Races
Charmless Races
Half Breeds.
Clan Dwarves
Mountain
Hill
Deep
Grey
Elven Tribes:
Wood
Grey
Dark
Ice
High
Demi-elf
Desert
Aquatic
Ariul
Elves, dwarves and most of the goblinoid races appear to be completely un-charismatic, due to their poor Mental Affinity attribute. But this is only from the human perception - Elves are considered high-browed, dwarves surly, and the goblinoids are hated. To find out how well any of these races can influence their own kind however, roll an extra die, and record the extra attribute in brackets. 16+ gets another die roll. Note that if any of these races has been totally accepted into a non-native settlement, then they may use their race MA within that settlement.
E.G. Karl the dwarf gets on reasonably with people that he meets, with a MA of 10. When checking his ‘Dwarven’ MA, Karl lucked out with a 6 and a 4, for a total of 20. Those who know him as a friend or ally are greatly moved by his strength of character.
Humans can be made to breed with many races. Roll stats as the Non-Human race, then modify towards human stats by +-2 per die of difference. Reduce race bonuses by 2. Average SDC bonuses. Half non-psionic races must roll 85 for minor psionics, 95 for major and 99 for master.
Race |
IQ |
ME |
MA |
PS |
PP |
PE |
PB |
Spd |
SDC |
Half Troll |
2+2 |
3 |
2+2 |
4+6 |
4-2 |
3+4 |
2+2 |
2+2 |
25 |
Half Orc |
3 |
2+2 |
2+2 |
3+6 |
3 |
3 |
2+2 |
3 |
13 |
Half Elf |
3+1 |
3 |
2+2 |
3 |
4-2 |
3 |
5-4 |
3 |
8 |
Half Dwarf |
3 |
3 |
2+2 |
4+2 |
3 |
4-2 |
2+4 |
2+2 |
13 |
Dwarven clans, much as elf tribes, are withdrawn from the world. Most will attack the goblin races on sight, and suffer a total hatred of elves.
+1 PE. -1 MA.
+1 strike War hammers & crossbows.
+2 save vs. poisons & toxins.
Can see in total darkness.
Special training: +4 dodge Trolls, Giants & Ogres.
Can see in total darkness.
Most common of the dwarven clans.
+1 PE
+1 strike Axes & crossbows.
+2 save vs. poisons & toxins.
Special training: +4 dodge Trolls, Giants & Ogres.
Night vision.
+1 PE. -1 MA.
+1 strike War hammers & crossbows.
+2 save vs. poisons & toxins.
True Dark vision - human site range.
-1/5% in bright light & direct sunlight.
Distrust & resist magic
Live far underground, removed from surface.
+1 PE. -1 MA.
+1 strike Picks & crossbows.
+2 save vs. poisons & toxins.
True Dark vision - human site range.
-2/10% in bright light & direct sunlight.
+10% prowl.
Distrust & resist magic
Grey dwarves are considered evil, due to their treachery in the Millennium war.
The following are not considered to be 'civilised elves', but to remain in isolated clans. Bonuses are due to being closer to their 'fey' side. All elven tribes are at a minimum distrusted, as they still follow their old ways, believing themselves the natural rulers.
Tribal elves may 'bond' with a weapon in 1 month - gain +1 strike, but will favour weapon over all others, won't let others touch it, etc.
Dark elves are considered evil, as they fought for the Old ones in the great battle. Grey elves are considered 'neutral', as they did not take sides.
Prowl bonuses are gained from the tribal elves’ ability to become one with their ‘essence’, moving partially onto the astral plane. Bonuses are negated by a see invisible spell, and the elf may be noticed by extra-planar creatures, or those with astral sight.
+1 PS, -1 IQ.
+40% prowl in woods.
+1 strike with bows.
Can not wear metal armour.
Elven bows:
+1 PE, -1 MA.
+40% prowl in caverns.
+1 strike opponents in metal.
Can see in total darkness.
Considered 'Neutral'
Produce Kobold quality arms.
+1 PB, -1 PE.
Liars: Charm / Trust +2.
+40% prowl in darkness.
+1/+5% on rolls in darkness.
-2/-10% on rolls in bright light.
Can see in total darkness.
Double area and duration of darkness spells. Known by all mages & priests.
Considered Evil.
+1S Crossbows & Shortswords.
+1 ME, -1 PE.
+40% prowl in snow & ice.
-2/-10% on rolls in warmth.
+1 strike spears & short bows.
Resist cold naturally.
+1 per die from fire damage..
Ruling tribe.
Nobles: +6 IQ, +2 ME, +3 MA, +1D6 PE, +3D6 Spd. +20% exp
Rest: +2 IQ, -1 PS, -1 PE.
+40% prowl at any time.
Nightvision 300'.
Almost exclusively spellcasters.
Consider to be 2 levels higher for spell effects. Physically lazy, preferring to use magic or slaves.
Perceivable aura (slight glow), readable by psychics, men of magic and clergy, due to semi-divine status..
A pure elf, but of mixed tribal heritage.
+2 MA, -2 PP, -4 PB
+40% prowl on grasslands.
Can not wear armour.
Horsemanship: General - free.
- 1 Elective to raise to Knight.
- 2 Electives to raise to Paladin.
Have empathy (as psionic power) with horses.
-1 IQ +1 PE
+40 Prowl in desert
-2/10% in cool climates.
+1 strike daggers & blow pipes.
Resist heat naturally.
+1 per die from cold damage.
Gain 6th sense in desert
Dislike complex weapons and heavy armour.
-1 PE
+40 Prowl underwater.
+20% swim automatically.
Can only walk underwater in heavy armours.
-20% climb.
+1 strike spears and tridents.
Night vision. 100’ underwater
Night vision. 60’ normal
Perfect underwater day vision.
Gilled - Can breath underwater.
60% coma roll each day out of water or -1 PE, up to -3.
No penalties when fighting underwater. (Normally -4)
Gain 6th sense underwater.
Die: IQ 3, ME 2, MA 2, PS 3, PP 4, PB 4, SPD 3 (x5 flying)
Cannibalism: none.
Psionics: Standard
HP Modifier: As Elf
OCC: Any
HF: 8 for good (Awe)
12 evil
Height: 6’ - 7’
Weight: 130 - 150 lb.
Max Age: 1000 (as elves
+100 at start)
Natural Abilities:
Night Vision
+5 Crafting
+10 recognise precious metals & stones
Notes:
Live in high deserted mountain ranges.
Favour Bows & spears.
Worship elementals.
Avoid Heavy armours and clothing.
Speak own language.
Old and very slow breeding race. Females do not adventure.
Often mistaken as Ariel.
Claustrophobic: can survive one day per level underground, then must make a ME check. If failed, they must flee to freedom, or gain a random insanity.
Perceivable aura (slight glow), readable by psychics, men of magic and clergy, due to semi-divine status..
Enemies: All distrusted.
Allies: Empathy with Pegasus & griffins.