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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)

Human

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Hobgoblin

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Orc

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Kastian Goblin

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Elf (Wood)

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Torag Dwarf

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Leshy

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Plane Touched

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Merfolk

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Myconid

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Runours abound of a

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Gnoll

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Kitsune

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Ravenus

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Verial Elf (Cost: 4 points)

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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

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Dryad

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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.

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Lizardfolk

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Automaton (cost 0)

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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 ad forms.

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

Kobold

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