Evolved salamanders possessing the powers of poison and healing.


Eyes, Keen and Dark

Among those in the post-poc who concern themselves with scientific reasoning, the question of how Ardentri gained sentience is an impenetrable mystery. Although numerous genera and species flash-evolved in the aftermath of the apocalypse, almost all of them displayed increased intelligence prior to the radiation; this foundation was then built upon to produce the many sentient Viechkind and Thalborn that exist. Ardentri, descended from salamanders, do not fit this pattern.

Whatever the reason for their rapid development, Ardentri were first encountered in the southern parts of the old UE, where both known species were discovered with established homes. Although they’ve spread across vast areas, independent groups of Ardentri tend to stick very close to their nests, venturing out for food or other needed resources. This makes travelling Ardentri a very rare sight, but some do maintain trade and communication routes.

When forced to fight, Ardentri have numerous advantages over their opponents. The most obvious is their highly toxic skin; one touch is enough to cause damage, and prolonged contact can easily be fatal for whatever has offended the Ardentri. This has led to a grapple-based fighting style among younger Ardentri. The other, less obvious, benefit to their physiology is their ability to heal. Like their salamander ancestors, Ardentri can recover from almost any injury if given enough time; lost limbs, bullet wounds... Anything short of death is a temporary condition.

https://youtu.be/0yKffbjdx84

Genus Traits

Stat Boost

+2 and a +1 to different stats, one of which must be OBS.

Trait: Salamandra

The physiology of Ardentri seems incredible, blessed with powers of poison and healing. With toxic skin to deter attackers, and the almost unbelievable ability to regenerate damaged limbs and organs, they can seem unstoppable.

Once per turn, while making skin contact with another creature, you can choose to secrete poison. Roll RES vs Body (RES) to deal 1d8 Toxic damage. At Lv6 this becomes 1d8+[RES]. Also if you lose a limb or receive any other permanent damage, but survive, roll 1d20 and add 20. The permanent damage will be fully regenerated after that many days.

Healing of permanent injuries isn’t an easy feat; even with the incredible technology of the modern world, it’s basically always easier to replace things with cybernetics than try and recover the natural parts. Ardentri can do this as a matter of time. Their poison skin is similar to the Moraith, but more potent.

Species: Fire

It could be said that the name of this species, taken from their ancestors, is a self-fulfilling prophecy. Descended from the fire salamander, Fire Ardentri do not have any inherent abilities involving heat; it would actually make more sense for them to be called ‘Poison’, but that hasn’t stopped the Ardentri from embracing the title. Somehow hearing of the ancient myths about salamanders being born from flame, it is anomalously common for them to carry fire-based weaponry.

Their black skin dotted with colours like yellow, red, or orange, they are fairly distinct from their Stone kin, and this serves as a warning to threats; if all Ardentri are poisonous, Fire Ardentri are downright toxic. With additional glands that produce a liquid version of their contact poison, Fire are able to spray it from a patch under each cheek. Combining that with their toxic skin, there are many monsters that will not eat an Ardentri...but that doesn’t mean they won’t kill one.

As Fire Ardentri grow older they remain independent far longer than the average human of their age would. It’s unclear if this is connected to their regenerative abilities, but it’s notably not a trait shared by Stone Ardentri. It’s not uncommon to meet individuals aged seventy and up, who still actively hunt and work, with rumours circulating of a few Fire who are still up and about at almost a hundred years old.

Trait: Poison Spray

In addition to their poisonous skin, a Fire Ardentri can expel toxins in a short-ranged burst from patches on their face.

Once per turn, at a cost of 6m, you can make an attack at something you’re facing using the following profile. You are always considered adept with this attack.

Weapon Stat Range Shots Damage Type
Fire Ardentri Spray OBS 4m (Close) 1 1d8 Toxic