Core Rulebook Races - Revised
Feb 4, 2023 3:47:07 GMT -6
Post by username on Feb 4, 2023 3:47:07 GMT -6
It's been a while. I went ahead and tried to compile the ideas and suggestions from the discussion here and elsewhere on the races so we have something to show for it or at least a work in progress for constructive criticism. Some of them likely bear a bit more analysis and explanation on my part so I'm sure I'll get around to that.
Aasimar
Physical Characteristics
Average Height: 2.4-2.6m
Average Weight: 100-140kg
Languages: Trade, Celestial
Common Personality Traits: Stoic, focused, quiet, loyal, obedient.
Common Physical Traits: Great height, long face, metallic hair, glowing eyes, exceedingly tough.
Example Names: Antonius, Caecilia, Eligius, Junia, Leontius, Rhea
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Constitution
Skill Bonus: +1 Command and Ballistics
Power: And They shall know no fear - Aasimar are immune to Pinning, Fear and Fear Effects and may treat feats that deal with Fear and Pinning as already possessed for the purposes of class completion and access.
Size: 5
Racial Feats
Celestial Wrath [Aasimar]
Stars shine, the wind blows, birds sing, and brother - you hurt people. Once per scene, add your Charisma as rolled dice on a damage roll.
Terminator Honors [Aasimar]
One of the Greatest things an Aasimar can hope for is to be selected for the elite Terminator units. Aasimar with this special training may spend a Hero Point to negate an amount of wounds from an attack equal to their size.
Made of Mettle [Aasimar]
Aasimar do not like having weaknesses. Most Aasimar will train hard to eliminate whatever they feel is their greatest weakness. +1 to your lowest characteristic. If multiple characteristics qualify, choose one.
Dark Eldarin
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 50-65kg
Languages: Trade, Dark Eldarin
Common Personality Traits: Sadistic, seductive, dangerous, relentless, insane.
Common Physical Traits: Nimble, intense gaze, pitch-black skin, white hair, spiky bits.
Example Names: Alaurirra, Belaern, Dhaunae, Gwylyss, Ilharess, Jaezred.
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Deceive and Forbidden Lore
Power: Warp Miasma - Summoning a burst of raw warp power as a half action, the Dark Eldarin creates a 4m radius sphere of darkness. This blocks line of sight and anyone within the sphere is blind. The sphere lasts for one round per level and can be used once per scene at Level 1, twice per scene at Level 3, and three times per scene at Level 5.
Size: 3
Racial Feats
Dark Cruelty [Dark Eldarin]
You've got a kind of dark charisma that manages to both repulse and fascinate. You gain +1k1 to Intimidation and Charm checks.
Warp Fire [Dark Eldarin]
Once per scene as a half action, you may outline a target with a kind of sickly multicolored light. For the rest of that scene, attacks against that target are at +2k0 to hit.
Recluse [Dark Eldarin]
Dark Eldarin often spend decades making themselves inured to toxins and poisons, either on purpose to better survive their harsh culture or on accident as part of life-long drug abuse. You are immune to all poisons and the Toxic property. The TN to resist the Toxic property from attacks you make is increased by 5.
Dragonborn
Physical Characteristics
Average Height: 2.1-2.5m
Average Weight: 120-170kg
Languages: Trade, Dragonborn
Common Personality Traits: Proud, wise, straightforward, watchful, grandstanding.
Common Physical Traits: Hissing voice, shimmering scales, darting eyes, massive form, sharp teeth.
Example Names: Thuath, Shaan, Arark, Thaash, Shysik, Arima.
Racial Statistics
Characteristic Bonus: +1 to Strength or Charisma
Skill Bonus: +1 to Command and Intimidate
Power: Dragon Breath - Once per scene, you may make an attack with your breath weapon. It is a Natural Weapon and uses the same weapon profile as a Good quality Flamer and cannot jam. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 5
Racial Feats
Dragonborn Frenzy [Dragonborn]
When you hurt a Dragonborn, it just makes them more angry. As long as you have at least one point of critical damage, you roll an extra amount of damage dice on all damage rolls equal to the highest amount of critical damage you currently have, to a maximum of +5k0.
Dragon Sight [Dragonborn]
Dragons are known for seeing in the dark, sensing the heat of their prey. You may reroll one failed perception check per scene and gain the Dark Sight Trait.
Elder Wyrm's Fire [Dragonborn]
Some dragonborn have stronger breath weapons than the average, often with more impressive visual effects like blue fire or bolts of lightning. Your breath weapons deals +1k1 damage.
Eldarin
Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 65-75kg
Languages: Trade, Eldarin
Common Personality Traits: Quiet, careful, mysterious, secretive, restless.
Common Physical Traits: Willowy build, fragile bones, sinewy build, birdlike movements, pale skin.
Example Names: Aurian, Farendis, Khiraen, Krullagh, Macha, Eldrad
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Intelligence
Skill Bonus: +1 to Academic Lore and Arcana.
Power: Warp Step - Once per scene, you may teleport up to twice your speed as a half action. You must be able to see your destination. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 3
Racial Feats
Extra Warp [Eldarin]
Some Eldarin can slip in and out of the Warp easily. You may use Warp Step one additional time per scene.
Guess Destination [Eldarin]
You don't need to see the target of your Warp Step, you've got enough experience with it to just make a good guess. If you cannot teleport into that space, you're shunted to the nearest safe spot.
Ancestral Recall [Eldarin]
Eldarin have a deep connection to the mysteries of the warp that is second only to the ancient Syrneth. You have a more direct connection than most. The maximum you may increase your effective Magic School rating when pushing a spell is increase by 1. Furthermore, you may increase your effective Magic School rating by 1 when casting a spell unfettered without automatically causing psychic phenomena but any psychic phenomena the spell does cause is rolled at +10 on the table.
Elf
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 70-80kg
Languages: Trade, Elven
Common Personality Traits: Respectful, patient, modest, peaceful, observant.
Common Physical Traits: Thin build, tanned skin, sharp eyes, simple clothing, quiet footfalls.
Example Names: Garryth, Kaelyssa, Ravyn, Ossyan, Rahn, Vyros
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Dexterity.
Skill Bonus: +1 to Perception and Charm.
Power: Elven Accuracy - Once per scene, an Elf may reroll a failed Attack test. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 3
Racial Feats
Elven Precision [Elf]
Elves have an ability to make even the most impossible shot look easy. Whenever you use Elven Accuracy to reroll a failed Test, you gain +2k0 to the reroll.
Light Step [Elf]
Elves are great at moving silently and seemingly only barely touching the ground. You gain +2k0 to all acrobatics and stealth rolls.
Precise Technique [Elf]
Elves are good at everything, especially when they cheat. You may use an Elven Accuracy reroll with any skill check once per session.
Gnome
Physical Characteristics
Average Height: 1.3-1.5m
Average Weight: 45-55kg
Languages: Trade, Gnome
Common Personality Traits: Curious, creative, impressionable, pensive, reckless.
Common Physical Traits: Dirty skin and clothes, scrawny build, hyperactive motion, surprisingly tough.
Example Names: Snorrig, Noblar, Grazbaag, Rord.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship.
Skill Bonus: +1 to Crafts and Academic Lore.
Power: Tinker - Gnomes can make almost anything given something to work from. By sacrificing an item of average or better quality, the Gnome may create another item of the same or less rarity with one less level of quality. This takes one hour.
Size: 3
Racial Feats
Improvise [Gnome]
Gnomes are known for an inborn ability to maintain machinery but sometimes ability also takes the form of inherent knowledge of weapons and armors needed to prevent the machines from being threatened in the first place. You gain one Weapon Proficiency feat and one Armor Proficiency feat of your choice.
Eureka! [Gnome]
Gnomes tend to have tools and junk on them that can solve any problem. And typically breaks immediately afterwards. A Gnome may, once per scene, make a Crafts or Tech-use check in place of any other check, pulling out some device or trinket to solve a problem.
Explorer [Gnome]
Gnomes can find the strangest things, and are especially fascinated with maps, often leading to forgotten ruins and hidden Crystal Spheres. You have a map. To an exciting place! When you go there, you can get a new map. Additionally, you may serve as Navigator aboard a Spelljammer without dots in Divination, and when navigating the warp roll at -2 on the Warp Encounters chart.
Halfling
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 24-35kg
Languages: Trade, Halfling
Common Personality Traits: Easygoing, spirited, laid back, sneaky, clever.
Common Physical Traits: Hairy feet, fast hands, childlike appearance, expressive features, surprisingly quick.
Example Names: Angol, April, Autumn, Banin, Bradoc, Jasmine, Mallin, May, Rose.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship.
Skill Bonus: +1 to Larceny and Deceive.
Power: Shifty - Halflings get an extra +1 Static Defense for every point of Dexterity they have and may count their Dexterity as being two dots higher for the purposes of determining movement distance.
Size: 2
Racial Feats
Second Chance [Halfling]
Halflings are so slippery that it's more than just skill, it has to be luck. Once per combat, you may force an opponent to reroll one attack roll made against you.
Halfling Agility [Halfling]
When you're as small as a Halfling it’s sometimes like you’re not even there. You get a +4 bonus to your Static Defense.
Escape Artist [Halfling]
Halflings are pretty much dead if they can't move. You aren't likely to die from that anytime soon. You are immune to the Immobilized Condition.
Human
Languages: Trade, Human
Characteristic Bonus: +1 to any one Characteristic.
Skill Bonus: +1 to any two skills.
Power: Heroic Heritage - A human begins play with one additional Hero Point.
Size: 4
Racial Feats
Able Learner [Human]
Humans are good at picking up new skills. You may buy all skills if they appeared in any class progression you possess.
Human Perseverance [Human]
Humans have an innate talent to put forth an extra effort when they're challenged. You gain an extra raise to the final result of an opposed roll when you did not instigate the opposed roll.
Mixed Heritage [Human]
Sometimes it seems like humans will have sex with anything. Choose a race. Gain one racial feat that race has. If the racial feat references or improves a racial power you do not have (such as Elven Accuracy), you may not take that feat.
Ork
Physical Characteristics
Average Height: 2.3-2.7m
Average Weight: 160-200kg
Languages: Trade, Orkish
Common Personality Traits: Argumentative, foolhardy, individualistic, impatient, fun-loving.
Common Physical Traits: Many scars, pointed tusks, mottled green skin, blood-curdling roar, bulky physique.
Example Names: Waagrot, Duffthug, Ogork, Ugurty, Naznob, Skabbad
Racial Statistics
Characteristic Bonus: +1 to Strength or Willpower
Skill Bonus: +1 to Intimidation and Scrutiny.
Power: WAAAAAGH! - At the beginning of each combat, heal hit points equal to your level.
Size: 5
Racial Feats
Mobbing Up [Ork]
Orks believe in strength in numbers. Whenever you fail a fear test or suffer a result of the Shock Table, you may choose to retreat towards any ally rather than suffering the normal consequences of that check. Once you are adjacent to that ally, you may stop fleeing.
I'm Da Boss! [Ork]
There is nothing quite like physical strength and size in ork politics. You may add your size as a static bonus to Command and Politics tests.
WAAAAAGH CRY! [Ork]
If there is anything an Ork does well, it's motivating other Orks to krump things harder. If you're especially good, you can even motivate non-Orks in the same way. When ganging up on an enemy, allies get an additional +1k0 to hit and damage.
Squat
Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 75-100kg
Languages: Trade, Squat
Common Personality Traits: Brave, gruff, persistent, reliable, stubborn.
Common Physical Traits: Beard, barrelchest, sturdy build, drunk, incredible endurance.
Example Names: Hrothgar, Durik, Snorl, Durgen, Gorten, Gudrun
Racial Statistics
Characteristic Bonus: +1 to Constitution or Willpower
Skill Bonus: +1 to Crafts and Common Lore.
Power: Squat Toughness - A Squat's Resilience is treated as being one higher for the purpose of determining hit points lost due to damage.
Size: 3
Racial Feats
Squat Armor Proficiency [Squat]
Reduce the Static Defense penalty your receive for any Armor you are personally using by an amount equal to half the armor’s AP. Squats are naturally good at carrying weights and this is just another aspect of that. Also they're low to the ground and such.
Squat Stability [Squat]
Squats don't really get knocked on their asses. They tip over, but don't fall down. Whenever an enemy would force you to move or knock you prone, you may ignore that effect.
No One Tougher [Squat]
You may use Constitution instead of Dexterity for determining your Static Defense.
Tau
Physical Characteristics
Average Height: 1.7-2.0m
Average Weight: 85-100kg
Languages: Trade, Tau
Common Personality Traits: Understanding, tolerance, honor, diplomatic, naive.
Common Physical Traits: Frail build, farsighted, mobile, enduring, light-fingered.
Example Names: Aun'va, Shaserra, Shovah, Shas'La, Dynerah, Kais.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Composure
Skill Bonus: +1 to Common Lore and Persuasion.
Power: Fall Back - Whenever you successfully dodge a melee attack, you may Withdraw as a free action, but you may only move half of the normal Withdraw distance.
Size: 4
Racial Feats
Farsighted [Tau]
You've got a wide view of things, or you're disciplined enough to resist charms. You gain +3 Resolve and +5 to your Mental Defense.
Move And Shoot [Tau]
Tau have an ancient fighting style where they mostly avoid getting close to anyone and run away while shooting. Whenever you attack with a ranged weapon and move in the same turn, your static defense increases by 5 until your next turn.
Silent Arcana [Tau]
Tau are not naturally good at spellcasting, but they can suppress a lot of the pomp and circumstance that others use when they get around to trying their hand at it. You can increase the DC of a Focus Power check by 10. If you do, it loses the Verbal, Somatic, and Material keywords and most observers cannot tell the caster of the spell - it seems to come out of thin air. Other spellcasters can Test Arcana + Wisdom (TN 20) to determine the source.
Tiefling
Physical Characteristics
Average Height: 1.5-3.0m
Average Weight: 100-300kg
Languages: Trade, Abyssal
Common Personality Traits: Passionate, flighty, loud, magnetic, untrustworthy.
Common Physical Traits: Dark eyes, intimidating height, sharp teeth, inhuman mutations, powerful build.
Example Names: Criella, Linaera, Verstaadt, Kiltre, Marchaud Vinton, Liera
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Constitution
Skill Bonus: +1 to Intimidate and Weaponry.
Power: Bloody Minded - You may reroll damage dice that land on a 1.
Size: 5
Racial Feats
Mutation [Tiefling]
Often, Tieflings have cloven hooves, claws, or tearing horns. You're one of them, and you can kick some ass with them. You have a natural weapon with the following profile: (2k2 I or R, Melee, Brawling). The damage type is selected upon obtaining the feat.
Outsider [Tiefling]
Tieflings have strange internals that don't quite match up with what you'd expect – they have redundant organs, thick blood that clots easily, and so forth. The first time you would suffer critical damage in a scene, you instead take only one point of critical damage. Obviously, if you'd only be taking one point anyway, this ability has no effect.
Beneficial Mutation [Tiefling]
Tieflings are not made to any particular plan, and their bodies can continue to mutate throughout their lives, sometimes in response to great failures or injury. Gain up to two dots in your lowest characteristic (if multiple characteristics qualify as "lowest", choose one) and lose one dot to a different characteristic.
BOOK 2
Thri-Kreen
Physical Characteristics
Average Height: 2.0-2.3m
Average Weight: 100-120kg
Languages: Trade, Thri-Kreen
Common Personality Traits: Restless, Conformist, Inscrutable, Curious, Jumpy
Common Physical Traits: Sand-Colored Exoskeleton, Long Antennae, Constantly in Motion, Dark Compound Eyes, Short-Lived
Example Names: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Ptekwe.
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Wisdom
Skill Bonus: +1 to Acrobatics and Perception
Power: Multi-Armed - A Thri-Kreen's smaller pair of arms allow them to take a Ready action as a free action once per round and reload their weapons in half the listed time (E.g. 4Full to 2Full, Full to Half, Half to Free, etc). They may treat the quick draw feat as optional and already possessed for the purposes of class completion and access.
Size: 4
Racial Feats
Lightning Bug [Thri-Kreen]
Though it's something of a rare trait, you have a natural bioluminescence that allows you to produce light like a lantern or Torch at will. With some effort you can vary the color and intensity of the light through different shades of red, yellow, and green. You can also expend your internal energy to shoot a bolt of bio-electricity. You gain the Luminen Blast feat and immunity to the Shocking property.
Mandibles [Thri-Kreen]
All Thri-Kreen have a mildly poisonous bite, but for most it doesn't cause more than a rash in most sentients. Your bite is significantly more dangerous. You gain a natural weapon with the following profile: (1k1 R; Pen 4; Melee, Toxic, Brawling).
Noisy Cricket [Thri-Kreen]
Thri-Kreen are naturally suited towards long jumps thanks to their powerful legs. You gain a Jumping specialty in Acrobatics. Whenever you make an Acrobatics test to jump, every raise you get counts as three raises, and regardless of the test result you may still jump at least a height or distance (whichever is greater) up to to twice your Strength plus Acrobatics.
Kenku
Physical Characteristics
Average Height: 1.5-1.8m
Average Weight: 30-40kg
Languages: Trade, Kenku, one extra that is not Syrneth nor Spirits
Common Personality Traits: Tricksy, friendly, good-humored, independent, incorrigible
Common Physical Traits: Dark feathers, sharp beak, grasping talons, beady eyes, precise and beautiful voice.
Example Names: Akegarasu, Utsuho, Aya, Itsume, Kozue, Takayuki
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Wisdom
Skill Bonus: +1 to Acrobatics and Perception
Power: Wing-Aided Movement - As long as they have room to unfurl their wings, Kenku do not suffer from falling damage. Even when unconscious they instinctively slow their fall and glide, falling only two meters per round and being able to glide horizontally at their normal speed. Kenku get +2k0 to all acrobatics tests. Additionally, a once per scene, a Kenku may choose to gain the Flyer trait for a round, at a speed twice their normal speed. At Level 3 and 5 you gain an additional use of this Flyer portion of the power per scene.
Size: 3
Racial Feats
Ace Pilot [Kenku]
Kenku are natural pilots, able to push their machines harder than anyone else. Whenever they serve as Helmsman for a ship, the ship's Maneuver is increased by +5. Any vehicles they control also get +5 to their maneuver. When using the Evasive Maneuvers action with a vehicle, you do not need to reduce the vehicle’s Momentum by 1 to do so.
Developed Wings [Kenku]
While all Kenku have wing-aided movement, not every Kenku's wings are strong enough to allow them to actually fly. Yours, however, are that strong. You gain the Flyer trait, at your normal Speed.
Teacher [Kenku]
Kenku are great teachers, and even a few words of advice can give people great insight into an area the kenku knows well. You can allow anyone you can speak with (including through commlink, radio, or whatever) to use one of your Specialties on the next test they make.
Kobold
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 15-20kg
Languages: Trade, Draconic
Common Personality Traits: Practical, vengeful, spite-filled, impatient, demanding.
Common Physical Traits: Shorter than short, ratlike tail, clawed fingers, glowing eyes, yapping voice.
Example Names: Meepo, Ark'er, K'irk, A'thrin, S'sko, P'kard
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Arcana and Stealth
Power: Power in the Blood - Kobolds are spiteful and strong-willed enough to demand power now that they can't handle. Once per round as a free action, they may spend two Hit Points to gain a resource point which must be immediately spent. However, this does not count against the number of resource points they may spend in a round.
Size: 2
Racial Feats
K'sten'mannav [Kobold]
Because of the respect most kobolds have for the K'sten'mannav and their upholding the ideals of their race, non-K'sten'mannav kobolds will not willingly attack a K'sten'mannav unless he attacks them first. Of course, this doesn't extend to anyone he is with, but he might be able to get a few words in while his friends are getting stabbed. Additionally, because of their long-ingrained distrust for others, they gain the Paranoia feat. Furthermore, being no strangers to working through channels rather than venturing out themselves, they do not have the time of their acquisition tests increase by one step for having servants, negotiators or factors handle the effort of searching for the items to be acquired for them.
K'vend'l [Kobold]
K'vend'l are among the greatest merchants in the Wheel. They keep close connections to each other and can find nearly anything, even things that others think impossible to locate at market. You may reduce the TN of Wealth Tests by 5, and the maximum TN of an item you can find in a location is increased by 5.
Legal Miner [Kobold]
Almost every kobold is born and raised in a mine, deep underground and safe from the prejudices and attacks of other races. You automatically notice unusual features in worked stone and reduce the TN to find traps, hidden doors and the like by 10.
Trapmaster [Kobold]
Kobolds are not very good at standing up and fighting fair, but they are excellent at fighting dirty. You gain a free Traps specialty in Crafts and Tech-Use. Once per round as a free action, you may spend two Hit Points instead of Hero Point to reroll a failed roll in which you have a specialty.
Dryad
Physical Characteristics
Average Height: 1.5-1.8m
Average Weight: 100-140kg
Languages: Trade, Elven, Spirit-tongue
Common Personality Traits: Aloof, passive, communal, open, confident.
Common Physical Traits: Green skin or hair, small leaves growing on the body, living clothing or equipment, the scent of fresh flowers, flesh dense and tough like wood.
Example Names: Ampelos, Erato, Heliades, Karya, Phoibe, Tithorea
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Arcana and Stealth
Power: Pheremones - Dryads can produce a type of pollen that subtly affects the minds of others. A Dryad may cast Attraction, using their Level + Fellowship in place of the spell's normal Focus Power test. This Focus Power Test is Spell-like rather than a spell: it does not cause Psychic Phenomena but may only be cast unfettered, not as fettered or pushed.
Size: 4
Racial Feats
Matron [Dryad]
Unlike the majority of Dryad adventurers, you are in your third stage of life, a huge treelike being with skin like bark and arms like strong branches. Your characteristics are significantly different from the average Dryad. You lose a point of Fellowship and Dexterity, but gain a point of Strength. You lose the Dryad's racial power of Pheromones and gain +2 Size. You also gain the Armor Plating (2) trait and your brawl attacks deal +2k0 damage thanks to your clublike fists.
Photosynthetic [Dryad]
As plants, all Dryads can gain some nourishment from sunlight, but you can gain everything you need from the light of the sun. You no longer need to eat food as long as you spend at least two hours basking in direct sunlight, and you heal one hit point per hour you spend in direct sunlight. Vampire Dryads do not gain these benefits, but instead lose a vampire's Sunlight Weakness.
Treestrider [Dryad]
One of the most famous powers of the Dryads is their ability to appear anywhere in a forest. While not every Dryad can actually do this, you can. You may, as a full action, enter one tree or other large plant and then exit another large living plant anywhere within one kilometer per level. You don't have to know your exact destination, just a general distance and direction.
Aasimar
Physical Characteristics
Average Height: 2.4-2.6m
Average Weight: 100-140kg
Languages: Trade, Celestial
Common Personality Traits: Stoic, focused, quiet, loyal, obedient.
Common Physical Traits: Great height, long face, metallic hair, glowing eyes, exceedingly tough.
Example Names: Antonius, Caecilia, Eligius, Junia, Leontius, Rhea
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Constitution
Skill Bonus: +1 Command and Ballistics
Power: And They shall know no fear - Aasimar are immune to Pinning, Fear and Fear Effects and may treat feats that deal with Fear and Pinning as already possessed for the purposes of class completion and access.
Size: 5
Racial Feats
Celestial Wrath [Aasimar]
Stars shine, the wind blows, birds sing, and brother - you hurt people. Once per scene, add your Charisma as rolled dice on a damage roll.
Terminator Honors [Aasimar]
One of the Greatest things an Aasimar can hope for is to be selected for the elite Terminator units. Aasimar with this special training may spend a Hero Point to negate an amount of wounds from an attack equal to their size.
Made of Mettle [Aasimar]
Aasimar do not like having weaknesses. Most Aasimar will train hard to eliminate whatever they feel is their greatest weakness. +1 to your lowest characteristic. If multiple characteristics qualify, choose one.
Dark Eldarin
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 50-65kg
Languages: Trade, Dark Eldarin
Common Personality Traits: Sadistic, seductive, dangerous, relentless, insane.
Common Physical Traits: Nimble, intense gaze, pitch-black skin, white hair, spiky bits.
Example Names: Alaurirra, Belaern, Dhaunae, Gwylyss, Ilharess, Jaezred.
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Deceive and Forbidden Lore
Power: Warp Miasma - Summoning a burst of raw warp power as a half action, the Dark Eldarin creates a 4m radius sphere of darkness. This blocks line of sight and anyone within the sphere is blind. The sphere lasts for one round per level and can be used once per scene at Level 1, twice per scene at Level 3, and three times per scene at Level 5.
Size: 3
Racial Feats
Dark Cruelty [Dark Eldarin]
You've got a kind of dark charisma that manages to both repulse and fascinate. You gain +1k1 to Intimidation and Charm checks.
Warp Fire [Dark Eldarin]
Once per scene as a half action, you may outline a target with a kind of sickly multicolored light. For the rest of that scene, attacks against that target are at +2k0 to hit.
Recluse [Dark Eldarin]
Dark Eldarin often spend decades making themselves inured to toxins and poisons, either on purpose to better survive their harsh culture or on accident as part of life-long drug abuse. You are immune to all poisons and the Toxic property. The TN to resist the Toxic property from attacks you make is increased by 5.
Dragonborn
Physical Characteristics
Average Height: 2.1-2.5m
Average Weight: 120-170kg
Languages: Trade, Dragonborn
Common Personality Traits: Proud, wise, straightforward, watchful, grandstanding.
Common Physical Traits: Hissing voice, shimmering scales, darting eyes, massive form, sharp teeth.
Example Names: Thuath, Shaan, Arark, Thaash, Shysik, Arima.
Racial Statistics
Characteristic Bonus: +1 to Strength or Charisma
Skill Bonus: +1 to Command and Intimidate
Power: Dragon Breath - Once per scene, you may make an attack with your breath weapon. It is a Natural Weapon and uses the same weapon profile as a Good quality Flamer and cannot jam. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 5
Racial Feats
Dragonborn Frenzy [Dragonborn]
When you hurt a Dragonborn, it just makes them more angry. As long as you have at least one point of critical damage, you roll an extra amount of damage dice on all damage rolls equal to the highest amount of critical damage you currently have, to a maximum of +5k0.
Dragon Sight [Dragonborn]
Dragons are known for seeing in the dark, sensing the heat of their prey. You may reroll one failed perception check per scene and gain the Dark Sight Trait.
Elder Wyrm's Fire [Dragonborn]
Some dragonborn have stronger breath weapons than the average, often with more impressive visual effects like blue fire or bolts of lightning. Your breath weapons deals +1k1 damage.
Eldarin
Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 65-75kg
Languages: Trade, Eldarin
Common Personality Traits: Quiet, careful, mysterious, secretive, restless.
Common Physical Traits: Willowy build, fragile bones, sinewy build, birdlike movements, pale skin.
Example Names: Aurian, Farendis, Khiraen, Krullagh, Macha, Eldrad
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Intelligence
Skill Bonus: +1 to Academic Lore and Arcana.
Power: Warp Step - Once per scene, you may teleport up to twice your speed as a half action. You must be able to see your destination. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 3
Racial Feats
Extra Warp [Eldarin]
Some Eldarin can slip in and out of the Warp easily. You may use Warp Step one additional time per scene.
Guess Destination [Eldarin]
You don't need to see the target of your Warp Step, you've got enough experience with it to just make a good guess. If you cannot teleport into that space, you're shunted to the nearest safe spot.
Ancestral Recall [Eldarin]
Eldarin have a deep connection to the mysteries of the warp that is second only to the ancient Syrneth. You have a more direct connection than most. The maximum you may increase your effective Magic School rating when pushing a spell is increase by 1. Furthermore, you may increase your effective Magic School rating by 1 when casting a spell unfettered without automatically causing psychic phenomena but any psychic phenomena the spell does cause is rolled at +10 on the table.
Elf
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 70-80kg
Languages: Trade, Elven
Common Personality Traits: Respectful, patient, modest, peaceful, observant.
Common Physical Traits: Thin build, tanned skin, sharp eyes, simple clothing, quiet footfalls.
Example Names: Garryth, Kaelyssa, Ravyn, Ossyan, Rahn, Vyros
Racial Statistics
Characteristic Bonus: +1 to Wisdom or Dexterity.
Skill Bonus: +1 to Perception and Charm.
Power: Elven Accuracy - Once per scene, an Elf may reroll a failed Attack test. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 3
Racial Feats
Elven Precision [Elf]
Elves have an ability to make even the most impossible shot look easy. Whenever you use Elven Accuracy to reroll a failed Test, you gain +2k0 to the reroll.
Light Step [Elf]
Elves are great at moving silently and seemingly only barely touching the ground. You gain +2k0 to all acrobatics and stealth rolls.
Precise Technique [Elf]
Elves are good at everything, especially when they cheat. You may use an Elven Accuracy reroll with any skill check once per session.
Gnome
Physical Characteristics
Average Height: 1.3-1.5m
Average Weight: 45-55kg
Languages: Trade, Gnome
Common Personality Traits: Curious, creative, impressionable, pensive, reckless.
Common Physical Traits: Dirty skin and clothes, scrawny build, hyperactive motion, surprisingly tough.
Example Names: Snorrig, Noblar, Grazbaag, Rord.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship.
Skill Bonus: +1 to Crafts and Academic Lore.
Power: Tinker - Gnomes can make almost anything given something to work from. By sacrificing an item of average or better quality, the Gnome may create another item of the same or less rarity with one less level of quality. This takes one hour.
Size: 3
Racial Feats
Improvise [Gnome]
Gnomes are known for an inborn ability to maintain machinery but sometimes ability also takes the form of inherent knowledge of weapons and armors needed to prevent the machines from being threatened in the first place. You gain one Weapon Proficiency feat and one Armor Proficiency feat of your choice.
Eureka! [Gnome]
Gnomes tend to have tools and junk on them that can solve any problem. And typically breaks immediately afterwards. A Gnome may, once per scene, make a Crafts or Tech-use check in place of any other check, pulling out some device or trinket to solve a problem.
Explorer [Gnome]
Gnomes can find the strangest things, and are especially fascinated with maps, often leading to forgotten ruins and hidden Crystal Spheres. You have a map. To an exciting place! When you go there, you can get a new map. Additionally, you may serve as Navigator aboard a Spelljammer without dots in Divination, and when navigating the warp roll at -2 on the Warp Encounters chart.
Halfling
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 24-35kg
Languages: Trade, Halfling
Common Personality Traits: Easygoing, spirited, laid back, sneaky, clever.
Common Physical Traits: Hairy feet, fast hands, childlike appearance, expressive features, surprisingly quick.
Example Names: Angol, April, Autumn, Banin, Bradoc, Jasmine, Mallin, May, Rose.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship.
Skill Bonus: +1 to Larceny and Deceive.
Power: Shifty - Halflings get an extra +1 Static Defense for every point of Dexterity they have and may count their Dexterity as being two dots higher for the purposes of determining movement distance.
Size: 2
Racial Feats
Second Chance [Halfling]
Halflings are so slippery that it's more than just skill, it has to be luck. Once per combat, you may force an opponent to reroll one attack roll made against you.
Halfling Agility [Halfling]
When you're as small as a Halfling it’s sometimes like you’re not even there. You get a +4 bonus to your Static Defense.
Escape Artist [Halfling]
Halflings are pretty much dead if they can't move. You aren't likely to die from that anytime soon. You are immune to the Immobilized Condition.
Human
Languages: Trade, Human
Characteristic Bonus: +1 to any one Characteristic.
Skill Bonus: +1 to any two skills.
Power: Heroic Heritage - A human begins play with one additional Hero Point.
Size: 4
Racial Feats
Able Learner [Human]
Humans are good at picking up new skills. You may buy all skills if they appeared in any class progression you possess.
Human Perseverance [Human]
Humans have an innate talent to put forth an extra effort when they're challenged. You gain an extra raise to the final result of an opposed roll when you did not instigate the opposed roll.
Mixed Heritage [Human]
Sometimes it seems like humans will have sex with anything. Choose a race. Gain one racial feat that race has. If the racial feat references or improves a racial power you do not have (such as Elven Accuracy), you may not take that feat.
Ork
Physical Characteristics
Average Height: 2.3-2.7m
Average Weight: 160-200kg
Languages: Trade, Orkish
Common Personality Traits: Argumentative, foolhardy, individualistic, impatient, fun-loving.
Common Physical Traits: Many scars, pointed tusks, mottled green skin, blood-curdling roar, bulky physique.
Example Names: Waagrot, Duffthug, Ogork, Ugurty, Naznob, Skabbad
Racial Statistics
Characteristic Bonus: +1 to Strength or Willpower
Skill Bonus: +1 to Intimidation and Scrutiny.
Power: WAAAAAGH! - At the beginning of each combat, heal hit points equal to your level.
Size: 5
Racial Feats
Mobbing Up [Ork]
Orks believe in strength in numbers. Whenever you fail a fear test or suffer a result of the Shock Table, you may choose to retreat towards any ally rather than suffering the normal consequences of that check. Once you are adjacent to that ally, you may stop fleeing.
I'm Da Boss! [Ork]
There is nothing quite like physical strength and size in ork politics. You may add your size as a static bonus to Command and Politics tests.
WAAAAAGH CRY! [Ork]
If there is anything an Ork does well, it's motivating other Orks to krump things harder. If you're especially good, you can even motivate non-Orks in the same way. When ganging up on an enemy, allies get an additional +1k0 to hit and damage.
Squat
Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 75-100kg
Languages: Trade, Squat
Common Personality Traits: Brave, gruff, persistent, reliable, stubborn.
Common Physical Traits: Beard, barrelchest, sturdy build, drunk, incredible endurance.
Example Names: Hrothgar, Durik, Snorl, Durgen, Gorten, Gudrun
Racial Statistics
Characteristic Bonus: +1 to Constitution or Willpower
Skill Bonus: +1 to Crafts and Common Lore.
Power: Squat Toughness - A Squat's Resilience is treated as being one higher for the purpose of determining hit points lost due to damage.
Size: 3
Racial Feats
Squat Armor Proficiency [Squat]
Reduce the Static Defense penalty your receive for any Armor you are personally using by an amount equal to half the armor’s AP. Squats are naturally good at carrying weights and this is just another aspect of that. Also they're low to the ground and such.
Squat Stability [Squat]
Squats don't really get knocked on their asses. They tip over, but don't fall down. Whenever an enemy would force you to move or knock you prone, you may ignore that effect.
No One Tougher [Squat]
You may use Constitution instead of Dexterity for determining your Static Defense.
Tau
Physical Characteristics
Average Height: 1.7-2.0m
Average Weight: 85-100kg
Languages: Trade, Tau
Common Personality Traits: Understanding, tolerance, honor, diplomatic, naive.
Common Physical Traits: Frail build, farsighted, mobile, enduring, light-fingered.
Example Names: Aun'va, Shaserra, Shovah, Shas'La, Dynerah, Kais.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Composure
Skill Bonus: +1 to Common Lore and Persuasion.
Power: Fall Back - Whenever you successfully dodge a melee attack, you may Withdraw as a free action, but you may only move half of the normal Withdraw distance.
Size: 4
Racial Feats
Farsighted [Tau]
You've got a wide view of things, or you're disciplined enough to resist charms. You gain +3 Resolve and +5 to your Mental Defense.
Move And Shoot [Tau]
Tau have an ancient fighting style where they mostly avoid getting close to anyone and run away while shooting. Whenever you attack with a ranged weapon and move in the same turn, your static defense increases by 5 until your next turn.
Silent Arcana [Tau]
Tau are not naturally good at spellcasting, but they can suppress a lot of the pomp and circumstance that others use when they get around to trying their hand at it. You can increase the DC of a Focus Power check by 10. If you do, it loses the Verbal, Somatic, and Material keywords and most observers cannot tell the caster of the spell - it seems to come out of thin air. Other spellcasters can Test Arcana + Wisdom (TN 20) to determine the source.
Tiefling
Physical Characteristics
Average Height: 1.5-3.0m
Average Weight: 100-300kg
Languages: Trade, Abyssal
Common Personality Traits: Passionate, flighty, loud, magnetic, untrustworthy.
Common Physical Traits: Dark eyes, intimidating height, sharp teeth, inhuman mutations, powerful build.
Example Names: Criella, Linaera, Verstaadt, Kiltre, Marchaud Vinton, Liera
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Constitution
Skill Bonus: +1 to Intimidate and Weaponry.
Power: Bloody Minded - You may reroll damage dice that land on a 1.
Size: 5
Racial Feats
Mutation [Tiefling]
Often, Tieflings have cloven hooves, claws, or tearing horns. You're one of them, and you can kick some ass with them. You have a natural weapon with the following profile: (2k2 I or R, Melee, Brawling). The damage type is selected upon obtaining the feat.
Outsider [Tiefling]
Tieflings have strange internals that don't quite match up with what you'd expect – they have redundant organs, thick blood that clots easily, and so forth. The first time you would suffer critical damage in a scene, you instead take only one point of critical damage. Obviously, if you'd only be taking one point anyway, this ability has no effect.
Beneficial Mutation [Tiefling]
Tieflings are not made to any particular plan, and their bodies can continue to mutate throughout their lives, sometimes in response to great failures or injury. Gain up to two dots in your lowest characteristic (if multiple characteristics qualify as "lowest", choose one) and lose one dot to a different characteristic.
BOOK 2
Thri-Kreen
Physical Characteristics
Average Height: 2.0-2.3m
Average Weight: 100-120kg
Languages: Trade, Thri-Kreen
Common Personality Traits: Restless, Conformist, Inscrutable, Curious, Jumpy
Common Physical Traits: Sand-Colored Exoskeleton, Long Antennae, Constantly in Motion, Dark Compound Eyes, Short-Lived
Example Names: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Ptekwe.
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Wisdom
Skill Bonus: +1 to Acrobatics and Perception
Power: Multi-Armed - A Thri-Kreen's smaller pair of arms allow them to take a Ready action as a free action once per round and reload their weapons in half the listed time (E.g. 4Full to 2Full, Full to Half, Half to Free, etc). They may treat the quick draw feat as optional and already possessed for the purposes of class completion and access.
Size: 4
Racial Feats
Lightning Bug [Thri-Kreen]
Though it's something of a rare trait, you have a natural bioluminescence that allows you to produce light like a lantern or Torch at will. With some effort you can vary the color and intensity of the light through different shades of red, yellow, and green. You can also expend your internal energy to shoot a bolt of bio-electricity. You gain the Luminen Blast feat and immunity to the Shocking property.
Mandibles [Thri-Kreen]
All Thri-Kreen have a mildly poisonous bite, but for most it doesn't cause more than a rash in most sentients. Your bite is significantly more dangerous. You gain a natural weapon with the following profile: (1k1 R; Pen 4; Melee, Toxic, Brawling).
Noisy Cricket [Thri-Kreen]
Thri-Kreen are naturally suited towards long jumps thanks to their powerful legs. You gain a Jumping specialty in Acrobatics. Whenever you make an Acrobatics test to jump, every raise you get counts as three raises, and regardless of the test result you may still jump at least a height or distance (whichever is greater) up to to twice your Strength plus Acrobatics.
Kenku
Physical Characteristics
Average Height: 1.5-1.8m
Average Weight: 30-40kg
Languages: Trade, Kenku, one extra that is not Syrneth nor Spirits
Common Personality Traits: Tricksy, friendly, good-humored, independent, incorrigible
Common Physical Traits: Dark feathers, sharp beak, grasping talons, beady eyes, precise and beautiful voice.
Example Names: Akegarasu, Utsuho, Aya, Itsume, Kozue, Takayuki
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Wisdom
Skill Bonus: +1 to Acrobatics and Perception
Power: Wing-Aided Movement - As long as they have room to unfurl their wings, Kenku do not suffer from falling damage. Even when unconscious they instinctively slow their fall and glide, falling only two meters per round and being able to glide horizontally at their normal speed. Kenku get +2k0 to all acrobatics tests. Additionally, a once per scene, a Kenku may choose to gain the Flyer trait for a round, at a speed twice their normal speed. At Level 3 and 5 you gain an additional use of this Flyer portion of the power per scene.
Size: 3
Racial Feats
Ace Pilot [Kenku]
Kenku are natural pilots, able to push their machines harder than anyone else. Whenever they serve as Helmsman for a ship, the ship's Maneuver is increased by +5. Any vehicles they control also get +5 to their maneuver. When using the Evasive Maneuvers action with a vehicle, you do not need to reduce the vehicle’s Momentum by 1 to do so.
Developed Wings [Kenku]
While all Kenku have wing-aided movement, not every Kenku's wings are strong enough to allow them to actually fly. Yours, however, are that strong. You gain the Flyer trait, at your normal Speed.
Teacher [Kenku]
Kenku are great teachers, and even a few words of advice can give people great insight into an area the kenku knows well. You can allow anyone you can speak with (including through commlink, radio, or whatever) to use one of your Specialties on the next test they make.
Kobold
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 15-20kg
Languages: Trade, Draconic
Common Personality Traits: Practical, vengeful, spite-filled, impatient, demanding.
Common Physical Traits: Shorter than short, ratlike tail, clawed fingers, glowing eyes, yapping voice.
Example Names: Meepo, Ark'er, K'irk, A'thrin, S'sko, P'kard
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Arcana and Stealth
Power: Power in the Blood - Kobolds are spiteful and strong-willed enough to demand power now that they can't handle. Once per round as a free action, they may spend two Hit Points to gain a resource point which must be immediately spent. However, this does not count against the number of resource points they may spend in a round.
Size: 2
Racial Feats
K'sten'mannav [Kobold]
Because of the respect most kobolds have for the K'sten'mannav and their upholding the ideals of their race, non-K'sten'mannav kobolds will not willingly attack a K'sten'mannav unless he attacks them first. Of course, this doesn't extend to anyone he is with, but he might be able to get a few words in while his friends are getting stabbed. Additionally, because of their long-ingrained distrust for others, they gain the Paranoia feat. Furthermore, being no strangers to working through channels rather than venturing out themselves, they do not have the time of their acquisition tests increase by one step for having servants, negotiators or factors handle the effort of searching for the items to be acquired for them.
K'vend'l [Kobold]
K'vend'l are among the greatest merchants in the Wheel. They keep close connections to each other and can find nearly anything, even things that others think impossible to locate at market. You may reduce the TN of Wealth Tests by 5, and the maximum TN of an item you can find in a location is increased by 5.
Legal Miner [Kobold]
Almost every kobold is born and raised in a mine, deep underground and safe from the prejudices and attacks of other races. You automatically notice unusual features in worked stone and reduce the TN to find traps, hidden doors and the like by 10.
Trapmaster [Kobold]
Kobolds are not very good at standing up and fighting fair, but they are excellent at fighting dirty. You gain a free Traps specialty in Crafts and Tech-Use. Once per round as a free action, you may spend two Hit Points instead of Hero Point to reroll a failed roll in which you have a specialty.
Dryad
Physical Characteristics
Average Height: 1.5-1.8m
Average Weight: 100-140kg
Languages: Trade, Elven, Spirit-tongue
Common Personality Traits: Aloof, passive, communal, open, confident.
Common Physical Traits: Green skin or hair, small leaves growing on the body, living clothing or equipment, the scent of fresh flowers, flesh dense and tough like wood.
Example Names: Ampelos, Erato, Heliades, Karya, Phoibe, Tithorea
Racial Statistics
Characteristic Bonus: +1 to Charisma or Dexterity
Skill Bonus: +1 to Arcana and Stealth
Power: Pheremones - Dryads can produce a type of pollen that subtly affects the minds of others. A Dryad may cast Attraction, using their Level + Fellowship in place of the spell's normal Focus Power test. This Focus Power Test is Spell-like rather than a spell: it does not cause Psychic Phenomena but may only be cast unfettered, not as fettered or pushed.
Size: 4
Racial Feats
Matron [Dryad]
Unlike the majority of Dryad adventurers, you are in your third stage of life, a huge treelike being with skin like bark and arms like strong branches. Your characteristics are significantly different from the average Dryad. You lose a point of Fellowship and Dexterity, but gain a point of Strength. You lose the Dryad's racial power of Pheromones and gain +2 Size. You also gain the Armor Plating (2) trait and your brawl attacks deal +2k0 damage thanks to your clublike fists.
Photosynthetic [Dryad]
As plants, all Dryads can gain some nourishment from sunlight, but you can gain everything you need from the light of the sun. You no longer need to eat food as long as you spend at least two hours basking in direct sunlight, and you heal one hit point per hour you spend in direct sunlight. Vampire Dryads do not gain these benefits, but instead lose a vampire's Sunlight Weakness.
Treestrider [Dryad]
One of the most famous powers of the Dryads is their ability to appear anywhere in a forest. While not every Dryad can actually do this, you can. You may, as a full action, enter one tree or other large plant and then exit another large living plant anywhere within one kilometer per level. You don't have to know your exact destination, just a general distance and direction.