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New Character Races for Owl Hoot Trail

The west is a wide and mysterious place, home to all sorts of folks. The halfins,
hill folk, orcs, and shee youre used to arent the only people out there. The
following races may be available for characters if the GM is willing.

Centaurs by Paul Stefko
Never tell a centaur that hes half-horse. Im my own beast, hell say. To equate me to any other race is
to diminish centaur, man, and horse. Centaurs are counted among the greatest thinkers in the world,
students of philosophy and the sciences. They have founded great academies and forged schools of thought
that have stood for centuries.
It is true that centaurs possess features of both men and horses. The powerful equine lower body gives
them great strength, speed, and grace. The human torso lets them use tools crafted for the other common
races and to converse with them as well. They are at home in the great cities as well as the endless prairies.
Many centaurs are marshals, scouts, gadgeteers, preachers, and shamans. Few have the temperament to be
ruffians or scoundrels.
They get +1 GRIT and +1 Learning. Centaurs present a bigger target in a fight, so they have a -1 modifier
to Defense. However, they are Hardy 1, like orcs. Centaurs always use the movement rules for traveling
by horse.

Digos by Tanner Yea
Short for wendigos, digos are human-like folk that are covered in fine tufts of fur. They also usually have
jagged teeth and sharp claws. Digos are from way up north, calling the mountains and the arctic their
home. Some people think they are related to lycanthropes, but the digos ain't talking.
Digos are often gunslingers, marshals, ruffians, scoundrels, scouts and shamans.
Digos get +1 GRIT and +1 Wilderness. Digos are an angry folk, suffering a -2 to Amity. In exchange,
they can get angry once a day, causing +2 damage for the rest of a scene. They also have natural claws that
deal 1d6 damage.

Drakes by Paul Stefko
Back East, dragons are long extinct, hunted for sport for ages. On the frontier, there are still the terrifying
sand dragons, but most folks know its a matter of time before some general sends his army to wipe them
out too. So it came as quite the shock when a team of miners dug into a caved in chamber and discovered
thousands of eggs that soon hatched into a race of humanoid dragons.
Drakes are a powerful but primitive race. Only a few have been raised in the great cities; the rest have
formed native clans and roam the west, searching for clues to their history. Drakes are slowly forming
their own customs, borrowing liberally from the other races.
A drake will usually be a gunslinger, ruffian, scout, mentalist, preacher, or shaman.
They get +1 GRIT and +1 Wilderness. A drake can attack with a breath weapon, which can be a blast of
flame, a spray of acid, or arcs of electricity. This attack uses the drakes melee bonus, deals 1d6 damage,
and can target 1-3 creatures in the drakes zone. A drakes breath weapon can burn out just like a 3rd rank
gadgeteer power. The cost to recharge is the price of a hearty meal and a few stiff drinks.
Fae by Tanner Yea
The fae are thought to be distant ancestors to the shee, coming from the birthplace of all shee. Fae look
like their pointy ear cousins, and yet they dont. They are more regal, tall and aloof. Some are full of the
beauty of the wild, others are darkened by shadow, and still others gaze longingly at the stars.
Fae are often gunslingers, marshals, scouts, shamans and mentalists.
Fae get +1 WITS and +1 Amity. Fae can teleport to short distances they can see once per scene.

Flings by Paul Stefko
Fling is short for tiefling, which is what people call these folks Back East. A fling is the child of a human
and a devil, but contrary to what most preachers will tell you, flings arent born evil. Raised right and
given half a chance, a fling can be decent, loyal, even righteous. Unfortunately, folks see the horns or
hooves or red eyes and get all ornery toward them. Most flings youll meet grew up on the frontier, away
from the judgment of other folks.
A fling will tend toward gunslinger, ruffian, scoundrel, scout, mentalist or shaman.
They get +1 DRAW and +1 Wile. They suffer a -2 to Amity. In exchange, flings are Deadly 1. That
means any injury they inflict is +1 on the 2d6 roll. In addition, flings only roll every 30 minutes when
exposed to extreme heat and cold, instead of every 10 minutes.

Gears by Tanner Yea
Gears are big, hulkin, clankin automatons cooked up by some crazy gadgeteers, either recently or long
ago. Made of brass etched with really purty designs, gears are stoic, smart and powerful. Most gears are
running from someone controlling them, always looking behind their shoulders. They arent afraid to
rough up a feller if it means survival.
Gears tend to be gunslingers, ruffians, scoundrels, scouts and, of course, gadgeteers.
Gears get +1 Grit and +1 Toughness. They are slow, only moving as fast as any other race. In
exchange, gears dont need to eat, drink or breathe. Gears also have a natural affinity with machinery.
They get a +3 bonus to identify and fix almost any type of mechanical object.

Gnomes by Paul Stefko
Gnomes are small like halfins but have a touch of magic about them that puts folks in mind of the shee.
Many are flamboyant, dressing in bright colors and performing as acrobats or stage magicians. Other
gnomes are quiet tricksters, making valuable objects disappear without letting their owners in on the
fun.
Gnomes tend to be scoundrels, gadgeteers, mentalists, and shamans. Gnome scouts tend to attract
burrowing critters like badgers or prairie dogs as companions. The few gnome gunslingers are feared in
the duel, as they tend to have conspicuous good luck. Gnome marshals are so rare that any gnome sporting
a badge should be ready to prove its real.
They get +1 WITS and +1 Wile. Gnomes can cast the common mentalist tricks, even if they arent
mentalists. Gnome mentalists can instead choose an extra 1st rank trick as a signature power. (Even
though theyre as small as halfins, gnomes dont get the Defense bonus. Go figure.)



Halos by Paul Stefko
Folks Back East may say Aasimar, but on the frontier, everybody just calls em Halos. Halos are what you
get when a human makes a baby with an angel. Preachers dont like to answer when folks start asking
questions about it. Halos mostly look like humans, but each has a unique feature that speaks to their
heavenly ancestry: electric blue eyes, feathery white hair, or just a healthy glow.
Halos are often gunslingers, marshals, scouts, mentalists, and preachers.
They get +1 GRIT and +1 Amity. Halos also get +1 to Mental Defense, as their spiritual connection
protects them from powers.

Morphs by Tanner Yea
Morphs, sometimes called changelings, are spooky creatures. They look like humans, except their facial
features are muted and barely there. They dont even have pupils, which can rustle some peoples spurs. A
lot of myths show up where a morph will kill a person and impersonate them forever, but morphs dont
usually do that.
Morphs are often gunslingers, scouts, scoundrels, mentalists and gadgeteers.
Morphs get +1 GRIT and +1 Wile. Morphs can make themselves look like any other humanoid varmint
for up to 4 hours. The problem is they have to touch the poor sucker to assume their form.

Pix by Tanner Yea
Little sprite folk, pixs are tiny little buggers, only ever reaching about 3 feet tall. They have a set of wings
on their backs; they usually look like butterfly wings, but they can be any kid. Pix are often seen as
annoying and ignorant, but all they want to do is have some fun. Sometimes the fun can make someone
dead, though.
Pix are often gunslingers, scouts, scoundrels, shamans and mentalists.
Pix get +1 DRAW and +1 Wile. Pix are fairly frail, so they are Sickly 1. In exchange, their quickness gives
them+1 to their defense score. They are also able to fly short distances, though they can't attack while
flying.

Scalies by Tanner Yea
Scalies are from way down south in the hot parts of the Earth, living in the deserts, jungles and swamps.
While they usually look like big ol humanoid lizards, they can look like any reptile or amphibian ranging
from gators to frogs to snakes. Scalies have a lot of old and weird gods they love to pray to, and they are
usually dressed in feathers and grass. Their cities are huge and old.
Scalies are often gunslingers, scoundrels, scouts, preachers and shamans.
Scalies get +1 DRAW and +1 Wilderness. Scalies are cold blooded, and they can function in extreme heat
and cold without much protection.






Spiritfolk by Paul Stefko
Long ago, the spirits of the elements wanted more power in the world of flesh. They decided that they
would create their own race of mortal beings, so the spirits imbued the unborn children of humans, shee,
hill folk, and orcs with their essence, creating the first spiritfolk. In the ages since, these spiritfolk have
bred true, forming a true race among themselves.
There are four distinct branches of spiritfolk, one for each of the traditional elements, but they can
interbreed with equal chance for the baby to take after the mother or father. Each branch has different
traits. Physically, a spiritfolk could resemble any of the four parent races with the addition of some
otherworldly feature that gives away its spirit nature.
Any spiritfolk is likely be a member of any class. Spiritfolk can be greenhorns or native, as the race has had
ages to spread across the land.
An air spiritfolk gets +1 DRAW and +1 Wile. They can cast spirit veil as if they were a shaman. An air
spiritfolk shaman gets spirit veil as a bonus signature power.
An earth spiritfolk gets +1 GRIT and +1 Toughness. They have Hardy 1, like an orc.
A fire spiritfolk gets +1 DRAW and +1 Toughness. They can cast minor flame spirit as if they were a
shaman. A fire spiritfolk shaman gets minor flame spirit as a bonus signature power.
A water spiritfolk gets +1 WITS and +1 Amity. They are immune to drowning, meaning they can stay
underwater indefinitely.

Walking Wolf by Clinton Nixon
Every once in a while, a wolf ends up in a two-legs body, normally human. Sometimes, that wolfl was
cursed; sometimes, they were just born that way. Theres even stories that say if a wolf looks it its killers
eyes right before it passes, it can switch bodies. Whatever happens, you end up with a wild creature
walking around.
Walking wolves are usually scouts, ruffians, or shamans, but they look like members of other races and can
be whatever they want.
Walking wolves gain a +1 to DRAW, and a +1 to Wilderness. Their noses and ears are way more
sensitive than humans, and they gain a +3 bonus to hear or smell something, usually
danger.

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