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Thursday, November 17, 2016

Ranoc - The Classic Monster Races

     Last time I gave descriptions of the classic player races used in Ranoc.  Today, I give the descriptions of the classic monster races that can be player races: Centaurs, Goblins, Hobgoblins, Kobolds, Minotaurs, Mohani (Lizardfold), and Ogres.  Like the player races, I have tried to make each of them somewhat unique, differing them in significant ways from the expectations while keeping them identifiable.


Centaurs
37 points
Average Height: 7', (4' 6" at the horse's shoulder).
Average Length: 7'.
Average Weight: 730 lbs.
Age of Maturity: 16 years.
Average Lifespan: 80 years.

Attribute Modifiers: IQ -1 [-20].
Secondary Characteristic Adjustments: SM +1; HP +4 (Size, -10%) [8]; Basic Move +2 [10].
Advantages: Claws (Hooves) [3]; Enhanced Move (Ground) 1/2 [10]; Extra Legs (4 Legs) [5]; Lifting ST +4 (Size, -10%) [11]; Striking ST +4 (Kick Only, -60%; Size, -10%) [6].
Perks: Fur [1].
Disadvantages: Short Arms (Two Arms) [-10].

     Centaurs are considered among the civilized humanoids not because of any real centaur civilization, past or present, but solely because they have been accepted as such for a long time.
     The majority of the centaurs live in the plains of the Rochladastacht, although most feel no real loyalty to the nation of Rochlad. The rolling plains of the region are well-suited for the centaur's free spirited nature. They are also found in the forests that border the plains, although they rarely venture over the mountains into the Vast Expanse or the Northeast Frontier. Many are also found in the hills of the southern Teyoth region.

Psychology
     Centaurs are quite sociable around their own people. Despite their mass, they are reputed to have a low alcohol tolerance, and are generally crude and boorish when under the influence. They generally survive through a mixture of hunting, foraging, fishing, agriculture, and trade. While they distrust orcs and goblins, and welcome elves, they view humans with mixed emotions, and often ask them to leave the local territory when encountered.
     Centaur tribes are matriarchal in nature; while the males are primarily hunters and scouts, the females lead and administer the tribes. Some scholars believe this has influenced Rochlad's culture. Males often engage in ritual combats when vying for mates.
     Most centaur lairs are located near running water, and often consist of nomadic tents, huts, and lean-tos that can be broken down and moved within hours.

Combat
     Centaurs take pride in being archers, preferring to use longbows. Most are also skilled with spears, lances, and broadswords. There are a few centaurs that have learned to use muskets, but they rarely use them due to the loud noise and clouds of thick black smoke created by the guns.
     Centaurs rarely provoke fights, although they will finish them. Their normal response to aggression is flight, firing behind them to discourage pursuit, although one who is in a bad mood is just as likely to stand and meet the aggressor head-on or just charge forward with a braced spear. Against creatures powerful enough to threaten their tribe, half of the tribe's warriors circle around to flank the creature from behind.


Goblins
5 points
Average Height: 3'.
Average Weight: 30 lbs.
Age of Maturity: 8 years.
Average Lifespan: 40 years.

Attribute Adjustments: ST -4 [-40]; DX +2 [40].
Secondary Characteristic Adjustments: SM -2; Basic Move -1 [-5].
Advantages: Acute Vision 2 [4]; Clinging [20]; Silence 3 [15]; Slippery 3 [6].
Disadvantages: Appearance (Unattractive (to other races)) [-4]; Bad Back (Mild) [-15]; Easy to Kill -2 [-4]; Short Lifespan -1 [-10]; Weak Bite [-2].

     Goblins are small, weak humanoids with green skin. They are expert climbers, with microscopic claws which enable them to stick to most rough surfaces. They are also able to move without making noises, and excrete a clear substance which makes it difficult for others to hold onto them. This substance, known as 'goblin slime' among other races, also lets them move through spaces that would normally be too small for others of the same size, such as kobolds and halflings, to get through. This same slime is a valued, albeit very inexpensive, alchemical component for stealth elixirs.

Psychology
     Gone are the days of the goblin tribes. Goblins are the one "monster race" that has seemingly been seamlessly integrated into human society; it's not uncommon nowadays for entire neighborhoods in human cities and towns to be composed solely of goblins.
     Seeing that the humans and their allies were gaining dominance in the world, the goblins decided it was better to join the humans rather than fight against them. Still, most goblins tend to live in the slums of human cities; millennia of being considered a "monster" race have left most other people with the idea that goblins are inherently inferior to most others, and the goblins as a race have yet to overcome their feelings of persecution.
     Surprisingly, goblins get along well with halflings.  This is in part because goblins and halflings can look each other in the eye rather than needing to look up at the other race. Another is a feeling of kinship; both are small people in a world dominated by humans.

Combat
     Because goblins tend to be smaller than most others yet nimble and agile, most favor quick hit-and-run tactics.  The popular literary image of the hero being swarmed by a horde of goblins working for the enemy has no basis in reality.  Goblins tend to work well in groups, often using decoys and flanking tactics on their enemies.


Hobgoblins
35 points
Average Height: 5' 6".
Average Weight: 125 lbs.
Age of Maturity: 15 years.
Average Lifespan: 70 years.

Attribute Adjustments: DX +1[20].
Advantages: Chameleon 3 [15]; Silence 3 [15]; Slippery 2 [4].
Disadvantages: Appearance (Unattractive (to other races except goblins)) [-4]; Easy to Read [-10]; No Sense of Smell/Taste [-5].

     Hobgoblins are humanoids who are similar to goblins in appearance, but much taller, standing closer to humans in height. They are similar to goblins in that they can move silently and excrete 'goblin slime' (see Goblins, above), although the slime of a hobgoblin is not as potent as that of a goblin. In addition, they have the natural ability to blend into their background.

Psychology
     Hobgoblins tend to be insular, living in their own communities rather than joining their smaller cousins in integrating with human society.  This tendency towards insulation led the Great Empire of Man to give the hobgoblins their own province when it was decided to try and 'civilize' them.
     The hobgoblins' natural abilities let them perform as excellent scouts, although their lack of a sense of smell leads them to misjudge many things that would be obvious to others – for example, a hobgoblin cannot distinguish between a stew over a cooking fire, an herbalist's bubbling concoction, or a washer-woman's laundry without actually observing the contents.


Kobolds
10 points
Average Height: 3'.
Average Weight: 42 lbs.
Age of Maturity: 8years.
Average Lifespan: 45 years.

Attribute Adjustments: ST -3 [-30].
Secondary Characteristic Adjustments: SM -2; Basic Move -1 [-5].
Advantages: Claws (Talons) [8]; DR 2 [10]; Discriminatory Smell [15]; Double-Jointed [15]; Teeth (Sharp Teeth) [1]; Vibration Sense [10].
Perks: Scales [1].
Disadvantages: Cold Blooded ("freeze up" below 50°) [-5]; Short Lifespan -1 [-10].

     Small reptilian creatures that live along the northern shore of the Umojan jungles, kobolds are the one Umojan race that has had the most contact with the more civilized nations of Ophari.  They are adapted to their natural habitat, being able to feel the vibrations in the air around them through their skin, as well as having exceptionally sharp noses, large claws, and powerful jaws.

Psychology
     Kobolds are fascinated by magic. It is not uncommon for kobold magicians to be found in southern Ophari, where the knowledge is more common.  That the majority of kobolds visible to the people of Ophari, particularly the southern Teyoth region, are mages gives the false impression that almost all kobolds wield magic.  This perception has been lessened since the founding of New Hope, but hasn't fully disappeared.
     Their small size gives kobolds a bit of an inferiority complex when around larger folk.  Hence, despite their smaller size, kobolds tend to be more ferocious and tenacious in combat.  This also leads them to being overachievers among larger folk.


Minotaurs
70 points
Average Height: 8'.
Average Weight: 1,000 lbs.
Age of Maturity: 9 years.
Average Lifespan: 60 years.

Attribute Adjustments: ST +10 (Size, -10%) [90]; IQ -2 [-40].
Secondary Characteristic Adjustments: SM +1; Basic Move +1 [5].
Advantages: Absolute Direction [5]; Claws (Hooves) [3]; DR 2 (Skull only, -70%) [3]; Discriminatory Hearing [15]; Discriminatory Smell [15]; Hard to Kill 3 [6]; High Pain Threshold [10]; Longevity [2]; Regeneration (Regular: 1 HP/hr) [25]; Striker (Impaling) (Horns) [8].
Perks: Fur [1].
Disadvantages: Appearance (Ugly) [-8]; Bad Sight (Nearsighted) [-25]; Restricted Diet (Herbivore) [-10]; Semi-Upright [-5]; Short Lifespan -1 [-10]; Social Stigma (Monster) [-15].

     Minotaurs are massive creatures resembling a cross between humanoids and bulls. They stand eight feet tall, and have powerful muscles. While they have human-like hands – five fingers including an opposable thumb – their feet end in digitgrade hooves. All bulls and most cows have horns on their heads which point forwards; warriors often sharpen or decorate these horns for effect. The horns also provide some armor to the skull. While they generally have poor eyesight, being naturally nearsighted, their senses of hearing and smell are superhumanly acute.

Psychology
     Minotaurs prefer wide open fields; many are found in Rochlad and Gor Ansat, although they are known to range as far north as Evalon. They have a largely undeserved reputation for brutality and savagery.  In truth, most minotaurs are the quintessential "gentle giants". That is, until they are provoked to violence, at which point they become fierce warriors.
     Many minotaurs are possessed by wanderlust early in their adult lives, and leave home for "greener pastures". During this time period, which can last from four to ten years, minotaurs travel the world, learning all they can. After this time, most minotaurs settle into a town or village, often on the outskirts of a frontier settlement, content to live life as peacefully as possible. Most minotaurs will not take mates until their wanderlust period is over. Some scholars believe that the wanderlust is part of the divine plan for minotaurs, compelling them to travel until they meet desirable mates.
     Despite legends to the contrary, minotaurs are decidedly vegetarians.

Combat
     A minotaur's first impulse in combat is to charge. To initiate combat, a minotaur drops to all fours and charges at full speed towards his opponent, intending to gouge said opponent with his horns. Following this, should the opponent still be able to fight, the minotaur will draw his weapon.
     Minotaurs are fierce opponents. In addition to being able to withstand about twice as much punishment as an average human, they are very difficult to actually kill, and can keep fighting long after others would have fallen from their wounds.


Mohani
50 points
Average Height: 8'.
Average Weight: 420 lbs.
Age of Maturity: 16 years.
Average Lifespan: 140 years.

Attribute Adjustments: ST +5 (Size, -10%) [45]; DX +1 [20]; IQ -1 [-20].
Secondary Characteristic Adjustments: SM +1.
Advantages: Claws (Sharp Claws) [5]; DR 3 [15]; Extended Lifespan 1 (×2) [2]; Infravision [10]; Nictitating Membrane 2 [2]; Teeth (Sharp Teeth) [1].
Disadvantages: Cold-Blooded ("freeze up" below 50°) [-5]; Colorblindness [-10]; Stuttering [-10]; Vow (Never Eat Plant Matter Unless Absolutely Necessary) [-5].
Common Traits: (not part of the package) Odious Personal Habit (Eats Sapients) [-15].

     Mohani are large, semi-humanoid reptilians who dominate the deep forests of Umoja. They are a powerfully-built race that stands upright, with sharp claws on their hands and feet, sharp teeth, and a short vestigial tail for balance. While unable to see colors, they are able to see into the infrared spectrum, enabling them to hunt by sensing body heat, which they themselves, being reptiles, do not give off. Their skin is protected by large, bony plates, and their eyes possess nictitating membranes enabling them to see clearly underwater.
     The "Stuttering" trait isn't true stuttering; instead, it represents the fact that mohani speaking anything other than languages geared towards reptilians, such as Draconic, hiss the 'S' sound, making it seem as if they're adding at least two additional 'S'es to the word.

Psychology
     Mohani exist alongside nature, and revere it. They tend to eschew the trappings of civilization, believing that "civilization" is another word for "detached from nature."  Instead, the majority of mohani exist in small tribes that wander throughout the Umojan jungles, living as simple hunter-gatherers.  Those few mohani who have settled into Shakdran and New Hope are regarded with suspicion by other mohani.
     The mohani way of life includes many practices that confuse and often disgust more civilized folk.  While naturally omnivorous, the majority practice a strictly carnivorous way of life, down to the idea of never wasting meat.  This often includes the practices of cannibalism and devouring of enemies slain in battle.
     There is some evidence that mohani practices are innate, rather than societal.  Even mohani who were hatched and grew up in civilized society, such as in New Hope and Shakdran, separated from other mohani exhibit a tendency towards hunting and carnivorism.


Ogres
75 points
Average Height: 7' 6".
Average Weight: 1,000 lbs.
Age of Maturity: 8 years.
Average Lifespan: 35 years.

Attribute Adjustments: ST +10 (Size, -10%) [90]; IQ -3 [-60].
Secondary Characteristic Adjustments: SM +1; Will +3 [15]; Per +3 [15].
Advantages: Acute Taste and Smell 1 [2]; DR 3 (Tough Skin, -40%) [9]; Hard to Kill 3 [6]; High Pain Threshold [10]; Lifting ST +5 (Size, -10%) [14]; Magic Resistance 3 [6]; Night Vision 9 [9]; Regeneration (Regular, 1 HP/hr) [25]; Single-Minded [5]; Super Jump 1 [10].
Disadvantages: Appearance (Monstrous (to other races)) [-20]; Bestial [-10]; Odious Racial Habit (May Eat Sapients) [-15]; Short Lifespan -1 [-10]; Social Stigma (Regarded As An Animal or Valuable Property) [-10]; Truthfulness (6) [-10]; Workaholic [-5].
Quirks: Alcohol Intolerance [-1].

     Ogres are the largest of the common races without actually being true "giants." Ogres stand 7 to 8 feet tall and are half a ton or more of pure muscle. They aren't the smartest creatures, either, but are normally able to ascertain whether or not someone trying to cheat them.
     Ogres tend to be simple in their desires: enough food to sustain them and a comfortable place to sleep is all they really ask for. Because of this, many ogres find themselves willing slaves, performing grueling menial physical labor in exchange for letting someone else take care of their needs. Many are smart enough to figure out that the shiny pieces of metal the smaller folk use can be used to obtain food and shelter. Some unscrupulous types will often try and use an ogre in criminal dealings by promising bits of shiny metals in return for performing acts of mayhem; this can backfire when the ogre is stopped and asked who paid him, and the ogre names his employer.
     Despite their tremendous bulk, ogres cannot hold their liquor. Fortunately, ninety percent of ogres lean towards being sleepy drunks rather than violent.

Psychology
     Ogres are brutally truthful; some are just terrible liars, but most ogres are just not smart enough to know how to lie. They are simple, direct, and tell things how they see it. Ogres are often referred to as "talking animals" based on how they react. When hungry, they seek out food; when cold, they seek out warmth; when they see something they want, they generally see nothing wrong with just taking; when confronted with danger, they exhibit the 'fight or flight' trait common to most animals.
     "Civilized" ogres have been trained to suppress some of these instincts. While "wild" ogres see nothing wrong with eating another humanoid, ogres who have been brought into civilization are trained to understand that they can't eat anything else that walks on two legs.
     Ogres are single-minded and determined; when an ogre puts his mind to something, he won't let anything distract him from what he's doing. Slave owners often like to encourage this; some ogre slaves have been known to work themselves into exhaustion, and are rewarded by a larger meal or an extra blanket.

Combat
     When faced with a dangerous situation, the ogre's typical first instinct is to lash out at the danger with his fists, and keep hitting it until it doesn't move. Ogres know they are stronger and can take more punishment than most others, so they tend to be front-line fighters.
     When faced with a clearly superior opponent, such as a rampaging giant or dragon, ogres tend to flee rather than fight, fighting only if cornered. A cornered ogre often lashes out in a violent rage that surprises even them, until they get far enough past the creature or creatures that cornered them to flee.


This weekend, I'll cover the races unique to Ranoc.

Sunday, November 13, 2016

Ranoc - The Classical Races

     In my Ranoc Muskets-and-Magery Renaissance Fantasy setting, I have a number of races present, including the classical fantasy races (Human, Elf, Dwarf, Halfling, Half-Elf, Half-Orc), several classical fantasy races that are not always considered playable or generally reserved for NPCs (Centaur, Goblin, Hobgoblin, Kobold, Lizardfolk (renamed to Mohani), Minotaur, Ogre, Orc), and a few races that are either variations of non-classical races (Aeralon, a winged human variant; Vulptens, a fox-type canine race) or original creations of my own (Orfs, an Orc-Elf hybrid race).             Below, I detail the classical races of Human, Elf, Dwarf, Halfling, Half-Elf, Half-Orc, and Orc


Humans
0 points
Average Height: 5' 6".
Average Weight: 125 lbs.
Age of Maturity: 16 years.
Average Lifespan: 80 years.

     Humans are not the most numerous race on Ranoc (that distinction goes to the goblins), nor are they the most powerful individually (many more races are physically more powerful). What gives humans their distinctive place as the dominant race of Ranoc are the following factors: Humans are prolific, aggressive, organized, and adaptable.
     Humans are among the most prolific races in the world; only the goblins and vulptens are known to be more prolific. Their relatively short gestation period and their propensity to occasionally have multiple births for most of their lifespan allow humans to have large families. In addition, some human nations allow for polygamous relationships; humans in those nations occasionally have more than one spouse.
     Humans are also among the most aggressive races. They are not as aggressive as the orcs, but more aggressive, on average, than the elves, dwarves, and halflings. Note that "aggressive" does not necessarily mean "nasty", as there are good and evil humans of all sorts. Human aggression is best expressed by desire; humans, both individually and in groups, tend to be the types to go after what they desire when they desire it.
     On top of these two factors, humans are organized. Social creatures by nature, humans tend to work well in groups. Ages ago, when humans were still primitive tribals no better than the savage Umojan races, humans discovered that working together for a common goal enabled them to achieve it better than working apart. In addition, humans have a long history of creating organizations that outlived its founding members by several generations.
     Perhaps the one thing that goes overlooked as far as humans go is that they are also highly adaptable. This does not mean that they adapt physically – a human tossed overboard at sea will not develop gills to breathe water, nor will he grow webbing between his fingers and toes; a human tossed overboard is likely food for the sharks. Human adaptability is one of mental adaptability. Humans can easily wrap their minds around almost any concept, and interact well with such diverse peoples as Elves, Dwarves, Orcs, Vulptens, and Kobolds. According to the dogma of the priests of Galsus, it is this adaptability that made them his favorite race. The dogma of the Church of the One True God in Redwater claims this – not the other reasons listed above – is why humans will inherit the planet from the other races.


Dwarves
20 points
Average Height: 4' 6".
Average Weight: 165 lbs.
Age of Maturity: 30 years.
Average Lifespan: 200 years.

Attribute Adjustments: ST +1 [10]; HT +1 [10].
Secondary Characteristic Adjustments: SM -1; Basic Move -1 [-5].
Advantages: Absolute Direction (Accessibility: Underground Only, -30%) [4]; Artificer 1 [5]; Extended Lifespan 1 (×2) [2]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 9 [9]; Resistant to Poisons (+8) [5].
Perks: No Hangover [1].
Disadvantages: Duty (to Clan; 9) [-5]; Honesty (9) [-15]; Increased Consumption -1 [-10].
Quirk: Likes Strong Alcohol [-1].

     Dwarves are short, stocky humanoids who possess dense muscles and hearty constitutions. They stand on average around four and a half feet tall, never exceeding five feet, with dark complexions. Their eye and hair colors match human norms. They live around two hundred years on average. They are also naturally resilient to magic. If they have a fault, it is their love of food and beautiful things.
     Almost all Dwarves are master craftsmen, whether it be working with ordinary metals, precious metals, stonework, precious and semi-precious stones, or woodwork. Each item made is a work of art, even if that item is just the wooden frame shoring up the mine wall to keep it from collapsing.
     All Dwarves take pride in their beards; even the females have been known to grow them. All beards are well-groomed, often braided and/or decorated with beads, gold, silver, gems, or ivory.
     While most believe that Dwarves live under the ground, that is not the case. The cities of Ered-Dûm in the Wyrmspire Mountains are built in valleys between the mountains, not under them. Dwarves are comfortable under the ground, however, and never lose their direction when deep in the mines.

Psychology
     The first thing Dwarves are taught is their duty to their Clan. In dwarven societies, even those living in non-dwarven nations, the Clan supersedes national interests. To emphasize this, they are taught to obey the law, with emphasis on the Clan's laws. A dwarf is bound to his Clan – to betray the Clan is almost inconceivable. A dwarf is simply 'not a dwarf' if he does not have a Clan, and neither is he the same dwarf if he switches Clans. Dwarves have honor and pride in three things: their Clan, their work, and their beards.
     A dwarf's beard is another point of honor: a dwarf would rather lose his hand than his beard, and tugging or pulling on a beard is a deadly insult and often the start of the not uncommon drunken duel. While females tend to be more level-headed, if an insult on one's honor occurs between them it is not unheard of for a female dwarf to maliciously shave another's beard while they sleep.
     Dwarves are not, despite some stereotypes, particularly warlike in nature, nor are they overly surly. They are welcoming, if wary, to strangers, but have a law of hospitality that extends to all guests, especially in times of great need. They love a good tale, fellowship, feasts, and ales, and a traveler taking shelter will find himself much more welcome if he can provide a good story on a long night.
     They tend to be secretive about their work – whether it is art, armor, or other items. They take enormous pride in their work, and are very shrewd about selling it, knowing very well how prized good dwarf craftsmanship is. They are usually honest, and tend to punish thieves or troublemakers very harshly. A merchant will always be dealt with openly: however, this doesn't mean the prices won't be steep!
     Dwarves are not an especially 'conquering' race; they are practical minded, and tend more to be greedy over mining rights then anything else. While Dwarves are content with their caves and their valleys, and have no particular urge to expand, other cultures have, in the past, made the mistake of trying to take their land from them. A dwarf can and will fight ferociously in defense of their homeland, Clan, or other property.


Elves
25 points
Average Height: 5' 9".
Average Weight: 90 lbs.
Age of Maturity: 120 years.
Average Lifespan: 640 years.

Attribute Adjustments: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Adjustments: HP +1 [2].
Advantages: Acute Hearing 3 [6]; Eidetic Memory [5]; Extended Lifespan 3 (×8) [6]; Subsonic Hearing [5]; Ultrahearing [5].
Disadvantages: Callous [-5]; Extra Sleep -2 [-4]; Hidebound [-5].

     Elves are humanoids, similar in stature and appearance to humans. They are more slender, however, with large, pointed ears. They are able to hear noises far outside the range of others, well into the subsonic and ultrasonic ranges.
     Elves live for an average of six centuries. Legends and myths from long ago indicate they were once immortal, but this may be anything from elvish arrogance to misconceptions by the other pre-historic peoples.
     Because of their longer life spans, elves must sleep on average ten hours a day.

Psychology
     Most elves find it hard to develop relationships with shorter-lived beings. Occasionally, marriages between humans and elves have occurred, producing half-elves, although these have become rare of late. The most successful inter-racial friendships that elves have established have been with Dwarves, as that race is longer-lived than humans.
     Elves are patient, generally thinking long-term. They are also clever, resourceful, and more often than not ruthlessly Machiavellian. Their long lives make them very patient, and they are willing to make almost cold-hearted sacrifices if it will profit in the long run. They are, in fact, more warlike then their reputation suggests, and while most will try to prevent damage to nature, forestland, etc, they will not hesitate to make war on others if deemed necessary.
     Many elves have developed a rather dry, cynical personality and occasionally a black sense of humor, due to their being such a long lived race. They are often arrogant when dealing with shorter lived races, like the humans, and have no problem in dealing mercilessly with them.  This often extends to their treatment of others who are also long-lived, including the Dwarves and often other elves.
     Elves have a love of the arts, in much the same way that Dwarves love their craft. Song, dance, and art are all highly valued, and any bard traveling through elven lands will be treated with the highest respect – provided they can carry a decent tune. Elves love beauty, fine clothes, and fine singing, and will sometimes go out of their way to acquire an exceptional work of art.  Because they can hear in ranges outside the human norm, their own music will occasionally venture into these areas; a human listening to an elven musical masterpiece may wonder about lengthy stretches of seeming silence that elves will listen intently to.


Half-Elves
35 points
Average Height: 5' 8".
Average Weight: 125 lbs.
Age of Maturity: 16 years.
Average Lifespan: 100 years.

Attribute Adjustments: DX +1 [20].
Secondary Characteristic Adjustments: Per +1 [5].
Advantages: Acute Hearing 2 [4]; Longevity [2]; Ultrahearing [5].
Perks: Deep Sleeper [1].
Disadvantages: Extra Sleep -1 [-2].

     Originally just the offspring between humans and elves, the half-elves of Ranoc have bred true to almost become a race of their own. Most half-elves alive today are descended from other half-elves. In fact, the nation of South Ford was settled by half-elves escaping the prejudices of their human and elf ancestors.
     Half-elves have some of the traits of their elf ancestors. They have pointed ears, although they are not as large as those of the elves. They can hear sounds of a higher pitch than humans, but not the lower-pitched noises the elves can. They age slower than humans, but are not nearly as long-lived as the elves; most half-elves will reach an age of around 150 years before succumbing to old age.
     Because of their ancestry, half-elves need to sleep on average nine hours a day, as opposed to the standard eight from humans or the ten of the elves.

Psychology
     Half-elves possess many of the same qualities as their human ancestors, being social creatures with intense desires. They have much of the patience of their elf ancestors, but this is tempered with the reality of their shorter lifespan.  Hence, most of them are not as ruthless as their elven kin.
     Most half-elves are also consciously aware of the fact they generally don't fit into either human or elf societies, although the humans are in general more trusting of them than the elves.


Halflings
25 points
Average Height: 3'.
Average Weight: 30 lbs.
Age of Maturity: 16 years.
Average Lifespan: 100 years.

Attribute Adjustments: ST -4 [-40]; DX +2 [40].
Secondary Characteristic Adjustments: SM -2; HP +4 [8]; Basic Move -1 [-5].
Advantages: Catfall [10]; Flexibility [5]; Longevity [2]; Perfect Balance [15].
Disadvantages: Chummy [-5]; Workaholic [-5].

     Halflings are short, averaging three to three and a half feet tall in height, with human proportions. They are nimble and flexible; many are good with their hands. They have a natural sense of balance, enabling them to always land on their feet from any fall taller than themselves, and giving them the ability to walk across the narrowest beams without losing their footing.

Psychology
     Halflings are well aware of their small size when compared to almost everyone else. Many halflings admit to feelings of inferiority when working with the "Big Folk", as they tend to call humans, elves, and others who are generally larger than them (which is nearly everyone except kobolds and goblns). These feelings often drive them to be twice as brave or clever as their larger friends. They are social creatures, preferring to work in groups rather than alone.
     Halflings tend to be suspicious of magic, although they don't have any racial taboos against using it. While not naturally magical, many halflings who study magic lean towards spells which can enhance their already nimble natures.
     If halflings have a fault, it's that they work themselves into exhaustion. It is not uncommon to find a halfling that fell asleep at his workbench wearing the same clothes he had on two days ago when he started working. As a race, halflings tend to dislike leaving anything unfinished, be it a pasture fence, a piece of clockwork for a pocket watch, or a heroic quest.

Combat
     Halfling combat consists of a combination of shooting from concealment and nimble hit-and-run tactics.  When prepared for an attack, most halfling defenders can be found firing crossbows or muskets from inside foxholes, behind rocks, or from underneath wagons.  If surprised, or without time to prepare a suitable defensive position, halflings stay constantly in motion, often taking Move or Move and Attack maneuvers, interspersed with Defensive Attacks or All-Out-Defense maneuvers, until an opening for a more dedicated attack presents itself.  Their small size and natural agility helps, and many use Acrobatic Dodges while in motion, almost teasing their attackers.


Half-Orcs
25 points
Average Height: 5' 4".
Average Weight: 165 lbs.
Age of Maturity: 13 years.
Average Lifespan: 60 years.

Attribute Adjustments: ST +1 [10].
Advantages: Claws (Blunt Claws) [3]; DR 1 (Tough Skin, -40%) [3]; Rapid Healing [5]; Resistant to Disease (+8) [8]; Teeth (Sharp Teeth) [1]; Universal Digestion [5].
Disadvantages: Easy to Read [-10].
Features: Early Maturation [0].

     Like half-elves, the half-orcs of Ranoc have also bred true. Half-orcs are a cross-breed between humans and orcs.
     Half-orcs generally have the green, gray, and blue skin tones of the orcs, but toned down some to be closer to the pinks, tans, and browns of the humans. They have sharper teeth than humans, but lack the large fangs of the orcs. Like the orcs, they can take a lot of punishment. They heal rapidly, and are highly resistant to disease and rotten food.

Psychology
     Half-orcs are quite aware of their situation. They are more intelligent than their orc ancestors, and stronger than most humans. This has led many half-orcs amongst the Northern Raider Clans to rise to positions of leadership. Contrary to popular beliefs, half-orcs are not stupid; most are as intelligent as the average human. Furthermore, their orcish heritage gives them a natural cunning.
     Half-orcs who live among the orcs tend to be stronger and fiercer than those who live among their own kind or their human kin. 


Orcs 
30 points 
Average Height: 5' 2".
Average Weight: 215 lbs.
Age of Maturity: 9 years.
Average Lifespan: 45 years.

Attribute Adjustments: ST +2 [20]; IQ -1 [-20].
Secondary Characteristic Adjustments: Will +1 [5]; Per +1 [5].
Advantages: Claws (Blunt Claws) [3]; DR 1 (Tough Skin, -40%) [3]; Fit [5]; Hard to Kill 3 [6]; Less Sleep 2 [4]; Rapid Healing [5]; Resistant to Disease (+8) [8]; Teeth (Fangs) [2]; Universal Digestion [5].
Disadvantages: Easy to Read [-10]; Short Lifespan 1 [-10].
Quirks: Bloody Mess [-1].

     Orcs are massive humanoids closely related to both humans and elves. They stand an average of five and a half feet tall, weighing over two hundred pounds on average. This weight is primarily muscle, although orcs do possess a proportionately larger bone mass than their human cousins. They possess green, gray, and blue skin tones, sharp teeth with large fangs, powerful, clawed hands, and thick, leathery skin. They are difficult to kill, healing rapidly from injuries, are highly resistant to disease, and are able to subsist on foods that would make the average human sick.
     Orcs are shorter-lived than humans. While a human will reach physical maturity around 15 years of age, orcs reach that maturity at age nine. In addition, they reach old age around 45 years of age. This accelerated lifespan enables them to require less sleep than the average human, sleeping six hours a night instead of the usual eight. 

Psychology
     Orcs tend to be brutal, in and out of combat. Most have a "live fast, fight hard, play hard" mentality. In the past, they have subscribed to a "might makes right" mentality, and most still live in societies that revere strength.
     Orcs, like their human cousins, are aggressive and prolific. In many ways, they are even more aggressive and prolific than humans. They are not, however, inclined towards organization, often relying on others to provide it. 

Combat
     Orcs are prized as shock troops by nearly all the nations of the Ophari continent; Redwater being the obvious exception. They favor weapons that cause as much damage as possible in one hit. Most prize melee weapons over ranged ones. Companies of orcs in most nations are often led by a half-orc, as most orcs are better able to relate to half-orcs than they are humans.




     The "Bloody Mess" quirk is defined as follows: When you kill something, you don't just kill it; you obliterate it!  Blood and viscera fly everywhere! Anything you kill, especially those that reach -5xHP, dies in the most gruesome way possible. This gives a -1 Reaction penalty to anyone who witnesses such an act for the first time, although it might give a +1 Reaction bonus to those with tastes for such things. Note that this is distinct from the Rest In Pieces Perk (pp. 19-20 of GURPS Power-Ups 2: Perks) in that the deceased may still be magically revived, but does not forbid that Perk's purchase as well.