Races

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Races

Some creatures derive the majority of their power from training. These are those creatures.

Humans

Human3.png


Humans are a diverse bunch of mammals, coming in a wide range of colors and facial structures. Many of them care strongly about their physical and cultural differences, and aspire to demonstrate that their breed of Humans is the best. The civilized, bureaucratic Gray Humans, with their imposing cities and disciplined militaries, are particularly arrogant about the superiority of their regimented way of life.

The theocratic Dark Humans, living in the subterranean realms of the Nethergrounds, are quite confident in the unparalleled excellence of their White magic.

The savage Wild Humans in their forest homes know that no other kind of Human observes its surroundings as keenly.

The confident, ambitious Blood Humans of the desert know that their practice of rewarding enterprise over empathy has led them to produce the greatest architectural wonders and finest developments in the field of Orange magic of any type of Human.

Other races are jealous of the Humans' exceptionally long lives: some Humans can live to be over a hundred years old.

Base Stats
Human
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-150 Kilograms
Race  Human

Fireweasel

Fire Weasel.png

These weasels have ever-burning tails. Despite being related to solitary stealth hunters, they are quite sociable, possibly due to their extreme obviousness. A strong desire to impress other fireweasels with tales of their accomplishments leads to them being enthusiastic adventurers, liars, and scientists. They don't much like to share accomplishments with their competition, so are less likely to band together with other fireweasels than with members of different races.

Base Stats
Fireweasel
Common   —   6 points
AD  8     GD 5     Will 0     HP  1     Toughness 3
Strongman -4     Accuracy  1     Save DC 6     Magic Power -1
Stealth 0     Perception 0     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  22 meter land with 3 meter jump. 3 meter swim with 5 meter sink.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 0.625 kilograms      Weight 1-2 Kilograms
Race  Fireweasel
Classes  Fire Attunement 1
Basic Specialties  Avoider
Extras  Small

The Fireweasel can use its two front paws as hands. Their tails are about as bright as torches.

Fireweasels are somewhat attuned with Orange energies to the point that a predominance of other colors can impair their digestion. At the beginning of their turn, if they have more non-Orange gems implanted than Orange ones, they must waste a minor action ignoring the stomachache.

Unique Options
Fire Attunement
Common Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ You gain Heat Resist 1. Taken a second time, this improves to 2. A third time, you gain Cold Resist 1
♦ You may have your unarmed attacks deal 1d6 Heat damage, and light wounded targets on fire. Taken additional times, the damage increases by 1 each time.
♦ You get +2 meters to your movement speeds.
Special: This class may be taken up to three times.


Elite Orange Power
Elite Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ Choose one of the following spells: fire breath, slow, cannibalism, or time skip. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You get +3 meters to your movement speeds.
Special: This class may be taken up to three times.


Paragon Orange Power
Paragon Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ Choose one of the following spells: fireball, firebolts, fireswallowing, or delay spell. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You get +3 meters to your movement speeds.
♦ You get +1 to Agility
Special: This class may be taken multiple times.


Legend Orange Power
Legend Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ Choose one of the following spells: wall of eternity, haste, annihilate item, invasive surgery, or fire burst. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You get +5 meters to your movement speeds.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Swarm

Swarm.png

Some kinds of bees are attuned enough to Pink energies that their many miniscule souls connect to form a single individual. The oversized queen bee at the heart of the swarm is the locus for these Pink energies, and no bee in the swarm can travel more than a meter from it. The bees typically stay touching one another, using their links to share muscle power.

Any given swarm of such bees has a particular pair of stripe colors, but no two swarms have quite the same pair of colors.

Base Stats
Swarm (Creature Form)
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 3
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  10 meter land with 4 meter jump.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 30-45 Kilograms
Race  Swarm


Swarm (Cloud Form)
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 3
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  10 meter fly with 4 meter aerobatics.
Size  2 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 30-45 Kilograms
Race  Swarm

Switching between Creature Form and Cloud Form is a move action.

The expendable nature of most of the bees in the Swarm reduces any damage taken by 1.

While in Cloud Form, single-target attacks against the Swarm may take a -2 penalty to the attack roll in order to deal +4 Damage, by targeting the queen bee precisely. Also while in Cloud Form, the Swarm can squeeze through spaces as small as 1 centimeter wide.

When the Swarm inflicts a wound using an unarmed attack, it may inflict a wound on itself to inflict another wound on the victim, by having its members sting them.

Implanted gems merge with a small cluster of bees, since Swarms do not have faces and such per se.

Swarms are somewhat attuned with Pink energies to the point that a predominance of other colors can impair their motions. If they have more non-Pink gems implanted than Pink ones, they move at half speed.

Multiplicity Golem

Multiplicity golem.jpg

This humanoid is built of steel and cobalt, and has a tendency to be in many places at once.


Multiplicity Golem
Elite   —   31 points
AD  9     GD 6     Will 2     HP  1     Toughness 6
Strongman 0     Accuracy  2     Save DC 8     Magic Power 0
Stealth 1     Perception 1     Agility 0
Descriptors  [ Machine ], [ Purple ]
Movement  25 meter land speed with 2 meter jump. 10 meter swim speed with 30 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 100 Kilograms
Race  Multiplicity golem
Classes  Special (Common) x4, Special (Elite) x4
Basic Specialties  Avoider, Defensive, Offensive, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Stubborn, Aggressive, Sturdy, Stealthy, Perceptive, Smooth

As a standard action, the Multiplicity Golem can, for each extant instance of itself, create another instance of itself within 2 meters of that instance. As a minor action, the Multiplicity Golem can remove any number of instances of itself less than all of them. All instances share a single HP value, Will-based effects, spell effects, diseases and poisons, but anything which moves an instance moves only that instance. The Multiplicity Golem has only one set of actions with which to act from any of its instances, but if it takes an action that includes movement, all instances may move using the chosen movement speed up to the specified distance.

All of the Multiplicity Golem's instances have the same equipment. If any instance of the Multiplicity Golem drops or loses an item or expends a charge, all other instances lose that item or charge. If any instance of the Multiplicity Golem picks up an item or regains a charge, all other instances of the Multiplicity Golem also gain that item or charge.

Multiplicity Golems live on a Diet of Souls, are quite smart, and each instance can speak one language, chosen upon duplication.

Bellig

These hairy, bipedal reptilians are purely carnivorous, and naturally both territorial and violent. They reach adulthood at 2 years old, and are extremely weak with age to the point of death by 40. Unlike Humans, they are not typically pack animals, and would have great difficulty maintaining any sort of technological or linguistic developments if it were not for their genetic memories, and more limited ability to ingest the memories of other creatures by eating their brains.

Base Stats
Bellig.jpg


Bellig
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ]
Movement  10 meter land with 2 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60-90 Kilograms
Race  Bellig

By devouring the brain of a creature (this takes 3 Standard Actions), the Bellig can learn any one language that creature knew, or a one-hour period of that creature's memories.

Belligs are somewhat attuned with Purple energies to the point that a predominance of other colors can impair their thinking. At the beginning of their turn, if they have more non-Purple gems implanted than Purple ones, they must waste a minor action ignoring the headache.

Forbidden Options

Defender, doctor, warlord, diplomat: Belligs don't have the patience or empathy to appreciate protecting others to that extent.

Unique Options
Common Brain Eater
Common Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When you eat a creature's brain, you may replace the bonuses from this class with the bonuses from a single Common class that creature had for which you meet the prerequisites, so long as you haven't already taken that class the maximum number of times. Specialties are not replaced. You may end this effect as a standard action; once you have done so you must eat a new brain to trigger this ability.
Special: This class may be taken up to three times.


Elite Brain Eater
Elite Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When you eat a creature's brain, you may replace the bonuses from this class with the bonuses from a single Elite class that creature had for which you meet the prerequisites, so long as you haven't already taken that class the maximum number of times. Specialties are not replaced. You may end this effect as a standard action; once you have done so you must eat a new brain to trigger this ability.
Special: This class may be taken up to three times.


Ancestral Shaman
Paragon Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When rolling to save against a frightening thing you already failed a save against, you get a +2 bonus to your Will Save.
♦ When you eat the brain of a creature you may teleport to any place it has been in the last hour.
♦ You can use a +6 in Supernatural Philosophy or History instead of your normal bonus.


Paragon Brain Eater
Paragon Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When you eat a creature's brain, you may replace the bonuses from this class with the bonuses from a single Paragon class that creature had for which you meet the prerequisites, so long as you haven't already taken that class the maximum number of times. Specialties are not replaced. You may end this effect as a standard action; once you have done so you must eat a new brain to trigger this ability.
Special: This class may be taken up to three times.


Legend Brain Eater
Legend Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When you eat a creature's brain, you may replace the bonuses from this class with the bonuses from a single Legend class that creature had for which you meet the prerequisites, so long as you haven't already taken that class the maximum number of times. Specialties are not replaced. You may end this effect as a standard action; once you have done so you must eat a new brain to trigger this ability.
Special: This class may be taken up to three times.


Forbidding Tome

Forbidding Tome.png

The forbidding tome is a sort of magic item, given sentience with the assistance of a purple gem, which must be kept inserted for it to think. People who are touching the book see an imaginary creature unique to the tome, like a skull with a spike through its forehead, or a cartoon fairy; the tome can use its imaginary creature to emote or point out interesting pages in itself.


Forbidding Tome
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman -4     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Machine ], [ Pink ], [ Purple ]
Movement  None, and it can't gain any.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 0.625 kilograms      Weight 3 Kilogram
Race  Forbidding tome

It has no hands. While closed, the tome cannot cast its spells, but recharges its expended charges. While open, the tome can cast, but not recharge. The tome's time to recharge resets when it casts a spell. Opening or closing the tome is a cheap action, but the tome cannot open or close itself. In order to cast spells of colors other than purple, the forbidding tome needs gems of the appropriate color(s).

Forbidding tomes do not need to perform the non-vocal casting actions of spells.

Forbidding tomes have their implanted gems on their covers.

Forbidding tomes are quite smart, can speak, and know every language. They eat a diet of souls, but cannot get more than a -1 penalty to Toughness for hunger.

Forbidden Options

The Forbidding Tome cannot be given any classes that don't directly or indirectly have Apprentice as a prerequisite, except for Apprentice itself.

Deathtouched

Deathtouched.png

These pale, white-haired Humans were subjected to high but nonlethal amounts of White energies for significant periods of time, or are the descendants thereof.

Base Stats
Deathtouched
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ White ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60-90 Kilograms
Race  Deathtouched

Deathtouched live on a diet of bones, and when they kill a Common-tier or stronger creature with a heavy attack in melee, they may immediately heal 1 wound.

Deathtouched are somewhat attuned with White energies to the point that a predominance of other colors can impair their ability to live. While they have more non-White gems implanted than White ones they get -1 to Toughness.

Unique Options
Elite White Power
Elite Tier Expertise
Prerequisites  Deathtouched
Bonuses:
♦ Choose one of the following spells: bone bolts or necromancer's touch. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You can see 5% farther.
Special: This class may be taken up to two times.


Paragon White Power
Paragon Tier Expertise
Prerequisites  Deathtouched
Bonuses:
♦ Choose one of the following spells: bone prison, spine throw, trace bindings, or turn undead. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You can see 5% farther.
Special: This class may be taken multiple times.


Legend White Power
Legend Tier Expertise
Prerequisites  Deathtouched
Bonuses:
♦ Choose one of the following spells: unbinding, wall of bone, or x-ray vision. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You can see 5% farther.
Special: This class may be taken up to three times.


Arthropus

Arthropus.jpg

Young Arthropi look like large eyes in a shiny black and green chitinous shell, with four equidistant legs, as well as two arms protruding from the centers of opposite sides of the shell.

Base Stats
Arthropus
Common   —   3 points
AD  4     GD 5     Will 0     HP  1     Toughness 4
Strongman -1     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Green ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 5 kilograms      Weight 8-12 Kilograms
Race  Arthropus

Arthropi have hard shells which serve as a form of armor. The shells can count as an obstacle for firing through, or total cover, attacker's choice. The shell's AD is the same as its wearer's, and it has 1 HP and 6 Toughness. It takes an Arthropus four rounds to regrow its shell if destroyed.

Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d10-2 Disease damage.

Unique Options
Acid Blood
Common Tier Expertise
Prerequisites  Arthropus race.
Bonuses:
♦ Any melee attack which wounds you inflicts 1d6 Acid damage on the weapon (or the creature, in the case of an unarmed attack).
♦ You can secrete acid at will, dealing +1 Acid damage with Unarmed attacks.
♦ You gain Acid Resist 1.


Pheromones
Elite Tier Expertise
Prerequisites  Arthropus race.
Bonuses:
♦ You can release calming pheromones that soothe people as a standard action. Make a ranged attack against GD against all other creatures in a 5 meter Muscle-Area blast: creatures you hit get a -3 penalty to Will Saves and Insight and treat all Insight checks against them as being 3 points higher. This effect lasts for 5 rounds.
♦ You can release intimidating pheromones that terrify people as a standard action. Creatures in a 5 meter Muscle-Area blast find you Frightening. After 5 rounds, creatures who were still suffering from this fear automatically recover.
♦ You can suppress your scent as a standard action. This lasts until you use a pheromone ability, and quarters the distance at which you can be smelled.


Lengthened Form
Elite Tier Expertise
You grow a few millipede-like segments from one edge of your body.
Prerequisites  Arthropus race.
Bonuses:
♦ Your size and reach increase by 50%. You get +1 Strongman, and your weight triples.
♦ You get +5 meters to your movement speeds.
♦ You can clamber up walls and ceilings as though they were the floor.


Acid Spit
Elite Tier Expertise
Prerequisites  Acid Blood
Bonuses:
♦ The Acid damage inflicted upon weapons or creatures that attack you is repeated one round later.
♦ You gain a Muscle-Damage acid spit weapon, with 10m/40m range, which deals 1d6-1 Acid damage. If the attack hits, it also deals another 1d6-1 Acid damage one round later.
♦ Your Acid Resist increases by 1.


Gholum

Gholum.jpg

Gholums are a sort of clayish humanoid, with greyish green translucent skin and sludgelike blood, which occasionally occur spontaneously in areas of heavy green magical energy. They have dull, one dimensional personalities until they bond to a person: one time in their life, they may maintain physical contact with a [ Living ] creature or corpse of one for ten minutes, after which time they take on that creature's personality, mannerisms, and speech patterns, and vaguely change in appearance to look more like that creature as well.

Base Stats
Gholum
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Machine ], [ Green ]
Movement  12 meter land with 0.5 meter jump. 3 meter swim with 8 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 90-120 Kilograms
Race  Gholum

Gholums have Acid Resist 2.

Blue Angel

Blue Angel.jpg

These blue-winged humanoids with long, sharp noses, upon close inspection, do not have feathers, but rather very feather-like fur. Certain people assert that they are most closely related to eclipse hounds.

Base Stats
Blue Angel
Common   —   3 points
AD  4     GD 4     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Blue ]
Movement  10 meter land with 1 meter jump. 5 meter swim with 5 meter sink. 10 meter fly speed with 20 meter aerobatics.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-80 Kilograms
Race  Blue angel

Blue Angels are somewhat attuned with Blue energies to the point that a predominance of other colors can impair their ability to move. While they have more non-Blue gems implanted than Blue ones they cannot fly.

Geomans

Geoman.png

Geomans are intelligent humanoids from the geometric kingdom of lifeforms. They are composed of 9 cylinders, with rounded ends and joints, and a spherical head. On the head are a pair of extremely expressive eyes. Two of its cylinder ends function as "hands" via a special attractive force that allows them to touch things and pick them up or manipulate them. A Geoman speaks by making sounds come from its "mouth": a wedge-shaped indentation in its head that appears and disappears rapidly while talking, filled with large square teeth and a thick tongue.

Base Stats
Geoman
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Angel ], [ Black ]
Movement  12 meter land with 2 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Geoman

Note that although most Geomans are [ Angels ], the Naturalize spell means that some of them may have recently stopped being [ Angels ], or could be descended from Geomans who were Naturalized in ages past.

Geomans are somewhat attuned with Black energies to the point that a predominance of other colors can make them disappear into nothingness. At the beginning of their turn, if they have more non-Black gems implanted than Black ones, they take 1d10-2 Void damage.

Sauph

Sauph.jpg

A single floating reptilian eye, about 1 meter in diameter, shrouded in a thin mist. The eye and the mist are both the Sauph's favorite color. Sauphs tend to seek leadership positions among other races. Sauphs do not have hands.

Base Stats
Sauph
Elite   —   15 points
AD  5     GD 5     Will 3     HP  3     Toughness 3
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth -1     Perception 0     Agility -4
Descriptors  [ Blooded ], [ Living ], [ Psychic ]
Movement  -1 meter sink distance. 5 meter fly speed with 0 meter aerobatics.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-80 Kilograms
Classes  Psychic Initiate 2, Special (Common), Special (Elite)
Basic Specialties  Stubborn, Sturdy, Psychic
Advanced Specialties  Stubborn, Sturdy
Extras  Bloodline Access


Bonuses to Sauph fly speed are halved.

The Strong Aura of a Sauph is filled with a visible and palpable mist of the Sauph's favorite color, but the aura is 1 meter larger than normal.

Sauphs can see 25 times farther than a normal creature their size.

Sauphs cannot hear or talk, but do not need to breathe. While looking at a creature within its Faint Aura, the Sauph can communicate with it by speaking directly into the creature's mind. Sauphs are all excellent lip readers. Sauphs survive on a diet of souls.

Orc

Orc.jpg

Part Cactus, part Human, these green desert-dwellers have a strong desire to form mobs every five years, for a period of about three months each time. When in mobs like this, they seldom manage to stay supplied with provisions, so mobbing times usually result in them deciding to raid nearby settlements.

For this reason, Blood Humans and Orcs are especially antagonistic towards each other.

Base Stats
Orc
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Living ]
Movement  10 meter land with 0.5 meter jump. 3 meter swim with -2 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-100 Kilograms
Race  Orc

When the Orc is hit with an unarmed attack, the attacker takes 1d6-2 Physical damage.

Unlike most creatures, Orcs die at -4 HP instead of -2.

Orcs are exceptionally suited for survival without access to additional water, and only lose it to the environment at half the rate.

Dwork

Dwork 2.png

Dworks are 2.2-2.5 meter tall mammalian humanoids with green skin and massive muscles. They have no hair anywhere on their bodies aside from their elaborately braided beards. Their extreme masculinity leads many ignorant observers to assume they are male, but male Dworks are actually Gnoblins.

Dworks have an unusual reaction to ale: it calms their machismo and helps them to think rationally; most of their best engineering projects (of which there are many) were only made possible by the consumption of vast quantities of ale.

Base Stats
Dwork
Common   —   7 points
AD  6     GD 6     Will 0     HP  1     Toughness 4
Strongman 1     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Living ]
Movement  20 meter land with 2 meter jump. 5 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 150-180 Kilograms
Race  Dwork
Classes  Special (Common) x2
Basic Specialties  Defensive, Brutal

Gnoblin

Gnoblin.png

Gnoblins (pronounced "know blinns") are 0.9-1.2 meter tall mammalian humanoids with green skin and pitiful muscles. They have no hair anywhere on their bodies aside from their eyebrows, which stretch all around their skulls and can grow to be several centimeters long. Gnoblins are the male Dworks, and Gnoblins are always born as identical twins.

Gnoblins have an inborn tendency to be impeccably cheerful and obedient.

While it is not strictly a biological phenomenon, the various interactions of personality tendencies and sheer numbers often lead Gnoblin/Dwork cultures to develop a philosophy of Gnoblin expendability. Not every Dworken civilization has Gnoblins that would eagerly sacrifice their lives to further a Dwork's scientific experiments, but most do.

While Gnoblins can become Legend tier characters of great power, there are far fewer extremely skilled Gnoblins than Dworks despite their greater numbers.

Base Stats
Gnoblin
Common   —   2 points
AD  6     GD 5     Will -1     HP  1     Toughness 3
Strongman -2     Accuracy  0     Save DC 6     Magic Power -1
Stealth 0     Perception 0     Agility 1
Descriptors  [ Blooded ], [ Living ]
Movement  16 meter land with 2 meter jump. 6 meter swim with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 2.5 kilograms      Weight 15-20 Kilograms
Race  Gnoblin
Extras  Small

Puny Horses

Puny Horse.png

These small talking horses speak in high-pitched voices, and are adorned with large, mysterious icons. Their front hooves are remarkably flexible.

Base Stats
Puny Horse
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  20 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60-90 Kilograms
Race  Puny horse

Puny horses can use their front hooves as hands, except while Running. The unarmed attacks they make without using any hands deal +1 Damage.

Unique Options
Pegasus.png
Pegasus
Legend Tier Expertise
You sprout a majestic pair of wings from your flanks.
Prerequisites  Puny horse.
Bonuses:
♦ You gain a 10 meter fly speed with 12 meter aerobatics distance.
♦ You get +5 meters to your movement speeds.
♦ When you Rush a creature after flying towards it from at least 8 meters away, your first attack against them stuns them for 1 round on a successful wound.