The Accursed Hirviö

With the ascendancy of the Via Lucis to political and theological supremacy, the Emperors began to enforce a more rigid orthodoxy. Those people judged heretical, schismatic, or pagan often faced serious social and economic penalties. Rather than convert or endure these penalties, many groups chose to leave imperial lands, establishing outlaw communities in wild places. But the price of their freedom is often high, especially for those who cross the Renos and Danuvius rivers into the Recondite Frontier. Strange machines and eldritch dangers haunt that vast forest now growing where the cities of the Sortarii once stood, built around the blood-stained ziggurats of those wicked sorcerers. Rarely, living in cursed places has cruel effects on newborns who come into the world as Hirviöes. Deformed, of prodigious size and strength, often disabled both mentally and morally, few Hirviöes survive to adulthood. Those that do most often turn to lives of violence and crime, outcasts unwelcome and feared by most.

Hirviö Class Abilities

Attribute Scores: When creating a Hirviö, do not roll attribute scores as normal. Instead, roll 1d6 for both Strength and Constitution, and record the following results: 1 = 13, 2 = 14, 3-4 = 15, 5 = 17, 6 = 18. Roll 3d4 and total the results to determine Intelligence, Wisdom, Dexterity, and Charisma.

Great Size, Great Strength: The average Hirviö stands a bit more than 7 feet tall and tips the scales at about 25 stone. A Hirviö’s bulk and might enable him to perform enormous feats of strength, each of which is described hereafter.

When a Hirviö uses brute strength against an inanimate obstacle, roll 1d6. The chance of success is shown on the adjacent table. If successful, the player chooses two or three consequences from the following list. Consequences not chosen indicate results that were not avoided.

* The attempt doesn’t take a very long time.
* Nothing of value is damaged.
* The attempt doesn’t make an inordinate amount of noise.
* The inanimate obstacle can be fixed again without a lot of effort.

In melee combat, if a Hirviö scores maximum damage against a foe, some additional physical consequence results from the powerful attack. Possibilities include events such as sundering the foe’s shield, breaking the foe’s weapon, or forcing the foe into a disadvantageous position.

Finally, a Hirviö may move and brace himself so that his armor or shield takes the brunt of an attack. Reduce damage by half and roll 1d6. If the die result equals or exceeds the amount of protection provided by the armor or shield, the armor or shield is damaged. Reduce its effect on Armor Class by 1 point, which makes the armor or shield more suspectible to harm should this ability be used again. If the effect on Armor Class is reduced to 0, the armor or shield is ruined. Nota Bene: In most cases, a shield is destroyed by a single use of this ability.

Saving Throws: Hirviöes possess enormous strength and vitality, gaining a +2 bonus to saving throws against disease and poison.

Weapon and Armor Restrictions: Hirviöes may wear any kind of armor and may use shields; however, their armor and shields must be specially made for their great size. Hirviöes may use any weapons. They are large and strong enough to use two-handed melee weapons with only one hand, although they suffer a -2 penalty to attack rolls when doing so. Hirviöes resolve their attacks using the same table as Fighters.

December 10th, 2016  in RPG No Comments »

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