The Races of Dragonlance! Copyright (c) 1995 by Revenant BARBARIANS ************ Land Barbarians have IQ-1 (-10 points) and HT+1 (10 points). They have the racial disadvantages of Sense of Duty to nature (-5 points), Primitive: Tech Level 2 (-5 points) and Intolerance (-10 points) to all races other than their own (e.g. to all non-Plainsmen) and especially towards mages. They have the racial disadvantage of reputation: considered savages - -2 to reaction rolls by 'civilised' folk (-10 points) Their racially learned skills are Tracking at IQ+1 (4 points), and Survival (for their native clime) at IQ+1 (4 points). It costs -17 points to play a land barbarian. Sea Barbarians have the racially learned skills of Seamanship at IQ+2 (4 points) and Fishing at IQ+2 (4 points). They have the racial disadvantage of Intolerance (-10 pts)towards land-dwellers. It costs -2 points to play a Sea Barbarian. DWARVES ******* Mountain Dwarves (of the Hylar or Daewar clan) have HT+1 (10 points). They have the racial advantages of Infravision (10 points), Poison Resistance (10 points), Single-minded (5 points), Tunnel Sense (2 points), Magic Resistance +3 (6 pts) and Extended Lifespan (Aging rolls begin at age 225, roll once every five years after) (5 points). Mountain Dwarves have the racial disadvantages of Stubbornness (-5 points), the -1 reaction penalty Odious Racial Habit: coarse manners (-5 points), Intolerance of non-mountain dwarves (-10 points), Reduced Move: -1 (-5 points) and a -3 penalty to use magic items (-3 points). They have the racial quirks passionate (-1 point), appreciate good music (-1 point), Collect luxuries (-1 point), dislike and distrust (non-divine) magic (-1 points) and tend to ignore problems that don't directly affect them (-1 point). They gain a +2 bonus to all craft skills and to singing (12 points). It costs 27 points to play a Mountain Dwarf. Hill Dwarves (of the Neidar clan) possess the same racial characteristics as the Mountain Dwarves with a few exceptions: They lack the advantage Tunnel Sense, they have the additional Odious Racial Habit: Appear grumbling and grumpy and they lack the Mountain Dwarves' racial intolerance. They also have the additional quirk: dislike stealth and petty trickery. It costs 29 points to play a Hill Dwarf GULLY DWARVES (AGHAR) ********************* Aghar have IQ-3 (-20 points) and HT+2 (20 points). They have the racial advantages of Infravision (10 points), Poison Resistance (10 points), Magic Resistance+3 (6 pts) and Enhanced Dodge: +1 (15 points). Aghar have the racial disadvantages of Cowardice (-10 points), Mild manophobia (-10 points), Gluttony - which, for gully dwarves applies to everything - not just food (-15 points), Weak Will: -4 (-20 points), Reduced Move: -1 (-5 points), a -3 penalty to use magic items (-3 points) and short lifespan (begin aging rolls at 35 - roll once every 9 months following) (-5 points). They have the racial quirks Lack of Foresight (-1 points), Eternally cheerful (-1 points), Innumeracy (-1 points), Strange magical beliefs - see above (-1 points). They have a racial bonus of +3 to scrounging. It costs -29 points to play an Aghar. Note: It is doubtful there has ever been a 100-point gully dwarf in the entire history of the race. Except in exceptional circumstances the GM should probably not allow PC Aghar to be built on more than 25 points. ELVES ***** Silvanesti Elves have DX+1 (10 points) and IQ-1 (-10 points). They have the racial advantages of Infravision (10 points), Alertness:+1 (5 points), Attractive (5 points), Magic Resistance: 5 - vs Sleep and Charm spells only - does not prevent spellcasting (10 points) and Extended Lifespan (Begin aging at 300, make aging rolls every 10 years thereafter) (5 points). They have the racial disadvantages of Sense of Duty: Nature (-5 points) and Odious Racial Habit: Acts superior (especially in regard to elven worksmanship): -2 (-10 points). Si lvanesti have the racial quirks of Look forward and don't dwell on the past (-1 point), Dislike becoming attached to the shorter lived races (-1 point), Analyse and plan things out before acting (-1 point). They have the racial bonus of +2 to all nature- based skills (12 points). It costs 29 points to play a Silvanesti Elf. Qualinesti elves possess the same racial characteristics as Silvanesti except that the Odious Racial Habit: Acts superior is at the -5 point level (-1 to reaction rolls). It costs 34 points to play a Qualinesti Elf. Kagonesti Elves have DX+1 (10 points), ST+1 (10 points) and IQ-1 (-10 points). They have the racial advantages of Infravision (10 points), Alertness+1 (5 points), Attractive (5 points), Extended Lifespan (Begin aging at 300, make aging rolls every 10 years thereafter) (5 points) and Magic Resistance: 5 - only vs Sleep and Charm spells (10 points). They have the racial disadvantages Primitive: TL1 (-10 points), Sense of Duty to Nature (-5 points) and Intolerance: Non-kagonesti (-10 points). They have the racial quirk passionate (-1 point). They have the racial bonus of +2 to all nature-based skills (12 points). It costs 31 points to play a Kagonesti Elf. The sea elves (the Dargonesti and Dimernesti) have DX+1 (10 points) and ST-1 (-10 points). They have the racial advantages Infravision (10 points), Amphibious (10 points), Alertness+1 (5 points), Attractive (5 points), Magic Resistance: 5 - only vs Sleep and Charm spells (10 points) and the ability to shapechange into a sea otter (Dimernesti) or dolphin (Dargonesti) (10 points). They have the racial disadvantages Intolerance: Land dwellers (-10 points) and Sense of Duty: Protect Nature (-5 points). They have the racial quirk: get homesick for the sea if they leave it (-1 point). It costs 34 points to play a sea elf. Half-Elves have DX+1 (10 points). They possess the racial advantages of Infravision (10 points), Alertness+1 (5 points), Attractive (5 points), Magic Resistance: 2 (does not prevent spellcasting) vs Sleep and Charm spells only (4 points). They possess the Odious Racial Habit of being a half-elf (-10 points). Half-elves possess the racial quirks loner (-1 points) and insecure (-1 points). Note: Any disadvantage possessed by the race of his elven parent may be taken by a half-elf character and does not count against maximum disadvantages. It costs 22 points to play a half-elf. Dark Elves have attributes, advantages, disadvantages, skills and quirks as per their race. Dark Elves also have the disadvantages: Banished (-5 points) and a -4 reaction penalty from elves and a -2 from other races (-8 points). Dark Elves have the racial quirks love magic (-1 points) and resent other elves (-1 points). It costs -15 points (plus the elven race) to play a Dark Elf. GNOMES ****** Gnomes have IQ+1 (10 points), ST-1 (-10 points). They possess the racial advantages Manual Dexterity+3 (9 points), Infravision (10 points), Tunnel Sense (2 ponts), Magic Resistance 3 (6 points) and Advanced Technology: TL5 (always flawed in some way) (15 points). They possess the racial disadvantages -3 to use magical items (-3 points), Odious Racial Habit -1: Fast-talk (-5 points), Odious Racial Habit -1: Blunt manner (-5 points), Compulsive Behaviour: Technophile (see 'technocracy' below) (-10 points). They possess the racial quirk racial pride (see 'up with gnomes' below) (-1 point) It costs 18 points to play a gnome. KENDER ****** Kender have the racial advantages Extended Lifespan - begin aging at 70, make aging rolls every 2 years thereafter (3 points), Infravision (10 points), Magic Resistance+1 (2 points) and Alertness+2 (10 points). They have the racial disadvantages Kender Mindset (-45 points), Reputation -2 (as thieves): (-10 points). They have the racially learned skills Lockpicking at IQ (2 points), Stealth at DX (2 points), Pickpocket at DX(4 points), Traps at IQ(2 points) and Taunting at IQ (2 points). All Kender have a +3 bonus to "handling" skills (18 points) and a +3 bonus to Taunting (3 points). Kender have the racial quirks Compassionate (-1 points) and Love to tell stories (-1 points). It costs 3 points to play a Kender MINOTAURS ********* Minotaurs have ST+4 (45 points), HT+2 (20 points), Thrust+2/imp. Horns (40 points), Damage Resistance+2 (6 points) and Extended Lifespan - start aging at 70 and roll every 2 years thereafter (3 points). They have the racial disadvantages Code of Honour (-10 points), Intolerance (-10 points), Bully (see 'strength' below) (-10 points) and Reputation-4: bloodthirsty butchers of Takhisis (-20 points). The cost to play a Minotaur is 64 points. IRDA **** Irda have DX+1 (10 points), IQ+1 (10 points) and HT-2 (-15 points). They possess the racial advantages of Charisma+1 (5 points), Shapechanging (30 points) and Enhanced Magical Aptitude (20 points). They possess the racial disadvantages Primitive: TL0 (-15 points), Vow: Use no animal products (-5 points) and Reputation-4: Child-eating monsters - rarely recognised (-5 points). It costs 35 points to play an Irda. Technophile: Basically this reflects the attitude that gnomes have: Technology is the best way to do ANYTHING and that technology works better the more complicated you make it. Kender Mindset -50 Points The mindset of the Kender race is very alien to that of humans. In game terms, these differences are represented by a number of Advantages and Disadvantages. Compulsive Behaviour/Odious Racial Habit: Chatter (-5pts) Kender are forever talking. This can become very annoying and distracting. Incredible Curiousity(-10 pts): See the Curious Disadvantage. Curiousity in Kenders is far beyond the simple curiousity that all most people possess. For example, a Kender left in an unknown kitchen for more than a few seconds will feel obliged to discover exactly what's in every cupboard. During character creation Kender PCs can choose to have Curiousity at the -15 pt level. This does not count against maximum disadvantages for the character. Note that this trait does not exist in pre-teen or old Kender. Impulsive(-10 pts): See the Impulsive Disadvantage. Laziness (-10 pts): Forcing a Kender to work is near impossible. However, Kender will volunteer for any task as long as it appears interesting (expect them to stop once they lose interest, however). Rights and Freedoms(-25 pts): Kender believe in the rights and freedoms of the individual. They have little concept of personal property as understood by the other races. This results in a number of differences between Kender and the other races. This includes the Kleptomania disadvantage. Kender Kleptomania varies from the standard version in a few ways however. Firstly, Kender do not consider covertly removing other peoples property wrong. Secondly, Kender often do not even realise they are doing it - a Kender can remove an interesting trinket from a man's backpack with the same ease you or I would absent-mindedly walk off with a pen. And they honestly don't remember doing it, the majority of the time and come up withh reasons for their possession of the item if asked. "You must've dropped it" "This does look like yours, doesn't it?" And the ironic "I was keeping it safe for you in case someone stole it". Remember, they actually believe this. Alternately, Kender do not consider their own belongings inviolate either - they freely give away everything they own to anyone who seems to need it. Kender possess the same attitude to personal space as they do to personal belongings. They see no harm in wandering into another person's house and having a look around. They view the use of locks as a strange habit other races engage in. They consider the use of locks impolite but often find it easier simply to pick them and make their way through than to complain about the lock to its owner. Stubbornness (-5 points): Kender also resent being told what to do. Demanding something of a Kender only results in loud complaints, reluctant work and taunts... unless of course it's something the Kender wanted to do anyway. Unshakeable (15 points): see the unshakeable advantage.