Post by jud on Sept 24, 2017 22:49:05 GMT
Note: Races marked with a ** are in a similar power league with the true giants and while some of them are rather interesting I'm not certain about them being PCs, though open to considering it. The same goes double for true giants... unless everyone wants to run a "giants" campaign, which I confess, could be interesting.
Ubiquitous Races:
Changeling
Alignment bias: None
I.Q.: 3D6
M.E.: 4D6+6
M.A.: 4D6
P.S.: 3D6
P.P.: 3D6
P.E.: 2D6
P.B.: 2D6
Spd.: 2D6
HP: P.E. rating + 1D6/level
S.D.C.: from skills/class
P.P.E.: 5D6
Psionics: standard
Other Notes: Can shapeshift into any humanoid form between 3 and 10 ft tall, rationally/irrationally rabidly feared by pretty much all races. Elves tend to be the least murderous. Has no alcohol tolerance and ingesting salt makes them physically ill. Frequently persecuted. Most races have little problem with solving "the changeling menace" (tm) via genocide.
Dwarf
Alignment bias: Any, but tilted a little towards good/selfish
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 4D6+6
P.P.: 3D6
P.E.: 4D6
P.B.: 2D6+2
Spd.: 2D6 running 1D6 digging
HP: PE + 1D6/level
S.D.C.: 15 +skills/class
P.P.E.: 3D6
Psionics: Standard
Other Notes:7000 or so years ago the Elf-Dwarf war ended in the magical equivalent of nuclear fire... the dwarven race was so heartbroken over the things they did (there was no demon they wouldn't summon to try to win) and the life lost (both races were sub 10% their pre-war populations) that they forever swore off magic. There is no physical reason dwarves can't be magic users... but it's cultural anathema. Between that ban, and the setting drawing the logical conclusion that the dwarven mage is 1.) dangerous 2.) probably returning from a dimensional rift opened during said war... being a dwarf magic user is gonna get you killed. If you insist on doing the dwarf magic user... don't be surprised when you are lynched/burnt at the stake/or served for dinner (as per local cultural norms). Note: psionic or priestly magic is A-OK; Spells, wards, circles, pacts... are not.
Dwarvling
Alignment bias: Any, but tend towards selfish and evil
I.Q.: 2D6+2
M.E.: 3D6+2
M.A.: 2D6+2
P.S.: 3D6
P.P.: 3D6+2
P.E.: 4D6
P.B.: 2D6
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: skils/class
P.P.E.: 2D4x10 + PE
Psionics: Standard
Other Notes: Kinda looks like a impish/demonic Dwarf with the ability to properly shapeshift into a dwarf *or* a semiaquatic sea lizard (80s drugs were great apparently). Not outright hated by humans, but generally assumed to be (and usually actually) up to no good. Like to dress snazzy and prone to piracy.
Elf
cdn.obsidianportal.com/assets/239131/elves1b.jpg
Alignment bias: Any, tendency toward good/selfish
I.Q.: 3D6+1
M.E.: 3D6
M.A.: 2D6
P.S.: 3D6
P.P.: 4D6
P.E.: 3D6
P.B.: 5D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 10+ class/skills
P.P.E.: 5D6
Psionics: Standard
Other Notes:
See: Elrond
Gnome
Alignment bias: Heavy bias to Good/Selfish, evil gnomes are rare and kinda hilarious
I.Q.: 3D6
M.E.: 1D6+6
M.A.: 3D6+4
P.S.: 1D6+4
P.P.: 4D6
P.E.: 3D6+6
P.B.: 4D6
Spd.: 2D6 - 1D6 (digging)
HP: PE + 1D6/level
S.D.C.: class/skills
P.P.E.: 4D6
Psionics: Nothing to see here!
Other Notes:
sufficently small enough to get crappy weapons when sized appropriately, still charming little human-friendly people who seem very reminiscent of a LOTR halfling.
Goblin
Alignment bias: Typically evil, capable of any though
I.Q.: 2D6
M.E.: 3D6
M.A.: 2D6
P.S.: 3D6
P.P.: 3D6+6
P.E.: 3D6
P.B.: 2D6
Spd.: 3D6 - 1D6 (diggin)
HP: PE + 1D6/level
S.D.C.: 5 + skills/class
P.P.E.: 6D6
Psionics: standard
Other Notes:
Limited classing options, magic specifically limited to witches, psionics or a special racial class (it's not that special, but if you really want it I'll dig it up)
Hob-Goblin
Alignment bias: Typically evil, can be any
I.Q.: 2D6
M.E.: 3D6+6
M.A.: 2D6
P.S.: 3D6
P.P.: 3D6
P.E.: 3D6
P.B.: 2D6
Spd.: 3D6 - 1D4 (diggin)
HP: PE + 1D6/level
S.D.C.: class/skills
P.P.E.: 4D6
Psionics: none, but gets better saves against them
Other Notes: Bigger goblinoids, similar class restrictions, friendly with gobbos, loyal to whoever they fear
Human
Alignment bias: Selfish/good with no small measure of evil, probably Selfish/evil with no small measure of good in the Western Empire
I.Q.: 3D6
M.E.: 3D6
M.A.: 3D6
P.S.: 3D6
P.P.: 3D6
P.E.: 3D6
P.B.: 3D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: class/skills
P.P.E.: 2D6
Psionics: standard
Other Notes:
Arguably the dominant civilized race on most of the planet at the moment
Kobold
Alignment bias:Tend toward evil, can do good
I.Q.: 3D6
M.E.: 2D6
M.A.: 3D6
P.S.: 3D6+3
P.P.: 3D6
P.E.: 3D6
P.B.: 1D6+6
Spd.: 3D6 - 1D6 (digging)
HP: PE + 1D6/level
S.D.C.: 5 + skills/class
P.P.E.: 4D6
Psionics: Standard
Other Notes:
In my opinion, the least useless of really any of the monstrous/goblinoid races... they're industrious, capable (don't have the class restrictions of the others, can do any/all magics if they get the education) and less uselessly prone to anarchy. Humans feel the same way... neither race like the other and there's been plenty of violence, but they can do business if it suits both their interests. Get along well with Wolfen. Get a lot of the same bonuses Dwarves do to things like smithing and underground construction.
Orc
cdn.obsidianportal.com/assets/233717/SciFi.Fantasy.Orc_Black_White.orc_bw.jpg.rZd.30962.jpg
Alignment bias: Tend toward evil, can be any
I.Q.: 2D6
M.E.: 2D6
M.A.: 3D6
P.S.: 3D6+8
P.P.: 3D6
P.E.: 3D6+2
P.B.: 2D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 10 + skills/class
P.P.E.: 2D6
Psionics: Nope
Other Notes: Generally class limited tending towards some sort of soldier or thief type, witches or priests are pretty much the only way magic happens. At their best, they're something like steadfast noble savages and good allies, at their worst: see LOTR. Often used as slave/indentured labor by certain human/elf societies or found in nomadic band outside civilization. Frequently such bands follow a band of a stronger more independent minded race, such as ogres or giants.
Ratling
Alignment bias: Mostly selfish or evil occasionally good
I.Q.: 4D6
M.E.: 2D6
M.A.: 3D6
P.S.: 2D6
P.P.: 3D6
P.E.: 3D6
P.B.: 2D6
Spd.: 3D6
HP: PE +1D6/level
S.D.C.: skills/class
P.P.E.: 1D6
Psionics: standard
Other Notes:
rat people... living underground, mostly in the Western Empire... the empire actually has a rather serious infestation of them that it's not as aware of as it aught to be. They're a very young race, largely held back only by cowardice, short lifespan (dying by 40ish means your race isn't rich in accomplished wizards), and their size/weakness, if they ever realize how much potential they have... they're liable to, well.. realize it.
Ratton
Alignment bias: mostly selfish or evil capable of good
I.Q.: 2D6
M.E.: 2D6
M.A.: 2D6
P.S.: 4D6
P.P.: 4D6
P.E.: 4D6
P.B.: 2D6
Spd.: 4D6
HP: PE + 1D6/level
S.D.C.: 15 + class/skills
P.P.E.: 2D6
Psionics: None
Other Notes:
One day the rat god Kirgi decided his ratlings needed some muscle to help them take over the world (kirgi is ambitious you see) and so he created them a race of lackeys with muscle to this end. A few ratton resent this, but most accept their lot in life. Classes limited to men-at-arms types or priests of Kirgi. (natural AR of 6, attack rolls 6 and below don't hurt them)
Troglodyte
Alignment bias: Good, occasionally selfish, rarely evil
I.Q.: 2D6
M.E.: 2D6
M.A.: 3D6
P.S.: 4D6+4
P.P.: 3D6+6
P.E.: 3D6
P.B.: 2D6
Spd.: 6D6 - 3D6 (digging)
HP: PE + 1D6/level
S.D.C.: 10 + skills/class
P.P.E.: 3D6
Psionics: nupe (same for magic of any sort really)
Other Notes:
Imagine hairless, naive, pacifist, generally naked, dwarven neanderthals with tails... that's pretty much a Trog, known to go from pacifist to apeshit if a family member/loved one is threatened
**Minotaur
Alignment bias: Any, but selfish/evil predominate
I.Q.: 2D6+1
M.E.: 3D6
M.A.: 2D6
P.S.: 5D6
P.P.: 4D6
P.E.: 5D6
P.B.: 3D6
Spd.: 3D6
HP: PE + 1D6
S.D.C.: 2D4 x 10 + class/skills, Natural AR 12
P.P.E.: 2D6
Psionics: Standard
Other Notes:
Rarely seen, but widely distributed despite their small numbers. Were once servants of the super evil old ones of super long ago. Get a special racial priest class venerating said old ones as an option. Capable of any class, though very magically limited due to being a shunned race living under ground with no major cultural institutions (who is gonna teach them? / how many wizards does a tribe of ~300 have?). Also suffer the social problem of being made of valuable alchemical components.
**Ogre
Alignment bias: selfish/evil but all are possible
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 4D6+4
P.P.: 3D6
P.E.: 3D6+6
P.B.: 2D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 20 + skills/class
P.P.E.: 3D6
Psionics: None
Other Notes:
Basically humans, humans that range 7-12 foot tall, have fertility problems among their own species and yet are capable of reproducing with humans (the offspring are ogres because magic)... this is fundamentally why ogres and humans don't get along well. Can be any class (except psionics) though tribal social organization and animosity with traditional "civilized" races means magic classes are rare (as well as knights (do they ride elephants?), nobles and other "nice" types). Also a popular slave race in the depths of civilization.
**Troll
Alignment bias: Ususally evil or selfish, capable of good, but nobody would believe it
I.Q.: 3D6
M.E.: 2D6
M.A.: 2D6
P.S.: 4D6+10
P.P.: 4D6
P.E.: 3D6+6
P.B.: 1D6+4
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: 40 + skills/class
P.P.E.: 3D6
Psionics: None
Other Notes:
Bigger uglier ogres without the complicated reproductive issues. Capable of any non-psionic class, but a wizard is gonna be one of the rarest things going, terrible reputation, even most other monsters don't like them (though will serve out of fear). Kobolds are somehow the exception to this.
Races of the Yin-Sloth:
Avian
Alignment bias: good/selfish capable of evil
I.Q.: 2D6+3
M.E.: 3D6
M.A.: 1D6+1
P.S.: 4D6
P.P.: 3D6+4
P.E.: 5D6
P.B.: 2D6
Spd.: 2D6 - 6D6+42 (flying)
HP: PE + 1D6/level
S.D.C.: 10 + class/skills natural AR of 8
P.P.E.:2D4x10
Psionics: Standard
Other Notes:
And entire race of Hawkman!
Culturally nice, but humans (and most others) tend to panic when they see them causing misunderstanding and violence. not a magical people, not big inot armor either.
Cat Man
Alignment bias: Any, tend toward selfish/good
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 3D6
P.P.: 4D6+6
P.E.: 3D6
P.B.: 3D6
Spd.: 4D6
HP: PE +1D6/level
S.D.C.: 15 + class/skills
P.P.E.: 3D6
Psionics: standard
Other Notes: limited to wilderness type classes generally and magic is likely warlock or druid/shamanic... could conceivably be most anything if raised in the right culture. Small (3-4 foot, 40-100 pounds). Yes that name is lame, though 100% accurate, blame the 90s.
Dragonman
Alignment bias: Selfish, can be any
I.Q.: 2D6+2
M.E.: 2D6
M.A.: 1D6
P.S.: 4D6
P.P.: 3D6
P.E.: 5D6
P.B.: 2D4
Spd.: 4D6
HP: PE + 10+ 1D6/level
S.D.C.: 30 + class/skills natural AR 13
P.P.E.: 4D6
Psionics: none
Other Notes:
Misunderstood stocky humanoids with ape-like arms and the ability to breathe fire, assumed dangerous/evil because of fire breath and appearances and frequently hunted for gladiatorial purposes or just "to keep us safe". Culture is tribal nomadic with classes appropriately limited.
Tezcat
Alignment bias: Pretty much awful, good is, in theory an option
I.Q.: 2D6+2
M.E.: 2D6
M.A.: 2D6
P.S.: 3D6
P.P.: 4D6
P.E.: 3D6
P.B.: 2D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 10 + class/skills
P.P.E.: 3D6
Psionics: standard
Other Notes:
Imagine ever awful thing Europeans believed about jungle peoples during the Victorian era, now decrease the noble savage part and give up most pretense of being able to guide them to "civilization" and you'll pretty much have Tezcats. They're one of the degenerate descendants of a once magnificent human civilization that predated the elves, a civilization brought low by dragons and jealous gods... not that anyone in the universe knows this (history having been neatly scrubbed by both the remoteness of the jungles and the PR efforts of several of the aforementioned dragons and gods) all anyone knows is that Tezcats are irritatingly dangerous and uncouth... technically playable... gonna take some contriving to make it work. Classes limited to wilderness-y things, talk more with me if you really are that interested.
There is another similar "race" of degenerate humans also living in the jungles called head hunters... guess what they do? similarly an expy of victorian era tropes turned up to 11, I can dig up stats for them as well but I'm tired of degenerate humans at the moment
Lizard Man
Alignment bias: Oddly Principled, and everything else too
I.Q.: 3D6
M.E.: 2D6
M.A.: 3D6
P.S.: 3D6
P.P.: 3D6
P.E.: 3D6
P.B.: 3D6
Spd.: 3D6 - 2x swimming
HP: PE + 1D6/level
S.D.C.: 10 + class/skills natural AR 9
P.P.E.: 2D6
Psionics: Standard
Other Notes:
build their cities over rivers, technologically primitive (no real metalworking) but capable of adapting and learning magic if taught.
Races of the North/Eastern Territory:
**Bearman
Alignment bias: Cantankerous, but any
I.Q.: 2D6+1
M.E.: 2D6
M.A.: 2D6
P.S.: 5D6
P.P.: 4D6
P.E.: 6D6
P.B.: 3D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 2D4x10 + class/skills, natural AR 11
P.P.E.: 3D6
Psionics: standard
Other Notes: Solitary, anti-social 10 foot tall bear people. classes tend to be rangers or mercs, they have no real interest in magic. Unfortunately they're a popular slave target for gladiatorial "employment".
**Ice Bearman
Alignment bias: Mostly selfish or Aberrant
I.Q.: 2D4+6
M.E.: 2D4+6
M.A.: 2D6
P.S.: 4D6+6
P.P.: 3D6+4
P.E.: 4D6+8
P.B.: 2D6+8
Spd.:4D4 - 3D6+12 (swimming)
HP: PE + 1D6/level
S.D.C.: 2D4x10+20 +skills/class, Natural AR 12
P.P.E.: 3D6+5
Psionics: standard
Other Notes:
Polar bearmen! Even more cantankerous! Unless you're an ice dragon! In that case, expect tribute and worship (though not lots of worship)!
Danzi
Alignment bias: Any, tend toward good/unprincipled/aberrant
I.Q.: 2D6+3
M.E.: 3D6+3
M.A.: 2D6+3
P.S.: 3D6
P.P.: 3D6+1
P.E.: 3D6+3
P.B.: 3D6
Spd.: 5D6+6
HP: PE + 1D6/level
S.D.C.: 20 + class/skills, natural AR 8
P.P.E.:1D6x10 + PE
Psionics: only 10% chance
Other Notes:
Tall (6-6.5 foot), thin semi-feline humanoids, kinda look like a brown version of the blue people from avatar, also have closeness to nature/tribal shamanism thing going on. Very distrustful of gods and their clergy, putting their faith instead in ancestor worship. The race also has a monopoly on some rather nifty tatoo magic.
Centaur
Alignment bias: Good/selfish
I.Q.: 3D6
M.E.: 2D6
M.A.: 2D6
P.S.: 4D6
P.P.: 4D6
P.E.: 5D6
P.B.: 3D6
Spd.: 4D6x2
HP: PE + 1D6/level
S.D.C.: 25 + skills/class, AR 5
P.P.E.: 4D6
Psionics: standard
Other Notes: can be any class but have little cultural inclination towards magic. generally nomadic, frequently targeted by slavers, but poor slaves (pretty much die of depression in a few weeks).
Coyle
Alignment bias: Chaotic. Selfish/evil, really bad at rules
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 3D6+1
P.P.: 4D6+1
P.E.: 3D6
P.B.: 3D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 10 + class/skills, natural AR 6
P.P.E.: 3D6
Psionics: standard
Other Notes:
Cousins to the wolfen, these are pretty much coyote people. They're nomads prone to horde-ing and pillaging rather than farming... pranksters/theives/ne'er-do-wells par excellence. theoretically capable of any class... culturally incapable of pretty much anything requiring study, or a plan. generally piss everybody off, especially bearmen.
Kankoran
Alignment bias: Good side of the spectrum (anything is possible tho)
I.Q.: 3D6
M.E.: 2D6
M.A.: 2D6
P.S.: 3D6
P.P.: 4D6
P.E.: 4D6
P.B.: 3D6
Spd.: 4D6
HP: PE + 1D6/level
S.D.C.: 20 + class/level, natural AR 6
P.P.E.: 6D6
Psionics: standard
Other Notes:
Fox people! (zeta rejoice! maybe?) woodland tribal fox people, limited class selection (I'll rattle the list off if you're interested) plays nice with bearmen, not with coyles
**Wolfen
Alignment bias: Ordered (Principled or aberrant) anthing is possible though
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 4D6+1
P.P.: 3D6
P.E.: 3D6
P.B.: 3D6
Spd.: 4D6
HP: PE + 1D6/level
S.D.C.: 20 + skills/class
P.P.E.: 3D6
Psionics: standard
Other Notes:
Recently built themselves an Empire/Republic/rest assured that someone is the senate. No class restrictions and the empire is actively pursuing building up a "magic infrastructure" so mage types, while less common than in human/elven lands are not vanishingly rare. There is no small chance of an unfortunate collision of human and wolfen civilizations in the Eastern Territory as both races are equally ambitious and have a long history of raiding/bleeding the other where their paths cross... There is some hope of cooperation too though, a petty human kingdom in the north (Havea) was the first non-wolfen state/tribe to join (as equal citizens) the empire after it's founding.
Races of the Baalgor Wastelands:
Baalizad
Alignment bias: good/selfish can be any
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 5D6
P.P.: 2D6
P.E.: 5D6
P.B.: 2D4
Spd.: 2D4 - 1D6 (digging)
HP: PE + 1D6/level
S.D.C.: 60 + skills/class, natural AR 14
P.P.E.: 3D6
Psionics: standard probability, but only minor psionics are possible
Other Notes: restricted to the vagabond class. Basically crab people from underground, fleeing some terrible horror for several generations and presently panicky now that they've found the surface and there is "no where left to run". Due to their alien appearance, most everybody else is terrified of them, which is sad, because the baalizad mostly just want to warn everyone about the "demons of the deep" and secure allies for their inevitable appearance.
Eandroth
^ eandroth on silonar
^ eandroth party on earth (dimensional rifts are not toys!)
Alignment bias: any, usually selfish
I.Q.: 2D6
M.E.: 2D6
M.A.: 2D6
P.S.: 3D6
P.P.: 4D6
P.E.: 3D6
P.B.: 2D6
Spd.: 3D6
HP: PE + 2D4/level
S.D.C.: 1D4x10 + skills
P.P.E.: 2D6
Psionics: Available to the female race-specific class
Other Notes: ~5ft tall saurian humanoids (with impressive tails) that lead a nomadic lifestyle they're kinda south desert mongolians complete with a saurian horse analogue (Silonar) and cattle analogue (drayback). Also, one of the few forces for order in the regions they caravan (Baalgor, southern Old kingdom, some are prospering in the Land of the South Winds alongside humans). Only three class options: "hunter" a sort of ranger analogue, and two gender specific "rogues" that are the natural evolution of any individuals that live past 30, these individuals tend tend to leave the tribe at this point, though often return after having spent a century or so "seeing the world" (though not the cold parts, they hate those) Most any player character is going to be one of the two "rogue" types (well even if you go hunter... biology says you're going rogue if you live to 30). Female rogues become very potent mind mages (although they get pretty hefty too) while male rogues can now pick from most typical classes at this point (tend to be fighters, but mage isn't impossible), both get impressive stat bonuses at this stage, I can elaborate if you're interested.
Vrill
Alignment bias: good/selfish/any
I.Q.: 3D6
M.E.: 4D6
M.A.: 3D6
P.S.: 2D6+2
P.P.: 3D6
P.E.: 2D6+2
P.B.: 3D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 10 + class/skills, natural AR 5
P.P.E.: 6D6+10
Psionics: only psi-healer or psi-mystic
Other Notes:
Lizard/frog people? have a built in sonar/radar skill that works in open country (good in the dark, not good through walls) nomads like most wastelanders, limited classes (rangers, sailors, druid, warlocks, clergy)
Quillback
Alignment bias: Selfish, rare otherwise
I.Q.: 2D6+8
M.E.: 3D6
M.A.: 3D6
P.S.: 2D6
P.P.: 4D6
P.E.: 2D6
P.B.: 2D6
Spd.: 5D6
HP: PE + 1D6/level
S.D.C.: 15 + class/skills, AR 10
P.P.E.: 3D6
Psionics: standard
Other Notes:
Porcupine-humanoids! easily distracted, semi-reckless coveters of the shinies! quills provide a natural armor, and ready supply of lockpicks/daggers. Fair number of class options, but magic users limited to shamans (they lack the attention span to study most arcane arts).
Quorian
Alignment bias: Heavily honorable (Principled, scrupulous or Aberrant) but any are possible
I.Q.: 3D6
M.E.: 2D6+2
M.A.: 3D6
P.S.: 3D6+6
P.P.: 3D6
P.E.: 3D6+6
P.B.: 2D6+2
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: 25 + class/skills
P.P.E.: 3D6
Psionics: Standard
Other Notes:
Blue-purple Klingons without the forehead ridges. brought in from the their home dimension during the Elf-Dwarf war, they still search for ways to get home. Can be any class (summoner, witch, diabolist would be pushing cultural taboos pretty hard though) and have their own race-specific psychic class the Oneiromancer (or dream shaman) tend towards men at arms and have remarkable healing capabilities (kinda like Wolverine). Heavy cultural taboos against "cowardice" and are terrible at things like "retreating" or "wearing armor" (shields are cool tho) and respond about as well as a klingon to having their honor insulted. They have a predilection to building their camps/towns on top of the hills that conceal slumbering supermassive turtle-like creatures called earth-shakers... these huge (dragons are no threat to them) beasts of magic sleep by the milennia but can communicate with Quarian dream shamans (there are about a dozen such creatures slumbering under the wastes). Have long feuded with the Gosai and have little qualms killing them.
Gosai
Alignment bias: Any, usually selfish or Aberrant
I.Q.: 3D6
M.E.: 3D6
M.A.: 2D6
P.S.: 3D6
P.P.: 3D6+6
P.E.: 3D6
P.B.: 3D6
Spd.: 3D6+6
HP: PE +1D6/level
S.D.C.: 3D6 + class/skills, AR 10
P.P.E.: 4D6
Psionics: standard
Other Notes:
Also a race rifted in to serve as fodder during the elf-dwarf war, they and the quorians have been killing each other as long as they've been on this world. can be most any class but make excellent assassins and even have their own specialized class of assassin. Allergic to metal, not keen on keeping beasts of burden and their feet are just as dexterous as hands.
**Gromek
Alignment bias: mostly selfish/evil
I.Q.: 2D6+1
M.E.: 3D6
M.A.: 2D6
P.S.: 4D6+2
P.P.: 3D6
P.E.: 4D6
P.B.: 2D6
Spd.:2D6 - 6D6+6 (flying)
HP: PE +1D6/level
S.D.C.: 4D6 + class/skill, AR 12
P.P.E.: 2D6
Psionics: none
Other Notes: Can be any class but most don't "get" magic and most cleric roles are avoided on account of arrogant gromek not deeming most gods worth their worship. Native to another world/dimension as well. Extremely aggressive and self-assured of their eventual conquest of this one. Presently at war with the true giants based around Mount Nimro. Tall (8-10 ft) demonic looking aliens with bat wings, capable of flight. Not actual demons, just assholes.
True Giants:
Cyclops, Nimro (seated), Jotan, Gigante
Algor, Frost Giant
Alignment bias: Any, lean selfish
I.Q.: 3D6
M.E.: 2D6
M.A.: 2D6
P.S.: 4D6+6
P.P.: 4D6
P.E.: 4D6+1
P.B.: 3D6
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: 60 + skills/class
P.P.E.: 6D6
Psionics: standard
Other Notes: can be most any class, really like the canine races, really dislike elves and their associates.
Cyclops, Lord of Lightning
Alignment bias: selfish/evil/any
I.Q.: 3D6
M.E.: 2D6
M.A.: 4D6
P.S.: 5D+2
P.P.: 4D6
P.E.: 4D6
P.B.: 2D6
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: 50+ class/skills
P.P.E.: 1D6x10+PE
Psionics: standard
Other Notes: sophisiticated one-eyed giants who hold the secrets of creating lightning arrows/javelins, generally indifferent to most races if haughty due to considering themselves more cultured than you (a not entirely incorrect consideration). Get along oddly well/allied with the western empire, which means the Western army tends to have some lightning stuff in inventory.
Gigantes
Alignment bias: any, but usually chaotic stupid
I.Q.: 2D6
M.E.: 1D6
M.A.: 2D6
P.S.: 4D6+8
P.P.: 3D6+6
P.E.: 4D6+6
P.B.: 2D6
Spd.: 4D6
HP: PE + 1D6/level
S.D.C.: 1D6x10 +class/skills + mutations
P.P.E.: 2D4x10
Psionics: standard
Other Notes: Generally not magic users, these fellows used to be sea giants... then that same war in the Yin-sloth which turned the local humans into tezcats and other disasters saw these guys happen. Exciting mutations and insanities in a giant-sized package of rage and ill-temper... Even other giants don't like them much, but can beat/bully them into submission... anything incapable of doing so should plan for hostilities or hasty retreat.
Jotan, Earth Giant
Alignment bias: generally evil, can be any
I.Q.: 2D6
M.E.: 3D6
M.A.: 2D6
P.S.: 5D6+10
P.P.: 4D6+6
P.E.: 4D6+6
P.B.: 2D6
Spd.: 3D6
HP: PE + 1D6/level
S.D.C.: 1D4x10+40, natural AR 5
P.P.E.: 1D4x10
Psionics: standard
Other Notes: The best smiths of Giantkind (rvialling Kobolds and dwarves among shorties), tend to be dull witted and led by the nimro. Magic classes limited. Tend to form bands with other giants, particularly Nimro.
Nimro, Fire Giant
Alignment bias: Any, but favor aberrant
I.Q.: 3D6
M.E.: 4D6
M.A.: 3D6
P.S.: 3D6+6
P.P.: 3D6+6
P.E.: 4D6+6
P.B.: 3D6
Spd.: 2D6
HP: PE + 1D6/level
S.D.C.: 50 + skills/class
P.P.E.: 1D4 x10
Psionics: standard
Other Notes: The most politically savvy among giantkind, these are the giants trying to form a nation of giants in the regions of the wastelands and around the volcanoes Nimro and Nimrod. Can be any class, shrewd enough to work with smaller races when circumstances make it beneficial to do so. Can breathe fire.
Alignment bias: any but predominately good
I.Q.: 4D6
M.E.: 3D6
M.A.: 2D6
P.S.: 5D6
P.P.: 3D6
P.E.: 4D6
P.B.: 3D6
Spd.: 2D6
HP: PE+20+2D6/level
S.D.C.: 2D4x10 + class/skills
P.P.E.: 1D4 x 10
Psionics: All are minor psionics with 8 abilities selected from "sensitive" category ISP = ME+30+1D6/level
Other Notes:
four armed giants that moslty monk-out in the mountains. Can be any class, but rarely clergy. There are fewer than a thousand left on this world.
Titan
Alignment bias: Heavily toward good
I.Q.: 3D6
M.E.: 2D6
M.A.: 3D6
P.S.: 4D6+6
P.P.: 3D6+6
P.E.: 4D6+6
P.B.: 4D6+6
Spd.: 3D6+6
HP: PE+ 1D6/level
S.D.C.: 80 + class/skills
P.P.E.: 2D6x10
Psionics: standard
Other Notes:
Big godsdamn heroes. Or at least very prone to acting as such. One of the elder races of the world, along with elves, the two have a long friendly history sundered by the elf-dwarf war. Still, the race gets on well with humans and most other short (or tall) folk not actively engaged in evil. Tendency to look rather Valyrian now that I think about it, all beautiful with silver or golden hair usually.