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.



 

REPTAUR (lacerisaurus sapiens)

Like the dinosaurs they evolved from, these reptile people are fearsome to behold and dangerous to antagonize. Averaging 2 meters in height, heavily built with heavy claws, powerful jaws and a large tail, a reptaur is formidable indeed. Most have multi-toned hides of reds, yellows and oranges, though remote tribes may have shades and patterns of other colours.

Reptaurs are not common. Indeed, they are relatively new to civilization. Most of the reptaurs you might meet will be savage and primitive. Their general demeanour and reputation means reptaurs receive a minus 1 Reaction Roll from just about everyone. Since a disagreement with a reptaur can be a messy form of suicide, most people swallow their dislike and fear. Individuals who earn the loyalty of a reptaur find them to be unswerving in that conviction. Around those not in their confidence, though, they are reserved and even touchy.

Being of saurian stock, reptaurs are hermaphroditic. They are potentially long-lived, reaching physical maturity as quickly as humans, but then not able to lay eggs until "puberty" around age 25. This "youth" is supposed to be the time a reptaur secures a strong position in the world in which to raise its young.

They are very tribal and racist. When any reptaur meets another of a different tribe, they have a minus 3 on Reaction Roll. Reptaurs long in civilization (or even born in non-reptaur environs) are not so prone to immediately fight to the death. Check with the GM on what tribes he has on his books already.

Minimum Dominance: 6     Maximum Friendly:10       Minimum Bravery: 5

A beginning reptaur has ST: 14 DX: 8 IQ: 8 with 8 points. MA: 10

Average height: 180-200 cm.
Average weight: 140 Kg.

Because of its claws and jaws, a reptaur does double the Hand to Hand damage a human of that strength would do.
The reptaur's tail can be a one die weapon against any one figure in its rear hex. If it uses a weapon in front and tail in back simultaneously, the reptaur is at minus 4 adjDX.

However, because of the shape of their saurian skulls, a reptaur is a bit handicapped for binocular vision. As a result, they are -2 adjDX for Missile or Throwing weapons.

Reptaurs are "large" characters for determining armour weight. They consume 1 1/2 rations per day.

A reptaur character requires 200% of the Experience Points a human needs until its attribute total reaches 40. Above 40 attribute points, the cost drops to 120%.

A reptaur's Mojo Attribute is the Average of IQ and ST minus 6
.



 

GARGOYLES (avrosaurus turpis)

Though of reptilian/saurian stock, with the gargoyles' thick, warty hide it is easy to see how the misconception that they are made of stone arose. Some wags maintain that it is not due to their appearance, but to their intelligence that this kinship to rocks was conceived. Due to the strength of a gargoyle, these comments are seldom made to a gargoyle's face.
Their gnarly, stone-like features blend in well with their favourite habitats of mountains, ruins and rocky areas. Like many birds and saurians, gargoyles have a gizzard-like digestive procedure that is enhanced with the swallowing of a few stones. This is the origin of the legends that they "hunt and eat rocks". Diamonds and such gems are prized for their toughness and durability in this biological act.

The gallbladder of the gargoyle has also been found to be efficacious in many potions. Between that, and a potential gizzard full of diamonds (very rare), gargoyles are often suspicious of strangers' intentions. They react to strangers at a minus1 Reaction.

Gargoyles sport bat-like wings similar to dragons. (Like many of the large winged beings on the planet, an innate, subconscious levitation ability provides basic lift while the wings provide thrust and manoeuvrability). This gives them a solid edge in dealing with enemies, except for merlins. The two flying races do not get along. Each treat the other with an automatic minus 1 on the Reaction Roll.

Minimum Bravery: 6     Minimum Honesty: 4       Maximum Friendly: 9

A beginning gargoyle has ST: 16 DX: 11 IQ: 8 with no points. Armoured hide: 3 hits. MA: 8 on ground-MA: 16 in air. Fists do plus one die to the standard listed Strength dmg.

Jokes about a gargoyles' IQ do have a basis in reality. No gargoyle can reach an IQ greater than 10 without magical help.

Average height: 170-75 cm.
Average weight: 155 Kg.

Gargoyles, being of saurian stock, are hermaphroditic. They are also naturally long-lived, reaching "puberty" (egg-laying potential) around the age of 35. They are of course fully developed physically long before that. Their "youth" is supposedly for establishing themselves in secure circumstances for when they settle down and raise babies. Excluding violent deaths, a gargoyle could reach 100 years old.

The wings occasionally cause problems for the rare gargoyle looking for haberdashery. In any item that a ground-bound would wear on their back (ie: backpacks), multiply the cost by 130% unless you are in territory with a large merlin/gargoyle consumer base

A gargoyle character requires 175% of the Experience Points a human needs until its attribute total reaches 40. Above 40 attribute points, the cost drops to 110%.

A gargoyle's Mojo Attribute is the Average of IQ and ST minus 4.


 

OPHIDIAN (pigmentosaurus vafer)

The careful and sly saurians, the ophidians are whipcord lean of build and darting of motion. There is much of the snake and scampering lizard to these bipeds. Their eyes are large on narrowly pointed skulls with mouths full of finely pointed teeth. They are long of leg and arm. They have a long thin tail. The tiny scales shimmer prismatically across their skin.

Ophidians are a cautious race. While their cousins the reptaurs and gargoyles followed the evolutionary path of brawn and power, the ophidians went down the path of stealth and camouflage. Like a chameleon, their skin is capable of matching the colours and patterns of the immediate surroundings. This is a semi-conscious ability. The GM could make an agitated ophidian roll 3 vs IQ not to flicker thru the colours of the rainbow. When trying to be very sneaky, the ophidian needs to roll 3 vs IQ per turn to fine tune his colour matching.

People trying to spot an ophidian attempting such camouflage stealth suffer anywhere from -1 to -3 adjIQ on their rolls. The range depends on what the ophidian is carrying and/or wearing. A fully armoured or clothed ophidian is no different from a sneaky human. A naked ophidian gets the maximum effect from the chameleon ability. For the chameleon ability to have any chance of working, the ophidian may only move 3 hexes a turn.

Ophidians may buy the talent Silent Movement a minus 1 point cost.

All this hissing and sneaking around has given the ophidians a reputation for skulking and underhandedness in most communities. -1 on Reaction Rolls.

Being of saurian stock, ophidians are hermaphroditic. They are potentially long-lived, reaching physical maturity as quickly as humans, but then not able to lay eggs until "puberty" around age 25. This "youth" is supposed to be the time an ophidian secures a strong position in the world in which to raise its young

Maximum Bravery: 9     Maximum Mood: 9     Maximum Friendly: 10

A beginning ophidian has ST: 6 DX: 9 IQ: 9 with 6 points. MA: 12

Ophidians cannot raise their strength above 10 without magic.

Average height: 175 cm.
Average weight: 60 Kg.

An ophidian character requires 150% of the Experience Points a human needs until its attribute total reaches 40. Above 40 attribute points, the cost drops to 100%.

An ophidian's Mojo Attribute is the Average of IQ and ST minus 5.


 

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