Thursday 24 February 2022

Cutthroats and Cravens: The Skulk for Blood & Treasure (& Rolemaster!)

Almost universally loathed, Skulks are regarded as a parasitic - and dangerous - culture that clings to life through petty theft and murder. Generally regarded as gutless opportunists, scavengers and cowards - stranglers in the night - they tend to dwell in the most shadowed alleys, the most twisted and darkest of woodlands, the forgotten mazes of crumbling sewers, abandoned buildings or caverns that no-one else values enough to drive them forth. Skulks are usually of Chaotic alignment - they are notoriously hard to regiment and seldom trust anyone long enough to build the stable systems associated with Lawful alignments. Skulk adventurers can be regarded as somewhat exceptional, however, and can be of any alignment (although even in the case of adventuring Skulks, save for a few remarkable individuals, the most one might hope for is Neutral or Chaotic Neutral).


Skulks average 72” in height and have a movement rate of 30’. Their sleek, hairless skin is seemingly indeterminate in colour, tending to take on the properties of their surroundings, but their eyes are the watery blue of hopes long forgotten. Although they can potentially live as long as humans, Skulks seldom make it past 40. They commence play knowing the most common local language, usually a human tongue, but occasionally a language such as Tur, Tvole or Urugraz.

Skulks are quick, wiry, perceptive and possessed of considerable low cunning, but their culture is severely distrustful of excessive cogitation and, in fact, founded more or less on distrust. Skulks gain +1 to Wisdom, Dexterity and Constitution, whilst losing 2 points of Charisma and 1 point from their Intelligence. They have the following minimum/maximum ability scores: STR 3/18, INT 3/18, WIS 4/18, DEX 6/18, CON 7/18, and CHA 3/15. They roll 1d4 + 2 for their Heritage score.

The minor chameleon-like nature of Skulks grants them a +2 to Hide in Shadows, whilst their lithe form is capable of considerable contorting and squeezing. If a Skulk wishes to pass through an area that is too small for creatures of Medium size, they may attempt to do so by rolling under their Dexterity score on a d20. They also gain +2 to task checks or saving throws to Escape Bonds or avoid becoming entangled, as well as a +2 to Grapple checks and attempts to break a foe’s Grapple.

Skulks may select from following classes: Acrobat, Anarchist, Assassin, Barbarian, Blackheart, Bounty Hunter, Demonologist, Diablo, Fighter, Magic-User (Conjurer, Illusionist, Necromancer), Pariah, Poltroon, Priest (Death, Weird), Saboteur, Scout, Sentinel, Shadowdancer, Sorceror, Thief, Thug, Tomb Raider, Warlock. 

They may also pursue the following multiclassing options: Assassin-Demonologist, Assassin-Necromancer, Assassin-Priest (Death), Conjurer-Thief, Demonologist-Thug, Fighter-Necromancer, Fighter-Priest (Death, Weird), Fighter-Thief, Necromancer-Thief, Priest (Death, Weird)-Thief, Sorceror-Thug, Thief-Warlock.

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