Races:     Use the PDF for races not yet transfered over.

Roll on the following chart for your race:

 

%Roll: Race types: 13

01-03:   Ardenoth (Athillian)      Athillian (Creature Sheet)

04-09:   Crogan   (Lizardman)    Crogan   (Creature Sheet)

10-24:   Dwarf:%Roll: Dwarf breeds:

                         01-50:  Kithrin       (Surface Miners)   Krithrin    (Creature Sheet)

                         51-00:  Sha`Qual   (Deep Miners)       Sha`Qual (Creature Sheet)

 

25-34:   Elf:%Roll: Elf breeds:

                     01-40:  Aldarian (Tree Elf)               Aldarian (Creature Sheet)

                     41-60:  Sardakk (Wastelands Elf)   Sardakk (Creature Sheet)

                     61-00:  Vosk       (Wood Elf)            Vosk       (Creature Sheet)

 

35-75:   Human (Adjustments)        Human (Creature encounter sheet -Creature's Sheet)

76-80:   Leviathan (Demi-Giants)   Leviathan (Creature Sheet)

81-83:   Lycanthrope: %Roll: Lycanthrope breeds:

                                     01-50:  Wolden          Wolden(Creature Sheet)

                                     51-00:  Worath          Worath(Creature Sheet)

 

84-94:   Shallant (small child-looking human, but not human)   Shallant (Creature Sheet)

95-00:   Skallan (small child-looking human, but not human)   Skallan (Creature Sheet)

 

 

Next step: Naming your character

 

 

 

 

Ardenoth (Athillian, or True-Race Vampire)    

The Athillian, or Ardenoth, is a Vampires in every sense, except they are NOT UNDEAD.

 

Race adjustments:

 

See Ardenoth Abilities for specific Racial Powers.

 

Characteristic adjustments: These are onhe chance, one time bonuses.

     +2-D6 Awareness. You may divide these points into any of the 5 senses as follows:

                    Hearing

                    Sense of Smell

                    Sixth Sense

                    Touch

                    Vision

 

     +1-D8 Constitution

     +1-D8 Coordination

     +1-D8 Dexterity

     +1-D8 Mental-Strength

     +1-D10 +5 Strength

 

 

Next step: Naming your character

 

 

 

 

Crogan (Lizardman)

 

     Lizardmen are curious race, which leads them to curiously delve into the wilds of Utaemia in search of knowledge.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D12 +3 Coordination

+1-D6 +2 Dexterity

-1-D12 Intelligence

-1-D12 Wisdom.

 

Natural leathery skin that gives the same protection as does Light-Leather Armor.

 

This race will also have the following natural abilities:

Night-Vision (natural)

 

This race will also have the following susceptibilities:

For the Duration of a Cold Attack effect, this creature will have the following penalties:

 

     Defense:     -20
     Movement: -5 spaces per turn (yet no less that a movement of 1 space per turn).
     Offense:      -20

 

 

 

Next step: Naming your character

 

 

 

 

Dwarf    

 

     Dwarves are attracted to the earth and what it holds.  They believe the within the bowels of the earth lay priceless treasures, therefore they build their cities all underground and guard them with dragon-like vigilance.

   There are two breeds within the species of Dwarf.  They are cousin to each other, always ready to come to the aid of the other.

 

 

Next step: Naming your character

 

Kithrin    

 

     Surface dwarf: Over the span of time, this breed of dwarf began to delve from the surface of the earth down a modest one league (3 miles) into the earth, giving their cousins, the Sha`Qual Dwarves the space they desired below them.

      Most all tunnel systems and great halls of the Kithrin Dwarves are linked with the halls and tunnels of their cousins below, and they keep many guards at all points (from top to bottom) as a lookout for both nations.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D10 Constitution

+1-D10 Strength

 

Night-Vision: After 1 turn (5 seconds) of being exposed to darkness.

 

 

 

Next step: Naming your character

 

Sha`Qual    

 

     Subterranean dwarf: Over the span of time, this breed of dwarf began to delve deeply into the bowels of the earth in search of Gem Vein.  As the Kithrin Dwarves mainly delve for gold and silver and all manner of precious ore, the Sha`Qual Dwarves turned their search even further down, delving to incredible depths, of which are unknown to most all surface dwellers (for the Sha`Qual keep tight the secrets of their mines and hidden cities).

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D10 Constitution

+1-D10 Strength

 

Night-Vision: After 1 turn (5 seconds) of being exposed to darkness.

 

 

 

Next step: Naming your character

 

 

 

 

 

 

Elf    

 

     There are many breed of elves.  Within these breeds they separate into tribes (i.e., the Vosk (wood) Elf nations consists of many thousands of their kind, though they all do not live in the same forest (thus they separate into various tribes).

 

For the most part elves in general are a reclusive species, unconcerned with the ways of mankind.

 

 

Next step: Naming your character

 

 

Aldarian (Tree Elf)    

 

     These Elves live within the trees.  They can run through them as fast as they can move upon the ground, rarely having to make special checks for falling (i.e., in a serious wind-storm they would have to make special coordination checks as they traveled at full speed, but it they slowed their movement the G.M. would probably forego these checks).

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D6 Awareness

+1-D6 Charisma

+1-D8 Coordination

+1-D8 Dexterity

 

 

 

Next step: Naming your character

 

 

Vosk (Wood Elf)    

 

     Forest floor dwellers.  These elves are the only race type to know the secret forging of skin armor.  They are a more sober species, but do love to dance.  They concentrate highly on industry and family.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D6 Awareness

+1-D8 Coordination

+1-D8 Dexterity

 

 

Next step: Naming your character

 

 

Sardakk (Wastelands Elf)    

Sardakahn is another term for the Sardakk race as a whole. These are the Wasteland dwelling elves; the only race to master the Wastelands of Utaemia. They are an honor-bound race, thriving in a broken and desolate region in perfect unity and brotherhood.
 

Race adjustments and abilities:

 

Characteristic adjustments:

 

+1-D10 Awareness (place these points in any of the 5 Awarenesses you wish).

+1-D10 Constitution

+1-D10 Coordination

+1-D10 Dexterity

+1-D10 Mental-strength

+1-D10 Strength

 

Cloak:

A Sardakk Elf can merge with darkness, leaving no scent nor trace of his or her
presence. This incredible ability can even fool a hunting dog or wolf (even as he or she stands concealed not an arms reach away. For the roll needed to successfully Cloak take 101 minus Sardakk’s Dex., Coor. and ¼ Mental-Str. (rounded up). Best roll chance if surprised = 41+, and if prepared 10+. When cloaked, a Sardakk cannot attack. But a Sardakk cannot be attacked. By preforming this Cloaking ability a Sardakk Elf is actually stepping into what is known in the Sardakk tongue as, “Arsia”, the blackness within (one's soul). Down through the ages, the Sardakk have come to this place finding refuge from danger and the inner turmoil of the soul.

 

Night-Vision: after being subjected to total darkness for more than 1 turn (5 seconds).
ShadowMind: This ability will take a Sardakk Elf, and whoever he or she is holding close, into a darkness born of the mind. Once there, none can cause a Sardakk physical or mental pain. Sardakks feel great comfort in this darkness. For the roll needed to successfully slip into ShadowMind, take 101 minus Sardakk’s Dexterity and Coordination + and ¼ Mental-Strength (rounded up). Best roll chance if surprised = 41+, and if prepared 10+.

 

Next step: Naming your character

 

 

 

 

 

 

Human

 

     Humans are the predominate race. They do not have starting abilities, but are generally notorious for cultivating skills and abilities rather quickly.

 

Race adjustments and abilities:

 

Characteristic adjustments: None.  This race gains an additional + 1‑D4 +1 Modification‑points per level advanced.

 

 

Next step: Naming your character

 

 

 

 

 

Leviathan

 

     Leviathans are huge, Human-like in appearance.  They are a more stern and warlike race than most others.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D20 +7 Constitution

+1-D20 +7 Strength (highest of two rolls)

 

 

Next step: Naming your character

 

 

 

 

 

Lykkinnin    

 

     This is the general title of all were creatures.

 

 

Lycanthrope    

 

     Werewolf.  When these creatures shift into their half wolf, half humanoid state, they closely resemble species: Manwolf (they are very similar in physical build).

 

 

Next step: Naming your character

 

Wolden    

 

     Common Forest Werewolf

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D12 Awareness

+1-D10 Coordination

+1-D10 Dexterity

 

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Next step: Naming your character

 

Worath

 

     Dark Forest Werewolf.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D12 Awareness

+1-D10 Coordination

+1-D10 Dexterity

 

Night-Vision: As the Psychic's spell.

Vicious Rage: Once per 24 hours the Worath Lycanthrope can break into a vicious round
of attacks, thus doubling their normal attacks (2 bites and 4 claws). Vicious Rage will last for 1-D4 +1 turns. While this ability is in effect, the Worath Lycanthrope will gain a +10 to all offensive physical attacks.

 

Resistances: Only when in Worath form.

Magic ---------- : 30%

Mental-attack : 40%

Spiritual-attack: 20%

 

Shape-Shift: This creature can shift into, and back from, Human form at will. It take 10 turns (50 seconds) to complete the shift. When in Human form, the Wolden Lycanthrope will only have Human abilities.

 

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Next step: Naming your character

 

 

 

 

Shallant    

 

     Shallants are Human in appearance, yet are an average of 3'-3" tall.  They tend towards eating and drinking and parties.  They are also drawn towards thieving by an insatiable appetite for mysteries and the unknown.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+1-D6 Charisma (place points rolled into Speech & Appearance (as you want). (not below 5)

-1-D4 Constitution

+1-D10 Coordination (not below 5)

+1-D12 Dexterity (not below 5)

-1-D10 Strength (not below 5)

 

Natural leathery skin that gives the same protection as does Light-Leather Armor.

 

This race will also have the following natural abilities:

Night-Vision (natural)

 

This race will also have the following susceptibilities:

For the Duration of a Cold Attack effect, this creature will have the following penalties:

 

     Defense:     -20
     Movement: -5 spaces per turn (yet no less that a movement of 1 space per turn).
     Offense:      -20

 

 

 

Next step: Naming your character

 

 

 

 

 

Skallan (Ratman)    

 

     Skallan rat-like humanoid in appearance.  They are coverts and secretive. For the most part, they keep to themselves.

 

Race adjustments and abilities:

 

Characteristic adjustments:

+2-D6 Awareness     You may place points in any of the following:

                                        Hearing, Sense of Smell, Taste, Touch and Vision (not Sixth Sense).

 

+1-D6 Mental-Strength.

 

This race will also have the following natural abilities:

Diseased Bite: There will be a 30% chance (roll 71+) a Skallan will be a carrier

                                   of a random disease. The level of the disease is as follows:

 

                                   %Roll: Disease level #:

                                   01-70: 1

                                   71-90: 2

                                   91-00: 3

 

Note: This will be checked for 1 time per 3 moons.

 

Next step: Naming your character