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Gark in Citadel of Chaos (Fighting Fantasy books)

Generic Gark


Power Level:
Game system: DC Heroes Role-Playing Game
  • I retain vivid memories of the classic Fighting Fantasy books after more than *cough**cough* years, but for some reason the GARK sparkles a clearer recollection than most. I don’t know why – perhaps I got killed by this Gark while running the book.

Powers and Abilities

Garks are well over 2.5 metres of muscle, with the strength that it entails. They are lithe, very aggressive, surprisingly aware of their surroundings, and have a tough and leathery hide.

Garks usually carry their favourite axe or cleaver, which they wield with genuine skill.


History

Like many creatures on the world of Titan, the race of garks was created by wizards magically mixing two races – goblins and giants. They look essentially like giant goblins.

Garks tend to associate with tribes of goblins and orcs. They love pretty and sparkly things, which has allowed evil wizards and the like to recruit one or two garks as mercenaries – usually on guard duty. Master sorcerers can also breed one without too much difficulty with access to the right test subjects.

Though the services of a gark can be bought with trinkets, their employer should beware – garks are right violent and aggressive, and can be unpredictable in battle. It’s usually best to assign them to a post where they won’t damage or kill something that annoys them. Thus, garks are usually encountered alone.

Encounters

A gark was encountered by a student of the Grand Wizard of Yore. This young person, skilled with both spell and sword, had been sent to the Craggen Rock area to enter the Citdeal of Chaos where this gark worked as a guard.

The Citadel was the headquarters of the demi-sorcerer Balthus Dire, a being of great power who had started amassing an army of monsters to launch his plans of conquest. Good King Salamon of the Vale of the Willow, knowing that his menfolk were right on the path of such an army, reacted by assembling all the fighting men he could, and calling upon allies.

Messengers came to the Great Forest of Yore to convince the half-elves there to send forces and see if one of the students of the Grand Wizard, a white sorcerer of great power, would volunteer to help.

One did, and was sent to the Citadel in a last-ditch attempt to surprise and assassinate Balthus Dire before he could assemble a more sizeable force.

To know whether the student succeeded, turn to 1.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Generic gnark

Dex: 04 Str: 06 Bod: 05 Motivation: Mercenary
Int: 05 Wil: 01 Min: 04 Occupation: Mercenary
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 002
Init: 014 HP: 000

Powers:
Analytical smell/Tracking scent: 02, Growth: 02

Bonuses and Limitations:
Growth is Always On and Already Factored In

Skills:
Military science (Danger rec.): 03, Weaponry (Melee)*: 04

Advantages:
Lightning Reflexes

Connections:
None

Drawbacks:
Serious Rage, SIA toward Impulsiveness, possibly an Appearance Drawback depending on who they’re associating with

Equipment:
Rather Large Axe [BODY 06, EV 05 (07 w/STR)]


Design Notes

The stats are pure fancy – what with FF stats being but two numbers and not being too coherent anyway.


By Sébastien Andrivet

Source of Character: Fighting Fantasy (book 2 – Citadel of Chaos)

Helper(s): Marc Gascoigne’s Out of the Pit

Writeup completed on the 8th of July, 2011.

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