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.
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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.
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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.
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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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