Val CHA Cost Roll Notes 10 STR 0 11- Lift 200 kg, 2d6 HTH Damage 12 DEX 6 12- OCV: 4/DCV: 4 12 CON 4 12- 8 BODY -4 10- 5 INT -5 10- PER Roll: 13- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 4 COM -3 12- 2 PD 0 Total: 5 PD/3 r PD 2 ED 0 Total: 5 ED/3 r ED 3 SPD 8 Phases: 4, 8, 12 4 REC 0 24 END 0 20 STUN 0 Total Characteristics Cost: 6 Movement: Running: 8"/16" Swimming: 5"/10" Cost Powers & Skills 5 Screaming Swarm Of Murlocs: +10 PRE; Only In A Group Of 3 Or More (-1/2) 8 Gnashy Claws: 1/2d6 HKA (1d6 w/STR); Reduced Penetration (-1/4) END 1 9 Murloc Scale Hide: Armor (3 PD/3 ED) 4 Running and Screaming: +2" Running (8" total) 3 Strong Swimmer: +3" Swimming (5" total) 10 Obnoxiously Resilient: Life Support: Immunity (To All Diseases) 5 Aquatic Adaptation: Life Support: Expanded Breathing (Underwater) 6 Insanely Sharp Eyed: +3 to Perception with Sight Group 5 Aquatic Adaptation: Nightvision Skills 0 AK: Whatever place they’re infesting 8- 2 KS: Aquatic Life-forms 11- 0 Language: Murloc (Native) 5 Survival 11- 5 Tracking 11- 67 Total Powers & Skills Cost 73 Total Character Cost 75+ Disadvantages 15 Psychological Limitation: Aggressive, attacks non-Murlocs on sight (Common, Strong) 20 Reputation: Foul smelling horrid loathsome beasts that attack anything on sight (14-, Extreme) 25 Social Limitation: Loathed and Despised by all other Intelligent Life (14-, Severe) 135 Total Disadvantage Points OPTIONS Murloc Warrior Powers & Skills 10 +2 Levels with HTH Combat 3 Stealth 12- 3 Shadowing 12- 1 WF: Shortsword Total Cost: 17 points Typically carries a Shortsword (1d6 HKA, OAF) and sometimes a small shield (+1 DCV, OAF) Murloc Hunter Powers & Skills 16 +2 Levels with all Combat 5 Animal Handler 12- 5 Concealment 11- 3 Stealth 12- 3 Shadowing 12- 1 WF: Spear 15 Follower: Giant Clawing Crabbe (75 point base) Total Cost: 48 points Typically carries six spears (1d6 HKA, OAF, Thrown) Murloc Mystic Powers & Skills 6 +2 Levels with Murloc Mysticism Multipower 18 Murloc Mysticism: Multipower, 45 point reserve; all Gestures (-1/2), Extra Time (Full Phase, -3/4), Concentrate (1/2 DCV, -1/4) 2u 1) Lightning Bolt: 6d6 Energy Blast; Gestures (-1/2), Extra Time (Full Phase, -3/4), Concentrate (1/2 DCV, -1/4) END 3 3u 2) Healing Wave: Simplified Healing 4d6; Gestures (-1/2), Extra Time (Full Phase, -3/4), Concentrate (1/2 DCV, -1/4) END 4 3u 3) Curse of Weakness: Drain STR 3d6, Ranged (+1/2); Gestures (-1/2), Extra Time (Full Phase,-3/4), Concentrate (1/2 DCV, -1/4) END 4 2 KS: Magic 2 PS: Shaman 1 WF: Staff Total Cost: 37 points Typically carries a staff (4d6 HA, OAF)
Background: Murlocs are nominally sea-based creatures, living in the ocean in amongst natural rock formations, reefs and underwater ruins. However, the recent reawakening of the Nagas has displaced them from their natural homes and driving them towards Azeroth's main land-masses. The result has been a veritable swarm of Murlocs infesting virtually every coastline, lake and sizable waterway on the continent of Azeroth. Murlocs can now be found from the lakes of the Elwynn forest to the Westfall coast and the Hillsbrad foothills to the diseased, dying Tistfall Glades in the north. The continent of Kalimor has escaped lightly, with only isolated clusters of Murlocs found along the cursed Darkshore.
Murloc Culture is tribal in nature and their religion is shamanistic. Despite their aquatic origins, they prefer to dwell in clusters of crude huts that pass for villages by the shores of whatever body of what they currently infest. Oddly enough, they also prefer their meat to be cooked, and will erect crude huts.
Despite having the undying hatred of every major (and most minor) races of the world, Murlocs are not without their uses. Murloc scales can be crafted into armor, while Murloc Fin Soup is something of an inexplicable delicacy. Murloc Eyes are used by some primitive shamans and witch doctors, and are also an ingredient in Westfall Stew, a mighty brew that can keep a man going for days (Mainly because he'd rather eat anything else).
Personality/Motivation: The Murloc attitude towards other life-forms could be best described as "hostile", and more accurately as "Insanely such." Approaching to within 100 feet of a lone, seemingly isolated Murloc will result in its charging towards the intruder with a shout of "Auarglarglarhwlarwrlar!", while dragging its whole village behind it, the latter of which will have appeared out of seemingly nowhere as if by magic. All Murlocs, noncombatant or otherwise are just aggressive and relentless, willing to hurl themselves at any perceived interloper.
The end result is that Murlocs have become hated and despised by most every sentient life-form on the planet. While there are no organized campaigns to hunt down or eliminate Murlocs, many individuals will often pay bounties for "thinning of numbers" of nearby Murloc tribes, while others will specifically target known Murloc leaders or infamous individuals. Many adventurers have been known to attack nearby Murlocs simply because they're there, to practice with a new weapon, or to work out some aggression by pounding them into jelly.
Murlocs are seemingly only barely sentient, their language consisting of little more then random gurgles. They make no attempt to communicate with other life forms, save for shouting their incoherent and infamous battle cry when charging. There have been no organized attempts to study Murloc behavior or interoperate their language; nor are the Murlcos particularly forthcoming. Surprisingly enough, some Murlocs that are caught when very young and raised away from the rest of their ilk can be tamed as pets and can learn to dance.
Quote: "Auarglarglarhwlarwrlar!"
Tactics/Powers: Murlocs are well adapted for their environment, being strong swimmers and surprisingly resilient. They have sharp eyesight that allows them to spy prey in the depths of the oceans, as well as to detect any interlopers into their presence. They are also strangely resistant to diseases; they seem to have no problems with surviving in the horrific, plagued Tistfall Glades or Silverpine forest, and have actively thrived there while everything else dies.
Murloc combat tactics are relatively simple; run screaming at the opponent and pound him into submission in a mess of nasty, slimy overkill. The average Murloc, while armed only with their natural claws, is perfectly willing to engage armed adventurers equipped with swords, bows, clubs, maces, shotguns and magic.
Murloc Warriors: are the trained defenders of their tribes, and use crude shortswords and shields, likely stolen from other parties rather then made them selves. Generally larger then the average Murloc, they are also, if anything, more aggressive and dangerous.
Murloc Hunters: are responsible for scouting and exploration of new waterways for the tribes to infest. Expert trackers, they carry spears to hurl at the unwary. They also train Giant Crabs and use them to aid them in battle.
Murloc Mystics: are possibly the most dangerous of their type. Trained in crude shamanic magic, they are capable of casting an array of spells to weaken their foes while adding their companions. Murloc Mystics often serve as the aids and advisors to the tribal chiefs, and typically carry valuable relics—which amounts to a mess of random baubles and bits of bone.
Appearance: Murlocs resemble nothing as much as bipedal fish-men, with long gangly limbs that end in hooked claws, red eyes, and mouths full of sharp teeth. Adult murlocs stand between 3 1/2 and 5 feet tall, but some individuals can reach as much as nine feet. Their coloration varies from tribe to tribe, but usually is blue and green with red fins. Mystics, however, are often grey or purple in color.
Designers Notes: The Murloc appears in the MMORPG World of Warcraft and is one of the most annoyingly persistent monsters in the game. The stats here were derived form a mixture of their comparisons to similar level Player Characters, as well as observations of their in game abilities and behavior. While there are some individual "Named" Murlocs in the game such as Murkdeeep and Murk-Eye, this stat block should cover most "generic" Murlocs well.
Given its origins, its not hard to adapt the Murloc to most any fantasy setting that allows for aquatic warriors. With a bit of adjustment, they could also be used in a sci-fi setting as an alien race or some engineered life form.
(Murloc created by Blizzard Entertainment, Character sheet by Alex Fauth)