Race of
red skinned humanoids; Most are essentially Orc or Oni looking; (tall, big, red
skinned, pointed incisors, and standard DCC characters may well mistake them
for such. Run with it.)
Cold and electrical hardiness - Their ancestry and genegineering gives leveled
individuals the ability to shrug off a number of points of cold or electrical
damage / round equal to their attack bonus.
Natural Weapons Their bite does 1d4, those
who file them (who are many) do 1d6+str bonus; on a fumble they inflict the
full amount of that die on themselves.
Hit Points: 1d12 HP/level
Weapon Training: All melee, they favor large clubs, large scimitars/cutlasses
(such war cleavers are passed down as clan weapons, reforged every few
generations), and most especially pole arms. They are also conversant in
the use of the common Club, Mace, Net, Spear, Knife, Dagger, Ax, and Hammer.
They do not have a tradition of bow or crossbow use. Instead,
they have two varieties of primitive firearms.
At most they receive light armor training. Many prefer to do battle the old fashioned
way, naked or nearly so. (Nothing heavier than Piece mail is to be found
however). A combination of biology and
culture law strongly disincentivize the wearing of heavy armor (or clothing for
those with an especially feral bent) by many.
Nonetheless they are conversant in light and medium armors. They are
much more likely to wear piecemeal armor of some variety.
Alignment: Chaotic. Some few are
Neutral. Lawful ones would likely be outcasts, or very old very parked
matriarchs.
Attack Modifier +1 / level after 2nd.
Overkill Dice - Lit. Extra
damage dice. In exchange for which they increase crits less rapidly as
precision isn’t really their thing. (And they never do get a wider crit
threshold; tis always 20) Overkill dice only apply when using weapons
with which the character is familiar. Tactics are not precisely a thing the barbarians of this moon are known for. In battle, they are often content to merely hit their targets as hard as possible, in the meanest place possible, and have a laugh about as they keep doing it. Off world they are known as cheap and thuggish muscle for any number of traders or criminals who can articulate past the cultural divide. Most work for battle, not coin.
Seltremachian metabolism - Due to
their unusual metabolism and neurological relationship with pain and
adrenaline, Red barbarians are frequently slow and sluggish on the first round
of combat, especially when they did not initiate the violence. They may
not use their overkill dice and receive no attack bonus.
However on the second round of combat and subsequently the
character proceeds without penalty. In addition, beginning on the third round
of combat, provided the combat has been a continuous one, the character becomes
supercharged, their adrenaline and pain receptors singing their brain into a
higher order of functioning. Each round after the second, the character
recovers 1d3 hp or 1d2 stamina loss at will, provided combat continues.
After extended bouts of melee the red barbarians are known for
voracious appetites and almost drunken behavior as their brains are
oversaturated with free neurotransmitters; under these circumstances their
already short attention spans can become like unto non-existent. Most throw
themselves into bouts of urge indulgent behavior before returning to battle and
starting the cycle over again or entering an extended period of sleep.
And so the cycle of life on the third moon of Seltremachs
continues…..,
Critical Hits Improve but slowly see
below.
Initiative Adds class level to
Init. Rolls (but see Metabolism above)
Luck - can add their luck
to rolls to resist poison or environmental toxins
(Lithium & Cobalt for example)
Table Seltremachian
scavenger barbarian
Level
|
Attack
bonus
|
Action
Dice
|
Crit
die & table
|
Threat
Range
|
Ref
save
|
Fort
save
|
Will
save
|
Overkill
die
|
1
|
+1
|
1d20
|
d8/III
|
20
|
+1
|
+1
|
+0
|
+d3
|
2
|
+1
|
1d20
|
d12/III
|
20
|
+1
|
+1
|
+0
|
+d4
|
3
|
+2
|
1d20
|
d14/II
|
20
|
+1
|
+2
|
+1
|
+d5
|
4
|
+3
|
1d20
|
d16/IV
|
20
|
+2
|
+2
|
+1
|
+d6
|
5
|
+4
|
1d20 +
1d14
|
1d20/V
|
20
|
+2
|
+3
|
+1
|
+2d3
|
6
|
+5
|
1d20 +
1d16
|
1d20/V
|
20
|
+2
|
+4
|
+2
|
+2d4
|
7
|
+6
|
1d20 +
1d20
|
1d20/V
|
19-20
|
+3
|
+4
|
+2
|
+2d5
|
8
|
+7
|
1d20 +
1d20
|
1d20/V
|
19-20
|
+3
|
+5
|
+2
|
+2d6
|
9
|
+8
|
1d20 +
1d20
|
1d24/V
|
19-20
|
+3
|
+5
|
+3
|
+1d12
+1d6
|
10
|
+9
|
1d20 +
1d20 + 1d14
|
2d20/V
|
19-20
|
+4
|
+6
|
+3
|
+2d12
|
World details, 0 level occupation charts, and world specific equipage, critters, and stuff here.
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