Title Graphic


Durri

[Insectoids]

Living primarily in Cho-Durr the Durri are an insectile race having little contact with other races. To a typical human the Durri look like an odd cross between a termite and a praying mantis. The Durri possess six appendages with the lower pair typically used for walking with three digits, the middle pair quite small with seven digits on each hand, and the upper pair disproportionately long with four digits. The middle pair is quite weak and is used when fine control is needed, while the upper pair is used when any real strength is needed. There is no material more prized than Durri woven silk, something only the incredable dexterity if the Durri middle arms could accomplish. It is the middle and upper sets of arms upon which much of the quiet Durri belief in their racial superiority rests. They have strength of body as well as manual dexterity unrivalled by any other race, (as far as they are concerned at least). What makes them bearable is that they are so sure of their superiority that they find no need to push it into others faces. After all anyone who does not realize their superiority is obviously mentally deficient and probably a soft shell as well. The fact that the Durri are incapable of vocalization probably helps as well.

Physical Characteristics


Build:

Coloring:

Endurance:

Height:

Lifespan:

Resistance:

Special Abilities:

Other Factors

Demeanor:

Prejudices:

Culture


Clothing & Decoration:

Fears & Inabilities:

Lifestyle:

Marriage Pattern:

Religion:

HARP Stats

Racial Stat Modifiers
Power
Resistance Bonuses
RACE
St
Co
Ag
Qu
SD
Re
In
Pr
Disc.
Endurance
Points
Stamina
Will
Magic
+4*
+2
+4*
+2
+3
+3
-
-4
-
+30
+0
+40
+10
+10

Note: the "Disc." column lists the number of Discretionary Points that the player may distribute among the character's stat bonuses. No more than 3 discretionary points may be added to any one stat's bonus.


* - When determining the stat bonus to any skill that uses both St and Ag the Durri Use the average of these two stat bonuses rather than the sum. The Climbing skill is the one exception to this rule - the Durri are outstanding climbers.

Racial Talents

The Durri possess the following Racial Talents:

  • Adept Learner (Major) - As described in the New/Revised Talents area of this website.
  • Enhanced Senses - As described in the HARP rulebook.
  • Favored Skill - As described in the New/Revised Talents area of this website. The following skills are favored for the Durri: Climbing and Contortions.
  • Natural Attacks - The Durri use their larger arms to make either Large Crush or Large Slashing attacks. In extreme conditions their mandibles may make small piercing attacks.
  • Natural Builders - The Durri may secrete a sticky foam that may be mixed with other loose material and molded before it sets. It takes about five minutes for the material to set and another 6 hours for the material to fully harden in average conditions. (The greater the humidity the longer the setting time. Higher temperatures decrease both times. Temperatures under freezing make the foam unusable.) Once the material hardens it is about as durable as wood and may be smoothed and worked in a similar manner - dependant of course upon the limitations of whatever it is mixed with. The most common substance the Durri use is sand or other loose, dry soil. The Durri add +20 to any crafting roll made when using this material. Each Durri may produce sufficient foam to create one cubic yard of material and they may replenish this supply every ten minutes provided they consume at least a gallon of liquid and a meal every third or fourth time. This foam is also used when crafting the silks for which the Durri are justly famous. In their hives those craftng with the foam are kept supplied with skins of a very sweet syrup that allows them to continually produce foam at double the normal rate. [Incidentally the syrup is also the base used for the Durri Liqueur - a much sought after export.]
  • Master Craftsman - As described in the College of Magic rulebook. Durri characters may apply this bonus to Sandcrafts and two other crafts of their choice.
  • Vibration Sense (20') - As described in the New/Revised Talents area of this website.

    Adolescent Skill Ranks

    Characters from this race must choose one of the Adolescent Skill packages listed below as common to their racial type unless they possess the Changeling talent - in which case they may choose any Adolescent Skill package as provided for in that talent description.

    (See the Adolescent Skill Development page for a list of all of the available packages.)

    Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.

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