I read an adventure which takes place in Lustria. In this article the pygmies are mentioned. It is said there that this race will be fully described (and worked out) in the 'forthcoming Lustria supplement'.
Profile Characteristics :
M | Ws | Bs | S | T | W | I | D3+2 | 1D10+20 | 2D10+20 | D3+1 | D3+1 | D3+3 | 2D10+20 |
---|---|---|---|---|---|---|
A | Dex | Ld | Int | Cl | Wp | Fel | 1 | 2D10+20 | 2D10+25 | 2D10+10 | 2D10+20 | 2D10+20 | 2D10+20 |
Racial Abilities :
Speak : (can you help me there ???)
Night vision : Zero
Alignment : Neutral
Height :
Male 4'8" + D10" Female 4'6" + D8"Psychology
Subject to Animosity against Non-pygmies
Age
6D6/5D10 years. If the result is less than 15 roll again, adding the new score to the original. This gives a potential age range for Pygmies between 15 and 64 years
Fate Points : D3-1 (minimum of 0 !)
Number of available skills :
To determine how many skills a pygmy character has, roll a D4 and modify the result by the character's age.
Age | Pygmy | 15-20 | - | 21-30 | +1 | 31-40 | +1 | 41-50 | - | 51-60 | -1 | 61-70 | -2 |
---|
Pygmy Skill Chart :
D100 | Skill | 01-05 | Acrobatics | 06-10 | Animal Care | 11-15 | Charm Animal | 16-20 | Clown | 21-25 | Comedian | 26-30 | Concealment Rural | 31-35 | Cook | 36-40 | Dance | 41-45 | Fleet Footed | 46-50 | Follow Trail | 51-55 | Gamble | 56-60 | Lightning Reflexes | 61-65 | Luck | 66-70 | Mime | 71-75 | Mimic | 76-80 | Night Vision | 81-85 | Sing | 86-90 | Story Telling | 91-95 | Very Resilient | 96-00 | Very Strong |
---|
Mandatory Skills :
Acute Hearing, Consume Alcohol OR Cook OR Dance
Champion
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | - | - | +10 | - | - | - | +10 | - | - | - | - | +10 | - | +10 |
---|
Skills:
Concealment Rural; Follow Trail; Silent Move Rural; Specialist Weapon - BlowpipeTrappings :
Club; Blowpipe (ES 1) & 6 darts; Throwing Club (ES S-1); Dagger (+10 I -3 Damage); Shield; Belt & LoinclothCareer Exits : Minor Hero
Minor Hero
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | - | +10 | +20 | - | +1 | +2 | +20 | +1 | - | +10 | +10 | +20 | +10 | +10 |
---|
Skills:
Consume Alcohol; Disarm; Dodge Blow; Strike Mighty Blow; Strike To StunTrappings :
Double Handed Club (-10 I +2 Damage); Ferocious Warpaint on Face; Leather JerkinCareer Exits : Major Hero
Major Hero
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | - | +20 | +20 | +1 | +1 | +4 | +30 | +2 | +10 | +20 | +20 | +40 | +10 | +20 |
---|
Skills :
Blather; Fire Eating; MarksmanshipTrappings :
Painted Animal Skull on head (see below); Small sack on belt; Skin of Beer; Hunk of Goat CheeseThe Skull helmet gives one Armour Point on the head, but will be smashed by the first blow from a crushing weapon.
Career Exits : None
Witchdoctor - Level 1
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | - | - | - | - | - | +2 | +10 | - | +10 | +10 | +10 | +10 | +10 | 10* |
---|
Skills :
Blather; Brewing@; Cast Spells - Petty Magic; Consume Alcohol@; Herb Lore; Identify Plant; Meditate; Night Vision$Trappings :
Large hut (dark & gloomy); 2D6 gourds of varous herbs and powders; Rough stone pestle and mortar; D4 cages containing D6 small animals (chickens, Snakes, rats or birds); Coloured beads; dried lizards, etc. Blowpipe; Club; 2D4 gourds of beer; various foods (Beesbok only). Staff; feathered head-dress; 2D4 human fingerbones (Brobat only).
Magic Points : 2D4
Career Exits : Witchdoctor - Level 2 (same deity)
Witchdoctor - Level 2
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | -1 | +10 | +10 | +1 | +1 | +3 | +20 | - | +20 | +20 | +20 | +20 | +20 | 20* |
---|
Skills :
Cast Spells - Clerical 1; Cast Spells - Control Spirits; Cure Disease@; Magickal Sense; Manufacture Drugs (natural only); Prepare Poison$; Public Speaking@
Magic Points : 2D6
Career Exits : Witchdoctor - Level 3 (same deity)
Witchdoctor - Level 3
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel | -2 | +20 | +10 | +1 | +1 | +4 | +30 | - | +30 | +30 | +30 | +30 | +30 | 30* |
---|
Skills :
Astronomy; Cast Spells - Clerical 2; Cast Spells - Create Mannikin$; Cast Spells - Quicken the Seed@; Divination$; Magickal Awareness@; Manufacture PotionMagic Points : 2D6
Career Exits : None
Notes :
The reduction in the Witchdoctor's Movement score applies to followers of
Beesbok only (They are excepted to become extremely fat in imitation of their
god, resulting in a reduction of their Movement score)
* Witchdoctors following Beesbok have this added to their Fel, Witchdoctors
following Brobat have it subtracted.
@ Skill only available for Beesbok Witchdoctors
$ Skill only available for Brobat Witchdoctors