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Skip Navigation LinksWorld of San'Dora>Inhabitants>Cympyion>Vorshek>Characters
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Vorshek Characters
NOTE: GM permission is required to play a Vorshek.
While its possible a player might be able to talk the GM into allowing a normal Vorshek character if they had an unusual or clever idea, generally speaking only Chur'Anese Vorshek are viable as player characters, and even then they require special permission.
To play a Chur'Anese Vorshek a player must:
  • Gain GM permission.
  • Take the Vorshek Race Package.
  • Apply the Chur'Anese Option.
  • Work with the GM to determine origin.
 
COMMON CHUR'ANESE VORSHEK PROFESSIONS
 
Chur'Anese Vorshek run the gamut of most professions found in Chur'An, but characters seeking a life of adventure most likely have one of the following skill sets.
  • Behemoth: Chur'Anese Vorshek that have been part of the fearsome Chur'An Lhyggy Sniaghty force were trained to hone their physical might to their full potential, and wield fearsome mauls in battle.
  • Courser: Chur'Anese Vorshek that have been part of the dangerous Chur'An Cyryrouyl force were trained to be physically fit and fast on their feet, to be used as shock troops. They typically wield fearsome hook-billed axes that can be used equally well to yank a shield wall apart or too cleave flesh.
  • Brawler: some Chur'Anese Vorshek earn a living fighting each other barehanded for the entertainment of the masses.
  • Totemic Warrior or Totemic Shaman: some Chur'Anese Vorshek learn the arts of Totemic Shamanism as practiced by the Chur'Anese. The Chur'An favor symbolic Totems of creatures created by the Haelfinan in their war against the Var rather than the naturally occuring animal spirits venerated by the Kaer-Na. The Totemic Shamanism Magic System is used for Chur'An but they use the Optional Fantasy Totems instead of (not in addition to) the standard Animal Totems. The following Totems are available to the Chur'An: Hedfallewodd (head-fah-THWOE-oth; Griffin), Dirfawrdwyn (deer-fair-DEW-een; Cave Bear), Grol (GROHL; use the Manticore Totem, but replace the Basic and Advanced Breath abilities with Advanced Flight and Advanced Toughness), Blaenithteigrod (bline-ith-TIEG-rude; Sabretooth), Dyweddu (dew-EETH-ee; Chimera), Marblaen (MAHR-bline; Unicorn), Hedfamarblaen (head-fah-MAHR-bline; Pegasus).
 
VORSHEK GEAR
 
Due to their unusual size Vorshek cannot use most "normal" Human sized equipment, particularly armor. Specialized equipment can be made, but as most Vorshek find it comfortable to slouch into a hunched over position and help support their weight with one of their long arms, they find any sort of rigid or semi-rigid full body outfit to be very uncomfortable and restrictive. They also have extremely tough skin as a rule, and further the passage of air over their skin is the primary means by which they regulate their body temperature. The net effect of this is that even most Chur'Anese Vorshek eschew suits of Armor and prefer to dress relatively lightly.
 
Of course, specialized suits of armor could theoretically be designed for Vorshek, but the cost would be prohibitive.
 
VORSHEK WEAPONS
 
Vorshek can wield most very large Human weapons one handed. In Chur'An some weapons are designed specifically for the Vorshek, taking their large size and prodigious strength into account. The best known examples of this are the massive stone-headed mauls with seven foot long hafts, called tratnyne (TROT-nine), made for the Lhyggy Sniaghty and to a lesser extent the heavy hook axe polearms called adhaltuagh (ath-alt-TOO-og) made for the Cyryrouyl and intended specifically to combat Zedeshi shield wall tactics.
 
TRATNYNE
 
STANDARD WEAPON
Tratnyne: HKA 6d6 (vs. PD), Reduced Endurance (0 END; +1/2) (135 Active Points); OAF (Tratnyne; -1), STR Minimum 33 (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Real Weapon (-1/4); Real Cost: 34
 
SHRIKE WEAPONS VARIANT
Tratnyne: Massively Heavy, Sweeping, Crushing, Sturdy, Two-Handed, Slow
 
ADHALTUAGH
 
STANDARD WEAPON
Adhaltuagh: HKA 4d6+1 (vs. PD), Reduced Endurance (0 END; +1/2) (97 Active Points); OAF (Tratnyne; -1), STR Minimum 28 (-1), Real Weapon (-1/4); Real Cost: 30
Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only to Unhorse (-1/2)
 
SHRIKE WEAPONS VARIANT
Adhaltuagh: Ultra Heavy, Hooked, Slashing, Hacking; Overturning; Unwieldy
 
SHRIKE WEAPONS VARIANT CHART
 
WEAPON DAMAGE STR MIN CONCEAL HIT MOD TYPE
MELEE WEAPON
Tratnyne 6D6 33 -14 -2
  • +2 OCV with Sweep Multiple Targets
  • +2 STUN Multiple
  • +2 damage per die  vs. Plate & Scale Armors (up to the total DEF of the armor)
  • +3 DEF to resist Breaking
  • Requires two hands to use
  • Full Phase, Delayed Phase
Adhaltuagh 4D6+1 28 -12 -1 Overall
  • -1 OCV to Block with
Hook
  • May be used with Grab, +1 OCV with Grab, +3 STR with Grab
  • +1" of Stretching
  • Allows Unhorse Maneuver
Axehead
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -1pip of damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's