Note that not all races are available in every setting.

 Fantasy (OLD) Modern (NOW) Sci-Fi (NEW)
Earth Nymph
Forest Nymph
Grand Elf
Flint Dwarf
Jade Dwarf
Mountain Dwarf
Night Elf
Obsidian Dwarf
Sylvan Elf
Water Nymph

Human Belter
Human Clone
Human Jovian
Human Warped


Androids aren't technically a species, and can vary greatly in appearance.  Frequently, however, they look like humans.  While many philosophers will debate whether or not Androids have true consciousness, they have passed every test imaginable and are legally considered to be alive, with all the rights and responsibilities that entails.  Stronger and tougher than humans, with processors which can outpace the human mind, Androids aren't always the most popular in the room.

Androids make excellent scientists, engineers, and doctors.  

Typical names: KX-159, D.A.T.A., SL1A, TikTok, G.O.L.E.M., Watson, Jeeves, C.H.I.P., Robby, A.L.P.H.A., Mk XIV, B.R.A.I.N.

Size: Small, medium, or large; mechanoid

Attributes: STR +2, LOG +2, LUC -, PSI -

Skill choices: Computers, engineering, running, linguistics, [technical].


  • Mindless. Androids are immune to any attacks which target MENTAL DEFENSE.

  • Deterministic. An Android's PSI attribute can never rise above zero, and an Android  cannot spend LUC dice to gain bonus dice when making attributes.

  • Electronic vulnerability. As mechanoids, Androids are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage.

  • Automaton. Androids do not need to eat, sleep, or breathe, and weigh 150% normal.

  • Choose one of the following modification exploits. Androids, can take the android only Systems Upgrade career to gain additional modifications.

  • 360-degree sensors. The android has visual sensors which cover a full 360-degree circle, or a fully rotating head or sensor apparatus, giving it all-round sight. It is not affected by crossfire or flanking.
  • Access ports. The android can “plug in” to a computer or computerized system, granting it a +1d6 bonus to computer checks.
  • Armor. The android is plated with armor, giving it SOAK 5. The android's weight is 200% normal instead of 150%, and it cannot swim (sinking to the bottom of any liquid, although it does not need to breathe and can walk on the bottom).
  • Carrying capacity. The android doubles its carrying capacity.
  • Chameleon system. The chameleon system allows the android to change color to match its environment, granting it +1d6 to stealth-based attribute checks.
  • Chrome skin. The android has a chrome skin which grants it +5 SOAK vs. heat damage (not compatible with Organic Appearance).
  • Compute. The android can absorb a large document (the equivalent of a major novel or textbook) in a minute, or make complex calculations, including FTL calculations which require no check at FTL factors equal to or lower than the android's LOG attribute.
  • Durable infrastructure. The android gains 3d6 HEALTH.
  • Electrical discharge. The android can shock a target by using a regular unarmed attack; this increases the android's unarmed damage by +1d6 and changes it to electricity damage. If this exploit is taken a second time, the electrical discharge can be upgraded to a ranged attack with a range increment of 4.
  • Forcefield. The android can generate a protective forcefield which operates just like a worn forcefield generator. It grants the android +2 DEFENSE, but takes an action to activate and can only operate for one minute at a time before needing an hour to recharge.
  • Improved armor (requires Armor). While the base armor is a steel composite which gives SOAK 5, further upgrades can improve the android's armor by another +1 SOAK per upgrade. This exploit can be taken multiple times.
  • Infrared sensors. The android's visual sensors can see in the dark as well as in the light. The android effectively gains superior darksight.
  • Integrated equipment. Gear like fire extinguishers, communicators, even magboots or parachutes can be integrated into the android.
  • Organic appearance. The android has an outer covering resembling a human (or other species) although not so alike that it would fool anyone. This is achieved from synthetic or organic tissue which covers the interior endoskeleton. Any injury will clearly reveal the android's true nature, as will any interaction for more than a minute or so.
  • Memory backup. If the android's body is destroyed, its memories and personality may still be accessed, and, indeed, placed in a new android body. The new body has its own attributes and exploits, but the old character's skills and memories. To do this, an engineer must make a LOG check with a difficulty equal to three times the android's grade.
  • Memory wipe. An android can have its memory wiped and a new factory-default base skillset installed. The android's attributes remain the same, but it loses all of its skills. Total up the android's current skill point total, and then divide them evenly between five newly selected skills. The unfortunate side-effect of this procedure, of course, is that the android loses all its memories.
  • Mimicry. The android has a voice synthesizer which can mimic any voice or sound.
  • Multiple legs. The android has four or more legs. It ignores difficult terrain.
  • Protocol package. The android is able to read, speak, and understand any language fluently. This does not enable it to break codes, cyphers, or encrypted data, however.
  • Rocket boosters. The android's JUMP scores increase to 30' horizontally and vertically.
  • Repair nanites. Once per day, the android can activate its repair nanites to recover 2d6 HEALTH. This costs two actions.
  • Scanner. The android has an inbuilt scanner (equal to a hand scanner) which it is always considered to be carrying. This scanner might be part of its body, or simply part of its sensory equipment, and may or may not be visible.
  • Self-destruct system. While not popular with intelligent androids, self-destruct systems do exist. They can be combined with a memory backup. When an android self-destructs, it spends two actions to activate the systems and then explodes at the start of its next turn. It causes 1d6 heat damage per size category to all within 30'. Alternatively, it is possible to automate the selfdestruct system to activate when the android reaches zero HEALTH.
  • Tracks (requires Wheels). Wheels can be upgraded to Treads, which removes the difficult terrain penalty.
  • Weapon integration. The android has some kind of ranged or melee weapon integrated into its body. Choose a weapon from the core rules. The weapon must be the same size category as the android or smaller, and worth 100cr or less. Thisexploit can be taken multiple times to incorporate multiple weapons, or to double the value of the weapon each time (so taking it three times results in a weapon with a value of up to 400cr).
  • Wheels. The android moves on wheels instead of legs. This reduces its SPEED to 2 across difficult terrain, but increases its SPEED by 2 on normal terrain.


Maybe there were complications in your infancy, or tragedy struck during your childhood; either way you’ve received parts (organic or inorganic) that are an improvement over what you had before. No matter how it is exactly that you came to be this way, you’re stronger for it and have an advantage over those regular humans, period. Whether or not you’re enlightened by this gift or malignant about it, however, depends much more on how exactly you’re different, and how that colored your upbringing.

Size: Medium; humanoid

Attributes: END +2

Skill choices: Hardy, perception, reactions, [crafting], [trivia], [gaming], [scientific], [technical]


  • Alteration. Augmented begin play with two minor or one major cybernetic alterations.

  • Adaptive. When incorporating new cybernetic altera-tions, Augmented never need to make a check to see if the upgrade takes hold. Additionally, they can incorporate an unlimited number of alterations beyond the normal limit of their END attribute.

  • Inert. Augmented embrace technology over matters of spirit. They may never have a CHI score above zero.


Borians are welcome in most places. Standing at about 4' in height, with bright red or blue skin (depending on clan) and spiky, bony heads, they have a reputation for good cheer and friendliness. This, coupled with their naturally robust constitution, also makes them renowned drinkers, and it has been said that Borians make the most common bartender race in the universe.

Borians are good with their hands, and enjoy tinkering and building. They make excellent engineers and craftsmen.

Typical names (male and female): Dobur, Thrari, Kirin, Borin, Boli, Filin, Gimnor, Thrarin, Dwain, Dolo, Kibur.

Size: Small; humanoid

Attributes: END +1, INT +1, CHA +1, REP +1

Skill choices: Carousing, hardy, [crafting], engineering, appraisal.


  • Darksight. Borians can see in the dark to a distance of 10' per point of INT.

  • Iron constitution. Borians are not affected by poisons, including alcohol. They are also immune to radiation damage and radiation sickness.

  • Tinkerers. Borians may designate one item of equipment which they own. That item permanently gains one bonus quality level. If the item is lost or
    destroyed, the Borian may designate a new item after 24 hours.

  • Long-lived. When creating a Borian character, multiply their career lengths by 3.

  • Personable. Borians are noted for their cheerful demeanour and likability. When taking a new career, a Borian may optionally exchange one of the listed four attribute increases for CHA, as long as it doesn’t result in a duplicate attribute advancement.


Uplifted dogs, Canids are loyal and friendly. With keen senses of smell and hearing, it’s hard to surprise a Canid. Canids vary in size from 5’ to nearly 7’. They tend to be leaner and sturdier than humans, and are covered with thick fur which ranges in colour.

Canids have a weakness for alcohol. Even a small amount will intoxicate them, and large amounts can be very dangerous to their health. Even so, they easily become addicted to the substance.

Canids make excellent trackers and bounty hunters. They are adept at reading the emotions and body language of others, possibly due to their pack-based past.

Size: Medium; humanoid
Attributes: AGI +1, INT +2, END +1, CHA +1
Skill Choices: perception, scent, insight, tracking, running, [social].


  • Pack-bonding. A Canid can designate one person per point of CHA as a member of its “pack”. It can, at-will, donate its LUC dice to its pack members, which must be used immediately.
  • Fur Coat. The Canid’s fur coat keeps it warm in cold climes. It gains natural SOAK 5 (cold).
  • Chasers. A heritage of chasing gives the Canid +1 to its SPEED score.
  • Scent. Canids have incredible senses of smell. They gain 3 ranks (2d6) in scent, which works like perception but only where smell is involved.
  • Alcohol Weakness. Canids treat alcohol as a poison. Even a small amount renders them lubricated, and larger amounts cause them 1d6 poison damage.


Something about you is better. Maybe you are the result of a sublime genetic match, perhaps your genome was manipulated from before conception. How it is you came to be different is hardly important—how you are different is everything. Some designed are much more likeable or beautiful than the average human, others possess an evolved mental acuity, and some are sterling models of what biomechanics can achieve.

You might be characterized by prophecy and legend, and are often surrounded by stories or myths. Whether you are part of a hereditary line, the touch of destiny graced upon you in the womb, you simply meet the criteria listed in an old prophecy, or whether actual mysticism or magic is involved, you are special.

Size: Medium; humanoid

Attributes: CHI +3, REP +2, STR +1, CHA +1

Skill choices: Negotiating, tactics, [crafting], [trivia], [gaming], [scientific]


  • Fast-Healing. Chosen heal faster than most people. You may roll an extra 2d6 when determining how much you naturally heal each day.

  • Skill Focus. You start play with two bonus skills of your choice at 3 ranks (2d6).

  • Destiny. Once, when you ordinarily die, you do not die. Instead, you remain at 0 Health until healed. When you have used your extra “life” you cannot use it again.


These sentient clockwork people tick quietly, an unnerving noise which can be heard by those who stand close to them. Made completely of clockwork, their bodies are filled with cogs and gears, and they move with a certain stiffness, their faces stuck in a single expression.

A technically proficient scavenger race, clockmen have the unnerving ability to use their surroundings to repair themselves. Damage a clockman, and it might pick up a nearby knife or fork, spare part, or random trinket and use it to replace a damaged component. They can even use organic components, meaning that many of them look particularly gruesome.

Clockmen need order and routine; they despise chaos and disorder. In a hierarchy, they need to know the exact structure and their place within it, and will not deviate from that chain, for good or ill. Even simply entering an untidy room will distress a clockman, who will likely being tiding it up immediately. If they find broken objects, they feel the need to repair them.

Size: Medium; automaton
Attributes: STR +1, LOG +2, WIL +2
Skill Choices: engineering, astronomy, law, history, medicine.


  • Clockwork. As clockwork automatons, clockmen do not need to eat or breathe. They do, however, need to sleep, in a fashion, as their gears wind down. Like other automatons they are vulnerable (1d6) to electricity and in sci-fi settings (2d6) to ion damage. They are immune to attacks which use MENTAL DEFENSE. Like most automatons, clockmen cannot have a MAG (or PSI or CHI) score, and cannot spend LUC dice.
  • Repair. Once per day clockmen can repair themselves in a patchwork fashion to the amount half their normal maximum HEALTH by spending two actions and resources from their environment.
  • Wind-up. Clockmen can spend two actions winding themselves up. For the next minute, they move at a faster speed (making a rapid clockwork ticking noise while they do so), gaining an extra action each turn, but at the end of the minute they wind down and cannot act or move for one hour.
  • Internal Clock. Clockmen track the passage of time accurately, to the very second.


These delicate, winged folk are considered “flighty” (no pun intended) by most for good reason. They have a fairly short attention span, and lack concentration.

Corax tend to look crow-like, although other variations exist. About five feet tall, they are weaker than humans, and have small black eyes. The wings on a Corax allow it to glide and hop short distances, but are not powerful enough for actual flight. Their beaks are strong, and can inflict considerable damage in a brawl.

Corax language is filled with staccato “k” sounds, and this sound frequently carries over to their use of other languages. Corax are masters of subterfuge; robed Corax assassins are to be feared.

Size: Small; avian humanoid
Attributes: AGI +2, INT +2, LUC +1, PSI +1, END -1
Skill Choices: acrobatics, perception, stealth, knives, bluffing, disguise.


  • Hollow-boned. A Corax’s bones are hollow, making it vulnerable (1d6) to blunt damage. They weigth half the normal weight of a creature of their size.
  • Wings. The Corax’s small wings grant it +10’ JUMP distances (both horizontal and vertical) and allows it to take no damage from falling as long as the fall is greater than 10’.
  • Beak. The Corax’s powerful beak increases natural damage by +1d6 and changes it to piercing damage.
  • Mimicry. Corax are able to mimic any voice nearly perfectly.


Danuki are spirit animals, at home in brush, hills, and ditches. Danuki are a small and very cowardly race. They are peerless shapechangers but rarely have an agenda with their change of forms; pranks and laughter are often enough for them.

Danuki are small, about 2’7”, furred humanoids that are very animal-like, looking like a Japanese raccon-dog walking on its hind legs. Their bodies appear rotund and short limbed; much of it is actually fur. They have fluffy tails, and when a Danuki fails a disguise attempt, the first sign of is often that their tail starts poking out.

Size: Small; shapechanger
Attributes: AGI +2, LOG +2, LUC +2, MAG +2
Skill choices: bluffing, disguise, insight, stealth, thievery, alchemy.


  • Masterful shapechanger. A Danuki can assume the form of another creature. The new form must be small-sized and have a Maximum Dice Pool equal to or lower than the Danuki. It takes the Danuki a full round to change shape, and it can only do so once per day. The transformation lasts until the Danuki ends it, or until it suffers the Afraid condition (Danuki cannot maintain a shape when feeling fear). The Danuki retains its own mental attributes, and its own Maximum Dice Pool, but gains any other physical characteristics of the new shape.
  • Cowardly. Danuki are natural cowards. They must roll a 6 to shake off the Afraid condition. All danuki have a phobia, usually against a type of predator animal , but sometimes against a natural phenomenon. In addition, all danuki are phobic against getting caught; this triggers when grappled, entangled, cuffed, bound, or locked up. When in the presence of their phobia, danuki become Afraid. You should randomly select a phobia, or choose one with the GM’s approval.


Deeplings are a race of cursed beings, corrupted grand elves crossed wiht demonic ancestry. Hailing from a magically-bereft nation, Deepling society is science-focused. In addition to the obvious horns and tails, a Deepling's eyes are a deep solid yellow. Skin color varies from tan to a reddish hue.

Deeplings are widely envied for their progress in industry and technology. Their country has a fully functioning steam railroad, powerful steam-powered ships, and is known for its statesmen, inventors, and scholars.

Deeplings are fiercely opposed to superstition. Magic left them long ago, and they have turned their back on old beliefs and religion. Deeplings believe that technology can achieve anything that magic - either mortal or divine - can.

Size: Medium; demon fey humanoid
Attributes: AGI +2, CHA +2, LOG +2
Skill Choices: [crafting], bluffing, engineering, sailing, rapiers, rifles, pistols.


  • Natural Weapons. A Deepling's horns and tail make for dangerous natural weapons. A Deepling's natural damage is 2d6 rather than the 1d6 its size would normally allow, and becomes piercing damage.
  • Superior Darksight. Deeplings can see in the dark as though it were daylight.
  • Fire Resistance. Deeplings have a natural SOAK 5 (fire). At old age, this increases to 10.
  • Antimagic. So averse to magic are they, Deeplings actually naturally suppress magic in their presence. Deeplings get +4 DEFENSE against any magical attacks. However, they can never have a MAG attribute.

Earth Nymph

These nymphs arise from stone and soil in their many forms. The most common clan are the oreads, who embody mountains and caves. Earth nymphs can just as easily hail from valleys, particular stones, or underground mineral structures. Some even purport to be born of the stars.

Size: Medium; fey
Attributes: END +2, WIL +1, MAG +3
Skill choices: Nature, religion, [magical], dancing, singing.


  • Stone’s Fortitude. You have natural SOAK 5 to slashing damage.
  • Stone Step. Once per day you may pass through up to 30’ of natural stone. Worked stone blocks this ability.
  • Voice of Nature. You know the secret of earth.
  • Fey. As a fey creature, you can sense the presence of (but not the location or type of) magic within 10’, and are vulnerable (1d6) to cold iron.
  • Fey Grace. You are immune to the Charmed condition.


Felans, unimaginatively named by the first human explorers to encounter them, are a cat-like species. Like their four-legged namesake, Felans are often beautiful to the eye, and move with a graceful, acrobatic purpose. Easily able to jump and climb, felans like to make use of their environment, and tend to sleep in precarious locations high above the ground.

Felans have a deserved reputation for being easily distracted, and often flit from career to career, unable to settle.

Typical names (male and female): Arhel, Infin, Elenrik, Makil, Crihel, Talik, Gimlek, Amaduil, Idthit, Ciraire.

Size: Medium; humanoid

Attributes: AGI +2, INT +1, CHA +1, LUC +1

Skill choices: Acrobatics, climbing, jumping, [unarmed fighting], reactions, appraisal, bluffing, stealth, negotiating.


  • Fast. Felans are fast and nimble, adding 2 to their SPEED.

  • Jumper. Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances.

  • Land on your feet. When falling (or jumping down), a Felan reduces the effective distance by half.

  • Claws. Accurately slashing with their sharp claws, a Felan's unarmed damage is 2d6 slashing damage.

  • Agile. Felans are noted for their dexterity. When taking a new career, a Felan may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.

Forest Nymph

Forest nymphs occur from woodlands and vegetation. Hamadryads are the spirits of individual trees, and dryads are their aggregate forests. Whether they are distinct from or identical with the fey creature that shares their= name is anyone’s guess. Similar clans include flowers (anthousai), groves (alseides), winds and breezes (aurae), and even the cardinal directions.

Size: Medium; fey
Attributes: INT +1, AGI +2, MAG +3
Skill choices: Nature, religion, [magical], stealth, climbing, dancing, singing.


  • Tree Stride. Once per turn, you can use an action to step magically into one adjacent living tree and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large-sized or bigger.
  • Voice of Nature. You know the secret of plants.
  • Fey. As a fey creature, you can sense the presence of (but not the location or type of) magic within 10’, and are vulnerable (1d6) to cold iron.
  • Fey Grace. You are immune to the Charmed condition.
  • Nature’s Step. You are not affected by difficult terrain caused by forest, brush, undergrowth, or similar natural features; neither do you leave tracks or trace of your passing.


Goblins are small goblinoids. Nasty, cunning, and scrappy, with poor hygiene, these creatures are looked down upon by most sentient races. Goblins come from the deep, living underground in dark caverns in large packs. They stand about 3 feet tall, with green skin and scrawny bodies. Their jagged, yellow teeth are suited to
tearing meat apart, and their yellow eyes are suited to seeing in the darkness of deep caverns and caves.

Size: Small; fey humanoid
Attributes: AGI +2, INT +2
Skill Choices: thievery, climbing, stealth, survival, mining, running, knives.


  • Pack attack. Goblins work best in groups, using numbers to compensate for their small size. Goblins gain +1d6 to attack a target for every ally also adjacent to the target.
  • Darksight. Goblins can see in darkness as though it were normal light. They are vulnerable to bright light, however, and lose their Natural Cunning ability in direct sunlight, and cannot shake off the Blind status if it is caused by bright light (note that temporary conditions automatically end after 5 minutes).
  • Natural cunning. Although not known for their intellect, goblins do possess a natural instinct. They gain +1d6 to INITIATIVE checks.
  • Scavengers. Goblins can use any organic material as food, no matter how strange or rotten, and as such are immune to poisons.
  • Snatch. Using a melee attack, a goblin can steal a small-sized or smaller item from an adjacent target, even in combat.
  • Between the legs. A goblin can freely move through the squares of large sized or larger creatures which have two or more legs.

Grand Elf

Grand elves are an ancient race. Masters of gunpowder, there is nothing more awe-inspiring than the sight of ranks of grand elves lined up with their muskets in the driving rain, felling row after row of charging goblin hordes. Tall, pale, and serious, grand elves are strong believers in the good of the community being more important than that of the individual.

Grand elves are slightly taller and slimmer than humans, with a grave, stoic bearing. Their ears are pointed, and their faces tend towards the angular. They are immortal, and do not age past middle-age, although can still be slain by accident, illness, or violence.

Music is important to grand elves. Most are able to play one or more musical instruments, and singing comes naturally to them. Their music is beautiful and ethereal.

Grand elf adventurers tend to be musketeers, alchemists, and sailors.

Typical names (male and female): Nimrothor, Anduilas, Galmoth, Earros, Mabborn, Celelas, Mirairë, Glorgolfin, Lúfindel, Arwë.

Size: Medium; fey humanoid

Attributes: AGI +2, LOG +2, LUC -2, MAG +3

Skill choices: Muskets, pistols, swords, alchemy, law, intimidate, leadership, sailing, [musical].


  • Fey. Elves of all types are considered Fey.

  • Magic sense. Grand elves can sense magic within 10' of them. They can intuitively sense the presence of magic, but not the power level, type, direction, or exact location.

  • Meditation. Grand elves do not need to sleep. They may sometimes choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary.

  • Naturally magical. Grand elves begin play with one free spell-path.

  • Cultural weapon. Grand elves begin play with a free musket or pistol.

  • Long-lived. When creating a Grand Elf character, multiply their career lengths by 5.

  • Magical. Grand Elves are noted for their magic. When taking a new career, a Grand Elf may optionally exchange one of the listed four attribute increases for MAG, as long as it doesn’t result in a duplicate attribute advancement.


It’s hard to find a bad-natured Houseki. The Houseki are a crystalline race. Humanoid in shape, Houseki grow constantly throughout their lives, getting larger and larger as the years pass. Their joints tinkle and grind as they move; they speak slowly, and their voices have a very deep bass timbre to them. A Houseki often very much typifies the strong-but-silent type.

Size: Varies (see below); crystalline humanoid
Attributes: STR +2, LOG +1, AGI -1, WIL +1, PSI +1
Skill Choices: [technical], brawling, zero-g, carousing, mining, hardy


  • Crystalline. As crystalline creatures, Houseki can be tough to damage. They gain a natural 5 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Houseki are immune to the Bleeding condition.
  • Always Growing. A Houseki’s size category depends on its age category. Young Houseki are small, adult Houseki are medium, and old Houseki are large. In theory, Houseki can continue to grow forever, barring an accident.
  • Crystal Healing. A Houseki’s crystalline body repairs itself at a rapid rate. Houseki gain 1 HEALTH every hour (up to their maximum HEALTH). This repair can be visibly seen as new crystals form and grow on the Houseki’s body.
  • Jagged Crystal. The jagged protrusions all over a Houseki’s body mean that their natural damage type is piercing.
  • Slow & Careful. Houseki are naturally slow; they suffer -1d6 INITIATIVE (to a minimum of 1d6), and -1 SPEED.
  • Non-breather. Houseki can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.
  • Implacable. Houseki are noted for their implacability. When taking a new career, a Houseki may optionally exchange one of the listed four attribute increases for WIL, as long as it doesn’t result in a duplicate attribute advancement.


There's a reasonably strong chance that you, the reader, are Human. You might be a little extra-human, with mechanical improvements (glasses, a hearing aid, maybe some genuine replacement parts) but when things boil down, you are a homo sapiens. This isn’t to say that Humans are not diverse—there is a wide range of cultures and peoples across the worlds of O.L.D., N.O.W., and N.E.W. —but all of them have 10 toes, two eyes, and so on. Where you are from and who raised you influence your outlook on life more than anything else.

Human adventurers are extremely varied, from private eyes to blackhats, from knights to starship captains, from martial artists to doctors, from wizards to space marines — the world, indeed the universe, is at your fingertips!

Size: Medium; humanoid

Attributes: LUC +2, add 2 to any attribute, and add a further +1 to one other attribute

Skill choices: Any.


  • Varied. Humans boast more variation within their species than most. Add 2 to any attribute, and add a further +1 to one other attribute (noted above).

  • Explorers. Driven by an inquisitive, exploratory nature, Humans recharge their LUC pool every time they stand on a planet new to them (future humans), go to a country new to them (modern humans), or take a wilderness journey of more than one week's length (fantasy humans). 

  • Enduring. Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition.

Human Belter

Belters live on asteroids and low gravity worlds; some communities even exist in outer space, living on starships for generation after generation. Tall and spindly, they have adapted to move in zero-g, and are more flexible than those from Earth and similar planets.

Size: Medium; humanoid

Attributes: AGI +2, INT +2 LUC +1

Skill choices: acrobatics, low-g, zero-g, jumping, astronomy, carousing, appraisal, mining, engineering, zero-g sports, gambling.


  • Frail form. Belters are tall and spindly. Their STRENGTH attributes can never exceed 6.
  • Flexible. Belters can contort themselves into unusual positions and fit into the smallest spaces. When restrained by somebody not trained in Belter restraint techniques, they can escape in one minute. If the captor is aware of this they can make an opposed LOG v AGI check to nullify this ability.
  • Hard-to-hit. Belters often have to dodge flying debris and rocks. They gain +2 RANGED DEFENSE.
  • Hold breath. A Belter can hold their breath for 10 minutes before having to form any kind of suffocation dice pool. This enables them to move in vacuums and ignore noxious fumes.

Human Clone

Genetic engineering is easy in the far future and many babies are grown artificially. There’s not much stigma to this, although the fact that those humans tend to be slightly better at most things than others can inspire occasional jealousy. Most clones, grown in tanks, emerge into the world with the body and mind of a five-year old.

Size: Medium; humanoid
Attributes: STR +1, END +1, AGI +1, INT +1, LOG +1, WIL +1
Skill choices: [developmental], [physical]


  • Ingrained skill package. Clones come into being with existing skills and abilities. Choose one category from the following: [combat], [physical], [academic]. The character gains four skills at one rank from your chosen category. This does not increase a skill to higher than one rank.
  • Slow aging. Clones age at half the speed of regular humans.
  • Fast healing. Clones heal an extra 1d6 HEALTH each day.

Human Jovian

The diametric opposite of Belters, Jovians are powerful, short humans from high gravity worlds. They were named after the highest gravity planet in the Sol system, despite no human ever having lived on Jupiter itself. Rarely exceeding 5’ in height, Jovians are known for their strength and endurance. Serious and slow to laugh, they regard Belters as spindly, weak cowards. Jovians feel at home in high-g environments, and struggle in low and zero-g spaces.

Size: Medium; humanoid
Attributes: STR +1, END +2, WIL +1
Skill choices: hardy, carrying, mining, high-g, [technical]


  • Sturdy frame. Jovians are short and powerful. They gain +2d6 HEALTH and natural SOAK 3.
  • Crushing environment. Jovians gain high-g as a natural movement rates, gaining that speed equal to their regular SPEED.
  • Set in their ways. Jovians are serious, almost dour, and hard to change. Something about high gravity results in inflexibility of mind in humans, and Jovians display this in abundance. Jovians gain +2 MENTAL DEFENSE.
  • Hard to move. When a Jovian would normally suffer forced movement (from a push, knockback, or similar attack), they can spend a LUC die to remain in place.
  • Inexhaustible. Jovians are immune to the Fatigued condition.

Human Warped

There’s something strange about black holes, and those who come from planets orbiting these mysterious bodies are always a little bit different. Visitors to those planets often report hallucinations and nightmares, but those who evolved there have adapted to these phenomena.

The Warped are generally regarded as freaks. They talk funny, and have staring, violet eyes which tend to make people feel uncomfortabke. Those who do not know them assume that they are on some kind of recreational drug - their mannerisms are sudden, often seemingly random, and they tend to twitch in an unnerving manner and suddenly address people who aren’t there.

Size: Medium; humanoid
Attributes: INT +2, PSI +4, CHA -1
Skill Choices: [psionic], perception, insight, foresight, astrogation


  • Crazed Minds. The Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE.
  • Warped Psionics. Warped begin play with two clairsentience or clairvoyance psionic powers.
  • See Ghosts. Warped claim to be able to see ghosts. Whether these are hallucinations or some strange artifact of the black holes they grown up near, these ghosts are able to impart information. Once per day, a Warped can spend a LUC die and ask one yes/no question which the GM will answer truthfully.

Flint Dwarf

Crafted from an adaptable, yet flaky stone, Flint Dwarves are physically strong but emotionally volatile. Flint Dwarves now dwell in isolated pockets of wilderness not claimed by anyone else and have come to be known as “wild dwarves.”

The Flint Dwarves were instilled with the spirit of adaptability and survivability. They were given a jovial temperament to serve as the mediators between dwarven tribes, but their mistreatment at the hands of their kin has made the flint dwarves volatile and wild. While they are leaner and less sturdy than other dwarves, they are still strong and stout-hearted. Yet, some dwarves were wary of their slim-featured cousins, and decided they did not want the odd-looking, talkative flint dwarves to be their emissaries to human lands, and banished them.

Today, Flint Dwarves can be found living in small stone huts in the wild areas of the world, and their unkempt appearance suggests they have adapted well to their new homes.

Size: Small; humanoid
Attributes: STR +2, WIL +1, CHA +1
Skill choices: navigation, carousing, survival, negotiating, linguistics, farming.


  • Darksight. Like most dwarves, Flint Dwarves can see in the dark to a distance of 60'.
  • Survivalist. It's hard to kill a Flint Dwarf. They do not fall unconscious when at negative HEALTH (although they still form a death pool as normal) and are do not suffer conditions from environmental effects. Additionally, they are immune to all diseases.
  • Inner Fire. Flint Dwarves gain +5 to all DEFENSEs against magical effects.

Jade Dwarf

In many lands, jade is valued as protection against corruption and disease. Jade Dwarves were created from this stone as personification of this ability to withstand foul energies. Sometimes called “celestial” or “exalted,” Dade Dwarves are rare and their holds are always found bordering regions that are cursed, overrun with undead or fiends, or tainted in some other way. They are almost otherworldly in nature and consider themselves the supreme guardians of civilization and all that is good.

Beautiful is not a word commonly associated with dwarves, but it is embodied in the Jade Dwarves and everything they create. Whilst most craftsdwarves’ art favors functionality over form, Jade Dwarves approach all their creations with an equal measure of beauty. Jade Dwarf halls are immense structures of unparalleled splendor.

Jade Dwarves view the people of the world as members of their clan, and they are willing to lay down their lives for their family. Their society teaches that even the most depraved mortal can be redeemed, but that monsters and beasts are beyond salvation.

A Jade Dwarf's skin can range from mint green to green-grey, and their dark eyes have no pupils. Their hair varies from brown to grey, but can also be streaked with green, or totally dark green if they are member of a noble house.

Size: Small; humanoid
Attributes: CHA +2, LOG +1, WIL +1
Skill choices: swords, [social], religion, medicine, [artistic], appraisal.


  • Darksight. Like most dwarves, Jade Dwarves can see in the dark to a distance of 60'.
  • Incorruptible body. Jade Dwarves are immune to non-magical diseases.
  • Exalted. Jade Dwarves can sense the presence of (but not the direction or exact location of the Evil virtue within 60'.
  • Healing touch. A Jade Dwarf can heal by touch, automatically granting 2d6 HEALTH with a single action. This same touch can be used to do 2d6 holy damage to the undead, a spirit, or any creature with the Evil virtue.


The Jamila are the perfect, idealized humanoid form and are shockingly beautiful to other humanoid races. Not known for their skills in technology or their strength of body, these androgynous beings are some of best diplomats, manipulators, and con artists in the galaxy. They also have a gland which constantly excretes a mist of pheromones that can make other creatures more pliable to their wishes.

Size: Medium; humanoid
Attributes: INT +2, CHA +2, PSI +1
Skill Choices: [social], [subterfuge], [artistic]


  • Pheromones. Jamila are surrounded by a cloud of pheromones which extends 5’ around their body. Once per day, using two actions, the Jamila is able to manipulate one target within the cloud with a CHA-based mental attack; the target gains the Charmed condition. The target is thereafter immune to the effect for one day. Targets always know when a Jamila attempts to do this, and will almost always resent it.
  • Draining Life Force. Jamila are able to make a melee attack against a target; on a successful attack, they drain their victim’s life force (HEALTH) by 1d6 psychic damage, and gain the same HEALTH back themselves. The experience is intensely pleasurable for the victim. A victim reduced to zero HEALTH in this manner does not form a death dice pool. Any given target can only be affected by this attack once per day. The 1d6 damage cannot be increased beyond a flat 1d6.
  • Diplomats. Jamila are noted for their charm. When taking a new career, a Jamila may optionally exchange one of the listed four attribute increases for CHA, as long as it doesn’t result in a duplicate attribute advancement.


Imposing figures with the head of a bull and the body of a man, minotaurs are powerful, proud creatures. Typically the size and build of a tall, powerful human,
minotaurs are incredible sailors, using their innate navigation prowess to sail the high seas. Minotaur pirates are feared, and Grand Elves traditionally have an enmity with the race, hunting down and bringing such pirates to justice.

Minotaurs are arrogant, certain of their own superiority. However, they are also loyal - a minotaur will never break its word. Minotaurs are fond of tridents and nets, although many also choose to wield large and powerful axes. A minotaur will traditionally wear a kilt and a breastplate of iron or bronze.

Size: Medium; fey humanoid
Attributes: STR +2, INT +2, END +1, REP +1
Skill Choices: navigation, sailing, brawling, axes, polearms, tracking, scent.


  • Horns. A minotaur has horns which can be used in combat. The minotaur’s unarmed (natural) damage increases by +1d6 and becomes piercing damage.
  • Charge. Minotaurs gain the Charge exploit for free.
  • Direction sense. A minotaur always knows which direction is which, and how deep it is below ground or how far it is above ground. A minotaur never becomes lost
  • when travelling,
  • Stoic. Minotaurs are honor-bound and brought up to never show pain. When taking a new career, a Minotaur may optionally exchange one of the listed four attribute increases for END, as long as it doesn’t result in a duplicate attribute advancement.

Mountain Dwarf

Mountain dwarves are a sturdy folk who live in great mountain strongholds. They have a love of treasure, and great skill at mining and engineering. Sometimes gruff, they can be very serious about their work, but are amongst the world's greatest carousers.

An honorable race, mountain dwarves tend towards the serious-minded, although their reputation for sometimes excessive pride is not undeserved. Craftsmen, engineers, miners, metalworkers, stoneworkers – mountain dwarves are skilled with their hands, and most are equally skilled using weapons reminiscent of the tools of their trade. Hammers and axes, therefore, are common dwarven weapons.

Mountain dwarves, like most dwarves, are stocky and broad. They stand about 4 feet tall; the males almost invariably sport beards, while the females do not. They are stronger and tougher than humans, though they lack grace and agility. Mountain dwarves are mortal; they live for about 250 years on average.

A reputation for greed follows all mountain dwarves. Almost every member of the race is born with an innate appreciation of precious metals and rare gems, and much of their industry has historically been based around these things.

Mountain dwarf adventurers are usually warriors. They tend to shun magic, and have no innate natural ability.

Typical names (male and female): Kibur, Bruebur, Finor, Donor, Bomnor, Toin, Barin, Dwali, Gimlin, Babur.

Size: Small; humanoid

Attributes: END +2, WIL +2

Skill choices: [Crafting], appraisal, engineering, mining, axes, hammers, carousing.


  • Darksight. Mountain Dwarves can see in the dark to a distance of 60'.

  • Iron constitution. Borians are not affected by non-magical poisons, with the exception of alcohol.

  • Sturdy. With a low center of gravity, it is hard to knock a dwarf down. Any attempt to do so suffers a -2d6 die penalty.

  • Earthy. Mountain Dwarves automatically know the secret of earth, although Dwarves with MAGIC attributes are rare.

  • Long-lived. When creating a Mountain Dwarf character, multiply their career lengths by 3.

  • Stubborn. Mountain Dwarves are noted for their stubborn demeanour. When taking a new career, a Mountain Dwarf may optionally exchange one of the listed four attribute increases for WIL, as long as it doesn’t result in a duplicate attribute advancement.


You are different, your genetics a variation from the norm. This might be blatantly obvious with physical deformities like albino skin, unnatural growths, discolored eyes, or asymmetrical features, or it may not be immediately noticeable—regardless of the exact nature of your deviant genetics doesn’t matter, but you must always take some action to hide it from society at large. Maybe you wear sunglasses to hide your entirely black eyes, cover yourself in makeup and wear flesh-colored tights to conceal your horrific skin, or wear extraneous clothing that hides your true nature.

Mutants can be excellent users of CHI, exploring their power to great effect (whether for combat, exploration, or otherwise). They don’t often do well as social characters, faced with the adversity of prejudice for being visibly different.

Examples in popular culture include Killer Croc, Johnny Alpha, and many X-Men.

Size: Medium (some mutations can change your size); humanoid

Attributes: CHI +1

Skill choices: Hardy, intimidate, resistance, survival, [crafting], [trivia], [gaming], disguise.


  • Mutation. Mutants have one or more mutations. Select one major or two minor mutations. You have at least one cosmetic mutation that marks you as a mutant; decide what that is and add it to your character sheet.

Night Elf

Their pale white skin reflects the moonlight. Their eyes are full of cruelty and deceit. They stalk the night, the face of treachery, at one with the darkness - assassins, necromancers and foul priests. The night elves are rightly feared in all civilized lands, and their spired citadels given wide berth.

Night elves are steeped in treachery; lies and deception are, to them, as natural as breathing. Life itself has little value, and the lives of inferior races have none. Night elves, like their grand elf cousins, were once no different to the sylvan elves of the woods and forests. When the sorcery and gunpowder cities of the grand elves arose, the night elves were but a prominent house. Politics, divisions, and rivalries took their course, and night elves today live apart from their cousins, feared and hated.

Lovers of darkness, worshipers of the moon, night elves are tall, thin, and have pale, white skin the color of milk. Their eyes are coal-black, and their hair - when not decorated or dyed - is the purest white.

Size: Medium; fey humanoid
Attributes: AGI +1, INT +1, CHA +1, MAG +1
Skill choices: stealth, alchemy, thievery, bluffing, insight, swords, herbalism, creation.


  • Darksight. Night Elves have superior darksight, able to see in darkness as though it were daylight.
  • Night affinity. All Night Elves know the secret of shadow. In dim light or darker, Night Elves can become invisible for one minute once per day.
  • Deceitful. When night elves make CHA checks to deceive, the dice pool is considered an exploding dice pool.
  • Poisoners. Accustomed to handling poison, night elves have a natural SOAK 10 (poison). Additionally, at-will, they can add the poison damage type to their melee weapons, as long as they are wielding the weapon themself.

Obsidian Dwarf

The extremely tough and durable obsidian dwarves were created with hearts of basalt and magma flowing through their veins. They were the first dwarves, but the Creator abandoned them in the primordial fires, considering them a failed experiment.

All obsidian dwarves practice rituals that humans would call cannibalism. In its purest form, the Rites of Consumption honor the fallen. Though the Rites are often misunderstood, obsidian dwarves do not eat the flesh of intelligent creatures as an act of evil or intimidation; it is their way of honoring life, death, and rebirth. Obsidian dwarves have no grave sites; family members are consumed by their clan and their stony bones are displayed in their hall.

An obsidian dwarf's black skin is perfectly smooth and glassy, and flickers beautifully in firelight. Their eyes reflect their fiery heritage, like black coals or scarlet embers. Their hair may be wild and tangled, but can be dreadlocked, singed by fire, or ritually burned away.

Size: Small; humanoid
Attributes: INT +2, LOG +2
Skill choices: religion, history, intimidation, knives, alchemy.


  • Darksight. Like most dwarves, obsidian dwarves can see in the dark to a distance of 60'.
  • Magma Born. Obsidian dwarves are immune to fire and are immune to the effects of hot environments.
  • Obsidian Skin. An obsidian's dwarf's glassy skin is surprisingly hard, giving the dwarf +4 natural SOAK.
  • Secret of Fire. Obsidian dwarves automatically known the secret of fire.
  • Cold Sensitivity. Obsidian dwarves suffer from vulnerability 1d6 (cold).


Ogres stand 7' tall. Towering masses of muscle, accompanied by green skin and bestial tusks, ogres have a well-earned reputation for stupidity.

Ogres have greasy, lice-ridden black hair, and are often covered in warts and other blemishes. They smell terrible, and an indescribable odor reminiscent of a mixture of stale sweat and rotting food.

Ogres are technically goblinoids, distantly related to orcs and goblins, but some giant blood was added in the long past. They are brutish, prone to violence, and tend to act on instinct.

Ogre adventurers tend to be mercenaries and soldiers. Tribal in nature, those which have joined adventuring outfits tend to curb their worst instincts and possess slightly higher intelligence than their wilder brethren.

Typical names (male and female): Lúrbag, Lugog, Gorrat, Ugbug, Bolglúk, Maudush, Radhur, Ugdush, Grishog.

Size: Large; humanoid

Attributes: STR+3, END +3

Skill choices: Brawling, carrying, hardy, bravery, intimidate, [melee weapons].


  • Thick hide. Ogres are extremely tough, with leathery skin. They gain 2 natural SOAK to physical attacks.

  • Smelly. No matter what they do, ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

  • Darksight. Ogres can see in the dark as though it were normal daylight.

  • Acid blood. Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.

  • Strong. Ogres are noted for their strength. When taking a new career, an Ogre may optionally exchange one of the listed four attribute increases for STR, as long as it doesn’t result in a duplicate attribute advancement.


Ogrons stand 7' tall.  Towering masses of muscle, accompanied by green skin and bestial tusks, they so much resemble the ogres of fairytale and lore than humankind named them after the mythical creatures. Ogrons have a reputation for stupidity.  While it's certainly true that most of humankind outstrips the Ogron species in terms of intelligence and education, ogrons aren't quite as stupid as many expect – they, as a species, do manage to operate and build starships, after all.

Ogron adventurers tend to be mercenaries and soldiers.

Typical names (male and female): Lúrbag, Lugog, Gorrat, Ugbug, Bolglúk, Maudush, Radhur, Ugdush, Grishog.

Size: Large; humanoid

Attributes: STR+2, END +2

Skill choices: Carrying, hardy, bravery, intimidate.


  • Dull-witted. Although slow-witted, ogron minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE.

  • Smelly. No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

  • Brawny. Ogrons increase their carrying capacity by 50%.

  • Stronger with age. Unlike most species, Ogrons can continue to increase their STR attribute into old age.  Ancient Ogrons are incredibly strong.

  • Strong. Ogrons are noted for their strength. When taking a new career, an Ogron may optionally exchange one of the listed four attribute increases for STR, as long as it doesn’t result in a duplicate attribute advancement.


Orcs are tribal, aggressive, violent, quick to anger and easy to offend. Strong and tough, orcs can be a little slow on the uptake.

The warlike orcs have a barbaric, strength-based society. Orcs venerate warriors to the extreme, and include violence in most social rituals. Orcs believe that those who die gloriously in battle are guaranteed an afterlife of drinking, carousing, and fighting.

Orcs tend to be slightly taller, stronger, and broader than humans, with green skin and black hair. Their ears are pointed, and some historians claim they are an ancient corrupted mockery of the elves. Like ogres, they are goblinoids, perhaps with elven lineage in the distant past.

Orcs tend to be crafty and cunning, both on the battlefield and elsewhere. They are adept at crafting weapons, and wield many custom blades with unusual shapes. Equally, they are at home underground.

Orcs excel as soldiers and other warriors.

Typical names (male and female): Kevak, Deshe, Bra-el, G'Vera, Dracla, K'Ehleyr, Kellein, Kargan, Kalan, Adjur

Size: Medium; humanoid

Attributes: STR +2, AGI +2, INT +3

Skill choices: [Melee weapons], carousing, intimidation, running, hunting, tracking, blacksmithing, tactics, mining.


  • Glory. Orcs take pleasure in battle, and pride in their wounds. When reduced to below half HEALTH, they gain a +1d6 die bonus to attack rolls.

  • Darksight. Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a -2 DEFENSE penalty.

  • Bloodlust. Once per day an orc can drink fresh blood to recover 2d6 HEALTH. This takes an action. The blood must come from a creature slain in the last hour.


With compound eyes and segmented bodies, humanity originally believed the Pajak were similar to other insectoid races they’d met— hive minded and generally unpleasant. They were only half right. Pajak are a species that is incredibly individualistic and materialistic, taking greed and avarice to new levels.

The Pajak are unable to pronounce the letter “s”; any “s” in a word comes out as a prolonged “zzzz” — “Yezzzz, I think zzzo.” All Pajak names begin with “Zz”. An unscrupulous race as a whole, many Pajak are thieves and bandits. Individualistic, they don’t band together well; for this reason, Pajak tend to be lower on the socio-economic scales than many races.

Pajak have shorter lives, on average, than humans, and tend to have very large families.

Size: Medium; insectoid
Attributes: AGI +2, END -1, INT +2, CHA -1
Skill Choices: [subterfuge], [scientific], bureaucracy, hypnotism


  • Insectoid. As insectoids, climbing is a natural movement rate for the Pajak; they gain a CLIMB speed equal to their regular SPEED. Pajak can move across walls and ceilings with ease.
  • Compound Eyes. The compound eyes of a Pajak give it +1d6 to perception checks and all-around sight, making it immune to flanks and crossfires. Additionally, Pajaks are noted for their perceptivness. When taking a new career, a Pajak may optionally exchange one of the listed four attribute increases for INT, as long as it doesn’t result in a duplicate attribute advancement.
  • Thin Bones. A Pajak is light (weighing half what a creature its size normally would) and thin. Its carrying capacity is half normal. However, they are double-jointed, and any attempt to escape a physically restrictive situation gains a +1d6 bonus.
  • Bite. Pajak have a bite attack which does 2d6 piercing/poison damage.


Roden, descended from rats, look as sly and shifty as their namesakes would suggest. Twitchy and nervous-looking, Roden have a fast metabolism and are rarely found not gnawing on something. Rodens tend to be scavengers and thieves.

Size: Small; humanoid
Attributes: AGI +2, LUC +2, CHA +1
Skill Choices: [subterfuge], appraisal, perception.


  • Gnaw Away. A Roden can gnaw though anything, given time. Most constantly gnaw on things all day. The Roden’s bite does double damage to inanimate objects.
  • Tail. A Roden’s long tail can be used for balancing. Any time the Roden would normally fall or be rendered prone, it can spend one LUC die to remain standing.
  • Light Sensitivity. Roden’s suffer -1d6 to all checks when in bright light. However, they do have darksight to a distance of 5’ per point of INT.
  • Navigators. Perhaps the species spent time in mazes in the past; Rodens start play with 3 ranks (2d6) in either navigation or astrogation and can always sense direction.


Simps are uplifted chimpanzees. Agile and strong, they can climb and jump with ease. In space, they make excellent engineers, able to move easily in zero-g. Simps are shorter than humans, but stronger. Typically, a Simp stands about 4-5’ in height, with long arms, and is covered with black or brown fur. They can walk upright or they can walk on their knuckles when running. Simps are only one of many varieties of uplifted monkeys and apes.

Simps sometimes have a bit of a chip on their shoulder regarding their ancestry. Their relationship with humankind has not been one of equals and, truth to tell,
humankind still does not treat Simps as equals. This is compounded by the Simps’ natural tendency towards social hierarchies.

Size: Medium; humanoid
Attributes: STR +2, AGI +2, LOG +1, PSI +1
Skill Choices: jumping, climbing, acrobatics, dodging, throwing, zero-g, engineering.


  • Natural Climbers. Simps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed.
  • Great Leap. Simps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start.
  • Throwers. Simps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons.
  • Agile. Simps are noted for their dexterity. When taking a new career, a Simp may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.


Smallfolk are welcome in most places. Standing at about 3' in height, with ruddy cheeks and simple clothing, they have a reputation for good cheer and friendliness. Homebodies, smallfolk are agile and resilient, and are good with their hands. They make excellent farmers and shopkeepers.

Smallfolk favor simple clothes in bright colors. They tend towards the stout (though not nearly so much as dwarves), and live to over 100 years of age. They boast pointed ears, although not as pronounced as those of the elves, and frequently hidden by their curly hair.

Jovial in nature, it can be hard to make a smallfolk take offence. Smallfolk will put a positive spin on almost anything, a trait which endears them to many. They are as generous as they are jovial, and always happy to welcome others to their homes: indeed, entertaining others is a prime instinct for the smallfolk.

Many view the smallfolk as weak, sometimes even cowardly. While it is true that the race does not tend towards violence, a cornered smallfolk will defend his or her friends to the death. In truth, smallfolk are the most courageous of all races.

Typical names (male and female): Dobur, Thrari, Kirin, Borin, Boli, Filin, Gimnor, Thrarin, Dwain, Dolo, Kibur.

Size: Small; humanoid

Attributes: AGI +2, CHA +2, LUC +2, MAG +1

Skill choices: [Crafting], farming, fishing, appraisal, cooking, brewing, slings, stealth, diplomacy, bluffing.


  • Stubborn. Smallfolk are difficult to enchant. They gain a +4 bonus to their MENTAL DEFENSE.

  • Evasion. Smallfolk are nimble and adept at dodging. They gain a 2 bonus to either RANGED or MELEE DEFENSE.


Solurials are large, plant-based creatures, able to convert solar energy directly thorugh the process of photosynthesis. They regard the devouring of animals and plants to be abhorrent and barabric. Patient, and slow to act, they are known for their artistic natures.

Size: Large; plant

Attributes: STR +2, END +1, AGI -1, WIL +1

Skill choices: [outdoor], [artistic]


  • Plant. Solurials have the plant cretaure type. They are vulnerable (1d6) to fire, but have 10 natural SOAK. They are immune to the Bleeing and Fatigued conditions, and ignore natural difficult terrain.
  • Lashing vines. A Solurial has a melee reach of 3 squares (15'), as they lash out with long limbs and vines.
  • Ponderous. Solurials suffer a -2 SPEED penalty (this cannot reduce SPEED to less than 3), and -1d6 to INITIATIVE (to a minimum of 1d6).
  • Photosynthesis. Solurials do not eat animal or vegebtable matter. Instead, they absorb sunlight directly. A Solurial's requirement for sunlight is simialr to a human's requirement for food - it can go a few days without but if left too long the Solurial will grow weak before withering to death. On starships, they will have special chambers or lamps.
  • Extended families. Solurials have extended families in the hundreds or thousands, and can remember every single name. Solurials never forget information they have learned.


Spartans were named after the mythological human legends because of their warrior-based culture. Aggressive, violent, quick to anger and easy to offend, a group of Spartans can empty a bar in minutes. Add in their love of heavy drinking and the sheer joy they get from combat, it's easy to see why Spartans are not the most popular of species. However, they do get frequently misunderstood – they are rarely bullies (indeed, they'd see it as cowardly to attack someone weaker).

Spartans excel as soldiers and other warriors. They abhor indirect conflict, and will tend to avoid careers which involve subterfuge or deception.

Typical names (male and female): Kevak, Deshe, Bra-el, G'Vera, Dracla, K'Ehleyr, Kellein, Kargan, Kalan, Adjur.

Size: Medium; humanoid

Attributes: STR +1, AGI +1, END +1

Skill choices: [Combat], intimidate, carousing.


  • Berserker. Spartans can enter a berserker rage by tasting their own blood when they are below half HEALTH. This grants them a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the Spartan is rendered unconscious or restored to above half HEALTH.

  • Redundant organs. Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day.

  • Warlike. Spartans gain one bonus [combat] skill.

Sylvan Elf

Wild, fierce, and at one with nature, sylvan elves live in the woodlands and forests, armed with bow and spear. Sylvan elves can be xenophobic at times, and are well-trained in the arts of both war and nature.

Sylvan elves are slim, like their grand elf cousins, but much shorter, at about 5-feet in height. With pointed ears, their skin tones tend to be dark, their hair brown, black, or sometimes with a greenish tinge. Unlike the grand elves, sylvan elves are not immortal. However, they have extremely long life spans of up to two-thousand years.

Naturally magical, sylvan elves know the words and spells of the forest. They are known to talk to plants, or to command animals. At home in the branches of trees, sylvan elves are also adept at hiding their presence, and more than a few unwary intruders have found themselves ambushed upon entering sylvan woodlands.

Sylvan elf adventurers tend to be priests, rangers, and druids.

Typical names (male and female): Ashonn, Branmer, Kozain, Kalier, Tereval, Rathell, Sinehan, Nerrat, Dukhon, Deerenn, Delon, Mayen.

Size: Medium; fey humanoid

Attributes: AGI +2, END +2, MAG +3

Skill choices: Climbing, running, survival, tracking, animal handling, herbalism, bows, nature, stealth.


  • Fey. Elves of all types are considered Fey.

  • Nature affinity. All sylvan elves know either the secret of plants or the secret of beasts.

  • Unimpeded. Sylvan elves are not affected or slowed by difficult terrain while outdoors.

  • Tree-dwellers. Sylvan elves gain a climb speed equal to their regular speed.

  • Trance. Sylvan elves do not need to sleep. They may choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary.

  • Healthy. Sylvan elves are completely immune to illness and disease of a non-magical nature.

  • Long-lived. When creating a Sylvan Elf character, multiply their career lengths by 4.

  • Agile. Sylvan Elves are noted for their dexterity. When taking a new career, a Sylvan Elf may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.


Synthetics are Androids. They look much like Humans (the earliest models were unconvincing, but today’s models are almost indistinguishable). Designed to be non-threatening, Synthetics have a calm, passive demeanor. However, every Synthetic is different, with its own personality quirks. Synthetic are self-aware, but generally subservient to Humans.

Size: Medium; mechanoid
Attributes: STR +3, LOG +2, AGI +1, PSI -
Skill choices: computers, engineering, medicine, piloting, [artistic], [academic], [scientific]


  • Mindless. Synthetics are immune to any attacks which target MENTAL DEFENSE.
  • Deterministic. A Synthetic’s PSI attribute can never rise above zero, and an android can never spend LUC dice.
  • Electronic vulnerability. As mechanoids, Synthetics are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage.
  • Automaton. Synthetics do not need to eat, sleep, or breathe, and are immune to the Pain and Fatigued conditions.
  • Skill package. Synthetics are built with a purpose in mind. They begin play with three bonus skills at rank 3 (2d6). These skills must be from the Synthetic’s race skill choices.
  • Factory specs. Synthetics do not take an origin career; they come fully formed from the factory and enter their first full career immediately.


Descended from elephants, these sturdy beings feature trunks and tusks. Trantors are a very social, open people, who eat vast amounts and have extra-ordinary memories.

Trantors are herbivores, and mainly consume vegetation. Generally cheerful, they are large humanoids, heavyset, and not known for their feats of dexterity.

Size: Large; humanoid
Attributes: STR +2, LOG +2, CHA +1, AGI -1
Skill Choices: hardy, carrying, concentration, history, negotiation, insight.


  • Tusks. A Trantor’s tusks increase its natural damage by +1d6 and change it to piercing damage.
  • Trunk. The Trantor’s trunk can be used to perform a third action each round, although it cannot be used to attack or move.
  • Never Forget. Trantors have photographic memories and never forget anything. They gain one bonus [scientific] or [artistic] skill. They are noted for their memories. When taking a new career, a Trantor may optionally exchange one of the listed four attribute increases for LOG, as long as it doesn’t result in a duplicate attribute advancement.


Venetians are a slim, hairless species, standing at roughly the same height as humans. They tend towards the ascetic, and, indeed, have a society which highly favors the monastic orders to which so many belong. The Venetian style of self-discipline and avoidance of indulgence gives the species a somewhat aloof demeanor which can be off-putting. Venetians are naturally psionic.

Many of the Venetian monastic orders, of which there are thousands, focus on the martial arts and self-discipline. For this reason, Venetians – while being pacifistic in nature – are often very skilled combatants.

Venetian adventurers tend to be priests, healers, and scientists.

Typical names (male and female): Ashonn, Branmer, Kozain, Kalier, Tereval, Rathell, Sinehan, Nerrat, Dukhon, Deerenn, Delon, Mayen.

Size: Medium; humanoid

Attributes: AGI +1, LOG +2, LUC -2, PSI +3

Skill choices: Reactions, acrobatics, perception, concentration, religion, [scientific].


  • Naturally psionic. A society which integrates psionics from childhood, Venetians start play with one free psionic exploit.

  • Acute hearing. Venetians have excellent hearing, and gain a +1d6 bonus to perception checks when sound is relevant.

  • Learned. Venetians start with four species skills rather than three. The bonus (fourth) skill must be a [scientific] skill.

  • Disciplined. The mental discipline of a venetian is such that they are completely immune to the Fatigued condition as long as they get 8 hours sleep per week. This is not a preferred situation, however.

  • Long-lived. When creating a Venetian character, multiply their career lengths by 5.

  • Logical. Venetians are noted for their intelligence and logic. When taking a new career, a Venetian may optionally exchange one of the listed four attribute increases for LOG, as long as it doesn’t result in a duplicate attribute advancement.

Water Nymph

Numerous legends report water nymphs leading foolish men to early ends; indeed, they are the most spirited and mysterious. The kingdom of fresh water nymphs (naiads) include those who live in lakes (limnades), rivers (potameides), streams, and fountains. Various salt water kingdoms include the oceans (oceanids) and the seas (nereids), each with clans unknown to landborne races. There are also clans of frozen water nymphs (icebergs, glaciers, snow) and airborne water nymphs (humidity, mist, stormclouds).

Size: Medium; fey
Attributes: INT +1, CHA +2, MAG +3
Skill choices: Nature, religion, [magical], [social], dancing, singing.


  • Aquatic. You can breathe underwater. You also have a SWIM speed equal to your regular SPEED.
  • Natural Allure. You can spend two actions making a MAG mental attack at a humanoid creature within 30’. If successful, the target gains the Charmed condition. If unsuccessful, you may not try again with the same target.
  • Voice of Nature. You know the secret of water.
  • Fey. As a fey creature, you can sense the presence of (but not the location or type of) magic within 10’, and are vulnerable (1d6) to cold iron.
  • Fey Grace. You are immune to the Charmed condition.
  • Watery Step. You can walk on water and other liquids.