I've been in an "old-school" D&D sort of mood lately. You know the type - that sort of BECMI goodness most of us remember from the glory days of middle school. Where one guy was the elf, and another was a surly dwarf, and three different people were playing the fighter or the wizard. And you had a halfling... who, while he may have sucked in comparison to everyone else, was still super fun to play.
Where an orc could have one hit point, or seven hit points, and that difference was a big thing. Where the life and death of your character was a random, chaotic event, but one that was always fun. And where, in there hours' worth of playing time, you got in a dozen fights, explored many rooms of the dungeon, and got into at least one inter-party melee.
I've also been into the D6 system lately - especially d6 fantasy. It's a great book, but it's a little sparse on the races - the "core book" only gives four non-human races for player use... an Elf, a Dwarf, a Gnome, and a Reptile Man.
Originally, my plan was to stat up some random PC races off the top of my head (a vampire-kin, a fairie, and so on), but the more I thought about it, the more I realized I'm in a conversion mode right now. So, I've opted to convert at least some of the races from Earthdawn (an excellent game system in its own right) into the d6 System.
(note: I'm only giving class packages here, and not the "typical" race packages - too much time to do, and too little payout).
Windling
Tiny elfin creatures with wings and a fearless nature, Windlings are natural explorers that always want to find what lay beyond the next hill.
Total Creation Point Cost: 4
Total Defined Limit Cost: 1 attribute die, or 4 skill dice.
Special Abilities: Tiny: Windlings are small creatures, much smaller than humans, and have a scale modifier of 6; Flight: Windlings can fly, with a base move of 12 (the flying skill is required to maneuver); Lucky: Windlings naturally seem to have a natural luck. They have the good luck special ability (page 35); Acrobatic: Windlings are natural acrobats, and gain a +1 bonus to the skill total with the following skills: acrobatics, dodge, and contortion.
Disadvantages: Slow: Windlings have a base land speed of 4; Quirk - Curious (R1): Windlings are very curious by nature, and always want to explore the world around them, which can get them into trouble; Flight Drawbacks: A windling cannot fly while wearing armour of any sort; Body Shape: windlings have a special body size, and so have to have gear custom made for them. Any armour, weapon, or shield the windling wishes to purchase will cost an additional 25%. Size Restriction: Windlings are small beings, and are unable to put the force behind many of their attacks. Their strength damage is always 1D, regardless of their physique scores. This can be modified as normal through weapon choice.
Obsidiman
A man made of stone, obsidimen are peaceful giants that emerge from their liferocks to ponder the world around them.
Total Creation Point Cost: 4 points
Total Defined Limit Cost: 1 attribute die or 4 skill dice
Special Abilities: Size: Obsidimen are much larger than a human. They have a scale modifier of +3; Natural Armour: Obsidimen have naturally hardened skin, and gain a +1D bonus to their Damage Resistance roll against the attacks of non-enchanted weapons; Strong: Obsidimen gain a +2 bonus on all rolled totals related to physique checks, and +2 Damage Resistance and Strength damage.
Disadvantages: Slow: An obsidiman's base speed is 8 metres; Naivete: Obsidimen tend to be a bit gullible around other name-giver races, and suffer a +1 modifier to the difficulty of the following skills: Bluff, Persuasion; Cultural Unfamiliarity (R1): Obsidimen always seem to be "on the outside, looking" in. They are often confused by cultural practices, and occasionally suffer from prejudice or misunderstandings on obsidiman nature; Body Shape: Obsidimen have an unusually-large body shape, and must have their gear specially-made for them. They must pay an additional 25% when purchasing clothes, armour, and weapons;
Troll
Large, tusked warriors from mountainous and hilly lands, Trolls are tribal barbarians with a reputation for savagery. However, they have a sense of honour about them, and many of the tales attributed to them are unfair. Trolls are brave warriors who value strength of arms -and character- above all else.
Total Creation Point Cost: 3
Total Defined Limit Cost: 3 skill dice
Special Abilities: Ultravision: see in the dark (heat sight), +2 to sight-based totals in dim or dark light; Size: +3 scale modifier (taller than a human); Increased Attribute (Physique): +2 bonus on all rolled totals related to physique checks, and +2 Damage Resistance and Strength damage.
Disadvantages: Prejudice (R1): Trolls are feared and mistrusted by many. The troll suffers a +3 penalty to the difficulties of most interaction checks; Hindrance - Large Size (R2): Trolls sometimes suffer from their large size, with large fingers and large frames not built for human lives. They suffer a +1 modifier to the difficulty of each of the following skills: Acrobatics, contortion, stealth, sleight of hand, traps, devices.
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