Playable Races

**Playable Races:**

Mana points: 10, or 5+2d4 (max 20)(5exp)

Size: Normal

Racial traits:

- Versatility - Halves the additional cost of purchasing another skill in the same category.

- Determination - Once a day they can add 1d4 to any skill roll.

### **Elfs**

Vitality points: 14, or 4+4d4 (max 20) (5exp)

Mana points: 12, or 7+2d4 (max 25) (4exp)

Size: Normal

Racial traits:

- Bad reputation - Disadvantage to all persuasion and deception rolls, against other races unless one is friendly to elves or is charmed by the character.

- Talet and Beauty - Advantage to all performance, and seduction rolls.

- Elven eyesight - Advantage to all perception rolls during the day. Darkvision at night.

### **Dwarves**

Vitality points: 16, or 6+4d4 (max 25) (4exp)

Mana points: 8, or 3+2d4 (max 16)(6exp)

Size: Short (+2 defence)

Racial traits:

- Dispell - A Dwarf can use this ability on an ally within touch range. If he succeeds on a Willpower roll, it removes all spell effects.

- Spiritual strength - Can use willpower instead of defence, for protection against all spells.

- Pacifism - dwarves only fight in self-defence and do not carry weapons.

### **Goblins**

Vitality points: 14, or 4+4d4 (max 20) (5exp)

Mana points: 12, or 7+2d4 (max 25) (4exp)

Size: Short (+2 defence)

Racial traits:

- Curse - All Goblin men died out 50 years ago. Only females of the species now exist. They can reproduce with males of all humanoid species, and from such a relationship, Goblin girls are always born.

- Unexplained Charm - Goblins arouse men's fantasies, captured men who fail willpower test become voluntary slaves until rescued.

- Innate cunning - Receive an advantage on stealth, and deception rolls.

- Darkvision

### **Orcs**

Vitality points: 20, or 10+4d4 (max 30) (4exp)

Mana points: 8, or 3+2d4 (max 16)(6exp)

Size: Large (-2 defence)

Racial traits:

- Iron discipline - Once per turn, can add 1d4 to his or a chosen ally's willpower roll.

- Robustness - They can rest on the march, a two-hour walk counts as a short rest, and the time required for a long rest is reduced to four hours. In addition, they get an advantage when rolling for athletics and swimming.

### **Ogres**

Vitality points: 24, or 14+4d4 (max 35) (3exp)

Mana points: 10, or 5+2d4 (max 20)(5exp)

Size: Huge (-4 defence)

Racial traits:

- Obsession in one's own field - Ogres are obsessed with acquiring knowledge in a field that interests them. They get an advantage when rolling on their top two skills in the knowledge category.

- Enormous strength -Receives advantage during strength rolls, and deals 1d4 extra damage for all melee attacks.

- Gluttony - Requires 3x as much food and water as a typical human being.

### **Gnomes**

Vitality points: 10, or 4d4 (max 18) (6exp)

Mana points: 12, or 7+2d4 (max 25) (4exp)

Size: Small (+4 defence)

Racial traits:

Talent for business - They get an advantage when rolling for deception.

Mastery of craftsmanship - Reduces the cost of upgrading a profession by -5exp.

### **Demons**

Vitality points: 16, or 6+4d4 (max 25) (4exp)

Mana points: 12, or 7+2d4 (max 25)(5exp)

Size: Normal

Racial traits:

- Unbreakable contract - Dems adhere to their contracts without fail. Even if its content conflicts with the will of the demon lord.

-Absolute obedience - All demons must obey their master's will without question, wherever they are they may receive his commands telepathically. Those who fail to do so must seek refuge in distant lands and will be treated with hostility by other demons. Only the need to comply with the contract is able to justify them.

Invulnerability to fire - Demons receive no damage from fire.

Terrifying appearance - Demons get an advantage when rolling for intimidation.

### **Fairies**

Vitality points: 6, or 2+2d4 (max 14) (7exp)

Mana points: 12, or 7+2d4 (max 25)(4exp)

Size: Tiny (+6 defence)

Racial traits:

- Flying - Fairies have wings and can fly. However, they cannot soar high enough to cross high mountain ranges.

- Warrior culture - State created by fairies wages endless wars against all neighbours, which is why they are treated with hostility by all other races. Receive a disadvantage for rolling persuasion and deception against other races, but an advantage for intimidation.

### **Demihumans**

Vitality points: 16, or 6+4d4 (max 25) (4exp)

Mana points: 10, or 5+2d4 (max 20)(5exp)

Size: Normal

Racial traits:

- Understanding animal language - They receive an advantage for Animal Handling rolls.

- Darkvision

The third characteristic depends on their type:

Cat-people - Receive an advantage for Grip, and Acrobatics rolls.

Dog-people - Receive an advantage for Athletics, and Investigation rolls.

Rat-people - Receive an advantage for Stealth, and Survival rolls.

Sirens - Receive an advantage for Swimming rolls. They can breathe underwater.

Harpies - Can fly.