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MAZARON'S NEW PC RACES
page 2
by Tim Martin
MAI
| Ability
Score Adjustments: |
The
initial ability scores are not modified. |
| Ability
Score Range: |
As
humans |
| Alignment: |
Mai
are very much Lawful Neutral, though true Neutral and Chaotic
Neutral are quite common as well. Truly evil and good Mai are
rare, especially good ones. Mai PCs may be of any alignment. |
| Class
Restrictions: |
Fighter
(12), Mariner (12), Thief (15), Scout (14), Bard (12), and Cleric
(14) |
| Hit Dice: |
Hit Dice
by class. |
| Natural
Armor Class: |
10 |
| Languages: |
Mai
and Common. Many on their world know the languages of one or
both of the other sentient races native there (Tsla and Na).
Mai found off their homeworld know other languages, such as Dwarven,
Elven, and so forth. |
Role-Playing Suggestions and Background:
The Mai are native to the world
of Tslamania, a mostly tropical world dominated by a gigantic,
thousands of miles long river-carved canyon. Mai dominated the
equatorial-like hot lowlands, valleys, riverbanks, and seashores
of this world, where they live in large cities.
Mai are a wealth-dominated culture.
Their society is ruled by a plutocracy. The worth of any Mai,
male or female, is measured by the amount of material goods he
or she accumulates, as well as what he or she does with them
(buy influence, etc.). A council of the wealthiest men in town,
which undergoes periodic change as wealth fluctuates, rules each
city. Obviously once on the council, Mai use their position to
further their wealth.
Mai that are encountered both at home
and offworld are always looking for the profit-making angle in
any situation. Adventuring is only a means towards an ends; the
acquisition of wealth. While they are not ruthless in this pursuit,
they are not far from it. The ultimate goal is to retire from
adventuring and enjoy that wealth.
Whenever dealing with the government,
politics, or bureaucracy of a settlement, burg, nation, or what
have you, a Mai will always assume two things. First, it will
be the wealthy who rule. If the prime minister, mayor, or prince
is not the wealthiest there, then there must be another, true
power behind the "throne." Second, they will always
assume "money talks," and not bat an eye at bribing
to get what they want. They are completely baffled and perplexed
when people complain or arrest them for bribery.
Mai are also very superstitious. Rituals,
performances, and ceremonies punctuate their daily life, all
designed to war off evil deities and spirits. Mai believe that
much of life is not under the control of either themselves or
other mortals, Mai or not, but rather by gods and unseen spirits.
This may partially result in their quest for wealth; the better
to afford good priests, proper ceremonies, and their hunger for
something tangible that they can control and use to benefit their
lives.
Special Advantages: Appraisal and haggling proficiencies as a bonus.
Special Disadvantages: None really. Not the most altruistic of species,
they have a hard time with the concepts of charity. They have
no problem with church tithes, as they never want to risk offending
a deity though. Also, ever Mai has his price. At some point any
friend or family member pales in comparison to cash. Even good
aligned Mai have difficulty passing over the opportunity to sell
somewhat out.
Monstrous Traits: Near human in appearance, the tall Mai have
no hair and are six-fingered. However with a little effort they
can pass for human fairly easily.
SIND
| Ability
Score Adjustments: |
The
initial ability scores are modified by a +2 bonus to Constitution,
a +1 bonus to Wisdom, a ??2 penalty to Charisma, and a ??1 penalty
to intelligence. |
| Ability
Score Range: |
|
| Strength: |
7-19 |
| Dexterity: |
6-18 |
| Constitution: |
10-19 |
| Intelligence: |
6-16 |
| Wisdom: |
6-18 |
| Charisma: |
4-14 |
| Comeliness: |
4-16 |
| Perception: |
10-18 |
| Alignment: |
|
| Class
Restrictions: |
Fighter
(8), Wizard (5), Druid (12), Thief (9) |
| Hit Dice: |
Hit Dice
by class, with a 4+4 bonus starting out. |
| Natural
Armor Class: |
7 |
| Languages: |
Sind,
Common, and Lizard Man. |
Role-Playing Suggestions and Background:
Sind, or "marshwiggles," are a humanoid race who dwell
in marshlands in peaceful colonies. Sind work and trade with
other beings such as lizard men and humans, but prefer privacy,
each dwelling alone in a dry, warm straw-lined wigwam built of
sticks arranged in a conical shape and sealed with a thick layer
of mud. Such wigwams are always located within a marsh, where
the sind fish for small eels, crayfish, frogs, and small fish.
They generally fish by using a hook and line, a net, or by snatching
prey from the water with their long, webbed fingers.
Sind tend to be dour, cynical pessimists,
but they are also stubborn, pragmatic, good-natured, and sensitive.
If one is befriended, he will trust, and can be trusted, absolutely.
When at leisure they enjoy a good smoke. They avoid intoxicating
drinks except for special occasions, for they are easily made
tipsy, and when inebriated they become wildly joyous and reckless.
Sind are not avaricious, but value treasure
highly for its bargaining power in obtaining goods (such as clothes
and weapons, which they seldom make) and services (such as leaving
the sind alone), and will collect any they find in the marsh
(from hoards, burials, or unfortunate intruders).
Marshwiggles will fight to defend themselves
or their fellows, or for a cause or being they support, but are
not aggressive.
Sind and lizard men are sometimes allies
against common enemies, being more often neighbors who coexist
peacefully, largely ignoring one another. There is seldom strife
between
Special Advantages: Sind are greatly feared for a power they acquire
as they mature; 30% of the population are able to entomb one
creature (as the 9??th?? level wizard spell imprisonment) per
day by touch. No words or knowledge of the target's name and
background are required. It is suggested that this ability not
be allowed to PC Sind, or that they achieve this ability at very
high level.
They have tough, horny skin that is
not easily harmed by sharp weaponry or surroundings, and they
can handle prickly or sharp objects, or scratching and biting
animals, without harm.
They gain a +3 on all saving throws
versus poison.
They are immune to charm, suggestion,
sleep, hold, and slow.
Sind can breathe water like a fish,
and walk on water at will, though tend to not use these abilities
much (especially the latter) so as to avoid being conspicuous.
Special Disadvantages: Large size for
purposes of damage. Poor reaction adjustments due to others fear
of their entombment ability. If not able to moisten their skin
daily they loose 1 constitution point a day. They take +1 per
die of damage extra from fire attacks, and save a ??1 penalty.
Monstrous Traits: Appearance. Sind have
sunken-cheeked, sharp-nosed, grim faces. They have small torsos
but very long arms and legs, and are between 6 and 10 feet tall.
Their skin is brown to green, and they have green-gray, reedlike
hair (but no facial hair). Their hands and feet are webbed like
those of a frog, and they wear loose, earth-colored clothes,
often without a hat to keep the hot sun from drying their skin.
TSLA
| Ability
Score Adjustments: |
The
initial ability scores are modified by ??1 to charisma, -2 to
comeliness, and a +2 to wisdom. |
| Ability
Score Range: |
|
| Strength: |
7-18 |
| Dexterity: |
4-16 |
| Constitution: |
4-18 |
| Intelligence: |
9-18 |
| Wisdom: |
8-19 |
| Charisma: |
1-16 |
| Comeliness: |
|
| Perception: |
9-18 |
| Alignment: |
Tsla
tend to be neutral and good in alignment, though adventurers
can be of any alignment. Evil Tsla are almost unheard of. |
| Class
Restrictions: |
Cleric
(no limit), Druid (no limit), Fighter (12), Scout (12), and Wizard
(15) |
| Hit Dice: |
Hit Dice
by class, with 2 additional hit points at first level of experience. |
| Natural
Armor Class: |
9 |
| Languages: |
Mai,
Common, and Tsla. They seem to do quite well in learning other
languages. |
Role-Playing Suggestions and Background: The Tsla are also native to the world of Tslamania,
a mostly tropical world domainated by a gigantic river canyon.
Unlike the Mai, the Tsla are found in the much cooler mid elevations,
in climates best described as temperate, even a little cool.
Tsla are quite uncomfortable in the lowlands favored by the Mai,
but are often found on the high mountains that form the valley
of Tslmania's continental river.
While the Mai are very much wealth and
class conscious, the Tsla are quite egalitarian. Their primary
concerns in life appear to be the quest for knowledge and philosophical
pursuits. Tsla are very curious beings, and intensely curious
when presented with new situations and strange places.
The Tsla are also under, to a much lesser
extent than the Mai, the prevalent Tslamania belief of an unseen
spirit world having a large impact on their daily lives. However,
they react differently. Instead of a mad grab for power and money
and fright-induced ceremonies, the Tsla are much more at peace
and calm with the world. What will happen, will happen. One should
let go. One should accept. Spiritual enlightenment and treating
other sentient beings with respect, living a good life, are of
the utmost importance.
This is not to say one should be complacent,
according to the Tsla. Just don't place too much emphasis on
ephemeral things. Life is transitory, and fleeting. The true
goals in life are to lead a good life, to have inner peace, and
to seek enlightenment.
Tsla are very monklike or Buddhist in
their views on personal possessions. They only have value if
they are needed for survival or enlightenment. They are not to
be possessed for their own sake. They are constantly conscious
of the "Mai problem" of their possessions owning them.
If one is in need and a Tsla can aid, a Tsla freely gives what
he can and has.
Special Advantages: Tsla have a high clarity of mind, and thus
get a +4 saving throw bonus to all illusion spells and confusion.
Special Disadvantages: None
Monstrous Traits: Tsla are very non-human appearing. They are
covered everywhere save on their forearms and forelegs with a
short, soft, brown fur. The head rests on a neck that is curved
forward, giving a false impression of age. Ears are short round
stubs set atop the head. They have six fingers, which are shorter
and stubbier than Mai or human fingers.
The most prominent facial feature is
a quarter meter long flexible snout like that of a tapir. It
bobs and dips with an independent life of its own, conveying
subtleties of expression discernible only to another Tsla. Twin
nostrils are visible through the fur at the tip.
URISK
| Ability
Score Adjustments: |
The
initial ability scores are modified by a +1 bonus to dexterity,
wisdom, and constitution and a ??3 penalty to charisma. |
| Strength: |
6-18 |
| Dexterity: |
6-19 |
| Constitution: |
8-18 |
| Intelligence: |
4-17 |
| Wisdom: |
6-18 |
| Charisma: |
4-16 |
| Alignment: |
Urisks
are normally Neutral in alignment, though a PC urisk may be of
any alignment. |
| Class
Restrictions: |
Fighter
(8), Druid (12), and Thief (12) |
| Hit Dice: |
Hit Dice
by class. |
| Natural
Armor Class: |
6 |
| Languages: |
Urisk,
common, gnome, dwarf, elf, and orc. |
Role-Playing Suggestions and Background:
The urisk is very much like a 3 foot tall, goat-headed satyr,
having goatlike legs, a human torso, arms, and hands, and a small
bushy tail wagging behind. An urisk is covered in shaggy brown
fur. The urisk is solitary in nature and wanders through mountainous
and forested terrain with no established lair, though it may
have small caches of buried gold or gold jewelry. Intimately
familiar with the terrain it inhabits, a urisk can hide well
enough to become invisible to the casual observer (in natural
terrain only).
Urisks are very fond of wild mammals,
and are 75% likely to be encountered with 1-4 mammalian companions
such as giant goats, bears, sheep, rams, or deer. They are very
defensive and protective of all mammalian species, and to a lesser
extent all wildlife. Urisks are generally slow to anger, but
can get quite wrathful over mistreatment of wild or domestic
animals. Though they understand predators have to eat and humans
need horses to ride, they have real problems with hunting for
sport, animal cruelty, and the like.
Urisks are quite friendly with gnomes
and druids, and get along well with them. Though the urisks are
not as prone to humor as the gnomes are, they do occasionally
appreciate a good practical joke. They do however identify closely
with the more "natural bent" of gnomes, particularly
when compared with dwarves or humans.
Urisks are shy for the most part, and
are uncomfortable in urban areas, An urisk adventurer will be
happy campaigning in the woods, hills, and mountains than a bustling
city. Even underground it to be preferred. Part of this stems
from the fact that urisk are conscious of their appearance to
humans, that they are not very human-like (as a halfling or elf
is). Part of it is from being in societies that domesticate and
mistreat large numbers of animals. But most of it is from the
fact that at their heart, an urisk is a soul of the wild, not
one to be confined by four walls and a roof for long.
Special Advantages: An urisk can cast
up to four charm mammals spells per day, save at a ??4 penalty,
and may speak to any animal as often as desired. The charm mammals
spell will only affect normal or giant mammals, and not humans,
demihumans, or humanoids. The mammals so charmed will obey the
urisk completely, even unto death.
An urisk may warp wood at the 12??th??
level of ability three times per day, and may pass without trace
for up to one hour a day in any terrain.
Though preferring to use weapons, an
urisk can attack by butting, doing 1-4 points of damage.
Any weapon held by a urisk will function
as a +1 weapon for hit determination purposes if it is non-magical.
Magical weapons are treated normally. This bonus to hit is temporary
only, and is removed as soon as the urisk lets go of the weapon.
Special Disadvantages: Urisks are sometimes
mistaken for their black-furred cousin, the lubin. Lubins are
much more sinister, and are able to charm humans and demihumans.
In some areas they may be openly persecuted for such beliefs,
or from the coincidence that the urisk resembles some interpretations
of devils or demons.
Monstrous Traits: Appearance; they resemble
goat-men. Some areas seem them as representations or incarnations
of demons and devils, and they are persecuted accordingly.
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WORLD
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