Date: 	Fri, 29 Aug 1997 10:55:48 -0400 ()
From: Greg Littmann <gmlittmn@email.unc.edu>
Subject: Fantasy Character Templates 4

THE NON-HUMANS

  What would a generic fantasy game be without non-human P.C.s?  Below 
are a number of 100 point non-human characters in some standard fantasy-
gaming professions.  It is worth noting that the characters below are 
not necessarily representative of those members of their race who hold 
these professions.  Rather, these represent those members who hold these 
professions *and* happen to be worth 100 points.  For instance, the 100 
point Elven warrior is pretty representative of Elven warriors, while 
the 100 point Orcish warrior is far superior to most Orcish warriors.  
This is important to note, because if you judge the races by the 
characters who represent them here, you will get a skewed picture of the 
various races.  The Orcish Warrior below is a superior fighter to the 
Elvish Warrior, whereas the average Elvish Warrior is a superior fighter 
to the average Orcish Warrior.  So what gives?  The answer is that Elves 
tend to have a lot of different things going for them, whereas Orcs are 
rarely much good for anything other than fighting.  This means that most 
100 point Elves will be average Elves with a number of talents at 
moderate levels, while most 100 point Orcs will be outstanding 
individuals among their kind who happen to have loads of talent for 
combat.  Its not that Orcs are better fighters, just that Orcs tend to 
specialize in combat so that those rare Orcs that are worth 100 points 
tend to have almost 100 points worth of fighting ability.


DWARVEN WARRIOR
ST 14, DX 11, IQ 10, HT 12  [50 points]
Advantages:  ST +2, Fatigue +2, DR 1, Extended Lifespan, Extra 
Encumbrance, Longevity.  [50 points]
Disadvantages:  Greed, Miserliness, Reduced Move -1.  [Gives 30 points]
Racially Learned Skills:  Axe/Mace at DX +1, +3 for all craft skills, -2 
for using any missile skill.  [13 points]
Racial Quirks:  Suspicious of Elves and Goblins, Never Shave Beard, 
Intolerance for Orcs.  [Gives 3 points]

Skills  [20 points]
4 extra points in Axe/Mace  (DX +2 =13)
4 points in Shield  (DX +2 =13)
2 points in Brawling  (DX +1 =12)
2 points in Armoury  (IQ+3 =13)
2 points in Blacksmith  (IQ+3 =13)
1 point in Geology  (IQ -1 =9)
1 point in Lockpicking  (IQ-1 =9)
2 points in Survival (Underground)  (IQ =10)
1 point in Traps  (IQ-1 =9)
0 points in Dwarvish  (IQ =10)
1 point in the common tongue  (IQ -1 =9)

  The Dwarven Warrior is equipped with $800 of domestic possessions, 
axe, large shield, $60 cash.

  If the Dwarven Warrior lives a truly nomadic lifestyle, he may instead 
be equipped with axe, large shield, scale armour, personal survival 
basics, blanket, small wineskin, small backpack, $15 cash


ELVEN ARCHER
ST 10, DX 14, IQ 11, HT 10.  [50 points]
Advantages:  Attractive, Combat Reflexes, Magical Aptitude 1, Musical 
Ability +2, Unaging, Skill Bonuses:  +1 Bard, +1 Savoir-Faire..  [55 
points]
Disadvantages:  Code of Honour (to live elegant life) (gives 10 points), 
Sense of Duty (nature) (gives 15 points).  [Disadvantages give 25 points 
total].

Skills:  [15 points]
4 points in Bow  (DX =14)
2 points in Axe/Mace or Broadsword or Shortsword or Spear  (DX =14)
1 points in Fast-Draw (Arrow)  (DX =14)
1 points in Shield  (DX =14)
2 points in Armoury (Specializing in Bows and Arrows)
 (IQ +5 for problems dealing with bows and arrows, IQ -1 otherwise
  = 16/10)
2 points in Survival (Forest)  (IQ =11)
2 points in Tracking (IQ =11)
1 point in the common tongue  (IQ -1 =10)
0 points in Elvish (IQ =11)

Spells:  [5 points]

Earth College:
1 point in Seek Earth  (IQ -2 +M.A. =10)

Air College:
1 point in Purify Air  (IQ -2 +M.A. =10)

Fire College:
1 point in Ignite Fire  (IQ -2 +M.A. =10)

Water College:
1 point in Seek Water  (IQ -2 +M.A. =10)
1 point in Purify Water  (IQ -2 +M.A. =10)


  The Elven Archer is equipped with $800 of domestic possessions, short 
bow with 40 arrows, leather jacket, large knife, $40 cash.

  If the Elven Archer lives a truly nomadic lifestyle, he may instead be 
equipped with longbow, 60 arrows, cheap broadsword, medium shield, heavy 
leather armour, personal survival basics, blanket, small wineskin, $35 
cash.


ELVEN MAGE
ST 9, DX 11, IQ 14, HT 10  [40 points]
Advantages:  Attractive, Combat Reflexes, Magical Aptitude 1, Musical 
Ability +2, Unaging, Skill Bonuses:  +1 Bard, +1 Savoir-Faire.  [55 
points]
Disadvantages:  Code of Honour (to live elegant life) (gives 10 points), 
Sense of Duty (nature) (gives 15 points).  [Disadvantages give 25 points 
total].

Skills and Spells:  Pick a type of mage from the list under the Mage 
character type and assign skills and spells appropriately.  [30 points]

  Equip the Elven Mage with one of the options listed under Mage.


ELVEN THIEF
ST 9, DX 14, IQ 12, HT 10  [50 points]
Advantages:  Attractive, Combat Reflexes, Magical Aptitude 1, Musical 
Ability +2, Unaging, Skill Bonuses:  +1 Bard, +1 Savoir-Faire.  [55 
points]
Disadvantages:  Code of Honour (to live elegant life) (gives 10 points), 
Sense of Duty (nature) (gives 15 points).  [Disadvantages give 25 points 
total].

Skills  [15 points]
4 points in Climbing  (DX+1 =15)
2 points in Stealth  (DX = 14)
1 point in Broadsword or Shortsword  (DX-1 =13) 
2 points in Lockpicking  (IQ =12)
2 points in Streetwise  (IQ =12)
1 points in Survival (Urban)  (IQ -1 =11)
1 points in Traps  (IQ -1 =11)
1 point in Area Knowledge (Local City)  (IQ =12)
0 points in Elvish  (IQ =12)
1 point in the common tongue  (IQ -1 =11)

Spells  [5 points]

Light and Darkness College
1 point in Light  (IQ -2 +M.A. =11)
1 point in Continual Light  (IQ -2 +M.A. =11)
1 point in Darkness  (IQ -2 +M.A. =11)
1 point in Blur  (IQ -2 +M.A. =11)

Making and Breaking College
1 point in Find Weakness  (IQ -2 +M.A. =11)

Equip the Elven Thief with one of the options listed under thief.


ELVEN WARRIOR
ST 10, DX 13, IQ 11, HT 11  [50 points]
Advantages:  Attractive, Combat Reflexes, Magical Aptitude 1, Musical 
Ability +2, Unaging.  [52 points]
Disadvantages:  Code of Honour (to live elegant life) (gives 10 points), 
Sense of Duty (nature) (gives 15 points).  [Disadvantages give 25 points 
total].
Skill Bonuses:  +1 Bard, +1 Savoir-Faire.  [3 points]

Skills  [15 points]
4 points in Broadsword  (DX +1 =14)
2 points in Bow  (DX =13)
1 points in Spear  (DX-1 =12)
1 points in Shield  (DX =13)
1 points in Brawling  (DX =13)
1 points in Running  (HT-2 =9)
2 points in Survival (Forest)  (IQ =11)
1 points in Fishing  (IQ =11)
1 points in Tracking  (IQ-1 =10)
0 points in Elvish (IQ =11)
1 point in the common tongue  (IQ -1 =10)


Spells  [5 points]

Earth College:
1 point in Seek Earth  (IQ -2 +M.A. =10)

Air College:
1 point in Purify Air  (IQ -2 +M.A. =10)

Fire College:
1 point in Ignite Fire  (IQ -2 +M.A. =10)

Water College:
1 point in Seek Water  (IQ -2 +M.A. =10)
1 point in Purify Water  (IQ -2 +M.A. =10)


  The Elven Warrior is equipped with $800 of domestic possessions, cheap 
shortsword, $40 cash.

  If the Elven Warrior lives a truly nomadic lifestyle, you could 
instead allow him to be equipped with broadsword, regular bow, 20 
arrows, large shield, light leather armour, personal survival basics, 
blanket, small wineskin, $25 cash.


HALF-ELVEN THIEF
ST 10, DX 13, IQ 13, HT 10  [50 points]
Advantages:  IQ +1, Extended Lifespan, Magical Aptitude 1.  [30 points]
Disadvantages:  Choose one of the disadvantages from the Thief 
disadvantages table or one of the Elven disadvantages.  [Gives 10 or 
more points]

Skills:  [20 points]
4 points in Climbing  (DX +1 =14)
2 points in Stealth  (DX =13)
1 point in Broadsword or Shortsword  (DX-1 =12)
1 point in Knife  (DX =13)
1 point in Shield  (DX =13)
1 point in Running  (HT-2 =8)
1 points in Fast-Talk  (IQ-1 =12)
1 points in Holdout  (IQ-1 =12)
1 points in Lockpicking  (IQ-1 =12)
2 points in Streetwise  (IQ =13)
2 points in Survival (Urban)  (IQ =13)
1 points in Traps  (IQ -1 =12)
1 point in Area Knowledge (Local City)  (IQ =13)
1 point in Elvish  (IQ-1 =12)

Spells:  [10 points]

Light and Darkness College
1 point in Light  (IQ -2 +M.A. =12)
1 point in Continual Light  (IQ -2 +M.A. =12)
1 point in Darkness  (IQ -2 +M.A. =12)
1 point in Blur  (IQ -2 +M.A. =12)

Mind Control College
1 point in Fear  (IQ -2 +M.A. =12)
1 point in Foolishness  (IQ -2 +M.A. =12)
1 point in Daze  (IQ -2 +M.A. =12)
1 point in Mass Daze  (IQ -2 +M.A. =12)
1 point in Sleep  (IQ -2 +M.A. =12)
1 point in Mass Sleep  (IQ -2 +M.A. =12)

  Have you spent a full 100 points yet?  If not, you will have to go 
back and spend a few.  Add a few points to flesh out your skills or 
spells.

  Equip the Half-Elven Thief with one of the options listed under thief.


HALF-ELVEN MAGE
ST 10, DX 12, IQ 14, HT 10  [50 pts]
Advantages:  IQ +1, Extended Lifespan, Magical Aptitude 1.  [30 points]
Disadvantages:  Choose one of the disadvantages from the Mage 
disadvantages table or one of the Elven disadvantages.  [Gives 10 or 
more points]

Skills and Spells:  Pick a type of mage from the list under the Mage 
character type and assign skills and spells appropriately.  [30 points]

  Equipped the Half-Elven Mage with one of the options listed under 
Mage.


HALF-ELVEN WARRIOR
ST 12, DX 12, IQ 11, HT 11  [50 points]
Advantages:  IQ +1, Extended Lifespan, Magical Aptitude 1.  [30 points]
Disadvantages:  Choose one of the disadvantages from the Warrior 
disadvantages table or one of the Elven disadvantages.  [Gives 10 or 
more points]

Skills:  [20 points]
8 points in Broadsword  (DX +2 =14)
2 points in Bow  (DX =12)
1 point in Spear  (DX-1 =11)
1 point in Shield  (DX =12)
2 points in Spell Throwing  (DX =13)
1 point in Running  (HT-2 =9)
2 points in Survival (Forest)  (IQ =11)
1 point in Fishing  (IQ =11)
1 point in Tracking  (IQ-1 =10)
1 point in Elvish  (IQ -1 =10)

Spells:  [10 points]

Fire College:
1 point in Ignite Fire  (IQ-2 +M.A. =10)
1 point in Create Fire  (IQ-2 +M.A. =10)
1 point in Shape Fire  (IQ-2 +M.A. =10)
1 point in Extinguish Fire  (IQ-2 +M.A. =10)
1 point in Heat  (IQ-2 +M.A. =10)
1 point in Cold  (IQ-2 +M.A. =10)
1 point in Resist Fire  (IQ-2 +M.A. =10)
1 point in Fireball  (IQ-2 +M.A. =10)

Healing College:
1 point in Lend Strength  (IQ-2 +M.A. =10)
1 point in Recover Strength  (IQ-2 +M.A. =10)

  Equip the Half-Elven Warrior with one of the options listed under 
Warrior.


HALFLING MAGE
ST 7, DX 13, IQ 14, HT 11  [65 points]
Advantages:  DX +1, HT +1, ST -3, Reputation +1, Silence.  Racial 
Skills: Stealth at DX +1.  Racial Skill Bonuses: Bow +1, Sling +1, 
Throwing +1.  [21 points]
Disadvantages:  Code of Honour (Hospitality, 5 pts), Gluttony, Reduced 
Move -1.  [Gives 15 points]
Quirk:  Dislikes traveling by water.  [Gives 1 point]

Add one of the Mage advantage packages, one of the Mage skill packages 
and one of the Mage spell packages.

  Equip the Halfling Mage with one of the equipment options listed under 
Mage.


HALFLING THIEF
ST 7, DX 15, IQ 12, HT 11  [65 points]
Advantages:  DX +1, HT +1, ST -3, Reputation +1, Silence.  Racial 
Skills: Stealth at DX +1.  Racial Skill Bonuses: Bow +1, Sling +1, 
Throwing +1.  [21 points]
Disadvantages:  Code of Honour (Hospitality, 5 pts), Gluttony, Reduced 
Move -1.  [Gives 15 points]
Quirk:  Dislikes traveling by water.  [Gives 1 point]

  Pick any one of the Thief skill packages [30 points] but add 4 points 
to Stealth for free.  Check with your G.M. for the final level of 
Stealth this will give.

  Equip the Halfling Thief with one of the equipment options listed 
under thief.


HALFLING WARRIOR
ST 9, DX 14, IQ 10, HT 12  [60 points]
Advantages:  DX +1, HT +1, ST -3, Combat Reflexes, Reputation +1, 
Silence.  Racial Skills: Stealth at DX +1.  Racial Skill Bonuses: Bow 
+1, Sling +1, Throwing +1.  [36 points]
Disadvantages:  Code of Honour (Hospitality, 5 pts), Gluttony, Reduced 
Move -1.  [Gives 15 points]
Quirk:  Dislikes traveling by water.  [Gives 1 point]

Skills  [20 points]
4 points in Shortsword  (DX+1 =15)
4 points in Bow or Sling  (DX+1 =15)
2 points in Shield  (DX+1 =15)
1 point in Sling or Bow  (DX-1 =13)
1 point in Throwing  (DX-1 =13)
1 point in Climbing  (DX-1 =13)
0 more points in Stealth  (DX =14)
1 point in Agronomy  (IQ-1 =9)
1 point in Animal Handling  (IQ-2 =8)
1 point in Area Knowledge (Local)  (IQ =10)
1 point in Carpentry  (IQ =10)
1 point in First Aid  (IQ =10)
1 point in Musical Instrument  (IQ-2 =8)
1 point in Oral Literature  (IQ-1 =9)

  Equip the Halfling Warrior with $800 of domestic possessions.  Short 
bow with 40 arrows, leather jacket, large knife, $40 cash.

  If the Halfling Warrior lives a truly nomadic lifestyle, he could 
instead be equipped with longbow, 60 arrows, cheap shortsword, medium 
shield, heavy leather armour, personal survival basics, blanket, small 
wineskin, small backpack, $15 cash.


HALF-ORC WARRIOR
ST 13, DX 12, IQ 9, HT 13/14  [70 points]
Advantages:  HT +1, Extra Hit-Point, Acute Hearing +1.  [20 points]
Disadvantages:  IQ -1, Reputation -2.  [Gives 20 points]

Skills  [30 points]
8 points in Axe/Mace or Broadsword or Spear  (DX +2 =14)
4 points in Shield.  (DX +2 =14)
2 points in Axe/Mace or Spear (but not the same weapon that 8 
  points have just been put into)  (DX =12)
2 points in Bow or Sling  (DX-1 =11)
2 points in Brawling  (DX+1 =13)
2 points in Running  (HT-1 =12)
4 points in Survival (Pick Terrain Type)  (IQ+1 =10)
2 points in Tracking  (IQ =9)
4 points in Orcish  (IQ+1 =10)

  The Half-Orc Warrior is equipped with $800 of domestic possessions, 
cheap shortsword, $40 cash.

  If the Half-Orc Warrior lives a truly nomadic lifestyle, he may 
instead be equipped with broadsword, large shield, heavy leather armour, 
personal survival basics, blanket, small wineskin, $25 cash.


HOB-GOBLIN WARRIOR
ST 14, DX 13, IQ 8, HT 12  [70 points]
Advantages:  ST +1. DX +1, Night Vision, High Pain Threshold, Toughness 
DR 1.  [55 points]
Disadvantages:  IQ -2, Bad Temper, Poverty (Dead Broke), Stubbornness.  
[Gives 55 points]

Skills  [30 points]
8 points in Two Handed Axe/Mace (DX +2 =15)
2 points in Axe/Mace  (DX =13)
4 points in Brawling  (DX+1 =14)
2 points in Running  (HT-1 =10)
4 point in Climbing  (DX+1 =14)
2 points in Jumping  (DX+1 =14)
4 points in Survival (Pick Terrain Type)  (IQ+1 =9)
0 points in Hobgoblin  (Native)
4 point in the common tongue  (IQ+1 =9)

  The Hob-Goblin Warrior is equipped with a huge two-handed club that he 
made out of a branch and the rags he stands up in.  Treat the two-handed 
club as a great axe that does crushing damage only.


ORCISH WARRIOR
ST 12, DX 12, IQ 8, HT 13/15  [60 points]
Advantages:  HT +1, Extra Hit-Points +2, Acute Hearing +2, High Pain 
Threshold, Very Rapid Healing.  [49 points]
Disadvantages:  IQ -2, Intolerance (10), Reputation -3.  [Gives 40 
points]

Skills:  [31 points]
8 points in Axe/Mace or Broadsword or Spear  (DX +2 =14)
4 points in Shield.  (DX +2 =14)
2 points in Axe/Mace or Spear (but not the same weapon that 8 
  points have just been put into)  (DX =12)
2 points in Bow or Sling  (DX-1 =11)
4 points in Brawling  (DX+1 =13)
2 points in Running  (HT-1 =12)
1 point in Climbing  (DX-1 =11)
4 points in Survival (Pick Terrain Type)  (IQ+1 =9)
0 points in Orcish  (IQ =8)
4 point in the common tongue  (IQ+1 =9)


  The Orcish Warrior is equipped with $800 of domestic possessions, 
cheap shortsword, $40 cash.

  If the Orcish Warrior lives a truly nomadic lifestyle, he may instead 
be equipped with broadsword, large shield, heavy leather armour, 
personal survival basics, blanket, small wineskin, $25 cash.