Standard Races

Human
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I don't think this needs an explanation...


Dwarf
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Stout hardy folk that are vertically challenged. Have pension for beards, mining and making great works of crafting and architecture.


Elf
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Thinner then humans with long pointed ears and an absence of facial hair. Strong associations with magic and nature


Halfling
Like a human but half the size, sometimes mistaken as children. Known for being laid back.


Gnome
Gnomes are to elves as halflings are to humans. Small folk with pointed ears and wild colored hair. The men favor wearing beards. Gnomes are known for their tinkering and engineering


Goblin
the Halfling equivalent to orcs. Small green folk known for their wild personalities.


Orc
Orcs have a reputation for being large brawny brutes, but that isn't always the case. On average orcs are larger than human with more beastal features.


Plantkin
Plantkin resemble humans or elves but their skin looks to be made of smooth bark and their hair of leaves or vines.


Monstrous Races:
These races have powerful abilities granted to them by their monstrous bodies. Because of this, they require you to invest character points to select them as your character's race. The total CP cost of the race is listed next to thier name with their ability break down listed below them. Some races have optional abilities that you can choose not to take, these will be noted as optional. Some abilities can be invested in more than once.

Lamia(6-10CP):
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The Lamia are a female only race that have the lower body of a snake. They have a poisonous bite and can constrict their prey with the powerful lower bodies.

Poisonous Bite (3CP): As an action you may spend 2AP to bite a target, delivering a dose of venom. The venom saps the targets strength, lowering its might stat by an amount equal to your health stat. The poison’s affect lasts for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Snake Body(3CP): your lower body is that of a snake, you may use your lower body to perform the grapple and pin actions without having to use your hands.

Medusa(Optional 4CP): You are a special type of Lamia with snakes for hair. As an action you may spend 4AP to turn a target to stone with your gaze for a number of rounds equal to your health stat minus the targets spirit stat. While turned to stone the target cannot perform any action and has their defense and spirit stats increased by 20.


Harpy (5-9CP):
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Harpies are a female race who have the the wings tail and legs of a bird of prey. They are also known for their magically enchanting voice.

Talons (3CP):  You have a pair of talons on your feet which each have a weapon dice of 1d6. Your talons count as natural lite melee weapons.

Wings (2CP): Your arms are a pair of wings giving you the ability to fly, though not the ability to hover. You only have three fingers on each hand that can only wield light one handed weapons.  Your wings make you extra nimble, allowing you to spend 2 AP to dodge one incoming melee attack per round.

Siren Voice (Optional, 4CP):  You have a magical enchanting voice. Once per battle as an action you may spend 2AP and 2MP to begin singing a song that fascinates every non harpy around you. As long as the target's Resist stat is not higher than your Charisma stat, it can take no their action other than to walk towards you and stare in fascination.  If the target is attacked or takes damage in any way it breaks this magical effect.  The effect lasts for one round though you may spend and additional 2AP and 2MP each round to continue the song.  For each target (including your party members) you do not want to be affected by your song, you must spend and additional 1MP upon when you first begin to sing to make them immune to the effect. 


Scorpion Folk(6CP):
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Scorpion folk have the upper half of a normal human and the lower half of a scorpion.

Pinchers (3CP): You have a pair of pincers with a weapon dice of 1d6. Your pincers count as natural light melee weapons.

Sting (3CP): As an action you may spend 2AP to sting a target, delivering a dose of poison. The poison deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.


Spider Folk(4-7CP):
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Spider folk have the upper body of elves and the lower body of a spider. They come in two varieties, those who's lower bodies resemble that of a spindly web weaver, and those of a more bulky hunting spider.

Lethal Bite (3CP): As an action you may spend 2AP to bite a target, delivering a dose of venom. The venom deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Spider Climb (1CP): the lower half of your body is that of a spider, allowing you to climb vertical surfaces and even hang upside down:

Sticky webbing (Optional, 3CP): As an action on your turn you may spend 2AP to wrap the target in sticky webbing reducing its agility to zero and preventing them from moving for a number of rounds equal to your health stat, minus the targets might stat.  The target may try to break the webbing by attacking it.  The webs have HP equal to three times your health score.  Once the target has been successfully wrapped in your webbing you may attempt to wrap the target again to apply the Pin action to the target.


Beast Folk (3-4CP):
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Beast folk make up all manner of animal human hybrids from the lithe cat folk to the brawny bear folk to the tenacious wolf folk to the sly fox folk.

Claws (3CP): You have a pair of claws with a weapon dice of 1d6. Your claws count as natural lite melee weapons.

Scent: (Optional, 1CP): You have a strong sense of smell and you use it to your advantage. You may add half your health stat to any perception roll you do to find a hidden person or object.


Bat Folk(4CP):
Bat folk are mostly human but have arms that end in bat wings as well as clawed feet and the ears of a bat. Some bat folk resemble fruit bats while others look more like their predatory cousin.

Wings (2CP): Your arms are a pair of wings giving you the ability to fly, though not the ability to hover. You only have a thumb on each hand that can only wield light one handed weapons.  Your wings make you extra nimble, allowing you to spend 2 AP to dodge one incoming melee attack per round.

Echo location (2CP): You can see perfectly in the dark and are not affected by spells or actions that reduce your accuracy by affecting your vision.


Lizard Folk(3-7CP):
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Lizard folk are mostly human but tend to have scaly arms and legs and a tail. Their ears can be tipped with scales and their hands and feets end in claws. (Note: You may either take the Salamander ability or Basilisk but you cant take both.)

Claws (3CP): You have a pair of claws with a weapon dice of 1d6. Your claws count as natural lite melee weapons.

Salamander (Optional, 4CP): You're a special type of lizard folk who has a flaming tail and are resistant to heat. You take 50% less damage from fire attacks (minimum of 1 damage) and can inflict fire damage to anyone that grabs you or hits you with a natural melee attack equal to half your health score, rounded down.

Basilisk(Optional 4CP): You'rre a special type of lizard folk who can turn people to stone with their gaze. As an action you may spend 4AP to turn a target to stone with your gaze for a number of rounds equal to your health stat minus the targets spirit stat. While turned to stone the target cannot perform any action and has their defense and spirit stats increased by 20.


Amphibian folk(3-8CP):
Amphibian folk refers to a wide group of human hybrids incorporating frogs, newts and salamanders. They characteristically are amphibious with smooth or slimy skin, though some have skin poisonous to the touch.


Frog Legs (Optional, 1CP): When you roll a might to check to see how far or high you jumped you can double that result.

Amphibious (1CP): You can breathe both on land and in water. You also do not need to make might checks to swim in difficult situations.

Slimy Skin (2CP): You are difficult to grab and pin: When someone tries to grab you may add half your health score as a bonus to the stat used to resist that attack.

Poisonous skin (Optional, 4CP): when an attacker grabs you or hits you with a natural weapon melee attack they take poison damage equal to half of your health score, rounded down, for a number of rounds equal to a quarter of your health score. This ability does not work if you are wearing armor. Also, at the beginning of your turn you may rub one weapon or piece of ammunition against your skin to add this damage to one attack that round.

Dragon Folk(9CP):
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Dragon folk looks similar to lizard folk with tails and and scaly arms and legs that end in claws. However, they also have horns on their heads and large leathery wings on their backs as well and can breath various elements.

Flight(3CP): You have a pair of wings on your back, allowing you to fly. Your wings make you extra nimble, allowing you to spend 2 AP to dodge one incoming melee attack per round.

Elemental Breath Weapon (3CP): Upon picking this ability, choose either fire, cold, or electricity. Once per battle, as an action on your turn, you can spend 2 AP to deal damage of that type equal to three times either your Health score to a number of targets equal to your health score. This ability can only be taken once.

Claws (3CP): You have a pair of claws with a weapon dice of 1d6. Your claws count as natural light melee weapons.


Centaur (4CP):
There are two forms of centaurs in this world. The large more brawny type has the upper half of a human and the lower half of a horse, while the smaller more lithe type has the upper half of an elf an the lower half of a deer.

Hooves (2CP): You can kick with your hooves which have a weapon dice of 1d4. Your hooves count as natural light melee weapons.

Trample (2CP): As an action you can spend 3AP and make one melee basic attack with your hooves against all enemies in battle.


Troll (1+ CP):
Trolls come in all manner of shapes and sizes from from brawny to lanky, fat to thin, tall to short, etc. The one think they all have in common is green skin that is sometimes be pebbled in texture and long pointed ears. Some grow tusked as well. Trolls are most well known for their incredible regenerative properties, sometimes healing wounds in moments.

Regeneration: (1CP) Heal 1 damage per round per point invested in this ability. Occurs at the beginning of the players turn. This healing stops if you are brought to zero hit points.


Elemental Touched:
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Elemental touched vary greatly in their looks but something about their elemental heritage usually manifests in their physical appearance whether it is hair that is always wet or looks to be on fire, or pebbly skin or windswept features.

Body of Water (2CP): You take 50% less damage from ice attacks (minimum of 1 damage) but 50% more from Fire. You may take a second rank in this ability to become immune to ice damage but take twice as much damage from fire attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Fire (2CP): You take 50% less damage from fire attacks (minimum of 1 damage) but 50% more from Ice. You may take a second rank in this ability to become immune to fire damage but take twice as much damage from Ice attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Wind (2CP): You take 50% less damage from electric attacks (minimum of 1 damage) but 50% more from earth. You may take a second rank in this ability to become immune to electic damage but take twice as much damage from earth attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Earth (2CP): You take 50% less damage from earth attacks (minimum of 1 damage) but 50% more from electric. You may take a second rank in this ability to become immune to earth damage but take twice as much damage from electric attacks. You may only pick one elemental body type and it cannot be changed after character creation.


Golem (4-5CP+):
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Golems are artificially created lifeforms, they are immune to poisons and curses and the effects of emotions, both good and bad. Golems have to be physically repaired rather then magically healed.

Construct Body (4CP): You are immune to poison damage, curses, hexes and demoralization. However, you also can’t be inspired and normal healing has no effect on you. The only way for you to regain hit points is through the repair action or the self repair ability. If you are brought to zero hit points you cease to function until you are brought back to full hit points through the repair action, self-repair does not work during this time as well.

Self-Repair(Optional, 1CP+): Heal 1 damage per round per point invested in this ability. Occurs at the beginning of the players turn. This healing stops if you are brought to zero hit points.


Insectians(3-9CP):
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Also known as Bug folk, this race encompasses all insect human hybrids including moths, bees, hornets, ants, etc.

Multiple limbs (3CP): You have an extra set of arms. These arms can be used to hold weapons and perform actions as desired.

Flight (Optional, 3CP): You have a pair of wings on your back, allowing you to fly. Your wings make you extra nimble, allowing you to spend 2 AP to dodge one incoming melee attack per round.

Sting (Optional, 3CP): As an action you may spend 2AP to sting a target, delivering a dose of poison. The poison deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.


Myconid (3CP):

Spore(3CP): As an action, you may spend 3 AP to inundate a target with poisonous spores that causes them to fall asleep for a number of rounds equal to their health stat, minus their resist stat. For each additional AP you spend past the action's initial cost you may affect one more target with your spores If the target takes any damage it breaks this affect and the target wakes up.