Races:
Roll once on Chart #1 for the rarity of the race. Then look to the right and it will instruct you where to roll from there:
Chart #1
%Roll: Races Rarity:
01-70: Common (roll on Chart #2)
71-90: UnCommon (roll on Chart #3)
91-00: Rare (roll on Chart #4)
Note:
It is also up to the Game Master to allow players to pick the race they wish to be.
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Chart #2 For now, use the PDF for specifics on races not transfered to the site.
%Roll: Common Race types:
01-30: Dwarf: %Roll: Dwarf races:
01-50: Kithrin
51-00: Sha’Qual
31-40: Elf: %Roll: Elf races:
01-50: Aldarian (Tree Elf)
51-00: Vosk (Wood Elf)
41-90: Human
91-00: Shallant
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Chart #3 For now, use the PDF for specifics on races not transfered to the site.
%Roll: UnCommon Race types:
01-05: Centaur: %Roll: Centaur races:
01-50: Kandorian
51-00: Tyrin
06-15: Elf: %Roll: Elf races:
01-50: Amalagon (Jungle Elf)
51-00: Mirellian (Dark Forest Elf)
16-20: Gleighdor: %Roll: Gleighdor races:
01-15: Arikan (Vulture)
16-30: Karritch (Crow)
31-44: Mashuri (Eagle)
45-58: Sagen (Owl)
59-72: Shakra (Falcon)
73-86: Shiim (Raven)
87-00: Vijjarra (Hawk)
21-30: Leviathan
31-45: Lizardman
46-55: Microne
56-60: Quadrate
61-75: Ratman
76-80: ShapeChanger
81-86: Ultarian: %Roll: Ultarian races:
01-33: Black-Sands Clan
34-66: Red-Sands Clan
67-00: White-Sands Clan
87-93: Veleighen
94-00: Zendahr
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Chart #4 For now, use the PDF for specifics on races not transfered to the site.
%Roll: Rare Race types:
01-05: Ardenoth
06-08: Ardinnin
09-28: Canthra: %Roll: Catur races:
01-25: Harritt`Catur (Panther)
26-50: Hiskin`Catur (Common Forest)
51-75: Homin`Catur (Savanna Desert)
76-00: Liskin`Catur (Arctic )
29-38: Fairy: %Roll: Fairy races:
01-45: Elemental: %Roll: Elemental Fairy breeds:
01-25: Air
26-50: Earth
51-75: Fire
76-00: Water
46-90: Forest: %Roll: Forest Fairy breeds:
01-70: Forest (Common Forest)
71-00: Forest, (Enchanted Forest)
91-00: Kitharian - As the Kithillian.
39-41: Gakaru (4 armed humanoid)
42-48: Gargoyle (Common)
49-55: Crogen (humanoid reptile)
56-70: Elf: %Roll: Elf races:
01-20: Eldishar (Enchanted Forest Elf)
21-40: Kithillian (Magic Elf)
41-60: Magandian (Beautiful Elf)
61-80: Mystic (Spirit Elf)
81-00: Sardakk (Wastelands Elf)
71-75: Lykkinnin: %Roll: Lykkinnin Species:
01-33: Lycanthra: %Roll: Lycanthra races:
01-25: Grimalkin (Jungle WerePanther)
26-50: Shasa`Sebaru (Jungle WereTiger)
51-75: Shasuru (Savanna Desert WereLion)
76-00: Wiren (Forest WereLynx)
34-66: Lycanthrope: %Roll: Lycanthrope races:
01-50: Wolden (Forest WereWolf)
51-00: Worath (Dark Forest WereWolf)
67-00: Lycanthur, Norst`Kin (TimberWereWolf).
76-83: Minotaur (Common)
84-98: Mutant
99: Undead: %Roll: Unead races:
01-25: Skeleton: %Roll: Skeleton types: (Skekkan Wastelands)
01-20: Black (Black-boned)
21-40: Chyru (Blue-boned - Holy)
41-60: Harrowlith (Gray-boned)
61-80: Red (also known as the Vassal - Red-boned)
81-00: White
26-50: Vampire/Vampiress (Skekkan Wastelands)
51-75: Undertaker (Skekkan Wastelands)
- 1-D12 Sense of Smell / - 1-D12 Taste / - 1-D12 Appearance
- 1-D8 Speech / + 1-D10 +2 Constitution / + 1-D12 +3 Mental-Strength
+ 1-D12 +3 Strength
76-00: Zombie, Common (Skekkan Wastelands) - 25% chance to be a "Living Zombie".
00: Vahkrin: %Roll: Vahkrin races:
01-33: Liquorian ()
34-66: Rakshasa ()
67: Toraz %Roll: Toraz races:
01-50: Marrowlich
51-00: Vol`Spawn
68-00: Vuolg (Volg - the U is silent)
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Ardinnin The Ardinnin are akin to the Pegasus in that they are half winged horse, half humanoid. They love the freedom of the skies, and make their homes far atop the steep and rugged cliffs and mountains of the world.
Race adjustments: Characteristic adjustments: +1-D12
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Canthra The Canthra are a race of cat people. They are not shifters as are the Lycanthra (who are like the lycanthrope shifters). Canthra are reclusive by nature, though once in a while one becomes curious about the outside world and ventures forth to learn and see what there is outside the confines of their own village. There are four distinct breed of Canthra within the Species that have been discovered to date, though more are suspected to be in existence:
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Harritt=Catur (Jungle Panther) Jungle dweller. The two Rs in the name are rolled heavily on the tongue (the one R is not rolled).
Race adjustments: Characteristic adjustments: +1-D10 Awareness +1-D8 Constitution +1-D10 Coordination +1-D10 Dexterity -1-D4 Intelligence +1-D6 Mental-strength +1-D8 Strength -1‑D4 Wisdom +5 space movement
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Hiskin`Catur (Forest Cat) Common forested dweller. Can run through trees as quickly as upon the ground. Often times the Hiskin`Catur will align themselves with a druid if there is one or more present within their forested region.
Race adjustments: Characteristic adjustments:
+1-D8 Awareness +1-D8 Constitution +1-D8 Coordination +1-D8 Dexterity -1-D3 Intelligence +1-D6 Mental-strength +1-D20 Strength -1‑D3 Wisdom +4 space movement
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Homin`Catur (Cheetah Cat) Savanna Desert dweller.
Race adjustments: Characteristic adjustments:
+1-D8 Awareness +1-D20 Coordination +1-D20 Dexterity -1-D2 Intelligence +1-D12 Mental-strength +1-D20 Strength -1‑D2 Wisdom +9 space movement (sprint: +12 spaces 1 / 720 turns (1 hour).
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Liskin`Catur (Tiger Cat) Arctic dweller. The Liskin are orange striped. There is another breed; a close kin to the Liskin called the Shaskin which are black and white striped. Voraskin is the named Kazar that watches over this Canthra.
Race adjustments: Characteristic adjustments: +1-D12 Awareness +1-D10 Constitution +1-D12 Coordination +1-D12 Dexterity -1-D4 Intelligence +2-D12 Mental-strength +2-D12 Strength -1‑D4 Wisdom +6 space movement
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Centaur The Ardinnin are akin to the Pegasus in that they are half winged horse, half humanoid. They love the freedom of the skies, and make their homes far atop the steep and rugged cliffs and mountains of the world. Return to: Common Races / Uncommon Races / Rare Races
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Kandorian The Kandorian Centaur are half horse, half humanoid. They are at one with all types of forest regions. The women are more uncommon than the men as mostly male‑children are born. The males of this species are extremely protective of the females. Kandorian Centaur value family stability. When this creature is encountered they will be mostly bloodline family and/or mates. Music is a major part of this species culture.
Race adjustments: Characteristic adjustments: Female: +1-D6 Charisma +1-D6 Intelligence +1-D6 Wisdom +5 space movement
Male: +1-D8 Constitution +1-D12 Strength
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Tyrin The Tyrin Centaur are warlike and vicious, their minds bent on conquering and dominating every others. As is with the Kandorian, the male Tyrin are extremely protective and jealous of their females. When this creature is encountered they will be mostly bloodline family and/or mates. The arts of warfare are a major part of this species culture.
Race adjustments: Characteristic adjustments: Female: +1-D6 Charisma +1-D6 Intelligence +1-D6 Wisdom +5 space movement
Male: +1-D8 Constitution +1-D12 Strength
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Dwarf Dwarves are attracted to the earth and what it holds. They believe the within the bowels of the earth lay priceless treasures, therefore they build their cities all underground and guard them with dragon-like vigilance. There are two breeds within the species of Dwarf. They are cousin to each other, always ready to come to the aid of the other. Return to: Common Races / Uncommon Races / Rare Races
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Kithrin Surface dwarf: Over the span of time, this breed of dwarf began to delve from the surface of the earth down a modest one league (3 miles) into the earth, giving their cousins, the Sha`Qual Dwarves the space they desired below them. Most all tunnel systems and great halls of the Kithrin Dwarves are linked with the halls and tunnels of their cousins below, and they keep many guards at all points (from top to bottom) as a lookout for both nations.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Constitution +1-D10 Strength
Night-Vision: After 1 turn (5 seconds) of being exposed to darkness.
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Sha`Qual Subterranean dwarf: Over the span of time, this breed of dwarf began to delve deeply into the bowels of the earth in search of Gem Vein. As the Kithrin Dwarves mainly delve for gold and silver and all manner of precious ore, the Sha`Qual Dwarves turned their search even further down, delving to incredible depths, of which are unknown to most all surface dwellers (for the Sha`Qual keep tight the secrets of their mines and hidden cities).
Race adjustments and abilities: Characteristic adjustments: +1-D10 Constitution +1-D10 Strength
Night-Vision: After 1 turn (5 seconds) of being exposed to darkness.
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Elf There are many breed of elves. Within these breeds they separate into tribes (i.e., the Vosk (wood) Elf nations consists of many thousands of their kind, though they all do not live in the same forest (thus they separate into various tribes).
For the most part elves in general are a reclusive species, unconcerned with the ways of mankind.
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Aldarian (Tree Elf) These Elves live within the trees. They can run through them as fast as they can move upon the ground, rarely having to make special checks for falling (i.e., in a serious wind-storm they would have to make special coordination checks as they traveled at full speed, but it they slowed their movement the G.M. would probably forego these checks).
Race adjustments and abilities: Characteristic adjustments: +1-D6 Awareness +1-D6 Charisma +1-D8 Coordination +1-D8 Dexterity
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Amalagon (Chameleon Elf) Jungle dwelling Elves of the tropical seas.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Awareness +1-D6 Coordination +1-D6 Dexterity
Camouflage: When within an organic setting (i.e., forest, high density foliage area, jungle, etc.), the Amalagon Elf will have the Camouflage abiltiy exactly as the druid's spell, "Camouglage".
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Eldishar (Enchanted Forest Elf) Natural inhabitants of the Region, "Enchanted Forest, this breed of elf will always be gifted with at least one "Other Significant Feature" (found in the Creating the Characters Book).
The Enchanted Elf has a natural radiance that emanates from their physical being, lighting up an area round about them as does a candle lantern (which sheds light 4 spaces (20') out all the way about it).
Race adjustments and abilities: Characteristic adjustments: +1-D4 Intelligence +1-D12 Mental-Strength +1-D4 Wisdom
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Kithillian (Magic Elf) The bright eyed elves of Essence. At birth each Kithillian Elf is taken away from his or her native city of Al'Enara and placed elsewhere without knowledge of who he or she is. Each must find their way back to their native plane from whence they came. This is not all that needs be accomplished, for from whence they come is held secret and sacred and fervently protected by all who discover it. Each Kithillian Elf places his or her being at stake when this path is taken, for it is a path of great significance. With the cultivation of this power comes the heavy burden of responsibility . . . and that which empowers this breed of elf is not to be trifled with . . . there is much at stake for this people.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Intelligence +1‑D10 Wisdom.
Divine Favor(s): Essence of Eternity. The Kithillian Elf must earn the right to use this power (it is not given lightly, nor without much sacrifice (G.M.: This is the most difficult path to follow in Guardians; there can be no exception).
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Magandian (Beautiful Elf) The most beautiful humanoids of the earthen plane, the Magandian Elves. Their beauty has the ability to charm all sentient creatures. Magandian Elves are soft spoken and peaceful by nature. Many veil their inherently beautiful features from others, for they are distracting. In ages past there have been wars fought due to this one single attribute of the Magandian Elf . . . perfect beauty.
Race adjustments and abilities: Characteristic adjustments: +1-D8 Awareness +3-D20 Charisma +1-D4 Coordination +1-D4 Dexterity
Divine Favor(s): "Gift of charm"
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Mirellian (Dark forest Elf) Mirellians are warlike and vicious, dark hearted and cruel. The Mirellian Elf can merge with shadows, actually becoming shadow itself, leaving no scent nor trace of his or her presence. They sense and feed from others fear, using the energy they feel as power to use.
Race adjustments and abilities: Characteristic adjustments: +1-D8 Coordination +1-D8 Dexterity +1-D8 Mental-strength
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Mystic (Half physical, half spirit Elf) The Mystic Elf is a creature of half spirit, half physical nature. When this elf is touched physically, that physical contact will have a 50% chance to pass through him or her without any effect (unless the Mystic Elf desires otherwise).
Race adjustments and abilities: Characteristic adjustments: +1-D10 Coordination +1-D10 Dexterity
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Pyrran (Fire Elf) The Pyrran Elf are creatures who dwell in the Volcanic regions of Utaemia. Their immunity to heat and fire become stronger with increased levels.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Constitution +1-D10 Coordination +1-D10 Dexterity
Trade-Skill: Survivalist (in the Wastelands only, not other regions).
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Sardakk (Wasteland Elf) Sardakahn is another term for the Sardakk race as a whole. These are the Wasteland dwelling elves; the only race to master the Wastelands of Utaemia. They are an honor-bound race, thriving on a broken and desolate region in perfect unity and brotherhood.
Race adjustments and abilities: Characteristic adjustments: +1-D4 Awareness +1-D6 Constitution +1-D6 Coordination +1-D6 Dexterity +1-D12 Mental-strength +1-D6 Strength
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Venariom (Poison Elf) These elves dwell in the Jungle regions of Utaemia. Their saliva is a toxic venom that increases in its potency as they advance in levels. Many of the Venariom Elves take the paths of assassin, thief, and even the forest knight. They are a more sober race, silent in their walk of life.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Awareness +1-D6 Coordination +1-D6 Dexterity
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Vosk (Wood Elf) Forest floor dwellers. These elves are the only race type to know the secret forging of skin armor. They are a more sober species, but do love to dance. They concentrate highly on industry and family.
Race adjustments and abilities: Characteristic adjustments: +1-D6 Awareness +1-D8 Coordination +1-D8 Dexterity
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Gargoyle Gargoyles are war-like and vicious. They hunt most of the time in numbers and make no pretense These creatures love power and dominance, and are especially fond of jewelry.
Race adjustments and abilities: Characteristic adjustments: -1-D12 Charisma +2-D20 Constitution +2-D12 Strength
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Gleighdor They are Human-like, with wings. These magnificent creatures are dwellers of the open skies, keeping mostly to themselves, for they are not necessarily concerned with the outside world. Return to: Common Races / Uncommon Races / Rare Races
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Arikan (Vulture) This race type is found in almost all regions of Utaemia. They are scavengers by nature. They tend towards whatever deal with the dead.
Race adjustments and abilities: Characteristic adjustments: +3-D6 Awareness -1-D10 Charisma
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Karritch (Crow) This race type is found thriving in many regions of Utaemia. They are thieves by nature. They tend towards stealing whatever catches their eye.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Awareness +1-D8 Coordination +1-D8 Dexterity -1‑D10 Wisdom
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Mashuri (Eagle) This race type is found in the high countries of Utaemia. They are noble by nature. They make open war against dragons, who they hate with a burning enmity. This breed of avian creature will go out of their way to kill most species of dragon.
Race adjustments and abilities: Characteristic adjustments: +1-D10 +1 Awareness +1-D6 Coordination +1-D6 Dexterity +1-D8 Mental-strength
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Sagen (Owl) This race type is found in the forested lands of Utaemia. They hunt mainly at night as they are nocturnal, hunting in small groups for their dependants. They are solitary by nature, keeping mostly to their own.
Race adjustments and abilities: Characteristic adjustments: +1-D12 Awareness +1-D12 Dexterity +1‑D12 Wisdom.
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Shakra (Falcon) The Shakra Gleighdor tend more towards open flight and exploration. It is not uncommon that this species will join adventuring parties just for the prospects of open, unhindered, travel throughout the regions of Utaemia. They are stern and intimidating in their appearance.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Awareness +1-D6 Coordination +1-D6 Dexterity +1-D6 Mental-strength
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Shiim (Raven) This race type is found throughout the forested regions of Utaemia. They are thieves by nature. They tend towards stealing whatever catches their eye.
Race adjustments and abilities: Characteristic adjustments: +1-D8 Awareness +1-D6 Strength +1-D4 Dexterity -1‑D6 Wisdom
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Vijjarra (Hawk) The Vijjarra Gleighdor are a proud race. They tend to believe they are the superior race amidst all the races of Utaemia, and hold to that ideal. They are quick to fight, and slow to trust in another=s alliance. But once trust is established, they are a suitable ally.
Race adjustments and abilities: Characteristic adjustments: +1-D12 Awareness +1-D4 Charisma +1-D6 Coordination +1-D8 Dexterity +1-D8 Mental-strength
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Human Humans are the predominate race. They do not have starting abilities, but are generally notorious for cultivating skills and abilities rather quickly.
Race adjustments and abilities: Characteristic adjustments: None. This race gains an additional + 1‑D4 +1 Modification‑points per level advanced.
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Leviathan Leviathans are huge, Human-like in appearance. They are a more stern and warlike race than most others.
Race adjustments and abilities: Characteristic adjustments: +1-D20 +7 Constitution +1-D20 +7 Strength
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Lizardman Lizardmen are curious race, which leads them to curiously delve into the wilds of Utaemia in search of knowledge.
Race adjustments and abilities: Characteristic adjustments: +1-D12 +3 Coordination +1-D6 +2 Dexterity -1-D12 Intelligence -1-D12 Wisdom.
Natural leathery skin that gives the same protection as does Light-Leather Armor.
This race will also have the following natural abilities: Night-Vision (natural)
This race will also have the following susceptibilities: For the Duration of a Cold Attack effect, this creature will have the following penalties:
Defense: -20
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Lykkinnin This is the general title of all were creatures. Return to: Common Races / Uncommon Races / Rare Races
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Lycanthra Werecat. When these creatures shift into their half cat, half humanoid state, they appear as the species: Catur (they are very similar in physical build).
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Grimalkin Jungle WerePanther
Race adjustments and abilities: Characteristic adjustments: +1-D12 Awareness +1-D10 Coordination +1-D10 Dexterity
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Shasa`Sebara Jungle WereTiger
Race adjustments and abilities: Characteristic adjustments: +1-D6 Awareness +1-D6 Coordination +1-D6 Dexterity -1-D6 Intelligence +1-D12 +12 Strength -1‑D6 Wisdom
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Shasuru Desert WereLion
Race adjustments and abilities: Characteristic adjustments: +1-D8 Awareness +1-D10 Coordination +1-D10 Dexterity
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Wiren Common Forest WereCat
Race adjustments and abilities: Characteristic adjustments: +1-D12 +4 Awareness +1-D10 Coordination +1-D10 Dexterity
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Lycanthrope Werewolf. When these creatures shift into their half wolf, half humanoid state, they closely resemble species: Manwolf (they are very similar in physical build). Return to: Common Races / Uncommon Races / Rare Races
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Wolden Common Forest Werewolf
Race adjustments and abilities: Characteristic adjustments: +1-D12 Awareness +1-D10 Coordination +1-D10 Dexterity
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Worath Dark Forest Werewolf.
Race adjustments and abilities: Characteristic adjustments: +1-D12 Awareness +1-D10 Coordination +1-D10 Dexterity
Night-Vision: As the Psychic's spell. Vicious Rage: Once per 24 hours the Worath Lycanthrope can break into a vicious round
Resistances: Only when in Worath form. Magic ---------- : 30% Mental-attack : 40% Spiritual-attack: 20%
Shape-Shift: This creature can shift into, and back from, Human form at will. It take 10 turns (50 seconds) to complete the shift. When in Human form, the Wolden Lycanthrope will only have Human abilities.
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Lycanthur Shifter. These creatures are extremely rare to encounter. They are among the species of Lykkinnin, just as the Lycanthrope (werewolf) and Lycanthra (Werecat), yet they do not take on half humanoid, half wolf shape when they change. Lycanthur Timber WereWolves are human-like in appearance. In fact, if you are not knowledgeable on their species fluently, you would easily mistake them for a Human. When they shift, their humanoid bodies alter into what appears to be a larger, more sinewy and muscular Timber Wolf. In this form they look and are much more terribly vicious and dangerous than in humanoid or wolf form (for they can also take on the form of a Common Timber Wolf as well). Return to: Common Races / Uncommon Races / Rare Races
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Norst`Kin (Timber WereWolf) Very reclusive and withdrawn from the societies of all other races.
Race adjustments and abilities: Characteristic adjustments: +1-D20 +10 Awareness +1-D6 Coordination +1-D6 Dexterity -1-D4 Intelligence, -1‑D4 Wisdom.
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Microne Microne appear to be tiny humans. They have an average height of 7" tall.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Awareness +1-D8 Intelligence Divide your rolled up Strength by 6 (rounded up). Lowest Strength = 5 +1‑D8 Wisdom.
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Minotaur Warlike and vicious, this race type is often sought after by military governments to aid them in war. They love treasure and power.
Race adjustments and abilities: Characteristic adjustments: -2-D10 Charisma -------- (characteristic cannot be less than 5) +2-D8 Constitution ----- (best of three rolls) -1-D6 Coordination -1-D10 Intelligence ---- (characteristic cannot be less than 5) +1-D10 Mental-strength (best of three rolls) +1-D20 Strength -------- (best of three rolls) -1‑D10 Wisdom --------- (characteristic cannot be less than 5)
Luck Prowess: Minotaur do not lose next physically offensive turn after using luck. Luck Regeneration: Minotaur regenerate 1-D4 luck per turn per 5 levels advanced.
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Mutant Mutants appear to be Human or Elf to the unlearned. But they are in fact far from Human, or Elf.
Race adjustments and abilities: Characteristic adjustments: +2-D12 Mental-strength (best of three rolls).
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Quadrate Human in appearance. They can adapt to harsh changes quickly.
Race adjustments and abilities: Abilities, Character: Adaption: The Quadrate can adapt to acid, air, earth, fire and water if dangerously exposed to it for a certain period of time. There are many other things a Quadrate can adapt to (i.e., like having not to breath, becoming used to poison, or poisonous gasses, increasing in needed characteristics for survival, etc.).
Characteristic adjustments: None.
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Ratman Ratmen are incredibly curious about the secrets within the deep and darkened places of Utaemia, such as underground structures (i.e., caves, dungeons, labyrinths, etc.), and are insatiably drawn to such areas. They are naturally greedy, even among there own kind, hoarding wealth and items, even if they are junk.
Race adjustments and abilities: Characteristic adjustments: +1-D8 Awareness (place points into Hearing, Sense of Smell, Sixth Sense, Taste, Touch, or Vision). +1-D4 Mental-Strength
Movement: +1 space per turn. Natural Evasion: 10% chance (+2% per 3 points of Coordination above 25). Special Defenses: Naturally immune to (common) Disease and Sickness.
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Shallant Shallants are Human in appearance, yet are an average of 3'-3" tall. They tend towards eating and drinking and parties. They are also drawn towards thieving by an insatiable appetite for mysteries and the unknown.
Race adjustments and abilities: Characteristic adjustments: +1-D6 Charisma (place points rolled into Speech & Appearance (as you want). -1-D4 Constitution +1-D10 Coordination +1-D12 Dexterity -1-D10 Strength
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Shapechanger
This race looks like a Human in appearance, but they can shape-shift into other creatures and objects.
Rulings: At level 0-4 ---- : Shape-shifting both ways takes 3 turns (15 seconds). The size of the creature or item cannot be less than 1/2, or x2 the Shapechanger's size. A creature or object must be touched into order to change into it.
At level 5-9 ---- : Shape-shifting both ways takes 2 turns (10 seconds).
At level 10-14 - : Shape-shifting both ways takes 1 turn (5 seconds).
At level 15-19 - : You no longer need to touch something to shape-change into it, but you must be within 1 space (5').
At level 20-24 - : You no longer need to touch something to shape-changeinto it, but you must be within 2 spaces (10').
The size of a creature or object can now be 1/4, or x3 the Shapechanger's size.
At level 25-29 - : You no longer need to touch something to shape-change into it, but you must be within 3 spaces (15').
At level 30-31 - : If you expend x5 the Modification-Points to learn creature lore, you can change into that creature without ever having to see it.
If you pass The Test of the Jahthein, Shape-shifting both ways will become an instant action, and can be done while moving, attacking, climbing, dodging, walking, swimming, Etc.
At level 32-34 - : You will actually become any animal class creature you Shape-Change into if you have changed into that animal more than 33 times. You will have that animal's abilities, characteristics, Etc.
At level 35-39 - : The size of a creature or object can now be less than 1/4, or x3 the Shapechanger's size.
At level 40-44 - : The size of a creature or object can now be 1/4, or x5 the Shapechanger's size.
At level 45-49 - : The size of a creature or object can now be 1/8, or x7 the Shapechanger's size.
At level 50-54 - : The size of a creature or object can now be 1/16, or x9 the Shapechanger's size.
At level 55-59 - : The size of a creature or object can now be 1/32, or x12 the Shapechanger's size.
At level 60-61 - : The size of a creature or object can now be 1/64, or x16 the Shapechanger's size.
At level 62+ --- : The size of a creature or object can now be 1/128, or x32 the Shapechanger's size.
Race adjustments and abilities: Characteristic adjustments: +1-D4 Awareness +1-D4 Charisma +1-D4 Constitution +1-D4 Coordination +1-D4 Dexterity +1-D4 Intelligence +1-D4 Mental-strength +1-D4 Strength +1‑D4 Wisdom
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Ultarian The Ultarians look to be Human in appearance, but they are quite different if you touch them, for they have very strong skin, serving to protect them from the harsh desert environments they love to much. Return to: Common Races / Uncommon Races / Rare Races
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Black-Sands Clan Black-skinned humanoid desolate desert dweller. Of the three breed of Ultarian, this nation is by far the most durable race physically.
Race adjustments and abilities: Characteristic adjustments: +3-D10 Constitution +1-D12 Coordination +1-D12 Dexterity +3-D10 Strength
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Red-Sands Clan Auburn-skinned humanoid desolate desert dweller. Of the three breed of Ultarian, this nation is the second most durable race physically, and is also is the second most quick with foot and hand.
Race adjustments and abilities: Characteristic adjustments: +2-D10 Constitution +1-D10 Coordination +1-D10 Dexterity +2-D10 Strength
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White-Sands Clan White-skinned humanoid desolate desert dweller. Of the three breed of Ultarian, this nation is the weakest physically, but is usually the quickest on foot and with hands.
Race adjustments and abilities: Characteristic adjustments: +1-D10 Constitution +1-D8 Coordination +1-D8 Dexterity +1-D10 Strength
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Veleighen Appear as large burley Humans with much chest hair. They are allied with the Zendahr in that they capture and bring spell-casters to the Veleighen for a bounty.
Race adjustments and abilities: Characteristic adjustments: +1‑D10 +3 Constitution +1‑D10 +3 Mental‑strength +1‑D10 +3 Strength
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Zendahr Appear as a Human, and are difficult to distinguish unless one is learned in their culture. The Zendahr are the masters of enslaving spell-casters. They are heavily allied with the Veleighen race. They are expert in the craft of capturing spell-casters unharmed.
Race adjustments and abilities: Characteristic adjustments: +1‑D12 Intelligence +1‑D12 Wisdom
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