Wark

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'''Warks''' are one of the [[:Category:Player races|player races]] available for play in the [[Codex Futurum]] roleplaying world. They are also known as ''parahumans''.
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== Evolution ==
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Parahumans were biologically engineered through genetic splicing; a process where selected DNA from humans and animals have been combined. At first, these modifications were subtle enhancements. In medicine, scientists were looking for single genes that provided immunity against specific disesases. Then, when techniques were improved, armies of soldiers were developed with increased strength and stamina. Traits involving obedience and loyalty were cultivated. For a time, vast numbers of different types of parahumans were engineered for a variety of purposes. For the most part these beings were infirtile, and many of the new branches on the tree of evolution died out. Those that were able to reproduce, crossbred over millenia to produce a more homogenized race; warks.
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== Description ==
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In spite of their spliced DNA, warks are not anthropomorphic animals. Warks resemble humans very much, yet there are clear differences between the species. Some warks have thick hair or fur on large portions of their bodies, while others are completely hairless. They are slender and agile, with smaller heads and stronger limbs. They have a slight protruding snout, and eyes that are larger and further apart than most humans. Warks have long fingers with claw-like fingernails. They appear hunched and often have a tail of variable length.
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== Society ==
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There are few, if any, pure wark societies. Warks live among the human population, as second rate citizens. Once part of an organization or social group they are extremely loyal.
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== Culture ==
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Warks have little concern for spirituality and philosophy. They understand the value of life, but as soon as an individual is dead, they consider the body an uninteresting inanmiate object. Warks have an appreciation of art and certain valuables, as they find certain items aesthetically appealing.
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== Relations with other races ==
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Warks have an ambivalent relationship with humans. One one hand they find humanity appealing and strive to be as much a part of human society as they can. On the other hand, warks do not share much of the human complexity and therefore find humans difficult to understand.
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Warks relate better to Neoms than humans. They have followed human leadership for millenia, but the sudden arrival of a new leadership has caused a massive shift in their allegiences.
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Warks do not believe in Shades. If they see their psionic manifestations warks will believe it is a form of projection of light, such as holographic images or visual trickery.
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== Racial features ==
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*Ability scores: +2 strength, +2 dexterity, +2 constitution, -4 intelligence, -4 charisma. A wark's starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
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*Medium: As medium creatures, warks have no special bonuses or penalties due to their size.
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*Speed: Wark base land speed is 40 feet.
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*Low-Light Vision: A wark can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
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*[[Skills|Skill]] bonuses: +2 racial bonus on [[Climb]], [[Jump]], [[Listen]] and [[Spot]] and checks.
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*Saving throws: +2 racial bonus on saving throws against poison and disease.
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*Special Qualities: [[Scent]].
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*Automatic [[languages]]: [[something]]. Bonus languages: Any (non-secret).
[[Category:Biology]]
[[Category:Biology]]
[[Category:Player races]]
[[Category:Player races]]

Current revision as of 14:06, 6 November 2007

Warks are one of the player races available for play in the Codex Futurum roleplaying world. They are also known as parahumans.

Contents

Evolution

Parahumans were biologically engineered through genetic splicing; a process where selected DNA from humans and animals have been combined. At first, these modifications were subtle enhancements. In medicine, scientists were looking for single genes that provided immunity against specific disesases. Then, when techniques were improved, armies of soldiers were developed with increased strength and stamina. Traits involving obedience and loyalty were cultivated. For a time, vast numbers of different types of parahumans were engineered for a variety of purposes. For the most part these beings were infirtile, and many of the new branches on the tree of evolution died out. Those that were able to reproduce, crossbred over millenia to produce a more homogenized race; warks.

Description

In spite of their spliced DNA, warks are not anthropomorphic animals. Warks resemble humans very much, yet there are clear differences between the species. Some warks have thick hair or fur on large portions of their bodies, while others are completely hairless. They are slender and agile, with smaller heads and stronger limbs. They have a slight protruding snout, and eyes that are larger and further apart than most humans. Warks have long fingers with claw-like fingernails. They appear hunched and often have a tail of variable length.

Society

There are few, if any, pure wark societies. Warks live among the human population, as second rate citizens. Once part of an organization or social group they are extremely loyal.

Culture

Warks have little concern for spirituality and philosophy. They understand the value of life, but as soon as an individual is dead, they consider the body an uninteresting inanmiate object. Warks have an appreciation of art and certain valuables, as they find certain items aesthetically appealing.

Relations with other races

Warks have an ambivalent relationship with humans. One one hand they find humanity appealing and strive to be as much a part of human society as they can. On the other hand, warks do not share much of the human complexity and therefore find humans difficult to understand.

Warks relate better to Neoms than humans. They have followed human leadership for millenia, but the sudden arrival of a new leadership has caused a massive shift in their allegiences.

Warks do not believe in Shades. If they see their psionic manifestations warks will believe it is a form of projection of light, such as holographic images or visual trickery.

Racial features

  • Ability scores: +2 strength, +2 dexterity, +2 constitution, -4 intelligence, -4 charisma. A wark's starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
  • Medium: As medium creatures, warks have no special bonuses or penalties due to their size.
  • Speed: Wark base land speed is 40 feet.
  • Low-Light Vision: A wark can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Skill bonuses: +2 racial bonus on Climb, Jump, Listen and Spot and checks.
  • Saving throws: +2 racial bonus on saving throws against poison and disease.
  • Special Qualities: Scent.
  • Automatic languages: something. Bonus languages: Any (non-secret).
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