Playable Races from Out of the Pit

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Phantomdoodler
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Playable Races from Out of the Pit

Post by Phantomdoodler » Sat Feb 08, 2014 11:20 pm

As I am intending to run a campaign soon, I thought it would be fun to work out which races were playable from Out of the Pit. I decided against magical creatures, such as Elvins or Red Eyes or races too animalistic (and therefore hard to integrate with other races) such as Slykk. And to keep things balanced, I havnt chosen any race with a SKILL higher than 8, or possessing 2 or more attacks. Even with those restrictions, there are still over 30 playable races here! Of Course not all of the races would be suitable for many campaigns, but it could be fun to run a Orc and Goblin filled party. Anyway special thanks to Colin Chapman who I have just lifted from his post (Man Orc and Wheelie) since they are spot on interpretations. Anyway, let me know what you think!

Incidently, now I have split up the Elves into their subtypes, the values are slightly different from the rulebook. Wood Elves (using the ratings from OOTP) have greater SKILL but lower STAMINA now.

Size
A Hero's Size is based on their race, and effects several skill rolls:

Very Small
Very small creatures are up to 30 cm tall, which includes Sprites and Minimites. Very Small creatures gain +5 to all Sneaking tests, suffer -5 to Strength rolls, attempts to hit them with missile weapons are at -4 and they suffer -1 in close combat when attacking Very Large creatures.

Small
Small creatures are 31 to 100 cm tall, which includes Gnomes, Hobbits, Goblins and Troglodytes. Small creatures gain +2 to all Sneaking tests, suffer -2 to Strength rolls and attempts to hit them with missile weapons are at -2.

Medium
Medium creatures are 101 to 200 cm tall, which includes Humans and most other races. there are no special rules concerning creatures of Medium size.

Large
Large creatures are 201 to 300 cm tall, which included Ogres, Rhino-Men, Trolls and Garks. Large creatures suffer -2 to all Sneaking rolls.

Damage Modifier
Certain races provide a penalty when rolling dice for damage. Each -1 modifier provides 2 additional design points.

Good/Neutral Races

BAY
Starting Profile:
SKILL 2
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL, +1 LUCK
Starting Talents: Fleet Footed
Racial Special Skills: Clubs, City Lore, Dodge, Thrown
Language Special Skills: Bay (4), Common (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Size: Small

DWARF
Starting Profile:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0

Characteristic bonuses: +2 STAMINA
Starting Talents: Dark Seeing
Racial Special Skills: Underground Lore, Crafting
Language Special Skills: Dwarfish (4), Common Speech (3)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small or Medium (for larger Dwarfs)

BLACK ELF
Starting Profile:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Flatland Lore, Magic- Minor
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

DARK ELF*
Starting Profile:
SKILL 5
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Underground Lore, Magic- Minor
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

DESERT ELF
Starting Profile:
SKILL 5
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Desert Lore, Magic- Minor
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

HALF-ELF
Starting Profile:
SKILL 4
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: City Lore, Magic- Minor, any one Movement or Knowledge skill
Language Special Skills: Elvish (3), Common Speech (3)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

ICE ELF
Starting Profile:
SKILL 5
STAMINA 9
LUCK 7
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Crafting, Ice Lore
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

JUNGLE ELF
Starting Profile:
SKILL 4
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Jungle Lore, Magic- Minor, Sneaking
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

MOUNTAIN ELF
Starting Profile:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Mountain Lore, Magic- Minor
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

YOREFOLK
Starting Profile:
SKILL 4
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Forest Lore, Magic- Minor, Hunting
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

WILD ELF*
Starting Profile:
SKILL 4
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 STAMINA
Starting Talents: Dark Seeing, Survivor
Racial Special Skills: Choose one of Flatlands Lore, Forest Lore, Mountain Lore or Wilderness Lore
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

WOOD ELF
Starting Profile:
SKILL 5
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Dark Seeing
Racial Special Skills: Forest Lore, Magic- Minor
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

GARK*
Starting Profile:
SKILL 4
STAMINA 11
LUCK 7
MAGIC 0

Characteristic bonuses: None
Starting Talents: Dark Seeing, Strongarm, Leather Skin (Light Armour)
Racial Special Skills: None
Language Special Skills: Goblin (3), Common Speech (2), Orcish (1)
Special Skill choices: Two at 2 points, four at 1 point
Size: Large

GNOME
Starting Profile:
SKILL 4
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC, +1 LUCK
Starting Talents: Dark Seeing
Racial Special Skills: Forest Lore, Magic-Minor
Language Special Skills: Gnomish (4), Common (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Size: Small

GOBLIN*
Starting Profile:
SKILL 2
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 LUCK
Starting Talents: Dark Seeing, Survivor (underground)
Racial Special Skills: Dodge, Sneaking, Underground Lore, Awareness
Language Special Skills: Goblin (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size:Size: Small

MARSH GOBLIN*
Starting Profile:
SKILL 3
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: None
Starting Talents: Dark Seeing, Webbed Hands/Feet (+2 to Swim tests)
Racial Special Skills: Sneaking, Swamp Lore, Hunting, Awareness
Language Special Skills: Uggluk-jai (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small

HALFLING
Starting Profile:
SKILL 2
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL,+ 2 LUCK
Starting Talents: None
Racial Special Skills: Sneaking, Sleight of Hand, choose one of City Lore, Dungeon Lore, Forest Lore or Flatlands Lore
Language Special Skills: Halfling (4), Common (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small

HALF-OGRE
Starting Profile:
SKILL 5
STAMINA 9
LUCK 7
MAGIC 0

Characteristic bonuses: +2 STAMINA
Starting Talents: Strongarm
Racial Special Skills: City Lore or Underground Lore, Strength
Language Special Skills: Ogre (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Large

HAMAKEI
Starting Profile:
SKILL 4
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Learned, Hawkeye
Racial Special Skills: Desert Lore or Mountain Lore, Magic Lore, World Lore, Magic-Minor
Language Special Skills: Hamakei (4), Common Speech (2)
Special Skill choices: Two at 2 points, four at 1 point
Size: Medium

HOBGOBLIN*
Starting Profile:
SKILL 3
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL
Starting Talents: Dark Seeing
Racial Special Skills: Forest Lore, Underground Lore, Leadership, Sneaking
Language Special Skills: Goblin (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

HUMAN (includes Barbarians, Nomads, Natives and Tribesmen)
Starting Profile:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0

Characteristic bonuses: +1 LUCK
Starting Talents: None
Racial Special Skills: City Lore (this can be replaced with Forest Lore, Desert Lore etc, for rural Heroes), Religion Lore, World Lore plus any one Movement or Stealth Special Skill
Language Special Skills: Common Speech (4)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

LIZARDINE
Starting Profile:
SKILL 5
STAMINA 8
LUCK 7
MAGIC 0

Characteristic bonuses: None
Starting Talents: Firebreath (each round as a free action, test your SKILL. If you succeed, you inflict 1 point of STAMINA to any target within your SKILL in metres- they avoid this effect), Teeth and Claws (Small), Scaly Hide (Medium Armour)
Racial Special Skills: None
Language Special Skills: Dragon (4), Common Speech (2)
Special Skill choices: One at 2 points, four at 1 point
Size: Medium

LIZARD MAN*
Starting Profile:
SKILL 5
STAMINA 8
LUCK 7
MAGIC 0

Characteristic bonuses: None
Starting Talents: Dark Seeing, Reptillian Hide (Medium Armour)
Racial Special Skills: Swamp Lore (Lizard Men from outside Silur Cha may choose Jungle Lore, Underground Lore etc instead), Strength
Language Special Skills: Uggluk-jai (4), Common Speech (2)
Special Skill choices: Two at 2 points, six at 1 point
Size: Medium

MAN-ORC (Colin Chapmans version)
Starting Profile:
SKILL 5
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +2 STAMINA
Starting Talents: Dark Seeing
Racial Special Skills: Dodge, City Lore (this may be replaced with Forest Lore, Underground Lore, etc. depending on upbringing)
Language Special Skills: Common Speech (3), Orcish (3)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

MARSH HOPPER
Starting Profile:
SKILL 1
STAMINA 4
LUCK 8
MAGIC 0

Characteristic bonuses: +2 SKILL
Starting Talents: Aquatic (Marsh Hoppers can breathe underwater), Survivor, Webbed Feet (+2 to Swim tests)
Racial Special Skills: Dodge, Swamp Lore, Swim
Language Special Skills: Marsh Hopper (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium
Damage Modifier: -1

N'YADACH*
Starting Profile:
SKILL 3
STAMINA 8
LUCK 8
MAGIC 0

Characteristic Bonuses: None
Starting Talents: Dark Seeing, Keen Nose (+3 Awareness tests involving smell)
Racial Special Skills: Sneaking, Awareness, Underground Lore
Language Special Skills: N'yadach (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

BLOOD ORC*
Starting Profile:
SKILL 4
STAMINA 7
LUCK 8
MAGIC 0

Characteristic bonuses: None
Starting Talents: Dark Seeing, Second Stomach (Orcs can digest practically anything), Fangs (Small)
Racial Special Skills: Underground Lore
Language Special Skills: Orcish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

COMMON ORC*
Starting Profile:
SKILL 3
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +2 STAMINA
Starting Talents: Dark Seeing, Second Stomach (Orcs can digest practically anything), Robust
Racial Special Skills: Underground Lore
Language Special Skills: Orcish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

GREATER ORC*
Starting Profile:
SKILL 4
STAMINA 6
LUCK 8
MAGIC 0
Characteristic bonuses: +2 STAMINA
Starting Talents: Dark Seeing, Second Stomach (Orcs can digest practically anything), Robust
Racial Special Skills: Brawling, Underground Lore
Language Special Skills: Orcish (4), Common Speech (2)
Special Skill choices: Two at 2 points, five at 1 point
Size: Medium

PIXIE
Starting Profile:
SKILL 2
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL, +3 LUCK
Starting Talents: Survivor
Racial Special Skills: Animal Lore, Dodge, Forest Lore, Sneaking
Language Special Skills: Elvish (3) Common Speech (3)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small
Damage Modifier: -2

RAT MAN
Starting Profile:
SKILL 2
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL, +1 LUCK
Starting Talents: Keen Nose (+3 Awareness tests involving smell),
Racial Special Skills: Underground Lore or City Lore, Sneaking, Trap Knowledge
Language Special Skills: Common Speech (4)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

RHINO-MAN
Starting Profile:
SKILL 5
STAMINA 9
LUCK 7
MAGIC 0

Characteristic bonuses: None
Starting Talents: Thick Hide (Medium Armour), Strongarm, Horn (Medium Damage)
Racial Special Skills: None
Language Special Skills: Common Speech (4)
Special Skill choices: One at 2 points, four at 1 point
Size: Large

SIGHTMASTER
Starting Profile:
SKILL 4
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: None
Starting Talents: Clearsight, Combat Reactions, Hawkeye, Ultravision (Sightmasters may see and target invisible foes, and see great distances)
Racial Special Skills: Awareness, City Lore (more rural Sightmasters may take Flatlands Lore or Forest Lore instead)
Language Special Skills: Common Speech (4)
Special Skill choices: Two at 2 points, four at 1 point
Size: Medium

SKORN
Starting Profile:
SKILL 2
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL, +2 STAMINA
Starting Talents: Dark Seeing, Pack Horse
Racial Special Skills: Underground Lore, Crafting
Language Special Skills: Skorn (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

SPRIGGAN
Starting Profile:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0

Characteristic bonuses: +1 MAGIC
Starting Talents: Alter Size (May shrink to Very Small size, with half STAMINA, damage modifier -2, and the ability to fly)
Racial Special Skills: Sleight of Hand, Forest Lore or Mountain Lore
Language Special Skills: Elvish (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Very Small or Medium
Damage Modifier: -2 (when shrunk)

TROGLODYTE*
Starting Profile:
SKILL 2
STAMINA 4
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL, +1 LUCK
Starting Talents: Echo Sense (Can see even in pitchblack conditions, when underground), Survivor (underground)
Racial Special Skills: Dodge, Sneaking, Underground Lore, Religion Lore
Language Special Skills: Troglodyte (4), Common Speech (2)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small
Damage Modifier: -1

WHEELIE (Colin Chapmans version)
Starting Profile:
SKILL 3
STAMINA 6
LUCK 8
MAGIC 0

Characteristic bonuses: +1 SKILL
Starting Talents: Ambidextrous, Fleet Footed
Racial Special Skills: Thrown, Underground Lore
Language Special Skills: Common Speech (4)
Special Skill choices: Three at 2 points, six at 1 point
Size: Medium

WOODLING
Starting Profile:
SKILL 3
STAMINA 5
LUCK 8
MAGIC 0

Characteristic bonuses: None
Starting Talents: Acute Hearing (+3 to hearing-based Awareness rolls), Combat Reactions
Racial Special Skills: Awareness, Forest Lore, Sneaking
Language Special Skills: Elvish (3) Common Speech (3)
Special Skill choices: Three at 2 points, six at 1 point
Size: Small

* These races are considered evil, and as such are only going to be available in certain campaigns. The Director may decide to run a campaign featuring Anti-heroes, with players being able to play all sorts of evil races, or perhaps such races may be renegades.
Last edited by Phantomdoodler on Tue Mar 04, 2014 11:50 am, edited 9 times in total.

SurrenderMonkey
Posts: 27
Joined: Mon Jun 18, 2012 5:03 pm

Re: Playable Races from Out of the Pit

Post by SurrenderMonkey » Fri Feb 14, 2014 2:31 am

Wow -- I look forward to giving these a look! Thanks for sharing!

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Phantomdoodler
Posts: 89
Joined: Tue May 24, 2011 10:57 am
Location: Gravesend

Re: Playable Races from Out of the Pit

Post by Phantomdoodler » Fri Feb 14, 2014 2:33 am

Cheers. I have only just gotten my copy of Beyond the Pit, so the list is far from finished!

Nuvole!
Hero
Posts: 983
Joined: Sat Jan 26, 2013 6:06 pm

Re: Playable Races from Out of the Pit

Post by Nuvole! » Thu Nov 27, 2014 9:19 pm

I picked up for a game your Rhino-man character creation guidelines (with a few modifications to make them fit my particular scenario...).
Thank you for what you shared!
He's a real Nowhere man, sitting in his Nowhere land, making all his Nowhere plans for Nobody.

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