The Gorr (Skincrawlers, Second Skins)
Updated – Sept 13, 2011
NAME: Gorr (Skincrawlers, Second Skins)
NUMBER: 3d6+3
MORALE: 2d4+2
HIT DICE: 8d6
ARMOUR: 8
LAND SPEED: 12 / 900 / 36
MS: 1d10+4 IN: 1d12+5
DX: 1d10+8 CH: 1d6+6
CN: 1d8+6 PS: 1d10+10
ATTACKS: Bite (2d6 damage + poison of 3d6 Level intensity).
MUTATIONS: Anti-Charisma (D), Directional Sense, Fear Generation, Hands of Power (Hot Hands), Pyro/Cryokinesis, Skeletal Enhancement.
DESCRIPTION: The Gorr are a tribe of Humanoids that have no skin. Their bodies have blood red musculature with black veins. They have yellow cat-like eyes and sharp needle-like teeth. Since they have no skin of their own, they wear the skins of defeated enemies as if they were clothing. Some members will have the skins from multiple victims sewn into a single suit. Their first action in combat is to let out a bloodcurdling roar in an attempt to terrify their intended victim (Fear Generation). They are strictly carnivorous in their diet. Should a Gorr warrior kill his opponent, he gets first choice of the prime meat and his/her skin. The Gorr are ruled by the strongest warrior. The Gorr are predatory hunters who live for the kill.
Tim Hartin is a mutant plant that started playing Role-Playing Games way back in the early 1980s and has been hooked ever since. He's a big fan of Old School RPGs that allow one's imagination to run wild and free. When he's not working on RPG stuff, he spend his time being a web/graphic designer, cartographer, writer, and a full-time insomniac.