Wark

From Cf

Revision as of 10:19, 5 November 2007 by Admin (Talk | contribs)

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

asdf

Culture

asdf

Relations with other races

asdf

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, Hide, Jump, Listen, Spot and Survival checks.
  • Saving throws: +2 racial bonus on saving throws against poison and disease.
  • Special Qualities: Scent.
  • Natural armor: +2 natural armor bonus.
  • Automatic languages: something. Bonus languages: Any (non-secret).
Personal tools