Player Character Races
The major races of the land are usually assorted into five main groups plus numerous minor groups. There is considerable debate over which group some of the minority races belong in but the major groupings are generally accepted as follows;
The Mannish races
These comprise the most populous group. They include the many Human nations, the Dwarves, the Orcish tribes, the savage Ice Walkers, and despite protest Prootwaddles. The Mannish races may also include small groups of the Hidden people, as these generally are believed to reside amongst humanity.
The Fae races
These are probably the most diverse group. They include the Elves and Half-Elven, though true elves are rarely seen now in the land, the Goblins and Hobgoblins, and the Halflings or little people.
The Giantkind.
These include the true Giants of various races, also Ogres, Forest walkers and Yeti. The Centaurs are now generally included among the Giantkind having previously been assigned to the Mannish races. Though few in number their individual size makes them prominent in the Land.
The Reptilemen.
Though commonly called reptilemen and known to lay eggs, they are in fact hot-blooded and may be closer kin to the birds or great saurians that still thrive in remoter regions of the Land. There are many distinct races of Reptilemen now living in small tribes throughout the land. Their own legends tell of a time when they ruled the world and built the first cities, but few civilised men would give credence to such tales. The rare Dragonmen are also included among the Reptilemen.
The Stonekin.
Though few in number and fortunately remote in their habitations the Trolls and Gargoyles are sufficiently different from all the other races so as to comprise a group of their own.
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
HUMANS;
ST 8 Dex 8 IQ 8 Adds +8 MA 10
BACKGROUND; 1; Barbarian, Outcast, 2,3; Rural, 4,5; Town, 6; Craftsman, Gentry
FREQUENCY; Very Common, found everywhere, Dominant race.
RACIAL ADVANTAGE; Accepted everywhere.
RACIAL DISADVANTAGE; None.
RACE RELATIONS; Dominant race, tolerated by most other races.
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
ORCS;
ST 9 Dex 8 IQ 7 Adds +8 MA 10
BACKGROUND; 1,2; Barbarian, 3,4; Rural, 5,6; Town or City
FREQUENCY; Very Common, found everywhere, Former Dominant race.
RACIAL ADVANTAGE; None
RACIAL DISADVANTAGE; Humans may regard Orcs as inferior, Many races dislike Orcs.
RACE RELATIONS; Tolerated among humanity, Antipathy towards Elves & Dwarves.
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
DWARVES;
ST 10 Dex 6 IQ 8 Adds +8 MA 10
BACKGROUND; 1; Barbarian, Outcast, 2; Rural, 3, 4; Town, 5,6; Craftsman, Gentry
FREQUENCY; Common, closed communities in isolated (mountainous) areas.
Individuals and family groups among humanity.
RACIAL ADVANTAGE; Strike for +1 damage with Axes, Mace or Hammers.
Immense capacity for Alcohol. Can carry 2x normal encumbrance.
RACIAL DISADVANTAGE; Miserly, Obsessive need to accumulate gold. Prideful.
RACE RELATIONS; Antipathy towards Goblins and Elves, Hate Orcs.
Generally respected for their craft skills and fighting ability.
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
GOBLINS;
ST 6 Dex 8 IQ 10 Adds +6 MA 10
BACKGROUND; 1; Wilderness, Outcast, 2,3; Rural, 4,5; Town or City 6; Craftsman, Gentry
Any: Town Merchant, Moneylender, Craftsman.
FREQUENCY; Common, towns, villages & communities within humanity.
RACIAL ADVANTAGE; Naturally gifted with illusionary magic, Many know at least one spell.
RACIAL DISADVANTAGE; A goblin will never go back on his word.
Association with Hobgoblins, 1/2 goblin children are hobgoblin.
RACE RELATIONS; Antipathy towards Dwarves. Dislike Orcs.
Wary of larger races, especially Giants.
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
HOBGOBLINS;
ST;6 DX;6 IQ;6 (+8) MA;10
BACKGROUND; 1,2,3; Barbarian/Outcast, 4,5; Rural, 6; Town / City.
FREQUENCY; Common, usually found in the service of Goblins.
RACIAL ADVANTAGE; None,
RACIAL DISADVANTAGE;
Simple brutes, regarded as stupid by most other races.
Unable to use Magic.
Hobgoblins are the degenerate kin of Goblins.
RACE RELATIONS;
Inferiority to Goblins,
Antipathy towards Dwarves, dislike Orcs.
Kindred to Goblins
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
HALFLINGS;
ST 4 Dex 12 IQ 8 Adds +6 MA 10
BACKGROUND; 1, 2,3; Rural, 4,5; Town or City 6; Crafts Professional
FREQUENCY; Uncommon, rural communities & family groups / individuals in town.
RACIAL ADVANTAGE; Bonus to DX +3 and damage +1, with thrown & missile weapons.
+1 on Reaction roll from intelligent creatures & normal animals.
RACIAL DISADVANTAGE; DX -2 when fighting Giant size opponents in melee, -2 to be hit.
RACE RELATIONS; "Everyone likes a halfling" (especially Lizard-Men) Kindred to Humans?
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
GARGOYLES;
ST 16 Dex 11 IQ 8 Adds 0 MA 8/16
BACKGROUND; 1; Outcast, 2,3,4,5; Barbarian Wilderness 6; Town or City
FREQUENCY; Rare, hidden communities, Individuals among humanity.
RACIAL ADVANTAGE; Silicon metabolism, Stony Skin stops 3 hits
Flight at MA 16 in the open. Hands do 2D damage in combat.
RACIAL DISADVANTAGE; Racial Prejudice, Fearsome appearance.
Experience x2
RACE RELATIONS; Suspicious of strangers, reaction -1. Kindred to Trolls?
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
GIANTS;
ST;25 DX;9 IQ;7 MA;10
BACKGROUND; 1,2; Barbarian/Outcast, 3,4,5; Rural, 6; Town / City.
FREQUENCY; Rare, isolated small family groups,
Outcast individuals on the outskirts of humanity.
RACIAL ADVANTAGE; Huge Strength and Size,
RACIAL DISADVANTAGE;
DX & IQ may not exceed 10.
Racial prejudice, Folklore reputation, Fe-Fi-Fo-Fum!
Enormous appetite.
Experience x2
RACE RELATIONS;
Scares the shit out of Goblins!
Not trusted, bull in a china shop.
Kindred to Ogres
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
CENTAURS;
ST 14 DX 10 IQ 8 (+2) MA 24/12 Kick as ST + 1D, size; 2 hex.
BACKGROUND; 1,2,3; Barbarian/Wilderness, 4,5,6; Rural.
FREQUENCY; Uncommon, small nomad communities, individuals among humanity.
RACIAL ADVANTAGES;
Size and Strength, Encumbrance as horse,
RACIAL DISADVANTAGES;
Claustrophobia, Centaurs hate being 'closed in' i.e.. inside buildings or
under ground, 3D IQ save vs panic.
Dx -4, MA 12 on rocky, slick or hard footing or floors.
Alcoholism; Centaurs love wine, 4D IQ save to stop drinking.
Armour for a Centaur weighs 2.5 x normal (human) weight.
Experience x2
RACE RELATIONS; Generally respected
Humans
| Orcs
| Elves
| Dwarves
| Goblins
| HobGoblins
| Halflings
| Gargoyles
| Giants
| Centaurs
| Reptilemen
REPTILE MEN;
ST;14 DX;8 IQ;8 (+8) MA;10
BACKGROUND; 1,2; Savage, 3,4; Warrior, 5,6; Hunter.
FREQUENCY; Uncommon, Tribal groups in Wilderness areas,
Individuals among humanity.
RACIAL ADVANTAGE;
Ferocious fighters, Claws & teeth count as HTH x2, + Tail 1D.
Scaly skin stops 1 hit
Peripheral vision, side hex's count as front.
RACIAL DISADVANTAGE;
Fearsome appearance,-1 on Reaction roll from other races,
Uncomfortable in clothing or armour; 2x DX penalty.
Awkward with missile weapons; -2 DX
Fear and distrust of magic; may not be wizards.
Languages cost 2.
Gain combat Experience points at half normal rate. Experience x2.
RACE RELATIONS;
Individuals may be respected or feared by members of most races.
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The Fantasy Trip, In The Labyrinth, Advanced Melee and Advanced Wizard are copyright ©1980 by Metagaming, Game Design by Steve Jackson.
This page is owned and managed by Chris Nicole,
Page created; Tuesday, 4 December 2001 , last updated; Thursday, 27 May 2004 .
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