Dwarves
+5 to Toughness and
+ 2 to muscles
- 1 to smarts
Goblins and Gnomes
- 2 to muscles
+ 3 to toughness
Humans
get +5 points to spend on Skills (not bidding on stats)
Trolls
+10 to toughness
+ 10 muscles
- 10 to smarts under "pleasantly cool" weather conditions. See
Racial Defects
Racial Defect: Troll Mind
The troll brain runs on a sillicon system that is extremely sensitive
to temperature. The Smarts stat given at creation represents the character's
Smarts stat during ‘cool' temperatures ranging from 10C-15C.For simplicity's
sake, a Troll's Smarts stat will fall by half on a typical summer's day,
and drop to near zero on a truly hot day such as a desert afternoon.
Under such conditions the troll will simply stop moving, becoming an inanimate
chunk of rock until the temperature begins to fall.
As the temperature falls, the Troll's intelligence starts to
rise. At the freezing mark their intelligence rises to that of a moderate
intelligent human, and they are downright uncanny at around -10. Lower
than that their intelligence begins to increase dramatically. At temperatures
of around -60, which is low enough to kill even a troll, their intelligence
begins to take on a supernatural quality. .
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Sentient Animals
Cost: 5pts
Monk.... Orangutans, dogs, ravens, rats, camels and the occasional
rabbit, have all been portrayed as intelligent in the Diskworld books.
It also shows that being such a creature always comes with its own unique
set of problems.
(DWrpg 82)
Werewolf
(can apply to any lycanthromorph)
Cost: Varies
These characters range from raving killers, to everyday people
who happen to turn into large dogs once a month.
+5pts: the character has no control over their transformation
and turns into a raving killer while in animal form. In human form they
tend to be hairy and have other certain animal like features (large nose,
big teeth etc) like often smells faintly of wet dog.
The GM should make up the character's stats while in animal form, the
circumstances in which they change and is allowed to take control of the
character whenever it is in animal form.
30pts: the character only transforms during the night of the
full moon, but has control over their bestial form. While in animal form
only: +10 to Muscles and Toughness. -7 to Smarts. They develop an incredible
sense of smell, and other abilities associated with their animal form.
40pts: the character must still transform on nights of
the full moon, but otherwise has complete control over their transformation.
While in animal form they retain most of their human personality.
While in animal form only: +10 to Muscles and Toughness. -4 to
Smarts. They develop an incredible sense of smell, as well as any other
abilities associated with their animal form.
(DWrpg 79)
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Vampires
Cost: 50 pts.
The character becomes a traditional vampire with all the limitations
and advantages thereof. They can fly, have nightvision, limited immortality.
+10 to Muscles. +5 to Toughness
They are also dependent on blood, cannot stand direct sunlight, have
an aversion to garlic, holy symbols and water, and large chunks of wood
through their ribcage can definalty ruin their day. They have no body heat
and do not cast a reflection.
(Dwrpg 77)
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