Formorian
| Species Information | |
|---|---|
| Species | Formorian |
| Species Merit Cost | 1200 |
| Age | Adult at 25; live over 150 years |
| Size | Large |
| Height | 8 to 10 feet tall |
| Weight | Base 450 lbs. plus 2d10 × 10 |
| Vision | Night Vision |
| Move | 30 feet per Movement Action |
| Languages | Common, Jhug Tak |
| Resistance | Immune to Fear |
| Bonuses | +300 Maximum Lift; +10 Alertness |
| Attribute Modifiers | +10 to any two: Strength, Stamina, Agility, Intelligence, or Willpower |
| Core Trait | Assume Form |
| Species Abilities | Begin play with two Formorian species abilities |
Formorians are powerful beings born during the Age of Chaos. They are among the largest species in the world, standing alongside Trolls, Bhahuul, and the Fhen Khanur.
Once, the destiny of the Formorians was tied to the Kingdom of Athigurian, a realm ruled by cruel and vile titans known as the Giastori. The Formorian species was created by the dark god Azahak as soldiers during the Gods-War.
Because of their ability to assume the form of other beings, Formorians were used as spies, infiltrators, and agents of terror. Known throughout Kralis, and eventually the Omniverse, for their ruthlessness, the Formorians became one of the greatest enemies of mortal kind during the Age of Mortals.
Originally, Formorians carried a deep xenophobic hatred toward other species. This attitude was well established across the ages, especially during the atrocities committed under the reign of the Kingdom of Athigurian.
Overview
Formorians are a people of dark origin, old regrets, and immense physical power. Though many were once tools of Azahak and the Giastori, not all remain bound to those ancient evils.
Those who rebelled against the Lord of Darkness now often live apart from other species, forming hidden enclaves in mountains, dark forests, and forgotten regions. Their past makes them feared, but their rebellion against slavery and oppression has also given some Formorians a grim sense of justice.
They are not a joyful people. They are brooding, grim, and slow to forgive. Yet many Formorians now hate oppression because they understand too well what it means to be used as weapons by a god.
Physical Description
Standing 8 to 10 feet tall, Formorians are one of the largest species in the world.
Formorians have dense bones and huge muscles, though their short necks give them a slightly hunched appearance. Most are white to gray in color, with dark gray to deep blue eyes.
They tend not to have hair in their natural form, though when they assume another form, they can create hair as needed.
Formorians have massive four-fingered hands ending in harsh claws. Their feet have only three toes leading into large, foot-shaped pads. Their ears are slightly pointed.
Personality
Brooding is the best word to describe a Formorian.
While fearless, their mindset is dark, merciless, and gloomy, consumed by the realization that everything eventually ends in death. Part of this comes from their Azahak-created nature, but they are also angry over having been tools of the Lord of Darkness for so long.
They carry deep longing and hurt over the brainwashing and slavery of their kin who still live under the evil god’s control.
Because of these regrets, Formorians do not tolerate oppression or aggression of one species over another, even when it does not directly concern them. More than a few slavers, cults, raiders, and tyrants have learned too late that Formorian enclaves prefer things to stay peaceful and easygoing in their lands.
Occasionally, individual Formorians, or even whole companies, travel the world and take a more active role in making it less warlike. Such Formorians are rare.
Formorians rarely experience joy or humor. They find it difficult to forgive those who antagonize them, though many try hard to overcome this. Even so, other species tend to leave these large beings alone with their thoughts.
Languages and Names
Formorians speak a guttural version of Common as well as Jhug Tak, also called Dark Speech. Jhug Tak is spoken by numerous creatures known as Nuhtegh, the savage humanoid peoples.
Formorians also tend to learn other languages, including Rhakish, Azhdehak, and Jauzah.
Common translated male names include:
- Azkah
- Bhavak
- Garuk
- Jhuk
- Mhauk
- Mutam
- Syrk
Cultural Kin and Communities
Formorians have little true culture, as they have no homeland to call their own and likely never will.
They often isolate themselves from other species, keeping small families and enclaves hidden deep within mountain passes and dark forests. Even when they settle in cities or other civilized areas, they keep out of sight, and locals often find them aloof and distant.
Formorians find little enjoyment in the art, architecture, songs, or storytelling of other species.
Most Formorian clans are hierarchical. They value advanced age as a sign of strength, power, and wisdom. In Formorian culture, the thirtieth birthday is cause for celebration.
This emphasis on hierarchy creates fertile ground for intense rivalries between individuals and families. As a result, most Formorians are suspicious, and they often regard those who are not suspicious as foolish.
Formorians value family highly, as shown in the saying: “Family is life.” This remains true even though obligations to the clan may force them to choose clan over family.
Most Formorian homes are multi-generational and hierarchical, with male and female parents sharing authority. Family loyalty is emphasized, and the continuation of family lines is highly valued, though Formorians are not known for having large numbers of offspring.
There are two major cultural kin within the species: Barhak and Valinu.
Barhak
The Barhak were the most cunning and dangerous of all Formorians.
They were the generals, conspirators, and architects of Azahak’s plans of genocide and slavery. Those who rebelled against the Lord of Darkness became the de facto leaders of the new Formorian enclaves, attempting to maintain peaceful relations with nearby communities without resorting to their old, atrocity-laden ways.
Like many Formorians, Barhak have long, thick hair, though theirs is charcoal gray. They have stunning blue eyes and long ears.
They are slightly shorter and leaner than the Valinu, though not by enough to have mattered to the species they once trampled beneath them.
Valinu
The Valinu, also known as the Folk of the Wild, are nearly horrific in appearance.
They wear only loincloths made from the skins of huge predatory beasts. Their massive bodies are dyed and tattooed in dark colors ranging from royal blue to blood red.
They shave a groove along the top of their heads, running from the forehead to the back of the neck, while allowing the hair on each side to become entangled, caked with blood, dirt, and sweat.
These beings are among the last of their kind. Only very small pockets still exist in the wilder places of the world. At times, one or two of the younger generation may set out on a journey. It is from this stock that most people encounter the Valinu.
They are intelligent and generally faster than their cousins. They use guile and speed to their advantage.
Formorian Features
| Feature | Rule |
|---|---|
| Species Merit Cost | 1200 |
| Age | Formorians reach adulthood at 25 and live to be over 150 years old. |
| Size | Large |
| Weight | Base 450 lbs. plus 2d10 × 10 |
| Vision | Formorians have Night Vision. |
| Move | Base Move of 30 feet per Movement Action. |
| Languages | Formorians begin play speaking Common and Jhug Tak. |
| Resistances | Immune to Fear. |
| Formorian Bonuses | +300 Maximum Lift; +10 Alertness. |
| Attribute Modifiers | +10 to any two: Strength, Stamina, Agility, Intelligence, or Willpower. |
| Traits | Assume Form. |
| Species Abilities | Formorians begin play with two of the following abilities: Beguiling Liar, Endurance, Hardy, Indomitably, Power Jump, Stomp, Survivalist, Undying Hatred. |
Assume Form
Assume Form allows a Formorian to change its physical appearance four times per day for 1 hour.
A Formorian can alter its appearance, including species, height, weight, and age. The Formorian can assume any form it knows, but the chosen form must be within two sizes of the Formorian’s normal size.
This ability only replicates the physical appearance of the target creature.
Moving from one form to another takes 5 turns.
Those viewing the altered creature are allowed a Wits check based on familiarity.
| Viewer Familiarity | Wits Check TS |
|---|---|
| No Familiarity | TS 10 |
| Some Familiarity | TS 8 |
| Familiarity | TS 6 |
| Very Familiar | TS 4 |
Species Abilities
Formorians begin play with two of the following abilities.
| Ability | Summary |
|---|---|
| Beguiling Liar | Gain +2 bonus successes on Convince, Gambling, or Haggle skill usages involving deception or falsehood. |
| Endurance | Gain +20 on Stamina checks to avoid exhaustion and similar hardship; no Fatigue Loss for hustling, running, or sprinting. |
| Hardy | Immune to Type A, B, and C poisons; gain +10 Magical Defense against one elemental type; immune to non-magical diseases. |
| Indomitably | Gain bonus successes to resist being held, paralyzed, or otherwise unable to move. |
| Power Jump | Leap or jump triple base movement a limited number of times per day. |
| Stomp | Stomp the ground in a 180-degree arc to knock smaller targets prone. |
| Survivalist | Gain Survival as a focused skill and choose one survival benefit. |
| Undying Hatred | Continue fighting a hated target beyond normal limits. |
Beguiling Liar
You are a master liar. Most everything false that comes out of your mouth has a greater chance of being believed.
You gain +2 bonus successes on any Convince, Gambling, or Haggle skill usage where deception or falsehood is involved.
Endurance
Formorians are more athletic than normal and gain a +20 bonus on any Stamina checks to avoid exhaustion, the effects of forced marches, starvation, dehydration, and conditions of heat or cold.
They also do not suffer Fatigue Loss for moving faster than normal, including hustling, running, or sprinting.
Hardy
You are unusually hardy.
You are immune to Type A, Type B, and Type C poisons. You gain +10 Magical Defense against one elemental type: Earth, Air, Fire, Water, Spirit, or Essence.
You are also immune to non-magical diseases.
Indomitably
Formorians gain half their Charisma Modifier in bonus successes to ignore any ability, spell, or power that causes them to be held, paralyzed, or otherwise unable to move.
This does not include knockdowns, knockouts, or crippling wounds.
The Game Master may rule that the paralyzing powers of gods, demons, and other powerful beings cannot be ignored.
Power Jump
Once per day per their Stamina Modifier, to a maximum of 5 times, a Formorian can leap or jump triple their base movement.
Stomp
With this ability, you are able to stomp the ground.
Stomp can affect all those smaller than you. It has an area of effect of a 180-degree arc in front of you up to 10 feet.
Targets in this area must make an Agility check at a TS of 1 per 2 Strength successes or be knocked prone.
This ability is a Move Action.
Survivalist
Formorians have endured many generations through harsh times and places.
You gain the Survival skill, and it is treated as a focused skill, gaining 8 skill points each rank.
Additionally, choose one of the following:
- Immunity to cold environments.
- Immunity to hot environments.
- Hustle, run, and sprint without paying Fatigue Points.
- Double the length of time you can go without food.
- Double your exhaustion limits.
Choose 1.
Undying Hatred
You have developed an enmity so intense that you can continue beyond all odds just to kill those you oppose.
When you reach Holding Zero, you do not have to make Willpower or Stamina checks to stay up when fighting your Bane target.
Additionally, you ignore all penalties from being Battered when in combat against your hated target.