Character Races

Note: If you wish your character to be non-human, you will be held to a slightly higher role-playing standard. There must also be some obvious characteristic about you that marks you as non-human choose at least one from the following racial features list.

Racial Features
Centaur: Long crest of hair resembling a mane, or four legs.
Drow: Black face makeup, white hair, or pointed ears.
Dryad: Pointed ears, Long & stringy green hair, or Tree-bark textured skin.
Dwarf: Long braided beard.
Elf: Pointy ears, face paint marking long flowing slanted eyes, or large pointed nose.
Fire Imp: Red face makeup and red tail, or all red clothes (including complete mask and gloves).
Gnome/Rock Gnome: Four-fingered hand.
Goblin: Sharp teeth, or green face makeup.
Halfling: Furry feet.
Kobold: Dog nose.
Minotaur: Horns, hooves, or four legs.
Ogre: Fake muscle shirt.
Ork: Pig nose.
Rakasta: Whiskers, tail.
Raven Ten-Ghu: Large, difficult-to-conceal wings.
Satyr: Furry legs, or donkey/goat ears.
Saurus: All-over green face makeup, green baldcap, sharp teeth, or crocodile-type tail (should be a large, non-concealable crocodile-type tail).
Troll: Colored blood/veins. Veins must cover arms, neck and part of the face must be very visible.
Water Imp: Blue face makeup and blue tail, or all blue clothes (including complete mask and gloves).
Vampyre-Kin: Vampire teeth, pale face makeup with dark around the eyes.

Full-Blooded Races - Stats Fixed
Dwarf: (Iron Willed / Tinkerer / Non-Magical / Short)
Goblin: (Tough / Immune to Disease / Very Short / Stupid)
Halfling/Hobbit: (Observant / Very Short / Slow)
Human: (No Modifications)
Kobold: (Observant / Immune to Disease / Very Short / Slow / Weak)
Ork: (No Modifications)

Sample Fey (Part Human) Races - Stats May Vary
Drow: (Priest Affinity -or- Magic Affinity / Allergic to Sunlight / No Armor)
Drow: (Priest Affinity -or- Magic Affinity / Allergic to Sunlight / Vulnerability to Fire)
Dryad: (Priest Affinity / Allergic to Metal / Magical Creature)
Elf: (Bow Affinity / Allergic to Metal / Magical Creature)
Gnome: (Observant / Short / Slow)
Gnome: (Tinkerer / Weak)
Gnome: (Tinkerer / Short / Slow)
Gnome: (Observant / Weak)
Minotaur: (Robust / Four Legs / Heavy / Obvious / Magical Creature )
Ogre: (Limited Giant Strength / Heavy / Obvious / Slow)
Ogre: (Limited Giant Strength / Huge / Stupid / Heavy / Slow)
Ogre: (Semi-Limited Giant Strength / Stupid / Obvious)
Troll: (Tough / Fast Healer / Heavy / Slow / Obvious)
Other Races: See: Creating Other Races

Advantage Descriptions:

Acute Sight/Hearing/Smell: Character can vaguely see/hear/smell people in their facinity. Character always knows when there are invisible people around - though doesn't know exactly who or where they are. This can NEVER be used by the player to attack an invisible character, but it could be used to trap them or flush them with enough help.

Air Affinity: Character gets 1 month of free Air Sphere Spell Skills. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Aquatic: Gets the "Swimming" skill for free.

Assassin Affinity: Character gets 1 month of free Rogue Assassination skills, or Assassin Class Entry for free.

Bow Affinity: Character gets "Make Bows" and "Make Arrows/Bolts" at level 1 each for free. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Earth Affinity: Character gets 1 month of free Earth Sphere Spell Skills. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Fast Healer: Heal limb ribbons need not be left on the character, once the spell is cast, the limb is restored, and the ribbon can be immediately returned.

Fire Affinity: Character gets 1 month of free Fire Sphere Spell Skills. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Four Arms: Can lose each arm twice. Must have a prop for each extra arm that can readilly show whether that arm is present or not (ie: Fake extra arms that are stuck behind the back on the first arm hit).

Four Legs: Can lose each leg twice. Must have a prop for each extra leg that can readilly show whether that leg is present or not (ie: Fake extra legs that are folded up on the first leg hit).

Huge: Character (Note: NOT the player) can use a large weapon with only one arm. If the player finds himself with only one arm, he may still use both of his arms on a single weapon - but if either arm is hit (even the one that was already gone), both are then gone and the player becomes armless. If the player loses one arm (but still has the other) while using a weapon with two hands, the player must remove that arm from the weapon, hold it up, and declare "Arm Gone" before using it on the weapon again. This ability does not give any one-handed means of using Florentine, weapon and shield, bow, or any other truely two-handed actions that could not be done with one massive, muscular arm.

Immune to Poison: Cannot be affected by non-magical poisons.

Immune to Disease: Cannot be affected by non-magical diseases.

Iron Willed: Cannot be affected by mind-control effects unless they come from very powerful artifacts or from gods. Such things as cursed scrolls and spells or potions that perform lie detection, compel truth, charm person, or control creature can not effect the character's behavior or knowledge at all.

Limited Giant Strength: Up to 3 times per event, character can perform a feat of giant strength (Catch, Carry (up to 100') or Throw a boulder, break an Advanced Door/Lock, etc...). He also may carry a boulder up to 10' in conjunction with throwing or catching ir at no additional cost. This also gives the character all of the benefits of the "Strength" advantage.

Magic Affinity: Character gains 1 free month in Utility Spells or Alchemy Skills or free entry to a Mage or Sage Class. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Observant: Gets the "Search Hidden" skill for free - ignoring all prerequisites skills.

Perceptive: Can see invisible creatures/items.

Prehensile Tail: Can use non-combat, non-spell abilities with no arms (pick locks, escape chains, drag bodies, etc...).

Priest Affinity: Character gains 1 free month in Holy Spells or free entry to a Priest Class. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Robust: Isn't permanently dead until character dies with 3 Raise dead ribbons on (instead of 2).

Semi-Limited Giant Strength: Up to 9 times per event, character can perform a feat of giant strength (Catch, Carry (up to 100') or Throw a boulder, break an Advanced Door/Lock, etc...). He also may carry a boulder up to 10' in conjunction with throwing or catching ir at no additional cost. This also gives the character all of the benefits of the "Strength" advantage.

Strength: Character may roll boulders around (but not carry them at all), or drag 2 normal corpses (or 1 heavy corpse) at will.

Sure-Footed: Gets the "Rock-Climbing" skill for free.

Tinkerer: Character gets 1 free month in Blacksmithing/Craft skills, or gets Pick Basic Locks for free.

Tough: A killing blow only renders character unconscious. Once the character has assumed the "dead" position, then another killing blow will finish him off. Instant kill attacks WILL still kill the character on the first hit, not knock him out.

Water Affinity: Character gets 1 month of free Water Sphere Spell Skills. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.

Weapon Affinity: Character gets a free specialization in his weapon of choice once he reached the maximum level in that weapon - provided this does not violate any of his class/skill restrictions. This does not count towards prerequisites of classes/orders that are defined are requiring 'X months'.


Disadvantage Descriptions:

Aligned with [God]: Can only use blessed/holy items of one specific god. Can only be healed or raised by priests of this one god.

Allergic to Metal: Cannot wear or carry ANYTHING composed partially or completely of metal (must carry coins in closed pouch, and cannot handle them at all).

Allergic to Sunlight: Must keep out of sun at all times. If exposed to sun, must get out of direct sunlight before doing anything else.

Cowardly: May never engage in combat with an opponent (even if cornered) who has a longer weapon than the character, or is wielding more weapons than the character (including shields). May also never engage if their group is outnumbered by the enemy group. Characters having this disadvantage should roleplay a truly cowardly character.

Frail: Any hit to a limb or body will kill the player.

Heavy: Two people (or 1 with Giant Strength) are needed to drag the character.

Magical Creature: Cannot cross circle of protection, or attack across a circle of protection. This may also make the character vulerable to certain special spells or abilities.

No Armor: Can never wear any kind of non-magical armor.

Non-Magical: Can never be a Mage or Priest or cast any spells. Beneficial magic cast on character requires double-length chant.

Obvious: Cannot sneak. Must announce presence if unnoticed.

Short: Cannot use any weapons longer than 4'

Slow: Must never run, player must always walk.

Stupid (New): Only can speak native (plus possibly racial) language. Can only know one primary weapon skill. Can never learn secondary weapon skills, bow, reading/writing, magical classes (except priests), spells (except for healing/holy spheres), or rogue skills. Classes and non-weapon skills cost triple normal.

Stupid: Simple-Minded: Only can speak native (plus possibly racial) language. Can never learn secondary weapon skills, bow, or reading/writing. Classes and non-weapon skills cost double normal.

Stupid: Dim-Witted: Can never learn secondary weapon skills, bow, or reading/writing. Magical classes and spell skills cost double normal.

Unholy Creature: Cannot cross a holy circle, attack across a holy circle or sanctuary boundary, or enter a sanctuary uninvited. Character also can never learn any spells from the Holy sphere, or ever join any Priest class. This may also make the character vulerable to certain special spells or abilities.

Unsteady: May not stand or move on one leg. Must always kneel and walk on knees if missing a leg.

Very Short: Cannot use any weapons longer than 3'

Vulnerability to X: Any wounding attack of type X (for example: Wood, Holy, Blessed, etc...) will kill the player, even if the attack only hits a limb. If one is vulnerable to a weapon or spell's attack, he may never use that weapon or spell. For example, one vulnerable to holy attacks can not learn spells from the Holy sphere or wield a Holy Weapon. One who is vulnerable to magical weapons can not wield them, one vulnerable to wood can not wield wooden weapons or shields, etc. One who is vulnerable to silver also can not hold money or treasure (as per "Alergic to Metal").

One who is vulnerable to fire can not learn fire magic, light fires, or benefit from fire magic - they can carry a torch but they cannot fight with it. Also, if their body is burned, they are permanently dead in 20 minutes instead of 30 as per normal.

Weak: Is permanently dead if character dies with 1 Raise dead ribbon on (instead of 2).