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Vorshek Characters
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NOTE: GM permission is required to play a Vorshek.
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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.
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To play a Chur'Anese Vorshek a player must:
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- Gain GM permission.
- Take the Vorshek
Race Package.
- Apply the Chur'Anese Option.
- Work with the GM to determine origin.
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COMMON CHUR'ANESE VORSHEK PROFESSIONS
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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.
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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.
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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.
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Brawler: some Chur'Anese Vorshek earn a living fighting each other barehanded
for the entertainment of the masses.
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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).
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VORSHEK GEAR
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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.
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Of course, specialized suits of armor could theoretically be designed for Vorshek,
but the cost would be prohibitive.
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VORSHEK WEAPONS
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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.
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TRATNYNE
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STANDARD WEAPON
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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
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SHRIKE WEAPONS VARIANT
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Tratnyne: Massively Heavy, Sweeping, Crushing, Sturdy, Two-Handed,
Slow
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ADHALTUAGH
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STANDARD WEAPON
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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
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Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1),
Only to Unhorse (-1/2)
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SHRIKE WEAPONS VARIANT
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Adhaltuagh: Ultra Heavy, Hooked, Slashing, Hacking; Overturning; Unwieldy
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SHRIKE WEAPONS VARIANT CHART
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MELEE WEAPON
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Tratnyne
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6D6
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33
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-14
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-2
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- +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
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Adhaltuagh
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4D6+1
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28
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-12
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-1
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Overall
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Hook
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- May be used with Grab, +1 OCV with Grab, +3 STR with Grab
- +1" of Stretching
- Allows Unhorse Maneuver
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Axehead
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- +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
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