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Human |
The most populous of the sentient races in the world, humans see themselves as the keepers of order and peace but not all the other beings agree with their definition of laws or where the borders of nations are drawn. |
Starting Attributes |
Health: 60 Fighter/35 Mage/45 Rogue
Energy: 50
Strength: 10
Dexterity: 10
Vitality: 10
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Willpower: 10
Attack Power: 1
Accuracy: 0
Protection: 0
Evasion: 0
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Resist Fire: 0
Resist Cold: 0
Resist Poison: 0
Resist Shock: 0
Skill Points: 4
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Insectoid |
Because insectoids mostly keep to themselves and they rarely wander into the lands populated by other races, very little is actually known of their culture or history. People often rumor of hidden underground insectoid cities and great libraries filled with arcane knowledge.
Insectoids excel in their knowledge of the arcane, and that leaves little time for physical activity. As such, they suffer a -2 penalty to Strength and a -2 penalty to Vitality, but have a +1 bonus to Dexterity and a +4 bonus to Willpower. Insectoids also consume 15% less food, and have exclusive access to the Natural Armor trait. |
Starting Attributes |
Health: 55 Fighter/30 Mage/40 Rogue
Energy: 60
Strength: 8
Dexterity: 11
Vitality: 8
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Willpower: 14
Attack Power: 0
Accuracy: 1
Protection: 0
Evasion: 0
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Resist Fire: 1
Resist Cold: 0
Resist Poison: 0
Resist Shock: 1
Skill Points: 3
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Lizardman |
Lizardmen prefer to live in the vast deserts, woods, and swamps of the realm, but during times of severe drought or when the realm has been ravaged by wars, some of them have been forced to flee to human cities where they often end up as beggars and petty criminals. Humans usually don't trust them and lizardmen are often viewed as being capricious and deceitful.
Although they excel in tasks requiring stealth, life as outcasts has caused the lizardmen race to suffer a -1 penalty to Wisdom. This is offset by their +2 bonus to Dexterity, however.
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Starting Attributes |
Health: 60 Fighter/35 Mage/45 Rogue
Energy: 47
Strength: 10
Dexterity: 12
Vitality: 10
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Willpower: 9
Attack Power: 1
Accuracy: 2
Protection: 0
Evasion: 2
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Resist Fire: 2
Resist Cold: 0
Resist Poison: 0
Resist Shock: 2
Skill Points: 3
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Minotaur |
Unlike humans, Minotaurs don't associate power with wealth or aristocracy but with strength and feats of bravery. They are often found in places where they are most likely to cause problems like in overcrowded port cities and in the legions of warring nations. Minotaurs are tolerated in the cities only because of their ability to do hard labor without rest as long as beer and meat is provided.
Not only do minotaurs start with significantly more health (at the expense of skill points), they are also the only race that gain access to the Head Hunter trait. |
Starting Attributes |
Health: 70 Fighter/45 Mage/55 Rogue
Energy: 42
Strength: 15
Dexterity: 6
Vitality: 14
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Willpower: 7
Attack Power: 3
Accuracy: -4
Protection: 0
Evasion: 0
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Resist Fire: 0
Resist Cold: 8
Resist Poison: 8
Resist Shock: 0
Skill Points: 1
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