Races
Contents
Races
Some creatures derive the majority of their power from training. These are those creatures.
Humans
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 psychics.
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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
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 6 GD 5 Will 0 HP 1 Toughness 3 | |
Muscle -4 Accuracy 0 Save DC 4 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 Physical Evasion | |
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. If they have more non-Orange gems implanted than Orange ones, they must use one of their hands to clutch their stomach in agony.
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 1d6-2 Heat damage, be [ Magic-Damage ] instead of [ Muscle-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. |
Paragon Orange Power Paragon Tier Expertise
| |
Prerequisites Fireweasel | |
Bonuses: | |
♦ Choose one of the following spells: cannibalism, slow, delay spell, fireball. 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, fire burst, souzaque, haste, annihilate item, temporal feast, or invasive surgery. 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
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
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AD 4 GD 4 Will 0 HP 1 Toughness 3 | |
Muscle 0 Accuracy 0 Save DC 4 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
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AD 4 GD 4 Will 0 HP 1 Toughness 3 | |
Muscle 0 Accuracy 0 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 0 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Pink ] | |
Movement 10 meter fly with 4 meter aerobatics. | |
Size 2 meters 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.
Being a cloud of bees makes the swarm immune to inserted and wound-based poison and disease transfer. They can also safely test things for ingested poisons by having only one bee eat a bit of the poisoned object.
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
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 7 GD 5 Will 1 HP 2 Toughness 6 | |
Muscle 0 Accuracy 1 Save DC 5 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 Physical Evasion, Slippery Wit, Offensive, Sturdy | |
Advanced Specialties Avoider, Sturdy, Stealthy, Perceptive |
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 move 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 Common — 3 points
| |
AD 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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. If they have more non-Purple gems implanted than Purple ones, they must use one of their hands to clutch their head in agony.
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. | |
♦ When you eat a creature's brain, you may learn a period of the creature's memories that's twice as long. | |
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. | |
♦ When you eat a creature's brain, you may learn a period of the creature's memories that's three times as long. | |
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 +5 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. | |
♦ When you eat a creature's brain, you may learn a period of the creature's memories that's four times as long. | |
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. | |
♦ When you eat a creature's brain, you may learn a period of the creature's memories that's five times as long. | |
Special: This class may be taken up to three times. |
Forbidding Tome
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 Elite — 16 points
| |
AD 4 GD 4 Will 0 HP 2 Toughness 5 | |
Muscle -4 Accuracy 0 Save DC 4 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 Kilograms | |
Race Forbidding tome | |
Classes Special (Common) x5, Adept 1 | |
Basic Specialties Pick 5 | |
Advanced Specialties Pick 1 |
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 lesser 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 Adept as a prerequisite, except for Adept itself.
Deathtouched
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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
Paragon White Power Paragon Tier Expertise
| |
Prerequisites Deathtouched | |
Bonuses: | |
♦ Choose one of the following spells: animate skeletons, trace bindings, bone prison, 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: wall of bone or spine throw. 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. |
Arthropus
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 3 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle -1 Accuracy 0 Save DC 4 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 1d6 Disease damage.
Unique Options
Acid Blood Common Tier Expertise
| |
Prerequisites Arthropus race. | |
Bonuses: | |
♦ Any melee attack which wounds you inflicts 1d6-1 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 -2 penalty to Will Saves and Insight and treat all Insight checks against them as being 2 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 Muscle, 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 1d6-2 Acid damage. If the attack hits, it also deals another 1d6-2 Acid damage one round later. | |
♦ Your Acid Resist increases by 1. |
Gholum
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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
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 3 GD 3 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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 1d6 Void damage.
Sauph
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 4 GD 5 Will 1 HP 3 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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 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
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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
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 5 GD 5 Will 0 HP 1 Toughness 4 | |
Muscle 1 Accuracy 0 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 0 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 20 meter land with 3 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 Physical Evasion, Brutal |
Gnoblin
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 5 GD 4 Will -1 HP 1 Toughness 3 | |
Muscle -2 Accuracy 0 Save DC 4 Magic Power -1 | |
Stealth 0 Perception 0 Agility 1 | |
Descriptors [ Blooded ], [ Bony ], [ 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
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 4 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle 0 Accuracy 0 Save DC 4 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 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. |