Racial Templates

Race Templates

Half-Elf (20 points)
Half-elves are the most common variety of “elves” encountered by common folk (which speaks volumes about the virtue of
elves . . .). They resemble slender humans with vivid dye jobs.
Elves don’t extend them the courtesy of elven gear, and half-elves
reciprocate by kicking the occasional bunny.
Attribute Modifiers: DX+1 (20).
Advantages: Magery 0 (5).
Disadvantages: Social Stigma (Half-Breed) (-5).
Features: Any hair color but a reasonable human one.

High Elf (20 points)
High elves are the ones in splendid clothing who go about
singing laments and being ominous. They like little better than to
stride into the inn, pull back their hood, and say something deep
and lyrical that puts a damper on the merrymaking. They do
make good bards and wizards, though.
Attribute Modifiers: ST-1 (-10); IQ+1 (20).
Advantages: Appearance (Attractive) (4); Magery 0 (5); Musical
Ability 1 (5); Voice (10).
Perks: Elven Gear (1).
Disadvantages: Sense of Duty (Nature) (-15).
Features: Gold or silver hair

Wood Elf (20 points)
This is the flavor of elf most monsters recall
fondly when they think “elf”: attractive, nimble,
green hair, likes bows and forests, etc. Wood elves
are in fact the same thing as green elves.
Attribute Modifiers: ST-1 (-10); DX+1 (20).
Secondary Characteristic Modifiers: Basic
Move+1 (5).
Advantages: Appearance (Attractive) (4); Forest
Guardian 2 (10); Magery 0 (5).
Perks: Elven Gear (1).
Disadvantages: Sense of Duty (Nature) (-15).
Features: Brown or blonde hair

Forest Guardian: You’re the product of eons of selective breeding for the task of sneaking around in the bushes, peppering litterers with arrows. This Talent adds to Bow, Camouflage, FastDraw (Arrow), Stealth, and Survival (Woodlands). Only elves can have it.
Reaction bonus: Druids, faeries, and bunnies.
5 points/level.

DWARF (20 points)
Dwarves are essentially hardy-but-stumpy humans who see
well in the dark and like caves and gold. There’s doubtless much
more to them than that, as any dwarf will argue if you foolishly
say that aloud. “Bearded” and “likes ale” aren’t generally qualifications sought by adventuring parties, however.
When finding a dwarf’s height and weight, use the line appropriate to ST on the Build Table (p. B18), but multiply height by
2/3 and shift weight a column to the right (a Very Fat dwarf has
maximum weight!). A dwarf’s girth offsets his height enough that
he’s still SM 0. However, dwarves can’t wear armor fitted for
humans (and vice versa).
Attribute Modifiers: HT+1 (10).
Secondary Characteristic Modifiers: FP+3 (9); Basic Move-1 (-5).
Advantages: Alcohol Tolerance (1); Damage Resistance 1 (Tough
Skin, -40%) (3); Lifting ST 2 (6); Night Vision 5 (5); Pickaxe
Penchant 1* (5); Resistant to Poison (+3) (5).
Perks: Dwarven Gear† (1).
Disadvantages: Greed (12) (-15); Stubbornness (-5).
Features: Armor isn’t interchangeable with human armor.

  • Pickaxe Penchant: You’re a natural at fighting, bashing, and
    mining with axes and picks. This Talent adds to Axe/Mace,
    Forced Entry, Prospecting, Thrown Weapon (Axe/Mace), and
    Two-Handed Axe/Mace. Only dwarves can have it, and may buy
    up to three more levels at character creation. Reaction bonus:
    Miners. 5 points/level.
    † Dwarven Gear: 10% off the final price of gear qualified as
    “dwarven” – armor, rations, shields, weapons, whetstones, etc.

GNOME (20 points)
Gnomes are diminutive craftsmen who are equally at home
in rolling hill country and underground. They aren’t “runty
dwarves,” but a distinct, proud race. Rumors abound of the
“Hell Gnomes,” a tribe that went bad. Gnomes claim that this
term refers to demonic imps, not proper gnomes (but don’t
seem comfortable with the topic, all told).
Find a gnome’s height and weight using the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3
while keeping weight unchanged. A gnome has SM -1, regardless of height. Tiny Tools (p. 8) applies to his kit, but he’s big
enough to wield human weapons at -1 to skill. He can buy off
this penalty completely with a special perk, which isn’t part of
the racial template:
Giant Weapons: You’re familiar enough with the clumsy
weapons of big folk (SM 0) that you can ignore the -1 to use
them.
Secondary Characteristic Modifiers: SM -1; FP+3 (9); Basic
Move-1 (-5).
Advantages: Honest Face (1); Night Vision 5 (5); Resistant to
Poison (+3) (5); Widget-Worker 2* (10).
Disadvantages: Curious (12) (-5).

  • Widget-Worker: Your deft hands and clockmaker’s mind
    help you locate parts and assemble and disassemble mechanisms – crossbow triggers, door hinges, locks, the lot. This
    Talent aids Armoury (Missile Weapons), Forced Entry,
    Lockpicking, Scrounging, and Traps. Only gnomes can have it,
    and may buy one or two more levels at character creation.
    Reaction bonus: Those who benefit directly from your skills.
    5 points/level.

HALFLING (0 points)
Halflings are half human height, whence the name. They
enjoy food, stealing, drink, sneaking, tobacco, and shooting
things. While most are rosy-cheeked and good-natured, there
are plenty of sallow, evil-tempered halflings. Given their natural predilections, they gravitate toward organized crime.
Mobster halflings like little better than whacking rival gangsters, grabbing the dough, and enjoying a spaghetti dinner
afterward.
Calculate height and weight normally for ST before applying the racial ST modifier, and then halve both. This makes
halflings extremely stocky – the average ST 7 halfling is 2’7”-3’
and 57-87 lbs.! A halfling has SM -2, regardless of height, and
is subject to Tiny Tools (p. 8). However, he’s big enough to wield
human weapons at -2 to skill, and can buy off this penalty with
a special perk, which isn’t part of the racial template:
Giant Weapons: You’re familiar enough with the clumsy
weapons of big folk (SM 0) that you can ignore some or all of
the -2 to use them. Giant Weapons 1 (1) eliminates -1; Giant
Weapons 2 (2) removes the full -2.
Attribute Modifiers: ST-3 (-30); DX+1 (20); HT+1 (10).
Secondary Characteristic Modifiers: SM -2; HP+2 (4); Basic
Move-1 (-5).
Advantages: Halfling Marksmanship 2* (10); Honest Face (1);
Silence 2 (10).
Disadvantages: Gluttony (12) (-5); Kleptomania (12) (-15).
Features: Hairy feet.

  • Halfling Marksmanship: You’re a crack shot with ranged
    weapons. This Talent aids Bow, Sling, Throwing, and Thrown
    Weapon (Dart, Knife, and Stick). Only halflings can have it,
    and may buy up to two more levels at character creation.
    Reaction bonus: Archers and mobsters. 5 points/level.

Racial Templates

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