Notes
Human
Total Points: 4
1) Varied Nature: +2 to any Characteristic [Cost: 2]
2) Skilled: +1 with single Skill or Characteristic Roll (Can choose new skill every 100 total points) [Cost: 2]
3) Language: Common (Taldane) (idiomatic; literate) [Cost: 0]
Human Options
Total Points: 4
1) Heart of the Streets: +1 DCV; Only when adjacent to 2 other allies (-1) plus Environmental Movement (no penalties in crowds)
>> Replaces Skilled [Cost: 4]
Half-Elf
Total Points: 17
1) Varied Nature: +2 to any Characteristic [Cost: 2]
2) Adaptability: +1 with single Skill or Characteristic Roll [Cost: 2]
3) Elf Blood: Treat as both human and elven when appropriate [Cost: 0]
4) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources [Cost: 1]
5) Elven Immunities: +1 with Ego Rolls; Only for Breakout Rolls (-1) [Cost: 1]
6) Elven Immunities: LS (Immunity: Magical Sleep) [Cost: 3]
7) Long-lived: LS (Longevity: 200 Years) [Cost: 1]
8) Keen Senses: +1 PER with all Sense Groups [Cost: 3]
9) Language: Common (Taldane) (idiomatic; literate) [Cost: 0]
10) Language: Elven (idiomatic; literate) [Cost: 4]
Half-Elf Options
Total Points: 13
1) Dual Minded: +2 with Ego Rolls; Only for Breakout Rolls (-1)
>> Replaces Adaptability [Cost: 2]
2) Integrated: +1 with Persuasion, Disguise, Knowledge (local)
>> Replaces Adaptability [Cost: 3]
3) Sociable: Luck 3d6; Only in social situations (-2), Only to re-attempt influence skills (-2)
>> Replaces Adaptability [Cost: 3]
4) Water Child: Swimming +2m (8m total) plus Environmental Movement (no penalties in water) plus Language: Aquan (basic conversation)
>> Replaces Adaptability [END: 1; Cost: 5]
Half-Orc
Total Points: 16
1) Varied Nature: +2 to any Characteristic [Cost: 2]
2) Orc Blood: Treat as both human and orc when appropriate [Cost: 0]
3) Infravision: IR Perception (Sight Group) [Cost: 5]
4) Intimidating: +3 PRE; Fear and Intimidation only (-1/2) [Cost: 2]
5) Weapon Familiarity: Orc weapons are not considered Uncommon [Cost: 0]
6) Orc Ferocity: +15 STUN, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; When STUN is 0 or less; +1/4); 1 Charge (-2) [Cost: 3]
7) Language: Common (Taldane) (idiomatic; literate) [Cost: 0]
8) Language: Orc (idiomatic) [Cost: 4]
Half-Orc Options
Total Points: 33
1) Beastmaster: +1 with Animal Handler
>> Replaces Orc Ferocity [Cost: 2]
2) Bestial: +1 PER with all Sense Groups
>> Replaces Orc Ferocity [Cost: 3]
3) Cavewight: +1 with KS: Dungeoneering plus +1 with Survival; Underground Only (-1)
>> Replaces Intimidating trait [Cost: 2]
4) Chain Fighter: All chain weapons are Common Melee weapons
>> Replaces Weapon Familiarity [Cost: 0]
5) Gatecrasher: +2 DC for breaking things
>> Replaces Orc Ferocity [END: 1; Cost: 6]
6) Plagueborn: LS (Immunity All terrestrial diseases; Immunity: Ingested Poisons); Requires A Roll (CON -3 Roll; -1 1/4)
>> Replaces Intimidating and Orc Ferocity traits [Cost: 3]
7) Rock Climber: +1 with Breakfall plus +1 with Climbing
>> Replaces Intimidating trait [Cost: 4]
8) Sacred Tatoo: +1 Overall; Only to resist or avoid effects (-1), Luck Based (-1/2)
>> Replaces Orc Ferocity [Cost: 5]
9) Scavenger: +1 with PS: Appraise plus +1 PER with Find hidden objects plus Detect Spoiled Food, Poisons, and Potions 16-/13- (Unusual Group); Sense Affected As More Than One Sense Smell/Taste (-1/2)
>> Replaces Intimidating trait [Cost: 5]
10) Toothy: HKA 1 point (1d6 w/STR); Must Follow Grab (-1/2)
>> Replaces Orc Ferocity trait [END: 1; Cost: 3]
Elf
Total Points: 22
1) Intellectual: +2 INT [Cost: 2]
2) Agile: +2 DEX [Cost: 4]
3) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources [Cost: 1]
4) Elven Immunities: +1 with Ego Rolls; Only for Breakout Rolls (-1) [Cost: 1]
5) Elven Immunities: LS (Immunity: Magical Sleep) [Cost: 3]
6) Long-lived: LS (Longevity: 800 Years) [Cost: 3]
7) Keen Senses: +1 PER with all Sense Groups [Cost: 3]
8) Weapon Familiarity: Elven Weapons are not considered Uncommon [Cost: 0]
9) Language: Elven (idiomatic; literate) [Cost: 0]
10) Language: Common (Taldane) (completely fluent; literate) [Cost: 3]
11) Elven Magic: +1 with Spellcraft; Only to identify properties of items (-1) [Cost: 1]
12) Elven Magic: +1 with Spellcasting; Only to overcome Spell Resistance (-1) [Cost: 1]
Elf Options
Total Points: 34
1) Skychild: UV Perception (Sight Group) [Cost: 5]
2) Lightbringer: Sight Group Flash Defense (5 points) plus Sight Group Images, Darkness penalties: 0-5m -0, 5-10m -1, 10-15m -2, Normal Sight Only, Area Of Effect (15m Radius Explosion; +1/4), Costs Endurance Only To Activate (+1/4), Time Limit (20 Minutes; +1) (12 Active Points); Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) plus Aid Light Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2)
>> Replaces Elven Immunities and Elven Magic traits [END: 4; Cost: 11]
3) Eternal Grudge: +2 vs. Hit Location penalties; Only against dwarves and orcs (-1 1/2)
>> Replaces Elven Magic traits [Cost: 2]
4) Silent Hunter: +2 to offset movement penalties with Stealth
>> Replaces Elven Magic traits [Cost: 2]
5) Spirit of the Waters: Swimming +2m (8m total) plus Environmental Movement (no penalties in water) plus Language: Aquan (basic conversation)
>> Replaces Elven Magic and Weapon Familiarity traits [END: 1; Cost: 5]
6) Woodcraft: +1 with KS: Nature plus +1 with Survival
>> Replaces Elven Magic traits [Cost: 3]
7) Desert Runner: LS (Safe in Intense Cold; Safe in Intense Heat); Terrestrial Extremes Only (-1) plus LS (Eating: Character only has to eat once per week) plus Reduced Endurance (1/2 END; +1/4) applied to Running
>> Replaces Elven Magic traits [Cost: 6]
Dwarf
Total Points: 26
1) Tough: +2 CON [Cost: 2]
2) Wise: +2 EGO [Cost: 2]
3) Slow: Running -4m, Adjust characteristic and then delete [Cost: -4]
4) Steady: Environmental Movement (no movement penalties while encumbered) [Cost: 3]
5) Infravision: IR Perception (Sight Group) [Cost: 5]
6) Long-lived: LS (Longevity: 200 Years) [Cost: 1]
7) Defensive Training: +2 DCV; against giants only (-2) [Cost: 3]
8) Greed: +1 with Appraise; Only to determine the value of non-magical goods with gems or metals (-1) [Cost: 1]
9) Hatred: +2 vs. Hit Location penalties; Only against orcs and goblinoids (-1 1/2) [Cost: 2]
10) Hardy: +1 with poisons, spells, and spell-like abilities; Only to resist effects (-1) [Cost: 1]
11) Stability: +2 DCV; against attempts to trip, shove, or knockdown (-2) [Cost: 3]
12) Stonecunning: Detect Unusual Stonework 16-/13- (Sight Group) plus +1 PER with Stonecunning [Cost: 4]
13) Weapon Familiarity: Dwarven Weapons are not considered Uncommon [Cost: 0]
14) Language: Dwarven (idiomatic; literate) [Cost: 0]
15) Language: Common (Taldane) (completely fluent; literate) [Cost: 3]
Dwarf Options
Total Points: 17
1) Iron Hide: Resistant Protection (1 PD/1 ED) [Cost: 3]
2) Ancient Enmity: +2 vs. Hit Location penalties; Only against drow (-1 1/2)
>> Replaces Hatred [Cost: 2]
3) Craftsman: +1 with any roll to create an object from metal or stone
>> Replaces Greed [Cost: 3]
4) Deep Warrior: +1 DCV; against aberrations only (-2) plus +1 OCV; Only to Grab (-1 1/2), against aberrations only (-1)
>> Replaces Defensive Training [Cost: 3]
5) Lorekeeper: +2 with KS: History; Only pertaining to Dwarves and their enemies (-1)
>> Replaces Greed [Cost: 1]
6) Relentless: +1 OCV; Shove, Trip, Move Through (-1)
>> Replaces Stability [Cost: 2]
7) Stonesinger: Aid Earth Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2)
>> Replaces Stonecunning trait [END: 3; Cost: 3]
Gnome
Total Points: 27
1) Adjusted Characteristic Maxima: STR 15, DEX 23, DCV 9, BODY 15 [Cost: 0]
2) Tough: +2 CON [Cost: 2]
3) Naturally Agreeable: +2 PRE [Cost: 2]
4) Small: +1 DCV [Cost: 5]
5) Small: +2 with Stealth [Cost: 4]
6) Short: Running -4m, Adjust characteristic and then delete [Cost: -4]
7) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources [Cost: 1]
8) Defensive Training: +2 DCV; against giants only (-2) [Cost: 3]
9) Hatred: +2 vs. Hit Location penalties; Only against reptillians and goblinoids (-1 1/2) [Cost: 2]
10) Keen Senses: +1 PER with all Sense Groups [Cost: 3]
11) Illusion Resistance: +1 to perceive through or resist an illusion [Cost: 2]
12) Obsessive: +1 with PS: Craft or Profession of choice [Cost: 1]
13) Weapon Familiarity: Dwarven Weapons are not considered Uncommon [Cost: 0]
14) Language: Gnome (idiomatic; literate) [Cost: 0]
15) Language: Sylvan (completely fluent) [Cost: 3]
16) Language: Common (Taldane) (completely fluent; literate) [Cost: 3]
Gnome Options
Total Points: 35
1) Academician: +1 with KS: Area of choice
>> Replaces Obsessive trait [Cost: 1]
2) Master Tinker: +1 with Mechanics plus +1 with KS: Engineering
>> Replaces Defensive Training and Hatred traits [Cost: 3]
3) Warden of Nature: +1 DCV; Against aberrations, oozes, and vermin only (-1) plus +2 vs. Hit Location penalties; Against aberrations, oozes, and vermin only (-1 1/2)
>> Replaces Defensive Training and Hatred traits [Cost: 4]
4) Pyromaniac: [END: 1; Cost: 1]
5) Magical Linguist: [END: 1; Cost: 1]
6) Gift of Tongues: +1 with Persuasion plus Linguist (Add skill enhancer and delete)
>> Replaces Defensive Training and Hatred traits [Cost: 5]
7) Gnome Magic: Aid Illusion Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2) [END: 3; Cost: 3]
8) Dancing Lights: Sight Group Images; 1 Continuing Charge lasting 1 Minute (-1), Limited Range (30m; -1/4) [END: [1 cc]; Cost: 4]
9) Ghost Sound: Hearing Group Images; 1 Continuing Charge lasting 1 Minute (-1), Limited Range (30m; -1/4) [END: [1 cc]; Cost: 2]
10) Prestidigitation: Hearing Group and Normal Sight Images; No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) [END: [1 cc]; Cost: 6]
11) Speak with Animals: Mind Link , Animal class of minds, Any Willing Target; Eye Contact Required (throughout; -1), 1 Continuing Charge lasting 5 Minutes (-3/4) [END: [1 cc]; Cost: 5]
Halfling
Total Points: 29
1) Adjusted Characteristic Maxima: STR 15, DEX 23, DCV 9, BODY 15 [Cost: 0]
2) Agile: +2 DEX [Cost: 4]
3) Strong-Willed: +2 PRE [Cost: 2]
4) Small: +1 DCV [Cost: 5]
5) Small: +2 with Stealth [Cost: 4]
6) Short: Running -4m, Adjust characteristic and then delete [Cost: -4]
7) Fearless: +7 PRE; Only to resist fear and intimidation (-2) [Cost: 2]
8) Halfling Luck: Luck 1d6 [Cost: 5]
9) Keen Senses: +1 PER with all Sense Groups [Cost: 3]
10) Sure-Footed: +1 with Acrobatics, Breakfall, and Climb [Cost: 3]
11) Weapon Familiarity: Halfing Weapons are not considered Uncommon [Cost: 0]
12) Language: Halfling (idiomatic; literate) [Cost: 0]
13) Language: Common (Taldane) (completely fluent; literate) [Cost: 3]
14) Hatred: +2 vs. Hit Location penalties; Only against reptillians and goblinoids (-1 1/2) [Cost: 2]
Halfling Options
Total Points: 34
1) Lucky Halfling: Luck 1d6, Usable Simultaneously (all targets standing within 10 meters of Grantor; +1), Recipient must remain close to Grantor
>> Replaces Halfling Luck trait [Cost: 10]
2) Craven: Lightning Reflexes (+4 DEX to act first with All HTH Attacks); Only when contributing to Multiple Attacker bonus (-2) plus +1 OCV; Only when contributing to Multiple Attacker bonus (-2) plus Running 4m; Only when afraid (-1) plus +1 DCV; Only when afraid (-1) plus Vulnerable to Fear Attacks (x1 1/2 Effect)
>> Replaces Fearless and Halfling Luck [END: 1; Cost: 7]
3) Low-blow: +2 vs. Hit Location penalties; Only against larger creatures (-1/2)
>> Replaces Keen Senses [Cost: 4]
4) Outrider: +1 with Animal Handling, Riding, KS: Nature
>> Replaces Sure-Footed trait [Cost: 3]
5) Swift as Shadows: +2 to offset movement penalties with Stealth
>> Replaces Sure-footed trait [Cost: 2]
6) Underfoot: +1 DCV; Only against larger creatures (-1/2)
>> Replacing Halfing Luck [Cost: 3]
7) Wanderlust: +1 with Survival and rolls pertaining to travel, maps, and geography
>> Replaces Fearless and Halfling Luck traits [Cost: 3]
8) Warslinger: Reload sling as zero-phase action
>> Replaces Sure-Footed trait [Cost: 2]