Shor'aniss may be Psionicists, but may only use Psychometabolism
From the World of SanDora Setting
The Shor'aniss resemble humanoid crocodiles, with heavily scaled and ridged skin and needle-sharp teeth and claws. They move with a swaying grace that is quite disturbing, and like their cousin Ullu they are capable of startling bursts of speed.
The Shor'aniss are generally considered unattractive to look at by other races as their mottled, scaled hide and sinewy muscles are generally unasthetic in appearance.
The Shor'aniss are individualistic and territorial. In general the Shor'aniss are proactive about staging elaborate ambushes and prefer to have superiority in numbers before attacking opponents. Though physically mighty they are typically inherently cautious and predatory, prefering stealth followed by a lighting fast strike to sustained aggressions.
The Shor'aniss are susceptible to cold due to their cold blooded nature.
The Shor'aniss generally respect the eldest among them and defer to those with greater experience, although some particularly aggressive youths may not.
In the World of San'Dora, the Shor'aniss have traditionally been ruled over by their smaller but more psionically powerful cousin race, the Lss'Rss. In the last 1200 years however some Shor'aniss in the Ullu splinter nation of Sys'an'sriss slew or chased off their Lss'Rss rulers and seized control of their own destinies.
This was coordinated with brethren in Lrss'ur'a across the Straits of Upinthia, but the Lss'Rss overlords there were able to put down the revolt and the survivors of the rebellion fled or perished in the ensuing reprisals. In Sys'an'sris the Shor'aniss rule over elements of the third Ullu subrace, the Hss'Sariss. The entire area has slowly evolved into a savage, nearly untamed and uncivilized place as the Shor'aniss make better warriors than rulers.
In the far south the remnant of the once great Ullu'shu'ra still maintains the ancient traditional caste system of Lss'Rss as first class citizens and both Shor'aniss and Hss'Sariss as second class citizens. Most Shor'aniss there are in some form of a military or heavy labor role.
GM's Permission is required to play a Shor'aniss as they may not exist in the Campaign Setting or may be unsuitable as Player Characters.
Cost Ability
8 Mighty: +8 STR
10 Fit: +5 CON
10 Durable: +5 BODY
5 Intimidating: +5 PRE
3 Armored Hide: Damage Resistance 3/3
10 Graceful: +1 SPD
3 Frighteningly Quick: +1 SPD (10 Active Points); Increased Endurance Cost 5x END (-2), Costs Endurance Only Costs END to Activate (-1/4) [5 END each TURN used]
4 Amphibian Grace: +2" Swimming plus 0 END on 4" Swimming
5 Amphibian Eyes: UV Vision
3 Hold Breath: Extended Breathing: 3 Levels
2 Tail: Extra Limbs Inherent (+1/4), 1 Limb only (-2), (Limited Manipulation;-1/2)
8 Fast Healing: Regenerate 1 BODY/Hour, Regrow Lost Limbs
24 Sharp Teeth: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points); Reduced Penetration (-1/4) [3 END]
9 Tail Swipe: Hand-To-Hand Attack +2d6 (20 Active Points); Hand-To-Hand Attack (-1/2)
[2 END] plus +1 OCV w/ Tail Swipe
104 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Shor'aniss Ullu (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: 600-1000 lbs, 9 to 13ft tall
-2 Mottled Hide: -4 COM
-3 Dim: -3 INT
-4 Earless: -2 PER Hearing
-15 Susceptible to Cold Weather: (sub 50 degrees), VCommon per Minute 1d6


Total Cost of Package
Cost Ability
+10 Reptilian Mind: +10 Mental Defense
+5 Amphibian Eyes: UV Vision
+3 Amphibian Grace: +2" Swimming plus 0 END on 6" Swimming
+1 Hold Breath: Extended Breathing: 1 Levels
+10 Blindingly Fast: +1 SPEED
+9 Ambidexterity (Eliminate Off Hand Penalty entirely)
+15 Blind Fighting: Combat Sense 11-
-5 Extra Susceptible to Cold: Increase to per Turn 1d6
  • Really Susceptible to Cold: Increase to per Phase 1d6
  •      Extremely Susceptible to Cold: Increase to per Segment 1d6