Labyrinths & Liontaurs
Contents

Notes

Races

Second only to class, race is a way to let you add detail, depth, and flavor to your character. Based on the mythology of legend, fiction, or even other games, your character can be a typical member of your race, or one who does not fit easy categorization. Use the general rules on this page for all races, and then click the links below for details on each race.

Monsters and People

Creatures are divided into two groupings in Labyrinths & Liontaurs. People are creatures who can use the Universal System to gain levels and grow in power, a blessing granted them by the gods. Monsters are all the other creatures, those who cannot gain levels. People come in different varieties, called races. All the races listed on this page are people. And by the way, the singular of people is person.

This game assumes that the baseline race are liontaurs. Any mention of "normal" is a reference to the liontaur standard, unless otherwise noted.

General Rules

Your choice of race determines a number of bonuses and strengths in core areas. Specifically:

Racial Powers Gained With Level Advancement

As you gain levels, once per tier, you gain your choice of a racial power. You gain these at character levels 3, 8, 13, and 18. At levels 8, 13, and 18, you may choose a racial power of a lower tier, if you prefer. The choice of power varies from race to race, see the specific rules for each one below.

Specific Rules

Dwarves - These doughty folk were made to resist domination and to excel in harsh conditions.

Elves - An ancient people, elves are reknowned as loremasters and lovers of woods.

Gnomes - Gnomes are descendants of natural spirits who were inspired by mortals to live in the world.

Halflings - A small and industrious people of herds and crofts, halflings have hidden reserves of common sense and resolve.

Humans - The youngest, fastest growing, and most versatile of peoples, others fear that humans may well come to dominate all.

Humelves - With ancestors of both human and elvish kind, these fair people embody some of the best characteristics of both races.

Liontaurs - A nomadic people of the steppes and savannas, these respected herders and hunters embrace tradition and a code of honor.

Wildlings - An unusual variety of human with an unknown origin, some wildlings have forged a unique place in human society, while others reject it.

Unless otherwise specified, all bonuses to rolls listed on this page and on the pages for each race are racial bonuses. Note that racial bonuses do not stack; if more than one applies, use the larger.

Vital Statistics

Height and Weight

You can choose or randomly generate your character's height and weight. If you choose, your choice must be within the ranges in the table below. To randomly determine a character's height, roll the modifier dice indicated on Table: Random Height and Weight and add the result, in inches, to the base height for your character. To randomly determine a character's weight, multiply the same result of the modifier dice by the weight multiplier and add the result to the base weight for your character.

Table: Height and Weight Ranges
RaceBase HeightBase WeightModifierWeight Multiplier
Dwarf3 ft. 7 in. (average 4 ft.)150 lbs.2d4×7 lbs.
Elf5 ft. 9 in. (average 6.5 ft.)100 lbs.2d8×3 lbs.
Gnome2 ft. 1 in. (average 2.5 ft.)35 lbs.2d4×1 lb.
Halfling2 ft. 7 in. (average 3 ft.)30 lbs.2d4×1 lb.
Human4 ft. 1 in. (average 5 ft.)120 lbs.1d20×5 lbs.
Humelf5 ft. 0 in. (average 5.5 ft.)110 lbs.2d8×5 lbs.
Liontaur5 ft. 1 in. (average 6 ft.)400 lbs.2d10×5 lbs.
Wildling4 ft. 2 in. (average 5 ft.)130 lbs.1d20×7 lbs.

Age

You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class. Alternatively, roll the dice indicated for your class on Table: Random Starting Ages and add the result to the minimum age of adulthood for your race to determine how old your character is.

Table: Starting Age Ranges
RaceAdulthoodBarbarian, Rogue, Sorcerer, SummonerBard, Fighter, Paladin, RangerCleric, Druid, Monk, Wizard
Dwarf40 years+3d6+5d6+7d6
Elf110 years+4d6+6d6+10d6
Gnome40 years+4d6+6d6+9d6
Half-elf20 years+1d6+2d6+3d6
Half-orc14 years+1d4+1d6+2d6
Halfling20 years+2d4+3d6+4d6
Human15 years+1d4+1d6+2d6
Liontaur14 years+1d4+1d6+2d6

With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his maximum age and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects
RaceMiddle Age1Old2Venerable3Maximum Age
Dwarf125 years188 years250 years250 + 2d% years
Elf175 years263 years350 years350 + 4d% years
Gnome100 years150 years200 years200 + 3d% years
Half-elf62 years93 years125 years125 + 3d20 years
Half-orc30 years45 years60 years60 + 2d10 years
Halfling50 years75 years100 years100 + 5d20 years
Human35 years53 years70 years70 + 2d20 years
Liontaur33 years49 years65 years65 + 2d12 years
1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Note: No player character may start the game at middle age. The use of these age adjustments is at the game master's option. Game masters are urged to use them only when time over years is carefully tracked in game.