Barbaros

As seen by civilized races, Barbaros are monstrosities, the result of perversion and violence whether or not this is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Barbaros as a whole resent this treatment, and rather than play the part of the victim, they tend to lash out, unknowingly confirming the biases of those around them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with great deeds and unexpected wisdom though sometimes it's easier just to crack a few skulls. Some Barbaros spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren't monsters.

 

Species Name: Barbaros, Half Orc

Type: Humanoid

Physical Traits: Barbaros average around 6 feet tall, with powerful builds and greenish or greyish skin. Their canine teeth often grow long enough to protrude from their mouths, and these tusks, combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. Despite these obvious Orc traits, Barbaros are as varied as their human parents.

Height: 5.9 - 6.5ft

Weight: 155 - 225 lbs

Abilities: Infravision 60 feet

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 -1, WIS: 3D6, STR: 3D6 +2, DEX: 3D6, CON: 3D6, CHA: 2D6 -1, MR: 2D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 75 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. The Barbaros personality tends to be short tempered, sullen, and prone to action rather than thought. Half-orcs prefer simple pleasures: feasting, singing, wrestling and wild dancing. They have no interest in refined pursuits such as high art and philosophy.

Due to their Orcish blood, Barbaros are on poor terms with some of the other races. Relations are particularly troubled with Elves and Dwarves, due to racial enmity between Orcs and these races. It's not to say that it's impossible for a Barbaros to find camaraderie with an Elf or a Dwarf, however; Dwarves in particular are willing to befriend Barbaros who have proven themselves worthy of a dwarf's trust. Half-Elves tend to be sympathetic toward Barbaros, knowing the hardships of being an outcast from both of their parent races. Hauflin and Gnomes are generally accepting of half-orcs and happily interact with them. Barbaros adopt different attitudes to gain acceptance from those who are wary of their Orcish heritage. Some are reserved, some demonstrate public virtue, while others force acceptance through physical intimidation. Barbaros have no native lands; they most often live among Orcs. When not living among Orc tribes, Barbaros almost always live in human lands, as humans are more accepting than other races.

Barbaros often find companionship among adventurers, many of whom are fellow wanderers and outsiders. Their need to always prove themselves worthy encourages Barbaros to strive for power and greatness within the society around them. Unlike Half-Elves, where at least part of society's discrimination is born out of jealousy or attraction, Barbaros get the worst of both worlds: physically weaker than their Orc kin, they also tend to be feared or attacked outright by humans who don't bother making the distinction between full Orcs and half bloods. Even on the best of terms, Barbaros in civilized societies are not exactly accepted, and tend to be valued only for their physical abilities. On the other hand, Orc leaders have been known to deliberately spawn Barbaros, as the half breeds make up for their lack of physical strength with increased cunning and aggression, making them natural leaders and strategic advisors. Tribal leaders quietly recognize that Barbaros are often more clever than their Orc cousins and often apprentice them to the tribe's shaman, where their cunning might eventually strengthen the tribe. Apprenticeship to a shaman is a brutal and often short-lived distinction, however, and those Barbaros who survive it either become influential in the tribe or are eventually driven to leave.

Barbaros have a much more mixed experience in human society, where many cultures view them as little more than monsters. They often are unable even to get normal work, and are pressed into service in the military or sold into slavery. In these cultures, Barbaros often lead furtive lives, hiding their nature whenever possible. The dark underworld of society is often the most welcoming place, and many half-orcs wind up serving as enforcers for thieves guilds or other types of organized crime. Less commonly, human cities may allow half-orcs a more normal existence, even enabling them to develop small communities of their own. These communities are usually centred around the arena districts, the military, or mercenary organizations where their brute strength is valued and their appearance is more likely to be overlooked. Even surrounded by their own kind, half-orc life isn't easy. Bullying and physical confrontation comes easy to a people who have been raised with few other examples of behaviour. It is, however, one of the best places for young Barbaros to grow up without prejudice, and these small enclaves are one of the few places where half-orc marriages and children are truly accepted and sometimes cherished. Even more rarely, certain human cultures come to embrace Barbaros for their strength. There are stories of places where people see Barbaros children as a blessing and seek out Barbaros or Orc lovers. In these cultures, Barbaros lead lives not much different from full-blooded humans.

Government: Tribal Council

Population: 5,133,230


 

Creating a Barbaros character

Step 1: Attributes
Roll attributes as normal but +2 STR and -1 INT and CHA. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Barbaros gain all the following free;

Night Vision - The character can see in absolute darkness at up to 60ft.

Additionally Barbaros start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Increased Thac0 10 +1 Thac0 with hand to hand weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5

Using this ability the Barbaros can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 10 A Barbaros may select a particular type of terrain as his specialty area for healing. Whenever in this terrain he can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Centaur may choose a new terrain.

Nature Survival 5 Due to a Barbaros's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Sanity Bonus 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
STR Bonus 10 +1 STR
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or impurities in food and beverage. It can also be used to detect and water or food being prepared within the radius.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races