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Races

To help with the fantasy feel, below is a list of races that are common in the world. Each race comes with a list of powers and advantages, but custom races can be made! Races are built with 10 points (with a few exceptions, that cost more than that, and say so next to their names)

You may also edit existing races by swapping out abilities, adding modifiers, etc! Although I recommend keeping things like low light or dark-vision, or other physiological traits from the race, if they have any.

Human

Description

Although a version of humans once inhabited Verial in the harsh and cold south, they have long since vanished, being wiped out by divine calamity first, and then hunted to extinction for their innate resistance to Moramu. The only one that still remains is Neith, goddess flame and the dead. The humans that now inhabit Verial are immigrants from half a millennia ago, when the continent was first rediscovered, and they founded New Hope, the history and downfall of which is now marked in legends. Without any innate abilities of their own, humans have to make up for this with ambition

Benefits

You gain 10 points to spend on Advantages and skills

Hobgoblin

Description

Hobgoblins were the final form of Veris's experiments on goblinoids. Unlike the strong, resilient, and chaotic orcs made before them, the hobgolbins were imbued with a strong sense of duty and rigor, Veris used them as commanders and leaders for their armies of orcs, press ganged goblins, and later, dominated outsiders.

The Empire of Veris fell long, long ago, and in the millennia since, the hobgoblins have made a society of their own, one made of rigid rank and caste. The Hobgoblins view their origin and outlasting of the Veris' empire as proof that they, and they alone deserve to rule over the continent.

Benefits

Born Leader

Hobgoblins have an innate drive to lead and command Granted Advantages: Leadership Encouragement Assessment Granted Skills: + 4 to Diplomacy

Combat Training

Any hobgoblin worth their salt knows how to fight, and as such each start with one point in Defense and Attack +1 Base Defense +1 Base Attack

Night Eyes

Low Light Vision (Enhanced Senses, 1)

Orc

Description

Like the hobgoblins, Orcs are also a product of Veirals experimentation on the Kastian Goblins, modified to turn the small, weak goblinoids into strong and easily controlled warriors. Their experiments succeeded, creating the Orcs that live here now. Also like the hobgoblins, eons have passed since the Verial controlled them, and the orcs have continued to wage wars against themselves and anyone else they can reach. Time has reduced some of the innate control the Elves once held, but the Orcs still remain large, strong warriors with an innate respect for strength.

Benefits

Built Warriors

+1 to Strength +1 to Stamina Advantages: Diehard Great Endurance Skills: +4 Intimidation

Thing 2

description

Kastian Goblin

Description

The goblins native to Veris are known for their crafts, with their handiwork easily matching what elves and dwarves are known for elsewhere. Kastian goblins are known for their inventiveness, not letting perceived dangers or customs get in the way of their drive to craft. The goblins were one of the original races here, one of the, Kast even forging the weapons, armor, and magical gear that The Four used against Moramu, only for him to be denied godhood after the battle. After enduring two genocides, one by the Verial and one by the denizens of the former New Hope the goblins have crafted a new home on Veris.

Benefits

Born Makers

Skills: +4 to Crafting Advantages: Well-Equipped Improvised Tools +1 Intellect +1 Agility

Keen Senses

Lowlight Vision (Enhanced Senses 1)

Small Frame

Goblins are size small (size rank -1) Speed 1 (Base speed 30 total)

Elf

Description

Most of the living elf population lives in the vast forest of central Veris, the regions around Tiber and the like. Elves are known for their grace, intellect, and keen senses. The elves that were once native to Veris are now all undead, see Elf (Verial)

Thing one

+1 Agility +6 Perception Low Light Vision Speed 1 (60ft) Advantages: Trance Know It All Can rest while trancing, only needing half the sleep as most (feature 1)

Torag Dwarf

Description

Torag Dwarves descend from comers across the seas stout and tough craftsmen, Dwarves prefer mountain homes underground and are known for their loyalty, honor and binds to tradition. Most of them live in the south of Veris, in Red Peaks, having recently reclaimed the Capitol of Ghal Dhur from the Orcs. they lost it to over a hundred years before. There were once native dwarves on Veris, but they are long extinct.

Benefits

Darkvision +1 Stamina +1 Strength Resistance to Poison (Immunity, poison, half rank) (1) Hardened Fortitude (3)

Leshy

Description

On occasion, a plant can be inhabited and granted sentience by a nature spirit and these are known as Leshies. Leshies can form nearly anywhere at any time, although there does seem to be a trend of them forming around other leshies (Especially in the forests of Tiber). They are often curious about their surroundings, but many can be defensive or protective of their homes as well. Leshies do not need to eat, instead being able to sustain themselves as plants and photosynthesize.

Benefits

Plantkin

Size Small Speed 1 (base 30) 1 point. Comprehend Plants, 2 ranks, (4 points)
Enhanced Movement, Trackless, can't be tracked with scent or sight (limited to wilds only) 1 point Planted: Feature 1: Leshies can appear as non-sentient plants to help them hide. Regrow: When a leshy dies, its body decays leaving a seed (Or other such appropriate thing for its plant type) behind, if this is planted, the seed will grow over a week and be reborn. If the seed is destroyed, the leshy is effectively dead, and the seed cannot form if the leshy is killed by fire. (Regeneration, Source, Only While Dead, Not Against Fire, 10 ranks) 3 points

Plane Touched

Description

While all the planes touch Verial due to its weak boundaries, the blood and influence of angels and fiends affects mortal children particularly strongly. While other planes, such as the feywild or elemental tend to express their influence through more innate magical ability, the influence of the upper and lower planes has more obvious influences.

Many of the planetouched originate from New Hope, the old capital of a nation with the same name. Although its been over two hundred years since the fall of its gods, lingering influence from their temples still permeate the much reduced city and surrounding areas, leading to the increasingly rare birth of a plane-touched. The two most common expressions of the Plane touched seem the most related To Sarenrea, one of the 3 survivors from the Inner Sea pantheon, and, worryingly, Asmodeus, one of the slain.

Benefits

Darkvision: Enhanced Senses, Darkvision (2 points) Sense Ken: Enhanced Senses, Outsiders, Awareness, 2 points Planetouched have an innate sense for their own kind, outsiders, able to detect when one is nearby (although they cannot detect more than a binary yes/no to is one nearby) Wings: Flight 1, Wings, 30ft per round flight, cost 2 points. Plane touched often have wings befitting of their heritage, batlike for Tielfings, or angelic for Aasimars.

In addition, Choose one of the two below

Divine Blood

Healing Hands: Healing 1, 2 points. Divine Plane Touched have an innate ability to heal, Golden Tongue: You gain 4 ranks in the Diplomacy skill.

Fell Blood

Deceptive Touch Affliction 3 (Limited Degree 1st only, limited to one trait, subtle, will), Impaired (Insight). Those plane-touched will fell blood have the ability to influence the minds of others with a touch, making them amenable to your words. Silver Tongue: You gain 4 ranks in the Deception skill.

Merfolk

Description

Merfolk are a race of half human-fish tailed people who live underwater. The two largest populations of Merfolk live either in The Flooded highlands, making their homes in the regions giant crystal clear lakes, or in the oceans surrounding Veris. Merfolk are known for their captivating beauty and innate magic. Merfolk of both areas are highly social living in large groups and are known to be highly curious, willing to trade for information and items about lands they cant easily reach. While they lack fire, the merfolk are able to use thier magic to build grand structures and items out of the water that surrounds them. Merfolk have some ability to exist on land, but they struggle to breathe well and their aquatic forms move slowly. Its common for Merfolk on land to wear magical items granting them legs and the ability to fully breathe air.

Benefits

Water-Bound

Gills: Immunity 1, drowning (1) Swimming 2 (60ft) (2) Watershaping: Merfolk can turn water into solid items, upto about 3 cubic feet (Create rank 1, Continuous, Precise, Source: Water) (3 points) Of The Sea: Merfolk can talk to and understand aquatic life (Comprehend 2, limited to aquatic life) (1) Environmental Adaptation , Underwater (1)

In addition, choose one of the below:

Riverfolk

Waterclimb: Riverfolk can swim up the waterfalls that are so numerous in the flooded highlands. (Enhanced Movement 1) (1) Low Light Vision (1)

SeaFolk

Darkvision (2)

Myconid

Description

Nestled in a basin right before the Imperial Divide range lies a forest of fungi. Colorful mushrooms tower as tall as trees in their damp haven. Within live the Myconids, roughly humanoid creatures born from the spores of the forest all connected to The Great, the central network of myceullium that makes up the entire forest. Myconids cannot speak, instead being capable of communicating with nearly anything through spores that they emanate. The Mycondids connection to The Great allows them to share a sort of hivemind with each other where they can freely share information, although access to the full network and knowledge of The Great poses a great risk to all but the oldest and wisest Myconids. Myconids like mushrooms, eat by absorbing nutrients from decaying matter around them.

Benefits

Hivemind

The Myconids share a permanent hivemind of sorts with The Great, who remembers all that any myconid has ever seen.While only the most powerful and oldest of the Myconids can access the full knowledge of the network, all Myconids can try to gather information from it when needed. Knowledge Of The Great: You can try to access knowledge from The Great about any subject you wish, but it comes at a cost You can add between +1 and +16 to a skill (You still cannot exceed the series power level limits), but must make a will save with a DC equal to 10 + the bonus to be added, if you pass, you get the bonus, if you fail, see the ranks of failure below, which you suffer for the rest of the scene: Rank 1: Dazed Rank 2: Confused Rank 3: Incapacitated You cannot call on The Great Mind more than once per Scene. Advantages: Well Informed

Mind Spores

The Mycondids cannot speak, instead communicating with each other through The Great and with other beings by loosing spores that "infect" them, briefly allowing the Mycondids to connect to them in the same way they do The Great. Comprehend Plants and Animals (8 points) Because of their reliance on the mind spores, Mycondids cannot communicate with non living creatures, creatures immune to diseases, etc.

Gnoll

Description

Gnolls defy description as each one is different from the next, but they do share one thing on common; they are monstrous. Gnolls are born of the ever-decaying flesh of The Titan Moramu that sloughs off her corpse in the Deadlands. Gnolls often seem to be made from a mishmash of different monsters body parts, a trolls arm, a Bullets tough skin, toothy maws from some other horror. It is exceedingly rare that a Gnoll is anything other than a violent killer, but not unheard of, as occasionally they form at a time where the titans influence is weak and they can form some mind of their own, but they are always drawn to violence and death.

Benefits

You gain 10 points to spend as you wish, but they must be on "monstrous" attributes, such as extra arms, claws, odd senses, size, etc.

Kitsune

Description

Kitsune are shapechangers with two forms: one of a multi-tailed human, and the other of a small fox. Kitsune live on the Dragon Isle, from living at the bases of its impressive peaks all the way south into the swamp of the Dragons Maw. They mostly live in secluded villages keeping to themselves but they are known to associate with fey creatures, and they seem to have a good internal compass for omens.

Benefits

Foxborn

Fox Form: kitsune can transform between their normal form and a form of a tiny fox. Each Kitsune has a unique fox form. (Morph 1, (Shrinking 2 speed 2, limited to fox form, accurate smell while a fox) (8 points) ) Low Light Vision (1) Guidance Advantage

Ravenus

Description

The Ravenus descend from the Dragon Isle where they roost on the tall spindly peaks of the north. Resembling humanoid bird-people, they live fairly nomadic lives in small groups, soaring through the air from peak to peak.

Benefits

Soaring Birds

Flight 2, restrainable (their flight takes use of their arms) (60ft) (3 points) Extra Limbs (2 Prehensile Feet) The Ravenus's feet are particularly adept at manipulation (2 points) +1 Agility Hollow Bones: Ravenus weigh only half of what a creature their size normally would (Feature 1) Skills: +4 Acrobatics

Verial Elf (Cost: 4 points)

Description

Elves from the long dead Verial Empire, the namesake of the continent itself. When the late Phrasma attempted slay them all for thier crimes against the then gods, a magical ward created by Veria was activated, saving them from the boneyard, buy turning them to undeath. Aggravated her plans were foiled, the former Goddess of time instead sealed the empires capitol, and its roughly one million residents in time, where they remained in stasis until about two centuries ago, when at the end of the great calamity the stasis was broken.

Eternal Undead

Veria's ward saved you from utter destruction, but you now you exist in undeath. Immunity, 30 ranks, Fortitude effects. (30 points) Absent Stamina (-20 Points), you have no STA.

Verial Heritage

Darkvision: Enhanced Senses, Darkvision (2 points) Ken Of Magic: Enhanced Senses, Magic, Acute, (2 points) (Through Vision) The Verial Elves are keenly in tune with magic, and are able to not only sense its presence, but can identify individual patterns of magic like a normal person and see colors.

Some undead hold onto their bodies, while others are naught but spirit, you can choose the option below, at extra cost

Naught But Spirit (Costs 24 points)

The ward protected only your soul, leaving your body long, long gone. Most of elves who remain in an incorporeal form were powerful mages. Incorporeal, rank 4, Permanent, innate, Affects Corporeal (44 points) Absent Str (-20 points)

Formian

Description

Four Legged, two armed ant-like centaurs that inhabit the desert sands of the west. The formians live in large colonies buried and built out of the sands where a pheromone network typically keeps them in a hive-mind like state with their brethren and under the control of their matriarch. Each hive of Formians can number in the hundreds to thousands, and they wage consant war against both other hives and other expansions into the deserts. On occasion the rare Formian grows tired of their pre-ordered life and breaks free, is lost from the colony, or is sent out on a scouting mission.

Benefits

Desert Dweller

Darkvision - Enchanced Senses, Darkvision (2) Environmental Adaptation: Loose Soil/Sand (1) Burrowing 2, limited to loose ground only. (30ft) (1 point)

Insect Body

Enhanced Movement, Wall Crawling (4) Darkvision, Enchanced Senses (2)

Dryad

Description

Fey guardians of forests, Dryads have an inmate connection to nature, able to understand plants, enter and move through trees, and are adept at navigating the wilds. Its rare for Drayds to be adventurous, as many are bound to specific trees, and cannot journey far from them, although some clever or especially curious Drayds have found some way to break free from these limitations. The primordial wilds is home to many fey, meaning even creatures that are normally so rare as to be solitary or only appearing in small groups can form larger societies.

Benefits

One With Nature

Comprehend, Plants (4 points)

Woodland Step

Enhanced Movement, Trackless, can't be tracked with scent or sight (limited to wilds only) 1 point

Meld With Trees: Enhanced Movement, Permeate, limited to trees only. Immunity to suffocating while in tree, can see outside of the tree. 2 points.

Wood Walk: Teleport, Limited to trees, Needs to be inside a tree, 1 point per rank, -1 flat. 4 ranks, 3 points, 120ft.

Sprite

Description

Tiny fey known for mischief. The Smallfolk can and do live anywhere, from the Primordial wilds, to enclaves behind waterfalls in the Flooded Highlands, and some even live in the eaves and small spaces within buildings. They can be viewed as blessing if they help and are helped back, or as gremlins should they cause mischief.

Benefits

Small Fey

Size Diminutive (See Sizes on page) Natural Invisibility: Concealment, sight 2 (4 points) and Concealment Hearing 1 (2 points) (6 total) Speed 2 (15ft after size)

Choose one of the options below:

Pixie

Fairy Wings: Flight 1 (30ft) (2pt) Heart Sight: Pixies can sense the emotional state of those who they touch (Feature 1 point)

Minish

Even smaller than a normal sprite, you are only 1 mere inch tall Size Minuscule Speed 2 (15 feet after adjust)

Lidardus

Description

The Lizardus are humanoid lizards, nearly as tall and strong as orcs. There are two main breeds of them, some live in the western deserts where they hunt and are hunted by Formians through the sands, and those who live in The Maw, the dark and harsh swamp on the southern edge of the Dragon Isle. Regardless the two groups share similarities, both are strong, brutish creatures with a strong drive to survive who live in loose communities.

Benefits

Scaly Brutes

Tough Scales: +2 Toughness (2) Tough Stomach: Resistant to Poison (Immunity 2, limited to half effect) (1) Low Light Vision: Enhanced Senses (1) Blindsight: Lizardus can feel the world around them through several enhanced senses, helping them burrow through sands or swim through dark waters, they can sense the physical presence of things within 30ft of them. (This does not let them sense things through solid walls, however.) (2 points) Skills: +4 Survival (2)

In addition, choose one of the below Variants

Swamp Thing

Water Breather: Swamp Lizards can hold thier breaths for at least 30 min before needing to surface for air. (Feature, 1 point) Swimmer: Swimming 1

Sunbather

Sure-foot: Sunbathers are not hindered by loose terrain (Enhanced Movement 1, 1 point) Burrowing 2, limited to loose ground only. (30ft) (1 point)

Automaton

Description

You are not of the living, you are a construct, a carved stonework given life through magic, a complex, finely made clockwork being, etc. Constructs are many in their origin and forms.

Benefits

Constructed Immunity 30, immunity for fortitude effects Absent Stamina (-20 points)

Kobold

Description

Depending on who you ask, kobolds are either the dregs of the lizardfolk society or the next scions of the dragon empire. Most kobolds live near dragons and tend to share their colors but many also live without draconic presence underground in burrows. Small and weak, Kobolds have to rely on speed, ingenuity and teamwork to defend themselves and their homes.

Benefits

Cave Dwelling Dragons

Small Size Scurry: Speed 2 (2 points) Darkvision (Enhanced Vision, Dark vision) Tight Squeeze: Kobolds can fit through openings that would be small even for them, not needing any checks to squeeze through an opening only 6 inches wide. (feature 1) Advantages: Evasion Teamwork Instant Up +1 Agility