Races.
Humans
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Bonuses: +1 Heart, +1 Body, +1 Mind, +1 Soul.
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Traits:
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Adaptive Spirit: Once per day, reroll any failed roll.
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Unity in Diversity: When allied with a character of another race, gain +1 Heart, Soul or Body for that battle.
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Determination: Once per combat, when reduced to 0 HP or Mana, stay at 1 instead (once per long rest).
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Pure at Heart: If they have not committed an evil act, a human can achieve story beats like attracting a unicorn. (Storyteller discretion)
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Skill Affinity: Humans gain +1 points in skill of choice.
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Drawback: Short-Lived → Reduced lifespan.
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Heroic Will: Once per long rest, restore all Mana or all HP in a singular act of defiance.
Elves
High Elves
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Bonuses: +1 Heart, +2 Soul, +1 Mind
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Traits:
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Arcane Affinity: +15% max Mana.
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Magic Affinity: Gain 2 additional skill points in one of your chosen Magic schools.
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Ethereal Knowledge: Once per long rest, instantly succeed on a Knowledge/Divination roll.
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Drawback: Fragile Pride → Disadvantage on social rolls after failure/embarrassment.
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Soul Ascension: For 3 turns, all spells cost half Mana and can be cast one tier higher.
Wood Elves
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Bonuses: +1 Heart, +1 Body, +2 Soul.
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Traits:
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Forest Bond: +1 on Summoning/Divination in natural environments.
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Nature Affinity: + 1 point in any one skill dealing with nature or animals.
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Primal Magic: Summoned creatures gain +1 Heart and +1 Body.
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Drawback: Tied to Nature → Disadvantage on magic rolls in barren/urban terrain.
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Worldwalker: Once per long rest, teleport through nature to another natural site within miles.
Dark Elves (Drow)
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Bonuses: +1 Body, +2 Mind, +1 Soul.
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Traits:
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Shadowborn: Resistance +1 to Dark/Necromancy; +1 Illusion use at night.
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Stealthy: +1 point in any one stealth related skill.
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Darkvision: Can see in darkness.
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Forbidden Arts: Dark/Illusion/Necromancy spells cost 10% less Mana.
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Drawback: Light Sensitivity → Disadvantage on Perception/Accuracy checks in bright light.
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Umbral Dominion: For 3 turns, merge with shadow: untargetable, spells gain +25% potency.
Dwarves
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Bonuses: +2 Body, +1 Soul.
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Traits:
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Stoneheart: +10% resistance to Earth/Fire.
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Master Craftsman: Once per long rest Dwarves can create one item of Masterwork quality. Such items double their value and weapons of this type do an additional 1d10 Damage.
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Sturdy: +1 to defense rolls.
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Runesmith: Enchantments cost 10% less Mana.
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Drawback: Stubborn Will → Must succeed on Mind check to abandon a chosen course of action.
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Living Fortress: For 3 turns, immune to knockback/stun; physical damage halved.
Djinn (Elemental-Born) (Restricted - Staff Approval)
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Traits:
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Elemental Heritage: Choose Fire, Water, Air, or Earth lineage. Djinn will not take damage from their elemental heritage and are able to exist within it as easily as non-Djinn on land.
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Elemental Form: Once per week, Djinn may transform into their hereditary element without an associated mana cost.
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Wishcraft: (see Wish Craft below)
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Magical affinity: +1 Skill point on magic school of choice.
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Elemental Affinity: Djinn start with one point in their Elemental Magic.
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Drawbacks:
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Elemental Instability → Weak to opposing element (Fire↔Water, Air↔Earth).
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Binding Vulnerability → Can be magically bound/compelled if the true name is known.
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Djinn MUST purchase Elemental Magic for their type.
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May not purchase their opposing elemental magic.
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Subtypes Bonuses:
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🔥 Ifrit (Fire Djinn): (+2 Body, +1 Mind, +1 Soul).
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🌊 Marid (Water Djinn): (+1 Body, +1 Mind, +2 Soul).
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🌪️ Djinni (Air Djinn): (+1 Body, +2 Mind, +1 Soul).
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🪨 Dao (Earth Djinn): +1 Heart → (+1 Heart, +1 Body, +1 Mind, +1 Soul).
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Capstone – Wish Fulfillment: Once per week, the Djinn may grant a Minor wish, Once per month, the Djinn may grant a major wish.
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✨ Wish Craft Tiers
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Minor Wish (safe, low cost):
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Examples: Heal an ally, reroll, summon aid, find hidden paths.
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Cost: None
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Major Wish (powerful, risky):
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Examples: Revive an ally, alter battlefield terrain, dispel a mass effect, call an elemental storm.
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Cost: Djinn loses half Mana or takes exhaustion. GM may alter cost at will.
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Fae (Pixies, Sprites, Faeries)
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Base Bonuses: -1 Body, +1 Heart, +1 Mind, +1 Soul.
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Traits:
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Flight: Natural flight.
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Small & Elusive: +1 Evasion in combat. Can transform to size from normal human to barbie sized.
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Magic Affinity: +1 Skill point in magic school of choice.
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Animal Affinity: Speak with Animals:
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Drawbacks:
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Iron Vulnerability: Iron bypasses magic and does double damage.
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Fragile: -1 Body, +10% incoming physical damage.
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Subtypes:
Pixie: +2 Heart, +1 Mind, +1 Soul, -1 Body).
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Once per day Pixies may use Pixie Dust to allow another to fly for one scene.
Sprite: +1 Heart, +1 Mind, +2 Soul, -1 Body)
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Once per day Sprites may encourage the flora in a 10x10 area to grow and flourish to full bloom.
Brownie: +2 Soul, +2 Heart, -1 Body
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Brownies gain +2 points in any one crafting skill.
Faerie: +1 Heart, +2 Mind, +1 Soul, -1 Body
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Once per day Faeries may heal minor wounds.
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Epic Quest: From Pinocchio becoming a real boy, to Cinderella finding her prince, and the fairies guiding their paths, fae have led heroes on all manner of quests. For characters who are seeking such a thing, they must seek out a Fae and hope for such guidance. Fae characters may (After consulting with staff) arrange such quests for players. Trials, tribulations and pitfalls along the way, and the pot of gold at the end of the rainbow, should be outlined and approved by staff before being run.
Tricksters (Cheshire Folk)
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Bonuses: +2 Mind, +1 Heart, +1 Soul.
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Traits:
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Mimic Shape: Shift into the likeness of another creature of similar size.
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Vanishing Act: Once per combat, short-range teleport leaving behind an illusion.
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Uncanny Luck: Once per day, Tricksters may choose to reroll any failed roll–even if it is someone else’s.
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Capstone – Trickster’s Gambit: Once per long rest, swap places with an ally/enemy, transferring all buffs/debuffs/conditions while stealing one boon.
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Drawback: Chaotic Aura (for non-magic users): Once per scene, characters interacting with the Trickster must roll (1d10 +body target 7) or become inebriated.
Drawback: Chaotic Feedback (for magic users): Due to the very nature of the Trickster, their magic, like themselves, can be unpredictable. When using magic, a secondary, unexpected bit of magic manifests. This may end up being beneficial or detrimental to the character’s goals.
To determine what the effect will be, the player rolls three dice, then consults this chart to determine three factors: Target, Magic, and a third Variable.
Notes:
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The caster is not in control of this magical side effect IC, and they do not need to be proficient in the form of magic the feedback chooses to take.
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The chosen target, especially if it is a player, may roll defense or attempt to dodge it.
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In regular RP, this can be written by the player, in GMed scenes, the GM can choose to dictate the specifics of what happens.GMs can also change what effects are on the roll list, depending on the situation.
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The 3D10 must be rolled after your initial casting roll and before you actually post.
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These are RP flavor dice, and optional unless using dice was decided upon for the scene, but encouraged for those who like the concept of a touch of chance and surprise in their play.
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The side effect should generally be in proportion to the spell casts, but can vary depending on the roll. The more powerful one is in their chosen magic, the more powerful the side effect will be. Use your judgment and play fair.
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Those who can cast curses can attempt to curse someone with Chaotic Feedback and the risk of being cursed with it as well.
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The people affected by this feedback must be present in the RP.
DIE ONE: The first d10 determines what or who the feedback will be cast on. If the decided type of target is not present in the scene, it reflects back upon the caster.
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Self
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Current Target
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An Ally
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An Enemy
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Area of Effect (melee range)
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Area of Effect (25 meter radius, centered on the caster)
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A Loved One.
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A Plant or Animal.
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A Random Bystander (may be PC or NPC)
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An Inanimate Object.
DIE TWO: The second d10 determines what sort of magic the feedback manifests as.
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Illusion
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Elemental (roll a d4 to determine which element:1. Fire, 2. Air, 3. Earth or 4.Water.)
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Transformation
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Healing
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Psychic
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Divination
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Summoning (with consent, may bring a PC who isn’t currently present, if they fit the criteria of what’s rolled on the first d10. For instance, a loved one or an enemy.)
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Light
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Dark
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Something Harmless (player’s choice, as long as it is not combative.)
DIE THREE: The third d10 determines another variable to be worked into the Feedback, whether it is literally involved (such as summoning flowers) or stylistically (shadow that appears in the shape of growing vines and blooms.) Periodically, an alternate list of roll results will be posted on discord for various lengths of time. When that happens, you can choose between this list and the one on discord.
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Flora
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Fauna.
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Mineral
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A Mirror
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Manmade Object or Structure
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A Creepy Doll
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An Explosion (not necessarily one that does damage)
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A Trickster
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Fae
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Food or Drink
Example. Kit wants a free sausage, so he uses telekinesis to try and float one over from Tynan’s plate. Their attempt is successful, so they roll for feedback. The results of rolling 3d10 is (4, 7, 4)
D1 is: 9, which is a Random Bystander
D2 is: 7, which is Summoning magic.
D3 is 4, which is a Mirror.
With these results, Kit’s Feedback is that when he starts to float the sausage to him, a mirror appears in its trajectory, taking the sausage through it, where it then lands in Queen Emerys’ lap.
An alternate result could be that Kit’s Feedback is that Bob, a man who is getting sloshed at the same tavern, suddenly finds a mirror in his grasp, reflecting the image of Kit’s delicious but dastardly deed.
It is all about the interpretation of events by the player.
Undead / Revenants / Hag / Witch Doctor
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Bonuses: +2 Soul, +1 Body.
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Traits:
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Undying: Immune to poison/disease; resistant to Necrotic.
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Deathbound: Heal from Necromancy instead of harm.
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Restless Hunger: Regain 5% Mana or HP whenever a creature dies nearby.
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Dark pact: +1 in Necromancy.
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Drawback: Sunlight/Fire Weakness → In sunlight, lose regeneration and -1 all attributes for all rolls.
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Deathlord’s Call: Once per long rest, summon undead or revive after death with half HP/Mana.
Shapeshifters (Must choose ONE Animal)
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Bonuses: +3 Body, +1 Heart, +1 Soul.
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Traits:
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Tracking: +1 on tracking/prey-sense rolls.
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Beastform: Shapeshift into chosen animal at will. (No mana cost)
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Regeneration: Heal 2d10 at the start of each round while above 0 HP. HP cannot go above normal numbers.
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Apex Form: Once per long rest, assume ultimate beast shape (Wolfman) +2 Body & Heart, double speed, physical attacks +50% damage.
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Drawback: Savage Blood → Risk of frenzy in Beastform; disadvantage on resisting frenzy. (Roll 1d10+Soul score target 7) If roll is failed the shifter will attack whoever is closest to them, friend or foe. Shifter may make a roll each round to pull themselves out of Frenzy.