“Any friend of a these Halflings is indeed a brave, erm… What are you exactly.”
– Lord Donnay Magnaminous upon meeting Heavyscale Graubh.
Following on from The Karmic Halfling Capers,
Sometimes the Halflings need some help, or a friend of theirs doesn’t clear off quickly enough when The Fates come knocking. Whatever the reason, these are rules for adding non-Halflings to your party of adventurous Halflings. It is recommended that you only use one of each type in a party, and it’s probably best if half the party are still Halflings.
Just to recap, Halflings can do anything on a 4+, they just write down the skill and roll. Every successful roll increases the target number by 1 (to a maximum of 6+), while every failed roll reduces the target number by 1 (to a minimum of 2+). Initial Resilience is 1+.
Elves are good at everything and pass checks on a 3+, but they then sabotage themselves due to melancholy, madness, modesty or masochism. Their next task only passes on a 5+. This is why so many Elves recite bad poetry all the time. Despite being effectively immortal, Elves don’t deal with mud, blood and rude words very well and so start with a Resilience of 3+.
Dwarves are not a complex people. They live to fight and they put their all into it, yelling and spinning their double headed axe/hammer around their head. This is effective and they pass on a 2+ when attacking or otherwise acting in combat, however it does tire the Dwarf quickly and each use increases their Combat skill target by 1. Getting hit though angers them almost as much as it damages them lowering their your Combat skill by 1 per hit. If a Dwarf starts a fight revert their Combat skill to 2+. Dwarves pass on a 5+ for anything not combat related. They don’t get any special skills for mining, if they had that they would presumably have a proper job. Initial Resilience is 1+.
Humans are weird in that instead of being good at lots of things, each one is only really any good at one or two. They call these things classes and each Human gets one class at 3+, a second at 4+, and everything else at 5+. Classes could be fighter, thief, ranger, healer, bard, sailor, or whatever else makes sense. No magic users though, for that see the Mage. Initial Resilience is 2+.
“There’s only ten of them, I’ll cast Merldurm’s Multudinous Marvel and we’ll be out of here in a flash!”
– The Walking Librarian Chritch’low seconds before turning her long-suffering chronicler, the Halfling Bina, into half an octopus. (Presumably by accident)
Mage might not be a species, but by the time they have studied the arcane mysteries of the world and learned how to call lightning, brew hate and unscramble an egg, really they are more Mage than whatever they were before. They can do anything normal on a roll of 5+ and anything miraculous if they pass a Spell Casting check, they just declare what they want to do and roll, passing on a 2+. Now, I say anything, but clearly there are limits to what a Mage can do. As a rough guide, a successful spell should be able to incapacitate a dice worth of opponents or resolve one moderate problem. Two Mages working well together should be able to see their way through most situations, as long as they can keep the magic flowing. Every successful use of magic increases the target number for their Spell Casting by 1 (up to a maximum of 6+). A 1 on a magic roll indicates something bad has happened, the player has to chose either a wild magic effect, an increase of 1 in the target number for Spell Casting, or an increase of 1 in the target number for Resilience (and if the player was really pushing their luck with trying to cast an overpowered spell, the GM should feel free to add on one of the other penalties too). A Mage’s Spell Casting skill resets to 2+ with a meal and a night’s rest. Initial Resilience is 3+.
Goblins are rarely found alone, which is good because they are only about two foot tall and really quite dumb. Get enough of them together though and there is a chance that one of them accidentally does something useful. Thus, the Goblin player actually has control of a small mob of six Goblins. When he wants his mob to do something he rolls one dice to see how many of them are actually paying attention and then rolls that many dice to see if any of them manage to fumble and prat-fall their way through the task. If any of these dice roll a 6, the task succeeds. Each Goblin mob has a fixed Resilience score of 4+, when the mob takes harm instead of changing the Resilience score, one of the Goblins is considered either Out Of Action or Dead as appropriate to your session’s recommended age rating. Goblins can be healed in the usual ways or replaced at a Goblin nest.
Orcs follow exactly the rules as Dwarves do. Despite (or perhaps because of) this, Dwarves and Orcs really don’t get along. Initial Resilience is 1+ (Just like the Dwarves).
The puppy was the egg, a little larval apocalypse, waiting to hatch. We knew it had to die, but you didn’t see it’s fluffy coat, it’s huge eyes or it’s little paws. Well she just reached in and, pop!, it was dead. Poor little thing.
– The Orc Grindleguts talking of his time with Eye-In-Shadows, outcast of Clan Terminus Snake Death
There are many almost entirely evil races; Dark Elves, Vampires, Demons, Lizardmen claiming to be “Spawn of Dragons!”, smugglers, politicians and non-copyright infringing SquidHeadMen. Mostly these guys fall into the ‘Kill on sight’ section of the New Monster Watcher’s Handbook. Every now and then though, these species spit out One Good Egg. These reformed monsters are unreasonably awesome. They the best at killing things, they are able to read the darkest desires of the nicest people, they are also certain to be way more attractive than everyone else. They can light a cigarette just by taking a drag while staring into your soul. Unfortunately, their life is a constant struggle against their dark side. When the One Good Egg tries do do something, they only need to roll 2+ to succeed, provided that task is something evil which they probably shouldn’t be doing. If their action is considered to be a good thing, it will only pass on a 5+. Every time the One Good Egg succeeds at an evil task, their Resilience increases by 1. If their Resilience is already at 6+ they instead lose control and revert to their actually-evil state, until someone smacks them upside the head with something heavy. Initial Resilience is 2+