The Feral O.C.C.
A Character Class for PALLADIUM RPG®
by Lictalon

All over the world, from the Yin-Sloth to the Northern Wilderness, there exist in the wilds tribes of barbarious warriors. However, these warriors are not your average "Native American ripoff" sort of tribesman. For each Feral tribe almost worships a type of animal. They strive to be like their chosen animal, and this grant them many bonuses. A full warrior is given magic tattoos (see the tattoos and below).


The animal types are:
Canine: Dogs, wolves, etc. Track by smell 35% + 5% per level of experience.
Suggested Tattoo: Heart with tiny wings (run).

Feline: Big and small cats. Adds +1 to the P.P. and P.S. attributes.
Tattoo: special, Spinning Heart, grants the Feral +6 to PP and all bonuses are doubled.

Equine: Horses. Adds 1d4+1 to spd. Can ride a horse equal to horsemanship: Palladin (+20%).
Tattoo: Heart with tiny wings.

Avian: Mainly raptors (birds of prey), but can include all types. Nails do 2d6 damage.
Tattoo: Heart with large wings (fly) or Eyes: Three.

Amphibious: Frogs and some reptiles. Can leap their height+1 foot straight up and 10 feet lengthwise.
Tattoo: Dolphin or Shark (swim).

Underwater: Fish of all types. Can hold breath for 4 minutes and swim 65%.
Tattoo: Shark (Dolphin isn't a fish).

Primate: Monkeys, apes, gorillas, etc. Can climb 60% +5% per level of experience, and and gets a +1 to PP.
Tattoo: Spinning Heart (see above).

If the feral decides to go adventuring, he will be much like a troglodyte in that he will be quite naive about the world. He might not understand the concept of money, and could get the party into quite a bit of trouble. In combat, the wildman will roar, beat his chest, and otherwise make a fool of himself. He fights savagely, crazily, and lethally. Ferals like to live off the land, rather than "buying" food. However, they hate to use traps, calling them "cowardly". They prefer to hunt the animal themselves. Not with arrows or any other long-range weapon, although they could; no, ferals prefer to defeat their animal with their bare hands (or armed with knives, swords, etc)! They use their various tattoos to take down the animal. They will then give thanks to the animal for giving of itself before skinning it and using all of its parts for various things.


Feral O.C.C.

RCCs: Limited to humans, elves and ogres, although it might (65% chance) work on demigods and godlings. (note: the tattoos' effects are not diminished on elves, as these are special versions designed for elves by elves).

Alignment: Any, but usually Scrupulous or Unprincipled.

Attribute Requirements: PS 10, PE 13, ME 9.

OCC skills:
Animal Husbandry (+15% on normal animals, plus 25% on tribal animal)
Land Navigation (+15%) Languages: Native Tongue (98%), plus (choose one)
Gobblely, Giantese, or Faerie Speak (80%) and can communicate with animals (60+5%).
Identify Plants and fruits (+20%)
Skin and prepare animals hides (+10%)
Track and Trap Animals (+20% to track, +10% to trap)
Track Humanoids (+20%)
Wilderness Survival (+25%)
Lore: Monster or Faerie (+5%)
W.P. Two of choice.
H-to-H: Expert.
H-t0-H: Expert can be changed to HtH: Martial Arts (or assassin if evil) at the cost of one "other" skill.

OCC Related Skills
Select 6 additional skills of choice at level one, plus one additional skill at levels 3, 7, 9, and 12.
Communications: None.
Domestic: Cook, Fishing, and Play Musical Instrument only,
Espionage: Any except Disguise, Impersonation, Forgery, and Pick locks (+10%).
Horsemanship: General or Exotic Only. (+15%).
Medical: Any Except Biology & Surgeon.
Military: Any except Heraldry.
Rogue: Any except Card Shark, Streetwise, and Pick locks. (+10%).
Science: Math-Basic and Astronomy only.
Scholar/Technical: Breed Dogs, Lores, Rope works, Sailing, & Sculpting. (+10%)
WP: Any
Wilderness: Any (+20%).

Secondary Skills: Select any 4 from the above list at level 1, plus one more at levels 3, 5, 8, 10, and 13.

Tattoos: Animal: Tribal, Chain with a Broken Link (strength), plus 1d4-1 (0-3) and their tribal.

PPE: 1d4x10, plus 10 PPE per level, and 6 PPE for every tattoo.

Starting Equipment: Two pairs of mocassins, a pair of soft leather gloves, 1d4 various animal furs, a set of skinning/tanning knives, belt, waterskin, fishing line and hooks, a snare, 30 feet of rope, 2 wooden spikes, small mallet, a tinder box, large sack, 2 small sacks.

Armor: Starts with Hard leather (AR 11, SDC 30).

Weapons: 2 knives, a short sword, a small hand axe (mainly for chopping wood), plus two of choice.

Money: For game purposes, we will assume the feral has been able to pick up/steal 25-50 gold, although the GM might rule that the Feral has none. Players, don't argue. Play in character.


�1998 [email protected]

P.P.E.™ is a Trademark owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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