URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       The United Roleplayer's Guild
  HTML https://unitedroleplayers.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Multi-Community Races
       *****************************************************
       #Post#: 4214--------------------------------------------------
       Community Multidimensional Race: Hawrk-duhk
       By: Raven Tepes Date: May 9, 2020, 10:47 am
       ---------------------------------------------------------
       Community Multidimensional Race: Hawrk-duhk
       The hawrk-duhk are flightless, duck-billed, humanoids that
       resemble a bird. They are related to the predatory hawrk-ka and
       are indigenous to the same world. The hawrk-duhk are a group
       oriented, passive race of beings. They are not aggressive and
       fight only in self defense. However, they are very inquisitive
       and interested in domestic pursuits, playing and exploring.
       Their docile, non-confrontational nature means that the
       duck-bills put up little resistance, are easy to capture, and
       make for obedient slaves. They are used primarily by the
       Splugorth as slave labor and servants.
       The average male mates for life with a single female. The
       hawrk-duhk are community oriented and gather in tribes/flocks
       that can number into the thousands. They work well together,
       always striving to cooperate and help one another. Hawrk-duhks
       mate once every year. Females lay 2d4 eggs which hatch within
       four months. The young stay with the adults for at least one
       year even though they reach maturity within six months. Many
       young will stay with the flock-tribe for the rest of their
       lives.
       Note:[/I] Player characters are typically escaped slaves who
       have found their way through a dimensional portal leading to one
       of the universes and are typically alone or a small group of no
       more than 10 when escaping.
       Basic Stats:
       [I]Moral Alignment:[/I] Any but typically Chaotic Good, Neutral
       Good, or Chaotic Neutral
       [I]Height:[/I] 6ft to 8ft
       [I]Weight:[/I] up to 300 lbs
       [I]Appearance:[/I] Looks like a large humanoid bird with large
       webbed feet,
       large eyes, and duck-billed mouth.
       [I]Average Life Span:[/I] Fifty years
       [I]Enemies:[/I] Hawrk-ka, Splugorth, large predators and
       humanoids.
       [I]Allies:[/I] Friendly to most other races. Feed on insects,
       amphibians, fish, crustaceans, mussels, kelp, and sea plants .
       Abilities:
       [I]Hawrk-duhk Physical Condition:[/I] The ability to have the
       physical and mental of a Hawrk-duhk. Hawrk-duhks have mental
       conditions equal to Peak Human Condition while their physical
       conditions are considered Superhuman Condition by human
       standards save for physical beauty and a couple of other.
       [i]Applications:[/I]
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Superhuman Accuracy
       Superhuman Agility
       Superhuman Athleticism
       Superhuman Balance
       Peak Human Beauty
       Superhuman Body
       Superhuman Dexterity
       Superhuman Endurance
       Superhuman Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Hawrk-duhk Longevity (lifespan average of 50 years with a
       very few making it to 60)
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Superhuman Parkour
       Superhuman Reflexes
       Superhuman Regeneration
       Superhuman Senses
       Superhuman Speed
       Superhuman Stamina
       Peak Human Stealth
       Superhuman Strength
       Peak Human Survivability
       Peak Human Wisdom
       Strong Heart
       [I]Natural Abilities:[/I] Hawrk-duhk have the following natural
       abilities: Nightvision 100 ft (30.5 m), keen long distance
       vision (like a hawk), see the invisible, see underwater, keen
       hearing, track by sight 40%, climb 30%, swim 98%, has oily,
       water resistant feathers and fur, can hold breath for eight
       minutes, can swim for three hours without feeling tired, and is
       impervious to magic.
       [I]Natural Bonuses:[/I] +10% to strike, +25% to parry and dodge,
       and
       +25% to roll with punch, fall or impact. +10% to save vs
       psionics and poison, and is impervious to all forms of magic!
       [I]Magic:[/I] None. Due to their natural impervious to magic
       ability, Hawrk-duhk can not learn how to wield magic energy or
       mana though they can use magic weapons (like Rune Weapons and
       Slayer Weapons) and defensive/offensive magic items including
       one use Techno-Wizard devices and self-powered Techno-Wizard
       devices.
       [I]Psionics:[/I] Hawrk-duhk are considered a major psionics.
       Powers are limited to sense evil, sense magic, read aura,
       presence sense, mind block, detect psionics, increase healing,
       psychic purification, and resist fatigue without training
       outside of their race. Hawrk-duhks can be trained in more
       psychic/psionic abilities though most never receive it due to
       never leaving their home world or because they are slaves.
       [i]Supernatural Durability: The ability to have a durability
       that is beyond natural. Hawrk-duhk are mortal creatures and not
       technically supernatural save for their durability. This makes
       them as difficult to kill as many supernaturals including
       dragons with a supernatural durability equal to a hatchling
       dragon upon reaching maturity.
       Weaknesses: Hawrk-duhk may be supernaturally durable and
       superhuman strong but they are not supernatural beings and can
       be killed as easily as any human.
       Basic Skills of the Race (for new adventuring characters; older,
       more experienced characters may have more learned after
       beginning their adventures):
       [I]Language:[/I] The ability to speak and understand a spoken
       language but able to read it.
       [i]Hawrk-duhk Known Languages:[/I]
       Native Hawrkin: 100% chance of successful understanding
       Dragonese/Elf: 98% chance of successful understanding
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [i]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [I]Identify Plants and Fruit:[/I] Training in the recognition of
       the many different types of wild plants and vegetation and where
       they grow. The emphasis is on finding and identifying edible
       berries, fruits, vegetables, mushrooms, roots, bark, and plants
       as well as plants that have herbal and medicinal qualities and
       staying away from poisonous plants and fruit.
       [I]Land Navigation:[/I] This skill enables the character to stay
       on course while traveling over land by means of observation and
       memorization. It includes mentally marking/recognizing
       geographic landmarks, estimating distance and movement,
       recognizing sounds, night traveling, marking a trail, and other
       navigation tricks.
       [I]Wilderness Survival:[/I] Techniques for living off the land
       including getting water, finding food, shelter, and help when
       stranded in wild forests, deserts, or mountains. Characters
       without this skill will not be able to stay healthy for more
       than a few days in the wilderness once their supplies run out.
       [I]Blunt Weapon Proficiency:[/I] Training with all types of
       blunt weapons including maces, hammers, cudgels, steel or lead
       pipes, staves, and clubs.
       [I]Preserve Food:[/I] Knowledge in the preparations of food for
       storage and later consumption. Includes canning fresh fruit and
       vegetables, making jams and honey, drying fruits, vegetables,
       and herbs, drying fish and meats, plus various smoking, salting,
       and pickling methods.
       [I]Fishing:[/I] The fundamental methods and enjoyment of the
       relaxing sport of fishing. Areas of knowledge include the use of
       lures, bait, poles, hooks, line, and cleaning and preparation of
       fish for eating. Also includes a basic knowledge of freshwater
       fish, their habits, behavior, and what they taste like prepared
       for eating.
       [I]Carpentry:[/I] A fundamental knowledge of working with wood.
       The character knows how to prepare, treat, preserve and cut
       wood, recognize quality of craftsmanship, repair damaged wood
       and wood items, and build furniture and articles (chests, boxes,
       drawers, chairs, tables, cabinets, houses, fences, frames,
       staves, utensils, etc).
       Race Example Picture:
  HTML https://imgur.com/iyZfRxz
       *****************************************************