Post by Grumbaki on Dec 31, 2004 4:33:22 GMT
I'm not a mod, but these rules might help.
Beastmen!
All Info has been taken from criticalhit.co.uk
CAPRIGOR
Caprigors are more numerous than other Gors. They are what adventurers would know as 'typical Beastmen' for they have curling or straight horns on their head like a goat or sheep. Caprigors often have goat's legs and typically the head of a sheep as well. A Beastman like this, and with no other mutations, is known as a Truegor. Truegors are said to be bigger, braver, and more intelligent than other Caprigors (Truegors have +1 Strength, and +5 Intelligence and Cool to the profile given below.)
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
BOVIGOR
Bovigors are not as numerous as Caprigors. They are distinguished from other Beastmen because of their bull or ox-like heads. Their legs can either be goat-like or even human. Bovigors are big and powerful and highly competitive and because of this they believe themselves to be the superior Beastmen. Unfortunately they tend to be lacking in intelligence, even for Beastmen.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 4 4 11 30 1 30 29 20 29 24 10
UNGOR
Ungors are the lesser Gor breed. They usually bear several mutations and tend to have small, scabby little horns; and these are not always on their head. Some Ungors may have a single fine horn and a Beastman with this protrusion is often a source of considerable envy. In short, Ungors are very varied in appearance.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
BRAYS
The word bray comes from the braying and whinnying cacophony that Beastmen often make when they come together to fight or feast. Brays are lesser Beastmen and if it weren't for the fact they are hornless they could be mistaken for the greater Gor variety. If a Bray develops horns, as a result of mutation, then they will be sawn off in order that the Beastman can never be taken for a Gor. Sometimes an especially cunning Bray may rise to become the leader of a band of Beastmen, but this is not very common because Gors do not like Brays giving them orders. This is compounded by the fact that if Brays do not give Gors sufficient respect they are usually roundly beaten, or much worse.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 7 30 1 30 24 24 24 24 10
TURNSKINS
A Turnskin is the lowest of the low in Beastman society because this individual was born as human as Emperor Karl-Franz and subsequently warped and morphed into a Beastman. The influence of the Realm of Chaos still reaches out from the fallen warpgates of the Old Slann and mutates anything it touches. Mutation is not tolerated in the Old World and any individuals who exhibit signs of mutation are either killed or hounded out of their villages, towns, or cities; many die lonely deaths. Not surprisingly only the toughest, or luckiest, of these people survive when they are in the wilderness and some of them join Beastman warbands. Regardless of whether a Turnskin looks like a Beastman, he is still the lowest of the low and if he grows horns they are immediately sawn off so as to ensure his place in Beastman society is confirmed. A Turnskin may even look human with only a furry, matted area of his body to belie the awful truth.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 3 7 30 1 30 29 29 29 29 18
GAVES
Gaves or Gave Children are considered gifts of Chaos by Beastmen. Mutant births are on the increase in the Old World, especially in the Empire and Kislev. Some parents, no matter how healthy they are, will give birth to a severely deformed baby and, out of the need to hide their shame, they put the infant on a bed of leaves in the depths of a forest or set it adrift on the calm waters of a river. Seldom do these mutant babies die of hunger or exposure, for the ears of Beastmen are very keen and they can hear the cries of their own kind. When a mutant infant is found by Beastmen it is adopted and cared for by the warband. It will then be reared as a Beastman and will almost always become a Beastman as it grows and matures. Usually Gaves mature into Gors but some may become lowly Brays too. Whatever the case Beastmen do not attach any stigma to Gaves. Indeed, Gave Beastmen sometimes add 'gave' to their name. Horngave, Gorgave, Shadowgave and Nightgave are typical Gave names.
A Gave has the profile of any of the Gor varieties of Beastmen or a Bray. A Gave may even grow to become a powerful Beastman Shaman (see below). A warband with a young Gave Shaman is said to be blessed indeed by the Powers of Chaos.
SHAMANS
Shamans are very rare Beastmen with magical powers and very seldom do communities have more than one. Beastmen Shamans are more in tune with Chaos than any Human sorcerers for they can spirit-walk (see below) in the Realm of Chaos itself and converse with Chaos Daemons and even the Chaos Powers themselves. Shamans are held with awe in Beastman society. Leaders go to them for advice and to learn what lies in the future for them and the warband. Seldom do even Beastman Champions anger a Shaman for fear of being cursed or being consumed by Daemons of Chaos the Shamans are known to be in-league with. In fact it is rumoured that Shamans are protected by the very Daemons they converse with in the Realm of Chaos.
Physically, Beastman Shamans are identical to Gor Beastmen but, peculiarly, they have two different coloured eyes; this is the sole indisputable mark of the Shaman. Often one eye is red and one blue, or one is yellow and the other green. The actual colours are supposed to signify the favour in which the Shaman is held by a particular Chaos Power; blue or yellow for Tzeentch, green or brown for Nurgle, pink or purple for Slaanesh, and bright red for Khorne (Khornate Shamans cannot cast spells but instead they attempt to dispel them). They tend to wear elaborate loose gowns or decorated hoods and may also carry staffs or banners decorated with scalps and bones.
Spirit-walking in the Realm of Chaos
The sole purpose of spirit-walking is for more power or to get a glimpse of the future. Before a Beastman Shaman can spirit-walk he drinks himself into a comatose state, which may also be influenced by powerful drugs, and then he enters a trance. At this point the Shaman is as one with his spirit, floating in the Realm of Chaos conversing with Chaos Daemons to ask them for more magick or for portents of the future. This isn't always successful but typically a Shaman gains something from this experience. Particularly powerful Shamans may even talk to the Chaos Powers themselves and gain a blessing, usually in the form of a Chaos Reward, but this is exceptionally rare (base 2% chance, +1% per level of Shaman, +1% if in Brayherd); close as Beastmen are to Chaos, the Chaos Gods have better things to do than to talk to mortals, whatever their race. In order for a spirit-walk to be successful the Shaman must roll equal to or under his Will Power. What a Shaman gains from spirit-walking is largely left up to the GM. He may decide that the Shaman gains a +10 bonus to any test for a short period of time, or just for 1 minute if he so wishes. These bonuses may be given to other Beastmen for a short time. It must be born in mind, however, that it is glimpses of future events that Shamans gain so they can predict when and where their warband is likely to be attacked, how many they will be attacked by, if anyone is likely to be killed etc.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 4 5 14 50 1 40 49 45 49 50 18
Special Rules: A Beastman Shaman can have a randomly determined level of mastery using a D4, with a base 20 magic points plus D10 per level of mastery above 1 (so a level 4 Shaman will have 20+3D10 magic points.) A Shaman typically has a mix of Battle and Daemonic Magick spells (D4+1 per level) and D6 Petty Magick spells per level of mastery. However, a Shaman may also possess some Illusionist spells too if the GM wishes it.
Beastmen!
All Info has been taken from criticalhit.co.uk
CAPRIGOR
Caprigors are more numerous than other Gors. They are what adventurers would know as 'typical Beastmen' for they have curling or straight horns on their head like a goat or sheep. Caprigors often have goat's legs and typically the head of a sheep as well. A Beastman like this, and with no other mutations, is known as a Truegor. Truegors are said to be bigger, braver, and more intelligent than other Caprigors (Truegors have +1 Strength, and +5 Intelligence and Cool to the profile given below.)
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
BOVIGOR
Bovigors are not as numerous as Caprigors. They are distinguished from other Beastmen because of their bull or ox-like heads. Their legs can either be goat-like or even human. Bovigors are big and powerful and highly competitive and because of this they believe themselves to be the superior Beastmen. Unfortunately they tend to be lacking in intelligence, even for Beastmen.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 4 4 11 30 1 30 29 20 29 24 10
UNGOR
Ungors are the lesser Gor breed. They usually bear several mutations and tend to have small, scabby little horns; and these are not always on their head. Some Ungors may have a single fine horn and a Beastman with this protrusion is often a source of considerable envy. In short, Ungors are very varied in appearance.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
BRAYS
The word bray comes from the braying and whinnying cacophony that Beastmen often make when they come together to fight or feast. Brays are lesser Beastmen and if it weren't for the fact they are hornless they could be mistaken for the greater Gor variety. If a Bray develops horns, as a result of mutation, then they will be sawn off in order that the Beastman can never be taken for a Gor. Sometimes an especially cunning Bray may rise to become the leader of a band of Beastmen, but this is not very common because Gors do not like Brays giving them orders. This is compounded by the fact that if Brays do not give Gors sufficient respect they are usually roundly beaten, or much worse.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 7 30 1 30 24 24 24 24 10
TURNSKINS
A Turnskin is the lowest of the low in Beastman society because this individual was born as human as Emperor Karl-Franz and subsequently warped and morphed into a Beastman. The influence of the Realm of Chaos still reaches out from the fallen warpgates of the Old Slann and mutates anything it touches. Mutation is not tolerated in the Old World and any individuals who exhibit signs of mutation are either killed or hounded out of their villages, towns, or cities; many die lonely deaths. Not surprisingly only the toughest, or luckiest, of these people survive when they are in the wilderness and some of them join Beastman warbands. Regardless of whether a Turnskin looks like a Beastman, he is still the lowest of the low and if he grows horns they are immediately sawn off so as to ensure his place in Beastman society is confirmed. A Turnskin may even look human with only a furry, matted area of his body to belie the awful truth.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 3 7 30 1 30 29 29 29 29 18
GAVES
Gaves or Gave Children are considered gifts of Chaos by Beastmen. Mutant births are on the increase in the Old World, especially in the Empire and Kislev. Some parents, no matter how healthy they are, will give birth to a severely deformed baby and, out of the need to hide their shame, they put the infant on a bed of leaves in the depths of a forest or set it adrift on the calm waters of a river. Seldom do these mutant babies die of hunger or exposure, for the ears of Beastmen are very keen and they can hear the cries of their own kind. When a mutant infant is found by Beastmen it is adopted and cared for by the warband. It will then be reared as a Beastman and will almost always become a Beastman as it grows and matures. Usually Gaves mature into Gors but some may become lowly Brays too. Whatever the case Beastmen do not attach any stigma to Gaves. Indeed, Gave Beastmen sometimes add 'gave' to their name. Horngave, Gorgave, Shadowgave and Nightgave are typical Gave names.
A Gave has the profile of any of the Gor varieties of Beastmen or a Bray. A Gave may even grow to become a powerful Beastman Shaman (see below). A warband with a young Gave Shaman is said to be blessed indeed by the Powers of Chaos.
SHAMANS
Shamans are very rare Beastmen with magical powers and very seldom do communities have more than one. Beastmen Shamans are more in tune with Chaos than any Human sorcerers for they can spirit-walk (see below) in the Realm of Chaos itself and converse with Chaos Daemons and even the Chaos Powers themselves. Shamans are held with awe in Beastman society. Leaders go to them for advice and to learn what lies in the future for them and the warband. Seldom do even Beastman Champions anger a Shaman for fear of being cursed or being consumed by Daemons of Chaos the Shamans are known to be in-league with. In fact it is rumoured that Shamans are protected by the very Daemons they converse with in the Realm of Chaos.
Physically, Beastman Shamans are identical to Gor Beastmen but, peculiarly, they have two different coloured eyes; this is the sole indisputable mark of the Shaman. Often one eye is red and one blue, or one is yellow and the other green. The actual colours are supposed to signify the favour in which the Shaman is held by a particular Chaos Power; blue or yellow for Tzeentch, green or brown for Nurgle, pink or purple for Slaanesh, and bright red for Khorne (Khornate Shamans cannot cast spells but instead they attempt to dispel them). They tend to wear elaborate loose gowns or decorated hoods and may also carry staffs or banners decorated with scalps and bones.
Spirit-walking in the Realm of Chaos
The sole purpose of spirit-walking is for more power or to get a glimpse of the future. Before a Beastman Shaman can spirit-walk he drinks himself into a comatose state, which may also be influenced by powerful drugs, and then he enters a trance. At this point the Shaman is as one with his spirit, floating in the Realm of Chaos conversing with Chaos Daemons to ask them for more magick or for portents of the future. This isn't always successful but typically a Shaman gains something from this experience. Particularly powerful Shamans may even talk to the Chaos Powers themselves and gain a blessing, usually in the form of a Chaos Reward, but this is exceptionally rare (base 2% chance, +1% per level of Shaman, +1% if in Brayherd); close as Beastmen are to Chaos, the Chaos Gods have better things to do than to talk to mortals, whatever their race. In order for a spirit-walk to be successful the Shaman must roll equal to or under his Will Power. What a Shaman gains from spirit-walking is largely left up to the GM. He may decide that the Shaman gains a +10 bonus to any test for a short period of time, or just for 1 minute if he so wishes. These bonuses may be given to other Beastmen for a short time. It must be born in mind, however, that it is glimpses of future events that Shamans gain so they can predict when and where their warband is likely to be attacked, how many they will be attacked by, if anyone is likely to be killed etc.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 4 5 14 50 1 40 49 45 49 50 18
Special Rules: A Beastman Shaman can have a randomly determined level of mastery using a D4, with a base 20 magic points plus D10 per level of mastery above 1 (so a level 4 Shaman will have 20+3D10 magic points.) A Shaman typically has a mix of Battle and Daemonic Magick spells (D4+1 per level) and D6 Petty Magick spells per level of mastery. However, a Shaman may also possess some Illusionist spells too if the GM wishes it.