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Cymrilian Airman : has been replaced by the Warrior-Mage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)
Tanasian Exile
Change Beast Lore to Animal Handling (Equs)
Thrall Hunter
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.
Thrall Outcast
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.
Wood Whisp
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)
Sindaran Artisan
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.
Sindaran Politician
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.
Danelek Shaman
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.
Danuvian Proxy
Skills: Art (Bodypainting) or Artificer (Weaving), Cooking,
Diplomacy, Oratory, Rudimentary Combat, +1 Performing Talent (except
knife-throwing).
Hajann Servitor
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.
Maruk Medicant
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
Maruk Oracle
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
DEX+3, SPD+1.
Base Hit Points: 12. See Maruk Medicant above.
Skills: Acrobatics (Cloak-Gliding), Dance, Mountain Climbing,
Secondary Combat.
Aamanian Adjudicator
Field of study is Rudimentary Magic (Invocation)
Aamanian Knight
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)
Arimite Artillerist
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.
Arimite Miner
Increase INT to 0. They shouldn't be any less intelligent than the
typical Arimite.
Arimite Overseer
Reduce CHA to -2. They tend to be even nastier than the typical
Arimite.
Azir Islander
Remove Bestlore. It's now a Jaka power.
Reduce Primary Combat to Secondary. They are only hunters, not
warriors.
Castabulanese Astromancer
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.
Gnorl Artificer
Reduce CHA and SPD to -1. See original changes.
Heterodoxist Agent
Change Magical Training to Rudimentary Magic (Wizardry).
Serparian Beggar
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.
Chromid
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.
Add Camouflage.
Samir Shaman
Their field of study is Secondary Magic (Shamanism)
Vajra Priest
Add Rudimentary Magic (Invocation). They are devout followers of
Terra.
Aramut Lancer
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.
Dracartan Expositor
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)
Shadinn Overseer
Reduce CHA to -2. See original changes.
Reduce PER to +1. Higher is too excessive.
Reduce SPD to -1. Increase CON to +4.
Vird Spy
Change CHA to -1. They are better than their peers but still often a
little strange.
Yitek Spiritsinger
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).
Zagir Mountaineer
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.