I thought it would be fun to release the updated version of some of the classes, specifically the Barbarian, Beastman, and Sorcerer with the full images of the spreads that will appear in the book. Since those are the three main characters in Thundarr the Barbarian, thought it would be appropriate.
Lastly- if this is something you dig and think is cool- stop by the kickstarter page and pledge some support and also spread the word!
Anyways, here’s the images with the full text to follow below. Tomorrow will be the Sorcerer.
Beastmen hail from all over the Ruined Earth and are as varied in temperament and appearance as any human. All Beastmen are known for their bestial appearance, strong traditions, and their impressive strength. Beastmen emerged from the ashes of the Ruined Earth, savage, primordial, and tenacious; each tribe fighting to make a home for themselves in the wastes.
“You fear me for my savagery and chastise me for honoring my ancestors, yet you covet my strength, attempting to control my kind by chain, by coin, or by magic.”
Starting HP: 1d12+4
Hit Points Per Level/Resting: 1d12 HP
Weapons and Armor: Light and Medium Armor, Small and Large Shields, Claws, Clubs, Maces, Spears, Axes, and Bows.
Weapon Damage: 1d8/1d6 Improvised
Animal Features: The Beastman has claws and is never considered unarmed. They can see in the dark (Nearby radius).
Super Strong: Has Advantage on feats of strength for lifting stuff, breaking things, flexing muscles, etc. (not attack rolls).
Impossibly Strong: Once per hour a Beastman can do impossible feats of strength and be awesome (i.e., lift a huge pillar of cement/vehicle/rock/etc.) and throw it, push it, or whatever. No roll is needed to accomplish this. If this is used to attack, an attack (Strength) roll must be made. If successful, the attack deals 2d10 points of damage.
Thick Hide: Once per day the Beastman’s hide becomes thick and offers enhanced protection. They take half damage from all sources, save for magic. This effect lasts a number of rounds equal to the Beastman’s level.
Leveling Up: Roll all Attributes to see if they increase, roll twice for STR or CON.
Mark of the Beast
Determine what animal type makes up the Beastman. Roll 2d8: 2) Wolf; 3) Bear; 4) Cougar; 5) Alligator; 6) Snake; 7) Armadillo; 8) Badger; 9) Tiger; 10) Lion; 11) Moose; 12) Frog; 13) Mole; 14) Rabbit; 15) Rhino; 16) Roll twice and merge the two (if this is rolled again, ignore).
Beastmen Species Names (roll 1d10): 1) Cull; 2) Sylthis; 3) Nok; 4) Kurd; 5) Bryll; 6) Dredge; 7) Grok; 8) Fanth; 9) Ryn; 10) Hulyth
CHOOSE TWO*: Short sword, short bow, spear, dagger, axe, mace, or spiked club
ARMOR: Cloth armor (1 RP, 1 tick)
ADDITIONAL: Ammo for ranged weapon if taken, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 HD of HP restored).
*All starting weapons are made of wood, bone, or stone. For each weapon there is a 15% chance it is made of metal (i.e., the arrowheads, the sword blade, etc.).
INTERESTING TRINKET (roll 1d6): 1) A tooth of your father, worn around your neck; 2) The rusted manacles that used to bind you; 3) A flute; 4) A backpack made by your sister; 5) A bag of seeds to plant, given to you by your village elder; 6) A staff made from bones of a great beast.
LIFE EVENT (roll 1d8): 1) You were a slave and escaped; 2) Your father was the tribe leader and you and your family were pushed into exile; 3) You fought off slavers who were attempting to take your sister; 4) You watched many of your tribe vaporized by a Sorcerer, somehow you survived; 5) You were down by the river when a Water Weird attacked you. For some reason, the creature stopped its assault and let you live; 6) While on a hunt you came across the lair of a dragon. It emerged, talked to you, and let you leave; 7) You won a fighting contest in your youth and are considered a celebrity in your tribe; 8) You stumbled across a lush valley that was fertile, had a fresh river, and defendable. Your tribe has relocated here.