This module includes a list of Creatures typically found in a fantasy setting with a set of characteristic abilities. These abilities are formulated such that they mechanically distinguish the character from other races without limiting role play.
The organizers decide if this module will be used in the game. They also may limit the choice to specific Creatures only, as this may be more appropriate for a particular narrative context.
The player is responsible for knowing and following the rules specific to their chosen race.
You don't have to read or know the rules for other races.
Before the game, players can choose to play a particular Creature and make use of their abilities during game-play. This choice does not affect their picks in any of the other modules at play in the World created by the organizers.
Example: There is no reason why a player could not be a troll alchemist, a dwarf necromancer or a vampire medic, as long as they look like the part and role play their character.
The player can decide for themselves what to call the race of the character they are playing, and they don't have to commit to the names used in this module description.
Example: A player can make a "Human" playable character for themselves, and yet claim that they are "Draconic".
If the player does not choose a specific Creature, their character will have Human abilities by default.
+2 base Health.
Maximum Health 12.
Can use Skills even when in Pain and regardless of Mysticism requirements.
May Rest anywhere for 10 minutes in order to heal Injuries and lost Health.
When revived, draws 2 Trauma effects, picks one and removes the other.
When the character reaches 0 Health, they can yell a battle cry and start ignoring Pain and Injuries until they take 2 extra attacks or die of Agony.
If they have the skill Berserk, they can take a total of 4 extra attacks.
While in Agony, cannot stop fighting while there is a living enemy nearby.
While in Agony, cannot use Skills.
Any pair of stacked armor protects them against Injury from a Heavy weapon.
Heavy armor reduces the Damage of Heavy weapons to 1.
When wielding a weapon in both hands can fight regardless of Pain or Injury.
Can wield a Heavy weapon in one hand.
Cannot use a shield or bow.
Cannot run.
Troll skin protects them from Injury with a Light weapon or Arrow.
Takes only 1 Damage from Light weapons.
Increases Health by 1 every time the Demon causes another character to die.
Cannot have more than 10 Health.
Can revive back to full base Health with Rest anywhere, without Trauma effects.
Light weapons and Arrows do not cause Injury and deal only 1 Damage to Undead.
Can walk and fight in a state of Pain.
Ignores the effects of Agony.
Can restore their Health and Injuries only by death and revival.
Revives only with 5 min rest, but Trauma effects accumulate after each revival.
Does not get to remove previous Trauma effects upon revival.
Light weapons and Arrows do not cause Injury and deal only 1 Damage to Vampires, unless the attack hits the area of the heart - in that case the usual rules for torso hits and armor apply.
Can walk and fight in a state of Pain.
Ignores Agony.
Can restore their Health and Injuries only by death and revival, or by drinking blood.
In daylight vampires are revived with a new Trauma effect and keep the old one.
After dark they are revived by Resting anywhere without taking any Trauma effects.
Requires the victim to be unable to fight and unconscious.
Causes Death.
The Vampire restores their own Injuries and Health.
Can transform from a Human to a Monster or vice versa via Resting or Death and Revival.
There are no special abilities while in Human form.
Light weapons and Arrows do not cause Injury and deal only 1 Damage to Monsters.
Can walk and fight in a state of Pain.
Ignores Agony.
Cannot talk nor use Skills, objects or weapons, except for claws.
Does not suffer from negative Trauma effects.