Race Breakdown

EACH RACE HAS A CHOICE OF ONE RACIAL SKILL UNIQUE TO THAT RACE.
EACH SUB-RACE HAS A CHOICE OF ONE OF THE SUB-RACE SKILLS UNIQUE TO THAT SUB-RACE.

*Stat Modifiers are italicized.*

Human - Common man.

Starting Currency: 5d4 x 20 carrits

Racial Skills - Choose One

* Greed - This human has an excessive desire to compile material possessions.  This leads the character to gain a +10% to any battle spoils and a *permanent +2 to luck.*

* Gluttony - This human has found that food truly hits the spot.  This allows for this character to be a skilled cook and is able to recover +10% health from any cooked meals and a p*ermanent +2 to personality.*

* Sloth - This human finds leisure and comfort in sleep.  Due to this love of rest this human recovers 110% health upon resting on the ground, 120% on a bedroll and 150% for sleeping in a bed. Also granted a *permanent +2 to willpower.*

* Wrath - This human has never truly found an intrinsic love.  This has lead to a burning fury.  In battle this human gets off on hurting enemies.  This leads to a +1 2 minute, stackable buff to his or her attack rolls.  Also gives a *permanent +2 to strength.*

* Envy - This human has spent their entire life wishing that he was everyone else.  Because of this desire, this human has perfected mimicking racial skills and may select one racial skill from other party members to obtain.  If the skill is from a non-human character, character receives a *temporary -2 to personality (active for as long as skill is mimicked).*

* Lust - This human has desires very closely tied to the attraction of the opposite sexes physical form.  Because of this attraction, this human has become quite a smooth talker with the opposite sex and is granted a *permanent +4 to personality in interactions with opposite sex.*  However this charm turns away many of the same sex, forcing a *-2 to personality to any interactions with the same sex.*

* Pride - This human is great and they know it.  Because of this they are oftentimes the center of irritation from others.  This human receives a *permanent +1 to all base stats but a permanent - 3 to personality in all interactions.*

Sub-racial Skills - Pick one

* Heavy proficiency - This human has spent the majority of their life training to be a tank. Because of this, they have developed a *+1 proficiency for any heavy armor or weapons* regardless of class.

* Medium proficiency - This human has spent the majority of their life training to be a mid-range damage dealer. Because of this, they have developed a +*1 proficiency for any medium armor or weapons* regardless of class.

* Light proficiency - This human spent the majority of their life training to be a quick, agile damage dealer.  Because of this, they have developed a *+1 proficiency for any light armor or weapons* regardless of class.

* Machinist - This human has spent a great deal of their life learning the ways of engineering, how facets and counterparts of a given machine works and are adept at building and repairs. They have an inclination to fix things, and therefore have the ability to repair a faulty or broken weapon, piece of armor/ equipment, etc as well as a +2 modifier for both Perception and Intelligence, with an off-setting -1 modifier for Personality given their reclusive nature.

Much like Highland humans, they're balanced with no Siel capabilities. They make for better monks, clerics, bards, and rogues due to their rich culture. *+1 Personality, -1 Perception*

Sub-racial Skills - Pick one

* Upper Class - This human came from a high socioeconomic background.  This development living in the lap of luxury allowed for this human to grow around highly cultured experiences and has lead to a *permanent +2 to Personality and Intelligence.*

* Middle Class - This human came from a working class in a middle socioeconomic background.  This life of growing and developing in a family based around hard work has lead to the *permanent +2 to strength and +2 proficiency to medium armor.*

* Lower Class - This human came from a low to no income background.  This life having effectively nothing and having to scrounge for everything no matter the method has lead to a *permanent + 2 to willpower and +2 to agility.*

Sub-racial Skills - Pick one

* Anivoice - This human has spent many years in the solitude of their village, with many elders that speak of their interactions with nature, animals and even dragons.  You have decided to take it upon yourself to spend extra time with the village druid and listen to her stories of her life.  Because of these stories, and a little informal training, you gain a permanent passive Animal Speak perk.

Active

 By speaking directly to it (within one square), you are able to guaranteed control a calm animal target for 3 rounds (in battle) or 10 minutes (out of battle).

It is also possible to calm and control an aggressive animal target by rolling 2d8 Perception of 12 or higher.

* Dragon's Spirit -- This human has spent numerous years researching the history of the dragon and has drawings of them all over their bedroom walls.  They love dragons.  This human spent more time then usual at the parents dwelling growing up and even more time in their own room drawing and studying dragons.  This devotion to such a majestic beast has granted you the Dragon's Spirit passive skill.

Passive
Anytime this character takes damage from Siels, they are granted an unlimited stackable, temporary +1 to their Strength lasting until the end of their next turn.
However, after every battle this character must draw a Dragon to recharge the ability.

Sub-racial Skills - Pick one

* Chameleon - This human spent many, many years taking the wrong path.  After falling in with the wrong gang of humans from a camp at the base of his mountain village, trouble was everywhere they looked.  This human wanted out, but had taken a fraternal oath to the gang.  Because of this apprehension this human has found a way to effectively blend in with any crowd, immediately removing all suspicion of them in any situation.  This has granted the human with the daily skill, Chameleon.

Active
Can be used in or out of battle
Once per day this character is able to remove all aggro and disappear into the proverbial shadows.  This interrupts any targeting in battle for enemies more than 2 squares away.  Enemies within 2 squares gain disadvantage on attack rolls against this player.
Out of combat this can be used to effectively remove any suspicion or to disappear from an uncomfortable or unwanted situation.
Recharges with rest or at midnight.

* Fleet feet - This human was orphaned at the age of 2 and had to find a way to get by.  Through years of avoiding detection and running when getting caught this human has developed very nimble feet.  This unusual upbringing has lead to a *permanent +2 to agility and advantage on any strength based physical attacks against this character*however, due to years of being malnourished this human also has a *permanent -5 to base HP.*

Gigandet: 8-9' tall. Large in stature. Native to Western Drakkard.

Starting Currency: 3d4 x 20 carrits

Racial Skills - Choose One

* Strong-back - This Gigandet has spent many years carrying their fair share around the village.  Between hauling supplies for the merchants and carrying building supplies for structures you have developed musculature to support your job.  This has lead to a *permanent +50 to carrying capacity and a permanent +1 proficiency to heavy equipment.*

* Over-sized pockets - This Gigandet always found themselves in need of more pocket space whether it was to carry building supplies and tools or just a snack between jobs.  So before leaving home, a village matron approached you with the gift of a lifetime. OVER-SIZED POCKETS.  These pockets are so useful for carrying things in battle granting a *permanent +15 battle cap and a permanent +1 to lightweight equipment proficiency.*

Sub-racial Skills - Pick one

Insurmountable Will: You grew up sparring with your people both in fun and competitive rivalry. You have conditioned yourself to take a blow and soak up devastating attacks. You gain a permanent +2 Willpower buff and any d20 rolls 15-20 will negate a critical attack, negating the damage.

Sub-racial Skills - Pick one

Forager: You have spent your life living in the valley near civilization and other races, as opposed to your Hilltop racial counterpart. You've spent time pilfering through crates and searching widely for food and other resources. You are given a +5 modifier when rolling for battle spoils or searching for items.

Yldirian: pale, white hair, long ears and appendages, slender, adept when it comes to Siels with many attending academies on the continent. They are native to Ixgard, the northern continent, which is basically a barren snowy wasteland. Good or Evil by nature. Natural mages. *+3 strength, -2 willpower, +2 agility, +6 Siel, -2 personality*

Starting Currency: 4d4 x 20 carrits

Racial Skills - Choose One

Sub-denominational Skills - Pick one

Arcane Proficiency: As is the way of the Yldirians, you excel at Siel arts. But not only are you familiar with them, you are exceptional at powerful and offensive Siel attacks because of your extensive and focused training. Rightfully so, you are given a permanent +2 to Intelligence, which reflects your studies and appreciation of Siel arts.

Disciple of Oshilderin: You follow the way of Elagacir and Oshilderin, which is deemed a holy act by your people. By doing so, you are gifted with the ability to heal a party member by 8 HP per day. This ability is incremented by +1 with each level.

Sub-denominational Skills - Pick one

* Eibos's Charity - You have strayed from your holy pilgrimage that is sacrosanct to your people, and have either migrated to the western region of Northmoor to pursue religious sovereignty or were born in the Dejova area. By receiving Eibos's blessing for your free-thinking, you are given a +3 permanent buff to Perception. [/i]
* Sovereignty - By not following the typical path of other Yldirians, you have learned to cope and thrive on your own. You've sustained the harsh winds of Northmoor and by doing so, you are able to either deflect a status ailment or endure a critical blow by negating the doubled roll, inflicting only 50% of the critical number given, once a day.
* Unholy Magus - As a follower of Eibos, God of Chaos, you also acknowledge the deity Ejji, the God of Death. Because you are well-versed in the rituals of Ejji, you are able to grant one death save to a teammate if they are unable to roll one, per day.
* Apotheosis - You are a self-indulging individual and care only about your ascension and growth, and will stop anyone who stands in your way of becoming a God. With this perk, you gain an additional 20% to any EXP gained, but suffer -3 Personality due to your pompous nature.

Furion: 7' tall subhumans. Very high attack, high defense, medium agility, low intelligence, no Siel other than the fire element. Dabble in necromancy. Loathed by all races, especially Zemmenians. Cannibalistic perks. Very evil by nature. Natural fighters or low level mage. +5 strength, +1 Siel, +3 Willpower, +3 Agility, - 7 Personality
Starting Currency: 3d4 x 20 carrits

Racial Skills - Choose Three

- Warmonger: You have the ability to influence those around you on a battlefield.

Deafening Yell: By using the powerful voice of Furions, you have the ability of letting out a scream that of a banshee that will immobilize all enemies for one turn. However, by doing this, you have frightened your teammates which will suffer at a 75% strength and willpower capacity for the rest of the fight.

Animism: You are from the Furion Grasslands, and therefore well-acquainted with beasts and other wildlife. While Furions are more adept at taming beasts given their animalistic nature, you have spent more time learning the natures of animals and your rolls for animal taming are doubled.

Raider: You've spent your life terrorizing others by pillaging and raiding their lands. You are granted a +2 modifier to your initiative.

Zemmenian: Marine subhuman. Pale. Slick skin. Live on shores and fishy. Swim super fast. Good by nature. Water & dungeoneering perks. Natural rogues and bards.  -2 Strength, -3 Willpower, +2 Siels, +6 Agility, +3 Perception
Starting Currency: 3d4 x 20 carrits

Racial Skills - Choose One

Shoreline:

Sub-racial Skills - Pick three

Iron Gill: By spending so much time in the ocean, you have developed an immense lung capacity. You are able to spend 30 minutes underwater, which is the equivalent of 10 turns.

Ocean's Bounty: After having spent so much time alongside the ocean, you are adept at fishing and feeding on what the ocean has to offer. You gain 5 HP for each fish consumed (1 turn), with an incremental increase of +1 for every 2 levels you advance.

Second Chance: If you are unable to match the armor class of a foe, you are given one more chance to roll.

Soggy Feet: If precipitation is present or if the climate of the area is wet, you are given a +4 permanent movement modifier.

Deepwater:

Sub-racial Skills - Pick one

Kubaron: Dog in appearance. At war with the Lamora. Medium attack. High defense. Medium agility. High dexterity. Low intelligence. No Siel offense. Very high Siel defense. Not really existent on any other continents besides Luxgard. Neutral by nature. Natural warriors.  +3 Strength, +2 Willpower, -3 Siels, +1 Agility, +2 Perception, -3 Personality
Starting Currency: 3d4 x 20 carrits

Racial Skills - Pick One

- Call to Eder: You have spent most of your days howling at the moon, and your power derives from exactly that. You are most active at night, and by using this ability that is available once per day, you gain an automatic critical by entering a state of frenzy, and must roll a d20 10+ for a chance of a sequential critical. By doing so, you suffer a -6 HP blow to yourself, and are knocked off your feet for two turns.

Sub-racial Skills - Pick one

- Admirable: You are the chosen leader among your pack. Your people look up to you and rely on you to make the decision for them. With the trust of your companions, you are given a permanent +1 buff to Strength and +2 Personality.

Unterhund: A subrace of Kubarons that originated through the malpractice of necromancy by Yldirians. They were cursed by Yldirian necromancers in western Ixgard who follow the teachings of Eibos for trespassing on their lands. Unterhund​, meaning "hound from below", accurately depicts their hellish appearances caused from being cursed. Instead of just being raised from the dead, they suffered from this curse but were rewarded other gifts from which they can benefit, such as high Siel resistance.
Sub-racial Skills - Pick one

- Bloodletting: After being cursed by Glacier Yldirians, you are no longer technically a living creature. You are cursed by the dark arts of Eibos, and you harmed by restorative items and magic. Contrarily, you have the ability to steal the lifeblood of your foes to raise your own constitution. To do this, Bloodletting must be selected at the beginning of your turn, and your attack must be greater than the remaining health of your adversary. If your attack is greater than your foes health, you gain all their remaining health and 50% of the remaining damage to be done. In the case of decimals, your gain is rounded up. If your attack is equal to your foe's health, you gain 50% health of the damage given, and in the case of decimals, your gain is rounded down. If your attack is less than your foe's HP, they suffer no damage and you are stunned for one turn. With Bloodletting, you can stack up to 10 points higher than your maximum HP. Also, resting does not replenish HP, considering Unterhunds are unable to sleep or rest. This is to offset the overpowered nature of Kubarons.

Anubivolk:

Sub-racial Skills - Pick one

Lamora: Much like humans. Blond hair, have a Siel of their own: Helus. Good by nature. Nature perks. Natural Rogues and Mages.  -1 Strength, -3 Willpower, +5 Siels, +3 Perception, +4 Agility, +1 Personality

Starting Currency: 4d4 x 20 carrits

Racial Skills - Choose One

Reflex: Upon the onset of a battle, you are given +5 movement and your initiative is given a +3 modifier.

Divinier: You were once a chosen Divinier by your people. You worked as a serviceman for your church, and are able to call upon your Helus Siel capabilities once a day, without the aid of sunlight or your inherited Sunstone.