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Some new O.L.D. races
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<blockquote data-quote="Atom Mlatom" data-source="post: 6295498" data-attributes="member: 6720582"><p>I have submitted a couple new races under EN World's W.O.I.N. Races/Species database. I am surprised so few people have been posting to it outside of Morrus / LucasC! (hint *coughcough* creative GMs out there)</p><p></p><table style='width: 100%'><tr><td><strong>High Goblin</strong><br /> The "noble" race of goblins is only so in their ability to command their weaker minded cousins and observe hierarchy within their own ranks. They stand slightly taller and with a more erect posture than the low goblins at an average of four feet tall. Like their erratic kin, they enjoy little else better than to be cruel and sadistic when they have the upper hand. Unlike their cousins, they employ much more thought toward ensuring that they maintain that upper hand. High Goblins live in an often autocratic society where hierarchy is rigidly observed and enforced. Few High Goblins challenge their authorities until such a time as their leaders are seen as weak. Bands of High Goblins have been known to take control of lower Goblin tribes. Gender does not seem to play as a large definition of a High Goblin's role, and indeed, few outsiders can tell the difference between them.<br /> <br /> <em>Typical Names (male and female): Gorlab, Hutsk, Shigu, Mrukluk, Ratznog, Furshank, Ragldok</em><br /> <br /> <table style='width: 100%'><tr><td> <strong>High Goblin</strong></td></tr><tr><td><em>The "noble" goblin employs tactics and discipline where their lower cousins cannot. Their hierarchal leadership ensures that they learn military trades from a young age.</em></td></tr><tr><td> <strong>STR</strong> 3 <strong>AGI</strong> 5 <strong>END</strong> 3 <strong>INT</strong> 4 <strong>WIL</strong> 3 <strong>CHA</strong> 3 <strong>LUC</strong> 0 <strong>PSI</strong> 0 <strong>MAG</strong> 0</td></tr><tr><td>MELEE WEAPON, TACTICS, LEADERSHIP, INTIMIDATION, INTERROGATION, STEALTH, BREWING</td></tr><tr><td>A High Goblin has a special talent for evaluating whether an opponent is a match or not. Apply +1 die toward either a CHA check or a STEALTH check to avoid conflict when the odds don't look good.</td></tr></table> </td><td></td></tr><tr><td>Setting</td><td>Any</td></tr><tr><td>Designer</td><td>Adam Courtney</td></tr></table> <table style='width: 100%'><tr><td><strong>Wicked Wolf</strong><br /> Wicked Wolves are impressive beasts that most often work apart from others of their kind. In appearance, they are similar to the common wolf or warg, but are much larger, and usually have black or dark gray coats. More startling than their size, standing at a shoulder height of five feet tall with all paws to the ground, is their ability for speech and their gift for treachery. Because Wicked Wolves are usually solitary, those who know them often know them as "Wolf," and not by their true name. Their lack of manipulative hands means they often manipulate others to do handy work for them.<br /> <br /> <em>Typical Names (male and female): Fenrir, Skoll, Gmork, Maugrim, Bigby, Zeke, Volk</em><br /> <br /> <table style='width: 100%'><tr><td> <strong>Wicked Wolf</strong></td></tr><tr><td><em>Wicked Wolves are impressive beasts that most often work apart from others of their kind. More startling than their size is their ability for speech and gift for treachery.</em></td></tr><tr><td> <strong>STR</strong> 5 <strong>AGI</strong> 3 <strong>END</strong> 4 <strong>INT</strong> 5 <strong>WIL</strong> 3 <strong>CHA</strong> 5 <strong>LUC</strong> 2 <strong>PSI</strong> 0 <strong>MAG</strong> 1</td></tr><tr><td>STEALTH, RUNNING, INTIMIDATE, HEARING, INTUITION, RIDDLES, BLUFFING, TRACKING, HUNTING</td></tr><tr><td>Large: DEFENSE -2, SOAK 5. Four-legged: Add full STR to AGI when determining SPEED, -2 die penalty for enemies attempting Knockdown or Trip. No Hands: May not equip weapons or other hand-held gear. Barded armor may be equipped but only when assisted by another creature with hands. Natural Weapons: Add +2 die to derived Natural Damage stat for Claws (cutting) damage and +4 die for Bite (stabbing/crushing) damage. Bite may also be used for Grab attacks with a -2 die for damage.</td></tr></table> </td><td></td></tr><tr><td>Setting</td><td>High Fantasy</td></tr><tr><td>Designer</td><td>Adam Courtney</td></tr></table></blockquote><p></p>
[QUOTE="Atom Mlatom, post: 6295498, member: 6720582"] I have submitted a couple new races under EN World's W.O.I.N. Races/Species database. I am surprised so few people have been posting to it outside of Morrus / LucasC! (hint *coughcough* creative GMs out there) [TABLE="class: cbFormTable"] [TR="class: cbFormTableRow"] [TD="class: cbHTMLBlockContainer, colspan: 2"][B]High Goblin[/B] The "noble" race of goblins is only so in their ability to command their weaker minded cousins and observe hierarchy within their own ranks. They stand slightly taller and with a more erect posture than the low goblins at an average of four feet tall. Like their erratic kin, they enjoy little else better than to be cruel and sadistic when they have the upper hand. Unlike their cousins, they employ much more thought toward ensuring that they maintain that upper hand. High Goblins live in an often autocratic society where hierarchy is rigidly observed and enforced. Few High Goblins challenge their authorities until such a time as their leaders are seen as weak. Bands of High Goblins have been known to take control of lower Goblin tribes. Gender does not seem to play as a large definition of a High Goblin's role, and indeed, few outsiders can tell the difference between them. [I]Typical Names (male and female): Gorlab, Hutsk, Shigu, Mrukluk, Ratznog, Furshank, Ragldok[/I] [TABLE="width: 50%"] [TR] [TD="bgcolor: #C0C0C0"] [B]High Goblin[/B][/TD] [/TR] [TR] [TD][I]The "noble" goblin employs tactics and discipline where their lower cousins cannot. Their hierarchal leadership ensures that they learn military trades from a young age.[/I][/TD] [/TR] [TR] [TD="bgcolor: #C0C0C0"] [B]STR[/B] 3 [B]AGI[/B] 5 [B]END[/B] 3 [B]INT[/B] 4 [B]WIL[/B] 3 [B]CHA[/B] 3 [B]LUC[/B] 0 [B]PSI[/B] 0 [B]MAG[/B] 0[/TD] [/TR] [TR] [TD]MELEE WEAPON, TACTICS, LEADERSHIP, INTIMIDATION, INTERROGATION, STEALTH, BREWING[/TD] [/TR] [TR] [TD="bgcolor: #C0C0C0"]A High Goblin has a special talent for evaluating whether an opponent is a match or not. Apply +1 die toward either a CHA check or a STEALTH check to avoid conflict when the odds don't look good.[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD="class: cbFormLabelCell cbFormLabel"]Setting[/TD] [TD="class: cbFormDataCell"]Any[/TD] [/TR] [TR="class: cbFormTableRow"] [TD="class: cbFormLabelCell cbFormLabel"]Designer[/TD] [TD="class: cbFormDataCell"]Adam Courtney[/TD] [/TR] [/TABLE] [TABLE="class: cbFormTable"] [TR="class: cbFormTableRow"] [TD="class: cbHTMLBlockContainer, colspan: 2"][B]Wicked Wolf[/B] Wicked Wolves are impressive beasts that most often work apart from others of their kind. In appearance, they are similar to the common wolf or warg, but are much larger, and usually have black or dark gray coats. More startling than their size, standing at a shoulder height of five feet tall with all paws to the ground, is their ability for speech and their gift for treachery. Because Wicked Wolves are usually solitary, those who know them often know them as "Wolf," and not by their true name. Their lack of manipulative hands means they often manipulate others to do handy work for them. [I]Typical Names (male and female): Fenrir, Skoll, Gmork, Maugrim, Bigby, Zeke, Volk[/I] [TABLE="width: 50%"] [TR] [TD="bgcolor: #C0C0C0"] [B]Wicked Wolf[/B][/TD] [/TR] [TR] [TD][I]Wicked Wolves are impressive beasts that most often work apart from others of their kind. More startling than their size is their ability for speech and gift for treachery.[/I][/TD] [/TR] [TR] [TD="bgcolor: #C0C0C0"] [B]STR[/B] 5 [B]AGI[/B] 3 [B]END[/B] 4 [B]INT[/B] 5 [B]WIL[/B] 3 [B]CHA[/B] 5 [B]LUC[/B] 2 [B]PSI[/B] 0 [B]MAG[/B] 1[/TD] [/TR] [TR] [TD]STEALTH, RUNNING, INTIMIDATE, HEARING, INTUITION, RIDDLES, BLUFFING, TRACKING, HUNTING[/TD] [/TR] [TR] [TD="bgcolor: #C0C0C0"]Large: DEFENSE -2, SOAK 5. Four-legged: Add full STR to AGI when determining SPEED, -2 die penalty for enemies attempting Knockdown or Trip. No Hands: May not equip weapons or other hand-held gear. Barded armor may be equipped but only when assisted by another creature with hands. Natural Weapons: Add +2 die to derived Natural Damage stat for Claws (cutting) damage and +4 die for Bite (stabbing/crushing) damage. Bite may also be used for Grab attacks with a -2 die for damage.[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD="class: cbFormLabelCell cbFormLabel"]Setting[/TD] [TD="class: cbFormDataCell"]High Fantasy[/TD] [/TR] [TR="class: cbFormTableRow"] [TD="class: cbFormLabelCell cbFormLabel"]Designer[/TD] [TD="class: cbFormDataCell"]Adam Courtney[/TD] [/TR] [/TABLE] [/QUOTE]
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