This page lists all current data for Underworld LARP: Races
An extravagant, passionate and amicable people, the Ajaunti (“Aja” for short) are a nomadic and colourful race. Where and when the Aja culture came to be is a mystery. Full of life, love and celebration, the Aja place high value in songs, dancing, and storytelling. Life never stops moving, so the Aja never stop moving either. Wanderers by choice and welcoming of strangers, Aja “clans” slowly criss-cross the continent in large caravans, following the weather and the winds of fate. The Ajaunti are always willing to share their wine, campfires and wisdom with any willing to join them.
Eyes of the Mother (Automatic): When the Blood Curse which prevented all Ajaunti from casting magic was removed, it was replaced with a boon by an unknown benefactor. Perhaps it was a benevolent God who felt pity on the Ajaunti for what was done to them, or perhaps it was the Ancestors of the Aja themselves. Whatever the source, Ajaunti cannot be surprised with violence, as if a greater power is always watching over them. All Aja are immune to the Surprise prefix. The defensive call for Eyes of the Mother is “Foresight!”. It may be used at will.
Ancestor’s Wisdom (Purchased): When heroism is required, the Ajaunti gift for inspiration can rake the coals of greatness in others. To initiate Ancestor’s Wisdom, the Ajaunti must tell a story of how one of their ancestors overcame adversity or performed an act of heroism to inspire those who listen. The story must last at least one minute but may go longer if desired. After the minute has passed, the Ajaunti may then choose one or more targets from the audience to receive a boon from the ancestors. This is done by touching the forehead of the listener and declaring “Ancestor’s Wisdom (Type)”. The nature of the story told will determine what wisdom the Ajaunti is trying to pass along to their audience and all recipients must be granted the same type of boon. If a second Ajaunti is present during the story, they may add to the story to increase the potency of the boon. The Ajaunti assisting in the story must either speak for one additional minute or must play music during the tale. The assistant does not need to expend their own use of Ancestor’s Wisdom to participate. If over 10 Aja members of the same clan (including the Aja using Ancestor’s Wisdom plus their assistant) are present for the ceremony, it will become even more powerful. These additional clan members may participate or may simply observe. Ancestor’s Wisdom may be used once a day per purchase, but each type of ceremony may only be performed once a month. There are four types of ceremonies that the Ajaunti may choose to perform: Ceremony of Courage: Performing this ceremony will extend the bleed and/or death counts of up to 3 targets for the next hour. If a single Aja performs the ceremony it will add a minute to the target(s) bleed counts. If assisted, it adds a minute to both bleed and death counts. If 10 or more clan members are involved, it will double the duration of both counts (2 minutes/10 minutes for most species).
Ceremony of Celebration: This ceremony will create a permanent item for each target of the ceremony. Examples would be wedding gifts for a couple getting married, medals for acts of bravery, a knife in a coming of age ceremony, etc. These items will gain no effect beyond being permanent and they cannot have been magically enchanted to begin with. They are vulnerable to damage like normal but a bride’s crown of flowers will never wilt, a medal will never tarnish, writing on paper will never fade, etc. If they are kept by the recipient for 1 year they will turn into catalysts of a type and emotion desired by the owner. Players who have items made for them in this way must visit NPC camp for the tags at some point prior to the event ending. A single Aja can create 1 item. If they have an assistant, they can create 2. If 10 or more clan members participate, the items will become catalysts instantly.
Ceremony of Hex Breaking: This ceremony will allow an Ajaunti to remove any one curse that has inflicted a target. It will permanently remove any minor curse. If an assistant is used, the Ceremony of Hex Breaking may temporarily remove Greater Curses for 1 hour. If 10 or more clan members are present, then the ceremony may effect up to 3 targets simultaneously and has a chance to permanently remove Greater Curses with shaper approval. The target does not have to be conscious for this effect to take place, though they cannot be in their death count.
Ceremony of Mourning: This ceremony grants the ability to communicate with the ghost of a departed (final death) spirit for 10 minutes, so long as the final death occurred within the past year. The spirit must be willing to participate and a Shaper or marshal is required to perform this ceremony. Sprits spoken to in this manner cannot recall anything about their death and they cannot speak, but they can hear and respond with body language. If an assistant is used, the ghost can speak. If more than 10 members of the clan are present, the spirit remains for an hour. This is considered a great favour to ask of an Aja and it is not without risk – sometimes the act draws the attention of other restless spirits, who will be attracted to the Aja who performed, hours after the ceremony is completed.
Lost in Memories (Automatic): When an Ajaunti dies, they have the normal 1 in 10 chance of remembering their death. If they fail to remember, Aja lose 24 hours of memories, not the standard 1 hour. In addition, if an Aja forgets their death there is a 50% chance that they will bring something back with them. When this occurs, the Aja will know it has happened upon resurrecting but will not know any further details. This can take 3 forms, chosen by a Shaper:
1) A cursed item returns on their body. These items are always negative and can only be removed via a Remove Curse. The item’s history and specifics of the curse will be decided by the Shaper.
2) A restless spirit materialises within 1 day’s travel of where the Aja resurrected. This ghost will attempt to find the Aja and will seek their aid in putting their spirit to rest.
3) A hostile Undead arrives via the Deadlands, typically a wraith or spectre. It instinctively knows where the Aja can be found and will locate the Aja within 24 hours, seeking to destroy them.
Avians are a mountainous race of bird people. They are tinkerers, inventors and are one of the few races to ever circumvent magic with simple and basic steam-based technology. It is not known how Avians discovered this out-worldly technology but it is generally assumed to originate from their deep link with the Plane of Shadows. Avians are linked to the Shadow Plane through generations of its use by their ancestors and their spirits have become tainted with its presence. This presence manifests through their vision. Through uniquely crafted Goggles, they can amplify this connection to create a magical effect that allows them to briefly traverse the Shadow Plane and arrive someplace else. Unfortunately, this link to the Shadow Plane also has drawbacks, most notably the existence of their shadow “double” which confronts their spirit every time they die. Life Span: 40 to 60 years.
Spirit Anchor (Automatic): Spirit Anchor allows an Avian to anchor their spirit to a specific location and be able to “shadow step” to it on a 10 second count once per day. This magical transportation is done via travel though the Plane of Shadow, a dark and dangerous place. The anchor itself is an in-game item that must be represented by an active glow-stick attached to a “mechanical” steam-technology based item. This item must be approved by a Shaper or Logistics Marshal, cannot be magical in nature and can be destroyed by normal means. The Avian is transported with everything they currently carry but they cannot transport other spirits or items larger than they can physically carry. Creatures in their Bleed or Death Counts cannot be transported with the Avian. If struck to body during their 10 second count, the spirit anchor is disrupted and the ability is used up for the day. If the Spirit Anchor is destroyed, a new one can be created by the Avian without cost after an hour’s work. The new Anchor must be approved by a Shaper like the first. An Avian may also “disconnect” from their current Anchor and undergo the same 1 hour process as a destroyed one. An Avian must be able to see to use this ability, and must have full unobstructed vision. A spirit anchor may be used through a Garrotte, assuming the player resists or calls no effect on the Garrotte.
Create Goggles (Purchased): This ability allows the Avian to create a mechanical set of Goggles which only they can use. By spending 10 minutes gathering together pieces of scrap and old junk the Avian can incant “Innate Create Goggles” and make them magical. The player must provide the phys-rep. Once created, an Avian has 10 seconds to infuse these Goggles with any 1st to 3rd Circle spell effect. This is done automatically, with the Avian simply choosing the spell, it need not be cast into the Goggles. The Goggles function in the same manner as a 1/day magical item and detect as magical. These Goggles will last 5 days before the magic fades and the Goggles fall apart. A new pair can be made at this time. Purchasing this ability a second time will grant all spells up to 6th circle and a 3rd purchase will grant up to 9th circle. No more than one set of Goggles may exist at any time unless this ability is purchased a 4th time. Any purchases beyond 3rd go toward building new sets of Goggles, following the same rules for spell levels that applied to the first set of Goggles (a 4th purchase allows a second set of Goggles with spell levels 1-3, a 5th purchase upgrades them to 1-6, etc.). When using the Goggles, the Avian does not need to know the Sphere, nor possess any of the requirements to cast the spell. Frag sphere spells may only be cast if the Avian has paid the frag cost for that sphere (although they do not need a teacher or to have purchased the sphere). This ability is useable once per day per purchase.
Shadow Double (Automatic): Unlike most resurrecting spirits, the spirit of a dead Avian will travel to the resurrection circle in the Plane of Shadow. In this Plane, the Avian is confronted by its Shadow Double and must destroy it in order to reach the resurrection circle without penalty. If the shadow image successfully defeats the Avian, the spirit continues on to the resurrection circle, but takes two deaths instead of one. If the avian player chooses, they may exchange the combat for a coin flip instead.
The shadow image has exactly the same skills and abilities as the Avian. The Avian may choose a shadow version of any weapon they have a skill to use and their shadow image will have a shadow duplicate of that same weapon. Beyond this weapon, the Avian and its shadow possess no equipment, including magic items, spirit-linked items or armour. Spells may be cast and the combat takes place in an open, flat location which spans in all directions to infinity. The Shaper or NPC to play the shadow image will be chosen randomly from those available at the time.
With ebony skin and yellow veins, Darklings tend to stand out in a crowd. They are a practical race, with a tendency towards self-preservation and a grim sense of humour. It is to this end that many have set up strong and extensive family ties, some even forming organized Houses. Although once mostly Faeblooded, the millennia of exile from the Dark Isle has diluted their connection to the Dark Fae, causing a loss of many of their magical abilities and resistances, not to mention their immortality. The Carnal Fae, as they are commonly known now exist in large numbers only in a few places. The remainder of their people are scattered across the known world, often integrating into foreign cultures. The Carnal Fae are best known (and for some, feared) for their ability to resist magical effects. Although seen as useful by some, this reputation has given them delicate ground to stand on around the world, especially in cultures where there is a high concentration of magic. History has shown that Darklings often simply wait these kinds of problems out, something usually attributed to their long lifespan. Linked to the Fae much more closely than most races, some choose to embrace their heritage, searching out their distant kin, while others would prefer not to be seen as something so alien. Life Span: 1200 to 1700 years.
Destroy Light (Automatic): This racial ability will allow the Darkling to extinguish any magical or nonmagical light source. The incant for this ability is “Innate destroy light”. If targeting a stationary light source not held by someone, a packet must be thrown and land within 5 feet of the light source to extinguish it. If held by a creature with a spirit, only the creature must be hit. This skill may be used once per day.
Resist Magic (Purchased): This racial ability will allow the Darkling to resist any single incoming magical attack. This absorbs the attack, causing no ill effects to the Darkling. This racial ability will stop any magical attack regardless of power, including ritual and Draconic Magic. The defensive incant for this ability is “Innate resist magic”.
Strength Bonus (Purchased): Built on raw physical power, your strength rating will determine how much your character can push, lift, and throw. This skill can only be purchased once throughout the character’s entire existence.
Vulnerability to Iron (Automatic): A Darkling cannot touch cold iron without experiencing extreme discomfort. If damage is called and a Darkling is struck with an iron weapon, the Darkling will take iron damage x4. As with all racial vulnerabilities, iron damage will bypass any thresholds a Darkling might have.
Dark Elves are an underground dwelling race that is sensitive to sunlight. Because of this, Dark Elves shun the surface-world during daylight hours. The Dark Elf capital of Antioch lies deep in the earth. Antioch has a dark reputation for unspeakable acts, treachery, and murder. It is said that beneath every cellar in Antioch lies a secret passage into the underworld. The Dark Elves are mistrusted by the other races, mainly because of their dark reputation, as well as their natural aptitude with Alchemy and Chemistry.
Natural Chemists (Automatic): Dark Elves have a natural affinity for alchemy and are trained from an early age to use it offensively against rivals. All Dark Elves are capable of throwing alchemical gas globes and do not need to purchase any skills to do so.
Spite Blood (Purchased): Generations of living underground and eating the local flora has caused Dark Elven blood to gain a slight toxicity. Drawing a small amount of blood and enhancing it with their talents as natural
alchemists allows Dark Elves to produce a single dose of lethal toxin in the form of an alchemical gas globe. It takes 1 minute to draw enough blood to create a globe and does 1 Body point of damage to the Dark Elf. The
globe can only be used by the Dark Elf who created it. When thrown, the Spite Blood globe will do 10 Normal Alchemical damage. A Dark Elf who has purchased Spite Blood multiple times may stack together up to three
doses to create a single gas globe of increasing damage. These doses must be stacked at the time of creation and
cannot be combined once manufactured. A single dose will do 10 damage, two doses mixed together will do 25 damage and finally 3 doses combined will do 50 damage. Spite Blood gas globes are considered blood for the
purposes of Wytchcraft, vampires, etc. When thrown, the call is “X Normal Alchemical” and can be resisted with standard anti-toxin defenses / resistances. Each purchase of this ability allows the creation of 1 dose per day. This alchemy will last for 5 days.
Diurnal Vulnerability (Automatic): Between the hours of 6 AM and 6 PM and while outside of darkness, Dark Elves may not be healed by any means other than by First Aid, Physician, and Life effects. If a Dark Elf enters an enclosed structure that includes a minimum of three walls plus ceiling for more than 10 minutes, they will regain their susceptibility to all forms of healing. Between the hours of 6 PM and 6 AM, Diurnal Vulnerability does not apply no matter the amount of light present.
Draconians have a close bond with the Dragon they serve, although they may never meet. Morally and philosophically, Draconians are usually matched closely with their patron Dragon, but this is not always the case. Their individual personalities are as varied as the Dragons themselves, some are aggressive and warlike, others are peaceful scholars. Culturally, all Draconians find Divine Magic and the Gods morally reprehensible and would never willingly accept Divine Magic or the blessings of a God. Draconians appear as humanoid dragons of various colours, matching the Dragon they are aligned with. There is a finite number of Draconians linked to each Dragon that exists. Draconians have male and female gender. Twice in their lifetime will a male or female Draconian mate, either with the same partner or different partners. This produces an egg with a gestation period of years. Females are only ever able to produce a total of two eggs. This fact means that Draconian populations are stable, and if one dies before they have produced offspring the number serving that specific Dragon goes down.
Natural Threshold (Automatic): Draconians have a thick layer of scales which become harder than steel as they age. They gain a natural (normal) threshold of one for every three levels, starting at level 1.
Reflect Divine (Purchased): Once a day per purchase, a Draconian may purchase a natural ability to reflect Divine Magic back on its originator. The Draconian has the option of not reflecting the spell if they so choose. Because this is a racial ability, it affects both Battle Magic and ritual spells. It can be stacked with magical protections such as Shield Magic and is considered a separate racial ability.
Weak Spirit (Automatic): Due to the nature of their existence, Draconian spirits are considered weaker than normal. They get one “free” death before they must begin flipping, instead of the normal two.
A semi-nomadic people, the Einher are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may berate them or their kin. As such, they tend to avoid berating others, unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and the sort of thing that blood will be shed for.
The Einher have an irrational fear of fog, whether magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. The thicker it is, the worse the effects. This fear is strictly roleplayed. The Einher detest Ice Elves to the point of hatred. Throughout their history, the Ice Elves have attempted to force the worship of Pandora upon them, causing much bad blood between the two civilizations for the last 100 years.
Resist Cold (Automatic): Resist Cold allows the user to “Resist” one cold-based effect. As a Racial Ability, it may be used to “Resist” Ritual Magic. This skill is automatically given on character creation, cannot be purchased for multiple uses, and is only usable once per day.
Berserker Rage (Purchased): A Northman can incite in himself a powerful Berserker Rage. The character must cry out “BESERK!” for a ten-count, i.e., “Berserk 1, berserk 2, berserk 3…” while working themselves into a frothing frenzy. For the duration of one combat, the character gains +1 Strength, +5 Body, and is immune to Fear effects. From the point at which the fight ends, it takes 5 minutes for the effects of Berserk to wear off. The character cannot will the rage to end sooner and must continue to fight so long as opponents are visible. This skill is usable once per day, per purchase.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Einher has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased once throughout the character’s entire existence. Strength Point Bonus (Purchased): Built on raw physical power, your strength rating will determine how much your character can push, lift and throw. This skill can only purchased once throughout the character’s entire existence.
Hell’s Embrace (Automatic): The Einher live for battle. It is their belief that if they final in combat, their souls travel to a great hall where they will fight and drink for eternity. It is every Northman’s fear that they will die alone outside of combat. Einher who die outside of combat have a 50% chance of taking two deaths on their character card for the one they take in game. An Einher who has died outside of combat will first flip a coin to determine if the death taken is counted as one or two, then the deaths are applied to their character card, and finally, if required, an additional flip(s) to see if they succumb to final death.
The Faceless are a dark and morbid race, ex-slaves of a demon lord long thought to be dead. Appearing as mostly human, Faceless wear elaborate masks to cover a scarred or blank face underneath. Faceless have only now begun to enter this world and are typically untrusted and viewed with suspicion at best. All Faceless have amnesia, as their freedom came at a price – no memories of what came before it. It is generally believed that long ago, there existed an infernal lord who took the form of a small child. This demon would capture souls through force or trade and would turn these souls into toys. The Faceless were born from this macabre creation – masked doll minions that served without hesitation or question. Over time, the infernal lord was slain through means unknown, but the demon was so powerful that it was not truly destroyed. Instead, its spirit was shattered into many pieces and spread across the multiverse. Each of those pieces is the mask that a Faceless wears. To this day there still exist those who wish to see the demon lord reborn. Some magi believe that when a Faceless dies a final death, its spirit returns to the demon lord and that if enough Faceless die, the demon lord will be return. Because of this, many Faceless and those who work against infernal forces do what they can to keep the Faceless alive, despite the contempt or fear of those who view them as monsters.
Permanent Non-Detection (Automatic): The Faceless cannot be detected by any means, natural or magical. They do not need to answer to calls of “Sense Life” or similar. Their presence is even hidden from that of ultra-powerful beings such as Gods and Dragons.
Unmasked (Purchased): A Faceless may choose to remove their mask, releasing substantial anti-magical powers as a result. Only the Faceless may remove their own mask. Doing so gives the Faceless immunity to one sphere of magic of their choosing other than Psionics for 10 minutes after the mask is removed. This immunity includes ritual magic but cannot grant immunity to magical damage from enchanted weapons. While their mask is not being worn, a Faceless will lose their “Non-Detection” racial and instead will detect as everything. Not wearing their mask is draining for a Faceless, and it may only be done once per day per purchase. Multiple purchases may be used at the same time to become immune to multiple spheres.
Infernal Soul (Automatic): Although their origin may be shrouded in mystery, one fact that cannot be denied is that the Faceless have been tainted by demonic powers and owe their existence to it. As such, Faceless take x4 damage from sources of Psionic damage and this is considered a racial vulnerability. As with all racial vulnerabilities, Psionic damage will bypass any thresholds a Faceless might have. Also, Banish and Exorcism spells will not return a Faceless to their home plane but they will drop the Faceless into their 5 minute death count akin to a Death effect. With the exception of these two special conditions, other Psionic effects function normally.
Fauns are a benevolent and care-free race, often mistaken for Fae. In fact, they are forest spirits, given mortal form. This fact is something that fauns freely admit and embrace. Most fauns are friendly and compassionate, yet shy and reserved but there are exceptions to the rule. Fauns have a natural affinity for forests and will feel drawn toward them as a habitat. Spending more than a day or two in an urban environment will cause a faun to feel lonely and disconnected. Many call fauns “deer-kin” for their resemblance to the animal. In the year 2257, fauns began to appear in the forests of Maud’madir, especially in woodlands that contained leylines and nexus points. Owning no homeland to call their own, they quickly began to spread out. They mature slowly after they reach young adulthood, spending many centuries as young adults before rapidly maturing into old age. Although fauns have only recently arrived in Maud’madir, they are not children in maturity.
Companion (Automatic): A faun may declare another living creature a “companion” each day. This target cannot be changed once decided until skill reset. If their companion enters their death count a faun may place both hands on their body and pause the death count. After 60 seconds of concentration, their companion will be affected by a Life effect. Any interruption of the 60 second count will not use up the ability, but will force them to restart. Using this ability will cause the faun to drop to 2 Body, unless they have purchased Forest Revival. If they have purchased Forest Revival, they may choose to sacrifice a single unused purchase of this ability until reset rather than drop to 2 Body. This ability may be used once per day.
Forest Revival (Purchased): Fauns may, one per day per purchase, regenerate their level times four in Body Points (to a maximum of their full Body) by placing both hands on any living tree within a forest and concentrating for 60 seconds. During this time they may not use any other skills and are considered to be “concentrating” as per spell-casting. If they are interrupted, they must begin again. Body Points are gained immediately at the end of the 60 second count.
Restriction to Nature Healing (Automatic): When it comes to magical healing, fauns cannot be healed by any sphere outside of the Nature sphere. This includes all Body Point healing and cure effects. (Natural and alchemical versions of these effects will work). Life spells from outside the Nature sphere will work on fauns but not effectively – the faun will be healed to 1 Body and not full Body like usual. Life effects from Nature sources will operate as normal.
The tribe people of the Firbolg are a version of humanity in its rawest and most primitive form. They are resilient, vicious and unforgiving opponents. A semi-organized and war-like people, they have divided themselves into tribes with differing priorities and leadership. Some tribes are deeply spiritual and shamanistic, some are focused on expansion and conquest, others are little more than rampaging barbarians. Originally from the island of Lowgarryn, Firbolg tribes have recently begun to explore and settle on the main continent of Maud’madir. Their life-span is typically 40 to 60 years.
Simple Weapon Damage Bonus (Automatic): Firbolgs gain +1 damage to all weapons in the simple weapon group.
Clobber (Purchased): This physical attack can be used with any melee boffer strike and will cause 25 points of damage, the damage type based on the weapon used. If the attack misses, the skill is used. It may be combined with other weapon skills and augmented further with magic and alchemy. It is used by
calling out “Clobber!” before the attack. Clobber may be used once per day per purchase.
Simple Weapon Restriction (Automatic): To a Firbolg, all melee weapons outside the Simple Weapon group are considered “exotic” for purposes such as proficiencies, slays and specializations. Ranged weapons are not included in this disadvantage.
Hailing from the distant island continent of Rashada, this exotic branch of elvendom goes by the name Cindus’Thalan, or Fire Elf.
Fire Elves are regarded by many other races as an inhospitable, hard-headed, merciless people. Their only permanent settlement is the city of Kahvesi, settled on a small oasis which provides the fresh water needed for life to thrive. Having a population much more numerous than these fertile lands can provide for, most Fire Elves wander in small tribes following the rains. These nomads trade wares and materials, explore new lands for water and resources, and some are bold enough to engage in piracy – raiding settlements, ships, and merchant routes inhabited by the other races.
Fire Elves are conditioned to strive ambitiously to gain enough wealth, power and prestige to be called by the Crimson Court to spend their days in the opulence of Kahvesi. Though few have even laid eyes on it, it is taught by their elders that those influential enough to reside in its perfume-laden streets live in marble houses, sleep on silk sheets, enjoy wine by the bottle and fruit from the tree.
Ignoring the spurious whims of Gods and Dragons alike, these Elves live by the saying “Me against my brother, my brother and I against the world”. Fire Elves live as long as other Elves: approximately 400 years.
Resist Fire (Automatic): Fire elves are extremely resilient to heat. Once a day they may call “Resist Fire” to any magic or elemental attack involving fire or heat, and take no damage from it.
Endurance (Purchased): When struck by an effect that would drop a fire elf into their 60 second bleed count via a number based attack (melee, magic, acid, etc.) the fire elf may call “Endurance!” and remain at 2 Body points, regardless of how much damage they have taken. For example, if a fire elf has 8 Body and is struck by a Slay for 50 damage, they may call “Endurance!” and remain at 2 Body instead. Endurance cannot be used against numeric attacks that drop a character into their death count, such as Elemental attacks. Usable once per day per purchase.
Armour Restriction (Automatic): Fire elves are limited to 10AP worth of armour at level 1. That amount rises by +5AP per level. The fire elf may physically wear more armour but will receive no benefit beyond those numbers.
The Gargylen are a sentient race of half-construct, half-living gargoyles. Originally slaves, they have since broken free from the oppressive yoke of their mage creators. This construct race has proven that they have free will and are sentient. They have also developed a method of reproduction. Very little is known about them, and they have no recognized territory or homeland. A Gargylen’s skin is stone grey and often hardened, making them less susceptible to conventional weapons. All Gargylen are horned and although some have wings, they are all flightless. They are an enigma, and questions surround their purpose or moral standings. Most seem to possess an instinctual need to protect the innocent, although this is certainly not the case with all Gargylen. Gargylen characters will be no older than 20 when they come into game. Gargylen babies mature into adults in six months
Stone Skin (Purchased): A Gargylen who has purchased this skill has learned a finer degree of control over their crafted body. When the skill is used, the Gargylen’s skin becomes as hard as stone, making them less susceptible to all weapons. The Gargylen must declare “Innate Stone Skin” and proceed to complete an uninterrupted 30 second count. Once this count is completed, for the duration of 1 hour a Gargylen gains temporary Body points based on the Gargylen’s level. At 1st level the Body bonus is 20 Body points, at 5th level it is 30 and at 10th level it is 40. These Body points act as normal Body points with the exception that they are damaged and removed first from the Gargylen’s Body point Total and cannot be healed or refit. While Stone Skin is active, the Gargylen suffers double damage from all spells that damage into Body, such as Ego Rend, etc. This double damage will extend past the bonus Body points allotted by Stone Skin and will carry over onto the Gargylen’s permanent Body points. Stone Skin may be ended by the Gargylen with an uninterrupted 30 second count. If the count is interrupted the skill is not considered used, but the count must be restarted. A Gargylen’s Stone Skin will not affect, in any way, their Armour Points or any other magical or non-magical protections. This skill is usable once per day, per purchase.
Alternative Healing (Automatic): A Gargylen may be healed as if his/her body was made of armour. Any Blacksmith may Refit a Gargylen as they would any suit of armour. Every 1 minute of Refit will heal the Gargylen 10 Body. See Blacksmithing skill for more detail. Should the Gargylen enter their “Bleed” count, any use of the Blacksmith skill to heal / Refit will pause the “Bleed” count much like the First Aid skill does. If the Blacksmith is interrupted, or stops Refitting the Gargylen, the attempt will fail and the Gargylen will continue their “Bleed” count from where s/he last left off. Any successful Refit while in the “Bleed” count will heal the Gargylen to 1 Body.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Gargylen has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased twice throughout the character’s entire existence.
Healing Limitation (Automatic): Although a Gargylen possesses the same living organs as most other races, they are still part construct. As a result, the normal methods of healing and first aid will not function. A Gargylen may only heal damaged Body points with the Blacksmithing skill. Gargylen cannot have Body points restored by 25 magic, Alchemy, or the First Aid/Physician skills, although First Aid may still be used to halt a Gargylen’s bleed count and raise them to 0 Body. A Life Spell will still function as normal.
Passionately curious and natural inventors, Gnomes are the less robust, more scholarly cousins of the Dwarves. Their cultural distaste for magic has driven them to pursue physical arts and sciences with an obsessive devotion, and the greatest of their creations rival most known sorcery. Gnomes have a distrust for all Fae, who they consider evil, reckless creatures who torment the living.
Gnomish society is a technocracy and individuals therein are valued based on their contributions to technological progress. As such, Gnomes will jealously guard the secrets of their inventions, sharing them only rarely with other respectable Gnomes and never willingly with outsiders. Although they have embraced industrialization and shunned magic, Gnomes still maintain a strong connection with the earth below their feet and the veneration of it is an ancient Gnomish tradition.
Gnomes consider themselves creative and intelligent, generally more so than other races. As such, they are not burdened by the need for magic. Their gnomish inventions can accomplish anything magic can do and more! While they can accept the fact that other races may use magic because tinkering is above their mental faculties, they are not likely to accept that of other gnomes. Gnomes that chose to study and learn magic are pariahs among their kind, treated as many humans would treat necromancers.
Tinkering (Automatic): A gnome can make fantastical gadgets that often defy most standard logic. Each gnome can create one invention during prelog for a coming event. Only the gnome who created this crazy device will be able to operate and use it. This device has no specific requirements but must be properly repped by an appropriately intricate device that is a minimum of 27 cubic inches (example 3″x3″x3″).
The specific invention created is somewhat random based on a choices made during creation and may have hampering or helpful flaws attached to them. These inventions act as magic items and follow all normal rules for these items. However, they also have a chance to suffer a Meltdown based on their Activation Risk, Escalation Risk, and Passive Meltdown Rating. The Activation Risk is the number of Meltdowns which may occur the first time a gnomish device is activated in a day. Escalation Risk is a cumulative value which adds more Meltdowns each additional time a device is used. The escalation value is removed when the gnome resets skills each day. Passive Meltdown Rating indicates the number of possible Meltdowns per event which will randomly occur while the device is not in use. Upon creation, shapers will be given a sheet detailing the item and will determine the Activation Risk, Escalation Risk, and Passive Meltdown Rating based on the item created. If the Activation Risk or Escalation Risk is more than zero, the player will be given a pouch of pieces of paper with meltdowns described on them at logistics. This is the Meltdown pouch.
A Gnome may only own a number of devices up to their level.
Once per day per purchase, a Gnome may use this ability to resist a meltdown on one of his or her Gnomish Devices. This ability must be used before the Gnome realizes the severity of the Meltdown (ie: Before they pull). Maintenance cannot be used to keep a device from expiring, only to prevent Meltdowns. To use Maintenance, the gnome must declare “Maintenance!” and begin a 60 second count while they roleplay fixing up their device. If interrupted during this time or the gnome takes damage to Body, the maintenance fails and they suffer the meltdown as normal.
Meltdown (Automatic): As fantastical as a gnomish invention is, it is not without its dangers. Based on the Activation Risk, Escalation Risk, and Passive Meltdown Rating, the device may suffer a Meltdown. Activation Risk and Escalation Risk are factored in when the device is used. The first time a device is used in a day, the player must pull a number of Meltdowns from their Meltdown pouch equal to their Activation Risk. Each occurs one after the other, and must have Maintenance performed on them separately, if at all. Each subsequent time prior to skill reset that the device is used, the Escalation Risk number is added and the player must pull a number of Meltdowns from their Meltdown pouch equal to the sum of their Escalation up until that point as with Activation Risk. Meltdowns will also occur at random times throughout the event as determined by shapers. The character must immediately decide whether or not to use Maintenance during at Meltdown, if available, and if not must suffer the consequences. The gnome will never know until it’s too late to what the Meltdown will be. The player will be asked to select a piece of paper from their Meltdown pouch indicating what Meltdown occurs. If they do not have one because their Activation and Escalation Risks are both zero, one will be provided to them.
Meltdowns always hit the gnome, they cannot be dodged and Battle Magic spells will not protect you from them regardless of their damage or effect. For the meltdowns that affect other targets, they should be treated under the AoE Trap rules on what can protect you from them. Which is basically only Ritual Magic and Racial Resists.
Example: Gnomer Gimpson activates his Gnomish Emergency Repair Biprong Adhesive Launcher to stabilize his dear friend. The GERBAL has an activation risk of 0. This means that he has no risk of causing a Meltdown, However, Gnomer finds he must immediately use the GERBAL again. The GERBAL has an escalation risk of 1. Since this is his second use he must undergo one Meltdown. Each time Gnomer uses this device it will add one additional meltdown test until either Gnomer resets his skills, or the device is destroyed. The GERBAL also has a Passive Meltdown Rating of 2, so two times during the event, his device will randomly Meltdown.
Filthy, disgusting and mischievous, Goblins are generally regarded by all civilized races to be a plague upon the lands. Goblins exist in every known territory and almost every environment. They are harder to kill than cockroaches and they breed just as plentifully. Traditionally the front line fodder of the “Greenskin” forces, Goblins excel in trapping, torture and treachery. It is very rare to find a Goblin amongst the less monstrous races and any Goblin who aspires to greatness has their work cut out for them. There are many types of Goblins in the world but only the typical green Goblins are playable as this race. Life Span: 40 to 60 years.
Learning Aptitude: Shenanigans (Automatic): Goblins excel in causing trouble. As such, they pay 5 CP less on each level of Trapper purchased. In addition, each level of Trapper purchased also grants them an additional 1 PP per day.
Amorphic Mucus (Purchased): All Goblins are equipped with a mucus producing gland that, when coughed up possess the ability to replicate certain types of alchemy. To use this skill the Goblin must excrete and cough up the Amorphic venom on a 10 second count. During this count they may not use any other skills and if interrupted or if the Goblin takes damage into body, this skill will fail. After being excreted, the Amorphic Mucus must be put in contact with any alchemical gas globe for 1 minute. If successful, the mucus will harden and take on the exact same properties of the alchemy it was exposed to but will expire in 1 hour. This Mucus may be thrown by the Goblin like a gas globe as if they had the appropriate level of Alchemy. If the duration expires, or the mucus leaves the possession of the Goblin that created it, it will become inert and dissolve. Only one Amorphic Mucus may be prepared at any given time. This skill is useable once per day per purchase.
Parasites (Automatic): Goblins, constantly living in filthy and much, have become host to racial parasites that feed off their spirit and vitality. These microscopic parasites are incurable even through resurrection and will always consume one half of all healing that is administered to the Goblin (rounded down) to a minimum of 1.
High Elves are a long-lived race that make their home in the forests of the known world. All High Elves are graceful, artistic and magically inclined. Although wise, they are perceived by other races as arrogant and rude. The original High Elven capital was Suvant, which disappeared shortly after the Fulmination. The High Elves that remained have set up a refugee camp on a small island south off the shoreline. Suvant has since returned, floating in the air about the new island settlement of Day’ten.
Magical Aptitude (Automatic): This skill gives the High Elf one free Battle-Magic spell-slot on character creation. This free spell-slot can be used to store any spell s/he can cast, up to their highest-level spell-slot. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. Aside from that limitation, this free spell slot functions in every other way like a normal purchased slot. Example: A High Elf Mage with 1 purchased 4th level spell-slot may use Magical Aptitude to gain an additional 4th level or lower spell, determined at their reset.
Resist Psionics (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic as well as all mind altering attacks. Mind altering attacks are considered effects which change your emotional state or control your mind in any way. Examples of mind altering effects are a Hobling’s Taunt ability, a Bard’s Songs of Aversion and Love, Confusion, Sleep, Enrage, Feeblemind, Forget, and Hallucinate, plus Ritual mind altering spells and monster effects which are mind altering. This may be used once per, day per purchase.
Death’s Doors (Automatic): High Elves have always held a deep spiritual attunement to
the forests and the land. Recent events have weakened this attunement, and in doing so
have weakened the High Elves connection to the Spirit world. Should a High Elf enter
their Death Count s/he will have 2 minutes less to receive a Life Spell than the time
allotted to other races.
A small, peaceful people with furry feet and hands, bushy eyebrows, and fuzzy sideburns, Hoblings in general, are a peace and comfort-loving race. Most are horrified by violence, and are easily scared off by the slightest danger. However, there are still a great many that find themselves in awe of the world and travel it attempting to learn about (and experience) everything. They are fun loving and mischievous, enjoying anything that is exciting despite whatever possible danger there may be. These are the Hoblings most often encountered by the other races, since they travel the world over. These Hoblings are often considered an annoyance by other races, but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. All these Hoblings really wish to do is have fun, and enjoy life to its fullest.
Racial Dodge (Purchased): Allows the subject to dodge any attack, so long as it is not a trap of any kind, or some other unreasonable damage-causing incident, such as falling off a tower. This skill is usable once per day per purchase. It is not possible to dodge a Surprise Attack, Power Word or Massive damage.
Taunt (Automatic): This skill allows the Hobling to Taunt a target, inciting him/her into combat. The target will immediately attack the taunting Hobling, ignoring all other targets until the Hobling is on the ground unmoving, out of line-of-sight, or physically unobtainable. The target is still free-willed and able to fight with strategy and cunning but s/he must attack immediately, and must target the taunting Hobling. After the Hobling is down or has left line-of-sight, the target may then choose to stop combat if s/he wishes. In order for this racial to be effective, the Hobling must actually taunt the target with 2 more insults, declare “Innate Taunt” then hit with a successful packet strike. This skill is automatically given on character creation, cannot be purchased for multiple uses and is only usable once per day. Hobling Taunt is considered a Psionic attack but is a racial and cannot be resisted by anything short of another racial ability. Some example taunts are: “Go soak your head in a bucket. Then some fool might mistake it for a helm and therefore mistake you for a knight” and “You have something on your face. Oh wait! That is your face!”
Small Size (Automatic): Hoblings can only purchase proficiency and specializations from the Simple weapon and Exotic weapon groups. No exotic weapon may be used that is greater than 16 inches but other weapons (such as staves in the Simple Group) are not affected.
Humans are the most populous of the sentient, civilized races. They range widely in appearance, culture and diversity.
Character Point Bonus (Automatic): Humans begin with 50 extra CP upon character creation.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Human has gone though, beyond what is standard for their race. This skill can only be purchased once throughout the character’s entire existence.
A subset of the Elven race, the Ice Elves come primarily from the harsh northern arctic wasteland of Jormunger. Living in ice caverns beneath the surface or in cities deep within ancient glaciers, they are an isolated and strongly xenophobic race. Ice Elven culture is dominated by one undeniable figure, Pandora the Mistress of Pain. The Goddess is entrenched in every aspect of Ice Elven culture and they are widely regarded as her chosen race. It is not required to worship Pandora as your Ice Elf, but know that those few who deny her are usually viewed as pariahs in the eyes of their racial brothers and sisters. Ice Elves, regardless of religious affiliation, are no stranger to pain and suffering. Acceptance of pain, as a method to grow stronger, is a core belief in almost every Ice Elf’s upbringing. They are masters of both sadism and masochism and commonly apply both to achieve their goals and the goals of their Goddess.
Cold Immunity (Automatic): Living in the furthest reaches of the Arctic has given Ice Elves an extreme resistance to the cold. Ice Elves take no damage from any attacks that have Cold or Ice as a descriptor and may call “No effect” if hit.
Pain Resilience (Purchased): Pandora, the mistress of pain, has left her mark on her chosen race. This, as well as simply living in the harshest of environments, has toughened them and has allowed Ice Elves to endure and even thrive though extreme levels of pain. An Ice Elf with this ability may activate it to avoid any physical attack that would stun or otherwise incapacitate them. Furthermore, the ability may be used to resist the negative effects of an unconscious (0 Body) or semi-conscious (1 Body) state for up to one minute. To use this resilience, an Ice Elf must declare “Pain Resilience” when they are struck with a physical attack that would stun them or a physical attack that would render them unconscious. The use of this ability requires no conscious effort on the Ice Elves part and may be used when surprised or while incapacitated. This skill is used once per day per purchase.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Ice Elf has gone though, above and beyond what is standard for their race. This skill can only be purchased once throughout the character’s entire existence.
Sadist/Masochist (Automatic): An Ice Elf’s faith has a direct effect on their racial disadvantages. Having been touched by Pandora, all Ice Elves feel an insatiable desire to cause pain to others. Those that still worship the Ice Queen must submit to those urges and hurt other sentient creatures. They suffer the Sadist disadvantage. Those that have turned from Pandora find themselves hurting themselves to save others from the pain suffer the Masochist disadvantage. An Ice Elf may switch back and forth between their worshipping of Pandora or not and the accompanying disadvantage only at Logistics. Should they find or rebuke their faith after Logistics closes, they will need to wait until the next Logistics to change their disadvantage.
Sadist: An Ice Elf who still considers themselves a convert to Pandora must inflict pain and suffering on others. Periodically, an Ice Elf will feel the urge to cause pain and torment to a living creature. When an Ice Elf feels the Sadist disadvantage effect come into play they have a short period of time to inflict their level’s worth of Body Damage to a restrained, conscious and willing or unwilling target. This target must be living, possess a spirit and have the ability to resurrect. The purpose of this damage is to inflict as much pain as possible without killing the target. Although the target may be killed after the need is satisfied. The torture of the target will calm the Sadist’s twisted desires and envelope him/her in waves of pleasure and ecstasy. For the purpose of simplicity, this Sadism will manifest itself on the first day of the event, though the player may choose to increase its frequency. The Ice Elf will have until following sunrise to satiate his/her needs or they will find themselves Cursed by Pandora until those needs are met. Ice Elves under the effects of this curse will take double damage from all sources. This curse cannot be resisted in any way.
Masochist: An Ice Elf who has turned their back on Pandora still feels the need to inflict pain but must do so on themselves rather than on others. When an Ice Elf feels the Masochist need come upon them they must inflict twice their level in Body Damage to themselves before the next sunrise. Failure to do will cause them to suffer the same debilitating Curse as their Sadist count parts. The Curse will persist until the Masochist has fulfilled their need for pain. This Body damage does not need to be self-inflicted, nor does it need to be inflicted all at once, but must be done outside of combat. Pain inflicted in this manner causes the Ice Elf immense pleasure and ecstasy.
Kobolds are stupid but crafty creatures. They appear as small Goblinoid creatures with red skin, large incisors and black fingernails. Little is known about their origins and even less is cared. Kobolds have become a universal pest in every corner of the world. They have a natural affinity for blowing themselves up with explosives and are well known for their love of shiny things. They breed constantly and seem to be able to survive on nothing but rocks and dirt. Life Span: 170 to 200 years, although no Kobold is known to have lived that long. Kobolds are young adults at one year of age and the oldest Kobold on record is twelve years old.
Innate Sap (Automatic): A Kobold receives one free Sap skill every four levels, starting at first level. These Innate Saps are identical to the purchased skill. This racial does not hamper the Kobold’s ability to purchase the Sap skill.
KABOOM! (Purchased): Kobolds are natural Trappers, they excel in the craft above and beyond any other race. A Kobold may use this natural affinity to make extraordinary traps. Once per event per purchase a Kobold may use KABOOM! to upgrade any trap they have just created. KABOOM! will increase the radius of the trap to ten feet, will give a 50% reduction of the cost to build the trap or will increase the damage by half again of the total. Only one of these upgrades may be applied. KABOOM! may only be used at Logistics when the player is spending production. KABOOM! cannot not be used on the same trap multiple times, it may not be used on a trap already created prior to Logistics and it cannot be used on a trap made by someone other than the Kobold using the racial advantage.
Frailty (Automatic): Kobolds are frail and weak creatures. A Kobold has a -2 strength penalty. This means they swing for one less damage, to a minimum of one.
Minotaurs were a once proud and noble race, residing deep within the Fae Realm. They were widely considered the most beautiful of creatures and possessed incredible skills in both music and art. Unfortunately, this lead to vanity and it wasn’t long before the other Fae Houses began to resent them. A war broke out and lasted many eons. The Minotaur race was defeated and cast out of the Fae Realm. They were stripped both of their heritage and their beauty. Cursed by the Old Ones, they were transformed into monstrous brutes with the body of a human and the head of a bull. The Minotaurs were driven underground where they were imprisoned for many centuries. Somehow, perhaps just from time, those prison walls have broken and Minotaurs, for the first time in many years, have set foot on the surface lands. Torturous games played on them by the Fae over the centuries have made most Minotaurs extremely superstitious. Their shortened life span, compared to their Fae brethren, means no Minotaur has survived since their original imprisonment. In reality, so many generations of Minotaurs have come and gone that few remember the old stories or carry the old hate. Yet some still do.
Enhanced Strength (Automatic): Minotaurs are incredibly strong and begin life with +1 Strength. Strength Bonus (Purchased): Built on raw physical power, your strength rating will determine how much your character can push, lift and throw. This skill can be purchased up to four times throughout the character’s existence.
Fae Ward (Purchased): Long standing wars with creatures of the Fae Realm have gifted Minotaurs with a natural ability to protect and ward themselves against pesky Fae meddling. A Minotaur with this ability may craft a special magical Fae Ward, capable of preventing entry by any Fae creature, including those with only trace amounts of Fae blood in their veins. The Fae Ward must be carved on an object containing at least a small amount of iron and must be at least 1 square foot in size. The carving of the Fae Ward takes 10 minutes of roleplaying to draw. Once erected, no Fae creature, pure or thin of blood, may cross within 10 feet of the Ward. This includes True Fae, Redcaps and even the thin blooded relatives such as Carnal Fae and Wood Fae but does not include other Minotaurs. The Ward lasts for 5 days unless it is moved, defaced or destroyed at which point the magic of the Fae Ward is lost and must be re-carved. This ability is usable once per day per purchase.
Fae Susceptibility (Automatic): Cursed by the most powerful of Fae, any name a Minotaur gives will always count as its True Name. Should the Minotaur refuse to give their name a common nickname will suffice as their True Name when required.
Mountain Dwarves come from the mountainous lands of Gerdain. They are famed miners and smiths, though they may specialize in any number of trades. All dwarves sport a full beard and, although they are generally shorter than humans, they are on average stockier and hairier.
Resist Toxin (Automatic): Allows the user to “Resist” any toxin, alchemy, or disease, be it Magical or non-Magical in nature, once per day. The user may choose which toxin to resist and when. When a Resist Toxin goes off it gives off a white flash of light. As a racial benefit, it may be used to “Resist” Chemistry.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Mountain Dwarf has gone though, beyond what is standard for their race and grants +5 Body. This skill can be purchased only thrice throughout the character’s entire existence.
Restriction: Gas Globes & Magic Items (Automatic): Dwarves have a hard time using magic items and alchemical gas globes, partially due to their clumsy and thick fingers and also because of their distaste for both. In dwarven culture, magic items with activation words are considered “cheating” and frowned upon. Gas globes are rarely used among dwarves due to their resistance to toxin. All dwarves must activate magical items twice in order to get a single use out of them. This does not use up two charges; instead they must state the incant twice in succession instead of once. This disadvantage does not apply to magic items which are “always on” or otherwise do not have activation requirements. Also, gas globes must be prepared for double the count it normally takes before they can be thrown
Ogres are the stuff of nightmares. Massive lumbering brutes, Ogres can best be described as monstrous. With superior strength and constitution, Ogres are the muscle and brute force in every Greenskin army. While not the brightest of thinkers, they are cunning and what they can’t out-think they will out-smash. The only saving grace is their shortened life span. Generally speaking, Ogres live anywhere, eat anything and have very few moral dilemmas. Life Span: 10 to 12 years.
Ogre Constitution (Automatic): Because of their incredible size and strength, Ogres begin with +2 Strength, and +5 Body. Furthermore, Ogres gain and addition +2 Body per level.
Ogre Smash (Purchased): By summoning all of their great strength into a single attack, an Ogre can target an opponent’s weapon or shield, causing grievous amounts of damage to it. Weapons and shields struck by this attack are affected by a “Shatter” effect, destroying them unless they are immune or have resistance. To activate this ability, the Ogre must let out a blood curdling war cry followed by the incant “Physical Ogre Smash!” The next hit, whether it is to the target’s weapon or shield, will determine what is destroyed. This ability will only stay active for 10 seconds after the Ogre’s Smash incant and is considered used even if the attack misses. It is usable once per day per purchase.
Untempered Rage (Automatic): If an Ogre takes more than 10 points of damage directly to their body from any single effect from any source, they immediately fly into a mindless rage. They will immediately attack everyone nearby, friends and foes alike. This onslaught may only be stopped by dropping the Ogre into its bleed count. Any effects that would incapacitate the Ogre, such as sleep magic/alchemy, will still function, but the rage will carry on if they are revived prior to the duration expiring. After 10 minutes have passed since the attack, the effect will wear off. If the ogre is struck for more than 10 body points a second time while Untempered Rage is active, its duration will reset and start again at 10 minutes.
Orcs, or “Green-Skins” as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. The largest of these clans is Clan Sprawn in the East, although recent reports suggest something is amiss for the goblinoids in that Clan. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a stupid human is, but generally stronger and more disciplined.
Immune to Fear (Automatic): Whether brave or stupid, Orcs cannot suffer the effects of fear. The immunity is always active. Orcs should call ‘Resist’ when fear effects are used on them.
Orcish Constitution (Purchased): Purchasing this racial grants an orc the combination of Strength Point Bonus and Body Point Bonus. Furthermore, when an Orc has 50% or less of their total natural Body points (rounded down) they gain +1 damage to all melee weapon swings. This skill may only be purchased once.
Charmable (Automatic): : The same mental toughness that grants Orcs immunity to fear also causes them to be susceptible to Charm effects. The Charm spell and Charm alchemy, as well as any Charm monster abilities will completely control the Orc. This means that instead of only being susceptible to friendly suggestions, the Orc will blindly follow any commands, including suicidal orders. These commands may include anything from killing a loved one to suicide. The commands can include forcing the victim to tell the truth as they know it (which may or may not be the OOG truth known by the player). A note to victims of this effect: You are never expected to do anything that makes you uncomfortable OOG. This includes but is not limited to being forced to do unsafe acts, actions of an inappropriate sexual nature or anything else that makes you uncomfortable for any reason, OOG. Although the potency of the effect is increased, its duration is not and the Orc will have full memory of all events
when the charm wears off or is remove by standard means.
Note that this only applies to effects that copy the Charm spell specifically, not all charm-like effects such as Taunt, Song of Love, Dominate, etc.
The Pax Mordibish are a mysterious race from a distant continent, known for their utter distrust (and complete immunity) to magic. Physically similar to humans, they have dark tear-like scars below their eyes. Their history is complex and mysterious, and one they do not commonly share with outsiders. Technologically gifted and wealthy by the standards of other civilizations, the Pax Mordibish civilization is powerful enough to project their influence onto kingdoms far from home. Accomplished chemists and capable of fabricating powerful devices that may only be used by the Pax themselves, the Pax Mordibish have more than made up for their unwillingness to use magic. The Pax consider themselves the enemy of all Gods and Dragons and will never serve either.
Immunity to Magic (Automatic): Pax Mordibish are completely immune to all forms of magic, both Battle Magic spheres and ritual magic with the exception of Draconic spells and rituals. This immunity includes beneficial magic such as healing, spell protections and life spells. It also allows the Pax to pass through all non-Draconic magical barriers, including wards, ritual circles and other magical walls.
Disperse Magic (Purchased): This racial ability functions in one of two ways. If used as an instant, spellpacket delivered attack, it will disable magic items in the same manner as a Dispel Magic effect. All magic items that contain Battle Magic spells, extended potions and Battle Magic scrolls are inoperative for 10 minutes. It will have no effect against spell protections or items which contain ritual-level effects. Eg: A magic wand with 1/day Shield Magic would become inoperative even though a ritual created it. A magically enchanted sword would not.
The secondary use allows the Pax to concentrate upon a magical item for a period of 1 interrupted hour. At the end of the hour, every ritual within the item will be affected by a Destroy Ritual effect. If used successfully upon any rituals, the Pax may transmute that energy into a Pax device which possesses the same effects as the effects destroyed and which lasts 30 days before crumbling to dust. The item type (and phys-rep) may be of the Pax’s choosing but it must correspond with the type of magic that was transmuted. Eg: if a magic sword was transmuted then the destination must be a weapon. This new Pax device is not magical in nature and may only be used or activated by a member of the Pax Mordibish race. The original item is destroyed in the process unless it somehow resists – partially or fully – the transmutation. Every magic effect removed by the ability will be transmuted into the new Pax Device, any effects that are not will remain on the original item. This ability will not function on magic items which possess a Ritual Cloak or that are spirit linked. This ability may be used 1/day and is used up in any attempt, successful or not.
Neither of these two uses will function versus Draconic magic or rituals.
No Resurrection (Automatic): Pax Mordibish do no resurrect. When their spirit leaves their body at the end of a 5 minute death count, instead of moving to the closest resurrection circle it will vanish instead.
A hybrid race, the Risen are capable of both stepping into the world of the living and that of Undeath. Risen start life at Undeath, likely as one of the thousands created by long dead necromancers or forced to rise out of ancient cursed graveyards. Hand picked by other Risen and forcefully put through a secretive process only known as The Harrowing, the mindless Undead is transformed into a new form. Given a breath of life, the once walking corpse now gains back both their freedom and their sentience. The cost however, is great. Its memories are destroyed and it must begin a new life, only this time as a monster.
The Risen are a new race, discovered on the borders of Jericho within the last 5 years. It is widely believed they are all chosen from lesser zombies and their horrific visage lends well to this theory. Risen have the ability to take on two forms: their default Undead form with the visual appearance of a rotting corpse, or the breathing, heart pounding, living form of their race before death. The living race is purely superficial and does not grant any of their former racial abilities or disadvantages. They will however detect as that race, and should any skill or abilities specifically target that race, they will be affected while in living form. Only races from the Core Rulebook may be chosen, and it is important to remember that switching between the Undead form and living form requires proper racials (mask, makeup, etc). Risen racial automatic abilities and disadvantages change in accordance to their current form. The life-span of the Risen is not yet known.
Spirit Skinning (Purchased): Any creature that has a spirit, is capable of resurrection, and is in their bleed count or unable to resist a killing blow, may be Spirit Skinned. Individuals below the age of ‘Young Adult’ for their race do not resurrect. Neither do animals. The Risen must incant “Magic Spirit Skinning.” then perform a Killing Blow. If the Killing Blow is not resisted, then the effects of this ability will instantly place the target into their Death Count and transfer part of their spirit into the Risen. If the target, for any reason, resists the Killing Blow, the ability will fail and cannot be attempted on that target again for 24 hours.
A spirit skinning is a process with a visible component, the description of which is: “Visible white energy is ripped from the target’s body and consumed by the Risen”.
If successful, the Risen must immediately begin to transform to their living form by incanting “Arcane Race Change. Transform to living 1, 2, 3.” This transformation is automatic and cannot be stopped by the Risen once they have Spirit Skinned a target. If this ability is used while the Risen is already in their Living Form then a Spirit Recall will stack onto their spirit. A Risen may transform into their living form by using a Spirit Recall on their spirit, by incanting “Recall Spirit Skinning.” This will transform the Risen again into their living form, as if they had just cast the ability on a target. A Risen can, at will, change back into their Undead form by incanting “Arcane Race Change. Transform to Undead 1, 2, 3.” The living flesh begins to rot and a moment later the Risen is once again in their Undead form. There is no limit to the number of times a Risen can transform back to their Undead form nor is there any skill or ability that will physically force a Risen back into their Undead form save for a successful resurrection. A Risen may use Spirit Skinning at will. However, the maximum number of Spirit Recalls on their spirit is equal to the number of times they have purchased the Spirit Skinning ability. These Spirit Recalls expire in 5 days, but the living form obtained from Spirit Skinning is indefinite. A new Risen player may enter in either their living or Undead form, but they may not have a free spirit token.
Dual Race (Automatic): A Risen’s Automatic Advantage is dependent on which form the Risen is in at that time. For any other unexpected situations that cannot be resolved by the list below, Undead Risen are to be considered one of the Undead Greater Zombie race while those in living form are to be considered of the human race.
Undead Form: While in Undead form the Risen gains the following Advantages:
0 Silver Threshold levels 1 to 5
0 Magic Threshold levels 6+
Heals from Infliction
Immunity to Elemental Cold
+2 Strength Bonus
Considered a Greater Zombie
May be healed by a physician with knowledge of the Necromantic Arts
May have First Aid administered by an individual with knowledge of the Necromantic Arts
Standard Bleed and Death Count as if living
Living Form: While in living form the Risen gains the following Advantages:
Heals from Healing
Sense as Life
Dual Race (Automatic): A Risen’s Automatic Disadvantage is dependent on which form the Risen is in at that time. For any other unexpected situations that cannot be resolved by the list below, Undead Risen are to be considered one of the Undead Greater Zombie race while those in living form are to be considered of the human race.
Undead form: While in Undead Form the Risen gains the following Disadvantages:
Sense as both Undead and Necromantic
Quadruple damage from Healing Spells of any sphere
Damage from sunlight. At levels 5 and lower a risen will take damage in sunlight at the rate of 1 Elemental Fire / second if any flesh is exposed or 1 Elemental Fire / 30 minutes if flesh is covered. From level 6 and on, the indirect exposure damage raises to 1 Elemental Fire /10 minutes. This damage will bypass any thresholds. This persists between the hours of 6AM and 6PM after which the sun has set enough that the Risen will stop taking damage. A Risen in Undead form can only completely avoid daylight damage by changing forms, being underground or indoors, or buried during daylight hours.
Susceptible to spells and abilities that would target Undead such as Destroy Undead and Control Undead.
Requires 2 life spells to take out of Death Count.
A barely functional anatomy forces an Undead Risen to still breathe and require functional organs to live. Therefore, they do not gain the typical Undead’s immunity to Alchemy or mind affecting effects. This is not enough life to detect or register as living though magical, physical or spiritual means.
Living Form: While in Living Form the Risen gains the following disadvantages:
All as if living
Sense as original pre-Undead race and may be affected by spells or abilities that target that race.
The Savar’Aving are a matriarchal race of cat-people who resemble humanoid hunting cats. Somewhere deep in the dark forests of Felnir lays their capital city Mrrnall. Their society is ruled by women and views male Savar’Aving as second-class citizens. It is rare to find a dominant male Savar’Aving who is free and even more rare for him to survive for long. The Savar’Aving are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague of necromantic origin that killed many of their people and then turned them unto Undead. The few Savar’Aving that survive today struggle to put to rest their Undead sisters and attempt to rebuild their once great society. This fate fell upon the Savar’Aving around the same time as the Fulmination and the disappearance of the mysterious Grey Elves. The Savar’Aving were
originally known simply as the Savar, but those who survived the plague began to call themselves Savar’Aving to remind themselves that, no matter what fate throws at them, they will triumph.
Cat-Like Reflexes (Purchased): A Savar’Aving with this ability can use their claws to swat away a single spell. By striking a spell packet with one of their claws, the Savar’Aving can call “Cat-Like Reflexes!” and deflect the spell. This call can be made after the packet is blocked, as long as it is called within 3 seconds. If the packet then hits the Savar’Aving or anyone else, the spell will affect that person. This ability is usable once per day per purchase. As always, claw swings must be done safely according to the rules of boffer combat.
Natural Claws (Automatic): Savar’Aving are all born with retractable claws. These claws can be retracted or
extended on a 3 count. While the claws are extended, the Savar’Aving may not use any other weapons or shields. Savar’Aving receive a free proficiency in
augmentations applied to them.
Plagued (Automatic):While the worst of the plague seems to have passed, its effects on the Savar’Aving people still linger. As a result, all living Savar’Aving take quadruple damage from infliction. As with all racial vulnerabilities, Infliction damage will bypass any thresholds a Savar’Aving might have. Furthermore, should a Savar’Aving enter their Death Count via Infliction, they will immediately rise as a mindless lesser Undead. Once a Savar’Aving enters this form, their Death Count is immediately over and they cannot be brought back through any means, magical or otherwise. The Savar’Aving’s Body points will be restored. This Undeath does not grant
the Savar’Aving any of the special abilities of Undead, but they will have a Magic threshold and immunity to effects that target the mind or living body, such as charms, poisons and saps. However, they will still suffer all the negative effects such as Control Undead and quadruple damage from the Healing Sphere. While in this form, the Savar’Aving may not use their spells or abilities and may only swing base weapon damage. They are berserked and will attack anyone or anything around them for up to 10 minutes or until destroyed, at which point they will become a pile of ash.
Sidhe are a race of “pure” fae, unlike the diluted blood of Wood Fae and Carnal Fae. Sidhe are recognized by the seasonal fae courts and most of them are members of a court, although some are not. Sidhe are independent fae, walking the mortal realms by choice, pursuing their personal interests. Few races and cultures trust Sidhe and that reputation is probably deserved. Mischievous and meddling by nature, even the best intentions of a Sidhe rarely come without strings attached. They are puppet masters, using the mortal races to further their goals even if those goals are noble ones. Sidhe are potent spell casters. By their nature Sidhe are tied to the sun and moon, to the day and night. Spring and Summer court Sidhe are considered “Day Sidhe”. Autumn and Winter court Sidhe are considered “Night Sidhe”. Because of this, a Sidhe’s powers depend on the time of day. Day Sidhe are most powerful between 6 AM and 6 PM, whereas Night Sidhe are in their element from 6 PM to 6 AM.
Formless Casting (Automatic): This racial allows a Sidhe to cast Battle Magic spells without requiring a free casting hand or the need to speak. Out of Game, the player must still correctly state the spell’s incant and is still required to hit their target with a spell packet (if needed) however in-game the Sidhe will remain motionless and silent during casting. In other words, the rulebook process for casting a spell remains the same (incant + packet strike), it is only the in Game actions which change. This racial ability functions all will for Day Sidhe between 6am-6pm and for Night Sidhe between 6pm-6am. In order to activate this power, a Sidhe must state “Formless Casting” prior to any incants.
Magic Echo (Purchased): Sidhe have the ability to “Echo” a spell that they have cast against a target. If their target successfully defends against a spell, the Sidhe can cause it to strike a second time in an attempt to bypass defenses. By using this racial, a Sidhe can force their opponent to defend a second time or take the effect. When the target is hit by a spell and calls an appropriate defense, the Sidhe may then call “Echo!”, causing the target to be instantly hit by the spell again, (although they may still defend against it if possible). This racial ability functions for Sidhe at any time of the day. Useable once a day.
No Death Count (Automatic): Unlike other true fae, Sidhe do not have a vulnerability to iron. However, their spirits on the mortal realm are weak. Sidhe characters do not have a 5 minute death count. At the end of their 60 seconds of bleeding, a Sidhe spirit leaves their body and heads toward the resurrection circle. If an attack places a Sidhe directly into their death count by bypassing the bleed count (such as a Death spell) the Sidhe immediately dies and goes to resurrect. There is one catch, however…
At the end of their 60 second bleed count Sidhe have a short window of 10 seconds in which their spirit lingers between life and death. During these 10 seconds the Sidhe is able to stand on their feet as a spirit and cast any one spell from memory. If an effect drops a Sidhe directly into a death count (such as a death effect) they still gain their 10 second Death Count Cast, it is not bypassed. They cannot speak during this time (minus their one incant) and both feet must remain planted after they have stood up. They are completely invulnerable for this period and appear as a ghostly version of themselves, unable to physically interact with people or objects. A Sidhe may choose to target themselves with a Life spell, throw a final spell at their enemy or assist an ally. This spell must still be incanted correctly and the target must be struck with a packet if required. During these 10 seconds the Sidhe is considered dead, healing will not function on their body or their ghostly spirit. Nothing may extend those 10 seconds and only a spell with a Life-style effect cast by the Sidhe them self from memory will work to revive their body. The 10 second window only exists for the Sidhe if they are in their matching time cycle – day for Day Sidhe, night for Night Sidhe – however there is no limit to the amount of times the 10 second window may be used during those periods.
“Squamata” is a general term to describe a number of green-skinned lizard-like races. Some are related closely, others are quite distant. The three most notable members of the Squamata race are the Boggrel of Kalidor, the Gremmel of Jericho and the Shak’tar of Maud’madir. Although quite distinctive in regards to culture, personality and even physical appearance, these races all share the same advantages and disadvantages.
Boggrel (frog people): The frog people of Kalidor’s water wastes, Boggrels are a fierce and war-like tribal culture. They are sometimes considered slow or outright stupid but this is a dangerous misconception as what they lack in conventional intelligence they make up for in feral wisdom. While Boggrels generally keep to the lands surrounding swamps, rivers and lakes, they are sometimes sent out into the wider world by their chieftains or elders on vision quests. These quests can be a rite of passage for young warriors seeking to prove themselves, redemption for warriors found guilty of a crime against the tribe or a “last hurrah” end of life journey. Cultural norms may vary from tribe to tribe; the one constant, however, is that a Boggrel will eat (or attempt to eat) almost anything it finds appetizing, including fallen enemies. They do not specifically hunt humanoids for meat but if one is confronted in combat they are immediately regarded as a source of food. Many a Kalidorian mother has threatened an unruly child: “Straighten up or I’ll feed you to the Boggrels.”
Gremmel (lizard people): A secretive race, Gremmel tend to dwell in the most impenetrable swamps where they may live and work without the intrusion of outsiders. They are a shamanistic people, always bowing to the wisdom of the shamans and have little or no use for the economy of a more “civilized” society, tending to get everything they need from the swamps and surrounding landscape. Scavengers by nature, they find potential raw materials almost anywhere for making their Alchemy, which they are traditionally very good at. They are also pacifists and will try to avoid combat if they can. Gremmel are very localized, traveling only when they need to. Being reptilian, they are not dispersed over the continent as they are susceptible to differences in climate and temperature. Ice and cold are just as uncomfortable to them as extreme heat. They tend to live in small clans, each having some contact with nearby clans. Shak’tar (snake men): Unlike Gremmel and Boggrel, the Shar’tar can be found throughout Maud’madir, although they much prefer the warmer climates of the southern coasts. They are quite common in Duvain. A primitive and aggressive race, they tend to be xenophobic and take what they need from the weak. They are not evil by nature (although some individual Shak’tar most definitely are), they simply believe in “might makes right”.
Seal Pores (Automatic): Squamata are capable of sealing the pores on their skin to prevent toxic substances from entering the bloodstream. Once per day they can Resist any alchemical Gas Globe attack that strikes them by calling “Seal Pores!”, negating the effect. This defense will not function against ingested or contact alchemy. Chemistry Gas Globes may also be resisted in this manner.
Tongue Pierce (Purchased): Squamata are able to lash out their long, needle-sharp tongues at opponents by calling “Tongue Pierce [damage]!” This attack does Body damage equal to half the Squamata’s level, rounded up. Considered a thrown weapon attack, the weapon phys-rep should be coloured red to indicate it’s a natural weapon. This boffer may not be picked up by anyone besides the Squamata it belongs to. Weapon skills may be used to augment this damage however specializations may not be purchased for the Tongue Pierce. Squamata may use this attack once per day, per purchase. When a Squamata uses its final Tongue Pierce for the day, they become silenced for 10 minutes.
Soft Underbelly (Automatic): All Squamata take double damage from all physical Body weapon damage. As with all racial vulnerabilities, physical Body weapon damage will bypass any thresholds a Squamata might have.
Stone Elves, for the most part, have become a very rational and logically driven race. Having experienced the dangers of allowing emotions to influence decisions and interactions with others, Stone Elves rely on logic and self–discipline to rule their lives. This often makes them appear unemotional or despondent which is quite contrary to their nature. Although most Stone Elves strive to maintain their emotions, there are few that have made a conscious decision to be free with them. These Stone Elves are often mistaken as insane. These “lost elves” as the elders would call them, exhibit erratic mood changes seemingly at random, at times being happy and friendly and then diving into fits of screaming rage. A Stone Elf who is lost should appropriately roleplay these manic moments as well as a general insanity. A player may choose to be a typical rational thinking Stone Elf or a “Lost Elf” and may even decide to change back and forth at any point, with no cost, so long as it is roleplayed well. Players abusing this, or changing in excess may find themselves permanently stuck as Lost the next time they switch. Life Span: 700 to 1000 years.
Empathic Touch (Automatic): Empathic Touch is a telepathic ability available to Stone Elves. To perform Empathic Touch, the Stone Elf must have direct contact with the skin of the target, typically holding hands or touching temples. The target must always be willing or Empathic Touch fails. It takes 1 minute to initiate Empathic Touch, and for 1 minute after Empathic Touch has been broken both parties are unable to use any skills or abilities, but may move around at walking speed and speak. At any time, either the Stone Elf or the target may choose to end Empathic Touch. The first level of this ability is free for the Stone Elf. Multiple purchases of this ability (up to two additional times) may be done to unlock new uses. This ability is usable at will, however it may not be used on the same target more than once in a 24 hour period.
Level 1: Establishes an empathic link with a target that allows the Stone Elf to recognize the target’s most dominant current emotional state. Both the Stone Elf and the target can communicate telepathically.
Level 2: This ability will also allow the Stone Elf to recognize what need drives their current objective, if the target is willing to share that information. Allows either person in Empathic Touch to send images memories, or concepts based purely on imagination. The Stone Elf cannot sense whether a memory is true.
Level 3: At this level, if the target is willing, the Stone Elf can alter and shape memories. A Stone Elf can remove aspects such as the identity of a person within a memory. If the target desires their memory can be forgotten or be shaped into something else. Dramatic changes, especially to important events, can potentially trigger psychological disorders such as depression. The actual memory remains repressed in the targets mind, and can return at a later date with shaper approval.
Resist Psionics (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic as well as all Charm-based attacks. Charm-based attacks are considered effects which change your emotional state or control your mind in any way. This includes effects such as fear, berserk and controlling your friendship and loyalties. Effects that control your body, such as sleep and paralyze, are not considered charming magics, however they are effects within the Psionics Sphere of magic and thus an elf could resist them. Specific examples of charms are a Hobling’s Taunt ability, a Bard’s Songs of Aversion and Love, the following alchemy: Confusion, Dominate, Enrage, Enthrall, Feeblemind, Forget, Hallucinoid and Puppet, the spells Hallucinate, Wall of Id, Charm and Forget plus Ritual charm spells and monster effects which are charm-based. This may be used once per, day per purchase.
Trigger (Automatic): All Stone Elves have a trigger that, when encountered, temporarily destroy the barrier of rational thought they have fought so long to build up. When this Trigger is encountered, the Stone Elf will enter an enraged state. For the next 10 minutes, the Stone Elf will blindly attack the first person they see, friends and foes alike, without hesitation. When that target has been eliminated they will move onto the next. The Triggered Stone Elf may only use basic combat skills such as weapon proficiencies and specializations. Skills or abilities that require a conscious decision to activate or use may not be used while in a Triggered state. During this time, the Stone Elf is unable to speak coherently, often screaming gibberish at those before them. This effect cannot be removed and must wear off before the Stone Elf returns to a calmer and rational state. Common Triggers are death of a close friend, being insulted by a specific race, a certain specific smell etc… All Triggers must be realistically able to happen at an event and must be authorized by the Logistical Marshal at character creation. Triggers can change only with Shaper approval.
A hearty and quick-tempered race, the fire-infused Vulcan dwarves make their home within Mount Dracos. When the Black Wyrm Styphon awoke, their subterranean kingdom of “Skalden” was sieged by Undead and the majority of their population enslaved. What was once a proud monarchy and noble linage has been reduced to a shadow of their former glory, barely more than forced labour by the Black Dragon. Some Vulcan Dwarves have managed to escape their volcanic home, however, and have begun to explore the strange surface world.
Volcanic Skin (Automatic): Vulcan dwarves have an extremely thick skin, due to their acclimatization within an active volcano. The possession of this thick skin makes a Vulcan Dwarf immune to the skills Vital Blow, Size Up and Execute.
Endure Fire (Purchased): Vulcan dwarves have the ability to endure massive amounts of heat. Once per day per purchase a Vulcan Dwarf is able to endure elemental and magical fire for 10 minutes. During those 10 minutes they will subtract 25 damage from all sources of fire and heat to a minimum of 0. Each time this ability is purchased an additional -25 is added and an addition use is gained. Eg: If this ability is purchased 3 times, then 3 times a day a Vulcan Dwarf subtracts 75 damage from all fire damage sources for 10 minutes. This ability is activated by stating “Endure Fire”.
Crippling Vulnerability to Cold (Automatic): Due to their nature, Vulcan Dwarves are extremely susceptible to cold damage. If a Vulcan Dwarf is hit by a cold or ice based attack the damage they receive will be x4. Furthermore, if a Vulcan Dwarf is dropped into their 60 second bleed count via a cold attack they will explode into chunks of frozen body parts and enter their 5 minute Death count, removing the bleed count entirely. Only a life spell or some other form of miracle will bring them back to life at that point. As with all racial vulnerabilities, cold damage will bypass any thresholds a Vulcan Dwarf might have.
Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.
Chosen Enemy (Automatic): Upon character creation, the Wild Elf must choose one Chosen
Enemy racial group against which they are additionally effective. The reasons for this vary from Wild Elf to Wild Elf. Some Wild Elves despise a race that at some point has done great harm to them, their family or the natural balance of the forest. Others have learned to hunt their Chosen Enemy to support their tribe, with no particular emotional investment. A player can choose as their Chosen Enemy racial group one of the following: Angels/Demons, Animals, Bestial, Brood, Constructs, Draconic, Dwarves, Elementals, Elves, Fae, Goblinoids, Humanoids, Plants, Spirit, Undead (excluding vampires), Vermin (spiders, ants, etc.) The Chosen Enemy ability will grant the Wild Elf a +1 damage bonus on any melee or ranged weapon while fighting against their Chosen Enemy. This bonus will increase +1 for every 3 levels the Wild Elf gains. +1 at first level, +2 at fourth level, +3 at 7th level and so on. This damage bonus will not carry over to any other racial group, but does apply to any race within the racial group. For example, a Wild Elf with Chosen Enemy: Elves does bonus damage against Dark Elves, High Elves, Wild Elves, etc. Chosen Enemy cannot be changed after character creation.
Nature’s Cache (Purchased): Once a day per purchase, a Wild Elf is able to construct a small temporary shelter for themselves and up to 4 allies chosen at the time of creation. This 10 foot by 10 foot area provides multiple benefits and lasts 1 hour or less. It can only be constructed outdoors, but functions on any terrain. To use it the Wild Elf should affix their Nature’s Cache tag to a location, which then becomes the center of the cache.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Wild Elf has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased once throughout the character’s entire existence.
Armour Restriction (Automatic): Viewed as abhorrence to nature, a Wild Elf will never equip Armour made primarily of steel, iron, or any other metal. This disadvantage does not apply to metal buckles, fasteners or studs used to hold or reinforce the Armour. This penalty does not apply to metal weapons, items and objects not used as Armour, but proper role-play should still be observed.
The Wolven race has only been known to exist for a few hundred years. Rumoured to have been brought into existence by a powerful mage, their largest population centre is a settlement called Aslak, a town with no centralized government. Wolven tend to look towards the eldest in their communities to solve disputes and make decisions, following a simple code of helping others in their community in order to be successful. Wolven consider respect to be the highest of virtues, and they are natural hunters. Highly adaptable by nature, Wolven assimilate themselves into other cultures with ease.
Sense Undead (Purchased): Allows the player to sense Undead. To sense the Undead, the wolven must roleplay that they are sniffing (“scenting”) the air for 10 seconds uninterrupted, then incant “Sense Undead” in a normal speaking voice. Any Undead who hear the “Sense Undead” will respond “Here” in a normal speaking voice. This ability does not grant the detector any information on the type of Undead. Usable at will.
Natural Hide (Automatic): Wolven are born with a natural thick hide. To represent this, a Wolven will gain 3 AP (Armour Points) for every level they obtain. This armour works in every respect to normal armour save that it cannot be refit. For a Wolven to repair their Natural Hide, they must heal it as though it were Body. A Wolven can never cure more Natural Hide AP than she or he has. Natural Hide AP will be removed after normal and Magical Armour but before Body points. Normal armour may be worn on top of Natural Hide.
Strength Bonus (Purchased): Built on raw physical power, your strength rating will determine how much your character can push, lift, and throw. This skill can only be purchased once throughout the character’s entire existence.
Vulnerability to Fire (Automatic): Wolven have a natural fear and vulnerability to fire. A Wolven will take x2 damage from all sources of fire, including Magical and Elemental. Should any Wolven take fire damage to Body, they will also take the effects of a Penetrating Fear. The fear effect will last for one minute, cannot be dispelled, and should be role-played appropriately. As with all racial vulnerabilities, fire damage will bypass any thresholds a Wolven might have.
Distant cousins to the Faerie Folk, Wood Fae are rumoured to have been born of magic within the forests of the world. This may account for many of the Wood Fae having an affinity to natural creatures. Quite contrary to their faerie folk cousins, the Wood Fae have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. They are not only averse to practicing Charming Magics themselves, but are even able to remove Charming effects from others. They are for the most part very carefree and friendly. They generally live a polygamous lifestyle, though they rarely keep one mate for more than 10 years.
Charm Break (Purchased): This ability has two functions. Firstly, it can allow the user to “Resist” all charmbased
attacks. Charm-based attacks are considered effects which instill friendship or loyalty. Specific examples of charms are a Bard’s Songs of Love, Charm, and Dominate plus Ritual charm spells and monster effects which are charm-based. Resisting in this manner uses up the ability. The second function is the ability to break an active charm effect on another person. This can only be accomplished through 10 seconds of talking to the Charmed character then declaring “Innate Charm Break” while touching them. Doing this uses up the skill for the day and creates a visible effect like any racial resistance does when it is used. Charm Break is usable once per day per
Lust for Life (Automatic): A Wood Fae’s natural attunement to the forest and all things living has given them a lust for life that other races lack. Should a Wood Fae drop into their “bleed count” they are given a full two minutes before entering their “death count” rather than the standard one minute.
Iron Aversion (Automatic): Wood Fae will take double damage from any source using the suffix “Iron” in its damage call. Carrying iron items is permitted, but doing so will cause great discomfort and should be roleplayed accordingly. This disadvantage applies to damage taken to both Armour and Body. As with all racial vulnerabilities, iron damage will bypass any thresholds a Wood Fae might have.