KARNAK

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Rapid Regeneration (+3)

The Karnak have an above-average metabolism and accelerated cellular regeneration. They make natural healing checks once per day instead of once every five days. Additionally, Karnak are capable of fully regenerating lost body parts. Lost parts may only be regenerated once all other Wounds have been healed and are treated as one additional “Wound” per body part for the purposes of being regenerated. They may only attempt to regenerate a lost body part once per week under these conditions.

Environmental Weakness (Cold, -1)

All Karnak have an aversion to the cold. Exposure to sources of extreme cold, such as snow and ice, is dangerous and causes great damage to their internal organs. They are also more susceptible to exhaustion as their metabolism slows to dangerously low rates. Karnak suffer +4 damage from any “cold” source, and suffer a -4 penalty to resist “cold” environment effects and powers.

Irregular Mouth (-2)

Karnak have facial structures that differ greatly from their human counterparts. What would be considered standard speech is more difficult for the Karnak as a whole due to their lack of lips and less-malleable mouths. They do not start with the standard d4 skill die in Persuasion, and they suffer a -1 to Persuasion rolls due to both the difficulty of forming their words and the difficulty of others understanding them.

Varied Sub-species (+2 each)

Karnak have great genetic diversity as a species. Each Karnak has several traits that set them apart from their fellows. There are three “dominant” sub-species: Dylians, Ignians, and Axians. Each of these sub-species has two primary traits, as detailed below. A Karnak may choose one of the established sub-species or create their own from the list of options at the end of this section.

Dylian (+2)

Dylians are physically powerful and formidable. They tend to have larger or average body sizes, and are gifted with natural weapons and defenses.

Natural Weapon (+1)

A natural weapon that deals Strength + 1d4 damage and can take the form of a bite, claw, or horn. Additional rules and benefits for Natural Weapons are detailed on page 104 of the Savage Worlds Adventure Edition book.

Bite: The Karnak may bite a target while grappling it.

Claws: The Karnak gains +2 to Athletics rolls when climbing a “soft” surface.

Horn: The Karnak adds +4 damage to one Fighting action in which it Runs, moves at least 5” (10 yards), and successfully hits with its horn.

Natural Armor (+1)

The Karnak has some form of natural armor, taking the form of scaly hide, shell plating, a mucus membrane, or anything else thematically appropriate, granting +2 Armor.

Ignian (+2)

Ignians have astonishing powers of perception. They tend to have average or smaller body sizes and larger or more noticeable sensory organs, such as eyes, tongues, or frills.

Infravision (+1)

The Karnak can “see” heat using a combination of their eyes, tongue, or other sensory organ. In addition to standard detection, this halves Illumination penalties when attacking warm targets, including invisible beings.

Low Light Vision (+1)

The Karnak ignores penalties for Dim or Dark Illumination, through use of their eyes, tongue, or other sensory organs. Low Light Vision may be paired with Infravision when attempting to detect “warm” beings to eliminate Pitch Darkness penalties entirely.


Axian (+2)

Axians tend to have rubbery, viscous, or membrane-like skin instead of scale patterns. They tend to have average or smaller body sizes and pronounced features such as powerful/muscular legs or tails, clawed fingers and toes, or adhesive suction-cups on their digits.

Wall Walker (+1)

Axians are capable of walking on vertical surfaces at their normal pace or inverted surfaces at half pace by way clawed or adhesive limbs.

Leaper (+1)

Axians have powerful limbs that enable them to jump twice as far as normal (covered under the Movement section of the Savage Worlds Adventure Edition, page 92).


Genetic Variations (+1 each)

Karnak were always genetically diverse, but they have become even more varied in the years since Kori appeared. Any Karnak born might manifest genetic attributes unrelated to those of their parents. When creating a Karnak, instead of choosing one of the sub-species listed above, you may choose any two one-point (+1) bonuses stipulated from the sub-species above, or from the list below:

Burrowing (+1)

Through claws adapted for digging or some other appendage, the Karnak is capable of burrowing into loose earth and moving through it at half Pace (they cannot run). They cannot normally be attacked while burrowing, and can attempt to surprise enemies that don’t see them coming by making an opposed Stealth vs. Notice roll. If they are successful, they gain +2 to attack and damage rolls on the first round, or +4 with a raise (The Drop, detailed in the Savage Worlds Adventure Edition, page 100).

Camouflage (+1)

The Karnak has a natural camouflage adaptation. Their skin or scales can blend in with the environment around them at any time, granting a +2 bonus to sight-based Stealth rolls when remaining stationary, or +1 while moving.

Enhanced Eyes (+1)

The Karnak has improved vision of some sort: domed eyes, an extra set, or any other thematic variation, that grants them +1 to sight-based Notice rolls.

Prehensile Limb (+1)

The Karnak has a long, prehensile limb such as a tongue or tail. The limb is capable basic object manipulation and may grapple enemies at +1 range.

Semi-aquatic (+1)

Through enhanced lungs or primitive gills, the Karnak can hold their breath for 15 minutes before needing to make checks for drowning.

Spined (+1)

The Karnak has spikes or spines protruding from their body. When an enemy attacking them within Reach 1 rolls a 1 on their Fighting die, regardless of the result on their Wild die, they harm themselves on your spiny hide and take 2d4 damage. Their attack may still succeed through the Wild die, but they take the damage, regardless.

Toxic (+1)

The Karnak is inherently poisonous or venomous, whether from mucus on their skin, a dart, a bite, or some other thematic variation. When making a touch (Savage Worlds Adventure Edition, page 108) or natural weapon attack against an organic enemy, that enemy must make a Vigor roll or suffer the effects of Mild Poison. The victim suffers Fatigue with a Failure, or Exhaustion with a critical failure. Poison is detailed in the Savage Worlds Adventure Edition on page 128.