Title Graphic


Ferruk

[Bear-men]

The Bearmen of the Great Wood the Ferruk are actually one of the few beast races who are fairly well known although rarely seen. During the height of the Zurrtanni Imperium the Emperor began a tradition of maintaining a standing force of Ferruk Halberdeers who were also skilled in the Blade Barrier combat style. Possessed of a natural noble bearing the Ferruk became the target of many a troubadour and a surprising number of very flattering tales of the "Emporor's Bearmen" have survived the years. While the tales speak of the nobility and the fighting competence of the Ferruk they do not even hint at the utter ferocity behind that fighting competence. The moment when the Ferruk shed their noble facade and release the 'beast-within' is one that has countless nightmares among those fortunate enough to live to remember the sight.
While they are an intelligent race it is their strength, noble bearing and ferocity in battle which they are known for.

Physical Characteristics


Build: Nobly imposing! Both male and female Ferruk range from 7'6" to 9' in height.

Coloring: Where it is visible the skin of the Ferruk is leathery and dark grey to black but their fur covers all except the tips of their fingers, their plams, the soles of their feet, and perhaps their chests and abdomens. What most see of the Ferruk is their coarse fur ranging from black to a russet brown. (Among the Ferruk the lighter colors are considered more attractive.) Eyes are almost uniformly brown with a very occasional, and shocking) light blue or green.

Endurance: Exceptional. Like their kin the Ferruk are quite happy to lay around comfortably but when the need arises they posess a level of quiet, steady endurance few others can match.

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
+8*
+3
+2
-
-
-2
+2
+2
-
+55
+0
+25
+10
+0

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.


* - This number includes the effects of the Giantism racial talent that all Ferruk possess.

Racial Talents

The Ferruk possess the following Racial Talents:

  • Accelerated Healing - As described in the HARP rulebook.
  • Enhanced Scent - 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 Ferruk: Frenzy and Wrestling.
  • Favored Skill Category - As described in the New/Revised Talents area of this website. The Outdoor skill category is favored for the Ferruk.
  • Giantism - As described in the HARP rulebook.
  • Instinctive Defense - As described in the HARP rulebook.
  • Natural Attacks - For all that they are possessed of a noble bearing the Ferruk are fully equipped to employ their bestial heritage to wreak death and mayham. They may bite for a +20 Large Crush or with their hands for their choice of a Large Crush or Large Slashing attack. Their Wrestling attacks are Large as well.
  • Outdoorsman - As described in the HARP rulebook.
  • Sense Magic - As described in the HARP rulebook. The Ferruk claim to be able to smell magic and most Ferruk greatly fear magic. The smell of magic and the fear it engenders gives any Ferruk +20 on their roll to frenzy unless they know the source is not an enemy. Ferruk who learn to cast spells lose this benifit.
  • Tough Hide (Minor) - +20 to DB.
  • Armor Intolerant - The Ferruk have inherited the rather inefficient cooling mechanism of their ursine kin. Wearing any heavy and/or restrictive attire in temperatures above 50 degrees Fahrenheit results in a cumulative maneuver penalty of -5 per hour.

    Due to their astounding natural abilities the Ferruk start with only 60 DPs ( instead of 80) plus the bonus DP they receive from their Stats.

    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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