There are many varied races prevalent amongst the population. These include not only the different human races, but also the more esoteric ones such as elves, hobbits and dwarfs. Many races includes sub-species, but these often appear the same to humans or other races.
Most races gain additional points to spend on a limited selectioon of skills which reflect their upbringing. These points are allocated as if learning skills normally. Bonuses granted to races are due to their physical and emotional make up and are not counted towards any skill levels. A character with a bonus but no skill is still counted as unskilled and therefore suffers the -5 skill attempts penalty.
The races are:
The racial attribute modifiers applied when creating the character are:
|Race||Size||Base Wounds||Max Move||Encum bonus||Str||Int||Will||Con||Dex||Alt|
The strength value includes all modifiers for size effects.
Barbarians are a hardy race of humans found up in the mountains. They have a hard life depending upon many skills for survival in a hostile environment. They do not find it easy to learn skills outside these areas. They are exceptionally hardy but slow witted and are known as bears of very little brain (but not to their faces). They detest magic and distrust all those who use it. Barbarians average 6'6" and 100kg
Permanent bonus +1 to three different weapons from a choice of :
- Knife - melee or ranged (count seperately)
- Spear - melee or ranged (count seperately)
- Horse bow
- Two handed sword
- Hand axe - melee or ranged (count seperately)
- Dane Axe
Start with 3 skill points spread between (max of +2)
- Fast healing asset
- Brawling +1 permanent bonus
- Encumbrance limit +1
- Influence skills at permanent -1
- Permanent save against
- Endurance at +1
- Magic at -2 (against all magic, their shamans/medicine men just know what herbs/roots cure what ills)
- ( For effects such as magical paralysis the modifiers are cumulated)
Level 5 melee
Beserker Rage feat may be bought
Dwarfs are short stocky people, about 4'6" tall yet weighing as much as 150lbs. They live in underground caverns or mines, preferring hilly or mountainous regions. They are loveless except for gold and gems, they are all bearded and use axes or hammers as preferred weapons. Dwarfs harbour an intense hatred of and are in continual warfare with goblins, orcs and giants.
It is inherent in their make up that dwarfs are tied to the prime material plane and are therfore extremely non magical as magic generally emanates from the alternate planes; hence they gain a bonus on saves against wizard magic. This affects wizard magic only, not priestly.
Due to their stocky build for combat dwarfs act as one size larger than they are (i.e. medium not short creatures) and thus have bonus wound points
- Resist poison at +1
- Resist wizard magic at +2
- Have 60' infravision
- Encumbrance limit +1
- Get +3 damage when overbearing
- Are mild alcoholics
- +1 bonus to either Strength or Wisdom
- Ignore the first 5' of movement penalty.
- Armour movement penalty is reduced by 5'
And gain the following permanent bonuses / negatives
- Axes or hammers +1
- Brawling +2
- Athletics skills -1 (Dodge, acrobatics, climbing)
- Movement -5'
Their sworn enemies of, and gain +1 to hit :
- Goblinoids (Hobgoblins, Bugbears, Trolls)
- Orcs, Uruk Hai
They gain +2 to their defence when attacked by huge humanoids (~10'+)
Dwarfs start wih the following skills.
- Mining +4
- Brawling +2
- Blind Fighting as if they had spot =4
Elfs at first sight appear the closest to humans 6' tall but with a slighter build; however, they are in fact more different than most people imagine. Elfs have spirits but no soul; this makes them immortal (barring accident). They require no sleep; however; they recharge their bodies by entering a reverie which appears very similar. As they possess spirits they are reborn after death, in another body.
These differences give them little fear of death and almost total immunity to sleep magic. They are thus immune to the effects of attacks which rely on the fear of death, such as ghouls and ghasts, although such an attack will cause them to hesitate for a round during which they will take no action other than defend themselves. They gain a bonus against other fear attacks. Sleep magic won't send them to sleep; however, it will cause them to enter a reverie from they may be awakened as if they were asleep. .
Elfs are very self-willed, refusing to follow even their own leaders if the orders seem unreasonable. This gives them a +3 on saves against Mind Control magic (e.g. sleep). Their eyesight and hearing are far superior to normal, over long distances (50 yards).
Their long childhood enables them to learn several languages in addition to Elvish and common.
- Language skill equal to their Intelligence +4
- All Elfs all have 120' ultravision (Can see normally [no colour] on a cloudless night).
- Elfs lose 2WP due to their slight build
Elfs gain the following permanent bonuses / negatives
- Spot +2
- Save +3 vs Mind (sleep, charm & fear only)
- Immune to ghoul/ghast attacks (hesitate for 1 round)
- Brawling -2
- Eagle eyes (Missiles +1 at >50 yards)
The missile range bonus comes into play at the next missile range encountered, a target is not suddenly easier to hit at 51 yards compared to 49 yards. Thus a sling stone with short and medium ranges of 40 and 80 yards respectively only gets the +1 bonus once the shot is in Medium range at 80 yards.
Due to their age they start with:
Knowledge +1 in one of the Sage specialisations
These are the strongest and best fighters . These take the war to the Orcs leading the armies to victory. Elfen magical weapons and armour is made by the High elfs. From childhood they are taught the skills of war, specialising in the longsword and ambushes.
Start with 2 skill points spread between :
- Combat ranged weapon
- Acrobatics (1/2 cost)
- Climbing (1/2 cost)
High Elfs gain a permanent bonus of
- Bows +1
Grey elfs spend more time in deep contemplation of the mysteries. The most powerful magical items tend to be made by the grey elf mages.
They start with:
- Arcane Knowledge +1
- Arcane Artistry +1
- +1 on Intelligence roll to learn spells
- 2 power points
and a set of specialisations depending upon the master. Elf masters are either Moulders of Nature or Workers with Nature :
Moulders of Nature
Workers with Nature
These live deep in the woods achieving a oneness with the environment. They tend to be more insular than the others
They all start with 5 skill points between the specialist survival skills (to a maximum additional bonus of +3).
- Healing & Herbalism
(Based somewhat but not entirely on Scandanavian gnomes)
Gnomes are smaller, humorous cousins of the dwarfs. They are about 3'6" tall, have white hair and large bulbous noses. Like dwarfs they love mines and enjoy gold and gems; however, they are often found living in rocky or wooded glens as well as the hills. They always live in rural areas, sometimes even on (or below) farms, and will give advice to farmers. Gnomes are believed to live for 400 years, are industrious, kind, and wise. Family is important to them, and they almost always merry.They are seen as guardians of nature and animals. Although they are kind to humans, gnomes are still very secretive; they never allow humans to know the location of their burrows, never teach non-gnomes their language, and appear only when they want to.
Like dwarfs they may consume phenomenal amounts of beverage without becoming intoxicated; instead, they become euphoric and start insulting anything larger than themselves (lets face it that's most things).
Gnomes gain the following permanent bonuses / negatives
- Save vs Poison +3
All gnomes start with
- Survival: 2 points in any one skill (Beasts, healing, tracking)
Permanent +1 bonus to:
- Streetwise / Barter
- Insight / Bluff
- Survival (hills / mountains)
They have 60' infravision
Their sworn enemies of, and gain +1 to hit:
They are generally less skilful miners than dwarfs; however they gain bonuses
- Mining +2
- Languages +1
Hobbits are like small and plump humans, standing a mere 3' tall and weighing only about 60lbs. They come in three families; Stout, Tallfellow and Hairfoot although all have the same ability modifiers. Despite their size they are extremely dextrous and can be annoying when using their favourite weapon, the sling.
As they are continually hiding from humans, hobbits have developed a very high ability to hide in scrub if stationary. Stationary and over 25' they are effectively invisible..
Hobbits gain the following permanent bonuses / negatives
- Slings +1
- Grenades +1
- Stealth +2
- Dodge +1
- Acrobatics +1
These may appear, at first sight, to be the weakest of the races; their advantage is that they learn quicker and can turn their abilities to anything. They are a jack of all trades, the more different things they know the easier hey learn