The following descriptions give the personality tone of the species. These are pretty much inviolate. A dwarf can no more have a Greed of 3 than a human can have Greed of 14. If you want a dwarf with low Greed, high Sense of Humour and low Mood, then you don't want a dwarf.

Even if you don't desire to play a spell-casting Enchanter, every character should know their Mojo (MJ) Attribute. This is ascertained by taking the average of your character's ST (Strength) and IQ (Intelligence). The resulting number is then reduced by a certain amount, depending on the species you're playing. We follow proper arithmetic, of course, rounding up or down as indicated.



 

CHUN (chonis sapiens)

A reserved, intellectual and very solitary race. No nations or cities have ever been founded by chun. All chun possess some degree of distaste for crowds and bodily contact (demophobia and haptophobia, respectively). They also have a general disdain for their "throwback" cousins, the elves. Chun that have achieved scholarly, intellectual standing (a good majority), can be quite the snob to any lesser intellect, regardless of what race the being is. There are many chun, though, that pursue their interests vigorously, with their sleeves rolled up and their hands getting dirty.

The skin of a chun is always the deepest of deep blue-black. Neither chun nor any races linked by blood to them possess any body hair other than that on the top of their head. For chun, their hair and eyes (the area that is the white of a human eye) are the same pastel shade of any colour. Their ears are moderately pointed and their features are generally quite sharp. They are slightly built.

Maximum Mood: 9    Maximum Friendly: 10    Maximum Sex Drive: 9

A beginning chun has a ST: 6 DX: 8 IQ: 10 with 8 points. MA: 10

Average height: 160-65 cm.
Average weight: 50 Kg.

The chun brain is built a little more efficiently than in most species. A chun gets a +1 adjIQ to resist any telepathic invasion. When resting and healing from wounds, a chun gets one 3 vs IQ roll per day. If successful, one hit is healed in that one day (rather than the normal 1 hit per 2 days). For a chun doing any studying and learning, subtract 33% from the normal time.

A chun's Mojo Attribute is the Average of IQ and ST minus 2.



 

ELVES (chonis decorus)

Lithe and lean. Grandly pointed ears. Skin colours vary in the grey scale from pale smoke to dusky charcoal. They have hair growing only on the top of their heads and nowhere else on their bodies. Hair and eyes (the area that is the white of a human eye) are the same shade of any colour, usually consistent within a tribe or family.

Graceful, magnificent and unpleasant are the terms associated with elves. Somewhen in history, elves got it into their collective heads that they were Really Something Special. The awe and admiration that so many other humanoid races hold them in (until these same humanoids have prolonged contact with them) was probably conducive to their arrogance.
The analogy comparing them to cats is a good one; both are independent and willful. Both are imbued with elegance and presence. Both can be thoroughly egocentric. Both can even be blandly sadistic. However, let's not get carried away. There are elves who have done great good in the world and are fine comrades.

Maximum Sensitivity: 8   Minimum Desire to Dominate: 5     Minimum Appearance: 6 (vis a vis similar humanoid races)

Elves have a dislike of iron (ferrophobia). Psychosomatic or real, no elves enjoy prolonged contact with iron-steel. This is one of the reasons they favour bows and spears and such wooden weapons. Rich elves use silver alloy swords and axes. Poor ones use bronze. If circumstances force an elf to use an iron weapon for more than one melee, the GM can assign a -1 and then -2 adjDX as time wears on.

Elves also have a racial tendency towards being clean and groomed (ablutomania). For example, an elf will be, relatively speaking, the last one to wade into a swamp. He will then be the most impatient of the group to find a way to clean off the muck. The GM can assign a -1 adjIQ to a filthy and grumpy elf for noticing things and paying attention.

The origins of the friction are unknown (thought to have developed in some long lost land called "Middle Earth"), but elves and dwarves are generally disdainful of each other. Each treat the other with an automatic minus 1 on the Reaction Roll.

A beginning elf has ST: 6 DX: 10 IQ: 8 with 8 points. MA: 12 (with cloth or leather armour, elves have MA: 10. Other armour affects them as per standard encumbrance)

Average height: 180-85 cm.
Average weight: 65 Kg.

Due to their excellent hand-eye coordination, elves get either plus 2 adjDX for missile and thrown weapons OR do an extra +1 point of damage when they hit with them. Choose at character creation.

Talk about "High Elves" and "Low Elves" and "Dark Elves" are the over-embroidered tales spun around an alehouse fireplace. There is no actual sub-categories of species. It is the same as calling humans who live in cities "High Humans", humans who prefer a rustic country existence "Low Humans" and rotten sumbitches "Dark Humans".

An elf's Mojo Attribute is the Average of IQ and ST minus 2.


 

GOBLIN (chonis ranae)

Goblins are small humanoids with fishbelly white skin. They have bulbous heads, large pointed ears and long, tapering fingers. They are proud, intelligent and crafty. A goblin will never go back on his word, even if the promise was forced out of him. However, they delight in keeping the letter of their word while still finding a way to trick you. Many goblins are wizards and all love gold and jewels. They are not especially cruel, but can be quite ruthless.

Goblins have an affinity for the damp, the moist and the wet (aquaphilia). Any goblin living in an arid climate is sure to have some sort of water closet and tub at home for a nice soak. Goblins kept out of water for more than a week will suffer a -1adjIQ for noticing and paying attention due to this discomfort.

Goblins get Swimming Talent for free, can hold their breath 6 turns longer than beings of equivalent ST and swim at +2MA over beings of equivalent training.

Maximum Sensitivity: 7    Minimum Honesty: 6     Minimum Greed: 6
A beginning goblin has ST: 6 DX: 9 IQ: 9 with 6 points. MA: 10. A goblin's ST cannot go above 10 without magic.

Average height: 125 cm.
Average weight: 45 Kg.
Goblins are "small" characters for determining armour weight. They consume only 1/2 a ration per day.

A goblin's Mojo Attribute is the Average of IQ and ST minus 1.


 

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