Direclaw

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Direclaw (4 points)
Chanka non.jpg
Required
Clawed, Large, Scary,
Strength
Available
Bash
Carry
(Huge Size)
Rush
Tough

Direclaws are large, ill-tempered, and considered little more than dangerous beasts by outsiders. But outsiders do not see their grace, nor understand the complex workings of their hardy culture. Most direclaws live in tribes, and most of these tribes are confined to the barren Dog kingdom with the devils. Conditions is difficult there, and direclaws hunt and raid their neighbors just to survive. Fools call them dogs as an insult, but direclaws will sometimes refer to themselves as wolves. Direclaw tribes are a strict hierarchy, ordered by combat prowess. Each tribe's leader is the top fighter, male or female, and acknowledged by all as the "khan". Powerful and charismatic leaders who manage to unite or rule several tribes are called "great khans". Only twice in recorded history has a single khan been powerful enough to unite all the tribes, becoming a "first khan". On those two legendary occasions the combined might of the direclaws ravaged the entire continent.

Direclaws vary in size and build, but males tended to be much larger than females and both are rugged and strong. They have sharp teeth and claws and bristly fur. Direclaw fur has distinct hereditary color patterns, tending to grey with mottled white or black. Entirely white or black direclaws are rare but do exist. They have the eyes of predators, and though most specimens have very dark brown eyes some individuals have striking pale blue eyes that set them apart. On the whole, direclaws tend to be aggressive and hot blooded, as their society has no tolerance for patient or the mild. Direclaw marriage bonds are usually rites of battle in which both candidates must prove themselves individually as a match to one another, and then as a pair for the right to bear children within the tribe. A defeat will prompt one or the other to continue training and fighting until a respectable match is achieved. Direclaw offspring conceived outside of an approved match are at best marked and banished as outsiders. The few who survive usually end up living among devils or humans.

The personification of Death is the preeminent figure in direclaw myths and creation stories. In most variations the first khan was a simple predator who had many brushes with Death. After each encounter he became wiser, until finally he tricked Death and became immortal. Direclaws raised with this tradition believe those who have had near-death experiences gain supernatural wisdom, and even khans will listen to such people. A direclaw who actually dies (or appears dead) and is revived is called "ruehan", and is considered outside the usual combat ranking system. Direclaws tend to be especially deferential or fearful of restless and ghosts for this same reason. Fleeing from an undead foe is not considered an act of cowardice, although fleeing from anything else probably would be.

Recommended Faults

  • Impulsive You are hot headed and impatient. You gain no benefit from an Aim or extra time.
    "I'll improvise!"

1square.gif Will: When you ask how a game mechanic works, immediately attempt what you asked about.
1square.gif Will: Begin an encounter before anyone else is ready. Any ally who can't play imitative higher than yours loses their turns.

  • Superstitious: You have a fearful respect for the supernatural. If you roll any 1 on a fear check you fail.
    "We must appease the spirits!"

1square.gif Will: After a failure, lose 1 Turn appeasing the unseen or performing a luck ritual.
1square.gif Will: Sacrifice an Expensive asset appeasing the unseen or performing a luck ritual.

  • Violent: You are bloodthirsty. Courtesy drops from 2 to 1 and can't be improved.
    "I'll kill you for that!"

1square.gif Will: Start a combat encounter that could have been avoided.
1square.gif Will: Lose a Relationship due to your violent ways.

See Also


Version 2.5.1
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