Section I: Character Creation
I.I Prelude
Are you tired of fighting monster after monster without resorting to role-playing?
Do you watch Errol Flynn movies looking for ideas? Are you tired of RPGs
the have stats for 30 different pole arms? Have you ever wanted to peer
though a pair of quizzing glasses and say, "Eeek! a commoner!" Then welcome
to the only Lace & Steel web page in the known world. For those of
y'all who have never heard of Lace & Steel, it is a role playing game
written by Paul Kidd
and produced by the Australian Games Group. Most people have never heard
of it due to poor distribution in this country. But there is a strong following
of gamers who want more then "hack and slash."
A Lace & Steel adventure is romance, melodrama, magic and daring-do.
Capturing a feeling of fun and fantasy is more important than stacking
up the body count. Combat should be a part of the drama, not the heart
and soul of your game!
I.II Introduction
LACE & STEEL is an attempt to create a fantastic game environment.
Lace & Steel has sought to capture the elements of swashbuckling romance
that are missing from the bulk of fantasy role playing games. Evil grand
viziers, ladies in distress, the flash of rapiers and billow of sails in
a fair wind! These are the elements of romantic fantasy, and it is just
such things that dour, brutal medieval monster bashing games tend to ignore.
LACE & STEEL is an unusual game to run for a number of reasons..
The LACE & STEEL combat system uses a unique card based combat system,
where melee combats are played out as a card game. Combats are thus time
consuming and challenging, with player skill affecting the final combat
result. Combat with other characters thus becomes very dangerous and very
entertaining (when compared to a dice based combat system), removing the
need for wacky monsters and toothy beasties to provide challenging opponents
for player characters.
Secondly, there are the inter personal relations rules. Using these
rules, the personalities of non player characters become a major part of
the game background environment. Players will constantly have to deal with
difficult and co-operative people, and will have to learn to deal with
friendships, enmities and self confidence as part of "day to day" adventuring.
Loyalty, treachery, love and hate can all easily be simulated using the
game rules, and will hopefully encourage umpires to prepare thoughtful
adventure plots.
I.III So What Is the Atmosphere of Lace & Steel?
(The below discussion assumes that the reader has a basic understanding
of Roleplaying theory: Players, Characters, GM, dice, etc. If you have
never played a Roleplaying Game before... Go find somebody who has, and
join their gaming group.)
LACE & STEEL is highwaymen waiting by a mist shrouded road, or
the ferocious clash of cutlasses on the quarter deck. It is gallant young
men scaling palace walls to visit their sweethearts. It is duelists meeting
in the grey light of dawn, and plotters gathering in torch lit cellars.
LACE & STEEL is court intrigues and dazzling balls, secret messages
and lovers met by moonlight. Just take your favorite romantic images, and
live them through the game.
Do we have fun playing the game. We certainly do.
LACE & STEEL is set in a world that is reminiscent of our own seventeenth
century Europe - specifically 1640s, which was the time of the English
civil war and the thirty years war. The fantasy lands of "MITTELMARCH"
have been chosen as the game's setting in preference to a historical setting
to encourage a feeling of fun and fantasy. Games set in historical environments
usually seem too restrictive, and this has been the great failing of most
games which use the "swashbuckling" genre.
Several important decisions about the game's equipment lists and background
have been made deliberately. Flintlock weapons have been edited out, since
match-locks and wheel locks capture more of the feel of the period. You
will also find no rules for "rapier and dagger" fencing, since the use
of the main gauche went out of fashion the instant rapiers became light
enough to both parry and riposte
The game systems have also been designed as they are for good reason.
The card based combat systems are entertaining, but have a heavy reliance
upon luck. This means that newcomers to the game are not completely disadvantaged
when playing against more experienced hands. The combat system has enough
fun and action in it to appeal to folk who swear that they hate role playing
games (try showing it to some non gamers and see if they will agree to
play with you now.)
Magic has been included in the game environment as an important facet
of the game's feel of fantasy. Nevertheless it is very difficult to roll
a character that qualifies as a Sorcerer. This is to make such characters
rare - if it was easy to be a Sorcerer, then everyone would be one.
I.IIII Character Creation
The following section details the physical and mental attributes of individual
characters which we will simulate in this game. The characteristics
are fairly simple, but between them they adequately simulate each character's
basic abilities.
The characters used in Lace & Steel have eight basic characteristics
- Strength, Endurance, Dexterity Reason, Intuition, Drive, Charisma and
Magical aptitude.
All characteristics are rolled on 2D6+3. If a character scores 14 or
15 on its initial dice roll for it's Magical aptitude characteristic, it
may roll an extra D6 -1 and add the result to its total Magical aptitude
score.
Before rolling a character, a player may choose to favor and slight
some characteristics. The player may nominate up to three characteristics
that his or her character will favor. For each characteristic that is favored,
another characteristic must be slighted and vice versa.
-
Favored characteristics are rolled for twice, with the final characteristic
score being taken as the highest of the two dice rolls.
-
Slighted characteristics are also rolled twice, with the final characteristic
score being determined by the lowest of the two rolls.
All characters start the game with experience points equal to their Reason
+ their Drive. For a cost of 5 of these experience points each, characters
may purchase extra characteristics points on any of their characteristics.
Note that if a character's Magical aptitude is raised up to a level of
14 through this technique, then the character will also gain the extra
1D6-1 Magical aptitude score as detailed above.
I.V Disposition
LACE & STEEL uses a Tarot deck to provide a means of generating
personalities and dispositions of characters. Each character draws one
card from a tarot deck as its significator, This card will effect disposition
and characteristic classes.
CHARACTERISTIC BONUSES OR SLIGHTS
Some cards will dictate a characteristic bonus or slight for the character
in one or two particular areas. Characters who have a bonus in a characteristic
should roll twice for the indicated characteristic and take the highest
score thus rolled. The characteristic may never end up with a score of
less than 11.
Characters with a slighted characteristic should roll twice for the
characteristic and take the worst score rolled. Slighted characteristics
may never end up with a score higher than 9
DISPOSITION
The character's significator is used to give the character a disposition
or personality. Each card of the lesser arcana has a disposition tied to
it. Record this disposition on the characters record sheet, and use this
as a basis of the character's role play.
Remember that a character's characteristic scores will give vital clues
as to the overall personality of a character. A character who's disposition
is sneaky and secretive will be played differently depending on whether
it is smart or slow witted.
THE DECK
Tarot cards used in this game may be drawn from any normal Waite Tarot
deck (don't use an “Egyptian Tarot’ or a “Crowley Tarot”, since these use
different types of cards).
I.VI Rolling a Character
STAGE ONE
.
To create a new character, firstly decide the character's race, age, and
sex, and then draw a significator for the character
from the tarot deck. Now the player is ready to determine his or her character's
characteristic scores.
STAGE TWO
.
Roll the character's Strength, Dexterity, Endurance, Reason, Intuition,
Drive, Charisma and Magical aptitude scores on 2D6+3. Add 1D6-1 to the
character's Magical aptitude if its initial dice for its Magical aptitude
characteristic score was 14 or 15.
STAGE THREE
Work out the character's ratings for Maximum hand, new draw etc. Do not
work out repartee and sorcery ratings unless the player feels it to be
necessary.
STAGE FOUR
Go to the rules section on skills, and generate the
character's social class. The character must then have its skills selected
and recorded.
I.VII The Characteristics
The following characteristics serve to simulate the physical and mental
faculties of the character. Readers should note that a character's mental
abilities are divided into Reason, Intuition and Drive; there is no all
encompassing measure for intelligence.
-
STRENGTH is the expression of the brute force which the individual can
apply. It is also used to indicate the character's physical size and bulk.
STRENGTH is a measure of the character's ability to lift weights and arm
wrestle, and its ability to resist damage and shock.
-
ENDURANCE is the measure of the character's fitness and stamina. As such,
it represents the amount of time that physical activity may be maintained.
It should also be used in tests to resist disease.
-
DEXTERITY measures the character's coordination and agility. It is also
used as a measure of the character's hand eye co-ordination and skill at
fine manual tasks.
-
REASON is a measure of the individuals capacity for deduction, logic, memory
and preplanning.
-
INTUITION is used to determine the characters "sixth sense" - his ability
to out guess his opponents, or make an accurate assessment of a character
at first meeting. Intuition also represents the character's innate perception,
and is checked whenever searching for hidden objects or trying to detect
lies.
-
DRIVE represents a character's willpower and determination. It is a measure
of the motivation and self discipline that a character can bring to bear
on any task with which it is faced. DRIVE is tested whenever a character
wishes to embark on a long and difficult project, or when his determination
comes under attack.
-
CHARISMA is a measure of the combined effect of the character's physical
appearance, personal beating and speaking voice. Characters who are enlivened
by an inner energy may have a high Charisma characteristic even if their
physical appearance is not immediately overwhelming. Add 1 to the character's
Charisma if either its Dexterity or Drive characteristic is 13+. Subtract
1 from the character's Charisma if either of the character's Dexterity,
Reason or Drive characteristic scores are 7-.
-
MAGICAL APTITUDE is used in conjunction with the magic system to represent
the character's ability to use magic. A character's Magical aptitude characteristic
represents the individual's ability to sense and interact with other worldly
powers.
I.VIII Special Factors
Each character is also rated for several special factors which are used
in combat. These factors ate the character's Fatigue rating, Wound level,
Maximum hand rating and New draw rating.
-
FATIGUE RATING A character's fatigue rating is found by averaging the character's
Strength and Endurance (rounding up).
-
HIT POINTS A character's hit points are found by averaging the character's
Strength and Endurance and halving the result. All factions are rounded
to the nearest whole number (0.5 rounds up)
-
WOUND LEVEL A character's "Wound Level" determines the amount of hit points
damage that a character can sustain before it loses part of its maximum
hand rating. Divide the characters hit point losses from wounds by the
character's wound level (rounding down) to determine the number deducted
from the character's maximum hand. A character's wound level is dependent
upon the character's strength and drive. The following chart is used to
determine a character's wound level.
|
Average of Strength & Drive
|
Wound Level
|
|
1 to 11
|
1
|
|
12 to 13
|
1.5
|
|
14 to 15
|
2
|
-
MAXIMUM HAND RATING The maximum number of cards that a character
may retain m its hand during combat is dependent upon the character's dexterity.
The following chart shows the relationship between a character's dexterity
and its maximum hand rating:
|
Dexterity
|
Maximum Hand Rating
|
|
1 to 4
|
3
|
|
5 to 7
|
4
|
|
8 to 12
|
5
|
|
13 to 15
|
6
|
|
16+
|
7
|
-
NEW DRAW RATING A character's new draw rating is dependent upon the character's
intuition and Dexterity scores. Average these two characteristics, and
look-up the resulting number on the following chart:
|
Average of Intuition & Dexterity
|
New Draw Rating
|
|
1 to 7
|
2
|
|
8 to 12
|
3
|
|
13 to 15
|
4
|
-
MAXIMUM SORCERY HAND The maximum number of sorcery cards that may be held
by any character is determined by the character's Magical aptitude score
on the following chart:
|
Magical Aptitude Score
|
Maximum Sorcery Hand
|
|
1 to 15
|
0
|
|
16 to 17
|
4
|
|
18 to 20
|
5
|
|
21+
|
6
|
-
NEW SORCERY DRAW Sorcerers may augment their hand of sorcery
cards through new draws from the deck. The number of cards that they draw
is determined by their new sorcery draw rating. This rating is determined
by the character's Reason score on the following chart:
|
Reason Score
|
New Sorcery Draw Rating
|
|
1 to 5
|
0
|
|
6 to 10
|
1
|
|
11 to 12
|
2
|
|
13 to 14
|
3
|
|
15+
|
4
|
-
REPARTEE HAND These ratings should be determined for characters who gains
the courtly skill "repartee." Of course if you know how you can skip the
rules for simulating repartee and have at it for
real.
|
Reason Score
|
Repartee Hand
|
|
1 to 4
|
3
|
|
5 to 7
|
4
|
|
8 to 12
|
5
|
|
13 to 15
|
6
|
|
16+
|
7
|
NEW REPARTEE DRAW RATING
|
Average of Intuition & Charisma
|
New Repartee Draw
|
|
1 to 7
|
2
|
|
8 to 12
|
3
|
|
13+
|
4
|
I.VIIII Determining Skills
I.X Race
The world of LACE & STEEL is populated by a number of races which coexist
in an easy balance. The civilized races suppose themselves to comprise
the bulk of the world's population, and it is these races which band together
into great cities and alliances. The "wild" races do not have such visible
power or numbers, and seldom seem to create communities larger than towns.
They have a certain amount of commerce with the civilized races.
The faerie folk are the most enigmatic of the world's inhabitants,
and keep themselves very much aloof from the affairs of other races. They
keep to the deep forests or high mountains, and seldom ever meet up with
other folk. Only the halfling peoples have any real contact with other
races, and of these, it is Pixies which seem to be the most commonly abroad
in the civilized lands.
The overall effect is a world which is largely populated by Humans
and Half- Horses. A host of other races are widely known, and most folk
will have seen them at one time or another, or will at least know them
all by description. The net effect is a society which is far less
"mundane" than one taken from our own history, with a great variety of
different peoples. The world which the game presents to its players should
have recognizable imagery taken from the English civil war period but with
a definite "Grimm's fairy tale" feel. The world is constantly livened up
by the strange and the unexpected.
CIVILIZED RACES
The so called civilized races are to be found all over "Other Earth". Humans.
(two leggers) and Half-Horses (4 leggers) band together in mixed nations,
letting geography dictate political affiliation rather than race. Both
races live together in reasonable harmony, although they have the good
sense to separate into communities (villages or suburbs) composed mostly
of one or the other race. These communities will communicate freely with
one another, and each race draws on services and talents which the other
race can provide.
HUMANS
A prolific and flexible race, Humans take very readily to seafaring
and urban living. The humans of 'Other Earth's" southern continent are
white skinned, and average between 160 and 170 cms in height. Half-Horses
usually refer to Humans as "two leggers."
HALF-HORSES (“CENTAURS”)
Half-Horses (or ‘four leggers”) consist of a human like torso married
to an equine body. Though smaller than a horse, Half-Horses tend to have
at least 10 to 20 cm’s greater height than a human of similar strength,
and weigh immensely more. Their equine sections come in a number of different
colors, ranging from dapple grey to bay - characters should always specify
their coloration.
Half-Horses have a similar strength in the arms and upper body to that
of a human, but they are able to apply their lower body's strength very
effectively to a number of tasks. Double the effective Strength of a Half-Horse
in any task which requires the use of body weight (e.g.. pushing a wagon
Out of a ditch). A Half-Horse is as speedy as a horse (effective speed
= its Dexterity). Subtract a Half-horse’s burden level from its Dexterity
when determining its maximum speed in this manner. A Half-horse’s burden
level is found by dividing its total load in kilos by its (Strength + its
fatigue raring), rather than its fatigue rating alone.
In addition, although the hands of a Half-Horse are as flexible as a
mans, and their bodies as capable of twisting, leaping or side-stepping
as a Humans, a Half- horse’s Dexterity will be penalized under many circumstances.
Half-Horses must make a Dexterity roll whenever they attempt such simple
actions as climbing a ladder, clambering through a window, or whirling
quickly around. Half-Horses find it extremely difficult to move silently.
Halve a Half-horses effective Dexterity
whenever its sheer bulk promises to get in the way (such as moving
through brush). In combat, Half-Horses can lash out with iron hard hooves
(add 3 to a Half-horse’s effective strength when delivering a low brawling
blow). A Half-horse’s great length of leg gives them a reach of 1 in brawling
combat. In melee combat against cavalry, treat Half-Horses as infantry
but add three to their effective Strength when resisting a push from a
horse.
Half-Horses wear clothing on their upper bodies, and 4-legger women
wear apron-like skirts. The equine hind-body is never clothed or armored,
and this lack of covering can be a cause of embarrassment. Many a love-sick
young male
has had to hide his nether regions upon contemplating the charms of
his sweetheart... The position of a Half-horse’s tail gives an extra dimension
to its body language. Feisty young males hold their tails high, and a female
might involuntarily hike her tail when in the company of a male that she
feels attracted to. Four-leggers always comb out their own tails - combing
our another person's tail is a sign of romantic attachment.
Four-legger society is noticeably “earthier” than that of humans, and
has a more relaxed attitude towards sexual morals. Each spring, four leggers
go through a “courting season”, where romantic interest runs unusually
high. Most unattached males will become argumentative and stroppy, and
fights become common. Mature aged sons will often fight with their fathers,
or brother fight against brother as the family males contest for dominance.
All in all, Half-Horse behavior can often be modeled on a cross between
Humans and horses. Half-Horses will involuntarily kick if their tails are
pulled or their hind legs grabbed. An enraged four-legger will sidle up
towards its opponent to allow fore feet or hind legs to come into play.
The diet of four-leggers is exactly the same as that of Humans, although
they ear a far greater bulk of food (usually grains and cereals). Their
houses contain furniture designed for their height and stature (such as
chairs upon which they rest their rumps). A polite four-legger wipes its
hooves before entering the house. Half-Horses use horses as beasts of burden
and drayage much as Humans do.
WILD RACES
The 'wild" races live at the edge of the Human/Half-horse world, and
engage in a small amount of trade and commerce with them. These races
all live in their own communities, and avoid the cities and towns of the
civilized folk.
SATYRS
A Satyr is a small creature with the upper body of a human and the lower
body of a goat. Satyrs are smaller and shorter than an average sired man,
and have a maximum Strength of 11 and a minimum Dexterity of 9, Their lower
quarters are covered with shaggy fur, and they have short little
tails which twitch back and forth when they become agitated. A Satyr also
has a small pair of horns sprouting from it's head, and pointed ears.
Satyrs wear normal clothes on their upper bodies, but leave their lower
sections bare. They never shoe their cloven hoofed feet. They live in small
communities, though a fair few seem to have adapted themselves to town
life.
Satyrs have a high libido, and many races are made uncomfortable by
their habits of making constant sexual innuendo or of undressing people
with their eyes. They are also regarded as a particularly sly folk. They
are shrewd and cunning businessmen, and gain a great deal of enjoyment
out of driving for hard bargains. This is balanced out by their tradition
of being generous and polite hosts.
Satyrs are prone to excesses of behavior which the more sedate Human
and Half Horse races find distasteful. They laugh loudly, argue volubly,
fall into passionate love or affect attitudes of tragic melancholy with
a speed which leaves other races breathless. This characteristic endears
them to the faerie races, who have more truck with Satyrs than with any
other species.
Due to the configuration of their feet, Satyrs find it more difficult
than a human to perform tasks such as climbing a rope ladder. Their tall
keen ears have better hearing than that of any other race - even pixies!
HARPIES
A harsh race which lives mostly in mountains, isolated islands, and
other which other races seldom covet. Harpies have fanged human heads and
gigantic, upright avian bodies. Female harpies have fanged feminine faces
and mammalian breasts (which we presume are covered in feathers) At the
forward joint of wings are long fingered hands (positioned much like the
hands of a bat or pterodactyl). Their feet are the large, clawed members
of some giant bird of prey.
Harpies are not a graceful race. Their sharp, angular features and prominent
canines seem to speak of a cruel personality. Likewise, their voices have
a harsh shrieking quality which other races find irritating to listen to.
Much like the raptorial birds of the mundane world, Harpy females are larger
and much more aggressive than the males (always favor a female Harpy's
strength characteristic). The females are far more haughty and commanding
than the males, and have a higher social status than their mates. Though
the males desire their women, they also fear them. The males are allowed
to take much of the initiative in courtship, hesitantly approaching the
fearsome females seeking approval and invitation, but half expecting the
worst. Love between Harpies can be a dangerous game for the menfolk...
Harpies have much the same characteristic brackets as Humans, but have
difficulty performing delicate manual operations. Harpies may fly great
distances but only if they are not suffering from an encumbrance penalty
of more than 2. Reduce a Harpies wound level by 1 due to their hollow bone
structure (minimum wound level of 1).
Harpies may not wield weapons while flying, and may only brawl with
their sharp claws (which do damage like a dagger). Harpies wear clothes
for their torsos, and hats on their heads. Their dwellings are usually
designed only to be reached by flying creatures.
Harpies are not pleasant folk. When determining a Harpies disposition,
draw twice, and take the personality which seems the most rotten. (but
the player may choose to keep a “nice” draw if it is major arcana).
FAERIE RACES
The races of faerie are the most fantastic and elusive of the creatures
which inhabit 'Other Earth". Faerie races remain aloof from the other peoples,
preferring the company of their own kind. Wandering members of these races
have usually been cast out of their own communities due to their unorthodox
attitudes, or because of misdemeanors.
The faerie temperament is capricious and often cruel. Similarly, a faerie's
sympathies are also quickly aroused, which provokes him into extravagances
of generosity. Faerie races are inclined to be vain, proud and boastful,
and are always talkative. They are much given to melodramatic postures!
extravagant rages and quick sulks. They are extremely sensitive to ridicule,
which prompts them to paroxysms of rage. They admire beauty, and also oddity
to the same degree - to the faerie, these are equivalent attributes. A
faerie's moods are seldom long lasting, and they quickly switch from
joy to woe, wrath to friendship in a manner which bewilders other, more
stolid races.
FAIRIES
True fairies are small (10 to 30 cms high) humanoid folk who vary their
outward appearance entirely at whim. They cannot normally be seen unless
they desire it, unless they are observed using "detect magic' skill. Fairies
tend to live in small communities called "shees" (which change aspect as
frequently as their owners), and they seldom move beyond the bounds of
such places. Time at the heart of a fairy shee runs at seven times the
rate of the rest of the world. Faeries like to pretend that they are immortal,
but in fact they are not (they ate so long lived that their claim is nearly
true in any case).
Fairies are intensely magical in a way which cannot even begin to be
emulated by mundane races. Fairies are magic! Their magic is only ever
used for their own amusement, although they might bargain magical objects
or favors with a mortal for an object which they value.
Fairies are jealous, impatient, malicious tricksters who are intolerant
of intrusion. Woe betide an innocent trespasser who blunders into a shee!
They might find themselves whipped with hazel twigs, or given the ears
of an ass, or even showered with gold coins, since they enjoy dumbfounding
mortals with good fortune no less than with sudden disaster.
Faeries are hedonistic and promiscuous, craving novelty. This has lead
to a certain intermingling of fairy blood with that of the other races.
Persons with a high proportion of fairy blood may be told by such signs
as slit-pupilled eyes, webbed fingers, pointed ears or green fingernails.
THE "HALFLINGS"
Halfling races are made up of a great part of common earthly matter,
and thus lack the magic of true Fairies. They are all tied to a set physical
form, and age and die like other mundane folk. On the other hand, halflings
are less capricious and malicious then fairies, and have more dealings
with other races. Many fairs will be visited by halflings, who hawk their
potent pollen liqueurs and perfumes, delicate cloths pressed from dandelion
or spider silk and luminous paint and inlays wrung from dandelions and
fungi.
PIXIES
Pixies Or "little folk" are a lightly built, dexterous race that love
the forests, rivers, fens and mountains. In physical form they are small
(110cm), delicate humanoids with sharply featured faces and naked rat-like
tails. They have large slit-pupilled eyes, pointed ears, and delicate antennae
which they use as organs of scent. Their most distinctive features are
their wings, which are the delicate, patterned wings of moths or butterflies.
The coloration of pixie wings vary widely from individual to individual,
and can be as subtle in coloration as a moth's, or flamboyant as a tropical
butterfly. With the aid of these wings pixies may perform short flights
of a few meters duration (max distance = strength x 10), or slow a fall
down to a manageable speed.
Pixies tend to live in closely grouped small communities, although
there are quite a few town sized settlements. Their picturesque hive shaped
houses are often placed in tasteful harmony with the landscape (usually
high up in the trees or secreted amongst stumps and roots), and so their
settlements can be missed by unwary travelers. Pixies are talkative and
hospitable, passionate lovers and dedicated enemies. Their "cute" looks
and erratic demeanor can sometimes blind other races to their keen sense
of honor and their excitable passions (which can be a costly mistake).
Pixie culture emphasizes aesthetics. Pixie cuisine is excellent, although
they tend to eat the flesh of some insects, so be careful to ask
what you are eating! Pixies are brewers of fine wines, artists, musicians,
surgeons and craftsmen - the makers of clever mechanisms and clever jokes.
In the military they perform the function of skirmishers and scouts. Their
small size stops them from riding anything larger than one of their little
ponies, and from handling muskets and saddle pistols. Their close combat
weapons are confined to the rapier and dagger - weapons which they use
with energetic virtuosity.
Pixies roll only 2D3 for strength, but roll 1D6+10 for Dexterity. All
Pixies gain a bonus of +1 on their Intuition scores.
HOBGOBLINS AND GOBLINS
Average sized humanoids with broad, ugly noses, pointed ears and webbed
hands. These folk live in small, isolated communities out in the deep forests.
They are a coarse, jolly folk, and are more vulgar than the pixies, whom
they consider overly nice.
TROLLS
Large, scaly humanoids with a Strength of 1D6+10 and a Dexterity
of 2D6+1. Their skins are as tough as a buff coat. Trolls are semi aquatic,
and tend to live solitary lives in fens or forests. Although not exactly
hostile, they are petty. Trolls might build a bridge or plant an orchard,
and then wait for a passer-by to cross the bridge or pick the fruit. The
troll will then appear and demand payment at an exorbitant rate. When dealing
with trolls, a person must be careful to specify his precise meaning, and
look for hidden connotations in every word, phrase and act.
OGRES
Huge, powerful, hideously ugly humanoids which may reach almost 3 meters
in height. An Ogre's Strength is effectively 25 to 30 (giving them a wound
level of 5), and it's dexterity is about class 6 to 9. Ogres wield great
cleavers and cutlasses which do 2 extra points of damage whenever they
score follow up damage, get a + 1 to their armor penetration and weight,
and have a reach of +2. Some ogres might have horns, outlandish assortments
of extra facial features, or even multiple heads!
Contrary to popular belief, Ogres are not necessarily stupid, nor do
they always lack magic. Ogres love to eat the succulent flesh of children,
and they will pay hobgoblins or trolls premium prices for any brats that
they might catch. For this reason, Ogres are destroyed wherever they may
be run to ground, and thus they are only found in remote or rugged terrain.
Goto Section II