0 Points
Choice Professions: Thief, Ninja
Marginal Professions: Barbarian, Holy Warrior, Knight
Arakun are raccoon looking beast-men, prevalent in northern climates. They are inquisitive, destructive thieves, and are treated as pests by most races. They have short wiry fur striped tan and black, the characteristic "mask" on their face, and nimble hands. They are stocky and somewhat awkward looking, and tend to lumber around looking clumsy, belying thier actual finesse.
Calculate height as for their ST before racial modifiers, then halve it. Calculate weight for their ST (with racial modifier) and divide by 3. An average Arakun is 2' 2" to 3' tall and weighs 25 to 45 lbs.
With credit to Ejidoth for the name and original build
Attribute Modifiers: ST-3 [-30]; DX+1 [20].
Secondary Characteristic Modifiers: SM -2; Per+1 [5].
Advantages: High Manual Dexterity 2 [10]; Flexibility [5]; Masked Bandit 1 [5]*; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]; Silence 1 [5].
Disadvantages: Kleptomania (12) [-15]; Curious (12) [-5]; Social Stigma (Minority Group) [-10].
Quirk: Washes food [-1].
Features: Fur, short tail.
* Masked Bandit: You're adept at getting into places and getting at things you are not meant to. This talent adds to Climbing, Escape, Filch, Forced Entry, Streetwise, and Urban Survival. Only arakun can have it, and may buy up to 3 more levels at character creation. Reaction Bonus: Mobsters, thieves, etc. 5 points/level
Arakun may buy the Giant Weapons perk (2 levels) at character creation.
Power ups: High Manual Dexterity and Silence up to 4 [5/level each], Speak with Animals (Specialized, Coons -60%) [10], Temperature Tolerance 1-3 [1/level]. This means thicker and/or longer fur, as per Cat-folk.
75 points
Choice Professions: Archer, Barbarian (no gigantism), Brute, Knight.
Marginal Professions: Thief, Ninja
Centaurs are another of the beastmen, though of a fairly unique type. Instead of a bipedal melding of animal and humanoid features, Centaurs have the body of a horse, with the torso, arms and head of a human where the horses neck and head would have been. Coloration runs through the entire spectrum of human skin, eye and hair colors for their human torso, and separately through the full range of horse patterns and colors (including pure black, red, and white) for their lower body.
The largest Centaur herds are nomadic, following or herding herbivores for meat, milk and hide. Some have settled in one place and are as civilized as any human farming village, but the largest settlements rarely even reach the size of a human market town. While most Centaur are not adverse to giving friends a lift on their backs, woe be to the stranger who attempts to "ride" them. Nomadic Centaur often get along well with elves and halflings. While many consider Centaur somewhat crude and savage, there are many tales of wise centaur sages, some powerful magic users.
Find a Centaurs height at their withers by using the lower number for Height Range on the Build Table for their ST before the racial modifier (e.g. A ST 11 Centaur uses the ST 10 line, and is 5'3" (15.3 hands) at the shoulder of their horse body). Their human body adds one third the height of a normal human their ST (e.g. That same ST 11 Centaur has a human body adding between 1'9" and 2', for a total height of 7' to 7'3"). They weigh eight times as much as a human of their ST before racial modifier. Centaurs are omnivores.
Centaur generally wear minimal clothing (the women are perhaps notoriously immodest) except in very cold weather. They will wear armor however. Armor is bought as normal for their human head, neck, arms, hands and torso, plus horse barding (in Low Tech, they can wear Peytral, Flanchards, and Crupper, or a Caparison weighing only 450% of human torso armor covering their horse torso, groin, and legs (on a 1-4). Leg armor is also available, at 75% of human torso armor per leg, while foot armor is 5% of human torso armor per foot). They favor bows (they can fire longbows without issue) and spears (also used as lances, and use their full HP if used as part of a Slam). The more settled centaurs will use polearms, especially those with spearheads.
Saddles, horse blankets and other aids to riding work normally for riding a centaur, if you can convince one to use more than a horse blanket, and they suffer the same rolls horses do for being ridden without proper gear (per Low Tech p.133). Obviously there are no bridles, bits, or halters for centaurs, and Riding Crops, Spurs and Stirrups give no bonus to Riding skill (and using them in a way that would have provided a bonus will provoke a fight!)
Centaurs are more adroit than horses, due to their human torsos and human level intelligence. They can crawl, climb (anything that can support their weight!), kneel and lay down without issue. They are smart enough to stay off an injured leg till it heals, and so use the normal crippling and long term injury rules for their legs. Their human torso and arms can, with some contortions, reach any part of their body at need. They can kick into any adjacent hex, including side hexes, at the usual penalties. Many train up techniques such as back kick and stamp kick if they have the right skills. Centaurs sleep laying down, and cannot usefully sleep standing up as horses do (though they can lock their legs and doze).
Attribute Modifiers: ST +1 [9]*.
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Claws (Hooves) [3]; Enhanced Move (Ground) x2 [20]; Extra Legs (4 legs) [5]; ST +10 (Size -10%, Not for Fine Manipulators** -40%) [50]; Temperature Tolerance 2 (All to colder range) [2].
Disadvantages: Social Stigma (Minority Group) [-10]; Extra Vitals (Horse Torso) [-5]; Slow Eater (Lose only 1.5 hours -70%) [-3]; Weak Bite [-2].
Quirks: Finds the trappings of domesticated horses (saddles, harness, stables) offensive [-1].
Techniques: Kicking (Brawling or Karate) [2]-10,
Features: SM +1 (2 hexes); Only human head, neck, arm, and torso armor is interchangeable with other humanoids (and armor is bought at SM 0). Horse armor is interchangeable with other horse armor (though their caprisons will not protect a normal horses neck, and a normal horses caprison will have to be folded back a bit. Horse armor is already sized for SM +1). Centaurs require 2x the rations of a human, eat 2 meals a day, and take 1.5 hours to finish per meal. Short Tail.
* -10% for SM +1
** Not for Fine Manipulators is an accessibility limitation: ST bought with this limitation does not apply to any use of a character's hands or arms (however many of either they may have). Additionally, HPs bought with this limitation do not increase the crippling threshold for hands or arms. This is incompatible with the Weak Arm limitation on Extra Arms, do not buy both. It is also incompatible with Arm ST, just buy off this limitation from points of ST instead.
Power Ups:
Stats: ST can go to +1 over class limits. Horse body ST (bought with NFM) can increase to a total of +15 [5/level]. Ground Move can be increased by +4 more [5/level]. Centaur can upgrade Enhanced Move (Ground) to Extra Move Maneuver for [5], allowing them to move and perform other actions unpenalized (Effectively, Altered Time Rate (Move actions only -75%)[25] replaces Enhanced Move (Ground) x2 [20]). They may buy one level of Huge Weapons [1], allowing their human torso to use SM +1 weapons. They will still need to meet the MinST requirements with their human torso's ST however!
Lenses:
Unitaur [+25]: A centaur with single magical horn growing from its forehead. Much rarer than centaur, unitaurs share a unicorns temperament and powers.
Add: Call of the Wild [1]; Cutting Striker (Alt Attack, Imp Striker x1/5; Horn* -55%; Max Reach only -25%) [1]; DR 4 (Skull Only -70%) [6]; Healing (Affects Self +50%; Druidic -10%; Faith Healing +20%; Reliable +10 +50%; Horn* -55%) [47]; Immune to Poison (Horn* -55%) [7]; Impaling Striker (Horn* -55%) [4]; Spirit Empathy (Specialized, Nature Spirits -50%) [5]; Charitable (12) [-15]; Intolerance (Evil**) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Nature) [-15]; Shyness (Mild) [-5]. *Gadget: Horn, Breakable DR 15, inconvenient to repair!, SM -2 (3 feet long), Must be forcefully removed -55%. CAN be healed using the horns healing power. **This means refusing to heal people with things like Callous, Infernal supernatural features (or social stigma), etc. and generally acting pissy towards anyone that doesnt meet its standards of good behavior.
Power Ups: Add Striking ST (Imp Striker Only -60%) up to a total of +8 [2/level].
Pegataur [+25]: A centaur with large wings growing from its horse torso. Not as rare as unitars. Tend towards hills and mountains rather than plains and scrub.
Add Flight (Winged -25%; Temp Disad: No Strikers -6%) [28] + 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]; Flight HT-1-9 [1]; Increased Consumption 1 [-10]. That last means they eat 4 meals a day, and require 4x the rations of a human (but still only 3 hours of meals a day, they just eat each meal faster).
Unipegataur [+50]: A combination of the above two lenses, and add No Appearance below Average as a feature. Wings are rainbow colored. So rare, they might not actually be a "race", and instead might simply be magically transformed or divinely blessed (or cursed!) individuals.
Sea Centaur [+25]: Sea dwelling Centaur with the body of a man, the fore-body and legs of a horse, and the rear-body and tail of a large fish. This version is amphibious. Rather more peaceful and laid back than land centaurs.
Add Amphibious [10]; Doesnt Breath (Gills -50%) [10]; Pressure Support 1 [5]. Change Enhanced Move (Ground) to Enhanced Move (Water); Extra Legs (4 legs) to Extra Legs (3 legs); Ground Move +1 to Water Move +1. Add Feature: Has only 2 actual legs, fish tail acts as the third leg on land. Armor weighs the same, with the crupper protecting the longer fish abdomen and tail rather than the rear legs.
Sea Pegataur and Sea Unipegataur: Definitely not races. But for tolerant GM's combining any or all of the above lenses is perfectly workable for magically afflicted individuals, agents of the gods, or the like.
125 points
These are not the the nasty little trolls that play mean jokes. These are the 9' tall, lean, green killing machines from Fantasy Monsters 1, albeit runtier and more sociable (if only barely) than their cousins/clone-mates. This template lacks Unkillable 2. Your character HAS it, in a sense, but unless you buy Unkillable 2, if you die, your regenerated body comes back as an NPC troll, with none of your memories or loyalties. Make a new character! As with elves, Greater Trolls are probably Unaging, but this isnt reflected in the template. As a side note, the Trolls in Fantasy Monsters 1 dont have Unkillable 3 either. They have Unkillable 2 that uses the hacked up body parts instead of an indestructible skeleton (its 2 and not 3 because you CAN prevent the parts from gloming back together or getting enough food to grow. Unkillable 3 would have the troll ghost away and reform a new body in a few minutes).
This is a slightly runty, beginner troll, one who hasnt learned all the combat tricks of more mature trolls. It is assumed that delver trolls grew from severed limbs or extremities, and thus did not inherit any memories or socialization from their parent troll (hence the lowered IQ, DX, and lack of racial skills). Trolls have an all the time reputation to represent the fact that not only does everyone know what a troll is and what they do, but they ALSO know how to kill them (burn it with fire or acid!). PC trolls cant buy this off, though they could earn an offsetting reputation through their heroic exploits. Between Appearance (Hideous) and Social Stigma (Monster), Trolls will be at a total of -7 to interact with normal humans. The penalties under the DF 3, p.11, Almost Monster side bar, should be in FULL force. Universal Digestion means they are unlikely to starve due to lack of supplies, but their quirk means they will buy a large amount of rations ANYWAY, if given the chance. This means in town, their cost of living remains $150 a week. Regeneration falls to just Fast in a no-mana zone, and Independent Body Parts, Regrowth, and Unkillable dont work at all. This was done to represent that these are clearly completely supernatural abilities, even in a Dungeon Fantasy setting!
Attribute Modifiers: ST+7 (Size, -10%) [63]; IQ -3 [-60]; HT +2 [20]
Secondary Characteristic Modifiers: Per +3 [15]; SM +1.
Advantages: Claws (Sharp) [5]; Dark Vision [25]; High Pain Threshold [10]; Immunity to Disease [10]; Independent Body Parts (Detachable Head +15%; Mana Sensitive -10%) [37]; Injury Tolerance (No Brain, No Vitals) [10]; Long Arms (+1 SM) [20]; Recovery [10]; Regeneration (Very Fast, 1 HP/Second, Mana Sensitive -10%, otherwise Fast; Not vs Fire or Acid -20%) [75]; Regrowth (Mana Sensitive -10%) [8]*; Teeth (Sharp) [1]; Universal Digestion [5]; Unkillable 1 (Achilles Heel, Fire or Acid -50%; Mana Sensitive -10%) [20].
Disadvantages: Apperance (Hideous) [-16]; Bloodlust (12) [-10]; Curious (12) [-5]; Overconfidence (12) [-5]; Raised by... [-30]; Social Stigma (Monster) [-15]; Reputation (as a Troll, Foes in combat 1/3, all the time, level is a bonus to knowledge rolls, not a penalty to reactions) [-7]; Vulnerability (Fire AND Acid, x2) [-60].
Quirks: Likes to Eat [-1].
Features: Born Biter 2**; Head, Arm, and Hand armor is not interchangeable with human armor. Arm armor costs and weighs 4x SM 0 sized armor. Can claw at Reach C-2 (from SM +1 and Long Arms), and Bite at Reach C-1.
*Regrowth is bought as an alternate ability to Independent Body Parts. You wont start regrowing a lopped off body part until you formally choose to abandon the one that is lurching around on the ground. The abandoned body part will form a mouth in 2d hours and begin eating, and if it can find enough food will form into a full grown troll with this basic template in 1d days... but will show no particular loyalty to you or anyone else! It pays to reattach your limbs unless you want to litter the dungeon behind you with trolls!
**+2 to hit face, bites as a SM +3 creature.
Raised by...
To become a delver, SOMETHING about this greater troll is different. These lenses adjust for the strange upbringing that brought the greater troll to its present circumstances, rather than rampaging about the countryside like any other troll would.
... a Wizard:
Disciplined with repeated applications of magical flame or acid, this troll was raised to be a servant and guard for some powerful wizard. Now escaped (perhaps when its master was killed by other delvers for stocking a tower full of monsters!) it has chosen to seek out civilization as its only familiar environment, and a group of delvers as the only beings willing to work with it!
Disadvantages: Phobia (Fire OR Goop, 12) [-5]; Hunchback [-10]; Squeamish (9) [-15].
... fellow Delvers, as a pet:
Trained with bribes of food and praise, this troll has a generally positive outlook with regards to its group of delvers, despite otherwise poor treatment in town. If it is barred from entry its likely to beg its fellows to buy interesting meals and deliver them to it!
Disadvantages: Raise Curious to (9) [-7]; Sense of Duty (Fellow Delvers) [-5]; Replace Likes to Eat [-1] with Gluttony (9) [-7]; Gullibility (12) [-10]; Selfless (9) [-7].
... Wolves
Well, not really. This is a troll that has wandered the wilderness without any particular guidance at all. Its curiosity has led it to attach itself to a group of delvers, perhaps as much as a mascot as a companion.
Disadvantages: Chummy [-5]; Stress Atavism (Moderate, 12) [-15]; Odious Personal Habit (Animalisitc behavior) -10.
... a Blind, but Talkative, Hermit:
Heaped with desperate but asocial attention by its "parent", this troll is friendly but clueless.
Disadvantages: Clueless [-10]; Easy to Read [-10]; Xenophilia (12) [-10].
Power-Ups
Greater Trolls have racial power ups available to them, add these to the list of Power-Ups the character can choose from based on its template. Up to ST +3 [9 per point]; Acute Taste and Smell up to 3 [6]; Ambidexterity [5]; Extra Attack up to 2 [25 each]; Unfazeable [15]; Unkillable 2 (Achilles' Heel, Fire or Acid -50%, Mana Sensitive -10%) [+20]. Can also buy off Vulnerability [30 for each].
Making it Fit
At 125 points, Greater Trolls are best suited to the Henchman templates, but I present this "racial class" template as well:
Chieftain Troll
250 points
Strictly speaking, your not a chieftain of anything yet, but your on the path. Eventually, you might have enough wealth and personal power to lop off some limbs and keep the resulting offspring around as a new troll tribe. Until then, you go dungeon delving to prove how tough you are, and to acquire that aforementioned wealth.
Attributes: ST 17 (Size, -10%) [0]; DX 13 [60]; IQ 10 [60]; HT 12 [0].
Secondary Characteristics: Damage 1d+2/3d-1; BL 58 lbs; HP 17 (Size, -10%) [0]; Will 10 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].
Advantages: Greater Troll [125]; Another 12 points chosen from among ST +1 to +9 [9/lvl], HT +1 to +4 [10/level], HP +1 to +5 (Size, -10%) [2/level**], Per +1 to +6 [5/level], Acute Senses (any) [2/level), Alcohol Tolerance [1], Biting Mastery [1], Born War Leader 1-4 [5/level], Combat Reflexes [15], Discriminatory Smell [15], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Subdue [2/level], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck [30], Fearsome Stare [1], Patience of Job [1], Penetrating Voice [1], Power Grappling [1], Rapid Retraction (Punches, Bites) [1 each], Signature Gear [Varies], Striking ST 1 or 2 [5 or 9], or Weapon Bond [1].
Disadvantages: -20 points chosen from among Bad Temper [-10*], increasing Bloodlust to 9 or 6 [-5 or -10], Code of Honor (Pirate's or Soldier's) [-5 or -10], Obsession (Slay some specific type of monster) [-5*], Sense of Duty (Fellow Delvers) [-5], Vow (Never refuse a challenge to combat) [-10]. Another -25 points from among those traits or Beserk [-10*], Bully [-10*], Easy to Read [-10], Greed [-15*], Impulsiveness [-10*], Language: Spoken (Native)/Written (None) [-3], Low TL 1 or 2 [-5 or -10], or Wealth (Struggling) [-10].
Primary Skills: Brawling (E) DX+2 [4]-15 or Karate (H) DX [4]-13; One of Thrown Weapon (Axe/Mace, Spear, or Stick) (E) DX+2 [4]-15; Stealth and Wrestling, both (A) DX+1 [4]-14; Shield (E) DX+2 [4]-15***; One of these melee skills packages:
1. One of Axe/Mace, Polearm, Spear, or Two-Handed Axe/Mace, all (A) DX+2 [8]-15.
2. Flail or Two-Handed Flail, both (H) DX+1 [8]-14.
3. Choose Karate above, and then increase to Karate (H) DX+2 [12]-15.
Secondary Skills: Survival (any) (A) Per [2]-13; Swimming (E) HT [1]-12; Hiking and Running, both (A) HT-1 [1]-11; Leadership (A) IQ [2]-10; Tactics (H) IQ-1[2]-9.
Background Skills: Intimidation (A) Will [2]-13. Four of Forced Entry (E) DX [1]-13; Climbing (A) DX-1 [1]-12; First Aid or Geasture, both (E) IQ [1]-10; Lifting (A) HT-1 [1]-11; or Observation (A) Per-1 [1]-12.
* Multiplied for self-control number; see p. B120.
** Sum total cost for all levels of extra HP, then multiply by 0.9 due to Size.
***Optionally, remove shield and increase Brawling, Karate, or one melee weapon skill by 1 level.
Customization Notes
Your major decisions here are how you go about killing monsters and taking their stuff. The classic Troll will take Karate, Biting Mastery and Power Grappling, for a +2 to claw and bite damage from Karate, a +1 to ST from Wrestling, and the option to use ST instead of DX on most grappling rolls. The advantage of this is not having to buy a possibly expensive weapon (making Wealth (Struggling) attractive). The disadvantage is not being able to use a magic weapon! Picking up a one handed weapon skill (preferably something that can do Swing damage, to benefit from the +2 per die of swinging damage from your long arms!), choosing Karate instead of Brawling, and getting Biting Mastery is a good middle path. Picking Polearm suggests Weapon Bond and Signature Gear to get the best weapon you can afford to wield.
Power-Ups
In addition to the Power-Ups that all Trolls get, the Chieftain can increase ST to 35 (including all possible increases from Troll), and buy HP up to 1.5x ST. As usual, Size, -10% makes ST and HP cheaper. Additional options: Arm ST 1 or 2 (Size, -10%) [5 or 9], Allies or Ally Group (50% of power, Minion +50%, Conjureable (only to replace lost Allies, takes 1d days) +50%) [4 per individual, modified by frequency], Striking ST up to 4 (Bite only, -60%; Size, -10%) (1.5/level, round up).
Chieftain Lenses
Chieftain is not a template one comes into from another role, just use a Barbarian or Knight instead. But a troll that started as a Chieftain might want to add a little something extra. Use the Barbarian lenses, with the option to add the Knight-Barbarian lens.
10 points
Choice Professions: Artificer (usually concoctions rather than machines), Cleric, Demonologist, Druid, Elementalist, Necromancer, Scholar, Wizard
Marginal Professions: Bard* (it just wont happen), Shaman, Thief
Hag's are the polar opposites of nymphs; faerie folk of enormous ugliness. Like nymphs, there are both male and female Hags (the males sometimes being called Codgers). Widely reputed to be potent sorcerers (often true), wise (not always true), and to dabble in infanticide and cannibalism (scurrilous lies, or generalizations to the race from the actions of twisted individuals), Hags are hassled in town primarily because of their looks. Personalities range from coarse and good natured, to as twisted and evil as their appearance.
Hags, regardless of age, look like twisted and decrepit, ugly humans. Astonishingly ugly. For all their aged appearance, hags are strong and hardy, and as quick on their feet as any human. Hags often join delving bands in search of more mystical knowledge, as well as the funds to continue their own research. The fact that most delvers care little for appearance (being far more concerned with potency of ability!) helps to attract Hags to the profession.
Find a Hag's height and weight as normal for their ST, but then apply the modifiers for Hunchbacked and Skinny. They have black, pus green, mold yellow, or other revolting shade for hair color. If eye color can even be discerned through all the jaundiced yellow and throbbing bloodshot veins, it is usually muddy brown, bilious green or even red, and often different in each eye. Skin color varies through the normal human range (but covered in pock marks, acne, warts, hair, liver spots, and other imperfections).
Note: While Hags do not have a social stigma, their looks are so revolting that, in addition to a -7 to reactions (-6 from looks, -1 from hunchback), they may be barred from town by disgusted gate guards on a 9 or less, much like Social Stigma (Monster).
Attribute Modifiers: ST +1 [10]; IQ+2 [40]; HT+1 [10]
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: DR 1 (Tough Skin -40%) [3]; Magery 0 [5]; Unfazeable [15].
Disadvantages: Appearance (Horrific, Universal +25%) [-30]; Dependency (Mana; Very Common; Constantly) [-25]; Hunchback [-10]; Skinny (No HT limit -25%) [-3]; Sense of Duty (Nature) [-15].
Features: Normal armor fits badly, -1 to DX unless tailored (+10% for normal armor, or anything Fine or better; from Hunchback). Generally derisively cackling or mildly contemptuous rather than distantly polite (modifies Unfazeable).
Power Ups: As other Faerie Folk. Also, Hero (under Utility Power-Ups) bought at level 3 reduces the roll to be barred from town to 6-, and level 4 removes the roll entirely, despite your hideousness (you are well known enough that guards do not automatically assume something so ugly is a monster).
10 points
Choice Professions: Martial Artist, Ninja, Scout, Swashbuckler, Thief.
Marginal Professions: Bard.
Snake people are the twisted decedents of cultists who got a little too enamored of an ophidian elder thing. Generally considered to be people eating demon-worshipers, some break from the stereotype to become delvers in good standing. And some dont break from the stereotype at all, but become delvers anyway...
Snake people have the head of a venomous snake, often a rattlesnake, cobra, or viper, the chest and arms of a human, and the lower body of a large constrictor snake. They are covered in scales that can come in a wide variety of beautiful patterns, have enormous fangs dripping with virulent poison, and some can constrict their prey to reduce its struggles while the venom takes effect. They are slithery and fast, but only when temperatures are warm, slowing considerably in colder climes. Many are psionically active.
Secondary Characteristic Modifiers: Basic Speed +1.00 [20].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Double Jointed [15]; Infravision [10]; Nictitating Membrane 1 [1]; Venom: Venomous Fangs [6], Alternate Attacks: Venomous Drool [1], Venomous Spit [1] (see below for build); Teeth (Fangs) [2].
Perks: Cotton Stomach [1]; Immunity to Snake People Toxin [1].
Disadvantages: Cold Blooded (50deg) [-5]; Disturbing Voice [-10]; Low Empathy [-20]; No Legs (Slithers) [0]; Restricted Diet (Fresh Meat, Substitution -50%)* [-5]; Social Stigma (Monster) [-15].
Features: Abdomen armor isn't interchangeable with human armor and weighs 2x as much. Cant wear but doesn't need Leg or Foot armor (No legs). Helmets are not interchangeable either. Born Biter 3. Cant learn a non-reptilian language above Accented level.
Racial Skills: Innate Attack (Breath) (E) DX+2 [4]-12.
Venomous Fangs: Thr-1 imp with 1d tox follow up resisted by HT-5. If you inflict a cumulative total damage of more than 1/3rd a targets HP (from tox damage), the target suffers -2 ST and Bad Grip 1 until healed, from intense muscle tremors.
Venomous Spit: Innate Attack (Breath), this is a Jet, Range 20/20. If you hit a location not protected by DR (per Contact Agent), inflict 1d tox, resisted by HT-5, and symptoms identical to Fangs above.
Venomous Drool: Lick your weapon to poison it with a 1d tox resisted by HT-5 contact agent that will poison the next target successfully hit or touched (per Contact Agent). Poison is wasted if attack does not penetrate DR, will otherwise last for 4 hours. Symptoms are the same as Fangs, above.
*May substitute preserved meat at the usual roll, but nothing else will work. Double the cost of (non-Essential Food) rations! However, remember that Cold Blooded cuts number of meals a day to just 1.
Power Ups
Unusual Background (Psionic) [10]; Increase Venom to 2d or 3d (the maximum) [+8 or +15]; Amphibious [10]; Constriction Attack [15]; Vibration Sense (Universal +50%) [15]; Speak with Animals (Specialized, Snakes, -60%) [10]; Striking ST 1-8 (Bite only, -60%) [2/level]; Damage Resistance +1 (Tough Skin, -40%) [3]; Resistant to Poison +3 or +8 [5 or 7] OR replace Immune to Snake People poison with Immune to Poison [+9].
Venom Builds
Venomous Bite (+40%): Toxic Attack 1d (Follow-Up, Fangs, +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -2 ST and Bad Grip 1 +45%) [5.6]
Venomous Drool (+25%): Toxic Attack 1d (Cyclic, 1 hour, 5 cycles, Resistible, Highly Contagious (Infects only once -80%) +50%; Melee Attack (Cannot Parry) -35%; Contact Agent -30%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -2 ST and Bad Grip 1 +45%) [5]
Venomous Spit (+25%): Toxic Attack 1d (Contact Agent -30%; Increased 1/2D Range +5%; Increased Range +10%; Jet +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -2 ST and Bad Grip 1 +45%) [5]
0 points
Choice Professions: Barbarian, Druid
Marginal Professions: Artificer, Thief
Treants are a race of plants that combine the features of humanoids and trees. They are adamant and uncompromising protectors of forests, and thus often come in conflict with civilized races over logging. They get along well with elves and fairies though. Older treants are huge, and are almost exclusively found in the forests they protect. Younger treants, as presented here, do go on a Wandering, looking for a new place to settle. They might take up delving during that time, if they fell in with a like minded group.
These young Treants find their height using their ST+Lifting ST, and weight using just ST. Appearance, while odd, is not unattractive, with skin like bark, leaves at the end of branches instead of hair, two large branches for arms and and mass of thick roots for legs, feet, and toes. Treants are hermaphroditic, with beautiful flowers that produce a few large (coconut sized) nuts. However, without careful tending by a treant, these nuts only grow into inanimate, albeit rare and wondrous, trees. The inanimate offspring of treants cannot themselves reproduce.
Weaponry tends towards swords (all metal) or clubs. Spears and staves are used, but a Treant would go out of its way to insure any wood used in the construction was from a deadfall. Axes are, of course, right out. Many Treants substitute bone or horn for wood. Treants can drink potions (they pour them on their roots) but can't eat anything that isn't soil (which, again, they permeate with their roots). They also cannot inhale smokes or vapors, for good or ill (they only "breathe" CO2, and that only while bathing in sunlight. Should it matter, they don't convert CO2 to Oxygen fast enough to support even one human).
Attribute Modifiers: IQ +1 [20]; HT +2 [20].
Secondary Characteristic Modifiers: Basic Speed -1.5 [-30].
Advantages: Blunt Claws [3]; DR 3 [15]; Doesn't Breathe [20]; HP +5 [10]; Injury Tolerance (Homogeneous) [40]; Lifting ST +5 [15]; Plant Empathy [5]; Reduced Consumption 3 (Food-Only -50%) [3];
Perks: Woody* [1]; Brotherhood of Plants** [1]; Druidic Charms (Animate Plant, Plant Speech)† [2].
Disadvantages: Sense of Duty (Nature) [-15]; Decreased Time Rate 1†† (Mitigator, Mana -60%) [-40]; Dependency (Sunlight; Very Common, Weekly) [-10]; Disturbing Voice [-10]; Fragile (Combustible) [-5]; Hidebound [-5]; Intolerance (Axes and Axe-wielders) [-5]; No Sense of Smell/Taste [-5]; No Skull [-3]; Numb [-20]; Restricted Diet (Soil; Very Common) [-10].
Skills: Swimming (E) DX-10 [1].
Techniques: Stay Afloat (Swimming; Can't exceed Swimming+8; Only to counter Enc penalties to Swimming)+2-12.
Features: Plant (Affected by Plant spells). Armor not interchangeable with other races armor.
* Woody: +2 to impersonate a tree if still and naked. This usually benefits trickery attempts using Acting, Camouflage, or Stealth (and always applies to Camouflage or Stealth attempts in a forest).
** Plants, including slimes, molds, and fungi of all types ignore you as long as you aren't hostile. They will push you aside to get to something they want, but won't attack unless you personally attack them.
† Can always buy Animate Plant and Plant Speech as Druid spells, regardless of Power Investiture. Casting takes all penalties a normal Druidic spell would.
†† In Low Mana, decrease Basic Speed by 2.5 (to a minimum of 1) (Effectively Basic Speed -2.5 (Mitigator, Normal or better mana -60%) [-20]). In No Mana, DTR kicks in _instead_ of the deceased Basic Speed.
Power Ups: Power Investiture (Druidic) 10/level is always available, and can be bought up to level 6. DR can go as high as 4 [5/level]. Ablative DR is available, and can go as high as HPs [1/level]. Allies (Summonable, Animated Trees) is available. Older treants are bigger (MUCH bigger in some cases. SM+7 and ST to match), but make poor delvers (can't fit!). Can buy down the Decreased Time Rate 1 to be Basic Speed -2.5 (Mitigator, Mana -60%) for [20] (suffering -1.25 to basic speed in Low mana) or buy it off for [40].
Stats: Lifting ST can always go to 0.5x ST (e.g. Lifting ST +10 at ST 20). Extra HPs can go as high as ST (e.g. HP +20 at ST 20). IQ and HT top out 1 and 2 points higher than the class limit, as usual.
6 or 9 points
This is a normalized version of the Unicorns found in Gurps Fantasy and Banestorm, adjusted to be a useful ally for a PC in Dungeon Fantasy (points increased to 187, making them a 75% ally, Increased IQ and ST). Capable of fighting with horn, bite or kick, and then healing those who meet its strict standards after, it is a potent ally indeed. But woe be to the PC who offends it! Per Kromms post on the boards, a Slam with a striker does damage to the striker. Normally, Strikers are invulnerable, this build has the horn have DR 15, and taking 9 HPs to cripple. As hitting another Unicorn (ST 23) at full speed would cause 4d of damage, averaging 14, the horn is reasonably safe regardless. The "faith" of a unicorn, for purposes of the Faith Healing on the Healing ability revolves around its Sense of Duty (Nature) and its Pacifism (Cannot Harm Innocents). Someone who violated either of those would not be healed! Cutting off the horn gives you a gadget that acts as an unbalanced smallsword (-1 to hit, thr+1 imp damage) that renders you immune to poison. It can also heal, but the Faith Healing modifier usually means that wont work for the person who cut off the horn other than to heal unicorns (perhaps to reattach the horn)!
Built on 187 points. Generally bought as Ally (Unicorn; Built on 75%; 12 or less) [6] or (15 or less) [9].
ST: 23 [65]†‡ HP: 23 [0] Speed: 7.00 [5] Dodge: 11
DX: 14 [48]‡ Will: 11 [15] Move: 9/18 [10] Parry: 12 (Horn)
IQ: 8 [-40] Per: 12 [20] SM: +1 DR: 1*, 7 for skull.
HT: 13 [30] FP: 13 [0] BL: 106 lbs
Horn Skewer (16): 2d+5 imp, Reach C-1, can parry.
Bite (16): 2d-3 cr, Reach C-1.
Kick (14): 2d+2 cr, Reach C-1.
Horn Charge (16): 3d+6 imp at Move 11-14, 4d+8 imp at Move 15+.
Advantages: Claws (Hooves) [3]; Combat Reflexes [15]; Cutting Striker (Alt Attack, Imp Striker x1/5;Horn* -55%; Max Reach only -25%) [1]; Enhanced Move 1 (Ground) [20]; Night Vision 7 [7]; Peripheral Vision [15]; DR 1 (Tough Skin -40%) [3]; DR 4 (Skull Only -70%) [6]; Impaling Striker (Horn* -55%) [4]; Spirit Empathy (Specialized, Nature Spirits -50%) [5]; Healing (Affects Self +50%; Druidic -10%; Faith Healing +20%; Reliable +10 +50%; Horn* -55%) [47]; Immune to Poison (Horn* -55%) [7]; Very Fit [15].
Disadvantages: Cannot Speak (Can talk to anyone with Spirit Empathy, -60%) [-6]; Charitable (12) [-15]; Dead broke [-25]; Quadruped [-35]; Social Stigma (Valuable Property) [-10]; Weak Bite [-2]; Shyness (Severe) [-10]; Restricted Diet (Herbivore) [-10]; Sense of Duty (Nature) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Intolerance (Evil**) [-5].
Skills: Brawling (E) DX+2 [4]-16; Mount (A) DX+1 [4]-15; Running (A) HT+1 [4]-14; Stealth (A) DX+1 [4]-15; Survival (Forest) (A) Per [2]-12; Escape (H) DX [4]-14; Climbing (A) DX [2]-14; Swimming (E) HT [1]-13; Hiking (A) HT [4]-14.
Class: Nature Spirit
*Gadget: Horn, Breakable DR 15, inconvenient to repair!, SM -2 (1 yard long), Must be forcefully removed -55%. CAN be healed using the horns healing power.
**This means refusing to heal people with things like Callous, Infernal supernatural features (or social stigma), etc. and generally acting pissy towards anyone that doesnt meet its standards of good behavior.
† Cost reduced for Size (-10%).
‡ Cost reduced for No Fine Manipulators (-40%).
Pegasus
Pegasi are egg-laying, feathered mammals that resemble a horse with large bird wings growing from their withers. They are rare as an ally to delvers because most are intensely claustrophobic. This one has managed to overcome that fear (down to quirk level, -1 to most rolls for a few hours after going underground), and so could accompany a delver. This Pegasus knows its a cut above its peers, and wont let mere rabble ride it. A new rider must get a good reaction roll to be allowed up (see Proud and Suspicious).
Remove both Strikers [-6], DR 4 (Skull Only) [-6], Healing [-47], Immune to Poison [-7], Charitable [+15], Sense of Duty (Nature) [+15], Pacifism [+10], and Intolerance (Evil) [+10]. Add Flight (Winged -25%; Temp Disad: No Strikers -6%) [28] + 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]; Change Hiking to Flight (A) HT [4]-14, and Running to Aerobatics (H) DX-1 [4]-13; Add Stubborn [-5], Increased Consumption 1 [-10], Uneasy when no sky visible [-1], Proud [-1], Suspicious [-1].
Nightmares are horse-shaped demons who have successfully colonized the natural world. They haunt blasted steppes and volcanic wastelands in small herds, and generally eat folks they encounter. Powerful (and evil) delvers can get one to agree to serve, sometimes through force. Nightmares could pass for horses, but for the flaming hooves and eyes (blue, red, or orange flames), and sharp teeth. While they can choose not to burn the ground they walk on (by not activating the burning attack link), their hooves always look like they are on fire.
Nightmares are heartless, relentless hunters. Between their general physical fitness (HT 13, Very Fit) and ability to walk on air, very few things can escape them. They also love to put prey to sleep (with Inflict Nightmare), then carefully wrap their teeth around an artery and tear to wake the prey up.
Nightmares require meat, usually fresh meat. Preserved meat requires a HT roll per Restricted Diet (Substitution). If not allowed to hunt, they can be fed meat rations (2x cost), though they require 2x the rations of a human (effectively, 4x the cost of rations per day, 2x the weight).
Built on 187 points. Generally bought as Ally (Nightmare; Built on 75%; 12 or less) [6] or (15 or less) [9]. Optionally add Unwilling (-50%).
ST: 23 [65]†‡ HP: 23 [0] Speed: 7.00 [5] Dodge: 11
DX: 14 [48]‡ Will: 16 [40] Move: 9/18 [10] Parry: 12 (Brawling Foreleg)
IQ: 8 [-40] Per: 12 [20] SM: +1 DR: 1*
HT: 13 [30] FP: 13 [0] BL: 106 lbs
Bite (16): 2d+2 cut, Reach C-1.
Kick (16): 2d+3 cr + 1d+1 bur, Reach C-1. The burn damage (only) affects insubstantial targets, such as spirits.
Inflict Nightmare (QC of Will): Takes range penalties according to the Speed/Range table. Forces target to fall asleep, and they will remain asleep for minutes equal to their margin of failure, though they can be woken by external stimulus normally. When the target awakes (generally, after the MoF duration expires, unless already tired), they will be stunned until they make a successful Will roll. Against an already sleeping target, success inflicts the Nightmares (6) disadvantage permanently, until a Remove Curse is applied. If the Nightmare loses the QC, for either application, that target is immune to this power for one day.
Advantages: Affliction 1 (Alternative Enhancements, Sleep +150% or (Nightmares (6) +10%, Permanent (Remove curse to dispel) +150%, Sleeping target only -10%), +179%; Based on Will +20%; Increased Immunity -30%; Malediction 2 +150%; No Signature +20%) [44]; Burning Attack 1d+1 (Affects Insubstantial +20%; Melee Attack, C-1, Cannot Parry -25%; Link, Hooves +10%) [7]; Claws (Hooves; Link, Burning Attack +20%) [4]; Combat Reflexes [15]; Enhanced Move 1 (Ground) [20]; Night Vision 7 [7]; Peripheral Vision [15]; DR 1 (Tough Skin -40%) [3]; Spirit Empathy (Specialized, Demon -50%) [5]; Teeth (Sharp) [1]; Very Fit [15]; Walk on Air [20].
Disadvantages: Bad Temper (12) [-10]; Bloodlust (12) [-10]; Bully (12) [-10]; Cannot Speak (Can talk to anyone with Spirit Empathy, -60%) [-6]; Dead broke [-25]; Frightens Animals [-10]; Low Empathy [-20]; Quadruped [-35]; Restricted Diet (Fresh Meat, Substitution -50%)* [-5]; Social Stigma (Excommunicated) [-10]; Social Stigma (Monster) [-15]; Unnatural Features 2 [-2]; Weakness (Blessed areas and areas of high or better sanctity to Good gods; Occasional; 1d/minute) [-20];
*May substitute preserved meat at the usual roll, but nothing else will work. Double the cost of (non-Essential Food) rations!
Skills: Brawling (E) DX+2 [4]-16; Mount (A) DX+1 [4]-15; Running (A) HT+1 [4]-14; Stealth (A) DX+1 [4]-15; Survival (Desert) (A) Per [2]-12; Escape (H) DX [4]-14; Intimidation (A) Will [2]-16; Swimming (E) HT [1]-13; Hiking (A) HT [4]-14.
Techniques: Kicking (Brawling)+2-16 [2].
Class: Demon
† Cost reduced for Size (-10%).
‡ Cost reduced for No Fine Manipulators (-40%).