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New Races

These are a few races I added to the game my self. Feel free to use them if needed but please don't claim you made them up yourself. That could result in legal trouble. Ha Ha Ha! Just kidding.

This is the order the numbers are in: Minimum # Maximum # Minimum code Maximum code ___________________________________________________________________________________________

Drow or Dark Elf:

Agility: 6 NONE D C

Dexterity: 6 NONE B A

Endurance: 1 8 D C

Stength: 1 8 B A

Reason: 1 NONE X A

Perception: 6 NONE B A

Spirit: 1 NONE X C

Presence: 6 NONE D A

Special Abilities/Limitations: Drow get a trump for sword combat, perception actions in the dark, and perception actions in caves. Nothing is trump for perception actions during the day. (+2) to perception actions if in caves. Drow may carry two VL, L, M swords at one time (Add the attack numbers together for a total). -3 to perception actions during the day. -5 to presence actions involving non-drow races.

Description/Other Requirements: To be a Drow the characters Nature and Demeanor must be taken from cards with red or black auras. A drow looks exactly like other elves except for their skin which is totally black. ________________________________________________________________________________


Agility: 7 NONE B A

Dexterity: 7 NONE B A

Endurance: 6 NONE C B

Strength: 7 NONE B A

Reason: 6 8 C B

Perception: 6 NONE C A

Spirit: NONE 7 NONE C

Presence: 5 NONE C B

Special Abilities/Limitations: Automatically get Necromancy, Spiritualism, and Transmutation. Blood Suck: Draining the blood from one creature returns one card (Victim must be unconious or suprised. It is an Easy Strength action). A vampire must feed once every 2 days to stay "alive". Get a trump for any action during the night. Get a +3 for presence actions involving undead. All numbers and letters drop one during the day. Get a -4 for presence actions involving all living creatures. Must cover all of body during the day. Only eyes may be showing or all letters and numbers drop four. Most living creatures will hate them. Not a good race for a hero unless they have a hidden agenda or can think of any reason for their being "alive".

Description: A vampire may be of any race but do not get any of the racial advantages or disadvantages.

Hobbit or Halfling:

Agility: 5 NONE B A

Dexterity: 5 NONE B A

Endurance: 5 7 X C

Strength: 4 8 C B

Reason: 5 NONE C A

Perception: 5 NONE B A

Spirit: 6 NONE B A

Presence: 5 8 X C

Nature and Demeanor must be taken from White or Red cards.

Special Abilities/Limitations: Get a trump for light or very light weapons. Get along well with Kender and Gnomes. Humans and other races that think they are better than halflings look down on them causing a (-3) for Presence actions. Do not like battle very much.

Description: Short, Chubby, with Curly hair and hair on their feet.

Race: Jaguarmen

Required Numbers and Codes:

Min. Max. Min. Max.






Pe: 5 8 A NONE



Description: These creatures are half human half cat, much like a werecat would be, except they stay in cat form always. They live in high mountainous areas away from people and are not seen much. Their hair ranges from White to black and any color in between. ____________________________________________________________________________________________ Advantages: (+7) Attack with claws, hide gives a (-6) defense, and all perceptions actions are trump. Hiding, running, and other such actions are also trump. Can communicate with all feline animals. _________________________________________________________________________________________ Disadvantages: Cannot have armor over leather, no shield, and only very light melee and missile weapons. Never trump and a (-3) for presence actions unless dealing with other cat people. ___________________________________________________________________________________________


Race Description

Goblins are short, flat-nosed humanoids with bright red skin. They stand about 4 feet tall and weigh about 80 pounds. Their hair is usually black or brown, although goblins with white hair are not unheard of. Most goblins exist in tribal societies at the edges of Ansalon's civilizations preying on the weak and unsuspecting, taking what they need to survive through force or guile. Theirs is a nomadic existence, abused as they by their larger cousins--bugbears and hobgoblins--and hunted by humans, elves, and dwarves. Goblins are found mostly in the mountains of Krynn. This is both because the climate there suits them, and because it's one of the few places they can live unmolested by other races. Most Ansalonians form their opinions of goblins based on the creatures who dwell in Taman Busuk and around the Khalkist mountains. Without a doubt, these goblins are honorless brutes who only want to kill, eat, sleep, and pass gas. However, more civilized goblins do exist, particularly on the island of Northern Ergoth.


Through millennia of persecution--some justified, some not--goblins have developed certain universal racial traits that help them survive. First, goblins have no shame. They will lie, cheat, steal, flatter, deflect blame, and suck-up in order to avoid a fight. They have long since learned that the world operates is geared toward the survival of the fittest, and when they're not the fittest, they just need to focus on surviving. But, if groveling, cheating, and lying doesn't get them anywhere, goblins are fearsome opponents. They are vicious fighters who revel in glory and reject cowardice when it battle. When a goblin is pressed to combat, there is a very good reason for giving ground when he retreats. Although each goblin tribe has its own quirks, there are two distinctly different types of goblins that can be used as heroes, Mainland goblins and Sikk'et Hul goblins. Mainland goblins generally fit the stereotype of their race. They are brutal scavengers who roam the land like a plague of bandits. They are invariably rude, crude, and highly ignorant about anything but doing battle. When not in battle, they are sniveling and whining and trying to ingratiate themselves with the most powerful figure around. Sikk'et Hul goblins have changed through their isolation on the sparsely populated island of Northern Ergoth, and through a continued exposure to the outgoing and friendly kender neighbors, the kender. Sikk'et Hul goblins live in the badlands on the island's southern tip, in a fairly orderly society, and are in the process of defining their own civilization instead of existing on the bones of others. While they still have a love for battle and consider it one of the highest glories, they are far less abrasive, are open to using diplomacy in attempts to settle differences. If mistreated, they will first attempt to resolve the situation by convincing their abuser that he is wrong. If that doesn't work, then they will usually attack foes who are their equal. If they don't think they can win, they will resort to more underhanded methods, such as killing the offender in his sleep or turning friends and allies against him somehow. However, they never treat friends and allies in such a way unless sorely provoked.

Requirements The goblin race has been forged through hardship and persecution at the fringes of Ansalon civilizations. As such, they are a hardy race, despite their small stature. Heroes must have an Endurance score of at least 5 in order to qualify as a goblin. Goblins are also very agile creatures, and as such must have Agility and Dexterity scores of 6.

Advantages Goblins seem to have a nose for trouble and treasure. When serving as a party's scout, goblin heroes are trump on any Perception Actions that are related to detecting ambushes, hidden trails, and concealed or secret cave entrances and doors.

Disadvantages The vast majority of Ansalon's people see goblins as disgusting creatures of Evil who are blights upon the world. As such, goblins have a difficult time interacting with other races, both because of the way they are treated, and the way they expect to get treated. Goblins are never trump on socially oriented Actions when interacting with other races (Presence and Reason Actions, most likely). The exception to this rule are goblins from Sikk'et Hul and kender from Hylo on Northern Ergoth. These two peoples have leaned to accept each other.

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