Orso
Orso are a race of bear like humanoids with a talent for iron-work.
They forge weapons and armour for themselves, and use these tools when defending
their homelands. They are rare creatures, but their territories are immense,
ranging over many miles of forest and tundra.
Species Name: Orso Type: Humanoid Ursine Physical Traits: Thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An Orso’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. While actual bears rarely move on their hind legs, these creatures are somewhat bound to it by default. However, they can move on all fours like their wild cousins. Height: 8' feet Weight: 300lbs Abilities: Orsos are immensely strong, and use that strength in wearing heavy iron armour and using immense iron hammers. They are capable of great charge attacks, can and can rend flesh with ease. They fight to defend their territory and to contest against each other. they have keen scent, can swim well, and can even lurk and walk unencumbered in deep snow. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6 +2, CON: 4D6, CHA: 3D6, MR: 3D6, HPs: CON +D20, AC 8 Orbit/Climate: See Earth Feeding Habits: Omnivore. They hunt seal, walrus, and fish. Lifespan: 90 years Technology: 2 Culture: Standard. Diversified mix of kind and evil people. Orsos can be very stubborn but honour bound creatures. An Orso that has broken a promise is exiled from his clan, stripped of clan name and labelled "oathbreaker". An oathbreaker is forbidden from returning to the clan until suitable amends have been made toward the recipient of the broken promise and the clan chieftain. Orsos never forget insults. Tribes are what separate them from one another. Usually, each tribe is based off the species they originated from. Beyond that, each tribe has a caste system of sorts; hunters/gatherers, farmers, traders, guards, and the elder councils. While there is no official hierarchy, some social branches gain more respect than others. Despite their bestial appearance, they tend not to be hostile with ‘regular’ humanoids. Their actions with outsiders rarely venture beyond trade and negotiations, but it isn’t too uncommon to see an ursine travel as a guide or bodyguard. Within their lands, many tend to live off a diet associated with their wild equivalents, while some have successfully imported and maintained food stock from the outside world. While this has lead to slight infighting and social conflict, these resources have been a blessing in tougher times. Government: Tribal Population: 400,000 |
Creating an Orso character
Step 1: Attributes | ||
Roll attributes as normal but then 4D6 for STR and CON and add +2 to DEX. 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 +20, +20 per level. | ||
Step 2: Skills | ||
Choose skills in the normal manner according to the character's class. |
||
Step 3: Abilities | ||
Orso gain all the following free; Bear Body - +1 on all physical and CON related saves. Roar - An Orso's roar can intimidate enemies. All who hear must save vs will to keep from attempting to flee. Additionally Felinar 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 |
Enhanced Taste | 5 | Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons. |
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 Orso 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.
He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. |
Nature Survival | 5 | Due to an Orso'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, 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 | Not all Orsos have this ability. They can see up to 30 metres. |
Ursine Empathy | 5 | Orsos can establish telepathic
communication with any normal or giant bear within line of sight if he
does nothing else in the round. The animal must have a minimum INT of 1. This
has the following benefits: He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. |
Step 4: Classes | ||
Any but Shaman is the favoured mage class. |