Character Species

D&D Dwarf Description: Size: 0 Stat Adjustments: +1 End, -1 Pre Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard + Darkness Vision, underground sense Gen Feats: 1 Class Feats: 2 IP penalty: 1 Preferred Class: Grunt

D&D Halfling Description: Size: -1 Stat Adjustments: +1 Dex, -1 Str Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard + Gen Feats: 1 Class Feats: 2 IP penalty: 1 Preferred Class: Athlete

Human

Human Description: pretty standard human type character. Size: 0 Stat Adjustments: None Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard Gen Feats: 2 Class Feats: 2 IP penalty: 0 Preferred Class: Any

Dwarfs, Hobbits, Halflings, other DemiHuman fantasy races Description: These races are actually surprising similar to humans. They often have some extreme prejudicial views and habits sort due to cultural isolation. This is made up in role playing, and choices made during character creation. Treat as human in all ways. The only exception is that they can be a smaller size level. Size: -1 or -2 Stat Adjustments: None Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard Gen Feats: 2 Class Feats: 2 IP penalty: 0 Preferred Class: Any

Giants Description: These races are very much like the other human races. However their increased physical strength has prevented them from needing to socially evolve many common cultural advances. Size: +1 or +2 Stat Adjustments: +2 Str +2 End Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard Gen Feats: 1 Class Feats: 2 IP penalty: 1 Skills:
+3 to Intimidate vs targets of SL 4 or smaller -1 to "friendly" PRE skills vs targets of SL 4 or smaller Preferred Class: Powerhouse

Replicant Description: These are designed human clones. They have improved genetics however the cost of all this is a shorter life. They have accelerated childhoods(fully mature(like 25) after 5 years), and remain youthful until they just die between the ages of 10-15 (9+1d6). Detailed time of expiration counters have been invented, but are seldom used. Really advanced societies may have instant replicants ( full grown in days or even hours) these however only live to 5-10 years old (4+1d6). In general Replicants are sterilized (protection of corporate interests). If they can/do reproduce with humans the children will be fully human. A child with another replicant has 50% chance of being a standard replicant. Legal limitations may greatly control life. Size: 0 Stat Adjustments: No Level limit on total Stat points Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Standard + Low light vision Gen Feats: 0 Class Feats: 3 IP penalty: 1 Others: Impervious to disease Preferred Class: Cloner's choice

Fey

Elf/Atlantean Description: An ancient nearly human race whose civilization dates back to when man was new to the earth. They live mainly on islands hidden beneath the north Atlantic accessible only via ancient magic gateways. The few who travel the earth are either outcasts or Adventurers who seek to make their fame among the mortals. They see most humans as lesser beings who need their guidance, protection, occasionally domination. Half-atlanteans are possible. Treat half-atlanteans as atlanteans however they usually do age though far more slowly. Powers: improved hearing improved sight Power words Illusion Cast spells Immortality, lesser Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300

Gnomes Description: An Ancient subterranean Race that surfaced shortly before the Atlanteans disappeared. They enjoy collecting mineral wealth for it's beauty as well as its excellent taste. They have minimal exposure to humans. They often use their wealth and illusion to try to better understand the larger folk. Powers: Size: 3 Mineralvorous Sleep Indifferent Tunneling Improved smell Thermal sight High metabolism(+5 AT) Illusion Immortality, lesser Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300

Other & Creatures of the Night

AI/Robot Description: Powers: Hindrances: Starting points:

Were-Creature See Lycanthrope rules Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300

Vampires Description: Player characters can be "free" vampires, these are the few rare vampires that still have enough control to meter their actions. What is the chance that a player character turned into a vampire will be free. When first turned half the characters Karma. then make a Karma roll to retain free will. if the character develops an insanity from having less than 4 karma it is always 'Blind Hatred Of Humanity'. Rumor has it if a Vampire reaches 20 Karma on the 'Vampire, Free' path he can become human again. Powers: Claws 2d6(retractable) Fangs (2d6+Life Absorption) Impervious to CD, BD, GD, except silver x2 and weak against FD(x2) Doesn't breath Hypnotic Suggestion Horror Factor Immortality(Major) Hindrances Supernatural Evil (take damage from holy water, turned by crosses, burned by sunlight) No longer heals normally - in fact takes 2d6 damage every active night cannot spend karma to modify rolls 1/2 Karma Size: 0 Stat Adjustments: Minimum Starting Wil 5 Movement: Natural Walk, Can Climb, Swim, Burrow? Senses: Improved Smell/Taste, Normal hearing, Darkness Vision Gen Feats: 1 Class Feats: 2 IP penalty: 1 Preferred Class: Any

Gargoyle Description: A Gigantic race of Bestial Humanoids from the Earth Plane. It is believed they were originally brought here by summoners to protect against the evils that come with the night. Powers: Nature: Earth Size: 5 Glide Natural attacks: Claws(2d6), Teeth(2d6), Tail(1d6), Horns(1d6) Active Cycle: Nocturnal AV=10 Horror Factor Improved Healing Rate(heals in hours rather than in days) Hindrances: Turn to stone at sunrise Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300

Immortal Warriors Description: Some warriors who die in battle are so tied into the fight that they come back from the dead as Immortal Warriors. Soldiers for a war that goes back before time began. It is rumored that powerful Necromancers know of a ritual sacrifice that causes the victim to come back as an immortal warrior. The three main types are full(looks like a normal person), skeletal (hideous skeletal beast), spiritual armor( invisible body only equipment is fully visible). All are strictly bond by a set of rules of fair play, commonly chivalry or Bushido. Powers: Sleep indifferent Immortality, Major Personal Weapon Weapons can be "trained" the Immortal warrior can put IP into a Weapon to increase it's plus treat as raising a skill to a max of +5. these weapon count in all ways as magical weapons in the warriors hands. they are mostly indestructible, but if destroyed the warrior gets back all IP in the weapon. IP&Power drain Immortals finished with the Personal Weapon are reduced to IP and are absorbed by the warrior. IP drain = 10 x Total Stat Points + total skill points. Also any non standard power that the immortal has can be purchased at absorption time by reducing the number of total Stat points drained by the cost of the power. This IP should only be spent on skills and stats that the immortal had greater than the warrior. The warrior may also use any personal weapons that the defeated immortal may have had. Note: Rumors exist of rituals that allow magic users to sacrifice a regular mortal, with one an immortal's weapons, IP&Power Draining the mortal. If true such a feat could not be done more than once a year. Full: Skeletal&Invisible: Horror Factor Hindrances: Cannot reproduce Get IP at /10 normal rate Full: Skeletal&Invisible: Cannot easily pass for human Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300

Race Description: Powers: Hindrances: Starting points: Stats: 100 Skills: 40 History: 0 Powers: 300