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From: JAMES PARK
Subj: NEW RACE OF CHARACTERS
----------------------------
Well, I wanted some opinions on this, particularly from people who've
read the Chronicles of Thomas Covenant.  I'm trying to integrate the
race of Haruchai into the AD&D gaming system, but I need to see what
disadvantages I've left out (as well as advantages) because as they
stand they are too powerful!

Haruchai

The Haruchai are a fierce, mountain-dwelling tribe.
All of their race are monks (as under Oriental Adven-
tures rules) and are much more dedicated that the
human or spirit folk of the same class.
As a result, they possess many more abilities, as well
as many more disadvantages.  To become a Haruchai, the
player character must  have stats no lower than 18/50
Strength, 13 Intelligence, 14 Wisdom, 18 Dexterity,
18 Constitution, and 9 Charisma.  All these scores
must be rolled in the presence of the DM with a 4d6
for each ability, with the lowest die dropped for each
score.  Each roll of 3d6 must be made in order for
each ability.

The Haruchai have several abilities as a race.
However, they have the following restrictions
concerning weapons and armor:  They can use no weapons
and wear no armor.  They cannot use any magical
items other than Potions of (Extra) Healing.  They do
not have any weakness against magic, weapons, or
armor, but in their quest for purity and fidelity they
have disdained such items as having a potential chance
of being used against the wielder.

All Haruchai must be Lawful Good.  Any deviation
whatsoever from this alignment will incur several
penalties.  The telepathic  ability of the Haruchai
(see below) will not be applicable, because no
Haruchai will be willing to communicate with him.  If
the  offending character is higher than 13th level, he
will be reduced to 13th level.  No amount of training
will allow him to rise above 13th level again,
although the DM may allow the character to attempt
atonement by rendering some great service.

The Haruchai do not recieve any experience point
bonuses for high ability scores.  Haruchai recieve
only 1/4 experience for defeating monsters that do not
threaten the party he is to be protecting.  Bonus
experience points should be rewarded for placing one's
life in especial danger, one rather common case of the
type being the scenario of the solitary fighter
holding off a group of trolls in time for the rest of
the party to escape.

Haruchai may only be monks.  They follow all the rules
for monks, except for the following.  They use the "to
hit" and saving throw charts of fighters.  They do
recieve Strength and Dexterity bonuses with respect to
armor class and "to hit" rolls.  They have exceptional
strength, and also exceptional constitution hit point
bonuses (+4 p/level).  Monks do not receive the
ability to speak with animals or plants (except as
below) nor do they recieve the ability to fall into a
catatonic state.

The Haruchai can communicate with other Haruchai
telepathically within a 10-mile radius.  This power
allows two or more Haruchai to work cohesively as a
single unit.  Note that this telepathic ability
applies to any creature able to speak telepathically,
ie. demons and devils and the such.  If attacking a
single creature, this will cause a +2 bonus to hit.

Upon reaching level 13, the Haruchai player character
might be accepted into the Bloodguard, the elite group
of the 500 best Haruchai.  There is a cumulative 5%
chance of this occurring at the 13th level, but that
chance applies only if a Bloodguard dies in combat
(10% noncumulative chance).  If a character is
accepted into the Bloodguard, he may then advance
beyond the 17th level, at a rate of one level per
600,000 experience points.  He will continue
to recieve 1d4 hit points per level.  The limit of
levels then becomes the 30th level, but that is also
not absolute.  He will recieve more attacks as he
increases in level, at a rate of 1/2 attacks per round
for every 3 levels beyond 17th.  He also will recieve
a higher damage bonus, at a rate of +2 for every 3
levels above 17th, with each +8 being converted to an
extra die of damage.

Upon becoming a Bloodguard, the character recieves
more bonuses and penalties.  The character will not
have to sleep, will not require food or water, nor
will he age.  However, the character will be
required to do continual service, usually the defense
of a person or the protection of a locale.

Upon reaching 30th level, the player character must
challenge the Bloodguard of the 31st level.  This
