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Skip Navigation LinksWorld of San'Dora>Inhabitants>Mankind>Aranashi>Undari>Characters
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Groups of Note Culture Undari
 
 
Undari Characters
To play an Undari character a player must do the following things:
  • Take the Undari Race Package.
  • Choose a Profession Background (or work with the GM to make a custom one)
  • Work with the GM to determine origin.
 
COMMON UNDARI PROFESSIONS
 
Every character is an individual but there are definitely some broad generalities that can be made about the sort of skill sets Undari tend to fall into.
  • Light Foot: some Undari have only basic combat skills and use this Basic Package.
  • Fighter (Swashbuckler): some Undari warriors use their speed and acrobatic acumen to confound their opponents.
  • Rogue (Swashbuckler): some Undari on the dodgy path are broadly skilled and flexible, able to adapt to most any situation and wrest some advantage from it.
  • Light Cavalry: the Landrothi have been developing a very capable light cavalry, which forms the majority of their military forces, for several decades. Some former Landrothi cavalrymen turn to lives of adventure.
  • Scout: many Undari are skilled Scouts, as their small size and perceptiveness are strong assets to that trade.
  • Thief: their small size and innate stealthiness ensure that Undari can be very successful at lives on the dodgy path.
  • Tumbler: some Undari are skilled tumblers and acrobats.
  • Thief Acrobat: some Undari combine the skills of a Thief and a Tumbler into a very lucrative profession
  • Roofrunner: some Undari are masters of the "thieves highway", the rooftops and high places of a city.
  • Thanomancer: all of the Thanomancy Packages are appropriate to Undari that exercise the option in their Race Package to be Thanomancers.
  • Volomancer: all of the Volomancy Packages except the Destroyer Composite Package are appropriate to Undari that exercise the option in their Race Package to be Volomancers.
  • Dominine and Animine: It is extremely rare for an Undari to worship any god much less be a priest or equivalent to one, but it is possible and in such a case all of the Dominine or Animine Packages are available as appropriate to the specific deity worshiped.
 
UNDARI GEAR
 
Due to their unusual size Undari cannot use most "normal" human sized equipment, particularly armor. In their own lands this is hardly a problem, and if near their lands they might occasionally be able to find something in their size though this is generally unlikely.
However when traveling abroad Undari usually must have properly sized gear made for them by special consignment if they can find a craftsperson willing to do the work. They typically must pay a premium of ten percent more for armor and attire for special tailoring and fitting.
 
PTOLU HORSES
 
Ptolu Horse
 
A breed of small horses native to the Undari Plains, particularly in the central and western lands, the Ptolu make passable light mounts and can be trained as war steeds. They tend to be swifter and more hale but less strong than other similar breeds of small horses.
 
SUBSASABIL
 
The Landrothi Cavalry have developed the use of a leather strap with a handle on one end and a cup on the other that allows them to hurl small spears with greater force than would otherwise be possible for them. They call this device a subsasabil (SOOB-SAH-SAH-BILL), which literally translates as "Spear Hurler".
A Subsasabil usually costs around 8 sp in a setting using the standard Fantasy HERO Price List.
 
Subsasabil: +10 STR (10 Active Points); Independent (-2), OAF (-1), Only To Hurl Short Spears (-1 3/4), Side Effect (Unweildy: -1 OCV Penalty; -1/4); Real Cost: 2
Notes: A leather and metal device that allows a spear to be hurled with much greater force than normal. However, it is awkward to use and imposes a -1 OCV Penalty
 
TUROGAB
 
A traditional weapon from ancient times, turogab (TER-OH-GOB) are wavy-bladed long daggers with a stangely curved (pistol) grip. Wielded in an unusual fashion with the arm extended, the weapon is difficult to use but is very effective in the hands of a trained warrior. It is primarily a piercing weapon, for though one or both edges are sharp their wavy bladed nature reduces their overall effective cutting surface. 
This weapon is still used by the central and eastern Undari, but the western Undari have largely abandoned the weapon in favor of downsized versions of Vorgaanese swords and daggers. In Vei-da the traditional orgab and turogab pairing is still the nearly universal armament.
A Turogab usually costs around 12 sp in a setting using the standard Fantasy HERO Price List.
 
STANDARD WEAPON
Turogab: 1/2d6 HKA, Reduced END (0 END, +1/2), (15 Active Points); OAF (Turogab, -1), STR Min: 3 (-1/4), Real Weapon (-1/4); Real Cost: 6
 
SHRIKE WEAPONS VARIANT
Turogab: Very Light, Balanced, Piercing, Fast
 
ORGAB
 
A traditional weapon from ancient times, orgab (OR-GOB) are strange triple edged daggers. They are somewhat hefty and have a generally round construction. They are not good for slicing or slashing but inflict ghastly wounds when used for stabbing. It is typically wielded in a reverse grip with the point down.
This weapon is still used by the central and eastern Undari, but the western Undari have largely abandoned the weapon in favor of downsized versions of Vorgaanese swords and daggers. In Vei-da the traditional orgab and turogab pairing is still the nearly universal armament.
An Orgab usually costs around 15 sp in a setting using the standard Fantasy HERO Price List.
 
STANDARD WEAPON
Orgab: 1d6 HKA, Reduced END (0 END, +1/2), (22 Active Points); OAF (Orgab, -1), STR Min: 8 (-1/2), Real Weapon (-1/4); Real Cost: 8
 
SHRIKE WEAPONS VARIANT
Orgab: Light, Stabbing, Puncturing, Sturdy, Unweildy
 
SHRIKE WEAPONS VARIANT CHART
 
WEAPON DAMAGE STR MIN CONCEAL HIT MOD TYPE
MELEE WEAPON
Turogab 1/2D6 3 -0 +1
  • +1 damage per die vs Chain Armor (up to the DEF of the Armor)
  • +1 OCV with Disarm
  • +1 Lightning Reflexes w/ Turogab
Orgab 1D6 8 -2 +1
  • +2 damage per die vs Chain Armor (up to the DEF of the Armor)
  • If attack roll is made by 4 or more, attack is Double Penetrating
  • +3 DEF to resist Breaking
  • -2 OCV to Block