Racial Archetypes
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)