Unnatural magically-infused humans who have since been twisted as they no longer represent their original forms.
Mædar Stat Line-Up:
Physique: 8
Dexterity: 8
Intellect: 8
Wisdom: 8
Charisma: 8
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Creature Type: Humanoid (Mædar)
Age Categories: 25-499 Years (Young), 500-5,999 Years (Adult), 6,000-19,999 Years (Old).
Maximum Age: 20,000 + (10d100 * 1.5) Years
Enhanced Vision: Mædar can see twice as far in Dim lighting than Standard Vision.
Humans infused with the ancient magic of 'corruption', they serve as the last of their species having gone nearly extinct. They used to exist on a place known as 'Corta Diez'.
Physical Description
Standing around 5'10'' tall; Kendari typically have dark hair colors such as black and brown, light to dark tan skin, and their eyes range in color between shades of red and blue (and rarely purple). Their culture previously espoused the importance of scars on one's body, believing it showed the individual's history and how much they've experienced.
Personality
Natural jingoists who believe in the rule of the strong, the Kendari are incredibly passionate for their society and country they're aligned with. They often train themselves for battle, their belief being that battle is what not only cultures an individual but also allows them to serve their lords on the frontlines. Kendari rarely form attachments to others who aren't fellow Kendari or other citizens of the country they live in.
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Kendari Stats
Ability Bonus: Kendari receive a +1 bonus to Power and Reason.
Corruption: Holding the last ties of their corruption magic, Kendari are able to alter their magic to deal corruption damage. Doing this causes them to lose an amount of Resolve equal to the MP spent and lose Sanity equal to the MP spent + 2 each time.
Toxic Blood: Kendari who take damage from a natural attack or unarmed strike end up spilling some of their blood on an opponent, dealing 1d6 points of corruption damage directly to their Hit Points. Against bite attacks, this instead deals 2d6 corruption damage.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Kendarin
Humanoids who come from the fiery pits of Shalhasa, Ifriti on Earth live close to areas such as volcanoes and in naturally hot areas like deserts.
Physical Description
Standing around 6' on average, these humanoids are covered in a strange harmless fire that sticks to their body, and are an obsidian black underneath their flames. Despite appearances, they're safe to touch but those who are unfamiliar with them are still unwilling to take the chance. Ifriti no hair and have two slow burning flames over their eyes and these flames are usually red, orange, or rarely blue. Muscles typically don't show on an Ifriti's physique, looking like jagged edges sticking out of their obsidian skin. In addition to this, wherever they step they leave behind a puff of smoke where their feet touched.
Personality
Mild tempered and patient, Ifriti are incredibly diligent and view life as a series of tasks to perform with each task bringing them closer to reaching happiness and fulfillment with starting a family and becoming a parent being seen as the highest form of honor among Ifriti society. Those who instead wish to remain by themselves often devote themselves to monastic orders or other dutiful traditions in order to hone their skills or learn new ones.
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Ifriti Stats
Ability Bonus: Ifriti receive a +1 bonus to Reaction and Voice.
Sun Soul: Ifriti are immune to fire damage. Weapons they wield deal an additional 1d4 points of fire damage.
Serenity of the Flame: Ifriti recover 1d6 points of Resolve and Sanity so long as they are doused with flame (and would normally be taking fire damage).
Base HP: 13
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Ifrit
Isolated humanoids who live in swamps and jungles and possess traits of a crocodile and monkey.
Physical Description
Crocodilian faces are attached to this broad physique, their limber muscles disguising their deftness and penchant for acrobatics. They also possess webbed monkey feet and a prehensile tail, thus allowing them to grip with their feet and tail like that of a monkey. On average the Fuyra are 6'7'' and have pure black or gray eyes. Their scales range in colors from green, gray, tan, and black.
Personality
Despite being seen as primal and similar to lizardfolk and kobolds, the Fuyra are much more civilized individuals and have forged a society based entirely upon respect, especially respect of one's elders and betters. Their society also rewards ambition, and views betrayal and subterfuge as the worst sins one can commit. Fuyra dislike outsiders typically due to a belief that others don't care for respect and instead are too informal, however those who learn other cultures outside of their own grow to respect and appreciate the cultures of others, and learn to understand other humanoids better.
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Fuyra Stats
Ability Bonus: Fuyra receive a +1 bonus to Agility and Reaction.
Prehensile Tail: Fuyra can hold a third item with their tail (but cannot use weapons or swing it like they would their arms).
Water Gout: Once per day the Fuyra can spout a blast of water from their mouth, this is a ranged attack which pushes the enemy 1d10 squares back on a successful hit.
Base HP: 15
Size: Medium
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Climb Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Swim Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Fuyrani
Humanoids left in dark lands which are dominated by unholy or dark energy, twisting and warping their bodies.
Physical Description
Darkstalkers "stand" around 5' or so and are made up of a black mist guided by a dark orb in their chest-area that the mist orbits around, as well as a thin frame-like skeleton which the mist clings to. Darkstalkers have two 'eyes' which are a pure color and shines brightly in the darkness, causing unease in those who see them in the dark.
Personality
Alone and solemn, Darkstalkers prefer to keep to themselves and rarely speak. This silence is due in part to their desire to stay away from people, keeping those who would try to socialize with them just at arm's reach. Even when in their human-looking form they give off an air of being a void, a black hole of emotion which likes to keep to themselves.
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Darkstalker Stats
Ability Bonus: Darkstalker receive a +1 bonus to Stamina and Precision.
Natural Shadow: In areas of dim light or lower, Darkstalkers receive total concealment instead of regular concealment. This effectively counts them as being invisible for the purpose of sight.
Human Shape: Darkstalkers can form their black mist together to create a disguise for themselves. This is a human and the shape they take with this ability is always the same, and can't be altered. This can only be done outside of combat, and while in this human shape they receive a +20 bonus to checks made to appear human.
Base HP: 12
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Black Speech
Legions are humanoids who possess numerous souls inhabiting their one body, giving them a ghostly aura and inability to comprehend the concept of "self", due to their constant references to themselves as "we" or "our".
Physical Description
Legions appear as humans, their appearances are virtually identical. This makes distinguishing between them and humans difficult based on looks alone. However, their personalities and natures often give themselves away rather easily.
Personality
Due to their multiple selves, Legions are communal-focused and hate those who would dare shake the tenants of a community and its laws. Their hyper-devotion to the law and community leads them to extreme outlooks, their many souls following suit with this and voicing their support for whatever the other souls believe. This extreme view leads Legions to imposing their will onto others to ensure they're abiding by the law, and that anyone who so much as suggests that they'd rather fend for themselves than fight for their community is branded as a traitor and an enemy in the eyes of the Legion.
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Legion Stats
Ability Bonus: Legion receive a +1 bonus to Reason and Rhetoric.
Strong Spirit: So long as the Legion's sanity is above half, they receive a +4 bonus to Mental Defense.
Mental Blockade: Legions are immune to their minds being read, and take half damage from psychokinetic damage.
Base HP: 14
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Triask
The Postrati are a group of lithe and pallid humanoids, their long arms with veins visible and magic symbols adorning their chest, back, and forehead.
Physical Description
Tall and standing around 6' on average, the Postrati's skin is pale (sometimes completely white) and contrasting this light skin tone is their veins pulsing with magical energy that stretch all across their body. These natural magical veins look like tattoos, and glow whenever the Postrati is casting spells or doing magic of any kind. They typically have short hair which ranges from blonde to a fiery orange, and their eyes are often a similar color to their veins (blue, yellow, orange, red, or even black).
Personality
Naturally distrustful of others, the Postrati are traditionalists who are slow to adopt technology and see magic as the only way - the answer to all problems. This is partially where their name came from as ancient Postrati used to prostrate themselves before foreign mages who had introduced their magicks to the Postrati (who were at the time called Lyndrasi). Despite this introduction of new magic from outside sources, they soon learned the intent behind the foreign mages was to try to enslave the Postrati to be used for their rituals, eventually leading the Postrati to killing the mages who tried to enslave them, vowing never to submit to foreign adversaries again.
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Postrati Stats
Ability Bonus: Postrati receive a +1 bonus to Agility and Drive.
Natural Magic: Postrati receive a bonus +2d4 to MP at character creation. In addition to this, they are counted as possessing Arcane Background for the purpose of prerequisites for occupations.
Studious: Postrati receive Research at Trained Rank if they didn't already possess it, as well as a +5 bonus on Research and Logic checks.
Base HP: 12
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Posii
Bulky and powerful Arabic time-specialists whose ability to manipulate their own timeline allows them to attain agelessness. Their bodies posses numerous purple tattoos of time-controlling runes.
Physical Description
Standing around 6'8'' on average, the Timewalkers possess Arabic and Persian features including but not limited to tan skin and darker shades of hair. Their bodies however are covered in purple runes which naturally control their bodies' age by the time they reach adulthood, ensuring they never age past their prime.
Personality
Timewalkers are wise individuals due in part to their long lifespans, viewing knowledge as important and honing one's mind is just as important as the body. Despite their vast knowledge, they often have difficulty relating to individuals and talking with them, their focus on contemplation leaving them a bit detached from how people actually feel and act, their intuition on social interactions being a bit flawed (though not horrendous).
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Timewalker Stats
Ability Bonus: Timewalkers receive a +1 bonus to Power and Drive.
Unaging Body: Timewalkers do not die from old age, and are locked within a single age category with no penalty. In addition to this they receive a +2 to Bodily Defense.
Dunestride: Timewalkers suffer no penalties from traversing over deserts, and don't suffer from difficult terrain penalties in deserts. In addition to this, they receive a +5 bonus to Physical Defense against hazards in desert environments (such as quicksand).
Base HP: 18
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Persian (Classical Persian)
Giants who resemble humans of Nordic ancestry, they possess glowing silver eyes and toned muscles.
Physical Description
Massive in both stature and frame, Jötunn stand close to 10' tall, and have features common to the Norse albeit stretched and contorted to a much larger body. Uniquely however they have silver eyes which glow, and are incredibly hirsute lending to them having long hair, full beards, and plenty of body hair.
Personality
Jötunn are often solitary, preferring to dwell away from humans and other beings who may disturb them. Those who do disturb them find themselves on the other end of a spear or sword wielded by these massive warriors. Jötunn aren't all violent however, usually responding in the most extreme circumstances with violence, however irritating them is never a good idea due to their rumors of snapping humans over their knees like tree branches.
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Jötunn Stats
Ability Bonus: Jötunn receive a +1 bonus to Power and Health.
Heavy Bulk: Jötunn receive a +5 bonus to Physical Defense against trip attempts, and they are unaffected by difficult terrain.
Ancient Call: Jötunn can, once per day, shout to the heavens. In doing so, an animal (typically a bear, moose, or boar) is summoned to aide them in combat for 1 minute.
Base HP: 19
Size: Large
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Old Norse
Female warriors chosen by Óðinn himself, Valkyrja use the holy power granted to them to smite foes.
Physical Description
Tall and beautiful women who stand around 6'1'' and possess feathered wings like that of an angel, the Valkyrja have golden blonde hair and equally fierce golden eyes. Their movements are swift and graceful, leading to the image of a Valkyrja as a "golden blur" on the battlefield. Due to being chosen while still a mortal, they look just as they did before becoming Valkyrja save for the new hair and eye colors.
Personality
Often viewed as stuck-up and overly serious, Valkyrja are dutybound and are very strict when it comes to rules and laws. Their chief concerns however are that of battle, seeking soldiers who are dying or died in order to guide them to Valhalla if they were deemed worthy. Otherwise they carry out various tasks given to them by Óðinn, usually as a means to further the goals of honorable mortals, or to ensure instability is destroyed before it takes root.
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Valkyrja Stats
Ability Bonus: Valkyrja receive a +1 bonus to Stamina and Beauty.
Blessing of Óðinn: Valkyrja deal an additional 2d4 electricity damage on weapon attack rolls.
Valhalla's Zeal: Valkyrja receive a bonus to their Physical Defense equal to their highest Charisma sub-attribute (Rhetoric, Beauty, or Voice). This bonus doubles while they are under half of their hit points.
Base HP: 14
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Fly Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Old Norse
I'm lazy.
Physical Description
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Personality
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Aasimar Stats
Ability Bonus: Aasimar receive a +1 bonus to Power and Beauty.
Spark of the Divine: Aasimar can once per day choose to heal 3d4 Hit Points by spending 2 MP.
Divine Resistances: Aasimar take 10 less damage from Holy damage sources.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Fly Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Angelic
I'm lazy.
Physical Description
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Personality
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Tiefling Stats
Ability Bonus: Tiefling receive a +1 bonus to Power and Rhetoric.
Horned: Tiefling receive a gore attack which deals 3d6 points of piercing damage.
Hellish Skin: Tieflings take 20 less damage from Fire damage sources.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Demonic