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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

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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

Description

While all the planes touch Verial due to its weak boundaries, the blood and influence of angles and devils 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

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Myconid

Description

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)

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

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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.

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Lizardfolk

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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 ad forms.

Benefits

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

Kobold

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