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One thing you can say about the empire, after the first thousand ears, they became very...enlightened. Once slavery was abolished, it became very fashionable for the races to mix. Of course, there had always been mixing before, but now, mixed race ancestory became accepted. Indeed during the reign of of Emperor Stellic, it became very fashionable. People used to boast if they came from mixed parentage, indeed some would go so far as to lie about it. It makes you wonder if there are any pure blood races left. However, then, as now, only those with Orkin parenthood were left out of this. Probably because few unions involving the orkin were in happy circumstances. I also wonder about the last Goblin War. How many such half breeds now exist from the results of that conflict. How many of these tainted souls pass amongst us, biding their time for when the orkin next strike? - Races of the Isles, Eldrick the bard

 

Half-Breeds

With such a variety of races on the Isles, it goes with-out saying that racial mixing does occur. Human/Elf and Human/Dwarf are by far the most common but others can and do exist all over Prydein.
In the wilder regions of the North, where the Orken races are more prevalent, hybrids between these races and humans can occur, usually the result of pregancies after raids, or abuse of slaves taken on these raids. Half-orcs are usual, but half ogres, half goblins even the rare half kobold is known.

Half-Elves

Half-elves are the offspring of human and elf parents. They average 5 1/2' tall and weigh about 150 pounds.
They possess elements of both parents’ heritages, and can be the following classes: cleric, druid, fighter, ranger, mage, specialist wizard, thief, or bard. Multi-class combinations are: cleric (or druid)/fighter, cleric (or druid)/fighter/mage, cleric/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief, fighter/mage/thief, and mage/thief.
Half-elves can be any alignment.
Players who choose half-elves for their characters have 25 character points to spend on racial abilities. These points can be spent to customize a half-elf from the general skill list below. Only 5 points can be retained for use later in the character creation process.

Bow bonus (5): +1 to attack rolls with any bows other than crossbows.
Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.
Detect secret doors (5): because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Health bonus (10): +1 bonus to the character’s Health subability score; the score can be up to 5 points higher than the character’s Fitness score.
Infravision (10): 'Elvensight'with a range of 60'.
Less sleep (5): The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance (5): 30% resistance to sleep and charm spells.
Stealth (10): When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if he has to open a door.
Sword bonus (5): +1 to attacks with long swords or short swords.

Half-Ogre

This hybrid comes from ogre and human parents. They average 7–8' tall, have ruddy complexions, dark hair, and dark eyes. They look like huge humans. Half-ogres can be fighters or clerics, and they cannot be multi-classed. Half-ogres can be any alignment.
Players who choose half-ogres for their characters have 15 character points to spend on racial abilities. These points can be spent to customize a half-ogre from the general skill list below. Only 5 points can be retained for use later in the character creation process.

Half-ogre Penalties
Half-ogres qualify as Large creatures and suffer more damage from many weapons. Also, certain smaller races enjoy combat bonuses against half-ogres.

Half-Ogre Abilities If the player wishes to create his own customized half-ogre character, he can pick and choose from the list of half-ogre abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Attack bonus (5): +1 attack bonus with one melee weapon.
Damage bonus (5): +1 to damage rolls with one melee weapon
Fitness bonus (10): +1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.
Hit point bonus (10): One additional hit point whenever new hit points (for advancing to a new level) are rolled.
Infravision (5): Infravision with a 30' range.
Muscle bonus (10): +1 bonus to the character’s Muscle subability score, due to his great size. The character’s Muscle score may be up to 5 points higher than his Stamina subability score.
Poison resistance (5): +1 to saving throws versus poison.
Tough hide (5): Half-ogres have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.

Half-Orc

Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs can be members of the following classes: fighter, cleric, or thief. They can be multi-classed in any two classes, but not three. Half-orcs can be of any alignment.

Players who choose half-orcs for their characters have 15 character points to spend on racial abilities. These points can be spent to customize a half-orc from the general skill list below. Only 5 points can be retained for use later in the character creation process.

Half-orc Penalties
In human societies, half-orcs suffer a –2 reaction roll penalty.

Half-Orc Abilities If the player wishes to create his own customized half-orc character, he can pick and choose from the list of orc abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Active sense of smell (5): The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.
Acute taste (5): The character’s sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbibed poisons.
Attack bonus (5): +1 attack bonus with one weapon of the player’s choice.
Damage bonus (5): +1 damage bonus with one weapon of the player’s choice.
Fitness bonus (10): +1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.
Infravision (10): Infravision with a 60' range.
Mining Detection Abilities (5): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Detect any grade or slope in the passage they are passing through, 1 on 1d4.
Detect new construction in stonework., 1–2 on 1d6.

Stamina bonus (10): +.1 bonus to the character’s Stamina subability score. The character’s Stamina score may be up to 5 points higher than his Muscle subability score.