Owl Hoot Trail Races Revised

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  • 7/23/2019 Owl Hoot Trail Races Revised

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    New Character Races for Owl Hoot Trail

    The west is a wide and mysterious place, home to all sorts of folks. The halfins,hill folk, orcs, and shee youre used toarent the only people out there.The following races may be available for characters if the GM is willing.

    CentaursNever tell a centaur that hes half-horse. Im my own beast, hell say.To equate me to any other race isto diminish centaur, man, and horse.Centaurs are counted among the greatest thinkers in the world, studentsof philosophy and the sciences. They have founded great academies andforged schools of thought that have stood for centuries.It is true that centaurs possess features of both men and horses. Thepowerful equine lower body gives them great strength, speed, and grace.The human torso lets them use tools crafted for the other common racesand to converse with them as well. They are at home in the great cities as

    well as the endless prairies.Many centaurs are marshals, scouts, gadgeteers, preachers, and shamans.Few have the temperament to be ruffians or scoundrels.They get +1 GRIT and +1 Learning. Centaurs present a bigger target in afight, so they have a -1 modifier to Defense. However, they are Hardy 1,like orcs. Centaurs always use the movement rules for traveling by horse.

    DigosShort for wendigos, digos are human-like folk that are covered in fine tuftsof fur. They also usually have jagged teeth and sharp claws. Digos are

    from way up north, calling the mountains and the arctic their home. Somepeople think they are related to lycanthropes, but the digos ain't talking.Digos are often gunslingers, marshals, ruffians, scoundrels, scouts andshamans.Digos get +1 GRIT and +1 Wilderness. Digos are an angry folk,suffering a -2 to Amity. In exchange, they can get angry once a day,causing +2 damage for the rest of a scene. They also have natural clawsthat deal 1d6 damage.

    DrakesBack East, dragons are long extinct, hunted for sport for ages. On thefrontier, there are still the terrifying sand dragons, but most folks knowits a matter of time before some general sends his army to wipe them outtoo. So it came as quite the shock when a team of miners dug into a cavedin chamber and discovered thousands of eggs that soon hatched into a raceof humanoid dragons.Drakes are a powerful but primitive race. Only a few have been raised inthe great cities; the rest have formed native clans and roam the west,searching for clues to their history. Drakes are slowly forming their own

    customs, borrowing liberally from the other races.A drake will usually be a gunslinger, ruffian, scout, mentalist, preacher, orshaman.They get +1 GRIT and +1 Wilderness. A drake can attack with a breathweapon, which can be a blast of flame, a spray of acid, or arcs ofelectricity. This attack uses the drakes melee bonus, deals 1d6 damage,and can target 1-3 creatures in the drakes zone. A drakes breath weaponcan burn out just like a 3rd rank gadgeteer power. The cost to recharge isthe price of a hearty meal and a few stiff drinks.

    FaeThe fae are thought to be distant ancestors to the shee, coming from thebirthplace of all shee. Fae look like their pointy ear cousins, and yet theydont. They are more regal, tall and aloof. Some are full of the beauty ofthe wild, others are darkened by shadow, and still others gaze longingly atthe stars.Fae are often gunslingers, marshals, scouts, shamans and mentalists.Fae get +1 WITS and +1 Amity. Fae can teleport to short distances theycan see once per scene.

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    FlingsFling is short for tiefling, which iswhat people call these folks BackEast. A fling is the child of a human and a devil, but contrary to whatmost preachers will tell you, flings arent born evil. Raised right andgiven half a chance, a fling can be decent, loyal, even righteous.

    Unfortunately, folks see the horns or hooves or red eyes and get all ornerytoward them. Most flings youll meet grew up on the frontier, away fromthe judgment of other folks.A fling will tend toward gunslinger, ruffian, scoundrel, scout, mentalistor shaman.They get +1 DRAW and +1 Wile. They suffer a -2 to Amity. Inexchange, flings are Deadly 1. That means any injury they inflict is +1 onthe 2d6 roll. In addition, flings only roll every 30 minutes when exposedto extreme heat and cold, instead of every 10 minutes.

    GearsGears are big, hulkin, clankinautomatons cooked up by some crazygadgeteers, either recently or long ago. Made of brass etched with reallypurty designs, gears are stoic, smart and powerful. Most gears are runningfrom someone controlling them, always looking behind their shoulders.They arent afraid to rough up a feller if it means survival.Gears tend to be gunslingers, ruffians, scoundrels, scouts and, of course,gadgeteers.Gears get +1 Grit and +1 Toughness. They are slow, only moving asfast as any other race. In exchange, gears dont need to eat, drink or

    breathe. Gears also have a natural affinity with machinery. They get a +3bonus to identify and fix almost any type of mechanical object.

    GnomesGnomes are small like halfins but have a touch of magic about them thatputs folks in mind of the shee. Many are flamboyant, dressing in brightcolors and performing as acrobats or stage magicians. Other gnomes arequiet tricksters, making valuable objects disappear without letting theirowners in on the fun.

    Gnomes tend to be scoundrels, gadgeteers, mentalists, and shamans.Gnome scouts tend to attract burrowing critters like badgers or prairiedogs as companions. The few gnome gunslingers are feared in the duel, asthey tend to have conspicuous good luck. Gnome marshals are so rare thatany gnome sporting a badge should be ready to prove its real.They get +1 WITS and +1 Wile. Gnomes can cast the common mentalist

    tricks, even if they arent mentalists. Gnome mentalists can instead choosean extra 1st rank trick as a signature power. (Even though theyre as smallas halfins, gnomes dont get the Defense bonus. Go figure.)

    HalosFolks Back East may say Aasimar, but on the frontier, everybody justcalls em Halos. Halos are what you get when a human makes a baby withan angel. Preachers dont like to answer when folks start asking questionsabout it. Halos mostly look like humans, but each has a unique feature that

    speaks to their heavenly ancestry: electric blue eyes, feathery white hair,or just a healthy glow.Halos are often gunslingers, marshals, scouts, mentalists, and preachers.They get +1 GRIT and +1 Amity. Halos also get +1 to Mental Defense,as their spiritual connection protects them from powers.

    MorphsMorphs, sometimes called changelings, are spooky creatures. They looklike humans, except their facial features are muted and barely there. Theydont even have pupils, which can rustle some peoplesspurs. A lot of

    myths show up where a morph will kill a person and impersonate themforever, but morphs dont usually do that.Morphs are often gunslingers, scouts, scoundrels, mentalists andgadgeteers.Morphs get +1 GRIT and +1 Wile. Morphs can make themselves looklike any other humanoid varmint for up to 4 hours. The problem is theyhave to touch the poor sucker to assume their form.

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