, it deploys a massive ramp that stretches from the front of the vessel to enable easier loading and unloading. Above the entryway, just under the 'mouth' of the landship sit two remote-operated Compressor turrets which can be activated at a moment's notice.
  Drakaan Cutter
  Rarity: Rare
  Description
  This Arc Tech landship is built to slug it out with other factions in the event a war breaks out or to intercept raiding parties and pound them into the dust with its lightning turrets and main cannon. It is the fastest of all of the Arc Tech landships and uses massive turbofans to propel itself across the wastes.
  Drakaan Liveship
  Rarity: Very Rare
  Description
  This Arc Tech landship is built for cultivating fresh fruit and vegetables and holding livestock. It uses condenser towers that line its deck to collect evaporated water vapor and turn it into a drinkable form. It is slow, and fairly light on defenses so it doesn't make its way out into foreign territory often unless the Drakaan have decided to pack up and move location. As a defensive measure, it can emit a large pulse of electrical energy to shock potential threats.
 

Drakaan-Designed Weaponry


  Courser Blade
  Rarity: Exotic, Uncommon
  Description
  A Drakaan melee weapon that emits superheated plasma along its edge, meant to defeat even the toughest armor while simultaneously incinerating flesh and bone. It uses a tungsten leading edge with silicon carbide as a backing material. It is only ever used in CQC when ranged attacks are not an option. Its predecessor was developed as a plasma cutting blade for industrial applications. It is capable of unleashing a short range wave of plasma.
  DC-2-01 Compressor Pistol
  Rarity: Exotic, Common
  Description
  The Drakaan-manufactured DC-2-01 is capable of launching one of the most powerful projectiles out of any sidearm, but it is fairly limited in range. Drakaan compressors are a stealthy weapon class that operates off of electric motors to pressurize internal chambers with air or other gases to launch the weapon at fairly high, but subsonic velocities. They were at one point modified construction equipment that were used in workers' uprisings against the oppressive Progenitors in the Drakaan's original plane of existence. The compressors used by the Drakaan on Dunia are strictly built as weapons of war, especially designed to combat the larger, more dangerous fauna and mutated monsters that rove the wastes.
  DC-4 Compressor Repeater
  Rarity: Exotic, Uncommon
  Description
  The DC-4 is a Drakaan design, a heavily modified, oversized air-powered nailgun previously used as construction equipment. It launches 15x100mm tungsten-core metal stakes at a subsonic velocity, though relatively quietly when compared to a firearm or an arc weapon. The compressor uses an electrically-operated motor that has the option to charge with a handcrank, but is otherwise operated by an Aetherion power cell. The magazines on the DC-4 are relatively low capacity, but this is because of the overall bulk of the stakes.
  Piledriver Cannon
  Rarity: Exotic, Uncommon
  Description
  An abnormal weapon with no proper name aside from 'Piledriver', the Drakaan-made Piledriver Cannon is often a crew-served weapon on board the Arcrider hunting fleets, built for taking on the fearsome Kuthban-Tinin. The projectile launched by the weapon is close to 4 feet long, and is a tungsten-cored rocket-propelled harpoon with barbs that run the entire length of the harpoon, that open up after launch in flight to stabilize it. It is launched from an assembly that has an assisted pneumatic launch system. It operates similarly to the compressor weapons but with the added element of combustion to aid in propulsion, taking away the 'stealthy' element. The Piledriver Cannon has 6 separate pressurizing chambers that fire in a two stage sequence.
  Type 40 Arc Caster
  Rarity: Exotic, Rare
  Description
  An earlier Drakaan weapon, the Type 40 Arc Caster is a powerful short range weapon deployed frequently during boarding actions or aboard the Drakaan arcrider fleet to protect against would-be invaders. Its closest ballistic analogue would be a shotgun. The weapon requires a secondary capacitor attached to it to supply the power necessary to deliver the less-focused shocks. It does not use an ionizing path, for its arrays instead create a very large discharge of energy with some guidance plating to help 'guide' the lightning emitted from the weapon. Because of this reduced focus, things that mitigate lightning damage do well against it, but unprotected targets suffer the full power of its discharges. It requires frequent recharging to deal with the high power drain.
  Type 77 Arc Pistol
  Rarity: Exotic, Uncommon
  Description
  An earlier model electrolaser pistol designed by the Drakaan, this particular weapon is highly portable and also incredibly dangerous. This was one of the first successful attempts to miniaturize the Arc weapons to a more compact format. As a result, it has shorter range than the 2-handed arc weapons. It ionizes a path for plasma to travel along and then creates an electrical discharge similar to lightning. This weapon is most often used as a sidearm for Drakaan engineers and commanders. It has some 'guidance plating' that allows the user to adjust the range and channel the lightning to the destination of choice.
  Type 84 Arc Repeater
  Description
  An adaptation of pre-Cataclysm Drakaan technologies, the Type 84 Arc Repeater is an electrolaser, which ionizes a path through the air using a laser for plasma to channel from a projector down a set path, creating a reliable and predictable means of sending lethal voltage via the plasma channel to a target. The weapon can induce electrical burns, paralysis, and damage to internal organs. The Type 84 is the primary arc weapon that the Drakaan wield in combat excursions. It is built with a large number of cooling cells to offset the extreme heat generated by the capacitors when they expend energy.
  Their means of storing power may have changed since before the Cataclysm, but the functionality remains relatively the same. There is a bank capacitor in the weapon that can be charged from a separate power source. The power source is an Arc Charger power cell, comprised of highly conductive materials and an Aetherion crystal, which regenerates its charge from ambient magical energy. The Arc Chargers themselves can be quite volatile.
  Type 87 Arc Pistol
  Rarity: Exotic
  Description
  A portable electrolaser pistol designed by the Drakaan, this particular weapon is highly portable and also incredibly dangerous. It ionizes a path for plasma to travel along and then creates an electrical discharge similar to lightning. This weapon is most often used as a sidearm for Drakaan engineers and commanders. It has some 'guidance plating' that allows the user to adjust the range and channel the lightning to the destination of choice.
  Type 98 Arc Sniper
  Rarity: Exotic
  Description
  The Drakaan built this Arc weapon to combat threats from a great distance, allowing them to fire one shot and burn a hole clean through whatever opponent they were facing. The amount of power discharged in a single shot is enough to cause it to arc from the point of contact to multiple other targets, sending electricity coursing through the air. The Type 98 Arc Sniper is a truly fearsome weapon, as the crack of the weapon's lightning strikes is enough to be heard several miles away. By the time the sound has reached the target, it's likely already dead and the weapon's operator has already vanished into the dunes. The weapon cannot hold a particularly large number of 'shots' in its capacitor banks though, and is best used from an advantageous position.
  Arc weapons have the distinct advantage of being rechargeable over firearms, however their ability to sustain attacks frequently comes into question due to the limitations of capacitor banks versus simple magazines where the energy is stored in the ammunition.
  Type 108 Heavy Arc Repeater
  Rarity: Exotic
  Description
  The Type 108 Heavy Arc Repeater is one of the rarer weapons that the Drakaan field, but when they do, it is meant to lay down incredible amounts of suppressive fire. It is a pulsed electrolaser, meaning it fires short pulses that channel lightning down an ionized path that the laser creates. The weapon has some advanced insulating guidance fins near its focusing array to aid in sending the lightning coursing down the channel. This particular weapon boasts more heatsinks than the other Arc weapons, along with a much larger capacitor, but the capacitor has to be worn on the back and connected via a power coupling to the electrolaser itself. Despite the heatsinks, sustained firing without shorter bursts in between will overheat the weapon.
 

Species Features


  Desert Adaptations
  Drakaan, having been genetically modified for arid, terrestrial colonization, need only half as much water per day compared to other species. The rate of consumption is 2 quarts instead of one gallon per day.
  Electrostatic Capacitance
  Drakaan are capable of building up electrical energy and storing it in their bodies' electrocytes to unleash at a later point. For each 15 feet you move (while on foot) on your turn, add an Electrocyte charge. Drakaan can add 1d4 lightning damage to a weapon attack, once per turn, or use it during a reaction by expending one of these charges. They can store a number of charges equal to their Proficiency Bonus, but all charges are lost after initiative is over.
  The damage from the Electrocyte charges increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.
  Lightning Resistance
  Drakaan are naturally resistant to lightning damage thanks to evolved traits from a hostile environment and genetic engineering.
  Languages
  You can speak, read, and write Common, Drakaan, and Khar-Kushak. Khar-Kushak is the lingua franca and primary trade language of Dunia. It is a creole of two languages similar to Arabic and Hindi. Drakaan, on the other hand, is similar to a mutation of Greek, Macedonian, and Bulgarian languages.
  Age
  Colonial Drakaan can live upwards of 120 years. They can start walking at 6 months, typically learning to speak around 1. They reach adulthood by the age of 20.
  Drakaan Ingenuity
  Drakaan are inherently resourceful and inventive tinkerers, with inventions ranging from small curiosities to impressive hovering vessels called Arcriders that cruise along the desert sands using the power of lightning.
  Drakaan are excellent makeshift craftsmen. They can take materials and components and create a 'prototype' weapon or item that is based on something they've held or used in their travels. The crafting requirements are the same as the weapons or items they are copying.
  To be able to craft a 'prototype' one must pass a DC10 Investigation check upon holding and inspecting the weapon or item and will generate a 'prototype' schematic. This can be attempted once per Long Rest.
  They can break down or dismantle any weapons for materials and components.
  At level 3, they can craft prototypes based on items they'd held or used without a schematic requirement, but the prototype will break after 3 days. The prototype can combine features of two different items, but will inherit the stats of the first item. See the Kitbashing entry for additional details. They can have up to one prototype at a time at level 3. All materials used are refunded once it breaks.
  At level 6, they can craft a prototype that does not break. They can still only have one prototype at a time.
  Drakaan Voltaic Arms
  All Drakaan can use the Shocking Grasp Cantrip. They use their Intelligence modifier or spellcasting modifier with this cantrip, whichever is higher.
 

Subspecies Features


  Colonial Drakaan Size
  Colonial Drakaan are much smaller in stature compared to the Primals. They can range from 5-6.5 feet and weigh from 120-220 pounds. Their running speed is 30 feet.
  Colonial Drakaan Inventiveness
  Starting at level 6, Colonial Drakaan can craft and carry up to two 'prototypes' at a time instead of just the one. See the Drakaan Ingenuity feature.
  Colonial Dexterity
  For PF2E: Colonial Drakaan get a boost to Dexterity
  Primal Drakaan Size
  Primal Drakaan range from 6-8 feet, bordering on half-giant sizes. They can typically weigh from 200 to 300 pounds. Their running speed is 30 feet.
  Primal Strength
  Primal Drakaan count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
  For PF2E: Primal Drakaan get a boost to Strength
 

Drakaan-Unique Backgrounds


  Drakaan Fleetguard
  The Fleetguard is a respected and honorable position amongst the Drakaan. They serve aboard the flagship vessels of the fleet as protectors and arbitrators, needing both intimate knowledge of weaponry and diplomacy. This position often takes years to attain, only reaching it after great sacrifice in the line of duty. They strive to be humble, and volunteer their time caring for the fleet's least capable. They also safeguard the secrets of the Drakaan, preventing unauthorized people from accessing their highly advanced technologies.
 
Ability Score Increase: Strength, Constitution, Intelligence
Equipment: Traditional Fleet Garb, (Clothing, 3 items plus a materials pack)
Origin Feat: Stalwart
Skill Proficiencies: Athletics, History
Tool Proficiencies: Gunnery Kit
Vehicle Proficiencies: Land Vehicles
  Drakaan Fleet Personnel
  On board the Arcrider fleet, you have been tasked with the various responsibilities that a fleet demands, ranging from maintaining the ship's weaponry to fixing the hydroponics gardens on the liveship. You've seen it all. At some point or another, you separated amicably from your fleet due to personal reasons and took up freelancing.
 
Ability Score Increase: Constitution, Intelligence, Wisdom
Equipment: Comfortable Clothes and a Desert Cloak, Drakaan Transceiver (Pair), Navigator's Tools, a Dew Collector, and a Materials Pack with 10 Mundane materials of each type
Origin Feat: Polecat
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Navigator's Tools
Vehicle Proficiencies: Land Vehicles
  Drakaan Forward Scout
  The Drakaan forward scouts are sent out into the dunes and badlands to locate signs of Dunewyrms and other factions with little to no support. They utilize a crystal-powered Transceiver to send messages back to their clan's Arcrider flotilla the whereabouts and movement of important quarry. They are trained to go days without food or water and are exceptional at hiding and becoming completely motionless for extended periods of time. They have been trained to have exceptional navigational and observational skills.
 
Ability Score Increase: Dexterity, Constitution, Wisdom
Equipment: Desert Cloak and Wrappings, Drakaan Transceiver (Pair), Drakaan Scouting Binoculars, a Dew Collector, and a Materials Pack with 10 Mundane materials of each type
Origin Feat: Skilled
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Survival Kit
Vehicle Proficiencies: Land Vehicles
  Drakaan Wyrmhunter
  The Drakaan Wyrmhunters are exceptional pilots of the Arcrider ships and are proficient in handling this exotic type of vehicle. They are also very observant, needing to spot threats from a long distance away as they approach with their vehicles.
 
Ability Score Increase: Dexterity, Intelligence, Wisdom
Equipment: Desert Shroud, Drakaan Transceiver (Pair), Drakaan Scouting Binoculars, Materials Pack containing 10 of each type of Mundane grade material
Origin Feat: Alert
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Navigator's Tools
Vehicle Proficiencies: Land Vehicles
  TBD
  Description Goes Here.
 
Ability Score Increase: TBD
Equipment: TBD (Clothing, 3 items plus a materials pack)
Origin Feat: TBD
Skill Proficiencies: TBD (Choose 2)
Tool Proficiencies: TBD (Choose 1)
Vehicle Proficiencies: TBD (Choose 1 vehicle or an additional tool proficiency)
Lifespan
60-150 years
Average Height
2 meters

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