A new “old” monster and playable race for your OSR game.
Whark
A fierce warrior race standing nearly twice the height of a
man with four arm, tusked maws, and savage ferocity. Whark are cruel to the
point they are almost alien to men but they are not without honor and depending
on tribal affiliation may be reasonable form time to time. Whark shine in
battle as they are able to wield a weapon in each hand or multiple shields. As four armed monsters Whark can strike at a
single foe with as many weapons as they can bear with no penalty if splitting attacks
among multiple foes subtract this number form their chance to hit (i.e. a Whark
attacking 3 adventurers simultaneously would make each attack roll at -3).
Whark are able to climb very well and swiftly as they have six limbs on hand
and it is surprising to see such a large warrior scaling sheer surfaces (90%
chance to climb sheer surfaces or as a thief with the same level as the Whark’s
HD). Whark are able to use their lower set of hands as a set of legs and as
such may drop to a centaur like posture to run quickly on all 4 limbs, a Whark
may use a lance as if mounted while running as such. The stats given are for a
normal member of the species some may be encounter with much higher AC. Despite
their amazing fearlessness in battle they are superstitious and skittish around
creepy illusions and necromantic magic. Whark are only surprised half as often
as normal.
Whark HD 4 (or better); AC 8[11] or armor; Atk: up to 4
weapons; Move: 9 (climb 6, run 15); Save: 13; AL: L or N; CL:5; ML:10; WIL: 15;
Special: sense vibrations (only half penalty vs invisible foes).
Whark as Player Characters
Superstitious: Whark are brave except in the face of necromantic
magic and frightful illusions, they save at -2 vs illusions and any necromantic/undead
origin magics and special attacks.
Tied to environment: Whark are adapteded to survive in specific
cruel environments depending on tribe, culture or campaign. When making saves
inside this environment Whark receive a +2 bonus, saves made outside this
environment receive a -2 penalty. Recommended Environments: Desert,
Swamp,Arctic. A dungeon is neither inside nor outside an environment unless it
has unusual features.
Darkvision: Whark have limited darkvision being able to see
30’ in darkness.
Awareness: Whark have a low level of telepathy that allows
them to sometimes sense when they are being observed by others, just the presence not their location. Whark are only
surprised by living beings on a surprise roll of 1.
Four Arms: Whark are able to fight with a weapon in all four
arms. They suffer no penalties when striking against a single foe in a round
but when splitting attacks between multiple foes they must subtract the number of
foes from the chance to hit (attacks must all be designated before rolls are
made a Whark PC can’t attack 1 foe see if a single blow hits and move attacks
over to other foes).
A Whark may deploy multiple shields gain the benefit of
each, if using more then one shield a whark suffers an attack penalty equal to
the total number of shields being used.
Centaur Stride: A Whark can assume a centaur-like gait by
using his lower set of arms as legs. They move quickly in such a posture have a
move rate of 15 . They are also able to use a lance as if mounted.
Tough skins: Whark have AC8[11] when unarmored, armor grants
the same AC for them as it does men otherwise.
Big: Whark are big as such they must eat twice as many
rations as a man. Whark armor is expensive to manufacture due to their size and
anatomy among Whark and those who are trained by Wharksmiths armor costs 3
times normal, getting armor made away from a Wahrkhold would cost 5 times
normal prices (except for shields they are normal cost).
Whark will fight at -2 to hit in dungeons or indoors in
tight corridors or areas with ceilings under 10’ in height.
Classes: Whark make excellent Fighters and are able to reach
13th level. Whark enjoy killing and some focus this so they are able
to be Assassins up to 7th level. Some rare Whark may become Monks but are
unable to rise higher then 7th level as they can never truly master
their inner selves (A whark monk will have an AC of 8[11] at 1st
level). A Whark may multiclass as a Fighter-Assassin but is limited to 9th
level as a fighter and 5th level as an Assassin if they do so. (DM:if
your game lacks monks or assassins consider allowing Whark thieves).
Whark have no aptitude for magic and as such there are no
Whark MU or Clerics. If using Whark in
Fantastic Heroes and Witchery Friars,
Mystics, and Templar could be allowed to reach 7th level.
If using psionics/psychics in your campaign Whark are able
to use such abilities and may be an appropriate psychic class if your game has
one up to 9th level if single classed (6th if
multi-classed).
Note to DM’s: Whark do have some clear advantages that may
not be kept in check with the restrictions listed above but do consider this: Who’d be the first
person to catch an arrow or be targeted by hostile wizards the 5’8” human
warrior or the 10’ tall four armed green giant with tusks?
Whark are also culturally alien to most classical D&D
law/good guy cultures as they consider most other races weak runts and they
exhibit odd behavior like laughing at the sight of others suffering and
consider pain humorous as well; their odd behavior can and should have serious
negative consequences among other folk.
This race should work fine in BFRPG (and other OSR games) just adjust movement
rates to fit the games rates. If a DM wants to be a big old grump and make Whark PCs pay extra for multiple limbs assign them a 10% exp penalty and deny bonuses for superior stats.
Oh yeah: “whark” is singular and plural for all things whark.
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