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Hacork | 30 RP

With unclear origins, Hacorks are a small race that live in the small, forgotten crevices of the world. Often prying around curiously to discover secrets of the world, of people, and scavenging what's left behind to make it theirs. Before Oscine's origins, when the island was treated as supermax and jumbo jails, Hacork were often confused with or their existence created folklore and myths of helpful or trickster creatures that stole or traded items that were left out of holding cells. There are several stories of prisoners trying to escape by obtaining keys they never would have had access to, getting food that wasn't even found in the prison and items going missing from officers and prisoners.


Physical Description: Hacork are short, bipedal insectoids bearing two arms with large, 'bean' shaped eyes covering nearly the whole top, crown portion of their heads and a pair of flexible mandibles helping to mimic and alter the flow of air to speak. Their hands typically range from a total of three to four digits, with one of these always acting like a thumb. Some have variation to whether they have no fuzz, some whisker like fuzz or patches of fuzz that typically is most dense at any or all locations varying between the feet, knees, elbows or head. Some may look like they have patch beards, mustaches or even little hairdos of patterned fuzz. Females tend to have more fuzz than males. Additionally, they have qualities of two antenna protruding out from not far below their eyes, rigid, tough exoskeletons, gliding wings that are tucked and an insect abdomen that comes off from their rear, or in relation to what a human's rear would be considered. Hacorks are gonochoric with females having adenotrophic viviparity (instead of laying eggs, they hatch a single larva internally with that larva developing eternally before giving a live birth).

Society: Hacorks tend to stick to their closely related family or meld into existing families, whether their own species or other species. Overall, they prefer singular, smaller families rather than large, several groups making up their community. Finding existing but vacant homes, varying from buildings or burrows, Hacorks move in to alter these spaces to best suit the needs of their families. Hacorks have the mindset that life is best lived with less material wealth, and more mental wealth-- focusing your time on arts, knowledge and skill is better spent then building up luxurious beds. Also, their specie-based families tend to hold values of collectivism, restraint of greed/wealth, and fairness. They distrust the concepts of strong government, property/ownership laws and material currencies (coin or light). Additionally, Hacorks do pride themselves on being clean and well-groomed, but regardless of this fact, they are often seen living in such squalor conditions that they are still seen as dirty. In their eyes, they are simply living in such worn down places that others refuse to take opportunity or care towards fixing up.

Hacorks share child rearing responsibilities as much as possible between genders and often take the approach of it takes a village to bear children. Hacork parents may come off as smothering or overbearing to other species, but to Hacorks, they have short lives and typically only 5-10 years with their child before that child is ready to become fully independent from their parents. Additionally, Hacorks have high mortality rates, particularly in urban areas, and that has influenced their culture to latch onto the young they manage to produce.

In Oscine, Hacorks tend to blend into existing communities or live in vacant homes. If they are in the workforce, they're primarily seen in mines or factories. More often than not, Hacorks find it difficult to be accepted into work which results in unemployment. They are most likely to take up odd jobs from anyone willing to put up with their appearance.

Relations: Other species see Hacorks as pests, and in turn, are often treated as such. Whether that be socially out casting them, demolishing their homes or hate crimes. Hacorks, while typically peaceful, do tend to rummage through garbage as well as live in unregulated and poorly maintained communities that can create health hazards for other species that are not has hardy or dismissive to such acts.

Alignment and Religion: Hacorks tend to align to neutral and good alignments. Additionally, it is more likely to see them have evil rather than lawful alignments. Families tend to put most attention towards a singular or a small handful of stars together, treating these stars as the core beliefs of their family. Typical signs found in Hacork families are Ambition, Vision, Quickness, Rumination, Drive, Buzzardom, Katabasis and Altruism.

Adventurers: Hacorks very frequently seek out more of the world, but many do so naively or die prematurely before ever returning home. Additionally, if traveling alone without the safety of a party, they are often mistaken as a monster and may be killed regardless of pleas.

Names: Having no strong specie specific names, many Hacorks tend to prefer choosing their own names when old enough. Many are given nicknames by their parents to address to them when young, but once matured or by the time they reach maturity, Hacorks will pick a name for themselves.

Racial Traits

Ability Score Modifier: Members of this race gain a +2 Dexterity, a +2 Intelligence a +2 racial bonus to Constitution and a –4 Charisma.

Type: Monstrous Humanoid

Size: Small

Speed: 30 ft.

Language: Members of this race start with Siisah plus Abyssal. Hacork with high intelligence can select from the following: Dwarven, Elven, Gnoll, Gnome, Goblin, Halfing, Sylvan. Siisah is the native language for Hacork. Primarily a language of pheromones only emitted by their race, this language can be learned through a series of hisses or throat vibrations. Additionally, Hacork can sense each other's pheromones through the use of their antenna.

Random Hacork Starting Ages
AdulthoodIntuitiveSelf-TaughtTrained
5 years+4d6 years
(9 – 29 years)
+6d6 years
(11 – 41 years)
+10d6 years
(15 – 65 years)
Random Hacork Height and Weight
GenderBase Height Height Modifier Base WeightWeight Modifier
Female2 ft. 8 in.+2d4 in. (2 ft 10 in. – 3 ft. 4 in.)30 lbs.+(2d4 lbs.) (32 – 38 lbs.)
Male2 ft. 6 in.+2d4 in. (2 ft. 8 in. – 3 ft. 2 in.)25 lbs.+(2d4 lbs.) (27 – 33 lbs.)

Defense Racial Traits

Eternal Hope

  • Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.

Healthy

  • Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Lifebound

  • Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Natural Armor

  • Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Stubborn

  • Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Improved Natural Armor

  • Benefit: Members of this race gain a +2 natural armor bonus.
  • Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.

Feat and Skill Racial Traits

Curiosity

  • Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Master Tinker

  • Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Stalker

  • Benefit: Perception and Stealth are always class skills for members of this race.

Movement Racial Traits

Gliding Wings

  • Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Senses Racial Traits

See in Darkness

  • Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Race Point Cost
  • Monstrous Humanoid (3 RP)
  • Small (0 RP)
  • Normal Speed (0 RP)
  • Weakness (–1 RP)
  • Standard (0 RP)
  • Advanced Constitution (4 RP)
  • Eternal Hope (2 RP)
  • Healthy (2 RP)
  • Lifebound (2 RP)
  • Natural Armor (2 RP)
  • Stubborn (2 RP)
  • Improved Natural Armor (2 RP)
  • Curiosity (4 RP)
  • Stalker (1 RP)
  • Gliding Wings (3 RP)
  • See in Darkness (4 RP)

Sketch done by an Oscine, underground district, human artist named Cara King.


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