Playable Races

  • Shore Troll (XL)

    Can feed a coastal village.

    Size: 4×4

    Move: 6

    Height Range: 15-18ft

    Bonus HP & Melee: +48

    Natural Armor: 0

    Size Category: Extra-Large

    Food/day: 16

    Weight Range: 1500-2000lbs

    All Weapon Range: +2

    Life Expectancy: 200 years

    Special

    • Shore Trolls get a 2x tool multiplier for Fishing.1
    1. This is in addition to any other tool buffs they may be using. With a Stone Toolkit they will get x2 (instead of x1). With a Basic Toolkit they will get x4 (instead of x2). With a Workshop they will get x8 (instead of x4). ↩︎
  • Daywalker (Med)

    Born with daddy issues.

    Size: 1×1

    Move: 5

    Height Range: 5-6ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-200lbs

    All Weapon Range: +0

    Life Expectancy: 1000 years

    Special

    • Ability: “Exsanguination”: This ability, when used on another living creature, will deal [Aura value] damage to the target, and:
      – it uses only 1d20 + Reflex stat value for the contested action.1
      – it heals the Daywalker by the same amount of damage they dealt with the ability that turn.
      – if it is used as the killing blow on a playable race: will grant the Daywalker all abilities, passives, & effects that is listed as “special” to that race, permanently.2
    • “Undeath”: If a Daywalker’s HP drops to 0 or lower (if they’re still alive), after they fall to the ground, The GM takes control of their character.
      – They drop all held weapons and shields where they fell.
      – While in a trance state, they will lose their skill bonuses for all actions, they will move, they will defend themselves, & they will attempt to use “Exsanguination” on any nearby creatures.3
      – They still get to use dice & stats for any rolls (they only lose skill bonus & access to other abilities — such as dual wielding).
      – They leave this trance state once they have 1+ HP, or die.
    • Trait: “Perfect Guise”: A Daywalker is perfectly human to all perceivable senses. They smell, sound, move, & appear human in every way.4
    1. It is treated as a replacement for an unarmed attack, & must follow all other rules of an unarmed attack – except it cannot be used with any skill bonus or dual wielding rules. It is not a grapple or latching effect, so it must be contested each round to continue it’s effects (It works best on extremely weak or unconscious targets). ↩︎
    2. Each “special” racial trait may only be received once, & cannot stack. If an effect from one is greater than another gained trait, the Daywalker gains the greater effect. Does not work with shapeshifting abilities or grow extra appendages. ↩︎
    3. Friend & foe alike. Generally prioritizing the weakest prey in the immediate area 1st as; “lowest armor preferred”. If it struggles to get a bite, it may move to the next weakest creature. ↩︎
    4. The Perfect Guise works fine for a Daywalker at birth. But, some traits from other playable races would visually alert others of their true race & threat. Seeing a human with the tail of a Neo-Ape, the natural hardened scales of a Neo-Dragon, or the natural retractable claws of a Neo-Tiger will wave red flags unless they are obscured from the eyes of observers. ↩︎
  • Neo-Panther (Med)

    Naturally supernatural.

    Size: 1

    Move: 5

    Height Range: 5-6ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 150-200lbs

    All Weapon Range: +0

    Life Expectancy: 100 years

    Special

    • Neo-Panthers gain +3 to Aura Stat (for free, at game start) & have a maximum Aura of 15.
    • “Blend in Shadow”: Neo-Panthers get +5 higher low-light conditions applied in their benefit than the declared low-light. Effectively giving them +5 to all Stealth checks if the GM declared low-light setting is low enough.
    • “Pounce”: Neo-Panthers may use “Pounce” to replace a movement action. If they do, they move exactly 5 tiles (no more, no less). They may not be blocked by a movement of another character. They can pass over tiles occupied by other combatants.
  • Neo-Rat (Med)

    Opportunistic Vermin.

    Size: 1×1

    Move: 5

    Height Range: 4-5ft

    Bonus HP & Melee: 0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-150lbs

    All Weapon Range: +0

    Life Expectancy: 50 years

    Special

    • Neo-Rats gain +3 to Reflex Stat (for free, at game start) & have a maximum Reflex of 15.
    • Neo-Rats are immune to all toxins & poisons from any source.
    • Neo-Rats can survive on food for an additional week after it has spoiled.
  • Orc (XL)

    “Big! Orc! Run!”

    Size: 4×4

    Move: 6

    Height Range: 12-15ft

    Bonus HP & Melee: +48

    Natural Armor: 0

    Size Category: Extra-Large

    Food/day: 16

    Weight Range: 1300-1500lbs

    All Weapon Range: +2

    Life Expectancy: 60 years

    Special

    • Orcs can wield a 2-handed melee weapon in their main hand.1
    1. This ability still uses the 2-Handed Melee skill for rolls when a 2-handed weapon is used. ↩︎
  • Neo-Bear (Lg)

    Fighting Bear Handed since forever.

    Size: 2×2

    Move: 5

    Height Range: 8-9ft

    Bonus HP & Melee: +12

    Natural Armor: +0

    Size Category: Large

    Food/day: 4

    Weight Range: 600-700lbs

    All Weapon Range: +1

    Life Expectancy: 80 years

    Special

    • Ability: “Trade Blows 2”: Whenever the character with this ability is dealt damage from within their unarmed melee range from another character: they get a free special attack against that character. As a free action:1
      – If that character is in the small, medium or large size categories; The effect shoves the target a distance up to to the Neo-Bear’s Body stat in tiles in any direction. If they hit any obstacle, such as terrain or other characters, they take damage equal to the Body stat value of the Neo-Bear.
      – If that character that is in the extra large size category; The effect shoves the Neo-Bear up to their Body stat in tiles in any direction.
    • “Fat Storage”: They can store up to 120 additional units of food within their body as fat storage.2
      – The character can consume a maximum of 12 extra units of food each day to build their fat stores.3
    • “Overnight Hibernation”: When activated during any rest, the character gains:
      – Double Healing: They regenerate HP at double the normal rate.4
      – Body Heat: They inherently gain the protective effects of a Fire.5
      – If they’re using “Overnight Hibernation”, it takes them 1 additional round of combat to fully awaken if ambushed while sleeping.
    1. “Trade Blows 2” functions with dual wielding mechanics even if both hands are otherwise occupied, including wearing a shield. The ability uses the “unarmed” skill to hit. The shoving effect does not occur unless the Neo-Bear wins the contested action. No damage occurs from the contested action regardless of who wins it. Any damage dealt from impacting an obstacle ignores armor & shields. If the obstacle was another character, that other character also takes the same amount of damage without armor mitigation. ↩︎
    2. Food stored as fat inherently never spoils. The character may subtract 1 day worth of units of food from fat storage at anytime instead of eating. ↩︎
    3. The extra units of food are in addition to the normal amount of food they need daily. This equates to 10 days of excess to store up to 30 days of food for their race. ↩︎
    4. Recovering [Body Stat x 2] in HP from damage taken from combat or environment. ↩︎
    5. A Fire source halves damage from cold exposure. ↩︎
  • Neo-Blackbear (Med)

    Bugbear? I see no bug.

    Size: 1×1

    Move: 5

    Height Range: 6-7ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 200-300lbs

    All Weapon Range: +0

    Life Expectancy: 100 years

    Special

    • Ability: “Trade Blows 1”: Whenever the character with this ability is dealt damage from within their unarmed melee range, they get a free unarmed attack against the character that dealt damage to them. As a non-contested strike. As a free action. They may not use dual wielding mechanics with this ability.1
    • “Fat Storage”: They can store up to 30 additional units of food within their body as fat storage. 2
      – The character can consume a maximum of 3 extra units of food each day to build their fat stores.3
    • “Overnight Hibernation”: When activated during any rest, the character gains:
      – Double Healing: They regenerate HP at double the normal rate.4
      – Body Heat: They inherently gain the protective effects of a Fire.5
      – If they’re using “Overnight Hibernation”, it takes them 1 additional round of combat to fully awaken if ambushed while sleeping.
    1. “Trade Blows 1” damage mechanics function the similar to the stealth attack’s free action. Except the trigger is taking damage instead of contesting a stealth check or applying a blind status some other way. “Trade Blows 1” uses the [Weapon]Unarmed Melee skill and the weapon tier is 0, even if other weapons are in hand. The target of “Trade Blows 1” still gets to apply their shield bonus if they have one equipped. ↩︎
    2. Food stored as fat inherently never spoils. The character may subtract 1 day worth of units of food from fat storage at anytime instead of eating. ↩︎
    3. The extra units of food are in addition to the normal amount of food they need daily. This equates to 10 days of excess to store up to 30 days of food for their race. ↩︎
    4. Recovering [Body Stat x 2] in HP from damage taken from combat or environment. ↩︎
    5. A Fire source halves damage from cold exposure. ↩︎
  • Neo-Hyena (Med)

    Gnoll on knoll action…

    Size: 1×1

    Move: 5

    Height Range: 6-7ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 200-300lbs

    All Weapon Range: +0

    Life Expectancy: 70 years

    Special

    • Neo-Hyenas can use thrown weapons at any time they could perform a Non-Contested action. Normal dice rolls still occur.1
    • Neo-Hyenas can throw melee weapons 5 tiles further.2
    • Ability: “Heavy Throw”: When used with a Thrown Weapon & used during an enemies declared movement action, Heavy Throw staggers the target halts their movement.3
    • “Alarming Laughter”: When Neo-Hyenas sleep they maintain awareness of their surroundings as though they were awake.
      – They wake whenever surprised by unusual sounds or smells.
      – They get to roll against stealth checks and attacks made against them as though they were awake.

      – They enter initiative as though they were awake.
      – If they are awoken by any danger, they immediately call out loudly, waking all characters in the area.
      4
    1. This effect is only in regard to the timing of when the action can occur. All other rules apply as a normal Contested action. ↩︎
    2. Thrown range is 5 tiles. This effect doubles it to 10 tiles. ↩︎
    3. “Heavy Throw” must win the contested dice roll to apply it’s effects, as a “Main-Hand or Off-Hand Thrown” attack. It deals damage as normal. The target must be within their attack range. It follows similar rules and effects as “Rounds, Turns, & Actions > Tactical Actions” regarding blocking an enemies path — meaning the target still gets to move at least 1 tile, & forfeits the rest of their declared movement action, etc. ↩︎
    4. Even while sleeping, they are always “on watch”. ↩︎
  • Neo-Dragon (XL)

    The apex predator of the battlefield.

    Size: 3×4

    Move: 7

    Height Range: 8-10ft

    Bonus HP & Melee: +36

    Natural Armor: Special

    Size Category: Extra-Large

    Food/day: 12

    Weight Range: 900-1200lbs

    All Weapon Range: +2

    Life Expectancy: 300 years

    Special

    • Neo-Dragons gain “Natural Armor”. Their Natural Armor has a Tier Value equal to their [Body stat value + Combat Level].1
    1. If damaged through critical rolls, Natural Armor will have its Tier value dropped by 1 until healed. It may not be the target of a crit unless all worn armor is already reduced to Tier 0 or removed. It cannot be the target of a crit after it is reduced to Tier 0 & cannot be lowered any further. Healing with magic (such as with a healing bauble) will immediately restore its full Tier value. Healing with time will restore Natural Armor by 1 Tier value per week until it is fully restored. ↩︎
  • Neo-Daemon (XL)

    “I think I would know.”

    Size: 3×3

    Move: 6

    Height Range: 10-12ft

    Bonus HP & Melee: +27

    Natural Armor: +0

    Size Category: Extra-Large

    Food/day: 9

    Weight Range: 1800-2000lbs

    All Weapon Range: +2

    Life Expectancy: 600 years

    Special

    • Neo-Daemons gain +3 to Mind Stat (for free, at game start) & have a maximum Mind of 15.1
    • Neo-Daemons can learn any skill up to a maximum of 15.2
    1. This essentially grants them 3 more combat skill points at game start & at each combat level, for the life of the character. ↩︎
    2. Skill charts don’t even go that high. If you’re crafting Tier 15 gear, you’ll have to math that out yourself using the crafting formulas. ↩︎
  • Rock Troll (Med)

    Cold hearty & tough.

    Size: 1×1

    Move: 4

    Height Range: 5-6ft

    Bonus HP & Melee: +0

    Natural Armor: +5

    Size Category: Medium

    Food/day: 1

    Weight Range: 150-250lbs

    All Weapon Range: +0

    Life Expectancy: 60 years

    Special

    • Rock trolls have Tier 5 Natural Armor.1
    • Rock trolls have Tier 15 Natural Armor vs Environment.2
    1. If damaged through critical rolls, Natural Armor will have its Tier value dropped by 1 until healed. It may not be the target of a crit unless all worn armor is already reduced to Tier 0 or removed. It cannot be the target of a crit after it is reduced to Tier 0 & cannot be lowered any further. Healing with magic (such as with a healing bauble) will immediately restore its full Tier value. Healing with time will restore Natural Armor by 1 Tier value per week until it is fully restored. ↩︎
    2. Natural Armor vs Environment cannot be a target from critical rolls. It is not fabric or clothing. It only behaves as clothing when reducing damage from the environment (generally as cold) and damage from some Ice spells. ↩︎
  • Cave Troll (Lg)

    Lives in the dark.

    Size: 1×2

    Move: 6

    Height Range: 7-8ft

    Bonus HP & Melee: +6

    Natural Armor: +0

    Size Category: Large

    Food/day: 2

    Weight Range: 400-500lbs

    All Weapon Range: +1

    Life Expectancy: 60 years

    Special

    • Cave trolls regenerate Hit Points (HP) at a rate of [Body value] each round for any combat damage they have received.1
    • Cave trolls have Dark vision.2
    1. Regeneration does not effect damage received from non-physical sources. It does not work for elemental damage (such as that from environment or magic). ↩︎
    2. Dark vision allows a creature to see in gray scale in absolute darkness. ↩︎
  • Forest Troll (Lg)

    Big, green, & tough as hell.

    Size: 2×2

    Move: 6

    Height Range: 7-8ft

    Bonus HP & Melee: +12

    Natural Armor: +0

    Size Category: Large

    Food/day: 4

    Weight Range: 600-700lbs

    All Weapon Range: +1

    Life Expectancy: 70 years

    Special

    • Forest Trolls regenerate Hit Points (HP) at a rate of [Body value + Combat Level] each round for any combat damage they have received.1
    1. Regeneration does not effect damage received from non-physical sources. It does not work for elemental damage (such as that from environment or magic). ↩︎
  • Gratchen (Sm)

    Short, serious, & surly.

    Size: 1/2

    Move: 3

    Height Range: 2-2.5ft

    Bonus HP & Melee: -5

    Natural Armor: +0

    Size Category: Small

    Food/day: 1/2

    Weight Range: 20-30lbs

    All Weapon Range: +0

    Life Expectancy: 50 years

    Special

    • Gratchen have Dark Vision.1
    • Gratchen can see in infrared.2
    • “Tiny Perspective”: Gratchen start the game with Metalworks: 1, Crossbow Smith(adv): 1, & Locksmith(adv): 1. — Gratchen may level these skills to 13 instead of the normal top level of 12.3
    1. Gratchen can see in gray scale in absolute darkness. ↩︎
    2. Gratchen can see heat signatures of others. Characters in Stealth will lose Stealth status against a Gratchen if they cross their line of sight at any time. Shadows will not hide them, but obstacles that fully cover them still will. (Stealth checks & attacks may still be used from behind a Gratchen as normal.) ↩︎
    3. Before investing any further points into the awarded advanced skills, they must first invest enough points into all prerequisite skills they normally require. Gratchen may use the awarded advanced skills at level 1, even if they don’t have the prerequisite skills. ↩︎
  • Neo-Tiger (Med)

    Can rip you to shreds.

    Size: 1×1

    Move: 5

    Height Range: 6-7ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 200-300lbs

    All Weapon Range: +0

    Life Expectancy: 80 years

    Special

    • Neo-Tigers gain “Natural Weapons” as claws. They have a Tier Value equal to their [Body stat value + Combat Level] & otherwise follow the rules of “skill – [Weapon] – Unarmed Melee” when used in combat.1
    1. If damaged through critical rules, one hand will have its tier value dropped by 1 until healed. At Tier 0 they are still usable & if a crit occurs against them whilst at T0, the character will receive 10 damage. Healing with magic (such as with a healing bauble) will immediately restore their full Tier value. Healing with time will restore both hands by 1 Tier value per week until they are fully restored. ↩︎
  • Neo-Wolf (Med)

    A nose like a bloodhound.

    Size: 1×1

    Move: 5

    Height Range: 5.5-6.5ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 150-250lbs

    All Weapon Range: +0

    Life Expectancy: 80 years

    Special

    • “Scent Tracking”: Neo-Wolves gain +10 to Hunting skill (for free, at game start) & have a maximum of +22 to the hunting skill. 1
    • “Heavy Shooter”: Neo-Wolves may add their Body stat to damage dealt with Bows.
    1. Neo-Wolves may go up to 10 points over their Mind stat for any passive skill points added to the hunting skill. ↩︎
  • Neo-Tabby (Sm)

    Small, sneaky & tricky.

    Size: 1/2

    Move: 4

    Height Range: 3-3.5ft

    Bonus HP & Melee: -5

    Natural Armor: +0

    Size Category: Small

    Food/day: 1/2

    Weight Range: 30-40lbs

    All Weapon Range: +0

    Life Expectancy: 50 years

    Special

    • Neo-Tabbies gain +3 to Presence Stat (for free, at game start) & have a maximum Presence of 15.1
    • “Trap Sense”: Neo-Tabbies get +10 on rolls to detect & disarm traps.
    • “Vigilance”: Neo-Tabbies get +10 against characters trying to use Stealth against them.
    1. A Neo-Tabby will have greater chances to success at a large variety of skills when compared to other races. Many of these are stealthy, sneaky, & rogue-like. Some… are not. ↩︎
  • Neo-Ape (Med)

    The “combat monkey”.

    Size: 1×1

    Move: 5

    Height Range: 4.5-5.5ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-200lbs

    All Weapon Range: +0

    Life Expectancy: 60 years

    Special

    • Neo-Apes have a prehensile tail. They my equip 1-handed melee weapons with their tail, or use their tail to aid them in Unarmed melee.1
    • When a Neo-Ape is within any Wilderness zone (such as forests, jungles, plains, or mountains), they automatically feeds themselves by harvesting local vegetation, nuts, and insects.
    1. When a Neo-Ape has a weapon equipped in their tail, they will use “Off-hand melee” skill for that weapon. If they have two total weapons, they use Dual Wielding mechanics found in the combat rules except: if both weapons are off-hand weapons, use only off-hand skill for applied skill bonus for both weapons (instead of the normal “1 on-hand, 1 off-hand – use the lower skill of the two”). If they are using unarmed melee with all 3 appendages or have a melee weapon in each of their 3 equip slots, they may roll three (3) d20 & choose any roll amongst them for their combat roll. (see- Combat Rules-Dual Wielding) ↩︎
  • Neo-Cheetah (Med)

    Thin framed & fast as hell.

    Size: 1×1

    Move: 3

    Height Range: 5.5-6.5ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-200lbs

    All Weapon Range: +0

    Life Expectancy: 300 years

    Special

    • Neo-Cheetahs gain bonus Move Speed equal to their Body stat minus the Body stat requirement of their equipped armor and cloaks.1
    1. A cheetah with Body:10 wearing Tier 5 Armor will have +5 additional move speed, or 8 tiles of move in combat – a cheetah with Body:12 & no armor or Cloak (see- Skills – “Bushcraft”) will move 12 additional tiles, which is 15 move! ↩︎
  • Warhog (Lg)

    Hogging the spotlight.

    Size: 2×2

    Move: 6

    Height Range: 8-9ft

    Bonus HP & Melee: +12

    Natural Armor: +0

    Size Category: Large

    Food/day: 4

    Weight Range: 800-900lbs

    All Weapon Range: +1

    Life Expectancy: 60 years

    Special

    • Warhogs gain +3 to Body Stat (for free, at game start) & have a maximum Body of 15.1
    • “Uncatchable”: If a Warhog is immobilized by a trap for any number of rounds, it is reduced to 1 round.
    • “Trap Survivor”: If a triggering a trap would cause a Warhog’s HP to go unconscious from their HP being reduced to 0 or lower, it instead drops their HP to 1.
    1. Warhogs are tough. Fjord tough. They can carry more, lift more, & swing a bigger axe. ↩︎
  • Dwarf (Med)

    Stout, strong & stocky.

    Size: 1×1

    Move: 3

    Height Range: 4.5-5.5ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 200-300lbs

    All Weapon Range: +0

    Life Expectancy: 300 years

    Special

    • Dwarves have the ability to carry an additional item in each worn slot.1
    • Dwarves can wear an additional suit of armor.2
    • Dwarves can wear twice as many Cloaks (See-Bushcraft).3
    1. Dwarves can have two 1-handed weapons on each hip, 2x hip pouches on each hip, 2x toolkits on each hip, 2x backpacks on their back, wear 2 sets of clothing, 2x large toolkits on their back, two 2-handed weapons or shields or four 1-handed weapons on their back, etc. ↩︎
    2. Dwarves can wear 2 pieces of armor, each up to their Body stat. Or any combination of 1-2 armors & Cloaks (see – Skills – “Bushcraft”) equal to 2x their Body stat. This effect does not change normal Tier restrictions (a Dwarf with Body:2 cannot wear Tier:4 Armor – They may wear two Tier:2 Armor). They still cannot wear or equip Weapons of higher tier than their Body stat value. ↩︎
    3. Dwaves can wear 2 cloaks for each Body stat assigned to them instead of the normal 1. ↩︎
  • Human (Med)

    The best race(just ask them).

    Size: 1×1

    Move: 5

    Height Range: 5-6ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-200lbs

    All Weapon Range: +0

    Life Expectancy: 80 years

    Special

    • Humans gain 2 points per month (not the usual 1) to add to their Time awarded skill points (up to their Mind stat).1
    1. This effect includes the initial 2 years of Time skill points gained at character creation! ↩︎