This is a listing of the different types of kindred for the Tunnels & Trolls™ supplement, Magestyck™.  These kindred are derived from the Tome of Monsters section for Magestykc™.  Humanoids that are sized enough to fit into the dungeons and tunnels of the world.  Unlike the monster counterparts of the few, some of these creatures simply decided to join society for one reason or another. All kindred below can choose whatever `Type` they want to be, but must also qualify for it. Some kindred are limited to what they can choose, but that information is included with the kindred.
Human Type: Humanoid Size: M Move: 120` Language: Common
STR: 1 / CON: 1 / DEX: 1 / INT: 1 / LCK: 1 / CHR: 1 / WIZ: 1 / HGT: 1 / WGT: 1
Humans are the most common civilized race in the world. They average in ability and size, but have a natural tendency to grow, civilize, conquer, and learn. This allows humans to begin their journey with an extra talent of their choosing. Whenever they choose a talent, they do not need to roll the die to determine the bonus. They simply get a +6 with that talent. They have the most settlements and are generally welcome in most other civilized places.
Brownie Type: Fey Size: S (1.5`) Move: 120` Language: Brownie
STR: 0.33 / CON: 0.5 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 1 / WIZ: 0.75 / HGT: 0.25 / WGT: 0.25
Brownies are short forest dwellers that are generally friendly toward the common races of the land. They are generally roguish in their behavior and most commonly choose that profession. They begin their journey with 2 talents. One is a DEX talent of `camouflage`, which allows them to blend in and hide in nature. The other is the INT talent of `ventriloquism`, which allows them to throw their voice and distract someone.
Centaur Type: Fey Size: L Move: 180` Language: Centaur
STR: 1 / CON: 1.5 / DEX: 2 / INT: 0.75 / LCK: 1 / CHR: 0.5 / WIZ: 0.5 / HGT: 1.5 / WGT: 1.5
These creatures have the lower body of a horse but an upper torso of a human. They are generally friendly toward other civilized races and make great rangers. They are naturally skilled with bows and begin with an extra DEX talent of `marksmanship`. They obviously cannot ride any type of mount, but they mostly don`t need to. Due to their hooves, they can never wear boots.
Cyclops Type: Giant Size: L (9`) Move: 120` Language: Giant
STR: 2.5 / CON: 2.5 / DEX: 0.5 / INT: 0.5 / LCK: 0.75 / CHR: 0.25 / WIZ: 0.5 / HGT: 1.5 / WGT: 2
These brutish one-eyed look like very muscular humans with hair ranging in the same colors as humans, along with skin tone. These creatures often make their homes in the crags of the mountains. They are too large to ride horses so must ride something elephant-size when traveling by mount.
Daklafar Type: Humanoid Size: M (5`) Move: 120` Language: Elven
STR: 1 / CON: 0.67 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 0.5 / WIZ: 1 / HGT: 1 / WGT: 0.67
These dark cousins to elves live deep within the ground and dabble in the arts of dark magic. They often make homes and businesses in cities and will often have tunnels leading to such places. Although their businesses might appear legitimate, they are often shady in their dealings...dabbling in crime and assassination. Their skin is often varying shades of black with white hair. Their bright white eyes allow them to see perfectly in non-magical darkness. If they become wizards, they have a 1.5x for their WIZ. If they decide to become rogues, then they will have a 1.5x for their LCK.
 
Dwarf Type: Humanoid Size: S (4`+) Move: 60` Language: Dwarvish
STR: 2 / CON: 2 / DEX: 0.75 / INT: 1 / LCK: 0.67 / CHR: 1 / WIZ: 0.75 / HGT: 0.65 / WGT: 1
Born within the mountains of the world, dwarves often follow the ways of the warrior. Due to mining for gems in the tunnels of mountains of the world, they begin their journey with the extra INT talent `gemology`, which allows them to identify and appraise gems and jewelry more easily. They can see perfectly in non-magical darkness.
Dwurman Type: Humanoid Size: S (4`) Move: 60` Language: Dwarvish
STR: 2 / CON: 2 / DEX: 1 / INT: 1 / LCK: 0.67 / CHR: 0.25 / WIZ: 0.75 / HGT: 0.65 / WGT: 1
Born within the deepest parts of the world, dwurman often follow the ways of the warrior. Unlike their dwarf cousins, dwurman are rarely seen on the surface. Their skin is dark grey and their hair is a dull white. Due to living in the tunnels deep underground, they begin their journey with the extra INT talent `geology`, which allows them to know more about the stone that makes up tunnels and dungeons. They can see perfectly in non-magical darkness.
Elf Type: Humanoid Size: M (5`+) Move: 120` Language: Elven
STR: 1 / CON: 0.67 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 2 / WIZ: 1 / HGT: 1 / WGT: 0.67
Elves live in the lush forests of the world and are generally one with nature. They make their homes high in the tree tops of the biggest trees and grow up learning how to use bows. This gives them the extra DEX talent of `marksmanship`.
Fairy Type: Fey Size: S (1`) Move: 60`/Fly 120` Language: Fey
STR: 0.25 / CON: 0.25 / DEX: 2 / INT: 1 / LCK: 2 / CHR: 1 / WIZ: 2 / HGT: 0.165 / WGT: 0.1
Fairies are very small humanoids with insect like wings that live in the forests of the world. They can emit a small amount of light varying in colors from blue, white, green, or yellow. This light can help when in the darkest of underground areas, but only up to about 6 feet. This light can also confuse an opponent for a number of combat rounds equal to their level (per day) if they can make an L1SR vs. INT. The fairy must also have a WIZ higher than the opponent. This confusion causes the opponent to use only half of their dice (rounded up) during the next combat round.
Falcoran Type: Humanoid Size: M Move: 60`/Fly 360` Language: Falcoran
STR: 1.5 / CON: 1 / DEX: 1.5 / INT: 0.75 / LCK: 1 / CHR: 1 / WIZ: 0.75 / HGT: 1 / WGT: 1.25
These bird-men often make their homes high in the trees. They look like humanoid eagles where the males have white feathered heads, while the females do not...which make them look more like humanoid hawks.
Fruglum Type: Humanoid Size: S-M Move: 30`/Swim 150` Language: Fruglum
STR: 1.5 / CON: 1 / DEX: 1.5 / INT: 0.75 / LCK: 1.25 / CHR: 0.25 / WIZ: 0.75 / HGT: 0.8 / WGT: 0.8
These frog men are generally green, dark-green, or blue-green in color. They are able to jump 12 feet across and 6 feet high. They can breathe underwater for an hour before needing air.
 
Gnome Type: Humanoid Size: S (3`+) Move: 60` Language: Dwarvish
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1.5 / LCK: 1 / CHR: 1 / WIZ: 1.5 / HGT: 0.5 / WGT: 0.75
Gnomes look similar to dwarves but are not as stocky. They also live underground and often tinker with machines and generally trying to automate their daily chores. They often build iron golems or clockwork creatures to aid them. Most gnomes tend to be magically inclined and thus become wizards. They can see perfectly in non-magical darkness.
Goblin Type: Humanoid Size: S (4`) Move: 60` Language: Goblin
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 0.5 / WIZ: 1 / HGT: 0.65 / WGT: 0.5
These creatures often have reddish-green skin and large yellow eyes that allow them to see perfectly in non-magical darkness. They spend their younger ages mining in the mountains of the world. This means that goblins begin their journey with the extra INT talent of `metallurgy`, which allows them to identify metals or coins and the values of such things.
Gremlin Type: Planar Size: S (1`+) Move: 60`/Fly 120` Language: Gremlin
STR: 0.25 / CON: 0.33 / DEX: 2 / INT: 1 / LCK: 2 / CHR: 1 / WIZ: 1 / HGT: 0.165 / WGT: 0.1
These small winged creatures are often dark green in color. They survive solely on the blood of others and are often untrusted when seen in the settlements of the world. They often act as spies as they are hard to notice, getting the extra DEX talent of `sneak`...where they can hide in the corners and shadows.
Greyling Type: Fey Size: S (1.5`) Move: 120` Language: Brownie
STR: 0.33 / CON: 0.5 / DEX: 1.5 / INT: 1.5 / LCK: 0.75 / CHR: 0.5 / WIZ: 1.5 / HGT: 0.25 / WGT: 0.25
Unlike their brownie cousins, these creatures often live in abandoned buildings in the dead forest regions of the world. Their skin is a shade of grey (from light to dark) and their hair color ranges from white, black, or grey. They are believed to be brownies that were corrupted by magic, which may hold true since these creatures almost always become wizards.
Hobgoblin Type: Humanoid Size: M (6.5`) Move: 90` Language: Goblin
STR: 1.33 / CON: 1.33 / DEX: 1 / INT: 0.75 / LCK: 0.5 / CHR: 0.75 / WIZ: 1 / HGT: 1 / WGT: 1.5
These large, hair covered, goblins mostly live underground and have dark red fur. They have faces of deep red with yellow eyes. They normally pursue the life of a warrior, seeking constant battle. They can see perfectly in non-magical darkness.
Hobling Type: Humanoid Size: S (3`+) Move: 90` Language: Hobling
STR: 0.5 / CON: 1.25 / DEX: 1.25 / INT: 1 / LCK: 1.5 / CHR: 1 / WIZ: 0.75 / HGT: 0.5 / WGT: 0.5
A sturdy and peaceful race, hoblings live in the hills of the land...building their homes in burrows. They often don`t wear shoes and have hair growing on the tops of their feet which help keep their feet warm. They have a natural poison resistance and can add an extra die when rolling an SR for poison. They are trained at a young age on how to use slings so they begin their journey with the extra DEX talent of `slings`.
 
Imp Type: Planar Size: S (2`) Move: 60`/Fly 180` Language: Devlish
STR: 0.5 / CON: 0.5 / DEX: 1 / INT: 1.5 / LCK: 1 / CHR: 0.25 / WIZ: 2 / HGT: 0.35 / WGT: 0.35
These winged creatures look like short devils with their red skin and long pointy-ended tails. Their eyes are usually white to yellow in color and they have two small horns on the top of their heads. They can ignore the effects of a spell if they can make an L3SR vs. INT.
Kobold Type: Humanoid Size: S (3`) Move: 60` Language: Goblin
STR: 0.5 / CON: 0.5 / DEX: 1.5 / INT: 1 / LCK: 2 / CHR: 0.75 / WIZ: 1 / HGT: 0.5 / WGT: 0.5
These creatures look like small dog-men but are covered in scales that ranges from light brown to dark brown in color.
Leprechaun Type: Fey Size: S (2`) Move: 150` Language: Fey
STR: 0.5 / CON: 0.5 / DEX: 1.5 / INT: 1.5 / LCK: 1.5 / CHR: 2 / WIZ: 1 / HGT: 0.35 / WGT: 0.25
These small humanoids are generally troublesome creatures that begin their journey with an extra CHR talent of `trickery`, which allows them to outwit one into doing something that the leprechaun wants them to do (like go down a different passage or walking into a trap). If they choose to become a wizard, then their WIZ is 1.5x the rolled amount instead of 1.
Mantaran Type: Insect Size: M (6`) Move: 180` Language: Mantaran
STR: 2 / CON: 2 / DEX: 1 / INT: 1 / LCK: 0.5 / CHR: 0.25 / WIZ: 0.5 / HGT: 1 / WGT: 0.75
These insect-like humanoids look similar to an ant and is black in color. They generally make their cities in giant hills of sand and can see perfectly in non-magical darkness.
Minotaur Type: Beast Size: L Move: 120` Language: Minotaur
STR: 2 / CON: 2 / DEX: 0.75 / INT: 1 / LCK: 0.5 / CHR: 0.5 / WIZ: 0.5 / HGT: 1.25 / WGT: 1.5
These furry humanoids have the head of a bull, hooves for feet, and often roam the labyrinths of world. Because of this, they begin their journey with an extra INT talent called `sense heading`...where they can tell which direction they face better than others. They are believed to be human once but now suffer a curse that turned them into what they are today. They can see perfectly in non-magical darkness. They are too large to ride horses so must ride something elephant-size when traveling by mount. Due to their hooves, they can never wear boots.
Neptar Type: Humanoid Size: M Move: 120`/Swim 180` Language: Neptar
STR: 1 / CON: 1.5 / DEX: 1 / INT: 1 / LCK: 1 / CHR: 0.5 / WIZ: 1 / HGT: 1 / WGT: 1
These humanoid fish-men have webbed feet and hands, with a fin on their head that stands about 6 to 8 inches high. Their scales are bright green or bright blue in color, often with a shine to them. They have huge bulbous eyes and fight really well with spears (allowing them add their level to your weapon adds while using such weapons). They can breathe indefinitely underwater and swim twice as fast as others walk. They can roam the land with others but must submerge themselves in water at least once a week to keep their scales from hurting.
 
Ogre Type: Giant Size: L (8`) Move: 90` Language: Ogrish
STR: 2 / CON: 2 / DEX: 1 / INT: 0.75 / LCK: 0.75 / CHR: 0.5 / WIZ: 0.75 / HGT: 1.35 / WGT: 1.75
These muscular creatures look like a muscular human except their heads have very thick, almost neanderthal looking, skulls. They have two large teeth that protrude from the lower jaw and they are almost always bald. Their skin tone is usually pale to a dirty yellow color and they often make their homes in caves. They often find work in cities as guards for the more shady businesses. They are too large to ride horses so must ride something elephant-size when traveling by mount.
Orke Type: Humanoid Size: M (6`+) Move: 90` Language: Orkish
STR: 1.25 / CON: 1.25 / DEX: 1 / INT: 0.75 / LCK: 0.75 / CHR: 0.25 / WIZ: 0.5 / HGT: 1 / WGT: 1.25
Orkes are a green-skinned warrior race that has huge lower fangs and reddish eyes. They can see perfectly in non-magical darkness due to the fact that live underground. Many orkes become mercenaries or bandits, while some others become members of the city guard.
Pixie Type: Fey Size: S (2.5`) Move: 60`/Fly 120` Language: Fey
STR: 0.5 / CON: 0.75 / DEX: 1.25 / INT: 1.25 / LCK: 1.25 / CHR: 1 / WIZ: 1 / HGT: 0.4 / WGT: 0.25
These humanoids stand about 2 feet tall and have insect like wings. They are able to turn invisible for a number of combat round equal to their level (per day) and only if they make an L1SR vs. INT.
Rattanu Type: Humanoid Size: S-M Move: 120` Language: Rattanu
STR: 0.5 / CON: 0.75 / DEX: 2 / INT: 0.75 / LCK: 2 / CHR: 0.5 / WIZ: 0.75 / HGT: 0.8 / WGT: 0.8
These humanoid rats often live in abandoned buildings or under the city streets. They have dark brown to black fur and yellow eyes ranging from dull to bright. They have a tendency to become rogues and they can see perfectly in non-magical darkness. They can fit through spaces that are just a tad too small for a human to fit though.
Satyr Type: Fey Size: M Move: 180` Language: Fey
STR: 1 / CON: 1 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 2 / WIZ: 1 / HGT: 1 / WGT: 1
Satyrs have the legs and hooves of a goat but the upper body of a human. They have small antlers on their heads and their flesh is a darker brown color. Satyrs are musically inclined and thus begin with an extra DEX talent of `musicianship`. Due to their hooves, they can never wear boots.
Sauriman Type: Reptile Size: M (7`) Move: 60`/Swim 120` Language: Sauriman
STR: 1.33 / CON: 1.33 / DEX: 1 / INT: 0.75 / LCK: 0.5 / CHR: 0.75 / WIZ: 1 / HGT: 1.25 / WGT: 1.5
These lizardmen often live in the jungles and swamps of the world. They have dark green to greenish-blue scales and are strictly carnivores. Their tails range from 3 to 4 feet long. They can breathe underwater for an hour before needing air.
 
Slitheran Type: Reptile Size: M Move: 90` Language: Slitheran
STR: 1 / CON: 1 / DEX: 1.5 / INT: 1.5 / LCK: 0.5 / CHR: 0.33 / WIZ: 1 / HGT: 1 / WGT: 1.25
The slitheran are a race of serpent men with two arms, but have no legs but instead slither around. This means that they cannot wear any type of boots or leggings. Their scales are usually golden to dull-yellow in color and they have fangs that will inject a venom once a day on whoever they successfully bite. This bite must be declared during that combat round, before dice are rolled, and the slitheran`s side must win that combat round for the bite to take effect. This venom will decrease the victim`s combat adds (at the rate of the slitheran`s level x 5).
Sprite Type: Fey Size: S (2`) Move: 90`/Fly 180` Language: Fey
STR: 0.5 / CON: 0.75 / DEX: 1.25 / INT: 1.25 / LCK: 1.25 / CHR: 1 / WIZ: 1 / HGT: 0.35 / WGT: 0.25
These humanoids stand about 2 feet tall and have insect like wings. They are able to cause an opponent to fall magically fall asleep for a number of combat round equal to their level (per day) and only if they make an L1SR vs. INT. The sprite must also have a WIZ higher than the opponent.
Suvart Type: Humanoid Size: S (3`) Move: 90` Language: Dwarvish
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1 / LCK: 1.5 / CHR: 0.25 / WIZ: 1 / HGT: 0.5 / WGT: 0.75
Unlike their gnome cousins, suvarts deal more in illegal ways of making a living. They often visit the cities on the surface world but often to make shady deals with criminal organizations and the thieves guild. They have an almost black skin color and pure white eyes. They generally have no hair on their head but do have large moustaches that are bright white in color. They can see perfectly in non-magical darkness.
Tigran Type: Humanoid Size: M (5`+) Move: 150` Language: Tigran
STR: 1 / CON: 0.67 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 3 / WIZ: 1 / HGT: 1 / WGT: 0.67
Tigran are a race of humanoid cats that vary in fur color and appearance. Some look like panthers, while others look like tigers. Others might look like a cheetah, and some might have a leopard appearance. They live in the forests of the world and hunt with great stealth. They make their homes from wood of the surrounding forest, with beautiful architecture. Since they can move very quietly, this gives them the extra DEX talent of `sneak`. They have a tendency to become rogues and can see perfectly in non-magical darkness.
Troll Type: Giant Size: L (8+`) Move: 120` Language: Trollish
STR: 2.5 / CON: 2.5 / DEX: 0.75 / INT: 0.25 / LCK: 0.5 / CHR: 0.33 / WIZ: 0.25 / HGT: 1.4 / WGT: 1.75
These huge, green-skinned, humanoids often become warriors. They have pointy ears that stand about 6 inches above their head. Their eyes range from red to yellow and often make their homes in the mucky swamps of the world. They are able to regenerate CON at the rate of 2 points per level...per day. If hit with any type of fire-based attack, they will take double the damage. They are too large to ride horses so must ride something elephant-size when traveling by mount.
Wulfan Type: Humanoid Size: M Move: 150` Language: Wulfan
STR: 1 / CON: 1.5 / DEX: 1 / INT: 1 / LCK: 1.5 / CHR: 1 / WIZ: 1 / HGT: 1 / WGT: 1
Wulfan are a race of humanoid wolves that vary in fur color from white, gray, and varying shades of brown. There are rare wulfan that have black fur. They live in small villages called `packs` and they have a keen sense of smell. This gives them the extra INT talent of `tracking`. They often become hunters by profession and can see perfectly in non-magical darkness.
 

Kindred Attribute Modifier Table

Kindred STR CON DEX INT LCK CHR WIZ HGT WGT
Human 1 1 1 1 1 1 1 1 1
Brownie 0.33 0.5 2 1 1.5 1 0.75 0.25 0.25
Centaur 1 1.5 2 0.75 1 0.5 0.5 1.5 1.5
Cyclops 2.5 2.5 0.5 0.5 0.75 0.25 0.5 1.5 2
Daklafar 1 0.67 1.5 1 1 0.5 1 1 0.67
Dwarf 2 2 0.75 1 0.67 1 0.75 0.65 1
Dwurman 2 2 1 1 0.67 0.25 0.75 0.65 1
Elf 1 0.67 2 1 1.5 2 1 1 0.67
Fairy 0.25 0.25 2 1 2 1 2 0.165 0.1
Falcoran 1.5 1 1.5 0.75 1 1 0.75 1 1.25
Fruglum 1.5 1 1.5 0.75 1.25 0.25 0.75 0.8 0.8
Gnome 0.75 0.75 1.5 1.5 1 1 1.5 0.5 0.75
Goblin 0.75 0.75 1.5 1 1 0.5 1 0.65 0.5
Gremlin 0.25 0.33 2 1 2 1 1 0.165 0.1
Greyling 0.33 0.5 1.5 1.5 0.75 0.5 1.5 0.25 0.25
Hobgoblin 1.33 1.33 1 0.75 0.5 0.75 1 1 1.5
Hobling 0.5 1.25 1.25 1 1.5 1 0.75 0.5 0.5
Imp 0.5 0.5 1 1.5 1 0.25 2 0.35 0.35
Kobold 0.5 0.5 1.5 1 2 0.75 1 0.5 0.5
Leprechaun 0.5 0.5 1.5 1.5 1.5 2 1 0.35 0.25
Mantaran 2 2 1 1 0.5 0.25 0.5 1 0.75
Minotaur 2 2 0.75 1 0.5 0.5 0.5 1.25 1.5
Neptar 1 1.5 1 1 1 0.5 1 1 1
Ogre 2 2 1 0.75 0.75 0.5 0.75 1.35 1.75
Orke 1.25 1.25 1 0.75 0.75 0.25 0.5 1 1.25
Pixie 0.5 0.75 1.25 1.25 1.25 1 1 0.4 0.25
Rattanu 0.5 0.75 2 0.75 2 0.5 0.75 0.8 0.8
Satyr 1 1 1.5 1 1 2 1 1 1
Sauriman 1.33 1.33 1 0.75 0.5 0.75 1 1.25 1.5
Slitheran 1 1 1.5 1.5 0.5 0.33 1 1 1.25
Sprite 0.5 0.75 1.25 1.25 1.25 1 1 0.35 0.25
Suvart 0.75 0.75 1.5 1 1.5 0.25 1 0.5 0.75
Tigran 1 0.67 2 1 1.5 3 1 1 0.67
Troll 2.5 2.5 0.75 0.25 0.5 0.33 0.25 1.4 1.75
Wulfan 1 1.5 1 1 1.5 1 1 1 1


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