Yesterday I mentioned that I had discovered the joy that is Dungeon Crawl Classics RPG and that I am probably going to use it for my Hubris RPG setting (as so much of what is presented in DCC just seems to fit what I had envisioned for the setting).
I have started the overhaul of converting my OSR setting to DCC, which first means getting the races up to pat. The races of Hubris are: Erkask (Lizardfolk), Kenku, Human, Mutant, and Half-Demon.
Yesterday I did the Kenku. Today it’s the Ekrask.
As always feel free to leave constructive feedback.
The Ekrask is an evolutionary offshoot of their lesser-kin, the Lizardfolk. Ekrask are agile, muscular, and savage. Ekrask generally stand 5’8”-6’5” tall. Long ago the Sorcerer-slavers of Klind attacked the Ekrask and thousands were made slaves. The Klind, who worship the terrible serpent god Set, have put many Ekrask to the blade as a sacrifice. While many are still slaves in Klind lands, most of the Ekrask are free and many seek to liberate their brethren.
While various tribes of Ekrask can be found throughout Hubris, their capital city, Slathereth, is located at the southern tip of the Bogwood Swamp. The Ekrask allow the other various races to come into their city, they must abide by the strict laws and traditions of the Erkask. Any infraction of their law is met with a harsh punishment.
Hit Points: An Ekrask gains 1d8 HP per level.
Weapon Training: A Ekrask is trained in the following weapons: blowgun, club, dagger, dart, flail, hand axe, javelin, longbow, shortbow, sling, and spear.
Alignment: Ekrask life is hard and brutal. Their culture is multifaceted, and that is reflected in their alignments. Those that uphold the shamanistic traditions and try to live in some relative peace with the other races tend to be Lawful or Neutral, while those that think that their Lizardfolk kin have the right idea about shunning “civilized” life lean towards Chaotic.
Infravision: An Ekrask can see in the dark up to 60’.
Attack Modifier: The Ekrask do not receive a fixed attack modifier at each level. Instead they receive a deed die, like the Warrior. The deed die is rolled each round to generate the attack modifier. See the chart below to see the deed die advancement. The bonus of the deed die also a modifier for damage.
Mighty Deeds: Through their savage lifestyle and training the Ekrask can perform Mighty Deeds like a Warrior.
Natural Weapons: An Ekrask has a nasty bite attack that does 1d4 damage, and razor sharp claws that deal 1d6 damage. An Ekrask is never considered unarmed.
Blood Spout: Once per day an Ekrask can shoot blood out of its eyes. Make a ranged attack against target, if hit the target must make a Fort save or be stunned for 1d3 rounds. The smell of the blood makes target easier to track by scent (granting a +2 bonus to skill check rolls).
Tracker: All Ekrask are natural trackers and treat that as a trained skill, rolling a d20 instead of a d10.
Rage: An Ekrask is a savage fighter that is able to tap into their ferocious nature and attack with reckless abandon. When raging an Ekrask ups their damage die one level and gets +2 to saving throws against mind altering affects and fear. A raging Ekrask ignores 2 points of physical damage. They also incur -2 to AC and -2 to Intelligence checks. Rage lasts a number of rounds equal to one half level rounded down +1 (minimum of 2 rounds at level 1). The Ekrask can rage a number of times per day equal to their Stamina bonus (minimum of 1). They cannot use any abilities that require concentration. If all enemies are felled before the duration of Rage runs out the Ekrask will attack friends. A successful Will check (DC 15) each round for the duration allows them to resist the bloodlust and avoid attacking a friend.
|Level||Attack (Deed Die)||Crit Die/Table||Action Die||Ref||Fort||Will|
Title by Alignment