Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

(Races) Lycan

Tia, Lycan Barbarian
HP: 36     AP: 23     Shift: 5      Run: 50
Senses: 5S6     +1 Strength


Extra Ability: Adapt      Costs 15 AP. Pick an animal. You transform into this animal if it would help you kill something. At ranks 3, 6 and 9, gain a new form to shift into. Your animal form lasts for a number of rounds equal to your rank in Adapt.


Physical: Lycan are obviously wild in appearance. They have long hair, sharp teeth, and powerful muscles. Most Lycans have earned at least a few large scars by the time they are adults.

Personality: In Lycan-inhabited lands, might makes right. Words don't mean a damn thing if you don't have the physical power to defend them. Because of this philosophy, Lycans usually fight with their bare hands or melee weapons, and never hide behind magic. Lycans are usually solitary, so if they do travel in a group, it's usually because they need PC friends to kill something.

Culture: Lycans almost never exist in groups. They are more similar to large predators than humans in their behavior. They follow the prey, and fight for territory.

(Races) Fallen

Suszanne, Fallen Cavalier


HP: 23     AP: 39     Shift: 10      Run: 40
Senses: 2S4     +1 Charisma


Extra Ability: Divine Wings      Saps 5 AP*. Your wings have special properties that can protect allies or empower attacks. Choose Protective Aura, Deathly Aura or Arcane Aura. Protective Aura grants all creatures in a 15 foot radius +2 to defense. Deathly Aura grants all creatures in a 15 foot radius +2 to the damage of physical attacks. Arcane Aura grants all creatures in a 15 foot radius +2 to attack rolls for magic. At rank 5, you have to select 4 targets of the Aura. At rank 8, increase the bonus to +4.


*When an ability saps AP, it means that your AP is reduced by the number specified for as long as you use the ability.

Physical: Fallen appear much the same as humans, though their internal anatomy differs greatly. The two visible differences are the broken obsidian wings, and their exceptional beauty.

Personality: Fallen are often quiet and contemplative. They don't raise their voice often, but when they do, things tend to get done. Fallen always have an extreme alignment; supreme good or total evil.

Culture: Fallen are angels who were stripped of their powers for one reason or another, and sent down to the mortal planes. They have no memories of Heaven, but they know that they are Fallen, and most have a strong desire to get off the mortal planes, whether they end up in Heaven or Hell.

(Races) Warforged

Falchion, Warforged... Juggernaut?





HP: 45     AP: 20     Shift: Nope.      Run: 30
Senses: 1S2     +2 Stamina

Extra Ability: Endurance     You can carry on with a task much longer than a normal being. If a DM would normally prevent you from continuing a task due to exhaustion, you may carry on for one more round. For every rank you put into endurance, you gain an extra round.

Physical: Warforged are humanoid-shaped, but the similarities end there. Instead of having flesh, they are made up of intricate mechanical parts, and have plate armor for skin. They are incredibly strong and durable. Where normally a heart would be, warforged have glass spheres which, if destroyed, end the warforged's life. Warforged can live forever if not destroyed.

Personality: Warforged are created by alchemists and have only the personality that has been 'programmed' into them.

Culture: The first warforged were created by outsider alchemists, but the craft has since been passed down to other races, especially elves and sylphs. They can be found on most planes. Warforged are rarely given names, but if they name themselves, it's usually after some kind of weapon.

(Races) Demon

Kezna, Demon Assassin

HP: 36     AP: 26     Shift: 5      Run: 40
Senses: 2S4     +1 Strength


Extra Ability: Demon Claw     You can make a melee attack with your hand for 5 damage and a 17/20 chance of inflicting a burn (2 damage per turn until enemy rolls 11 or higher to save. Stacks.).

Physical: Demons have humanoid bodies, except for their legs, which are shaped more like those of a wolf. Their skin is black and brittle, like some kind of rock. The inside of their mouths, as well as their eyes, glows brightly (the color varies), but has a similar texture as their skin. Demons also have a long, sharp claw on either their right or left hand. The other is more hand-shaped, but still slightly pointy. Demons life span is determined by their creator. Some have dates on which they are set to expire. Others will live forever if not destroyed.

Personality: Demons are not inherently evil (see 'culture'), but many of them are influenced to be. Some demons don't like to be controlled, however, and escape from the abyss to other, more welcoming planes. Demons are solitary, but have been known to team up with others reluctantly if it helps their plans.

Culture: Demons were originally created by arch-mages in the abyss, their native plane. They were and still are treated like slaves, used by evil gods to carry out missions of slaughter and thievery. While not inherently evil, demons are trained from their creation (demons cannot reproduce) to obey their masters.

(Races) Dark Elf

Yvizzt, Dark Elf Battle Mage with Confusing Name





HP: 25     AP: 37     Shift: 10      Run: 45
Senses: 2H4     +2 Dexterity

Extra Ability: Stealth     You have one rank in Stealth.

Physical: Dark elves look just like elves except that they have purplish-black skin and white eyes. They live for around 800 years.

Personality: Dark elves are one of the least social races, avoiding social situations at all costs. They are very aggressive if provoked.

Culture: Dark elves were originally regular elves who changed their appearance to better suit themselves to a mission assigned by their queen. They were blamed for an trivial royal scandal some years later, and banished from the kingdom. Since then, they have become a race unto themselves, and hate the elves.

(Races) Sylph

Sylvia, Sylph Bard/Cleric





HP: 23     AP: 38     Shift: 10      Run: 35
Senses: 3S4     +1 Charisma





Extra Ability: Sleight of Hand     You have one rank in Sleight of Hand.


Physical: Sylphs are a bit shorter than humans, but not by much. They have pale skin and dragonfly-like wings. Some sylphs have been known to have other kinds of wings as well, such as butterfly wings. Sylphs can live for up to 60 years.

Personality: Sneaky. A sylph will always take the path with the greatest profit. Don't trust a sylph with anything.

Culture: Sylphs are native to Svalpana. They have always got along well with humans, and play an important role in Svalpana's government. Sylphs are known to be swindlers, however, and don't always do the best job in positions of power.

(Races) Outsider

Neel, Outsider Alchemist






HP: 27     AP: 32     Shift: 5      Run: 35
Senses: 3S6     +1 Intelligence





Extra Sense: Telepathy     You can make an intelligence check vs. target's intelligence to read their mind.

Physical: Outsiders are bright green, have four completely black eyes, and have slim figures. They cannot grow hair. They live for over 1000 years.

Personality: Removed. Outsiders are not particularly social, as they have very different minds than the divine races. They don't understand many concepts of common curtesy and formalities, and they often find very odd things humorous. These difference make them stand out at a party.

Culture: Outsiders are an extraterrestrial race that came to Svalpana long ago aboard a highly advanced spacecraft, which crash landed somewhere in the Great North, and still lies hidden somewhere. Many adventurers have tried, without success, to find this ship. While their technology was lost with their ship, outsiders can still build things, and many of the great mechanical marvels of the world came from outsiders.


Note: Outsiders can understand people by reading their lips and sensing their intentions, so being deaf doesn't mean they can't understand other's speech or speak themselves.

(Races) Human

Dylan, Human Paladin (Noob)








HP: 30     AP: 30     Shift: 5      Run: 40
Senses: 3S4     +1 Charisma

Extra Ability: Streetwise      You have one rank in Streetwise.


Physical: Humans are physically diverse. Their skin tone ranges from pale whitish to dark brown to yellowy tan. Humans live for about 70 years.

Personality: Human personality is as diverse as human appearance. Humans are the only race that takes pleasure in participating in a government.

Culture: Humans were created in Svalpana. Since the birth of their society, they have created settlement, villages, towns, and cities. Humans have proven themselves as master architects, and the Great Bay is the pinnacle of human architecture. They have been criticized by other races for destroying their environment.

(Races) Orc

Agnar, Orc Druid
HP: 38     AP: 24     Shift: 5      Run: 40
Senses: 2M4     +1 Strength

Extra Ability: Rage     Costs 6 AP. You go into a violent rage, gaining +2 to all strength checks and +2 to all damage dealt with melee weapons. Lasts for one turn. Rank bonus: Every odd rank, gain +1 to STR and DMG bonuses. At rank 5, rage lasts 2 turns. At rank 8, rage lasts 3 turns.

Physical: Orcs are tall and muscly, with green skin, fangs and pointy ears. They have no hair at all. Orcs have poor eyesight, and the only color they can see is red. Some have theorized that this is why they are so violent.

Personality: Naturally aggressive. Orcs don’t tend to enjoy the little things, preferring to make situations high-stakes. Orcs aren’t monsters, however, and still have friends and family. In fact, Orcs protect the ones they are close to with a vengeance.

Culture: Orcs inhabit the Underworld. They are prone to divide into factions and clans, making settlements difficult. When Orcs entered Svalpana (they were the last to) Orc elders decided that they needed greater political power and started a war with the humans, judging them to be the weakest race. Unfortunately, they underestimated their foe’s intelligence and lost the war before it began. The orcs have been looking to pick a fight ever since.

(Races) Faux

Ateia, Faux Ranger







HP: 25     AP: 32     Shift: 10      Run: 45
Senses: 5H6     +1 Dexterity

Extra Sense: Spirit Whispers     You can sometimes hear the whispers of ghosts telling you whether something or someone is safe. When you roll a senses check, a natural 17-20 results in your character hearing positive or negative feelings from spirits surrounding whatever the character is investigating.

Physical: Faux have the ears and tail of a fox, making them look somewhat wild. They have a slightly yellow tinge to their skin. Faux are agile and silent, perfect hunters. Their eyes are always some shade of sepia, ranging from dark brown to light beige. Faux can live for as long as 150 years.

Personality: Faux are persistent and optimistic. They enjoy traveling both alone or with a large party. They are hardly ever cynical or sarcastic, preferring to say exactly what they are feeling or thinking.

Culture: Faux originated from the Wilderness. They live in tribes as hunter-gatherers, and love nature. They are not opposed to eating meat, like the elves, but they have a reverence for the forest and the wildlife in it that is unmatched. Faux shamans dedicate their life to communicating with the wild, and the older ones can even speak in animal dialect. When the first faux entered Svalpana through elven magic, they were shocked by the sight of cities, but over time, faux in Svalpana have accepted the way humans shape their environment, leading to a gulf between urban faux, who are very social and modern, and tribal faux, who reject modern society in favor of their homeland.

(Races) Elf

Blackleaf, really, really evil Elf Wizard








HP: 24     AP: 35     Shift: 10      Run: 35
Senses: 4H5     +1 Intelligence

Extra Ability: Adept     You have one rank in Magic.

Physical: Elves are physically similar to humans, but are taller, thinner, and prettier, basically. They have pointed ears and longer faces. Their skin is much lighter as well. They are considerably agile, but not as much as Faux. Elves live for something like 800 years.

Personality: Elves are extremely intelligent, but so much, it seems, that their race doesn’t adhere to a personality archetype. In general, elves are very mysterious, not giving away information until it is needed, even if it is something trivial like their last name. They consider themselves somewhat superior to other races, and can be pompous at times.

Culture: Elves came from the Wilderness, the living plane. They live in both small groups and large cities, though they rarely construct things if it means killing plants. Elves, upon discovering Svalpana and the rest of the world, became fascinated and sent out groups to investigate every aspect of culture in other places. Thus, elves in Svalpana are often traveling scholars. They are very, very intelligent, and yet they refuse to accept any kind of technological advancement, fighting catapults and cannons with bows and knives.

(Races) Dwarf

Galnor, Dwarf Warlord

HP: 35     AP: 25     Shift: 5      Run: 30
Senses: 3M5     +1 Stamina



Extra Ability: Weapon Creation     You have the knowledge to construct a weapon out of wood, metal, mineral, or any other suitable material. Your DM will tell you exact stats for these weapons, but every time you put a rank in Weapon Creation, the damage and accuracy of these weapons goes up by .5 (round down).

Physical: Dwarves are short and stocky, with their average height being four feet. They literally have more muscles than other races, but they aren’t built for endurance. They have very dark skin and wiry, black hair. Dwarves live for about 110 years.

Personality: Dwarves are very family-centric, and adhere strictly to rituals set in place by those before them. They are loyal and dependable, never deserting a companion in need. They do not waver on their decisions, and believe that one should never act on one’s whims. Dwarves always think through situations very carefully before acting. They make outstanding warlords.

Culture: Dwarves hail from the Underworld, the plane of caverns. Dwarves are outstanding stonemasons, having been surrounded by it from their creation. They can also make anything given a lump of iron. Their natural skills with minerals made them outstanding blacksmiths and masons, and when dwarves first entered Svalpana, their weapons were treated as holy objects. Dwarves have clan-centric social systems in the Underworld, and they like to stick together in Svalpana, though they also enjoy the company of all other races. Many Dwarves leave behind the Underworld to pursue a career in creation of useful items from minerals, be it swords or wood shaping tools.

(Races) Drake

Terek Rolan, Drake Gunslinger

HP: 34     AP: 27     Shift: 10      Run: 45
Senses: 2S5     +1 Dexterity

Extra Ability: Flight     You can fly 5 feet off the ground at 100 feet per round. You can stay in the air for one round. You gain 2 ft. of altitude, 5 ft. of speed, and .5 rounds of airtime for every rank you put into Flight.

Physical: Drakes have the bodies of humans but the wings of dragons. They also have scales going down the sides of their heads and near where their wings meet their back. Drake skin tones range from lightish tan to dark tan, and they never have pasty complexions. The color of a Drake’s wings and scales can range anywhere from dark grey to bright red to sea green. They cannot grow any hair except for an area running along the middle of their heads, so they often have mohawks. Drakes are very strong, and have tall, lean builds. Drake life span is around 100 years.

Personality: Drakes are not talkers, preferring courses of action to verbal debate. They are quick thinkers and good strategists, but prefer to keep it to themselves. Drakes are usually honorable, but not always good. In fact, evil drakes are some of the best mastermind villains around.

Culture: Drakes originated from Svalpana, the central plane. They tend to keep away from humans for the most part, not out of dislike, but simply because they are solitary creatures. They do rarely take up governmental positions, but Drakes were not made to navigate the world through words. As a result, Drakes live mainly in designated ‘colonies’ which consist only of Drakes, and are small, scattered, and numerous. Seldom do Drakes create cities or even large towns.