Entling
Entlings are rarely seen outside of the deep forests, but occasionally a sapling will uproot itself to
see the world before it grows more treelike. These creatures appear roughly humanoid, with
bark-like skin, leaves and branches sprouting in various places reflecting the type of tree they
sprouted from. Most other creatures find them to be inscrutible, and overly patient.
Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 2
Starting Wound Threshold: 11 + Brawn
Starting Strain Threshold: 11 + Willpower
Starting Experience: 80
Starting Skills: An Entling starts with one rank in either Discipline or Vigilance during character
creation. They obtain this rank before spending experience points, and may not increase the
chosen skill above rank 2 during character creation.
Attuned to Nature: Entlings add b to all Survival and Knowledge (Nature) checks.
Rooted: Effects that cause Knockdown require a x or y in order to affect Entlings.
Wooden: Social skill checks made by or against an Entling suffer bb.
Gnome
Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 100
Starting Skills: A Gnome starts with one rank in either Alchemy or Mechanics during character
creation. They obtain this rank before spending experience points, and may not increase the
chosen skill above rank 2 during character creation.
Plucky: Gnomes remove b from Charm checks and rolls against Fear.
Gnomes are Silhouette 0.
Drow
Brawn 1, Agility 2, Intellect 3, Cunning 2, Willpower 2, Presence 2
1
Starting Wound Threshold: 9 + Brawn
Starting Strain Threshold: 11 + Willpower
Starting Experience: 80
Starting Skills: A Drow starts with one rank in one Magic skill during character creation. They
obtain this rank before spending experience points, and may not increase the chosen skill above
rank 2 during character creation.
Light Sensitive: In bright light, without protective goggles, Drow suffer bb on all skill checks.
Dark Vision: When making skill checks, Drow remove up to bb imposed due to darkness.
Standoffish: When attempting a Charm check, or when someone attempts a Charm or
Negotiation check on you, add bb to the roll.
Sylph
Brawn 2, Agility 2, Intellect 3, Cunning 2, Willpower 2, Presence 1
Starting Wound Threshold: 9 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 85
Starting Skills: A Sylph starts with one rank in either Deception or Skulduggery during character
creation. They obtain this rank before spending experience points, and may not increase the
chosen skill above rank 2 during character creation.
Hoverer: Sylphs, the mixed heritage children of air elementals, are naturally buoyant in air,
which allows them to hover slightly off the ground. When hovering, Sylphs do not have to spend
additional maneuvers when navigating difficult terrain. A Sylph can fall safely from any height
and can glide over small gaps or distances while falling. While conscious, a Sylph character does
not suffer damage from falling. Otherwise, the have no extra capabilities beyond those of a
normal, walking character.
Tiefling
Brawn 2, Agility 2, Intellect 2, Cunning 3, Willpower 2, Presence 1
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 95
Starting Skills: A Tiefling starts with one rank in either Streetwise or Survival during character
2
creation. They obtain this rank before spending experience points, and may not increase the
chosen skill above rank 2 during character creation.
Fearsome Countenance: Tieflings add b to all Coercion checks, and b to all Charm,
Leadership, and Negotiation checks they make in societies other than their own. In addition,
characters attempting to identify the tiefling gain b.
Prehensile Tail: Tieflings can use their tails to hold and manipulate small items, but cannot use
that item to make an attack. Once per turn, you may retrieve an item of encumbrance 1 or less
as an Incidental.
Kobold
Brawn 1, Agility 3, Intellect 2, Cunning 3, Willpower 1, Presence 2
Starting Wound Threshold: 8 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 80
Starting Skills: A Kobold starts with one in Stealth during character creation. They obtain this
rank before spending experience points, and may not increase Stealth above rank 2 during
character creation.
Light Sensitive: In bright light, without protective goggles, Kobolds suffer bb on all skill
checks, but remove b due to darkness.
Pack Instincts: When performing the assist maneuver, PCs grant bb instead of b
Draconic Heritage: Select one of the following:
⦁ Amphibious – Kobolds may breathe underwater without penalty and never suffer
movement penalties for traveling through water.
⦁ Glider – Some Kobolds inherit the wings of their draconic ancestors which allow them
to fall safely from any height, and they can glide over small gaps or distances while
falling. While conscious, a Kobold character does not suffer damage from falling.
Otherwise, they have no extra capabilities beyond those of a normal, walking character.
⦁ Breath Weapon – Some Kobolds inherit the fearsome breath attacks of their draconic
kin. When you select this ability, choose a type of energy (fire, acid, cold, electric); this
choice cannot be changed. You gain Breath Weapon (Ranged; Damage 6; Crit 5; Range
[Short]; Blast 4; Slow Firing 3, and one of the following abilities: Burn 2 (Fire or Acid),
Ensnare 2 (Cold), or Disorient 3 (Electric).
⦁ Digging Claws - PCs may use a move maneuver to travel through loose soil or similar
terrain. Can result in low, narrow tunnel that others can use, at GM's discretion.
3
Kobolds are Silhouette 0.
Samsaran
Brawn 2, Agility 2, Intellect 2, Cunning 1, Willpower 3, Presence 2
Starting Wound Threshold: 8 + Brawn
Starting Strain Threshold: 12 + Willpower
Starting Experience: 85
Starting Skills: A Samsaran starts with one rank in any non-career skill during character creation.
They obtain this rank before spending experience points, and may not increase the chosen skill
above rank 2 during character creation.
Ancestral Recall: Choose one of the following:
⦁ Mystical Past Life – Samsarans are attuned to their past lives, retaining generations
of magical knowledge. You may select one spell that you cannot cast with your
chosen discipline. You may use your chosen discipline to cast that spell, but you
upgrade the difficulty of your check once whenever attempting to cast the selected
spell.
⦁ Ancestral Recall – Treat all Knowledges as class skills, and once per session you may
gain bbon a single Knowledge check.
Elf
Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 1, Presence 2
Starting Wound Threshold: 9 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 90
Starting Skills: An Elf starts with one rank in a Knowledge skill of their choice during character
creation. They obtain this rank before spending experience points, and may not increase the
chosen skill above rank 2 during character creation.
Nimble: Elves have a melee and ranged defense of 1.
Keen Eyed: Elves remove b from Perception and Vigilance checks. Decrease the time to
search a specific area by half.
4
Dwarf
Brawn 2, Agility 1, Intellect 2, Cunning 2, Willpower 3, Presence 2
Starting Wound Threshold: 11 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 85
Starting Skills: A Dwarf starts with one rank in Resilience during character creation. They obtain
this rank before spending experience points, and may not Resilience above rank 2 during
character creation.
Dark Vision: When making skill checks, dwarves remove up to bb imposed due to darkness.
Tough as Nails: Once per session, a dwarf may spend a Story Point as an out-of-turn incidental
immediately after suffering a Critical Injury and determing the result. If they do so, they count
the result rolled as a "01."
Strong Backed: Dwarves gain +5 to their encumbrance threshold.
Half-Orc
Brawn 3, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 1
Starting Wound Threshold: 12 + Brawn
Starting Strain Threshold: 8 + Willpower
Starting Experience: 95
Starting Skills: A Half-orc starts with one rank in Coercion during character creation. They
obtain this rank before spending experience points, and may not increase Coercion above rank
2 during character creation.
Ferocity: When a Half-orc has suffered any wounds, he deals +1 damage on Brawl and Melee
attacks, and when he is Critically Injured, he instead deals +2 damage.
Halfling
Brawn 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 95
5
Starting Skills: A Halfling starts with one rank in Coordination during character creation. They
obtain this rank before spending experience points, and may not increase Coordination above
rank 2 during character creation.
Indomitable: Halflings removes up to b caused by Critical Injuries, the Disoriented condition,
or fear from all checks they make.
Acrobatic: Halflings gain the Jump Up talent.
Half-elf
Brawn 2, Agility 2, Intellect 2, Cunning 1, Willpower 2, Presence 3
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 100
Starting Skills: A Half-elf starts with one rank in either Deception or Negotiation during
character creation. They obtain this rank before spending experience points, and may not
increase the chosen skill above rank 2 during character creation.
Kill With Kindness: Half-elves remove b from all Charm and Leadership checks.
Human
Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2
Starting Wound Threshold: 10 + Brawn
Starting Strain Threshold: 10 + Willpower
Starting Experience: 110
Starting Skills: A Human starts with one rank in each of two different non-career skills during
character creation. They obtain this rank before spending experience points, and may not
increase the chosen skills above rank 2 during character creation.
Ready for Anything: Once per session as an out-of-turn incidental, you may flip one Story Point
from the GM's pool to the players' pool.