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Sentient Species
of Midian:
The
Known Races
There are a
number of different sentient species that roam the planet. The term “race” usually applies to a separate
species or sub-species rather than colour of skin; that is, while a Gaijun is
considered a different race (though technically Homo Sapiens), an elf would
consider someone from the Heldannic Confederation to be of the same race as
someone from the Byzant Empire in spite of the differences in skin tones between
the 2 humans or the fact that the Heldann’s colouration nearly matches that of
the elf. Besides, most humans all look
alike anyway. Half-breeds, while possible
between several different races, are quite rare due to genetic differences as
well as cultural biases.
"You gonna come down here and say that again,
asshole?"
Kings without
kingdoms; homes deep under the land—but no homeland; this is the lot in life of
the Dwarves. There is no Dwarven
homeland—no country ruled or peopled by mostly Dwarves. They are generally found among the Human lands
of Midian. A mountain kingdom is the
greatest Dwarven community size. The
largest collections of these are in the northern mountains of the Kingdom of Formour, and amongst the Heldannic Freeholds.
Mountain kingdoms are created when a mine or stronghold grows
sufficiently in size. As a rule, when a
mine has played out—or a stronghold can maintain its own army, then a king is
chosen and the community declares its independence. Occasionally there is strife between the
fledgling kingdom and the originating one, but the transition is bloodless more
often than not. Relations between old and
new are often kept cordial through treaties, oaths of support, and diplomatic
marriages. Dwarves practice a peculiar
form of representative monarchy: when a
new kingdom wishes its independence, a king is elected from amongst its
populace. Any adult dwarf who wishes to
make the new kingdom his or her home can vote for any other. Clan & family leaders often cast a
collective vote for those under them.
This means that the head of a large or powerful family can vote him or
herself onto the throne, or can help insure that someone else will gain the
crown in exchange for being granted a noble title of their own. The elections are by secret ballot (inscribed
onto a chit), but many Dwarves loudly proclaim their vote—particularly when a
clan leader casts the vote for everyone (the chit will say, for example, “Clan
Thordred casts its 47 votes for Durnan Halbstein”). Any given person needs a 2/3rd
majority vote to become king. Since the
elections are only held on the 1st of Gulik, if no one has a majority
of votes, independence must wait for another year. This also allows the originating kingdom a
chance to send a representative to convince the populace to remain under its
present king rather than seek independence—although this is done usually only
when there is a strategic position or valuable ore that the old kingdom doesn’t
want to give up. In spite of the
completely democratic process of choosing a king upon gaining independence, the
newly elected royalty remains in charge of his or her kingdom until death,
passing the title down to the next generation.
The new king also grants noble titles as rewards or to gain support of
influential people (such titles are also hereditary). A note on language: the term king applies regardless of gender;
the term is derived from the Dwarven word for kingdom rather than the other way
around. A woman in charge may or may not
refer to herself as queen when conversing with other species. A male Dwarf may (all to often) be a
misogynist, but never within earshot of a Dwarven woman.
Dwarves can
live for 250 to 400 years. Their
development roughly parallels Human growth, although maximum size is achieved
earlier (they are short remember) and the onset of puberty begins a few years
later than in Humans. The age of
majority—which allows for voting privileges, land ownership, etc. is 30 years
old, even though the Dwarf has been physically mature for nearly a decade. (“Have another beer, pup, it’ll put hair on
your chin.”) Dwarves are densely
built. They may weigh between 150 and 250
pounds—little of this is fat—although they only stand between 3 ½ and 5 feet
tall. The average height and weight is 4
½ feet tall and 220 pounds. Dwarven
colouration tends toward earth tones.
Their skin, hair, and eyes, are often varying shades of brown and
grey.
Underground living has adapted the Dwarves to
where their eyes see further into the infrared spectrum than most other
species. They can see in the
dark—although reading or other fine detail is impossible without light. This is not developed enough to be true
thermal vision, but does allow them to see in the dark. Even in pitch-black conditions, a Dwarf can
see out approximately 30 feet from his or her own body heat. Their runic language was designed to be able
to see carvings in stone with their infravision (but ink on parchment still
requires a suitable light source).
Dwarven infravision is detailed enough to navigate obstacles or to
recognize a face in the dark. Another
adaptation to underground life is an almost instinctive direction sense. They are a very visually oriented people, and
this helps them to navigate through their tunnels. A Dwarf rarely gets lost in a maze (or cave,
or large office building).
Male Dwarves greatly prize their beards, often
taking many hours to style, braid, shape, or trim them (but leaving them long
and full-looking). Their beards are kept
clean and are well tended to. Braiding
styles can identify someone in being a member of a certain clan, military unit,
or organization. Individualism runs
rampant in beard styles as well. Female
Dwarves take just as much pride in their hair, with the same braiding styles and
attention applying. Female Dwarves do not
have beards—similarly Dwarven men experience the same hair-loss that Human men
suffer from. (“Try this magic ointment to
control Dwarf-pattern baldness.”)
Dwarven
physiology is very similar to Humans; they may be related species. Dwarven loremasters theorize that Humans may
be a mutant offshoot line adapted for plains living, which would explain their
greater size & speed but reduced resilience, longevity, &
intellect.
A tough, hardy
breed; Dwarven stamina is matched only by Dwarven pride. [Dwarven toughness grants 20% damage
resistance against smashing attacks.
Dwarves also gain the following saving throw bonuses: +3 to saves
against crushing blows, +2 vs. petrification, +1 vs. fire and cold.]
The loremasters
of the Dwarven kingdoms keep careful records of history and genealogy. The oldest kingdoms have histories that date
back to approximately the time that Humans arrived in Midian (although this
occurred over a millennium ago, the event is still strong within the memories of
many Elves. Dwarven legends date back
even farther, but aren’t as well documented and cannot necessarily be considered
factual. The fact that many legends
contradict one another doesn’t help matters any.
For example, one myth says that the Dwarves were created to be a servitor
race by the Old Ones, but slew their master and thus gained their freedom;
another states that the origins of the species lie out among the stars. Dwarves love to hear a well-told tale, but
don’t place a lot of faith in undocumented stories—Dwarven children are well
schooled in history, but only in accepted facts.
The problems
associated with underground living—specifically light, air, & food—have
caused some Dwarven kingdoms to make good use of the Humans’ technomancy. While not being a people well-versed in magic,
they have embraced this particular discipline fully. At least one kingdom uses cables made of glass
to transmit light from the molten core throughout the mountain. Another uses the smoke from their forges to
turn shafts connected to fans that keep air circulated. Dwarves love to tinker & have crafted many
functional, as well as beautiful, technomantic items.
To think of all
Dwarves as exclusively tunnel-dwelling troglodytes is a mistake many who have
not visited their cities make. All of the
stone that is mined-out has to go somewhere, & the Dwarves make good use of
it with walls, bridges, aqueducts, parapet, ramparts, towers, & other
aboveground fortifications.
The berserker tradition started amongst the
Dwarves; and has since spread to some Heldanns.
Nearly every Dwarven military has at least one berserker unit. The berserker tradition has a long history;
& is highly ritualised in order to keep them from the mental imbalance
suffered by the Heldann berserkers. Their
rituals include war paint & drumming to achieve the proper state of
mind. The Heldanns just usually get
drunk. [When creating a Dwarven
character, you have the option of choosing the background
Berserker.]
Character
Creation
Dice rolled
to determine attributes:
Appearance: 3D6
Personality: 3D6-2
Grace: 2D8+1
Knowledge: 3D6
Wits: 3D6
Willpower: 3D6+2
Strength: 3D6+2
Agility: 2D6+4
Stamina: 3D8+1
Awareness: 3D6
Speed: 2D6
Common
Sense: 3D6+2
Average ability scores: Appearance-9, Personality-8, Grace-10,
Knowledge-10, Wits-10, Willpower-12, Strength-12, Agility-11, Stamina-14,
Awareness-10, Speed-7, Common Sense-11.
Dwarven
Toughness: 20% damage resistance against smashing
attacks; +3 to saves against crushing blows, +2 vs. petrification, +1 vs. fire
and cold; dense body structure
Infrared
Vision: can see in the dark
Direction
Sense: free retest against getting lost; this is a
form of pattern recognition--does not apply to long overland trips or to
nautical navigation
“Sweet travels
and light laughter to you, my friends.”
Elves are an immortal fey race with magic pulsing
through their veins. They age at
one-third the rate of humans until the age of majority (60 years old—equivalent
apparent age in Humans: 20) at which time
the aging process ceases for all eternity.
Their wounds heal without scarring, however they do not regrow lost limbs
or organs. Elves take a very long time to
come to decisions—often centuries—they truly have forever. Their longevity and strong sense of self also
aids them in resisting being dominated by others [+3 to saves against mental
control]. This also makes necromancy
difficult to perform on elves. Their
spirits seem to depart without trace.
Physically,
elves are slightly taller and noticeably thinner of frame than humans. Their skin is pale and blemish-free. They have very little body hair. Their eyes are large and gem-like, bright,
lighter colours: violet, green, blue, or
yellow. Hair is straight and thin, and
usually blond or black—but some have red, pink, light blue, or dark green
hair. Hair is most often worn long,
either free or in braids or a ponytail.
Elven ears have high points, and are their most distinctive feature to
differentiate them from humans when seen at a distance. Their bone-structure is frail looking, and
their hands and feet have 4 digits each.
Their
immortality is countered by a low birth rate.
An elven community that does not see a birth for 5 to 10 years or more is
not uncommon. Their slow development may
play a major role in this—Elven gestation is 27 months long (2 years, 3
months). When an elf is born, the whole
village celebrates; and when an elf is killed, the whole nation mourns. A single elf being slain may drive the entire
kingdom to war. This sense of community
is reflected in the elven economy. As
long as an elf makes a contribution to the community, he or she is provided
for—even contributing smiles and laughter count in their socialistic
society. Rarely does an authority need to
step in to ensure, for example, that more people should be growing food rather
than telling stories all day. When you
have to deal with your neighbours for all eternity, you learn to pitch-in
without much argument. Also, elves do not
have the same attachment to personal belongings that humans do. Barring misfortune, an elf will live to see
even the best-constructed artefacts eventually fall away to dust.
Elven
government is performed locally by a democracy of village/neighbourhood meetings
with all adult members of the community having an equal share. National government is an assemblage of the
Princesses and Princes of the realm—they decide such things as: military manoeuvres, closing the borders, or
relations with other nations. The
Princesses and Princes meet every 8 years and may meet more often if anyone can
convince a quorum to convene. The family
units of Elven life are the great houses.
The princes & princesses are the heads of the houses. Each great house may maintain its own military
and can conduct affairs much in the manner of a government. For example, it is House Deodan that actually
formed the non-aggression naval pact with the Kingdom of Formour after the nation
decided to allow external commerce. Not
realizing that they were dealing with only one house rather than the entire
country, the Formourian navy won’t attack any elven ship within its patrolled
territories.
Elves do not
differentiate between the sexes. Both
males and females may be found performing any role, whether on the battlefront
or raising children.
Dice rolled to determine attributes:
Appearance:
2D8+8
Personality: 2D6
Grace: 4D6
Knowledge:
3D6+2
Wits:
2D10
Willpower:
3D6-1
Strength:
3D6
Agility: 4D6
Stamina:
3D6-1
Awareness: 4D6
Speed: 4D8
Common
Sense:
2D8
Average ability scores: Appearance—17, Personality—7, Grace—14,
Knowledge—13, Wits—11, Willpower—9, Strength—10, Agility—14, Stamina—9,
Awareness—14, Speed—18, Common Sense—9.
Fey: immortal; Fae Blood background; Gleam & Way with Animals traits; +3 vs. mental
control; 50% magical resistance against necromancy
Vitality: +3 vs.
disease, +3 vs. fire & cold, and +2 vs. poisons & chemicals; no
scarring;
Elves may ignore (or re-roll) any backgrounds
involving non-elven ancestry. All Elves
instinctively possess the Balance skill equal to their character
level. Elves also have an additional 1D4
bonus Hit Points.
Elven longevity gives them time to learn
additional skills. Elves do not devote
themselves entirely to one task for long, however (one might even call them
flighty), so elves tend to dabble in multiple areas of expertise and are often
multi-classed. Select 3 skills from each
of two different categories below; each skill starts at 3rd level for
proficiencies, journeyman level for apprentice skills:
|
Martial |
Musical |
Social |
Wild |
Craft |
Magical |
|
Ambidexterity |
Craft
Instrument |
Charm |
Animal
Training |
Calligraphy |
Aura
Perception |
|
Blade
Etiquette |
Dancing |
Cooking |
Herbalism |
Drawing |
Detect
Gates |
|
Blindfighting |
Epics |
Detect Lies |
Hiding |
Engraving |
Disappear |
|
Boyer/Fletcher |
Play
Instrument |
Etiquette |
Hunting |
Goldsmith |
Lunaruen |
|
Fencing |
Poetry |
Impress |
Meteorology |
Painting |
Magic
Lore |
|
Melee:
medium |
Singing |
Intimidate |
Stealth |
Tailor |
Non-detection |
|
Ranged:
longbow |
Songs |
Language |
Tracking |
Weaving |
Prophecy |
|
Shoot from the
Hip |
Vocal
Impressions |
Storytelling |
Zoology |
Woodworking |
Runes |
"You are scared because I'm bigger than you
are? That is as silly as my being afraid
of the edge of your sword. You should be
terrified because my 'edge' comes
from within--I am just far better than you."
The warrior
race of Gaijin stand approximately 8 feet tall & aboiut 300+ pounds of
muscle. They have bright red skin, blond
hair (usually worn long or in a pony-tail), and piercing blue or green
eyes. Gaijin have additional calcium
deposits near the temples to protect that weak spot of the skull--this results
in vestigal-horns in a few; on the back of the hand at the base of each finger
(except the thumb) along the nuckles (+2 to punching damage); and along the
spine--in several cases this causes a small ridge along the back. Despite these differences, Gaijin are Homo
Sapiens.
Gaijin live in
the northern Heldannic Confederation and on Islands north of the Killian Empire
("Gaijin" is a Killian word meaning "barbarian"). Gaijin are very individualistic and have
little sense of culture or racial unity.
Thus they work very well in small groups, but don't organize into a
definate army or country. Gaijin prize
personal strength and consider intelligence & skill to be another form of
strength.
Their origens
remain a mystery--it predates their own careful geneologies. The rumours aboiund: Troll-blooded humans, mutants, creations of a
mad god, a form of Human Plus, or magical creations (they have no special
affinity, weakness, or resistance to magic, however).
Gaijin have a
number of augmentations for combat. They
are stronger, faster, smarter, & tougher than their Human ancestors. Sensory weaknesses (such as nearsightedness)
are almost unheard of and they can see in half the light that a Human
needs. They also heal at twice the rate
of most other races. All are naturally
ambidextrous.
They do not
have the same strong sense of society or belonging that their Human ancestors
have. They do not have their own culture
or nation, and must borrow the cultural identities of those around them. They do not have their own histories, or even
their own language. This lack of culture
is one of the reasons behind them being a very passionate people, feeling and
expressing emotions very strongly. A
Gaijin's rage is a terrible thing to behold--many are berserkers.
Character Creation
Dice rolled to determine attributes:
Appearance:
3D6-2
Personality: 3D6
Grace:
2D6
Knowledge:
3D6+3
Wits:
3D6+2
Willpower:
3D6+1
Strength:
4D6+2
Agility:
4D6
Stamina:
4D6+1
Awareness:
3D6+1
Speed:
4D6+2
Common Sense: 3D6-2
Average ability
scores: Appearance-8, Personality-9,
Grace-7, Knowledge-13, Wits-12, Willpower-11, Strength-15, Agility-13,
Stamina-14, Awareness-11, Speed-15, Common Sense-8.
Tough: +2 to all
saving throws; base Armour Class of 9; Tough x2 trait; reinforced bone
structure
BornWarrior: double
healing; ambidexterity; +2 punch damage; Violent & Warlike as
Humans
Lack of Cultural Identity: native
language must be Anglan or Killian; cut starting funds in half; cannot start
with either Aristocracy or Nobility
backgrounds
Gaijin are hard
to put down and start with 1D12 Hit Points & +1 Life Points due to lust for
life and killing rage.
Additional Backgrounds
May select Berserker if
desired
10% chance of being Bilingual (both Anglan & Killian
count as native languages)
"Sod off
freak-boy."
Humans are the
most numerous sentient species, having many kingdoms that are predominantly
their own. Humans breed relatively
quickly, have fair life spans, and work well in groups. They are a technically-oriented species,
having members that have mastered many different fields--Humans invented
technomancy. Humans tend to hunt in packs
of various sizes, types, & orientations:
families, companies, & kingdoms being only a few. They are curious & like exploring new
realms, both geographicly & intellectually.
They are also a viscious, warlike species & are talented in taking
over new land as well as picking up new ways to hurt others. Humans seem to enjoy watching others
suffer--even members of their own species (especially those).
Being a
versatile race in both talent and genetics, Humans come in a wide variety of
shapes, sizes, & colourations. Trolls
are perhaps the species that has a wider variety. They range in size from less than 3 feet tall
to nearly 9 feet tall--although these extremes are quite rare. Human weight
could be less than 50 pounds to well over 1000 pounds on the upper
end. Hair, skin, & eye pigmentation
have just as large a range as size.
Humans have also spawned different sub-species such as the hulking Gajin
& the strange MetaHuman.
Humans are a
somewhat psychicly aware species. Many
individuals have occasional prophetic dreams, hunches, or flashes of
insight. A few of them are full-fleged
psychics. Humans can buy psychic skills
at character generation without a teacher as instinctive abilities. Their dedication to a single task, and often
stubborn determination, help Humans rise to great levels.
Humans are also
very fond of "stuff." They are
notoriously greedy packrats. While many
species jealously guard their belongings, Humans are the only ones who devote
rooms--or even entire structures--to the storage of treasured goods. Elves may store food reserves communally,
& Dwarves may have their treasure-troves, but neither matches the dedication
Humans have with gathering & possessing simply for the enjoyment of doing
so.
Theirs is the
also-ran species, falling into second or third place in many things. Humans are good with tools, but Dwarves are
more tallented. Elves live longer &
are better at magic. Trolls are more
genetically versatile. Hobgoblins breed
faster. Goblins are more resilient. However, being less specialized allows Humans
to do many things well.
Character Creation
Note: Human sub-species (Gaijin, MetaHuman) have
their own character creation rules and are not the same as regular Humans unless
otherwise noted.
Dice rolled to determine attributes:
Appearance:
3D6
Personality: 3D6
Grace:
3D6
Strength:
3D6
Agility:
3D6
Stamina:
3D6
Knowledge:
3D6
Wits:
3D6
Willpower:
3D6
Awareness:
3D6
Speed:
3D6
Common Sense: 3D6
Average ability scores are 9 or 10 for each
attribute.
Technically & Socially Oriented: +1
technical skill & +1 social skill
Violent & Warlike: learns
martial skills at +10% chance to learn
Innately Psychic: Player
characters may choose one of the following foci:
Self-focus:
1D6 to spread amongst attributes or 1D8 to spread amongst Saving Throw
bonuses
Skill
focus: 1D4 levels of proficiencies or
upgrade 1 apprentice skill to journeyman
Sensitive: pick 1 psionic trait
Power
reserve: +1 Willpower & +2 Hit
Points, or the trait Patience x
2
Humans are
reasonably tough & lucky: 1D6 Hit
Points & +1 to all Saving Throws.
Additional Backgrounds/Nationality (optional; roll once on this chart; player may choose country of origen, default is Fomourian)
01-20
Byzannite
21-50
Formourian
51-60
Gothic
61-75 Heldannic
76-90
Mixed/Foreign Birth:
01-16 Byzannite Ancestry
17-32 Formourian Ancestry
33-48 Gothic Ancestry
49-64 Heldannic Ancestry
65-80 Special:
roll on the Special sub-chart
below
81-00 Roll twice on this
sub-chart
91-00
Special:
01-14 Black
15-28 Demonic Blood
29-42 Efreet Blood
43-56 Fae Blood
57-70 MetaHuman Ancestor: choose 1 trait from the MetaHuman list
71-84 Wolf Blood
85-00 Roll twice on this
sub-chart
Trolls
"Of course you
realize that I am now obligated to smash your head in and grind your bones into
meal."
One of the most
genetically diverse species Trolls vary wildly in size, appearance, and
abilities. A few standard variants are
repeated amongst them. They typically
have brown, hairy skin and black hair, although the sub-type may vary this
standard somewhat. They do not seem to
get along with anyone that they do not or cannot dominate. They are often found in control of physically
weaker creatures or in small groups of Trolls of the same social
backgrounds. Despite their animosity
& asocial tendencies, Trolls pick up the language, habits, &
accoutrements of those around them very quickly, particularly Rock Trolls. Trolls do not have a strong cultural identity
of their own. Nor do they assimilate
themselves into another's culture easily.
Instead, they borrow from others.
There are Trolls who are quite sophisticated and may even out-do the
Humans that they are ripping off. There
are few things creepier than encountering a Troll mage that sneers at you for
your lack of fashion sense.
Trolls have
wide, powerful builds. Their foreheads
slope & their eyes are sunken and dark.
Troll mouths are almost muzzle-like & toothy. Their ears ride high on their head and may be
small & animal-like or large & round.
Trolls have proportionally shorter legs than Humans.
Troll life
expectancy ranges dramatically: from 40
to 400 years (4D10 x 10).
There are no
Troll kingdoms as they are a naturally transient people. This helps explain their tendency to borrow
cultural habits of other species since Trolls don't spend much time in one
area. They often live in caves for a few
weeks before moving on, and keep all of their belongings in a large sack thrown
over their shoulder. Trolls travel light,
but their bags collect many varieties of items over the years. Troll bags may contain: a tooth lost in a fight (or a baby tooth), a
precious gem wrestled from a tough adversary, or a fragment of bone left from a
particularly good meal.
Character Creation
Dice rolled to determine attributes:
Appearance:
2D8
Personality: 3D4
Grace:
2D6+1
Knowledge:
2D8-1
Wits:
3D6
Willpower:
3D6
Strength:
3D8
Agility:
2D10-1
Stamina:
3D6+3
Awareness:
3D6+4
Speed:
3D6-2
Common Sense: 2D8+1
Average ability
scores: Will vary greatly based on
gentetic variance. Roll percentile dice
once on the first chart below for size & then 4 times on the second chart
for special features & abilities--these may be considered special Troll-only
traits.
I.
Size
01-16 2-3 feet
tall & 100-230 pounds: +2 Knowledge,
+1 Agility, -1 Willpower, -4 Speed
17-68 7-9 feet
tall & 300-850 pounds: no
modifiers
69-00 9-13 feet
tall & 950-1500 pounds: +4 Strength,
+2 Stamina, -2 Willpower, -3 Common Sense
II. Features
& Ablilities Roll 4 times
01-04 Big,
fuzzy hair: red, yellow, green, orange,
pink, or blue (choose or roll 1D6)
05-06
Tail: black & bovine
(cow-like)
07-10 Big nose:
ling & hooked, bulbous & warty, or dog's muzzle (choose or
roll) +2 to
awareness
11-16 Somewhat
Human-looking: +2 Appearance & counts
as either Human or Troll on the Comparative Appearance chart (whichever is
beneficial at the time)
17-20 Odd skin
colour: mottled green, stone-grey, corpse
white, or obsidian shiny-black (choose or roll)
21-34 Thermal
vision: 40 ft
35-40
Sun-sensitive eyes: poor day
vision (approximately 1/2 distance of a Human), but can see in the dark 3 times
as far
41-42 Sun
sensitive skin: save vs. paralysis at a
12 or be frozen--stone-like--until dusk.
Reroll every 10 mnutes
43-50 Fangs
& large mouth: 1D6 + Strength damage;
-2 to-hit unless grappling
51-65
Claws: 1D4 + Strength
damage
66-70 Hind
claws: 1D4 + Strength; raking
type
71-78
Stone-hard skin: +2 Armour Class,
+3 Damage Resistance
79-89
Regrowth: can regenerate limbs
& organs in about 2-4 weeks
90-98
Regeneration: heals 1 Hit Point or
Life Point per round & doesn't suffer from additional damage from blood loss
due to wounds; cannot regrow limbs without the Regrowth ability (which reduces the
time to 2-4 days)
99-00
Distribute 7 attribute points any way that you
choose
Many of these features can be selected more than once
(i.e. double regeneration speed, add an additional tail, claws do 2D4 + Strength
damage).
In addition
Trolls are assumed to have the background Unsanitary, and the traits Distinctive (Appearance), & Heightened Smell (Awareness), and may also select 3 from the
following list of traits: Bad-tasting, Booming Voice
(Personality), Distinctive
(Appearance), Fierce
(Appearance), Grounded, Healthy
(Stamina), Heightened Hearing
(Awareness), Heightened Smell
(Awareness), Heightened Taste
(Awareness), Natural Warrior,
Remorseless, Stupidly Brave, or Tough.
Trolls are
notorious for their unsanitary habits & their ability (and willingness) to
eat nearly anything. The only taboo food
is Troll-meat. The Trolls' digestive
systems give them +2 Saving Throw bonus against poisons, and an additional +2
against ingested toxins.
Trolls are hard
to kill. They have 2D8 Hit Points to
start.
Although other
species cannot easily tell the types of Trolls apart, other than by location,
Trolls consider the different backgrounds to be very different and the
differences quite important distinctions.
Additional Backgrounds: (optional; players may choose
sub-type)
01-05 Black
Troll
06-16 Cave
Troll
17-30 Ice
Troll
31-45 Rock
Troll
45-80 Mountain
Troll
81-00 Mixed
blood, roll twice