TERRAN CYCLOPS

The terran cyclops is very different from the barbaric giants that share their name. They are larger than a human, but hardly giants (72 + 5D6 inches for males, 68 + 5D6 inches for females). Aside from their size, they look similar to other cyclopses; human-like, with broad shoulders and a muscular build, large, flat faces and a single large eye set in the middle of their forehead instead of the usual two. They are heavy (230 + 3D20 lbs. for males, 210 + 3D20 lbs. for females) and can live for centuries (260 + 4D10 years).

The skin of a terran cyclops has a slight tan or orange tint to it, and their hair is almost always black or brown. Their eye is usually brown or blue in color, though gray is not unheard of.

The story of the terran cyclops is a sad one, and is probably mostly legend. Long ago, as the various species of Karion were just beginning to settle down and form civilizations, the cyclopses had two eyes. However, they were jealous of the other creatures, feeling that they were being left behind. As the bronze age dawned, the cyclopses had only barely managed to master fire. Pleading with their pagan Gods, the names of which have been lost to antiquity, they asked for power to rival the other beings of their world. One of the Gods appeared to take pity on them, and in exchange for one of their eyes, he promised them the ability to see the future. They quickly discovered that they had been cheated, however; the only future they were allowed to see was the moment of their own death. To make matters worse, they could not control this power, and so they are haunted by images of their final moments to this very day. Vowing revenge, they took to the forests and became nomadic champions of the powers of good. With each monster they slay, they extract a small measure of revenge against the hated God whose name they refuse to speak.

PERSONALITY:

Because they are doomed to watch themselves die over and over again in their mind until at last the events play out in real life, terran cyclopses are strong believers in fate. They often feel powerless to change what is happening around them, as if they are not in control of their own life. They prefer to be alone with their pain, and will not warm up easily to new friends.

LIFESTYLE:

Terran cyclopses live in temperate forests through Karion. They are well practiced at the art of camouflage, and are rarely if ever seen. They have no society to speak of, nor are they likely to develop one. They roam alone or in small bands of hunter-gatherers. Their only goal in life is to destroy all that is evil; no terran cyclops will ever willingly commit an evil act and they actively seek out and destroy those who do.

TOOLS & TECHNOLOGY:

The terran cyclops has not yet developed a great deal of tools or weapons. They have not yet learned how to forge metal, and so cannot purchase metal arms or equipment when the character is first created.

Terran cyclopses may wear any armor. However, their starting armor is restricted to quilted, leather, or hide armor, plus a small shield or buckler. Their thick skin provides some protection, base AC of 8.

Kutarr: (Damage 1D6 + 1/3D4, Speed 7, Type P, Range 1/2/3) The kutarr is the cyclops' favorite weapon. It is a wooden trident, with the three points arranged in a circle instead of a horizontal line. It is lightweight enough to be thrown like a spear, and it is sturdier than it looks.

Summut: (Damage 1D4 + 1/1D4, Speed 4, Type P) Also called a woodsword, this is a piece of wood carved to resemble a broadsword. Though it cannot be used to cut, the tip is very sharp and it can deliver a powerful stab wound. The "blade" is coated with a secret concoction of various tree saps and resin which causes the area struck to burn and become bright red. Anyone struck by this weapon will suffer a -1 penalty to hit, damage, and AC for the next 1D4 rounds.

GAMING NOTES:

Attribute Adjustments: +1 to Str and Con, -2 to Int and Cha.

Min/Max

Strength

19

Intelligence

16

Dexterity

18

Wisdom

18

Constitution

19

Charisma

16

Special Abilities: Base AC of 8, 70% undetectable when motionless in the forest, can Pass Without Trace through the forest at 1/2 normal movement rate (non-magical), 4 bonus hit points at first level.

Special Disadvantages: Must be of good alignment and must always remain good, or forfeit all XP until he/she changes alignment again.

Proficiencies: Agriculture, Animal Handling, Animal Lore, Bowyer/Fletcher, Fishing, Herbalism (counts as 2 proficiencies regardless of class), Hunting, Leatherworking, Mountaineering, Set Snares, Survival (Forest), Tracking, Weather Sense.

Class Options: Fighter (No limit), Ranger (No limit), Cleric (Limit 8), Thief (Limit 8).

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