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The Weren are a race of hulking, | [[Image:Weren.jpg|right|400px]] | ||
The '''Weren''' are a race of hulking, renaissance-era not-trolls that appeared as one of the core races in [[Alternity]]. They were later ported into [[d20 Modern]] in the [[d20 Future]] book, although they were not adapted for use in D&D. They're basically Alternity's answer to the Klingons. | |||
==History== | ==History== | ||
Human explorers reached the world of Kurg in a time of great upheaval. Its inhabitants, the Weren, had recently discovered the wonders of early industrialization. Gunpowder weapons disrupted centuries of martial tradition, while the advent of printing upended religion by making the texts available to all. The first contact team found a race locked in a planet-wide tribal holy war, where sermons and discourses frequently devolved into brawls, and then battles. | |||
Frankly unable to contribute anything to the situation, the delegates of the Orlamu Theocracy simply made their existence known to the tribes, announced that they were explorers from beyond the world of Kurg, and that any Weren who wished to take their chances in the stars could seek them out. They set up an outpost in the remotest wastelands and played no further part in the events of the world. | |||
Since then, many weren have taken leave of their tribes and come to the Orlamu as pilgrims. Some as outcasts and refugees, some as champions. All are given the same warning: those who leave may never return, for they would contaminate Kurg with alien ways. | |||
Weren who choose to expatriate generally follow one of two paths. A majority choose military service, typically with the Orlamu although all nations and many mercenary outfits actively recruit Weren. However a surprisingly large minority choose to take the cloth, becoming ordained priests of the Theocracy. | |||
==Roleplaying== | |||
The embodiment of the noble savage, Weren are philosopher-warriors who commit their whole being to their ideals and beliefs. They are accustomed to having to defend their principles from literal brutal assault, for if faith isn't worth fighting for then what is it worth at all? | |||
Their attention is drawn to the big questions about life, existence, and the individual; they have far less patience for matters of science and technology. While they are aware there's a world of difference between a musket and a laser rifle, and acknowledge that there's no magic involved, the typical weren can't be bothered to care about the differences; both put holes in people far away. | |||
==Alternity== | |||
* '''Superior Durability:''' When determining a weren's durability rating, use the character's constitution score * 1.5 (rounded down). | |||
* '''Natural Weapons:''' Weren have retractable claws that can be used in combat if the character makes a successful ''Unarmed Attack - Brawl'' or ''Power Martial Arts'' skill check. These claws do d4w/d4+2w/d4m (LI/O) plus any strength bonus that might apply. | |||
* '''Camouflage:''' Ranged attacks against a weren suffer a +1 step penalty. | |||
* '''Primitive Culture:''' A weren character suffers a +2 step penalty when attempting to use any technological item from Progress Level 4 or higher. A hero may reduce this to a +1 step penalty by spending 4 skill points, and after level 6 they may spend another 4 skill points to remove the +1 step penalty. | |||
==d20 Future== | |||
* '''Type:''' Giant | |||
* '''Size:''' Large. Weren take a -1 size penalty to Defense, a -1 size penalty on attack rolls, and a -4 size penality on hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying limits are twice those of a medium size character. They must use two hands to wield a huge weeapon, and light weapons for them are medium size. Weren occupy a 5 foot by 5 foot fighting space and have a natural reach of 10 feet. | |||
* '''Ability Modifiers:''' +4 Strength, -2 Dexterity, +2 Constitution | |||
* '''Armor Restrictions:''' A weren cannot wear armor designed for other species. Weren armor is larger and costs more than similar armor for a medium-size character. Increase the purchase DC of weren armor by +2. Weren cannot wield small or smaller weapons. | |||
* '''Claws:''' Weren have retractable claws that can be used in combat (extending or retracting claws is a free action). A weren can make one claw attack per round (or more if he has multiple attacks in a round). Each successful attack deals 1d6 points of lethal slashing damage plus the weren's strength modifier. A weren making a claw attack is considered armed and does not provoke attacks of opportunity. | |||
* '''Low Light Vision (EX):''' A weren has low light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. He retains the ability to distinguish color and detail under these conditions. | |||
* '''Natural Camouflage (EX):''' If a weren doesn't take more than a 5-foot step on his turn, he gains a +4 bonus on his hide checks (this bonus offsets the weren's -4 size penalty on hide checks). | |||
{{Alternity}} |
Latest revision as of 12:02, 23 June 2023
The Weren are a race of hulking, renaissance-era not-trolls that appeared as one of the core races in Alternity. They were later ported into d20 Modern in the d20 Future book, although they were not adapted for use in D&D. They're basically Alternity's answer to the Klingons.
History[edit]
Human explorers reached the world of Kurg in a time of great upheaval. Its inhabitants, the Weren, had recently discovered the wonders of early industrialization. Gunpowder weapons disrupted centuries of martial tradition, while the advent of printing upended religion by making the texts available to all. The first contact team found a race locked in a planet-wide tribal holy war, where sermons and discourses frequently devolved into brawls, and then battles.
Frankly unable to contribute anything to the situation, the delegates of the Orlamu Theocracy simply made their existence known to the tribes, announced that they were explorers from beyond the world of Kurg, and that any Weren who wished to take their chances in the stars could seek them out. They set up an outpost in the remotest wastelands and played no further part in the events of the world.
Since then, many weren have taken leave of their tribes and come to the Orlamu as pilgrims. Some as outcasts and refugees, some as champions. All are given the same warning: those who leave may never return, for they would contaminate Kurg with alien ways.
Weren who choose to expatriate generally follow one of two paths. A majority choose military service, typically with the Orlamu although all nations and many mercenary outfits actively recruit Weren. However a surprisingly large minority choose to take the cloth, becoming ordained priests of the Theocracy.
Roleplaying[edit]
The embodiment of the noble savage, Weren are philosopher-warriors who commit their whole being to their ideals and beliefs. They are accustomed to having to defend their principles from literal brutal assault, for if faith isn't worth fighting for then what is it worth at all?
Their attention is drawn to the big questions about life, existence, and the individual; they have far less patience for matters of science and technology. While they are aware there's a world of difference between a musket and a laser rifle, and acknowledge that there's no magic involved, the typical weren can't be bothered to care about the differences; both put holes in people far away.
Alternity[edit]
- Superior Durability: When determining a weren's durability rating, use the character's constitution score * 1.5 (rounded down).
- Natural Weapons: Weren have retractable claws that can be used in combat if the character makes a successful Unarmed Attack - Brawl or Power Martial Arts skill check. These claws do d4w/d4+2w/d4m (LI/O) plus any strength bonus that might apply.
- Camouflage: Ranged attacks against a weren suffer a +1 step penalty.
- Primitive Culture: A weren character suffers a +2 step penalty when attempting to use any technological item from Progress Level 4 or higher. A hero may reduce this to a +1 step penalty by spending 4 skill points, and after level 6 they may spend another 4 skill points to remove the +1 step penalty.
d20 Future[edit]
- Type: Giant
- Size: Large. Weren take a -1 size penalty to Defense, a -1 size penalty on attack rolls, and a -4 size penality on hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying limits are twice those of a medium size character. They must use two hands to wield a huge weeapon, and light weapons for them are medium size. Weren occupy a 5 foot by 5 foot fighting space and have a natural reach of 10 feet.
- Ability Modifiers: +4 Strength, -2 Dexterity, +2 Constitution
- Armor Restrictions: A weren cannot wear armor designed for other species. Weren armor is larger and costs more than similar armor for a medium-size character. Increase the purchase DC of weren armor by +2. Weren cannot wield small or smaller weapons.
- Claws: Weren have retractable claws that can be used in combat (extending or retracting claws is a free action). A weren can make one claw attack per round (or more if he has multiple attacks in a round). Each successful attack deals 1d6 points of lethal slashing damage plus the weren's strength modifier. A weren making a claw attack is considered armed and does not provoke attacks of opportunity.
- Low Light Vision (EX): A weren has low light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. He retains the ability to distinguish color and detail under these conditions.
- Natural Camouflage (EX): If a weren doesn't take more than a 5-foot step on his turn, he gains a +4 bonus on his hide checks (this bonus offsets the weren's -4 size penalty on hide checks).
Alternity | |
---|---|
Editions | 1st Edition • 2nd Edition |
Settings | Dark Matter • Gamma World • Star*Drive • StarCraft |
Alien Races | Fraal • Mechalus • Sesheyan • T'sa • Weren |