Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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PostSubject: Beastmen    Beastmen                           I_icon_minitimeThu Dec 03, 2015 6:05 pm

Beastmen (sing. Beastman) (Homo sapiens variatus) are Abhumans descended from human stock who combine the physical appearances of humans and Terran animals, usually goats or rams. Beastmen do not necessarily look alike, and different animal traits can manifest themselves in each individual, but apart from this form of phenotypical variation they are a genetically stable human subspecies, and are considered to be a form of Abhuman rather than an actual mutant. The origin of Beastmen is unknown, though it is likely that they they are the result of experiments in genetic engineering stretching back to the Dark Age of Technology before the birth of the Imperium of Man who proceeded to breed true. Other Imperial savants claim that Beastmen are Abhumans whose unusual forms were the result of exposure to the influence of the Warp but that the subspecies somehow managed to maintain an unusual degree of genetic stability across generations.  

In temperament as well as appearance these Abhumans are often bestial, and possess a reputation for crudity, aggression and bad discipline. Beastmen are destined to become the outcasts of society.
As creatures of the Warp, these beastial warriors often fall to the service of Chaos as a means of escaping the persecution of society or are lulled into the service of the one of the four Chaos Gods due to their inherent nature as creatures of Chaos. The Ruinous Powers look upon Beastmen with special favour, and Chaotic "gifts" are often granted to those Beastmen who become Champions of Chaos even though they may serve no specific Chaos God. Champions who do follow Khorne, Nurgle, Slaanesh or Tzeentch often benefit from the relationship more readily than human or other Chaos Champions, because they are closer to the true nature of Chaos.

Other Beastmen
To the fearful eyes of humanity all Beastmen appear the same -- an unruly mass of flesh, fur and teeth. In their ignorance they can discern no distinguishing characteristics that mark the different physical and social types, nor any kind of social hierarchy apart from the simple supremacy of the strongest. This is a mistake often made by humans, whose judgement of Beastmen is overwhelmed by the brutal power and savagery of these creatures. In fact, Beastmen society is very precise and ordered, and there are several distinct levels of class and rank.


The most common type of Beastmen are called Gors, who can be readily distinguished from more lowly breeds by their horns. The number of horns is not important, although it is preferable that they should be on the creature's head. Gors take great pride in their horns and often polish, paint or decorate them to enhance their natural lustre or shape. Lowly breeds look to the Gors for guidance and leadership, praising them endlessly in victory, and grumbling behind their backs when things are not going so well. Most Beastmen battle-leaders and the top warriors will be Gors. Gors are divided into two main types and a less common third type. The two main types are the goat-horned Caprigors and the bull-horned Bovigors. The third variety is known as the Ungor, a Beastmen phrase which means something akin to, "not quite right Gors" or "no-horns".


       
  • Caprigors - The most common type of Gor. They have curling or straight horns on their head like a goat or sheep. A Caprigor may have the entire head of a goat and often has goat's legs as well. A Beastman with these mutations but no others is called a Truegor. This title is also shared by some other kinds of Gor. A Caprigor Truegor is said to be bigger, braver and even more clever than other Caprigors.

     
  •  Bovigors - Not quite as numerous as Caprigors, a Bovigor bears cattle horns on his head and may have the entire head of a bull or an ox. If he has a bull's head and either human or goat legs he is a Truegor. Bovigors are very competitive and like to think they are superior to other Gors. Most Bovigors believe that brawn is better than brains, and many possess a great deal of the former and very little of the latter.
       
  • Ungors - Ungors are not as strong or robust of frame as the Gors, but they more than make up for it in sheer malevolence. They are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type acknowledged by the Gors. As a result they are not considered to be "proper" Beastmen by other Gors. The race of Mankind, on the other hand, does not draw such distinctions. To them the Ungors are just as horrible, horns or no, for they are all twisted abberations of nature that live to murder and despoil all that is good and wholesome.

Bray
The majority of Beastmen who are not Gors are called Bray. The name refers to the braying, whinnying, whooping cacophony that Beastmen make when they band together to fight or feast. Apart from lacking horns, there is very little consistency in appearance that distinguishes a Bray from a Gor. A very brave, cunning, and unusually lucky Bray can rise to become a leader, but this is not very common. Gors do not like Brays giving them orders, and a Bray who fails to show a Gor the proper respect is asking for trouble.
TurnskinEdit

A Turnskin is a Beastman who was born human. The continual rate of mutation amongst the human population throughout the galaxy often results in hideous mutations. Human mutants are not tolerated in their own societies, and most of them are killed when their mutations manifest themselves, or are driven from their homes to die lonely deaths. The toughest and most cunning manage to survive their physical and psychological rejection and come to join up with bands of Beastmen. Regardless of their physical appearance, a Turnskin is always a Turnskin rather than a "pure" Beastman, which means he is the lowest of the low as far as the Beastmen are concerned. If a Turnskin has horns, they are sawed off before he can be accepted by other Beastmen, otherwise he could be mistaken for a Gor.

Shamans are a very special kind of Beastmen because they possess psychic powers. However, this fact alone is only a part of what makes them special. Shamans are the intermediaries between the Beastmen and the Realm of Chaos itself. They can spirit-walk in the Empyrean and talk with the very daemons of the Chaos Gods. Shamans never lead other Beastmen, but the Beastmen's strongest leaders rely on them for all kinds of advice as well as sorcerous aid in battle.

A Minotaur warrior
An unusually large and aggressive strain of giant Beastman, Minotaurs are comparable in physical size and strength to an Ogryn. These creatures are massive, bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Minotaurs are possessed of a terrible hunger for flesh, particularly the flesh of Mankind. Yet it is not the gnawing hunger a mortal feels when deprived of sustenance, but a deep thirst for the unholy exhilaration the Minotaurs experience when they consume the flesh of their enemies. In this state they join with the power of the Chaos Gods and share in part of their unholy glory.

RULES

Beastmen Characters receive +2 to Strength, +2 to Constitution, and a -2 penalty to their Intelligence. They are strong, durable, but usually not the most observant or quick thinking, they tend to be easy to manipulate.

Medium: Beastmen are Medium creatures and have no bonuses or penalties due to their size

Swift Speed: Beastmen have a base speed of 40 feet

Bonus Feat: Beastmen select one extra feat at 1st level

Ferocious: Beastmen gain a +2 modifier to intimidation checks

Dark Vision: Beastmen can see in the dark up to 60 feet.
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