These notes update the archetypes found in the various Cyclopedias bringing them in line with the 3rd Ed and making a few changes. I've added the Thrall Outcast so any comments are welcome.
Cymrilian Airman : has been replaced by the Warrior-Mage
but here are the modifications if you still want to use them.
Physical Characteristics: Light green skin (coloured by enhancements), slender build.
Note: they are no longer described as having nondescript features.
Attributes: STR+1, DEX+1, PER+2, CHA+1
I lowered the CHA bonus as they may be dashing but they are still essentially just sailors. +2 seemed extreme.
The SPD was removed as the don't need to be very fast runners on a windship. Agile, to climb etc. yes, but not generally swift of foot.
Skills: Artillerist, Rudimentary Magic (Wizardry), Secondary Combat*, Pilot (windship)
* Primary Combat seemed excessive. They are only sailors, unlikely to ever fight a pitched battle (especially as they are in windships!). They certainly wouldn't be better than the marines (warrior-mages).
Equipment: Their shirt can be any colour now. Not just green.
Cymrilian Windpilot :
See Airman above for Physical Characteristics Changes.
Attributes: DEX+1, INT+2, PER+2
They shouldn't be any more agile than the sailors (they are only navigators and mechanics really) and the WIL bonus was removed (why should they be more strong willed than any other Cymrilian?).
The PER was increased as they need to be just as alert as the Airmen for their navigation and piloting duties. Skills: Engineer (windship, levitationals), Rudimentary Combat (they engage in combat even less than the Airmen), Pilot (windship), Secondary Magic (Wizardry and Aeromancy)
Their magic was boosted to allow magical aid of the windship in emergencies.
Equipment: They can have any colour cloak now.
Sindaran Mesa Scout
Skills - Ambush, Archery, Collector, Cryptography (Sindaran Flash Code) Knife Throwing, Rudimentary Combat, Scout, Set/Detect Snares, Tracking Wilderness Survival (Desert)
Change Beast Lore to Animal Handling (Equs)
Increase INT to -3. They should have identical statistics to all other Thralls.
Remove Stealth. They already have Stalking, and Stealth is an urban skill anyway.
Remove Beast Lore. This is now a Jaka power.
Change Snares to Set/Detect Snares.
Change Weaponless Combat (now covered in Prim, Sec etc.) to Tazian Combat.
I don't know if the mistake was ever rectified but here are my rules for them:
Size: 6'8" 300lbs (male), 6'4" 200lbs (female)
Physical Characteristics: Hairless, devoid of pigmentation, muscular build, body covered in colourful tattoos, mark of shame on forehead. The mark of shame is branded on (because a tattoo can be tattooed over), and then the crescent brand is coloured for their crime. White for cowardice, red for murder/rape, and blue for severe insubordination. Some thrall outcasts have mated and produced offspring. These Thralls don't bear the mark of shame, but in general possess few or no tattoos, with those few they have being unassociated with any tribe. As such they appear very albino.
Attributes: STR+4, DEX+2, CON+4, SPD+1, INT-3, WILL+2
Hit Points: 16
Special Abilities: Immunity to fear, inability to comprehend magic, Intelligence is +3 for combative and tactical situations.
Skills: as initial career or use the following (for those born to the communities), Ambush, Hunter/Gatherer, Primary Combat, Set/Detect Snares, Stalking, Tazian Combat, Waylay, Wilderness Survival (Swamp)
Equipment/Possessions: Loincloth, sandals, pouch, dagger, choice of any 2 weapons (including Garde). Most of their equipment is stolen on raids from dead opponents including other Thralls. It is possible for them to have a True sword but it won't be their own (theirs was broken when they were outcast).
Wealth:d10 x 5 gold lumens in assorted booty and stolen coin.
Comments: Thralls are only outcast for the most dire of crimes in their communities, being branded with the mark of shame, and having their True Sword broken, and Garde stripped. They are then taken out to the most dangerous parts of the swamps and left, returning on pain of death. Few survive, but those that do have begun to form a few small isolated bands of raiders. They tend to be scum of the worst sor,t killing without mercy and deriving pleasure from killing their own kind in revenge. Some groups have even birthed young, growing up in a corrupted community, and usually learning to hate other Thralls. Of course, there are a few who were wrongly accused, and they tend to form more merciful bands or take to the road of adventure, finding an honourable death in combat or trying to clear their name.
Change SPD as follows:
SPD: +4*. *Airborne speed only. This has been reducued to better reflect their tiny size. Speed on the ground is -3. Small with tiny legs.
Secondary Magic. Their field of study is 'Natural'
Remove Identify Flora and Fauna. There is no such skill anymore. Change Concoct Poison to the Alchemical Skill: Concoct Poison. Change Snares to Set/Detect Snares.
Change Combat Training to Rudimentary Combat (Spear or Bow)
Increase INT to +8. (I feel this is the Sindaran average)
Reduce WIL to 0. Craftsmanship doesn't demand more willpower than alchemy or any other Sindaran career!
Increase CON to 0. Quite why they should be uniformly more unhealthy than the alchemist is beyond me.
Add note to DEX saying : for manual work only. DEX is 0 for physical acts. While they would have a fair degree of manual dexterity for their craft, they shouldn't be generally more agile.
Add Barter talent. Not every customer deals in coinage.
Add another Trade/Craft choice. Many trades and crafts skills complement one another, and the intellectual Sindarans would certainly learn more than one.
Increase INT to +8. See Artisan above.
Increase DEX to 0. They should be very average.
Reduce CHA to +1. Although more charismatic than average they rely more on Intelligence and logic.
WIL+1, DEX 0, INT 0, CHA-1, SPD 0, STR 0, PER+1, CON+4
Several changes have been made to better differentiate their spiritual leader role from the warrior/hunter role.
Skills: Mounted Combat (Land lizard), Wilderness Survival, Rudimentary Combat, Secondary Magic (Shamanism)
Equipment: loincloth, dagger, pouch, tambourine, land lizard steed with side-bags and harness.
Skills: Art (Bodypainting) or Artificer (Weaving), Cooking, Diplomacy, Oratory, Rudimentary Combat, +1 Performing Talent (except knife-throwing).
Increase INT to +2. Their tasks and knowledges require a fair degree of intellect. No-one of average intellect could master all the fields of expertise they do.
Kharakhan Giant Taler
DEX-4, SPD-4/-1, INT-2, STR+6, CON+9, WIL+6, PER+3, CHA-1
This better reflect their abilties as the bards of their people. They aren't as strong but they are more intelligent and charismatic. Hit Points: 22. See Kharakhan Giant changes.
Skills: Dance, Mounted Combat (Ogriphant), Oratory, Primary Combat Equipment: Ogriphant Steed, 2 weapons (giant sized), leather harness, loincloth, pack, d4 pouches, black iron shield.
CHA-2, INT+2, CON-1.
Hit Points 12. Base for average humanoid species.
Skills: Assassinate, Disarm/Detect Traps, Alchemical skills of: Concoct Elixirs, Concoct Poisons, Sabotage, Stealth
CHA-2, INT+2, CON-1, PER+5
Hit Points: 12. See above.
Skills: Cryptography, Lip-reading, Rudimentary Magic (Talismancy) Espionage, Hide, Interrogate, Tailing, 1 scholarly pursuit.
Maruk Ogront Dancer
Base Hit Points: 12. See Maruk Medicant above.
Skills: Acrobatics (Cloak-Gliding), Dance, Mountain Climbing, Secondary Combat.
Field of study is Rudimentary Magic (Invocation)
Increase STR to +3. See Warrior-Priest for reasoning.
WIL+1. Their strength of faith.
Hit Points: 12. Base for average humanoid species.
Skills (all): Secondary Combat, Rudimentary Magic (Invocation), Metaphysical Doctrines (Orthodox)
Reduce CHA to -1. See original changes.
Reduce Primary Combat to Secondary Combat. They operate engines of war but rarely engage in toe-to-toe conflict.
Increase INT to 0. They shouldn't be any less intelligent than the typical Arimite.
Reduce CHA to -2. They tend to be even nastier than the typical Arimite.
Remove Bestlore. It's now a Jaka power.
Reduce Primary Combat to Secondary. They are only hunters, not warriors.
Change Base Hit Points to 12. The same as the Phantasians they originated from.
Remove Inscribe Spells and Literacy. These are part of the magical field in general now anyway.
Their field of study is Primary Magic (Astromancy)
Remove Magical Operations (Magical Pigments). There is no such skill any more.
Change Alchemical Training to Lesser Alchemy. See Scent of the Beast.
Reduce CHA and SPD to -1. See original changes.
Change Magical Training to Rudimentary Magic (Wizardry).
Change Combat Training to Rudimentary Combat.
Change Secondary Magic to Rudimentary Magic (Wizardry).
If they had greater powers they certainly wouldn't be relegated to begging!
Change the choice of any 2 non-combat/non-magic skills to a choice of any 2 Thieving talents. The original choice was far too broad and in no way indicative of their career.
Black - remove Weaponless Combat. Now a function of combat fields.
Blue - remove Beastlore. Now a Jaka power.
Gold - Field of Study is Secondary Magic (Natural).
Red - Remove Beastlore. See Blue above.
White - Remove Beastlore. See above.
Kang Warrior Priest
This has been further changed as a player of mine recently started playing one.
Remove Rudimentary Magic (Invocation). Few of the Invocation spells really apply to the worship of Zoriah, and would possibly be viewed as weak. The Kang beleive Zoriah helps those who help themselves, granting no powers. Instead they have the Combat Trance power which they claim was a divine gift, and brings them closer to the divine mindset of Zoriah.
Remove Command. They are separate from the main Crimson Host, fighting as individuals or small bands separate from the main force command. They fight as heavy melee shock troops, with full individual control, uncontrolled and uncommanded. Another factor they say is closer to Zoriah's ideal. Due to this they also disdain all powered, ranged weapons, regarding them as weak and undeserving. Using them (they claim) is not the true definition of skilled personal conflict. At most they would only ever use thrown weapons (which use the wielders skill and strength) and only for a single volley before closing in for melee.
Add the Zorian Hook to their equipment.
Mondre Khan Hunter
They don't have the choice of WIL or PER bonus, They all have the PER+2. They are hunters after all.
Remove Weaponless Combat. Now a function of Combat skills.
Nagra Bounty Hunter
Reduce CHA to -1. Although not as strange, spooky and silent as their more primitive counterparts, they are still far from normal.
Increase SPD to +1, CON to +5, and PER to +4. As hunters of men, constantly travelling on foot, they should be at least the equal of their feral kin.
Remove Disguise. They are much too direct, and they are hard to disguise anyway.
Add Set/Detect Snares. Useful for their duties and they still hunt for sustenance while travelling anyway.
Their field of study is Secondary Magic (Shamanism)
Add Rudimentary Magic (Invocation). They are devout followers of Terra.
Increase STR to +2, and CON to +1. They are heavy set, warriors, constantly training in the harsh sands.
Reduce CHA to -2. They are fanatical and arrogant worshippers of Death.
Aramut Personal Sustainers
Reduce CHA to -2. See above.
Increase WIL to +3. They are strong of Faith in Jamba.
Increase INT to +2. Their exposing work requires a good degree of cunning and reasoning.
Remove Thaumaturgical Operations. No such skill currently exists.
They have Rudimentary Magic (Invocation and Thaumaturgy)
Reduce CHA to -2. See original changes.
Reduce PER to +1. Higher is too excessive.
Reduce SPD to -1. Increase CON to +4.
Change CHA to -1. They are better than their peers but still often a little strange.
Change CHA to -3. They are even more spooky and morbid than normal Yitek.
Remove Inscribe Spells. A standard part of any magical field now.
Remove Primary Magic Talents. No such skills exist now.
Change Magical Training to Rudimentary Magic (Necromancy and Invocation).
Change CHA to -2. See all of races of Rajanin for details.
Increase CON to +1. They are small and hardy, living in a harsh and unforgiving environment.