Carcajou

 

Species Name: Carcajou, Wolverine

Wizards have never been known to be able to leave well enough alone. One enterprising spellcrafter noticed the potential for even greater combat abilities present in the wolverine race, and set about drawing it out, seeking to make them more like the larger, more melee-oriented members of the mustelid family. The end result of these experiments was the Carcajous, a race of incredible endurance and near unstoppable tenacity. Surprisingly, the Carcajou did not slaughter their creator, as is common after such experiments. This was mainly because the wizard in question was wise enough to hire them as mercenary guards instead of simply trying to use them as mindless slaves, having instilled enough intelligence in them to understand the use of gold and the importance of steady work. As the race began to multiply, they spread out and began to offer their services to others as well, until now it is gradually starting to become quite common for standing armies or well-heeled employers in need of guarding to keep a squad or two of Carcajou mercenaries on hand for use in really messy situations where lots indiscriminate force is needed.

Type: Humanoid Mustelid

Physical Traits: Burly and of incredibly well-muscled, solid construction, a Carcajou looks like a wall of fur-covered muscle, their shoulders broad and chests deep. With a strong resemblance to wolverines given a humanoid shape, with appropriate fur patterns and short tails as well as muzzles and black-padded noses, these mighty mustelids are an incredibly intimidating sight, with sharp claws tipping their thick fingers, and powerful, sharp-toothed jaws that can crack bones with ease.

Height: 5.6-7 feet

Weight: 50-250lbs

Abilities: Nightvision up to 10 metres, and 2 sets of claws doing D4 and D4 damage.  A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 -1, WIS: 3D6 -1, STR: 3D6 +1, DEX: 3D6, CON: 3D6 +2, CHA: 2D6, MR: 3D6, HPs: CON +D12, AC 8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 70 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Carcajous are right on the edge almost all the time. It seems to a casual observer as though one of these powerful beings was a like a pot right on the verge of boiling over, just waiting for the right catalyst or the slightest excuse to let it loose. This eagerness for battle makes Carcajous hard to get along with at times, though they can often sublimate their darker urges (though not always) with boisterous, outgoing personalities and heavy partying. Many, though, turn to dark brooding, waiting for the next moment when they will be able to unleash their inner beast without having to hold back.

Carcajous are not the sort of race that anyone really calls friends, though they are the sort that lots of people would like to call allies. Slinks are perhaps the only race that really gets along with Carcajous, as the two races have an instinctual understanding of each other. However, Carcajous have learned to respect dwarves, who share similar levels of sheer tenacity and endurance, orcs for their strength and ability to survive even when defeated, ursa for their might and their boisterous personalities, and wolfen, who seem like kindred spirits on a gut level. As a relatively new race of mercenaries, Carcajous have yet to make any significant enemies or allies at the present time, though they are certainly feared and respected despite their short racial lifespan.

While mostly loyal to their employers and their friends, Carcajous are nevertheless rather selfish and interested in gratifying their desires, first and foremost. They aren’t raving maniacs, and they like sharing the company of others, but they are also free spirits, and while they may serve others, they do so on their own terms. This, and their prodigious tempers, makes Carcajous unstable at times, and prone to acting on their impulses whenever the mood takes them. For this reason, and many others, Carcajous tend to be Chaotic Neutral in alignment.

Most Carcajous belong to one mercenary company or other, and usually serve in the company of more of their kind, preferring their own race to others because of their magical hardiness, which allows Carcajous to let loose with all their primal urges without worrying about accidental casualties among their friends. However, a Carcajou whose company has somehow been wiped out by overwhelming force is likely to pair up with an adventuring party to ward off loneliness. This is especially likely to happen if the party in question is obviously in need of heavy muscle and is willing to pay for it, or obviously has some members who might survive the rough ways of a Carcajou, such as dwarves or half-orcs.

Government: Tribal

Population: 92,000

 

 

Creating a Carcajou character

Step 1: Attributes
Roll attributes as normal but then add +2 to CON, +1 to STR, -1 to INT and WIS, and only 2D6 for 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 +12, +12 per level. AC 8.
Step 2: Skills

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

Step 3: Abilities

Carcajou gain all the following free;

Berserker - A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. It cannot end its rage voluntarily.

Wolverine Body - All Carcajou can hear, see and smell x2 further than any other humanoid race. They can identify the specific odour or scent of anyone that have previously met, and track by smell so long as they know the scent. The character gains a +2 racial bonus on saving throws against cold damage and cold effects. He can also exist comfortably in conditions down to –28°C without having to make a CON save.

Additionally Carcajou 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
Greater Fortitude 5 +1 on all physical and CON related saves.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 with unarmed combat and melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 10 This character has greater presence, +1 CHA
Natural Chameleon 5 Using this ability the Carcajou can blend into and render himself nearly invisible in any tundra or snow 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. 
Nature Survival 5 Due to a Carcajou's extensive experience and training in the tundra he gains +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, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nightvision 5 They can see up to 10 metres.
Reduced Sleep 10 The character needs one hour less normal sleep per 5 CON.
True 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 but Shaman is the favoured mage class.

 

 

Races