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Oaf |
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Size/Catagory: Large Humanoid
Stats: Mind: Untrained 20 Body: Anywhere from 20 (untrained) to 11 (Expert) Magic: Untrained 20 Number of Attacks: 1 Damage/Attack: By weapon Special Attacks: None Special Defenses: Leather Skin Special Abilites: None Magic Resistence: Nil Climate/Terrain: Oafs tend to be reclusive creatures often living solitary or nomadic lifestyles, ocassionally one may be found in a small village, or a very lost one in a big city.
Frequency: Rare Organization: None Activity Cycle: Mostly Diurnal, though some have taken to travelling by night Intelligence: Low to average Language: Common and Sign. Alignment: Usually Lawful Neutral with good tendencies Description: Oafs are, as their name would imply, oafishly large. Often mistaken for small ogres they are hulking brutes with sloping forheads. Their skin is as tough as a good set of leathers and their head almost laughably small in proportion to the rest of their body. Standard attire for an oaf usually consists of large patchwork garments as their unusual size makes it difficult for them to find clothing, especially as they avoid interaction with others. They tend to be usually a good two feet taller than the average human with roughly four times the body mass from muscle on top of thick and dense bones making them highly resistant to breakage. For the most part they're bald or have a single tuft of hair at the highest point of their sloping forehead. Combat:
Oafs avoid combat whenever possible but often find themselves the subject of ridicule and the target of attacks forcing them into such situations. Being large individuals they tend to fight without weapons simply prefering to pound adversaries with a big ol' fist instead. However, most Oafs, when finding themselves under attack and unjustified in trouncing their attacker will just sit down and cover their boney head with their arms until the threat wears out and goes away. (OOC: Due to their Curse of Oafishness every attack requires two rolls both off of their body stat. The first is for the intended attack, or Body Check, and the second to see if they do any harm to a friend or to themselves. For instance, on a pair of successful rolls an Oaf may punch out the bandit he is fighting but at the same time send the bandit flying straight into the merchant he was aiding rendering both unconcious. Habitat/Society:
Most live as hermits as far from humanity as they can manage. Decimated villages, caves, and the ocassional rugged cabin are the usual living places for these stationary Oafs. Others live a more nomadic lifestyle with simple tents or perhaps just large bankets of skins to protect them from the elements when they make camp. They do not appreciate visitors and are apt to flee as quickly as their big honking feet can carry them at the first sign of another sentient life form. In conversation the tend to be rather quiet and shy, gaze generally fixed on their feet. They'll move as little as possible and slowly when they must. Seldom do they ever encounter their own kind avoiding them as much as they do other species. This is not simply because they are shy or anti-social but because they have a tendency to accidentally maim or kill those who spend too much time around them. They isolate themselves for the good of all. Ecology:
There are no Oafish young as living alone tends to be counter productive to procreation. The existing Oafs seem to be frozen in their mid thirties to forties. Their ecology apart from this is quite similar to humans as that is what they began as. Once a guild of dexterous assassins a failed attempt on the life of a sorceress left the lot of them in this sorry state. They tend to be near sighted and have difficulty speaking despite being as intelligent as humans. Attempts to alleviate these conditions do succeed only to revert back within an hour. |
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