A dwarf is a stout, usually taciturn
humanoid who frequents mountainous
areas.
Traits: Dwarves are enamored of precious
stones and metals, and of intricate work
incorporating same. They form strong
community ties, and are distrustful of strangers,
especially those of other races. Their strongest
antipathies are towards orcs and elves. Though
dwarves are greedy by nature, they are
essentially honest. Dwarven warriors favor the
axe as weapon. Pride matters as much to
dwarves as face does to the Japanese.
Special Abilities:
1. A dwarf may see in the dark as a human
does at dusk. His effective range of vision in
the dark is 50 feet under the open sky, 100 feet
inside man- made structures, and 150 feet
inside caves and tunnels.
2. A dwarf may assess the value of and deal in
gems and metals as if he is a Merchant of
Rank 5. If a dwarf character progresses in the
Merchant skill, his ability to assess the value of
gems and metals is five greater than his current
Rank, to a maximum of ten.
3. If a dwarf character takes the Ranger skill,
he expends one-half the Experience Points to
progress Ranks, if he specializes as a
spelunker (i.e., mountain environment).
4. A dwarf's capacity for alcohol is twice that of
a human's.
Average Life Span: 125 to 150 Earth years
An elf is a lithe humanoid, of joyful
demeanor, who frequents wooded areas.
Traits: Elves are great respecters of nature
and learning. They are virtually immortal, and
are, at the same time, repositories of great
wisdom and highly enthusiastic merrymakers.
Many elves cannot handle their dual natures,
and become either frivolous wastrels or grim
questers. The elves are ethical by nature, and,
though they do not often interfere in the affairs
of others, are traditionalists. Elven warriors
favor bow weapons and disdain metal armor.
Members of other races generally find elves
attractive.
Special Abilities:
1. An elf may see in the dark as a human does
on a cloudy day. His effective range of vision in
the dark is 150 feet under the open sky, and 75
feet elsewhere.
2. If an elf character takes the ranger skill and
specializes in a woods environment, he expends
one-half the Experience Points to progress
Ranks.
3. An elf receives a Magic Talent which
functions in all respects as Witchsight.
4. An elf makes little or no noise while walking
and adds 10% to his chance to perform any
activity requiring stealth.
5. If an elf character takes the healer skill (see
55), he expends three-quarters the Experience
Points to progress Ranks, though he may not
resurrect the dead.
6. An elf is impervious to the special abilities of
the lesser undead.
7. If an elf character takes the courtesan skill,
he expends one-half the Experience Points to
progress ranks.
Estimated Life Span: Circa 30,000 Earth
years.
A giant is a huge, slightly prognathous
humanoid. Whose existence stems from
deep
elemental magic.
Type: The player must roll D10 to determine
what type of giant his character is.
DIE
1 to 3 Fire(Fire)
4 to 6 Stone (Earth)
7 or 8 Frost (Water)
9 or 10 Cloud (Air)
Traits: Giants have a good-natured respect
for their own element, and a healthy respect for
its opposite (Fire opposes Water, Air opposes
Earth). Giants are lusty types, preferring
nothing better than to go through life brawling,
drinking, and wenching. They tend to gather
together in a clan arrangement, building huge
halls (or steadings) in out-of-the-way locations.
They are not overly intelligent, and resent
humans and elves particularly. Giants enjoy
riddling and bartering. Giant warriors favor the
club and sword (scaled to their size).
Special Abilities:
1. A giant possesses infravision, which allows
him to see faint red shapes where living beings
are located in the dark. His range of vision is
250 feet.
2. A giant's magic resistance is increased by
10%, except when a spell of the opposite
elemental alignment is cast at him, in which
case his magic resistance is reduced by 20%.
3. A giant caster whose college is identical to
his element gains 5% of his chance to cast a
spell of that college. A giant may not be a
caster of the college opposed to his element.
4. Whenever a giant attempts minor magic, the
GM should increase the difficulty factor by one,
making it easier.
Average Life Span: 500 Earth years.
|
|
|
Fire +10 Stone +8 Frost +19 Cloud +19
|
|
|
|
|
|
|
|
|
Fire +15 Stone +10 Frost +20 Cloud +25
|
|
|
|
|
|
|
|
|
A halfling is a short, sleepy humanoid, who
frequents halfling constructed burrows.
Traits: Halflings appreciate the good life
more than most; a successful halfling will
arrange a schedule of much sleep, good food,
and relaxed study or conversation. Halflings are
a social folk, though are more inclined to keep
intercourse among themselves. They greatly
enjoy the telling of tales and exchange of
gossip. Halflings take their responsibilities
seriously. Halfling warriors use, for obvious
reasons, smaller weapons, including maces and
slings. Halflings usually go barefoot and are
noted for their tough, hairy feet.
Special Abilities:
1. A halfling possessesinfravision, which allows
him to see solid red shapes where living beings
are located in the dark. His range of vision is
100 feet.
2. A halfling adds 20% to his chance to perform
any activity requiring stealth.
3. If a halfling takes the thief skill, he expends
one-half the Experience Points to progress
Ranks.
4. A halfling may dispose of jewelry into large,
semiactive volcanoes, without anyone thinking
the worse of him.
Average Life Span: 80 to 90 Earth Years.
An orc is a stoop-shouldered, surly
humanoid who is nomadic by nature.
Traits: Orcs are a cruel, violent folk, liking
nothing better than to rape and pillage.
Individually, orcs are a cowardly lot, but a
charismatic leader can turn a band of orcs into
a conquering horde. Orcs enjoy the sensual
pleasures of life, and reduce their already short
life span through hard living. Orc warriors favor
the scimitar. Orcs are considered unattractive
by the other humanoid races.
Special Abilities:
1. An orc possesses infravision, which allows
him to see faint red shapes where living beings
are located in the dark. His range of vision is
150 feet.
2. An orc's eyes are highly light sensitive. The
GM should decrease an orc's chance of aiming
at a target during daytime by 5% to 15%,
depending on the brightness of the sun.
3. An orc is not an adept student. Increase the
game time required to learn or improve upon
any ability by one day per week required.
4. An orc's seed is highly fertile. The orc and
hybrid orc population increase mitigates
against the high orc fatality rate.
Average Life Span: 40 to 45 Earth years

A shape-changer is a separate genetic
strain of human, with the ability to change
into the form of a particular animal.
Type: The player must roll D10 to determine
what type of shape-changer his character is.
Traits: Shape-changers are identical in
appearance to humans when not in animal form.
Shape-changers are somewhat bestial in
nature, adopting traits one might expect from an
anthropomorphized wolf, tiger, bear, or boar.
There exists a love/hate relationship between
humans and shape-changers: shape-changers
possess some degree of animal magnetism, but,
if discovered, can expect severe treatment at
thehands of humans. Shape-changers are, on
the whole, bitter towards humans, and are not
above using humans to their advantage. There
are very few ways to tell a shape-changer from
a human (e.g., they will be discomforted by
garlic), and these vary by shape-changer type.
Shapechangers are a ruthless lot.
Special Abilities:
1. A shape-changer may change from human
to animal form (or vice-versa) in 10 seconds
during daytime and 5 seconds during the
nighttime.
2. A shapechanger possesses a dual nature.
While in animal form, human inhibitions will be
muted, and while in human form, animal
instincts will be dulled.
3. A shape-changer cannot be harmed while in
animal form, unless struck by a silvered
weapon, magic, or by a being with a Physical
Strength greater than 25. Five Damage Points
are automatically absorbed in the latter case.
4. The shape-changer will regenerate 1
Endurance Point every 60 seconds while in
animal form.
5. The shape-changer must devise a set of
characteristics for his animal form. Take the
difference between the average for each
characteristic in animal and human form, and
modify the human characteristics appropriately.
6. A shape-changer is automatically lunar
aspected (see 7.3). 7. A shape-changer may
remain in animal form for one-quarter of the
night times the phase of the moon; thus, during
the full moon the shape-changer could remain
in animal form all night. A shape-changer may
remain in animal form for one hour times the
quarter of the moon during the day. A
shapechanger may make one set of
transformations times the quarter of the moon.
8. If a shapechanger is in animal form during
the day, there is a 1% cumulative chance for
each 5 minutes he remains in animal form that
he will never be able to change back into
human form. Similarly, if the shape-changer
exceeds the time limits given in Ability 7, there
is a 1% cumulative chance (per 5 minutes) of
his not being able to regain human form. Roll
up a new character, or know an extremely
powerful wizard.
9. A shape-changer will be inconvenienced by
those wards which can be used against
were-creatures.
10. A shape-changer's magic resistance is
increased by 5%.
11. If a shape-changer takes the courtesan skill
, he expends three-quarters the Experience
Points necessary to advance Ranks.
Average Life Span: 55 to 65 Earth years.
Were-wolf
PS: 25 MD: 26 AG: 22 MA: 12 EN: 23 FT: 30 WP: 12 PC: 23 PB: 8 TMR: 8 NA: Fur absorbs 5 DP
Weapons: Dire wolves can attack, either in Melee Combat or in Close Combat with their huge teeth
(Base Chance of 65%, + 6 damage).
Were-tiger
PS: 30 MD: 28 AG: 30. MA: None EN: 26 FT: 30 WP: 10 PC: 23 PB: 9 TMR: 9 NA: Fur absorbs 3 DP
Weapons: Bite has a Base Chance of 45% of doing + 2 Damage. Claws have a Base Chance of 30% of
doing - 1 Damage and may be Ranked 1-2.
Were-boar
PS: 29 MD: 20 AG: 27 MA: None EN: 27 FT: 30 WP: 10 PC: 16 PB: 10 TMR: 7 NA: Bristles absorb 4 DP
Weapons: Boars always attempt to charge their victims and either impale them on their tusks or knock
them to the ground and trample them. Tusks do - 1 Damage with a Base Chance of 50% and Rank of 1-
2. Feet do - 3 Damage with a Base Chance of 20%. A boar may only attack in Close Combat. He may
not trample and tusk in the same Pulse.
Were-bear
PS: 42 MD: 17 AG: 16 MA: None WP: 10 EN: 37 FT: 40 PC: 22 PB: 10 TMR: 6 NA: Fur absorbs 4 DP
Weapons: Bears may make two claw attacks in Melee with a BaseChance of 35% of doing + 2 Damage
and may achieve Ranks 1-4 with claws. They may bite in Close Combat with a Base Chance of 20% of
doing + 4 Damage. Bears may bite and claw during the same Pulse while in Close Combat or they can
attempt to "hug" their victim with a Base Chance of 60% of doing + 8 Damage.
Animal Stats for Shapechangers
|
A quick primer on Shapechanger Stats:
If you roll up Joe Werewolf you determine his human Stats by combing the points you wish to allocate to
a give stat with his animal form. If the player spends 10 points on PS, the character would have 18 PS. 10
+ 25 (wolf PS) divided in half 17.5 and rounded up. Most shapechangers have very high PS, MD, AG, EN,
FT and PC. Most will have very low MA & WP. If a shapechanger wanted to attempt magic most would
have to allocate at least 20 points to get 10 MA and all the challenges that brings.