GORTS are a race of massively built (7' tall) humanoids who otherwise resemble men. They reside in the hills near human lands, but rarely interact owing to the fear and prejudice shown them whenever they try, although dwarves tend to be more understanding in this regard. As a race, they are generally lawful or perhaps true neutral, being mostly honest folk.
Physically powerful, all gorts enjoy the strength ability in addition to whatever else the player rolls. Like thieves, players rolling this twice get double strength, adding +1 to any related dice, where applicable. Furthermore, they get an additional +1 to melee damage owing to their sheer physical might. Their massive size comes at a price, however, as gorts pay 150% normal cost for armor worn and always consume double rations.
Gorts are large (7' tall), but generally lawful and possessing a keen sense of justice (in their own way)... |
Note that gorts lack the coordination for bows and other ranged weaponry, except perhaps for thrown rocks, etc. Furthermore, their size means that magical armor has only a 1-2 in 1d6 chance of fitting when found, and their bulk, in general, makes it difficult to navigate underground environments.
Gort progression is as follows:
EXP LVL HP TITLE
0 1 10 Goliath
400 2 +2 --
800 3 +4 Hulk
1,600 4 +6 --
3,200 5 +8 Behemoth
6,400 6 +10 --
13,000 7 +12 Gargantua
26,000 8 +14 --
52,000 9 +16 Colossus
104,000 10 +18 --
208,000 11 +20 --
416,000 12 +22 --
832,000 13 +24 --
1,664,000 14 +26 --
3,328,000 15 +28 Giant lord
As a role-playing note, gorts are constantly hungry and can be played for comic relief in this regard. They have a ironic sense of justice, however, and are not above imposing a fitting punishment for those violating their sense of rightness, noting that this should always fit the crime. This challenge is left to the player!
As usual, another fine addition to an already excellent game.
ReplyDeleteMany thanks, friend!
Delete