Difference between revisions of "Racial Archetypes"
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====Antaean (Cost 50 Experience Points)==== | ====Antaean (Cost 50 Experience Points)==== | ||
− | + | Size 1 (Cost 10) | |
<br/>Traits: | <br/>Traits: | ||
<br/>Gaia’s Child (Cost 10) - Antaeans receive a +10 bonus to Physical Resistance Checks when they are in skin contact with earth or dirt. | <br/>Gaia’s Child (Cost 10) - Antaeans receive a +10 bonus to Physical Resistance Checks when they are in skin contact with earth or dirt. | ||
Line 8: | Line 8: | ||
<nowiki>*choose one</nowiki> | <nowiki>*choose one</nowiki> | ||
− | Arachnaea (Cost 50 Experience Points) | + | ====Arachnaea (Cost 50 Experience Points)==== |
− | + | Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs | |
<br/>Special Abilities: | <br/>Special Abilities: | ||
<br/>Web* (Power 10, Cost 10) - Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by physical resistance. | <br/>Web* (Power 10, Cost 10) - Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by physical resistance. | ||
Line 22: | Line 22: | ||
Bull Centaur (Cost 50 Experience Points) | Bull Centaur (Cost 50 Experience Points) | ||
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs | Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs | ||
− | Size 3 (Cost 30) | + | <br/>Size 3 (Cost 30) |
− | Traits: | + | <br/>Traits: |
− | Horns (Cost 10): Bull Centaurs have horns that count as a Size 4 weapon | + | <br/>Horns (Cost 10): Bull Centaurs have horns that count as a Size 4 weapon |
− | Specializations: +10 Knockback Power (Strength, Cost 10) | + | <br/>Specializations: +10 Knockback Power (Strength, Cost 10) |
Centaur (Cost 50 Experience Points) | Centaur (Cost 50 Experience Points) | ||
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs | Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs | ||
− | Size 2 (Cost 20) | + | <br/>Size 2 (Cost 20) |
− | Speed 45 ft/action (Cost 10) | + | <br/>Speed 45 ft/action (Cost 10) |
− | Specializations: +10 Crafting* (Intelligence, Cost 10), Tracking (Awareness, Cost 10) | + | <br/>Specializations: +10 Crafting* (Intelligence, Cost 10), Tracking (Awareness, Cost 10) |
<nowiki>*choose a specific kind of craft</nowiki> | <nowiki>*choose a specific kind of craft</nowiki> | ||
Cynocephalian (Cost 50 Experience Points) | Cynocephalian (Cost 50 Experience Points) | ||
Traits: | Traits: | ||
− | Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark. | + | <br/>Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark. |
− | Pack Hunter (Cost 10) - Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally. | + | <br/>Pack Hunter (Cost 10) - Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally. |
− | Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10) | + | <br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10) |
Dwarf (Cost 50 Experience Points) | Dwarf (Cost 50 Experience Points) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark. | + | <br/>Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark. |
− | Sense Depth Underground (Cost 10) - Dwarves innately know, to the foot, how deep underground they are. | + | <br/>Sense Depth Underground (Cost 10) - Dwarves innately know, to the foot, how deep underground they are. |
− | Geophagous (Cost 10) - Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate (i.e. a penalty every other day) when such things are consumed. | + | <br/>Geophagous (Cost 10) - Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate (i.e. a penalty every other day) when such things are consumed. |
− | Dwarven (Cost 10) - Dwarves speak their own language in addition to Greek. | + | <br/>Dwarven (Cost 10) - Dwarves speak their own language in addition to Greek. |
− | Skill Specializations: +10 Craft Metal or Stone* (Intelligence, Cost 10) | + | <br/>Skill Specializations: +10 Craft Metal or Stone* (Intelligence, Cost 10) |
<nowiki>*choose one</nowiki> | <nowiki>*choose one</nowiki> | ||
Elf (Cost 50 Experience Points) | Elf (Cost 50 Experience Points) | ||
Size -1 (+10 Experience Points) | Size -1 (+10 Experience Points) | ||
− | Traits: | + | <br/>Traits: |
− | Night Vision (Cost 10) - Elves can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Elves can see up to 60ft in the dark. |
− | Elven (Cost 10) - Elves speak their own language in addition to Greek. | + | <br/>Elven (Cost 10) - Elves speak their own language in addition to Greek. |
− | Detect Hidden Door* (Cost 10) - Elves can sense when a hidden door is within 10 feet of them, this trait does not reveal the door’s exact location to them. | + | <br/>Detect Hidden Door* (Cost 10) - Elves can sense when a hidden door is within 10 feet of them, this trait does not reveal the door’s exact location to them. |
− | Or | + | <br/>Or |
− | Aquatic* (cost 10) - Aquatic Elves breathe water instead of air. | + | <br/>Aquatic* (cost 10) - Aquatic Elves breathe water instead of air. |
− | Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Climb or Swim (Strength, Cost 10) | + | <br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Climb or Swim (Strength, Cost 10) |
<nowiki>*choose one</nowiki> | <nowiki>*choose one</nowiki> | ||
Gnoll (Cost 50 Experience Points) | Gnoll (Cost 50 Experience Points) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark. |
− | Necrophagous (Cost 10) - Gnolls can eat dead and decomposing flesh without the risk of disease | + | <br/>Necrophagous (Cost 10) - Gnolls can eat dead and decomposing flesh without the risk of disease |
− | Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10) | + | <br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10) |
Gnome (Cost 50 Experience Points) | Gnome (Cost 50 Experience Points) | ||
Size -2 (+20 Experience Points) | Size -2 (+20 Experience Points) | ||
− | Traits: | + | <br/>Traits: |
− | Night Vision (Cost 10) - Gnomes can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Gnomes can see up to 60ft in the dark. |
− | Gnomish (Cost 10) - Gnomes speak their own language in addition to Greek. | + | <br/>Gnomish (Cost 10) - Gnomes speak their own language in addition to Greek. |
− | Burrow Speak (Cost 10) - Gnomes are able to communicate with burrowing animals | + | <br/>Burrow Speak (Cost 10) - Gnomes are able to communicate with burrowing animals |
− | Perceptive (Cost 10) - Gnomes get a +10 bonus to Mental Resistance Checks made against illusions. | + | <br/>Perceptive (Cost 10) - Gnomes get a +10 bonus to Mental Resistance Checks made against illusions. |
− | Special Abilities: | + | <br/>Special Abilities: |
− | Illusion (Power 10, Cost 10) - Gnomes are able to create magical illusions without any training. | + | <br/>Illusion (Power 10, Cost 10) - Gnomes are able to create magical illusions without any training. |
− | Specializations: +10 Listen, Smell, or Taste* (Awareness, Cost 10), +10 Crafting** (Intelligence, Cost 10) | + | <br/>Specializations: +10 Listen, Smell, or Taste* (Awareness, Cost 10), +10 Crafting** (Intelligence, Cost 10) |
<nowiki>*choose one | <nowiki>*choose one | ||
**choose a specific kind of craft</nowiki> | **choose a specific kind of craft</nowiki> | ||
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Deep Gnome (Cost 50) | Deep Gnome (Cost 50) | ||
Size -2 (+20 Experience Points) | Size -2 (+20 Experience Points) | ||
− | Traits: | + | <br/>Traits: |
− | Exceptional Night Vision (Cost 20) - Deep Gnomes can see up to 120ft in the dark | + | <br/>Exceptional Night Vision (Cost 20) - Deep Gnomes can see up to 120ft in the dark |
− | Gnomish (Cost 10) - Deep Gnomes speak their own language in addition to Greek | + | <br/>Gnomish (Cost 10) - Deep Gnomes speak their own language in addition to Greek |
− | Imperceptible (Cost 10) - Deep Gnomes get a +10 bonus to Mental Resistance Checks made against divinations | + | <br/>Imperceptible (Cost 10) - Deep Gnomes get a +10 bonus to Mental Resistance Checks made against divinations |
− | Special Abilities: | + | <br/>Special Abilities: |
− | Illusion (Power 10, Cost 10) - Deep Gnomes are able to create magical illusions without any training. | + | <br/>Illusion (Power 10, Cost 10) - Deep Gnomes are able to create magical illusions without any training. |
− | Specializations: +10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10) | + | <br/>Specializations: +10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10) |
<nowiki>*choose one</nowiki> | <nowiki>*choose one</nowiki> | ||
Goblin (Cost 50) | Goblin (Cost 50) | ||
Size -1 (+10 Experience Points) | Size -1 (+10 Experience Points) | ||
− | Traits: | + | <br/>Traits: |
− | Night Vision (Cost 10) - Goblins can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Goblins can see up to 60ft in the dark. |
− | Dog Trainer (Cost 10) - Goblins get a +10 bonus to Mental Skill Checks involving dogs and other canines. | + | <br/>Dog Trainer (Cost 10) - Goblins get a +10 bonus to Mental Skill Checks involving dogs and other canines. |
− | Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10) | + | <br/>Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10) |
Hobgoblin (Cost 50) | Hobgoblin (Cost 50) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark. |
− | Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10) | + | <br/>Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10) |
Bugbear (Cost 50) | Bugbear (Cost 50) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark. |
− | Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30) | + | <br/>Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30) |
Half Elf (Cost 50) | Half Elf (Cost 50) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark. |
− | Specializations: Social Conflict Hit (Intelligence, Cost 10), Social Conflict Damage (Personality, Cost 10), Social Technique* Hit (Intelligence, Cost 10), Social Technique* Power (Personality, Cost 10) | + | <br/>Specializations: Social Conflict Hit (Intelligence, Cost 10), Social Conflict Damage (Personality, Cost 10), Social Technique* Hit (Intelligence, Cost 10), Social Technique* Power (Personality, Cost 10) |
<nowiki>* Choose a specific Social Technique</nowiki> | <nowiki>* Choose a specific Social Technique</nowiki> | ||
Halfling (Cost 50) | Halfling (Cost 50) | ||
Size -2 (+20 Experience Points) | Size -2 (+20 Experience Points) | ||
− | Speed 25 ft/action (+10 Experience Points) | + | <br/>Speed 25 ft/action (+10 Experience Points) |
− | Traits: | + | <br/>Traits: |
− | Cherubim (Cost 10) - Halflings have a very similar appearance to human children, and receive a +10 bonus on Success Checks made when pretending to be one. | + | <br/>Cherubim (Cost 10) - Halflings have a very similar appearance to human children, and receive a +10 bonus on Success Checks made when pretending to be one. |
− | Halfling (Cost 10) - Halflings speak their own language in addition to Greek. | + | <br/>Halfling (Cost 10) - Halflings speak their own language in addition to Greek. |
− | Unflappable (Cost 10) - Halflings receive a +10 bonus to Mental Resistance Checks made against the Intimidate technique or similar effects. | + | <br/>Unflappable (Cost 10) - Halflings receive a +10 bonus to Mental Resistance Checks made against the Intimidate technique or similar effects. |
− | Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10) | + | <br/>Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10) |
Half Orc (Cost 50) | Half Orc (Cost 50) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark. |
− | Orc (Cost 10) - Half Orcs speak the language of Orcs in addition to Greek. | + | <br/>Orc (Cost 10) - Half Orcs speak the language of Orcs in addition to Greek. |
− | Bad Reputation (Cost 10) - Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors. | + | <br/>Bad Reputation (Cost 10) - Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors. |
− | Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10) | + | <br/>Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10) |
Lizardfolk (Cost 50) | Lizardfolk (Cost 50) | ||
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail | Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail | ||
− | Traits: | + | <br/>Traits: |
− | Tough Scales (Cost 10) - Lizardfolk have Class 1 Natural Armor | + | <br/>Tough Scales (Cost 10) - Lizardfolk have Class 1 Natural Armor |
− | Regeneration (Cost 10) - Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules. | + | <br/>Regeneration (Cost 10) - Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules. |
− | Draconic (Cost 10) - Lizardfolk speak Draconic in addition to Greek. | + | <br/>Draconic (Cost 10) - Lizardfolk speak Draconic in addition to Greek. |
− | Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water. | + | <br/>Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water. |
Merfolk (Cost 50) | Merfolk (Cost 50) | ||
Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail | Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail | ||
− | Traits: | + | <br/>Traits: |
− | Amphibious (Cost 20, combination of two traits) - Merfolk can breathe air as well as water. | + | <br/>Amphibious (Cost 20, combination of two traits) - Merfolk can breathe air as well as water. |
− | Aquan (Cost 10) - Merfolk speak the language of the seas in addition to Greek. | + | <br/>Aquan (Cost 10) - Merfolk speak the language of the seas in addition to Greek. |
− | Swift Swimmer (Cost 10) - Merfolk have a speed of 45ft./action when in the water. | + | <br/>Swift Swimmer (Cost 10) - Merfolk have a speed of 45ft./action when in the water. |
− | Specializations: +10 Sing (Personality, Cost 10) | + | <br/>Specializations: +10 Sing (Personality, Cost 10) |
Myrmidon (Cost 50) | Myrmidon (Cost 50) | ||
Traits: | Traits: | ||
− | Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor. | + | <br/>Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor. |
− | Bold (Cost 10) - Myrmidons receive a +10 bonus to Mental Resistance Checks made against Intimidate attacks or similar effects. | + | <br/>Bold (Cost 10) - Myrmidons receive a +10 bonus to Mental Resistance Checks made against Intimidate attacks or similar effects. |
− | Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10) | + | <br/>Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10) |
Orc (Cost 50) | Orc (Cost 50) | ||
Traits: | Traits: | ||
− | Night Vision (Cost 10) - Orcs can see up to 60ft in the dark. | + | <br/>Night Vision (Cost 10) - Orcs can see up to 60ft in the dark. |
− | Orc (Cost 10) - Orcs speak their own language in addition to Greek. | + | <br/>Orc (Cost 10) - Orcs speak their own language in addition to Greek. |
− | Unscrupulous (Cost 10) - Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success Checks made when performing immoral tasks. | + | <br/>Unscrupulous (Cost 10) - Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success Checks made when performing immoral tasks. |
− | Self-Serving (Cost 10) - Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead. | + | <br/>Self-Serving (Cost 10) - Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead. |
− | Specializations: +10 Resist Impairment (Vitality, Cost 10) | + | <br/>Specializations: +10 Resist Impairment (Vitality, Cost 10) |
Revision as of 12:56, 17 February 2017
Antaean (Cost 50 Experience Points)
Size 1 (Cost 10)
Traits:
Gaia’s Child (Cost 10) - Antaeans receive a +10 bonus to Physical Resistance Checks when they are in skin contact with earth or dirt.
Special Abilities:
Geoturgy (Power 10, Cost 10) - Antaeans have the ability to magically control the earth without any special training.
Specializations: +10 Hit with Sling or Pick* (Dexterity, Cost 10), +10 Damage with Sling or Pick* (Strength, Cost 10)
*choose one
Arachnaea (Cost 50 Experience Points)
Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs
Special Abilities:
Web* (Power 10, Cost 10) - Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by physical resistance.
or
Jump* (Power 10, Cost 10) - Jumping Spider Arachnaea can jump extreme distances, 1 foot of distance per foot of power.
Traits:
Wall Climber (Cost 10) - Outside of combat, Arachnaea can walk along walls at their regular movement speed, without making skill checks. In combat Arachnaea receive a +10 bonus to Climb Skill Checks.
Vibration Sense (Cost 10) - Arachnaea are able to sense minute vibrations up to 10 feet away in the surfaces they stand on.
Specializations: +10 Climb (Strength, Cost 10), +10 Weaving (Intelligence, Cost 10)
*choose one
Bull Centaur (Cost 50 Experience Points)
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 3 (Cost 30)
Traits:
Horns (Cost 10): Bull Centaurs have horns that count as a Size 4 weapon
Specializations: +10 Knockback Power (Strength, Cost 10)
Centaur (Cost 50 Experience Points)
Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 2 (Cost 20)
Speed 45 ft/action (Cost 10)
Specializations: +10 Crafting* (Intelligence, Cost 10), Tracking (Awareness, Cost 10)
*choose a specific kind of craft
Cynocephalian (Cost 50 Experience Points)
Traits:
Nightvision (Cost 10) - Cynocephalians can see up to 60 ft. in the dark.
Pack Hunter (Cost 10) - Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally.
Specializations: +10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
Dwarf (Cost 50 Experience Points)
Traits:
Night Vision (Cost 10) - Dwarves can see up to 60 ft in the dark.
Sense Depth Underground (Cost 10) - Dwarves innately know, to the foot, how deep underground they are.
Geophagous (Cost 10) - Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate (i.e. a penalty every other day) when such things are consumed.
Dwarven (Cost 10) - Dwarves speak their own language in addition to Greek.
Skill Specializations: +10 Craft Metal or Stone* (Intelligence, Cost 10)
*choose one
Elf (Cost 50 Experience Points)
Size -1 (+10 Experience Points)
Traits:
Night Vision (Cost 10) - Elves can see up to 60ft in the dark.
Elven (Cost 10) - Elves speak their own language in addition to Greek.
Detect Hidden Door* (Cost 10) - Elves can sense when a hidden door is within 10 feet of them, this trait does not reveal the door’s exact location to them.
Or
Aquatic* (cost 10) - Aquatic Elves breathe water instead of air.
Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Climb or Swim (Strength, Cost 10)
*choose one
Gnoll (Cost 50 Experience Points)
Traits:
Night Vision (Cost 10) - Gnolls can see up to 60ft in the dark.
Necrophagous (Cost 10) - Gnolls can eat dead and decomposing flesh without the risk of disease
Specializations: +10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)
Gnome (Cost 50 Experience Points)
Size -2 (+20 Experience Points)
Traits:
Night Vision (Cost 10) - Gnomes can see up to 60ft in the dark.
Gnomish (Cost 10) - Gnomes speak their own language in addition to Greek.
Burrow Speak (Cost 10) - Gnomes are able to communicate with burrowing animals
Perceptive (Cost 10) - Gnomes get a +10 bonus to Mental Resistance Checks made against illusions.
Special Abilities:
Illusion (Power 10, Cost 10) - Gnomes are able to create magical illusions without any training.
Specializations: +10 Listen, Smell, or Taste* (Awareness, Cost 10), +10 Crafting** (Intelligence, Cost 10)
*choose one
**choose a specific kind of craft
Deep Gnome (Cost 50)
Size -2 (+20 Experience Points)
Traits:
Exceptional Night Vision (Cost 20) - Deep Gnomes can see up to 120ft in the dark
Gnomish (Cost 10) - Deep Gnomes speak their own language in addition to Greek
Imperceptible (Cost 10) - Deep Gnomes get a +10 bonus to Mental Resistance Checks made against divinations
Special Abilities:
Illusion (Power 10, Cost 10) - Deep Gnomes are able to create magical illusions without any training.
Specializations: +10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10)
*choose one
Goblin (Cost 50)
Size -1 (+10 Experience Points)
Traits:
Night Vision (Cost 10) - Goblins can see up to 60ft in the dark.
Dog Trainer (Cost 10) - Goblins get a +10 bonus to Mental Skill Checks involving dogs and other canines.
Specializations: +10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)
Hobgoblin (Cost 50)
Traits:
Night Vision (Cost 10) - Hobgoblins can see up to 60ft in the dark.
Specializations: +10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)
Bugbear (Cost 50)
Traits:
Night Vision (Cost 10) - Bugbears can see up to 60ft in the dark.
Specializations: +10 Smell (Awareness, Cost 10), +20 Stealth (Dexterity, Cost 30)
Half Elf (Cost 50)
Traits:
Night Vision (Cost 10) - Half-Elves can see up to 60ft in the dark.
Specializations: Social Conflict Hit (Intelligence, Cost 10), Social Conflict Damage (Personality, Cost 10), Social Technique* Hit (Intelligence, Cost 10), Social Technique* Power (Personality, Cost 10)
* Choose a specific Social Technique
Halfling (Cost 50)
Size -2 (+20 Experience Points)
Speed 25 ft/action (+10 Experience Points)
Traits:
Cherubim (Cost 10) - Halflings have a very similar appearance to human children, and receive a +10 bonus on Success Checks made when pretending to be one.
Halfling (Cost 10) - Halflings speak their own language in addition to Greek.
Unflappable (Cost 10) - Halflings receive a +10 bonus to Mental Resistance Checks made against the Intimidate technique or similar effects.
Specializations: +10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10)
Half Orc (Cost 50)
Traits:
Night Vision (Cost 10) - Half Orcs can see up to 60ft in the dark.
Orc (Cost 10) - Half Orcs speak the language of Orcs in addition to Greek.
Bad Reputation (Cost 10) - Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors.
Specializations: +10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10)
Lizardfolk (Cost 50)
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
Traits:
Tough Scales (Cost 10) - Lizardfolk have Class 1 Natural Armor
Regeneration (Cost 10) - Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules.
Draconic (Cost 10) - Lizardfolk speak Draconic in addition to Greek.
Amphibious (Cost 20, combination of two traits) - Lizardfolk can breathe both air and water.
Merfolk (Cost 50)
Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
Traits:
Amphibious (Cost 20, combination of two traits) - Merfolk can breathe air as well as water.
Aquan (Cost 10) - Merfolk speak the language of the seas in addition to Greek.
Swift Swimmer (Cost 10) - Merfolk have a speed of 45ft./action when in the water.
Specializations: +10 Sing (Personality, Cost 10)
Myrmidon (Cost 50)
Traits:
Chitin (Cost 10) - Myrmidons have Class 1 Natural Armor.
Bold (Cost 10) - Myrmidons receive a +10 bonus to Mental Resistance Checks made against Intimidate attacks or similar effects.
Specializations: +10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)
Orc (Cost 50)
Traits:
Night Vision (Cost 10) - Orcs can see up to 60ft in the dark.
Orc (Cost 10) - Orcs speak their own language in addition to Greek.
Unscrupulous (Cost 10) - Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success Checks made when performing immoral tasks.
Self-Serving (Cost 10) - Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead.
Specializations: +10 Resist Impairment (Vitality, Cost 10)