Races

Note that this page is only for the races' mechanics. Each race's name will link to a page containing their fluff when those are done.

Aeldin (Elf)
Speed 6, Mass 3

Nimble: Elves gain +1 to Finesse.

Acrophilia: Elves gain +0k1 to checks made to maneuver or maintain composure while in areas of great height. However, they take -0k1 to checks to maneuver and maintain composure while underground.

Gnoll
Speed 5, Mass 5

Berserk: Gnolls gain +1k1 to attack rolls at the cost of -1k1 to defense rolls when their Life reaches or goes under half of their maximum Hearts.

Fleet: Gnolls can run, flee, or charge for three times their speed instead of twice their speed if they are holding nothing in their hands.

Human
Speed 5, Mass 4

Human Versatility: Humans get +1 to an Attribute of their choice.

Human Diversity: Humans choose from one of three sub-races at character creation: Protean, Aldean, and Caelian. This choice determines the costs of certain techniques. The choice is more cultural than it is racial, so a Protean raised in an Aldean city or an Aldean that grew up traveling with the Caelians could choose a sub-race different than their own ethnicity.

Komodan
Two different varieties of komodan exist, but both of them recieve the Cold Blooded and Machine Affinity traits.

Cold Blooded: When a komodan takes ice damage, their movement is halved (rounding down) until the end of their next turn.

Machine Affinity: Komodans gain a free rank in Repair.

Kobold
Speed 7, Mass 2

Frail: Kobolds treat their Body and Power scores as if they were no higher than 3 whenever they're used in combination for a check, and they take double damage from heavy weapons.

Small: Kobolds are exceptionally good at getting into tight spaces and recieve +0k1 to checks made to enter or pass through them and +0k1 to Stealth checks made to hide or avoid notice in crowd.

True Komodan
Speed 5, Mass 4

Reptilian Nature: True komodans gain +0k1 to checks made to climb surfaces and can hold their breath for twice as long as normal.

Minotaur
Speed 4, Mass 6

Sturdy: Minotaurs gain an additional heart at character creation.

Bull Rush: Minotaurs deal an extra 1/4 heart of damage with a charge attack.

Molmonin (Dwarf)
Speed 5, Mass 5

Tough as Bedrock: Dwarves gain +1 to Grit.

Bathophilia: Dwarves gain +0k1 to checks made to maneuver or maintain composure while underground. However, they take -0k1 to checks to maneuver and maintain composure while in areas of great height.