
General Directory
Available Races
The Racial Templets are from Fantasy Folk
2nd Edition. I have made some modifications to descriptions.
The available Races for Players are:
Dwarves
Gnomes
Halflings
Orcs
Half Orcs
Dwarves
The history of the Dwarves in Velitrium is
detailed elsewhere Dwarves
All PC Dwarves are Redbeards! (That does not refer to hair color)
Dwarves are +2
to ST (20 points) they have Fatigue +2 (6 points) Their Advantages are
DR 1 (3 points) Extended Lifespan (5 points) Extra Encumbrance (5
points) Hard to Kill +1 (5 points) and Longevity (5 points)
Their Disadvantages are, Greed (-15
points) Miserliness (-10 points) Reduced Move -1 (-5 points)
Dwarves are typicaly nearsighted and are
-2 with missile weapons.
They have the
Racially learned skills Axe/Mace at DX+1 (4 points)
Merchant at IQ (2
points) and overall +3 to all Craft Skills, Mining Engineering and
Prospecting (18 points)
Racial Quirks: Dwarven males never shave
their beards Suspiscious of Elves
It costs 40 points to play a Dwarf
Note
Dwarves automaticaly get 1 level of
Toughness and may buy up to 2 more at regular cost.
Dwarves do not start to age until they
reach 250, after which they age normaly.
Dwarves are considered adult at age 50,
anything less is considered a youth.
Dwarves and other Races
They have a -2 reaction to Elves and -3 to
Goblins and -2 to Orcs. And a +1 reaction to Gnomes. (This is in addition to the other reaction modifiers
of these races.)
In a fight
against Goblins a Dwarf is +1 with all weapon skills when used against
Goblins. (This is balanced by the fact that Goblins are +1 against
Dwarves).
Appearance
Dwarves are 1.5 feet shorter than an
average human of his strength but 100lbs heavier.
Their features
are broad and coarse and their bodie thickly muscled. Though their legs
are short, their heads and torsos are the same size as a human.
Their
hair color can be any found in humanity, though it often turns grey or
silver late in life. Baldness is common. Male beards are grown
below
the waist. If they become too long for practical work etc, they are
braided up and thrown over the shoulder.
Gnomes
Close kin to Dwarves, but smaller and
slighter. The Gnomes of Velitrium arrived with the Dwarves.
See the notes on Dwarves
Gnomes are DR1
(3 points) Extra Encumbrance (5 points) Fatigue +1 (3 points)
Hard to
Kill +1 (5 points) and Longevity (5 points)
Their Disadvantages are Reduced Move -1
(-5 points)
Their Quirks are: Do Not Like To
Live Underground, Never Forget a Favor or an Injury, Trim Beards Close
(-1 point each)
Their Racial Skills are +4 to any
craft skills except those involving metalworking or engineering
(12 points)
It costs 25 points to play a Gnome
Gnomes and other Races
They have a +1 reaction to Elves and
Dwarves. And a -3 reaction to Goblins and Orcs.
(This is in addition to the other reaction
modifiers of these races.)
Appearance
Gnomes are 2 feet shorter than an average
human of his strength but 50lbs heavier.
Their features
are broad and coarse and their bodie thickly muscled. Though their legs
are short, their heads and torsos are the same size as a human.
Their
hair color can be any found in humanity, though it often turns grey or
silver late in life. Baldness is common. Male beards are trimmed
short.
Halflings
The Halflings of Velitrium also arrived
with the Dwarven migration, (see Dwarves )
Most of them are
still found living on the land above the Dwarven citadel, but there are
many scattered throughout the kingdom in small groups and villages.
Halflings have
-3 ST (-20 points) +1 DX (10 points) and +1 HT (10 points) They
have
the Advantages Reputation +1 (5 points) for being good neighbors and
Silence x1 (5 points) and the Disadvantages Code of Honor -
Hospitality (-5 points) Gluttony (-5 points) and Reduced Move -1
(-5
points). Halflings have the Racially learned skill bonuses
Bow +2,
Sling +2 and Throwing +2 (4 points each) and the Quirk, 'Dislikes
Traveling BY Water' (-1 point). Many, but not all, Halflings have
an
Addiction to Tobacco or the local equivilant (Kash) (-5 points does NOT
count against Personal Disadvantages)
It costs 10 points to play a Halfling (%
with the Addiction)
Halflings and other races
Halflings react
normally to all races... Members of mammalian, civilized races react to
Halflings at +1 because of their pleasant, innocuous appearance.
Halflings are +1 to anyone who sets a
generous table or offers to share his food and drink!
Halflings (the more timid village types)
are -2 towards anyone who seems 'wild' or 'dangerous.'
Appearance
So named because
they are about half the height of an average human. They are 1.5
feet
shorter then a Human of their ST but normal weight for Humans of their
ST. Halflings are typically plump, fair skinned, round- cheeked
and
curly haired. They are often mistaken for human children at first
glance. The males rarely have mustaches and beards are
almost
unknown. Their demeanor is pleasant and few are either remarkably
ugly
or attractive. One unique feature to Halflings is their broad, sturdy
feet. They prefer to go barefoot except in fierce weather or rough
country.
Orcs and Half-Orcs
NOTE: It is
STRONGLY ADVISED that a player consider very carefully before making an
Orc or Half-Orc character. Such characters have a powerful enemy
in
the form of the ENTIRE Kingdom of Velitrium, which will hunt them down
and kill them or enslave them if they are found in the Valley. Please
consult with the GM before creating an Orc or Half-Orc character.
Orcs are
actually rather rare in this part of the world, all Orcs present are
members of one tribe, the 'Yss-Graf Kuhl' which roughly translates as
'Razor Toothed.' The tribe was brought into Khun Dhagra by the
Arch-Mage Grimner to serve as his personal army and so they remain to
this day.
'Yss-Graf Kuhl'
Orcs are IQ -2 (-15 points) HT +2 (20 points) and Extra Hit
Points +1
(5 points) They have the Advantages Acute Hearing +2
(4 points)
Night Vision (10 points) Rapid Healing (5 points)
Combat Reflexes
(15 points) High Pain Threshold (10 points) Patron: Arch
Mage Grimner
and his servants: Grimner is Patron to the ENTIRE tribe, and will
only
exert himself minimally for individuals, though his lesser servants
will give some succor to promising Orcs. Grimner's patronage
includes
starting armor (Scale, Med Shield, Helm.) Weapons, (Scimitar, spear,
large knife.) a place to live and food (such as it is) Most importantly
it keeps the Goblins from descending enmass on the Orc tribe! In
exchange the Orcs protect Grimner's stronghold and serve as troops,
guards, escorts, raiders etc. Individually Orcs have much time on
their hands and are permitted to wander as they will, subject to the
whims of the Tribe's leaders. (20 points) They have the
Disadvantages
of Intolerance (-10 points) Reputation -3 (-15 points) Ugly
Appearance (-10 points) Bad Temper (-10 points) Enemy: The
Kingdom of
Velitrium (Appears Fairly Often -40 points) They have the Racial skill
of Brawling at DX (1 point)
It costs -10 points to play an Orc
Orcs and other races
Orcs pretty much hate everyone and
everyone hates them
Specifically,
they are -5 to anyone meeting them because of reputation and
appearance. Except Elves who are -7 and Dwarves and Gnomes who are -8
when meeting Orcs.
Orcs are at -3
to everyone because of their uintolerance, but have a special hatred
for Elves and Dwarves, reacting at -6 to these races.
Appearance
Orcs are squat,
hairy humanoids. They have broad noses, small squinty eyes and broad
mouths dominated by enlarged canine teeth. Most Orcs stand about
5'6"
(height is 2" less then normal for their ST Weight is 10lbs heavier.)
Their arms are long and powerful, their legs bowed, their hands
and
feet broad and coarse. Their skin is dark with a leathery texture.
Though not furred their bodies are much hairier then a Human's.
Hair
on the head is short, sparse and wiry, few have any facial hair. Hair
color other then black is very rare.
Half Orcs
Most of what is true of Orcs is also true
of Half Orcs.
Half Orcs are
IQ-1 (-10 points) HT +1 (10 points) and Extra Hit Points +1 (5 points)
They have the Advantages Acute Hearing +2 (4 points) Rapid
Healing (5
points) Patron: Arch Mage Grimner and his servants: Grimner is
Patron
to the ENTIRE tribe, and will only exert himself minimally for
individuals, though his lesser servants will give some succor to
promising Orcs. Grimner's patronage includes starting armor
(Scale,
Med Shield, Helm.) Weapons, (Scimitar, spear, large knife.) a place to
live and food (such as it is) Most importantly it keeps the Goblins
from descending enmass on the Orc tribe! In exchange the Orcs
protect
Grimner's stronghold and serve as troops, guards, escorts, raiders etc.
Individually Orcs have much time on their hands and are permitted
to
wander as they will, subject to the whims of the Tribe's leaders. (20
points) They have the Disadvantages of Reputation -2 (-10
points)
Unattractive Appearance (-5 points) Enemy: The Kingdom of
Velitrium
(Appears rarely Often -20 points) They have the Racial skill of
Brawling at DX (1 point)
It costs NO points to play a Half Orc
Half Orcs and other races
All races react
to Half Orcs (If the Half Orc is recognized as such) at -3 because of
Reputation and Appearance. Elves are at -5 and Dwarves and Gnomes
are
-6. If the Half Orc IS NOT recognized as such, he is still at -1
for
Appearance.
Half Orcs react to most other races at
normal rolls, except Elves -2 and Dwarves -3.
Appearance
Most Half Orcs
can pass for a human, though they are almost always unattractive as
such. Because of this they are at slighly less risk from their
Enemy,
the Kingdom of Velitrium. Half Orcs have normal height for ST and
weigh 10 lbs more then a Human of that ST.