Overman

==Appearance==
The Overmen are a huge people, between 8 and 10 feet
tall, and very broad. Their heads are small (which adds
to the appearance that they are not intelligent), domeshaped
things with absolutely no neck (an Overman
must turn at his waist for any kind of lateral vision) and
a thick mane (often red or black) circling around it like
a scarf and descending down to their navels. Their
brow is very pronounced, and their eyes very sunken.
Their finger and toenails, although they do have proper
fingers and toes, are very much akin to the hooves of
an elephant, and they have two opposable thumbs on
each hand and two great toes on each foot, both on
opposite sides of the hand and foot. This deformity,
unique to the Overmen, has caused a need for them to
create tools and weapons specially suited for their grip.
==Occupations==
Overmen aren’t very intelligent, and thus fighting is
their best option. They do, however, sometimes learn
how to use magic to heal.
==Homeland==
Overmen come from Daleham.
==Languages==
Oot. After 24 hours of being exposed to someone
speaking another language, an Overman may learn to
speak extremely simple, one- or two word sentences in
that language. He may, unfortunately, never learn any
more of the language than this, as the Overman
language has no defined grammatical structure and they
thus have no mind for it.
==Attitude==
The Overman, known to some as “Ubermen,” to the
Sildoni as “Uper-tiki,” and to the Elvantari as Grandun,
are a race of giant humanoids. Their history is a
complete mystery, as their ancestral language is not
detailed enough to recount it. It is unknown at what
point they discovered the forsaken Sildoni colony in
their home territory of Daleham, but for ages they were
called the Sorrowghosts, as they hid in shadows and
only emerged when a threat arose to the Sildoni. Some
ancient parental instinct in these monstrous folk
attracted them to the small folk and they bonded with
them. Although most Sildoni tribes do not know of the
small clans of Overmen living just outside their
borders, they have survived thus far due to the
vigilance of their giant friends. Only within the past 20 years have the Overman really been discovered and
researched. At first glance, they may appear stupid,
especially since their native language consists of
mimicking sounds they hear. However, they really are
quite intelligent and have been known to learn the
basics of several languages within a matter of weeks).
They are known to be extremely gentle, but the reason
for this is obvious: not many have had the courage to
attack one of them and test their mettle.
==Innate Abilities==
*Immense Strength: Overmen are so powerful that they get +3 ranks to all Strength-based rolls.
*Tough Hide: Overman skin is tough enough to act as Good ranked  armor to every type of physical damage on their whole body.
*Cold Resistance: Overmen are not affected by cold damage. They can be frozen solid, and it will still cause them no physical damage.
*Failing Sight: Overmen have very bad eyesight, being penalized by two ranks for any sight-based Focus rolls.
*Follower: Overmen will do whatever they are told by anyone, even if that person is not very trustworthy, and will become depressed if they do poorly in what they were asked to do.
*Beholden: If an Overman meets a Sildoni, they will for reasons unknown immediately become beholden to the Sildoni, and will follow and protect it even against its will for the rest of their life.
*Gullible: Overmen will believe absolutely anything they are told, and will take everything they hear literally.
*Healthy as a Horse: Overmen automatically receive the Healthy as a Horse characteristic.
*Moronic: Overmen receive -2 penalties to all Intellect and Willpower rolls they must make.
*Night-Blind: Overmen can see absolutely nothing in the dark or in low-light situations.
*Double Thumbs: Because of the way their hands are configured, Overmen receive -3 penalties to any Dex roll to use weapons or tools not designed to be used by an Overman.
==Racial Modifiers==
 STR: +40
 
 AGL: -20
 
 DEX: -10
 
 REF: -10
 
 FOR: +50
 
 INT: -15
 
 WLP: -20
 
 FTH: 0
 
 FOC: 0
 
 PSY: 0
 
 PER: -20
 
 LCK: 0
 
 Size: 3
Category:Races
Category:Days of Old