Homebrew Races: Arachne & Catfolk Guide
Homebrew Races: Arachne & Catfolk Guide
Tome of Races
Races
Arachne ...........3 Limulian .......... 27
Catfolk .............5 Lizardman........ 29
Dullahan ..........7 Minotaur ......... 31
Duskling ..........9 Ophidian.......... 33
Fairy ................11 Sahuagin .......... 35
Githyanki .........13 Sphinx ............. 37
Githzerai ..........15 Vanara ............. 39
Goblin .............17 Vizard .............. 41
Goliath.............19 Warforged ........ 43
Kitsune ............21 Youma ............. 45
Kython.............23 Racial Feats...... 47
Laika ...............25
2
Arachne Physical Characteristics
Average Height: 1.8-2.1m
Long ago, before the Fall, when Lolth Average Weight: 75-120kg
was first staking her claim to the Webway, she Languages: Trade, Arachne
came across a girl-child lost there. The girl was Common Personality Traits: Focused,
young, but full of hubris; the Spider Daemon decisive, predatory, blunt, patient
demanded her fealty, but the girl refused. Lolth Common Physical Traits: Nimble,
demonstrated her power, swarming the girl with twitchy, chitinous body, dark colors, multiple
hordes of arachnids, filling the air with webs, eyes
and still the girl would not kneel. Finally, she Example Names: Achidna, Anansi,
asked what skills the girl had, that made her so Chakravartin, Iktomi, Rachnera, Silitha
infuriatingly convinced that Lolth would spare
Racial Statistics
her insolent soul... and the girl complied.
Characteristic Bonus: +1 to Wisdom or
Gathering the silk that Lolth's spiders had
Dexterity
created, the girl wove quickly, dying some with
Skill Bonus: +1 to Crafts and Deceive
her blood and more with ichor from the crushed
Power: Spider Butt: Your lower half is a
arachnids, until she had woven a scene fit to
giant spider, giving you Armor 2 on your Legs
display to the Spider Daemon.
and allowing you to scale walls and ceilings as
And it was so galling that Lolth was fit
easily as walking on the ground. A result of 3 or
to be tied, and gave her the rope. She cursed the
4 when determining Hit Location hits your Left
girl, and all of her descendants, forcing her and
or Right Back Leg Pair, respectively, instead of
hers into the likeness of the animal she had
your Body. However, armor that can fit your
refused the fear of. That girl's name was
arachnid backside is hard to come by and must
Arachne, now borne proudly by her descendants
be custom-made, increasing its rarity by one
as they pour out of the Webway to weave a
step.
bridge across the Wheel.
Size: 4
3
Physical Qualities themselves. But they will always give a perfectly
Arachne are, despite appearances, large honest opinion when asked.
spiders with the upper bodies of humans. Their
abdomens are covered in a fairly durable chitin that Arachne Heroes
sloughs regularly, some covered further in a fine sort On her homeworld, Carmine was a fierce
of fur. This fur is usually the same color or within a and solitary hunter whose red-streaked abdomen
shade or two of the Arachne's hair, which is typically struck fear into the hearts of her kin. She was faster
white (or at least very fair) or black (or extremely and more deadly than most. A visiting spelljammer
dark), and generally complements the shell captain challenged her to a duel in the depths of a
underneath, which is most commonly black, white, or cave, revealing himself as a Vampire... and
brown in color. Any unarmored flesh is comparable Embracing her when he won. She followed her father
to a human's in range. in darkness off-world, to hunt more prey in the Great
An Arachne's torso is built so that it could Wheel at large.
pass for a human or Elf at a glance. The face, At a young age, Nathra was sucked into an
however, is where similarities end; Arachne have Acerath-worshiping cult that traded information in
between two and seven additional eyes adorning their secret for their god, and was prized for her stealth and
foreheads, much like their arachnid ancestors. ability to negotiate through fear. Her thirst for
Arachne eyes are monochrome in color, commonly knowledge and secrets led her to open a package she
red or black. was delivering, to find a luminous golden fruit inside
Arachne are oviparous, and grow quickly and, ever curious, she soon found herself tasting the
after hatching, reaching maturity after about seven Fruit of Life. Her days as a courier for Acerath are
years. Females tend to be taller and heavier on long over, but Nathra continues to be thrilled by the
average than males. cosmic insights brought on by her monadic nature.
Achidna was a fearsome fighter who used a
Playing an Arachne long-handled axe to cripple his prey, never knowing
Arachne communities tend to be quiet and defeat. A roving band of Orks fought him to a draw,
something rather less than lively, with inhabitants and were impressed enough to declare him one of Da
coexisting to the extent that they rarely have need to Boyz. He now travels with them across the Wheel in a
interact with each other. Each family fabricates what quest for strength and for moar choppa!
they can and can forage or hunt for the rest,
eliminating the need for trade among themselves. In
fact, most people are shocked when they arrive in an
apparently empty area, only for a horde of Arachne to
come swarming out to see the intruders.
A race of predators, Arachne are the ideal
that most others look to when they think of gender
equality. Every individual, from the smallest male to
the largest queen, is expected to hunt for itself and
defend itself, and none expects demands to be made
of others, let alone heeded. Children are a very minor
exception for their first year, taken along when
hunting in order to teach them the necessary skills,
while still supported by the parents.
Among other, more "diplomatic" races,
Arachne often find themselves annoyed by the
inability to say what one means, and so they tend to
develop an almost hypocritical demand for honesty,
while acting the ferocious tease themselves. An
Arachne will very rarely volunteer unimportant
information, preferring to help others along to it
4
Catfolk Physical Characteristics
Average Height: 1.2-1.7m
From time to time, around and about Average Weight: 35-75kg
the Great Wheel, you might come across a Languages: Trade, Catfolk
person with the features of a cat. Slighter than Common Personality Traits: Curious,
humans, not far from elves, these individuals Mischievous, Friendly, Surly
Common Physical Traits: Cat ears, cat
usually travel in groups, trading exotic wares or
tails, skin stripings or markings
hiring out their swords to raise money to send
Example Names: Chen, Rin, Len,
home. These are the Catfolk. Their home Meowy Wowie
territories tend to be large plains and savannahs,
but you'll never see a city. It's said that they have
Racial Statistics
great hidden settlements, architectural wonders Characteristic Bonus: +1 to Dexterity
that are forbidden to outsiders, but only the or +1 to Composure.
catfolk know for sure. Skill Bonus: +1 to Athletics and
Catfolk are not particularly religious, as Perception.
a group. Those who take a martial path often Power: Cats Are Awesome: Catfolk gain
offer Khorne his respects, and those in Catfolk Catfall as a bonus feat, and Dark Sight as a
lands always have a shrine out to Pelor, but Trait. While wearing no armor heavier than
strict dogmatism is uncommon. For the most Light, Catfolk have +1 Speed.
parts, Catfolk simply pay their respects to the Size: 3
gods who best fit the situations they find
themselves in.
5
Physical Qualities Playing a Catfolk
Catfolk tend to be similar in general Catfolk are a loyal people. They know
design, but vary wildly in the details. They're where home is, and that's where their values lie.
generally fit and wiry, rarely stocky or muscular. Whenever they're out and about in the Great
They have cat ears extending up from the sides Wheel, earning and whatnot, they always make
of their heads, and prehensile cat tails extending sure to return the lion's share of their wages to
from the base of their spines. They frequently their homeland. This connection to their clan
have skin markings, stripes or patterns similar to means that Catfolk don't form attachments to
tabbies, and have some facial deformation outsiders very readily. They may be free with
relative to the human baseline to give them their affections, but not so much with their
more of the appearance of a cat. Catfolk tend to hearts. They know that if they die out there in
dress in a revealing manner, enjoying the feel of the wilderness, it's not just hurting them, it's
the air on their skin and leaving their hurting their family, so they tend to keep a
movements unrestricted. healthy detachment from events.
Some Catfolk are born with two tails. However, that's not to say Catfolk keep
These lucky individuals are thought to be to themselves. At all. They're intensely curious
blessed by the Cat Gods and are said to have a about the ways and habits of the outlanders, and
great destiny ahead of them, and indeed always enjoy a good romp. They're very playful,
statistical analysis has shown a correlation prone to practical jokes, and are often very
between twintails and magical potential. physically affectionate. Just keep in mind, it's
Catfolk live about as long as humans, if likely that she doesn't really love you.
nobody kills them.
Catfolk Heroes
Lethe is a fairly unorthodox individual – a
catgirl who is also a werewolf. Suffice to say, it
leads to the occasional existential crisis. Still, the
catfolk’s latent curiosity coupled with a werewolf’s
ferocity lends itself well to Lethe, as she’s quite
capable of holding her own. Just so long as she’s
focused, anyway…
Mistra’s not your typical mage. Most tend
to think of mages as stuffy librarians without the
time for social interaction. Mistra, on the other
hand, is incredibly outgoing and always looking to
be the center of attention. Considering her talents
for performance, she also has a tendency to break
into impromptu dances, using her magic to make
all sorts of special effects. Unsurprisingly, there’s
rarely a dull moment with her around.
Since a young age, Felicia has always been
a curious cat. I mean, there are so many things to
be curious about. Like, why do tigerfolk have
stripes, and cheetahfolk have spots? Though
completely valid questions, Felicia's greatest
obsession was with machines. The turning of gears
and pumping of pistons drove her mad, and her
mania drove her to learn more. She now serves as
the one cat engineering crew of a commercial
spelljammer, satisfying her desire to build and
create without the temptation to tear out the
engines and see what happens.
6
Dullahan Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 85-100kg
Dullahans are an ancient race, one Languages: Trade, Unseelie
whose origins have been lost to time. They Common Personality Traits: Eighth-
claim to be precursors, of which race varies grader syndrome, fatalistic, patient, poetic, quiet
depending on how much the dullahan in Common Physical Traits: Detachable
question is playing up the angst, cursed by the head, sinewy build, cold, quiet footfalls,
gods for the folly of siding willingly with the monotone voice
C'tan. The sad reality is that their forebears bore Example Names: Celty, Rigor Mortex,
witness to the War in Heaven, as one of the few Ashes of the Ivory Forge, Soul Who Cries
uplifted races who weren't terribly involved with Crimson for the Yet to Fall, Lala
either side.
Regardless of their origins, Dullahans Racial Statistics
belong to the Raven Queen, in body and soul. Characteristic Bonus: +1 to Willpower
Few openly worship other deities, primarily or Composure
rebellious sorts living away from their thanes Skill Bonus: +1 to Stealth and Drive
around the Ghoul Stars. Most such Dullahans Power: Don't Lose Your Head: Your
are known to be doomsayers, popping up every head can be removed as easily as simply picking
so often in the public eye just to spout some it up off your shoulders, and both head and
inane prophecy of doom and gloom before body can function normally as long as they're on
disappearing again. Dullahans very rarely ply the the same plane. You don't die if your head is
Astral Sea, showing a notable tendency toward destroyed, though you are permanently Blinded,
discomfort in most spelljammers; they vastly Deafened and unable to speak without bionics.
prefer open-topped vehicles, preferably with a Size: 4
basket for their heads so that they can feel the
wind on their necks.
7
Physical Qualities Dullahan Heroes
Dullahans are pale, sinewy humanoids For Corvus, the idea that he is the
almost indistinguishable from Humans at a Raven Queen's envoy in the Materium is more
glance. They have nigh on universally pale than mere crowing. Born with a raven-shaped
complexions, with a general range between birthmark in the palm of his hand, he has
milk-white and cyanotic, and hair similarly trained and studied the goddess's scripture
falling along a spectrum between black and almost from the time he could walk, and
white. A Dullahan's eyes are most commonly devoted head and heart to the Raven Queen's
yellow or amber in the iris, and rarely an ideals. Heretics, tyrants, and rebels alike have all
ominous shade of red or red/green lain low before his grimscythe, and those
heterochromia can be seen. Black sclerae are witnesses to his performance of the Raven
relatively common among Dullahans. Queen's duty all dread his whispered command:
The most telling difference, though, is "Tremble. Kneel down before me in fear."
that a Dullahan's head separates cleanly from Princess Magnificent with Lips of Red
the body at a point just below the voice box. Coral is the daughter of a thane, or so she
There's clearly some form of magic involved; the claims. No one knows her true pedigree, only
headless body can still hear and see as long as that when she first stepped off that spelljammer
the head can, and the bodiless head continues to onto Dis under the light of an actual sun, all
live and even speak, and feels whatever the body were amazed to witness the odd arrow-shaped
does. Most Dullahans are rather cavalier about scarring between her collarbones glow with
the state of their heads, since they're pretty silver radiance. Now, the name of Princess
much vestigial at this point, while others make a Magnificent begets more raw fear from the
point of wearing stiff-collared clothing to keep populace than does Lord Dispater's thought
their heads in place on their shoulders. A police, as her brutal mastery of martial arts has
Dullahan's head weighs about 5kg on its own, been put to the test in the name of justice.
not accounting for hair. Secret didn't adopt her new name
This has a rather interesting effect on because she wanted to sing the truth from the
the Dullahan's metabolism. Living so close to rooftops. No... she changed her name to keep a
death, head always separated very important person safe. She
from the body, a Dullahan needs claims to have borne witness to
very little to eat, able to stretch the murder of Khaine, the god's
rations almost three times as far dying curse as his killers supped
as other humanoids do. They from his blood in an attempt to
don't, however, have much of a attain godhood themselves. As
sense of taste... or smell, rather. she recounts her tale, one of the
Dullahans have an exceptional conspirators turned on the others,
ability to detect base flavors killing them in an attempt to
(which would help to determine claim the power for himself
which of the few things they eat alone... and that there have been
has necessary nutrients), but others asking after one of them as
lack the nuanced olfactory sense if she were still alive. Secret insists
that allows other humanoids to that this is not the case, but
taste things other than "salty," remains on the prowl for those
"sweet" and the like. who would threaten her mother
in darkness.
8
Duskling
Also known as boggarts or night imps,
Dusklings are a quirky race hailing from a
perpetually dark crystal sphere that have an
almost natural affinity for "jumping" in and
out of the Umbra through shadows.
Gregarious by nature, but with an appearance
that lends itself to scaring the poor sods they
encounter in the Materium, Dusklings make
themselves worthy of alliance by dint of their
small builds and nimble fingers, allowing
them to slip into small spaces and easily
repair ship parts.
Dusklings tend to regard the ability to
have fun as more important than sticking to
commitments, favoring emotion over logic in
most cases. They form personal attachments
rather quickly, despite a marked tendency to
respond to differing opinions with biting
sarcasm.
Physical Characteristics
Average Height: 1.4-1.7m
Average Weight: 45-60kg
Languages: Trade, Infernal
Common Personality Traits:
Photophobic, jumpy, curious, reckless,
sneaky.
Common Physical Traits: Lean build,
pitch-black skin, slitted pupils, razormouf,
barbed tail.
Example Names: Nightshade,
Daybreak, Shadow, Darko
Racial Statistics
Characteristic Bonus: +1 to Dexterity
or Composure
Skill Bonus: +1 to Stealth and
Intimidation
Power: Creature of Darkness: Gain
Dark Sight and a free Stealth specialty to
Hide In Darkness.
Size: 3
9
Physical Qualities has any real power over anybody else, except for
Dusklings are possessed of slim, small pregnant women or the elderly, who actually
frames, adapted to dart and hide rather than need the assistance.
stand and fight. They tend toward wiry sinew Dusklings, then, tend to be communally
rather than bulky muscle, never building much minded, with a strong tendency to share what
in the way of mass. They're almost reptilian in they have with someone lacking it, and generally
appearance, with fingers and toes tipped by assuming that others will do the same. While
small, sharp nails, a face that pinches forward they will tend to pilfer ammo or weapons from
into a small muzzle, and a long tail with a fallen enemies or just lying around (and a
barbed tip like a devil's. Duskling eyes are large weapons locker counts) to share with allies, they
and most commonly a jaundiced amber color, won't just take something from someone who's
with vertical slits for pupils, but can also appear still breathing, because of that golden rule.
in shades of red or green, or very rarely an odd Notoriously contrarian by almost anyone
shade of lavender. Their skin generally ranges else's standards, Dusklings tend to show
from pitch-black to midnight-indigo, set off by affection with a snarky mouth and coquettish
vividly-colored hair, most commonly a fiery body language. What the Humans call "Lima
shade of orange. Syndrome" is very common; the Duskling who
In terms of posture, Dusklings tend to spends her childhood playing the bogeyman to
stand and walk on their toes exclusively, someone often grows very attached to him by
occasionally scrabbling on all fours like an the time they reach maturity, eventually coming
atavistic cat when hiding. They generally wear out of the closet (often literally) to help the
simple, dark hooded robes, that can easily hide target of her affections more overtly. Dusklings
their brightly-colored hair. A Duskling's eyes suffering from this strange affliction make for
and teeth shine brightly in the dark, having an incredibly loyal friends.
eerie effect on mortals native to the Materium.
Dusklings can live for centuries, Duskling Heroes
assuming they don't run afoul of a particularly Midna is a jaded soul, ejected from her
nasty Wraith or spook someone with an itchy home at a young age by a psychotic uncle. She
trigger finger. They mature around the same age grew up at Luna's knee, learning what she
as Humans do. needed to return to avenge her home. Never one
to do things halfway, she accepted the silver
Playing a Duskling tattoos as well, transforming as she did into the
Dusklings are, to be blunt, spastic little great black barghest... all the more appropriate
trolls that treat scaring the living daylights out of for tearing her uncle's throat out.
cutters like friendly handshakes. They prefer to Nadir is a painful paradox... a Duskling
creep about in shadows like little perverts, no whose eyes burn in the light, cursed to be
doubt stealing whatever they can get their empowered by it. The bright golden N burned
grubby little paws on. Some Gnomes have across his chest is to him the mark of some god's
theorized that Duskling kleptomania is why ire, and as much as he wishes his seeking will
socks go missing "in the wash." turn up a way to remove it, he isn't averse to
Duskling society, however, is structured using the power it grants him to make the taller
around loose-knit clans in a state of perfect folk kneel before him.
anarchy, which at least explains why they think Moonshadow is an oddity among
they can just do as they please whenever they oddities, and living proof that Syrneth breeding
crawl into the Materium. Dusklings generally plans transcend Umbral boundaries. Born with
have a hard time grasping the concept of a strange pattern of platinum scales on her
authority, what with generally governing forehead, she soon developed the claws of a
themselves and helping others simply because dragon as well, all shining like white gold in the
they want to... in a Duskling territory, nobody darkness of Nostramo. She's long since left,
seeking out the source of the dragon's blood in
her clan.
10
Fairy
Fairies are a tiny race, often spoken of
but rarely seen. They were formed by nature
herself, their blood flows with magic itself and
they can fly with but at thought...unfortunately
it also means that, in such a small race, there
isn't much room for a brain. They are found in
deep forests or near the ocean or...anywhere
really. Fairies can appear anywhere that nature
resides. It is even rumored that some have been
sighted in the Umbra, playing happily among
the dead.
Fairies normally care little for gods,
falling under the purview of Luna more often
than not but worshiping whoever won't bother
them much and is easygoing. Fairies of Khorne
are more than a little terrifying.
Physical Characteristics
Average Height: 30cm-1.0m
Average Weight: 5-10kg
Languages: Trade, Spirit-tongue
Common Personality Traits:
Mischievous, Vengeful, Playful, Emotional
Common Physical Traits: Strangely
colored hair and eyes, Slight Figures, Constant
Cheerful Expressions.
Example Names: Alyssa, Rossetta,
Iridessa, Daiyousei, Fawn, Ada
Racial Statistics
Characteristic Bonus: +1 to Dexterity
or +1 to Charisma.
Skill Bonus: +1 to Arcana and Deceive.
Power: Happy Thoughts: While
conscious, Fairies have Flyer equal to their
normal speed.
Size: 2
11
Physical Qualities
Fairies are as varied as nature itself; this Fairy Heroes
is due to the fact they are formed fully grown, Alyssa is a fairy with a learning disorder.
not born. Fairies tend to have appearances She learns. For a fairy? That's a disorder. She's
related to where they were formed, with fairies seen how the others play like children, never
formed near rocks being stockier and brown focusing on the bigger picture. They are all
haired for example, while a fairy formed by the fools. A Syrne spirit has shown her that the
sea may be blond haired, blue eyed and totally world is a much grander and bigger place than
tanned dude. some small forest and she is determined to see it
It is unknown how long fairies live. all. If anything gets in her way she has a
Some have been sighted living centuries but as a lightning bolt with its name on it.
whole they live short violent lives. Nissa likes people. She likes them a lot.
They are fun to be around and they like her
Playing a Fairy singing. A nice producer even said that she
Fairies are inquisitive and generally could be the next idol, the Pixie of Sigil...it's a
friendly lot, though their weak sense of right and big dream for a small person...she can't wait.
wrong matches their childlike nature. Many Fame, Friends and Fun await her and she's not
fairies would as soon ruin someone who makes going to keep it waiting...
them mad as help someone who said something Ada isn't happy any more. One day,
nice. This nature along with their own fragility when she was exploring a man in a strange
leads to an exceptionally high mortality rate. uniform knocked her out and tossed her in a
Fairies do not die when they are machine of dark soulsteel. For an entire day she
killed...not quite. Soon after their death they are was trapped in there with slashing blades and
formed again where they were first made. They buzzing saws, torn and ruined but denied death.
are still aware of who they were, vaguely, though She was saved by a traveler who freed her and
their memories are hazy, that of someone else took her to the Church of Bahamut. The
rather than themselves. It is frequently wounds caused by soulsteel did not heal and she
heartbreaking to those non-fairies who knew begged them to not let her die so they took
them, to see a changeling wearing the face of a drastic measures. She doesn't have wings any
friend. Do not be fooled by the reappearance...it more but they gave her little mithril engines so
is still the death of the fairy they were before. she can fly again...she doesn't have a heart any
more but she has a pyros reactor. She's not
fearless of death any more...but she has a goal.
She will find who did this...and they are never
going to hurt anyone again. She swears this in
Bahamut's name.
12
Githyanki
The Gith were created in the aftermath
of the War of the Monster's Fall, to serve as a
race of slaves and livestock for the Mind
Flayers. As with all empires, though, the Mind
Flayers grew complacent, allowing their
creations more and more autonomy, until finally
a slave-warrior named Gith took up the blade
against them. Gith united the slaves, leading
them in guerilla combat and pirate actions
across a hundred worlds.
This, though, was not to last. Gith had
determined that, so as to never be enslaved
again, the slaves would become the slavers,
conquering all until none remained to crush
them underfoot. Gith's lieutenant, Zerthimon,
had other ideas. This betrayal cut a rift among
the former slaves; now Gith's followers are
known as the Githyanki, "those loyal to Gith,"
and continue to raid and pillage across the
Wheel.
Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 50-65kg
Languages: Trade, Gith
Common Personality Traits: Brilliant,
paranoid, impulsive, intolerant, ambitious
Common Physical Traits: Frail build,
grey skin, monochromatic eyes, large head,
bionic implants
Example Names: Zim, Tak, Skooge,
Gish
Racial Statistics
Characteristic Bonus: +1 to Intelligence
or Willpower
Skill Bonus: +1 to Tech-Use and Pilot
Power: Xenoheretek: Begin play with
the Hatred (Mind Flayers) and Mechadendrite
Use feats, as well as a set of Mobility
Mechadendrites. Mobility Mechadendrites do
not count toward the normal limit of how many
mechadendrites you can have attached.
Size: 3
13
Physical Qualities This is not to say that Githyanki are
The Githyanki are an artificially designed cowards. Far from it, in fact: For all that a Githyanki
race, with very little variation across individuals. They might rant and rave about a "rival" (that is, someone
are universally small and lean, with perfect body who accidentally cut it off in traffic), it takes a coldly
symmetry. Their skin is unusually smooth, and logical approach to combat. Guns and armor support
generally appears in shades of grey, green, and blue. are preferable to melee, and it's only logical to cut
A Githyanki's waifish proportions mean it has an losses and run when faced with a stronger enemy.
almost disproportionately large head, with equally Githyanki prefer to gang up on key targets, or use
large eyes (typically a shade of red or purple all the artillery strikes as cover while they go for the real
way across), and a pair of long antennae sweeping objective.
back from the forehead. And, of course, a discussion of the
A Githyanki's eyes are incredibly acute, Githyanki mindset would not be complete without
seeing much further and with greater detail than mention of their... strange criteria for leadership.
other races in the Wheel. Bulbous eyes can't rotate After thousands of years, the Githyanki still fear their
within their sockets, though; a Githyanki must turn former masters' ire; to that end, when things go
its head in order to keep something in sight, but its south, they instinctively look toward the tallest
greater field of view means it has wider peripheral humanoid present for instruction. Yeah, that's right,
vision anyway. Githyanki have been known to turn berk: The Githyanki choose their leaders based on
their heads almost 270 degrees in order to keep their height. Sodding barmy, the lot of 'em.
eyes on something. However, that courtesy doesn't extend to
Finally, as an artificial race, the Githyanki their estranged cousins, the Githzerai. While a given
are biologically neuter, incapable of breeding. For all Githzerai may be taller, a Githyanki would sooner
their ideals of freedom, they still use the breeding walk into a dragon's maw than take orders from one.
tanks of their former masters, reverse-engineered and If circumstances conspire to force them to work
now jealously guarded in the few crystal spheres together, be sure to have popcorn and a pict-recorder
they've laid down roots. Githyanki newts are decanted at the ready, because they only foe that will prompt
from the tanks fully developed after six months them to stop insulting each other is a Mind Flayer.
incubating, and programmed with whatever
knowledge they will need for their initial tasks as Githyanki Heroes
they're implanted with the pod containing the Gith was the ideal hero, taller than any of its
Mobility Mechadendrites they're so famous for. followers and quite an imposing figure with the phase
sword in one hand and a needle gun in the other.
Playing a Githyanki Skooge... isn't. A tiny, less than impressive specimen,
Githyanki are, on the whole, spastic, mad it was a runt coming out of the tank, and swiftly
geniuses... they would have to be, to operate, culled from the main fleet on make-work missions.
maintain, and reverse-engineer the ships, weapons, Not that it minds, anymore... not since the golden
and breeding tanks they'd stolen from their former presence awoke in the back of its head, advising it to
masters. They have a strong tendency to act on their ignore its taller brethren in favor of searching out
ideas without stopping to think of whether it's a good information about the Syrne.
idea, to assume the cold knowledge programmed into Long ago, before Vaakith transcended into
them on decanting is a substitute for hard experience. lich-hood, it made a pact with an ancient dragon of
Which is... not the best idea, when your race's birth flame, intending to introduce more strength into the
rate amounts to once daily. Githyanki genome. Now, centuries later, Ven is the
They are, thankfully, surprisingly tough, first success of that experiment, decanted with
with the natural willpower that led to Gith's rebellion mustard yellow skin and burning orange eyes... and
aiding in their focus... nothing short of death will stop vicious red claws, the first sign of dragon genetics
a Githyanki from achieving its goal, whether that goal successfully introduced to the breeding tanks.
is conquering a city or playing chicken with a sea
train. They are not, however, complete idiots; the
Githyanki are masters of lightning warfare, preferring
to fight only as necessary to achieve an objective and
then - quite intelligently - bugging the hell out. When
only children are smaller than you, you make a point
of remembering not to rile up the adults too much.
14
Githzerai
When Gith led its people in revolt
against the Mind Flayers, it was thought that all
would be well. The slaves threw down their
masters, and in so doing, became free... but for
what happened afterward. On hearing Gith's
intentions, its friend and advisor Zerthimon
counselled against it, stating that Gith would
have their people become slaves to their fear,
when it would be wiser to become strong, so
as not to be chained again. Gith... didn't like
that.
A second reckoning followed,
sweeping across the stolen fleet as the former
slaves divided themselves, some opting to
follow wise Zerthimon, while most maintained
that Gith was correct. Their leaders dueled,
and Zerthimon lost. Ever magnanimous, Gith
allowed Zerthimon's followers to take one ship
and do as they would, taking the traitor's body
and its counsel with them. They became
known as the Githzerai, "heretics of Gith,"
and have long since settled down on worlds
fringeing the Abyss.
Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 70-80kg
Languages: Trade, Gith
Common Personality Traits: Patient,
observant, cynical, pragmatic, austere
Common Physical Traits: Sinewy
build, grey skin, monochromatic eyes, nimble,
surprisingly strong
Example Names: Piccolo, Nail,
Dende, Zerth
Racial Statistics
Characteristic Bonus: +1 to Dexterity
or Willpower
Skill Bonus: +1 to Acrobatics and
Crafts
Power: Regenerative: Begin play with
the Hardy and Hatred (Mind Flayers) feats, and
you can regenerate lost limbs as if under a
constant Regenerate spell.
Size: 4
15
Physical Qualities strength and discipline, but little else. Githzerai
With only one set of breeding tanks, the settlements are self-sufficient and have little need for
Githzerai set to work modifying themselves for their trade, though some have been known to extend
inevitable failure before choosing a world to call Zerthimon's philosophies to those who show interest.
home. Like their cousins the Githyanki, they have Githyanki, however, can take the rope, all of
strangely smooth skin that usually tends to grey, it. Their stunted cousins are mired in fear, unable to
green, or blue shades, with eyes of a single, solid let go of their past. And, more importantly, they
color... but that's where the similarity ends. The first killed Zerthimon, who was martyred for its people...
Githzerai to set foot on a civilized world - and all that just won't be forgiven. A Githzerai forced to
Githzerai since - only superficially resembled Gith's cooperate with a Githyanki is a storm of barely-
followers. They had increased their muscle mass, no concealed contempt and a vicious font of sarcasm...
longer bound to the ideal form of cattle for their unless confronted with a Mind Flayer, which they'll
former masters, and - more importantly - engineered both attack with equal gusto.
a way to continue on when the breeding tanks broke
down. Githzerai Heroes
Raised on good planet-grown fare rather Cargo was always a bright newt, with an
than synthesized tube meat, Githzerai have gained affinity for healing magic that the sparring monks
some length of bone over their estranged cousins, rarely looked askance at. That is, until a fire caught in
comparable to well-built humans in size. A Githzerai's the village, trapping a newt inside its home. Brave
color is more vivid than a Githyanki's, and a vestigial Cargo ran headlong into the flames... and to
pair of antennae sprout from its forehead, reduced in everyone's surprise, they turned green to match
importance now that they've given themselves ears Cargo's skin, whirling up into a column above the
and a nose to better resemble their new neighbors. astonished newts and finally flaring out into the
Githzerai tend toward simple, serviceable visage of a great bird before disappearing, revealing
clothing, usually preferring long tunics tied at the Cargo carrying out the frightened newt... with wings
waist to more complex shirts and trousers... not that of fire flickering on its back.
they actually need it. While Githzerai are still Fife is - or rather, was - a rather promising
biologically neuter, among the tweaks made to their young adept, a veritable prodigy in the dojo and the
genome is a form of asexual reproduction, similar to classroom. All of that promise, though, was cut short
parthenogenesis. What that means in non-greybeard when the Kythons attacked. Who brought them, Fife
is that once or twice in its lifetime, a Githzerai will doesn't know, but it fully intends to find them and
puke up an egg that hatches into, well, a clone of the end them. For the murder of its clan... and itself.
parent. Zerth is known to be a reclusive sort.
This, unfortunately, has the drawback of not Keeping itself to itself, even among other Githzerai,
coming with the accelerated development that and going so far as to teach only a single apprentice at
Githyanki enjoy; Githzerai take years to mature after a time rather than passing on its knowledge to all that
hatching, almost as long as humans do. The newts it can. Following Zerthimon's teachings led to an
can live off sunlight and water until their teeth start epiphany, an awakening of strange power more gentle
coming in, at which point they're just too big to not than psyker practices, easier to simply let flow from
take solid food. the mind. Zerth has mastered the use of this power to
humiliate would-be students by beating them with
Playing a Githzerai sticks... without ever touching the stick.
Githzerai rarely use two words when one
will do. They tend to be cynical and suspicious,
generally expecting the worst in people. Githzerai
don't waste time on fools, and are rarely moved to
help those unprepared to help themselves. They are
pragmatic to a fault, slow to give trust, and cautious
in their dealings with others.
Many Githzerai disdain creature comforts
and live their lives in ascetic discipline. Their
settlements and strongholds resemble monasteries
more than villages. Unlike the Githyanki, who see
other races as slaves to be taken, the Githzerai simply
see others as irrelevant... they offer the respect due to
16
Goblin Physical Characteristics
Average Height: 1.3-1.6m
Average Weight: 45-58kg
Goblins are tinkerers and tradesfolk, Language: Trade, Goblin
out for a quick buck and bigger explosions. Common Personality Traits:
Hailing from a Sphere noted for torrential Conniving, crazed, scheming
downpour, the Goblins are easily recognized by Common Physical Traits: Light brown
their large bat ears, short stature and often to light green skin, ornate but often grease
carrying large sums of money or explosives slicked clothes, sensitive to sounds
(often both). Constant tinkerers, where a Example Names: Bruck, Na'Thak,
Gnome builds things that last, Goblins build Q'uark, Squee, Ze'Jill
things for either cold hard Thrones or big
booms. Racial Traits
Their affinity towards using explosives Characteristic Bonus: +1 to Intelligence
tends to cause them to live short and loud lives. or Charisma
Even when they aren’t at the mercy of their Skill Bonus: +1 to Tech-Use and
explosive love they still don’t live long lives Deceive
typically averaging at 40 years. Because of this Power: Time Is Also Explosions! - Once
they tend to keep business in the family, if you per scene, you may make one attack with a spell
work with the father you can bet you will work or gun attack that gains the Blast property, with
with his son. This hand-me-down attitude a rating equal to level. If the weapon or spell
means that a high regard for tradition is have the Blast property already, add a +1k0 to
unusually strong amongst goblinkind. it. You gain an additional use of this ability at
level 3 and again at level 5.
Size: 2
17
the Goblins have been on the seen for many,
Physical Qualities many years and have carved a small little corner
Equivalent to Gnomes in height, of the Astral Sea to call their own.
Goblins are easily distinguishable from the other Goblins tend towards the unaligned
common races. Their skin tones range from an faiths which match their personalities the
almost khaki to a pale green. Their hair tends to closest, Vectron being rather popular as of
be sparse on the men, though thick on the recent, though Goblins of other faiths are not
women and tends to be rather dark and coarse. unheard of.
They have most of their weight in the torso, Goblins are seen in the Astral Sea as
their arms and legs belying the strength they both explosive experts and traders, though also
possess. kept at a distance. They do have a code of
Style of dress tends to vary depending conduct, though few ever hear of it or can make
on profession, but even then most Goblins try to heads or tails of it since it is primarily spoken
snazz it up. Those in the business of selling tend and not written down.
to dress in ways to imitate the cultures they are
trying to sell to, and those who build (to Goblin Heroes
destroy) tend towards leathers and other fire Teo'Lora never quite fit into Goblin
and acid resistant clothing. society. Where her fellows wanted explosions
and money, she sought education and
Playing a Goblin information. Why became obvious later in her
Loud, proud, always wanting a fast life when she awoke her Syrne spirit within
Throne or big explosion, Goblins tend to be a while exploring an exhibit on Syrne artifacts on
boisterous lot. They always seem to need to be Sigil. Now driven to build, she has begun
moving, never being able to sit still for too long. studying in hopes of unlocking her full magical
Their fingers especially always seem to be potential.
moving, either twitching or working on Prahsig has always tinkered with
something. explosive he was a child. But an accident several
Most Goblins live in small groups, years ago left his body broken, though he hung
whether family members or business partners. on for dear life. Using his life saving, he was
More successful and well-to-do Goblins tend to remade into a being of manufactured fluids and
buy property that is large and espousing their artificial muscle and steel bones. But the men
status. Buying moons seems to be a sort of who remade him failed to inform him he only
catch-all dream of the Goblins as a whole. put a down payment on the new body. Not
How they came to be is a matter of wanting to be 'repossessed,' Prahsig now uses his
contention among scholars, unsure if the Syrne abilities to pay off the people who made him
had a hand or if they came to be on their own. what he is today.
Very little in the way of Syrneth archaeological Ruym is a trader known wide and far
expeditions to the Goblin home spheres have not for any physical goods but for the secrets he
been done due can divulge. Having large ears can be a benefit,
to the heavy and he keeps his wide open for
and expensive any small bit of info he can get
legal paperwork his mitts on. Some say he even
and mandatory has a uncanny knack for it, but
bribes prevent he simply recites rules back to
almost all from them so that they may learn to
doing so. But be as successful as he is.
18
Goliath Physical Characteristics
Average Height: 3.0-3.4m
Goliaths are enormous, hulking brutes Average Weight: 295-400kg
of humanoids thought to be at least tangentially Languages: Trade, Giant
related to humans, if not hailing from a crystal Common Personality Traits: Simple,
sphere close enough to Théah that they were straightforward, honest, impassive, stubborn
simply assumed to be a subspecies of the race Common Physical Traits: Lanky,
that introduced them to the greater portion of powerful build, thick skin, coarse hair, hairy
the Wheel. Most other races call them ogres, knuckles
after the Eldarin first encountered them as Example Names: Thud, Gouka, Argus,
something like shock troops during their near- Nork
war with the fledgling human race.
Goliaths now find themselves more Racial Statistics
widespread across the Wheel than the humans Characteristic Bonus: +1 to Strength or
who first uplifted them from their original Constitution
home, often pressed into service for their Skill Bonus: +1 to Athletics and
enormous strength. They can even find work on Intimidate
the world-ships of the Eldarin they so terrified Power: Powerful Build: You can wield
during humanity's ascension, though corridors two-handed Melee weapons in one hand at a -
designed for the elfin races are plenty cramped 2k0 penalty on the attack roll, and take no
for the giant folk to complain about. As a result, penalty for firing a Heavy weapon without
they don't have much in the way of ships or bracing first… but your powerful build means
weapons for themselves; most Goliath-made that armor in the sizes required must be
tech is easily confused for items made by human specially made, increasing its rarity by one step.
or Ork hands. Size: 6
19
Physical Qualities situation, and gladly put their brute strength to work
Goliaths are enormous brutes that tower when asked. As with most people, Goliaths have a
over nigh on every other civilized creature in the tendency to respond more positively to respect than
Wheel, looking down on Halflings, Elves and Aasimar to jeering and snide remarks.
alike. Hard not to, with their long, gangly limbs. A Among their own kind - and the occasional
given Goliath's torso is as big around as an Aasimar in Ork warband - Goliaths are much less inclined to
powered armor, its biceps the size of fuel drums. Hair handle with care, casually cuffing others over the
is generally coarse and less than manageable; most head to gain attention or as punishment for saying
Goliaths end up with shorn heads as a result. Female something particularly stupid. The same
Goliaths tend to be slightly smaller on average than stubbornness that leads to them ignoring non-
the males. damaging details in the task of "move this thing from
Skin and hair colors among Goliaths vary here to there" makes Goliaths very likely to get into
widely, from earthen shades of brown and grey to the fistfights with each other over matters as trivial as
pale cream and white of those living in more civilized sleeping spots, or who gets to eat the best parts of the
crystal spheres and the hot crimson of Goliaths born aurochs.
to more frigid spheres. Clothing in the sizes required
for Goliaths is more readily acquired than protective Goliath Heroes
gear; they generally prefer to remove the sleeves of Gouki had an accident. Arms gone, most of
civilian clothing, favoring comfort over looks. his flesh flayed away by Modron gauss cannons he
took to prevent them from striking the children of the
Playing a Goliath Eldarin world-ship that had taken him on, he cheated
Most berks out there seem to think it's easy death, escaping stasis only by the wraithbone crystals
to outsmart a Goliath. Well, now, that might be true, grown into existence to cover the exposed muscle. He
but the Goliath would respond that it's difficult to chafes under the restrictive plating, unable to move as
outsmart a fist the size of your torso plowing into freely as he used to, but welcomes the second life,
your face. Goliaths are simple and straightforward... and the feeling of Modron plating crumpling under
easy to confuse for stupidity, until you realize that his wraithbone knuckles.
"straightforward" often means three hundred kilos of Thanks to the Dark Eldarin who "cared" for
muscle tearing through a durasteel bulkhead to get to him, Krieg lost his mind long before the shooting star
the sorcerer on the other side. hit him. Now the insane Goliath lurks through the
Among the smaller folk, Goliaths are well labyrinthine streets of Commorragh, an overturned
aware of their own enormous stature, and often find bucket upon his head and spiraling dragon tattoos on
themselves unconsciously restraining themselves, his immense arms often the last thing that hapless
especially among those they consider friends. They Dark Eldarin see before he takes his revenge by
tolerate orders from smaller creatures surprisingly turning them into new meat bicycles.
well, generally more amused than annoyed by the One day, Kuon felt a little peckish. So he
decided to eat all of the ship's stores. When the crew
came to reprimand him, he ate them
too. All of his gorging eventually
provoked a daemon calling itself the All-
Consuming Devourer of Chaos to show
up out of jealousy... and Kuon ate the
daemon, too. Now with the daemon's
hunger added to his own, Kuon
wanders the Wheel, searching for
something that can finally sate them.
20
Kitsune Physical Characteristics
Average Height: 1.3-1.8m
Average Weight: 65-86kg
Kitsune, or fox folk, are vulpine Languages: Trade, Kitsune, Spirit-
shapeshifters known for their love of trickery tongue
and art. Said to be favored by Luna, they share Common Personality Traits: Flirtatious,
her wisdom and fickle nature. They hail from a untrustworthy, wise, sneaky, capricious
world that appears to have no sun, where the Common Physical Traits: Splendid
veil separating the Materium from the Umbra is tails, fine hair, sharp teeth, unnatural eyes, slight
particularly thin, and as a result, they very build
nearly live alongside the spirits they seem to Example Names: Ran, Kurama,
worship. Shippo, Tamamo
They have a knack for warpcraft, to the
extent that most kitsune "tech" is based on Racial Statistics
unique enchantments placed on otherwise Characteristic Bonus: +1 to Fellowship
unremarkable items. Their ships, however, leave or Wisdom
a bit to be desired; most kitsune prefer to Skill Bonus: +1 to Deceive and Scrutiny
hitchhike with someone else rather than use Power: Crazy Like a Fox: Once per
their own... resulting in various superstitions Scene, when making a skill test, you may use
and a certain level of mystique surrounding Deceive and an appropriate characteristic
kitsune passengers. Kitsune-made weapons and instead.
armor are often prime targets for Limulians, Size: 3
who see them as anomalies to be contained for
further study.
21
Physical Qualities well upon their efforts. Those kitsune who do
Kitsune generally have small, lean look to the gods tend to favor Luna as an
builds and almost elfin features, with narrow example of all that the fox folk consider to be
eyes and large, furry ears. Most have at least one virtuous. Kitsune smiths are thus particularly
tail, coated in fluffy fur of the same color as the adept at working silver, which is linked with the
kitsune's hair, while others have been seen with Changing Goddess as well as connotations of
as many as nine, but the average among spiritual purity.
adventuring kitsune seems to be three. Kitsune Kitsune language is based on syllable
run the gambit from pale to fair to dark in sounds rather than letter characters. The written
coloration, with a rusty red shade being the form consists of several different alphabets, each
most common hair color. Eyes are generally made up of runes representing these sounds,
green or amber in color; blue eyes among and another made up of a truly massive number
kitsune usually indicate deafness in the ear on of runes representing concepts. Many of these
the same side. symbols are shared between the Kitsune
Kitsune tend to favor loose and flowing alphabets, resulting in names and words that
outfits that can be arranged to conceal or can have different meanings depending on
display their vulpine features as they see fit. which alphabet they're read in.
They don't, however, like wearing a lot of
clothing... too many layers does unpleasant Kitsune Heroes
things to their fur. Kitsune are particularly Kuyo is a four-tailed fox born under the
uncomfortable wearing voidsuits, preferring formless light to a lecacy of fire. And power over
implanted voidskins whenever possible. fire is the last thing anybody wants a near-
psychopath to have. He is still functional, if
Playing a Kitsune barely, but prone to fits of rage that invariably
Despite an irrepressible penchant for result in melted heaps of slag where once were
deception, kitsune prize loyalty and make true buildings. Especially when someone disagrees
companions. They delight in the arts, with his usual method of "use fire to end
particularly riddles and storytelling, and settle in problem."
ancestral clans, taking their wisdom from both Tamamo of Mae is an eight-tailed -
the living and spirits. Kitsune deal well with well, eight-and-one-fifth-tailed - fox desperately
elves and humans, but their reputation as fighting out of the shadow of her ancestor, a
tricksters follows them when they interact with nine-tailed oracle renowned for her power of
other races. Many kitsune, particularly those divination. Unfortunately, the magical belt that
who dwell in mixed-race societies, choose to she created to overcome her namesake's legacy
hide their true natures and pose as elves in all but ensures that Tamamo will continue to be
public. associated with her oracular ancestor, as
Kitsune are gregarious by nature, but everyone knows the white-masked, gold-
have no problem with solitude. They enjoy armored hero she becomes as Rider Inari.
sharing their wisdom, often couched in parable Golden-Tail has only one, but the name
when not a direct demonstration. Illusion magic he's chosen is an apt descriptor. He's had a
comes easily to them, and is often used unique connection with the spirits of his home
alongside their oratory to provide context. Left from a young age... one in particular has never
to herself, a kitsune often spends her free time in left his side, even after he left his home. Now he
reflection... thinking up new ways to screw teaches swordplay in Sigil, always accompanied
people over, according to some berks, but the by the half-visible, malnourished ghost of a
truth is that spirituality is very deeply ingrained young kitsune girl...
in kitsune culture.
They still tend toward a form of spirit
worship, keeping family shrines to honor their
ancestors. Adventurers often carry small
funerary plaques for ancestors who might look
22
Kython Physical Characteristics
Average Height: 1.3-2.7m
Kythons are highly adaptive near- Average Weight: 80-150kg
humanoids suspected to hail from any number Languages: Trade, Kython
of worlds on the fringes of the Abyss. Due to the Common Personality Traits:
constant flux of their home environments, Aggressive, feral, single-minded, atavistic,
Kythons as a species have ceased evolving at darwinistic
some point during a more primal stage of Common Physical Traits: Chitinous
development, instead adapting on an individual hide, big claws, sharp teeth, pointy bits
level to meet the needs of whatever environment Example Names: Una, Zwei, Trace, Ivy
they find themselves in. Kythons are highly
aggressive and very stunted with regard to Racial Statistics
technological development, having gotten by Characteristic Bonus: +1 to Dexterity
with primitive tools and their own strange or Constitution
biological processes before their first contact Skill Bonus: +1 to Athletics and Brawl
with the other races of the Wheel. Power: Autoevolution: Kythons begin
Despite their feral appearance and play with the Adaptation feat, and may take that
primitive tendencies, Kythons are just as quick feat up to two more times.
to adapt mentally as physically, and the more Size: 4
advanced races of the Wheel have since learned
to leverage both. A Kython's formidable
appearance lends it usefulness as a shock troop,
its ferocious strength gives it potential with
cargo, and the ease with which it can adapt and
learn means it can just as easily learn to take
position as a bridge officer if needed.
23
Physical Qualities being forced into slavery, most Kythons have a
Most Kythons look like a vaguely hard time caring for races other than their own.
humanoid mass of bioweaponized "oh my god However, it's not unheard of, and a Kython that
what is that." From canine-formed monstrosities has accepted another's strength will do all in its
with spikes everywhere to horrific avian power to help them survive.
creatures of talons and teeth, just about the only
common features are the dangerous ones... but Kython Heroes
they don't all start out like this. On a closer Most creatures would be dissuaded
medical examination, Kythons have several from continuing a fight after being shot in the
deposits of non-differentiated tissues, which face by a plasma pistol. The Kython known as
react and develop according to certain hormone Old One-Eye isn't most creatures. Instead of
spikes... basically, they can metamorphose at slumping over dead from the hole where an eye
will. Typically, these deposits won't be used to be, he decided to repay the favor in kind
replenished before the end of the Kython's – by weathering a storm of bullets to tear the
lifetime, so only a couple such transformations offending party limb from bloody limb. Now,
can be counted on. Old One-Eye continues to wander throughout
Kythons are an oviparous race, and one the Great Wheel, a cauterized hole in his head a
that can control their fertility cycle to a degree baleful symbol of Kython vitality.
that allows them to only attempt clutching when People speak of it in hushed tones.
there are others of their kind around. Kythons Towering over most creatures, its hide covered
typically construct their dens around a in a dark armor. Wielding blades seemingly
communal nesting site, with females becoming forged from the same material, it cuts a bloody
yet more aggressive when there are clutches to swath through armies. More frightening is its
protect. dominance over other Kythons, commanding
A Kython reaches maturity – if not its them and more in cruel, methodical devastation.
full size – within weeks of hatching. Most of None know its true name, but all know the title
them die before they're forty. given by others... the Swarmlord.
The crystal sphere known as Malan'tai
Playing a Kython was a peaceful place... until somehow the
Few in the Great Wheel can match the governor there attracted the ire of someone who
adaptability and survivability that the Kythons could bankroll a Kython assassin. The creature
possess. Even despite their natural talents, the would kill her way to the top of a different
Kython mentality is one focused on ensuring the skyscraper each night, and jump to the
survival of themselves and their packs. governor's turbo-mansion, slaying everyone
Admittedly, the fact that much of their inside... except for the governor, whom she
interactions with other races has consisted of simply looked in on before leaving. Eventually,
Deathleaper's antics inspired the people
of Malan'tai to riots, killing each other in
fits of paranoid fear and the guardsmen
stationed there in terror-inspired anger...
and the governor himself to despair and
suicide.
24
Laika
Laikas are canine humanoids hailing
from a relatively peaceful feral world. Possessed
of puppy-like charm and irrepressible energy,
they've managed to ingratiate themselves into
nigh on every society on the Wheel with their
helpful natures and honest ways. Laikas can
often be found serving as go-betweens and
couriers for groups that have less than pleasant
relations with each other.
Laika ships are simple, serviceable, and
usually borrowed from someone else. They're
not very good at developing their own
technology, and generally favor primitive
weapons that they can craft for themselves.
Physical Characteristics
Average Height: 1.4-1.8m
Average Weight: 40-75kg
Languages: Common, Laika
Common Personality Traits: Energetic,
friendly, honest, curious, loyal
Common Physical Traits: Soft fur, large
ears, wet nose, expressive tail, constant shedding
Example Names: Lassie, Gidget, Argos,
Polt, Lupin, Muffykins
Racial Statistics
Characteristic Bonus: +1 to
Constitution or Fellowship
Skill Bonus: +1 to Scrutiny and Animal
Ken
Power: Beastkin: Laikas begin play with
the feats Light Sleeper and Wild Empathy.
Size: 4
25
Physical Qualities Laikas are simple and honest. Their tails almost
Laikas are slightly built humanoids, invariably betray their thoughts, no matter how
shorter but stockier than humans on average, they try to lie, and most can't help but whine or
and covered with a coat of hair that can show a growl when the situation calls for it. Snark is
variety of colors and patterns. They have large, also common, especially toward those who
pointed ears and short muzzles with small, wet haven't yet earned the laika's full trust. On the
noses. A laika's hair is longer and shaggier on whole, laikas strive to please, and are
the head and tail. Laikas usually have dark eyes, fantastically loyal to those they call friend.
though pale blues and greens aren't completely
unknown. Laika Heroes
Laikas tend to wear simple clothing, Namflow's loyalties are divided, his
often in similar styles to whatever other races are interests torn between the traditional god of his
nearby. They dislike multi-layered clothing, people, and the goddess who exalted him.
however, as the resulting static does unpleasant Luna's silver tattooes prompt vengeance, where
things to their coats. Recently, it's become Pelor counsels compassion, and the result is
fashionable with some punks to dock their ears often a very confused wolf-beast. Is it any
and tails, though most laikas tend to frown upon wonder his sanity's fraying at the edges?
the practice. Gidget would honestly like to play in
traffic again. It'd certainly be a lot better than
Playing a Laika being cooped up by the tech-priests who rebuilt
Laikas are a gregarious folk, said to have her the last time. The adamantine threads
been uplifted from some canine species by Pelor keeping her together itch like hell, though.
himself, and so they tend to share his tenets. They'd be a lot more tolerable if she could go
They prefer to defuse tense situations with outside...
words whenever possible (intimidation is always Polt has a genuinely crazy idea: A free
an option, though barking is considered sports center in Sigil, so that the inhabitants'
uncouth), and many are known to whine when lives can be made better with their health. Of
they've done lasting harm to someone. While course, social scientists aren't exactly high on
other races tend not to share the expressive ears the "respect these cutters" list, and mad social
and tail (and those that do often express scientists even more so, so time will tell if her
differently), laikas are still masters of reading frenetic energy will bring success.
body language, making them excellent
diplomats or couriers.
26
Limulian Physical Characteristics
Average Height: 2.4-2.7m
Average Weight: 120-180kg
Hailing from a crystal sphere long Languages: Trade, Limulian
forgotten, the Limulians are an ancient race, but Common Personality Traits: Curious,
one relatively new to the greater portion of the intelligent, conformist, reckless, obsessive
Wheel. Their first spelljammers were liberated Common Physical Traits: Bright
from the Elves who made first contact with carapace, big meaty claws, sharp mandibles,
them... stolen, disassembled and reverse- luminous eyes, hunched back
engineered to suit their own physiologies. Example Names: Upsilon, Weavel,
Limulians have since made themselves a Trace, Berserker
reputation as raiders nearly as bad as or worse
than the Dark Eldarin, entering crystal spheres Racial Statistics
to take whatever strikes their fancy and leaving Characteristic Bonus: +1 to
with it to study it at their leisure. Constitution or Intelligence
Limulian technology is reverse- Skill Bonus: +1 to Athletics and Tech-
engineered from their plunder, ideas stolen from Use
others and redefined to suit their own claws. Power: Enemy Crab: Gain the
Limulians have since been found to be Amphibious trait as well as Armor Plating equal
incorrigible researchers, all of their to your level.
"wrongdoing" since venturing out into the Size: 5
Wheel simply the graspings of socially
maladjusted children. That hasn't stopped some
governments from going to a shoot on sight
policy whenever the lobsterfolk show their ugly
heads, mind.
27
Physical Qualities Despite this tendency to obsess, the
A Limulian is a rather striking mashup of Limulian mind is generally cool and logic-oriented.
humanoid and arthropod, with long, articulated limbs Cold, calculating, and sometimes cruel and callous to
and massive scissor-claws taking the place of hands... others, but rarely malicious... most malice attributed
it's probably best not to question just how they make to Limulian "torturers" has been found out to be the
use of most standard weapons with those. It stands result of a total lack of understanding regarding other
head and shoulders over most humans, with a slightly races and their reliance on drugs before surgery.
hunched posture. The head is vaguely triangle- Limulian compounds have also been known to collect
shaped, with notable mandibles as well as mouthparts strange objects and creatures only to lock them away,
resembling those of a crab or lobster. Limulians have occasionally taking notes on their properties.
no bones, supported by their armored exoskeletons.
Limulian shells range in color from drab Limulian Heroes
grey to brighter shades of primary and secondary Subject Delta was once a noted "scientist"
colors, to shining gold. Clothing is a functional (as lightly as that term must be used when discussing
vanity; with no nudity taboo nor any notable Limulians), who had the misfortune of being assigned
dimorphism to prompt it, Limulians have no need for as a superior's "stick" when the time came to poke a
clothing except as a means to carry things that they strange meteorite that had landed near her
can't dig out slots in their shells for... or to cover the compound. The thing cracked open at her touch,
new, developing shell during their bi-yearly molt. unleashing a glowing blue slime that immediately
Armor, however, is still very useful, as some heavy flowed over her and soaked into her shell. Now she's
materials offer greater protection than the Limulian's the subject of a new series of tests, to verify the
shell does. abilities of the symbiotic ooze bonded to her nervous
Limulians spawn large broods during a bi- system.
yearly mating period, dying after mating. The young Weavel could have been a general. But that
are raised in creches, reaching maturity before their potential was cut short in its prime, when his strike
second year, and most die when pressed into military force met with a human settlement that had the
service shortly afterward. A Limulian is biologically presence of mind to launch a counter-raid. Weavel
immortal, incapable of dying of old age... but the was broken in the resulting battle, half his body
nature of Limulian safety regulations (there are none) gone... but he could be saved. The plans stolen from
means that most are expected to die before they're the humans were pressed into use immediately,
forty. designs for extensive prostheses sheathed in an eerie
grey metal. While he has his life, Weavel resents this
Playing a Limulian transformation... not least because the
For all of their intelligence and curiosity, "reconstruction" left him still on life support, and
Limulians rarely develop the force of personality because his shattered claws have been replaced with
required to become leaders themselves. A Limulian hideous, disgusting human hands.
society is essentially controlled chaos, with some Spending most of his life on a ship based on
performing dangerous experiments, others dissecting Tau designs, Sitri never believed in the Warp. He
stolen technology in an attempt to replicate, and yet never considered that his existence might depend on
more collating whatever minutiae is generated by the a Gellar Field generator that none of his crew knew
first two groups. The Limulian tongue doesn't have a how to maintain. That all ended when the generator
word for "civilian," the closest being "spawn" and finally failed, and Sitri found himself surrounded by
"broodwarden;" every Limulian at its biological wreckage on a daemon world, struggling to breathe as
maturity is considered a military asset. a creature of black ink explained exactly what had
Limulians have a strong tendency to obsess happened. Sitri had never believed in the Warp... but
over certain subjects. One who finds himself hounded he did value his own life. Accepting the being's offer,
or stymied by a specific individual over two or three he found his body suffused with sustaining
incidents will quickly begin considering that necrodermis, and stood anew.
individual to be a fated rival, vastly overestimating his
own relevance to him. Another might continue trying
to engineer an armor module despite all attempts
invariably killing his test subjects. There is also a
noted tendency to design ships or structures with
linking tunnels that only smaller races can fit into, or
that require inserting metal spheres of oddly specific
sizes to function.
28
Lizardman Physical Characteristics
Average Height: 1.5-2.5m
Average Weight: 120-240kg
Once, long ago, the Syrne ascended Languages: Trade, Saurian
beyond their own crystal sphere, and walked the Common Personality Traits:
Wheel as beings like unto gods. Once, the Syrne Dispassionate, focused, objective, observant,
began to grow forgetful of their origins, and so patient
to keep themselves grounded and remember Common Physical Traits: Lean,
their past mistakes, they uplifted the reptiles of powerful build, scaled hide, sharp teeth, strong
their home, gifted them with intelligence and tail
objectivity, and charged them with keeping their Example Names: Aeon Calcos, Chakax,
history. Once, the Syrne forgot themselves, and Corus, Gor-Rok, Kroq-Gar, Skive
became embroiled in a great war with the C'tan,
and disappeared from history. Racial Statistics
Their own history remains, etched into Characteristic Bonus: +1 to Strength or
panels of orichalcum searched for and kept by Intelligence
their first servants, the lizards who watched Skill Bonus: +1 Academic Lore and
them leave. Athletics
The Lizardmen keep themselves to Power: Cold-Blooded – Lizardmen
themselves, mostly, maintaining great libraries begin play with the Jaded feat and Nerves o'
and museums dedicated primarily to the Steel asset.
Syrneth histories, though some have branched Size: 5
out to maintaining the knowledge of other
ancient subjects, such as the Tiamat Heresy or
the War of the Monster's Fall. Lizardmen
typically leave their enclaves only to hunt down
some artifact or another related to their favored
subjects, or to gather materials to found another
museum-arcology in some other crystal sphere.
29
Physical Qualities This unhurried, disinterested take stems
Lizardmen are, to be perfectly blunt, mainly from their outlook. Lizardmen live
great fething lizards that walk on two legs like enormously long lives, measured in centuries
men. They're generally lean, with dense muscle rather than decades. They can afford to be
covered in a pebble-scaled hide. While their patient... usually. When faced with the question
hands closely resemble a human's, with four of its own survival, a Lizardman will fight with
fingers and a thumb, they walk on three clawed all the ferocity of a cornered animal. Even in
toes, hunched forward and balanced by a long, battle, however, the Lizardman will observe its
sinewy tail. Older Lizardmen often proudly enemy, learning from the experience, to scratch
display horn-crowned heads. Most other races down in notes later and use it in the future.
can't tell the difference betwen male and female
Lizardmen; females are generally larger, but Lizardman Heroes
otherwise lack any secondary characteristics that Gor-Rok is a paragon of all that
would make it obvious. Lizardmen hold in regard. An albino, skilled
A Lizardman's hide can be nearly any with axe and shield, virtuoso of lute and lyre,
color, but most commonly tend toward blues, and knowledgeable in all fields (but a savant
greens and browns, sometimes mottled in when it comes to cooking ancient Syrneth
various colors, with amber-colored eyes and dishes), his glaring red eyes are known to have
slitted pupils. Most consider albinism to be an been the last thing several hundred Orks saw
auspicious mark. Beyond that, brighter colors during an assault on a Syrneth library founded
usually indicate a throwback, an example that rather precariously in Acheron.
has a venomous bite or an affinity for fire. Drango lives in a world of blood and
Young Lizardmen grow faster than honor, attached to a dragonborn clan to pay an
human children do, walking hours after ancient life-debt her own draconic blood
hatching and considered adults by the age of demands paid. She's long considered the
ten. They live for much longer, though. dragonborn to be her new family, teaching them
the ways of honorable battle with great axe and
Playing a Lizardman searing breath, and more,
Despite their powerful she's managed to keep them
bodies, Lizardmen prize knowledge, looking to Bahamut in the
collecting it and maintaining it for face of countless attacks from
future generations to enjoy. One Tiamat's heretics.
becomes strong for the sake of Skive is a hunter
safeguarding one's collected separated from his pack, a
knowledge, and collecting feral lizard who no longer
knowledge can make one strong. cares for the lure of
They strive to remain objective, knowledge. A mishap with
detached, even when discussing their sorcery exposed him to a
own lore and history... it's not particularly nasty variety of
uncommon for members of more Warp energy, twisting his
mammalian races to become mind and body and raking his
disturbed when a Lizardman goes hide with the black spiral
from discussing a new artifact to marks of Malal.
reporting a modron attack without
changing the tone of its voice.
30
Minotaur Physical Characteristics
Average Height: 2.3-2.7m
Average Weight: 290-320kg
Minotaurs are a race of bipedal, bovine Languages: Trade, Tauric
humanoids from the temperate planet of Common Personality Traits: Loud,
Kothas. The true origin of the race is not proud, straightforward, stubborn, rash
known, but there is possible evidence of the Common Physical Traits: Bulky
Minotaurs being bred and farmed as livestock physique, bull-headed, sharp teeth, coarse fur,
for the Syrne. Whether these creatures occurred bellowing voice
naturally or were artificially created is up for Example Names: Iroas, Mogis, Galdar,
debate, but the Kothian Empire insists that they Tahngarth, Nike, Pallas
are 100% real beef.
Regardless of their origins, Minotaurs Racial Statistics
are known across space as tenacious and Characteristic Bonus: +1 to Strength or
prideful warriors. They tend to keep to Constitution
themselves and are an uncommon sight outside Skill Bonus: +1 Athletic and
of their homeworlds. When you do find Intimidation
Minotaurs, they are often employed as Power: Mess with the Bull – Gain a
gladiators, bodyguards, and wrestlers due to natural weapon with the following statistics: 1k2
their natural bulk. They predominantly worship R or I; Melee; Brawling, Unwieldy.
Sargas, equivalent of Khorne in Tauric tongue. Size: 5
Minotaurs are incredibly stubborn, and insisting
that his name is Khorne and not Sargas will
likely start a fight.
31
Physical Qualities Minotaur Heroes
Minotaurs are enormous, hulking brutes, Epiktitos is a punk with a chip on his
definitely built to impress. They have decidedly shoulder the size of Acheron's Ork population. He is
bovine skulls, with solid horns attached, topping off a an arrogant child and takes his challenges head-on
thick neck, broad shoulders and barrel chest. and headstrong. He spends his time fighting in the
Minotaur hands are a bit clumsier than most arena to find someone who can stand and match his
humanoids', with three thick fingers and a thumb, but might. He doesn't care who lives or dies, but the show
their grip is strong and sure. They stand on thick, must go on and the fighting can never end.
cloven hooves. Most scorn clothing beyond a belt to Sir Theodoros is a warrior sensitive to
carry necessary equipment, covered as they are by fluctuations in the Warp. He feels that the power he
their shaggy fur; most sport single shades, with brown has, was given him for a reason, and seeks out that
and black being the most common. reason as he goes along. Not knowing his purpose, he
travels from sphere to sphere helping folks in trouble.
Playing a Minotaur In his travels, he has acquired a large ship, which he
Minotaurs take pride in whatever task they uses as a base of operations to keep hold of mementos
set for themselves, be it gladiatorial combat, of his travels.
counseling, or painting tiny plastic equine figurines in Nike is a minstrel who wishes to spread the
pastel colors. They feel themselves to be deeply tales of her lineage to the furthest crystal sphres. To
connected to the earth, living spartan lives without reach this goal, she has traveled from her homeworld
need for the distractions and metal whatchajiggers to Sigil, where she managed to convince a Vampire to
that everyone else seems to insist on using. No, Embrace her so that she could ensure her family
Minotaurs are generally content to keep to their own name makes its way into the history books, even if it
homeworlds, and the various clan wars that pass for takes her forever.
entertainment.
That isn't to say that taurs are primitives...
far from it. Minotaurs learn quickly, and have an odd
sixth sense that makes them excellent navigational
officers. They have a deep respect for both strength
and command, however; it's not uncommon for a
Minotaur to viciously mock a physically weak
commander, while following his orders
unquestioningly. They often take it upon themselves
to maintain what they perceive as proper discipline...
not a whole lot of people will argue with two meters
of raw beef armed with a chainsword.
With all that said, Minotaurs - like their
bovine forebears - are herd animals, group-oriented.
Their instinct is to protect and coddle their weaker
friends, and keep an eye on the sharp-toothed ones.
They are, however, omnivorous... a taur will devour
meat with as much gusto as the Squat across the
table, and put away almost as much drink as well.
What really surprises most berks is that Minotaurs
love a good steak!
32
Ophidian Racial Statistics
Characteristic Bonus: +1 to
Constitution or +1 to Wisdom.
The Ophidians are a desert-dwelling Skill Bonus: +1 to Politics and Scrutiny.
people, originally. A natural gift for finding Power: Snake For A Butt! – You only
underground water sources, paired with natural have one leg, but it has 4 points of armor. You
talents for tunneling, meant that they could can Stand as a free action. You gain +4 Speed
carve out an existence in the most barren of for the purposes of the Run and Charge actions.
deserts, and it is perhaps due to their presence You can't wear leg armor that isn't custom-
that many desert civilizations were able to rise in designed for Ophidian wearers (one level rarer
the first place. Matriarchal by culture, with rigid than normal, outside of Ophidian territory).
caste lines, the Ophidians built their cities from Size: 5
the top down, with only the richest and most
opulent homes actually above the desert surface
and the rest of their people living in elaborate
networks of underground tunnels and caverns.
Traditionally, the Ophidians are
committed to Bahamut. Their Maharani rule in
his name, each seen to be an earthly
embodiment of the Dragon God who go to join
him in his paradise on their deaths. Their
priestesses keep the word of Bahamut strong,
enforcing the caste structure that sustains
Ophidian society and preserving the traditions
of their people. Ophidian culture is heavy on
themes of death and rebirth, symbolized by the
shedding of the skin.
Physical Characteristics
Average Height: 1.7-2m standing, 3-
4.5m length
Average Weight: 110-160kg
Languages: Trade, Ophidian
Common Personality Traits: Formal,
Stiff, Nervous, Seductive
Common Physical Traits: Long hair,
elaborate tattoos, long snake tail instead of legs
Example Names: Deis, Mara, Isha
33
Physical Qualities Playing an Ophidian
Ophidians are a strong people, with Ophidian culture is very formal and
dense reptilian muscles and a lot more mass very structured - an Ophidian is raised from
than their upper half would indicate. They are birth to know their exact social standing, and to
generally slender, often have slightly elongated recognize the standings of those around them.
ears, and tend to dress in loose and revealing They are expected to instinctually recognize
clothes. Their hair, eyes, and scales come in their relative merit and behave accordingly,
every color of the rainbow, but frequently match which doesn't really hold up so well in the
or complement each other. Ophidians shed the cultural melting pot that is the Great Wheel, so
skin of their snake halves roughly once every five many Ophidians default to a stiff and slightly
years, a process lasting about a week and nervous demeanor. As they grow more
considered extremely personal. Ophidians have comfortable with this looser society, they tend to
long tongues, forked like a snake's, but they loosen up a lot, and usually turn out to be very
almost never hiss. It's considered uncouth. affectionate and caring people. The lack of
Ophidian reproduction is largely strong familial bonds in most Ophidian homes
communal in form, driven by female estrus, so means that they place great value on chosen
paternity isn't really considered worth the effort friendships. While Ophidian reproduction is
of figuring out. Instead, Ophidian society is built very limited and driven by periodic hormonal
matrilineally, with the mother who laid the egg shifts, Ophidian sexuality is much less formal
considered the only parent. The symbolic and considered simply an act of friendship and
renewal of egg-laying, similar to the shedding of entertainment.
skin, is considered a sacred act and is always
done inside a temple. An Ophidian egg takes Ophidian Heroes
Recognized for his true faith to Bahamut,
about 3 months to hatch, and an Ophidian
Isha was trialed and inducted into the Final Word of
grows to maturity in about 15 years.
Kings. On his first mission to exterminate a nomadic
Ophidian life expectancy is about 100 warlord, he was struck down in combat. But before
years. the final blow could be struck, Bahamut chose Isha as
his champion, infusing him with a burst of energy
from the sky. Filled with newfound power, he smote
the warlord down and slaughtered the rest of the
tribe. He returned, getting officially into his new life
as an assassin.
Mara spent her life living in the deserts,
teaching children and raising her own. But as she ages
she grows weary of the same things over and over.
She decides that she should do something else, and
gives a heartfelt prayer to the moon. Luna responds,
marking her with the "gift" of her embrace, making
Mara a werewolf. After Mara loses control for the
first time, she leaves her life behind and heads into
the Great Wheel to find herself again.
While sleeping in an an underground
cavern while traveling, Deis's body was infiltrated by
a symbiotic warp rendering insect, fusing with him
and imbuing him with power. It speaks into his mind,
trying to be friendly and protective. It wants to help
Deis become even better. Deis continues to wander
the Great Wheel, now struggling with the life inside
of him.
34
Sahuagin Racial Statistics
Characteristic Bonus: +1 to
Constitution or Intelligence
When most bashers think about the Skill Bonus: +1 to Forbidden Lore and
Syrne's accomplishments, what come to mind Intimidation
are their successes... the Orks, the Eldarin, Power: Devil Reef Deeps: Gain the
beautiful and terrible artifacts and spelljammers Amphibious trait. You must be in a highly
to withstand the rigors of history. What they humid environment or rehydrate yourself at
don't try to think about are the mistakes... the least once every hour; otherwise, you receive
Eldarin curiosity that caused the War of the one level of Fatigue. Your starting equipment
Monster's Fall, or the vicious, ugly prototypes package includes a gillsuit. The Dragonblood's
that even their Eldarin cousins tried to forget Water Blood Quickening allows you to treat any
about. The Sahuagin were buried by their environment as a "highly humid" one.
cousins, left to die out in the seas they could not Size: 4
leave.
If only history could be so kind,
Lemuria would have been destroyed
entirely, rather than simply subsumed into
the Abyss. Thousands of years in that
warped crystal sphere have mutated the
Sahuagin beyond recognition,
transforming what should have been elfin
perfection into pelagic horrors, somehow
capable of using those Warp-born waters
to travel between worlds. The Sahuagin
despise their Eldarin cousins, perhaps
seeing in them what they could have
remained.
Physical Characteristics
Average Height: 1.8-2.2m
Average Weight: 80-100kg
Languages: Trade, Aquan
Common Personality Traits:
Arrogant, vicious, vengeful, secretive,
patient
Common Physical Traits: Fishy
odor, large eyes, scales, spiny fins, sharp
teeth and claws
Example Names: Dagon, Hydra,
Arlong, Korel, Kiora, Zegana
35
Physical Qualities the sufferance of the former. One does not, then,
Sahuagin are a vaguely reptilian race, with simply bargain with the sahuagin; one must negotiate
scaly skin tending toward greens and blues (brown from a position of strength, just enough so that He
hues aren't uncommon, and some mutants end up Who Eats will realize this is no easy meal, but not
with black scales). Their mouths are filled with fangs, enough that It That Is Eaten may lash out in fear.
and they breathe through the use of gills, though they Sahuagin respect strength, and readily alter their
can survive nearly anywhere as long as they keep opinions of a landwalker if they prove strong enough.
these moist. Spiny fins jut out from a sahuagin's head, Sahuagin have a clan-based society, with
back, and arms, and a sahuagin has a finned tail as most clans warring with one another with the same
well as webbed fingers and toes. Sahuagin are zeal they show to assaulting landwalkers. They're
traditionally stronger and faster than other every bit as cruel and spiteful toward each other as
humanoids. toward outsiders, and their mutant leaders are even
Outsiders can rarely tell one sahuagin from more so. Much like orks, it takes an enormous brute
another, without being told exactly what to look for. of a four-armed mutant to unify disparate clans... or
Mutations aside, females tend to be slightly larger just a particularly strong-willed malenti, especially in
than males, with broader hips, but that's about the the extremely rare occasions that the two mutations
only difference. Sahuagin give birth to multiple live appear in the same individual.
whelps at a time; most of them will kill each other off
by the time they reach maturity at about ten months. Sahuagin Heroes
Most sahuagin live for about a century, and mutants Gile yearns for the days when the Sahuagin
about double that. will rule as is their right, when the seas cover all of the
About one sahuagin in every hundred and worlds and the landwalking races are put to the yoke
fifty or so is born with soft skin, and rather than the of their rightful, sea-dwelling masters. Those days are
pelagic appearance common to the species, instead a long way coming... but those desires were and still
develops an elfin appearance as it grows. These are strong enough to bind the daemon to him, the
sahuagin develop in all ways as an elf or an eldarin Slaaneshi beast offering a way to accelerate that
would, with hair color matching the scales they would timetable, bring that glorious day closer. And so, with
have had otherwise, though they retain the sharp the daemon's power at his clawtips, Gile intends to
teeth, finned extremities, and wide, lamplike eyes of a show the Wheel what is just and proper...
sahuagin. These "sea elves" are called malenti Presented with a strange, luminous fruit that
(meaning "smoothskin" in Aquan), and are assumed he had never seen before, Korel did what any
by some greybeards to indicate some distant Sahuagin with a lick of common sense would do: He
relationship between the Sahuagin and Eldarin races. ate the damn thing. Puked up the foul-tasting thing
Rarer still are those mutants who become right afterward, but it's the thought that counts. He
yet more bestial in appearance, developing four hasn't quite made the connection between eating the
functional arms and the muscle to use them properly. golden fruit and the new, powerful Abjuration magic
These four-armed mutants don't seem to have a that comes to him as easily as breathing, but he
special name in the Sahuagin's tongue... they're certainly isn't afraid to use the new power to his
simply called "leader." advantage, boarding landwalker ships and drowning
the crew in bubbles of water.
Playing a Sahuagin Hydra is a malenti, an aberrant smooth-
The Sahuagin are arrogant almost to the skinned Sahuagin that looks more like an elf than
point of xenophobia. They're stronger and faster than anything else. And she doesn't care for it, outside of
the landwalker races, which (in their eyes) makes the strange power it gives her to bend her brothers
them smarter as well. They've adapted to live and sisters to her will. So she spent some years
underwater, which makes up a vast amount of nearly meditating at the edge of a deepwater trench,
any world that supports life. It's only proper, then, contemplating the black abysmal depths, and now
that the Wheel should give up and kneel to its betters. she's come to a conclusion: If she's not having much
Except, y'know, all that bluster only goes so fun simply tormenting her siblings, why not handicap
far when you have to design ships with pools and herself by helping a bunch of landwalkers do the
mister systems and can't do much of anything on land same?
without a gillsuit on.
Even so, sahuagin are proud warriors and
natural predators, always on the lookout for weakness
and gleefully (often bloodily) taking advantage of it
whenever they spot it. To a sahuagin, one is either He
Who Eats, or It That Is Eaten, and the latter lives at
36
Sphinx Physical Characteristics
Average Length: 3.0-3.3m
Average Weight: 306-418kg
Cultures across the Wheel have known Languages: Trade, Sphinx
legends of human-headed felines, sacred Common Personality Traits: Intelligent,
guardians of the tombs of emperors or erudite enigmatic, coy, patient, contemplative
beasts with a habit of testing the intelligence of Common Physical Traits: Leonine
their prey. Oddly, the beings now known as body, quadruped, wings, muscular, prominent
Sphinxes have rarely been known to leave their fangs
crystal sphere. Some greybeards have theorized Example Names: Almayce, Teleia,
that this paradox is due to Sphinxes being the Isperia, Cruzius
favored thralls of C'tan phaerons during the War
in Heaven. Others insist that the enigmatic Racial Statistics
Sphinxes aren't as reclusive as they seem; merely Characteristic Bonus: +1 to Intelligence
capricious as the great cats they resemble. or Fellowship
Whatever the case, it's a riddle worthy Skill Bonus: +1 to Deceive and any
of the Sphinxes themselves. While they rarely Lore
leave the homes where humanoid throwbacks Power: Liger Build – Gain the
worship them, they see a lot of addlepated Quadruped trait, and you can choose for your
visitors coming to them, hoping to get some bit unarmed attacks to deal Rending damage
of trivia or another... barmy as it is trying to get instead of Impact damage by extending your
a straight answer out of a Sphinx. claws as a Free Action. You lack proper thumbs
on your forepaws, however, and thus can't use
weapons that haven't been specially designed for
your use; increase the rarity of such weapons by
one step.
Size: 5
37
Physical Qualities Among other races, Sphinxes are
Sphinxes have the bodies of large cats insufferable know-it-alls, with an infuriating
with humanoid heads and great, feathered tendency toward double-talk and speaking in
wings. Sphinx fur occurs naturally in many riddles. They will answer questions with
colors, however... commonly a brindled blue- questions of their own, undermine an
grey shade, with slightly darker stripes and opponent's arguments with queries to make
almost always running to white on the them doubt their own points. Among Sphinxes,
underbelly. Androsphinxes usually have manes however, this is shockingly straightforward.
of a vastly different shade than the rest of their Discussions between Sphinxes are intricate
coat. Sphinx wings seem to be more for display social dances of body language, riddle games
purposes than anything else. and the occasional paw across the face.
A Sphinx's face might almost be Despite their uncanny resemblance to
mistaken for a Human's, were it not for the the great cats of Human history, Sphinx
distinctly feline eyes and lips. They have rather committees seem to be matriarchal in practice,
prominent fangs, and are very capable of with the added bonus that the males seem to
displaying them when roused, able to draw their think they're the ones in charge. Androsphinxes
lips back from their teeth in a way no Human laze about like kings, or pace about like guards,
can. Androsphinxes often maintain prominent while gynosphinxes do all the actual work. Seen
facial hair, furthering their leonine appearance. in action, the conversations that lead to this
Due to their largely feline bodies, appear to be remarkably unsubtle even by Ork
Sphinxes disdain clothing, only donning jewelry standards... control is maintained by the
or ceremonial wear if anything. Warriors wear gynosphinxes simply asking leading or
barding, easily adapted from armor designed for challenging questions, eventually leading the
humanoids, but often rely on their claws or androsphinx to believe he decided to perform
magic instead of weapons designed for berks whatever task was set on his own.
lucky enough to have thumbs. They are,
however, rather vain regarding their coats; Sphinx Heroes
tabby, calico and tortoiseshell patterns are Zanzar stood as the vanguard of his
desirable, while a Sphinx with a solid-colored liege’s defense. Pouncing on anyone who dared
coat (especially white or black) might see it as a come near, he could easily tear most apart.
canvas for her own designs. However, despite his martial prowess, Zanzar
never learned of an assassination plot – that is,
Playing a Sphinx until he was accused of the murder of his liege.
Having miraculously escaped, he now journeys
Sphinxes are felines, with all of the
in the Great Wheel, looking for the true culprits.
curiosity and caprice that entails. For all of their
Ravel has a question. A question that
bulk and agility, despite being the size of
few others can answer, it seems. Asked as a
creatures Humans call "ligers," Sphinxes prize
riddle by a wanderer long ago, Ravel couldn’t
intellect and rational thought. They collect
think of an answer. This led her to travel
knowledge; they trade in riddles that set the
throughout the Great Wheel, searching for
brain thinking. They care little for libraries,
somebody or something capable of answering
stuffy places where one can only read of things
it. And yet, an answer eludes her. Most
in dusty old books good only for places that
infuriating of all, the question itself seems quite
certain tasty vermin congregate... no, Sphinxes
simple. The question? “What can change the
care not for books or plaques or tablets. Rote
nature of a man?”
memorization is no good. Knowledge is worth
little without the thought that leads to it.
38
Vanara
Vanaras are intelligent, simian
humanoids who live in deep forests and jungles.
They are both agile and clever, but saddled with
a boundless curiosity and a love of competition
that, while normally harmless, hinder
ingratiation’s with those they encounter.
They do, however, have an instinctive
affinity for most technologies that lead some
- humans, especially - to overlook their
more incorrigible tendencies.
Physical Characteristics
Average Height: 1.3-1.8m
Average Weight: 45-84kg
Languages: Trade, Simian
Common Personality Traits: Brave,
curious, creative, reckless, reliable, spirited,
clever
Common Physical Traits: Light
build, mobile, light-fingered, soft fur,
nimble, prehensile tail
Example Names: Hanuman, Son
Goku, Wukong, Tarble, Brakas, Kong,
Teito, Risel
Racial Statistics
Characteristic Bonus: +1 to
Strength or Dexterity
Skill Bonus: +1 to Brawl and Tech-
Use
Power: Monkey Business - Use
Acrobatics instead of Athletics to climb, and
move your full Speed instead of half on a
successful Test when climbing. Your tail can
also carry small objects.
Size: 3
39
Physical Qualities almost to the level of obsession as he strives
Vanaras are intelligent, monkeylike toward perfection. But he'll still have a tendency
humanoids, standing slightly shorter and to strip down unused items to see how they
weighing slightly less than a typical human, work, in his spare time.
though more of their weight is lean muscle. A
vanara's body is covered in a thin coat of soft Vanara Heroes
fur, and individuals with chestnut, ebony and Vali is an oddity, a white-furred ape
even golden coats are common. Despite their with delusions of grandeur. He thinks he's the
fur, vanaras can grow lengthy hair on their head Monkey King reborn. But that's not the strange
just as humans can, and both male and female part. No, what's strange is that Bahamut made
vanaras take pains to wear elaborate hairstyles this odd monkey one of his champions anyway.
for important social functions. The hair on a Maybe there's something to his ranting after all.
vanara's head generally matches the color of its Anjana recently returned from her
fur. communion with Luna, her chestnut fur shot
All vanaras have long, prehensile tails. A through with glowing silver that warns of her
vanara's tail is a vanity; while curious hands ability to transform into a gigantic ape-beast.
grabbing and squeezing it is painful, a vanara She destroys responsibly, however... well, she
will never cover it up if at all possible. Fighting takes pains not to transform indoors, anyway.
vanaras typically wrap it tightly around their Vanara legends speak of a silver-maned
waist when joining battle, to prevent an warrior of obscene power. A legendary "Super
opponent from getting an easy hold on it. Vanara," whose rage shattered entire crystal
spheres and consumed him entirely in the
Playing a Vanara process.
Vanaras are surprisingly similar to
humans, if a bit more inclined toward pranks,
clever witticisms and enthusiastic responses to
the words "prove it." A vanara who finds an
activity he likes will jump into it wholeheartedly,
40
Vizard Physical Characteristics
Average Height: 1.7-2.0m
Average Weight: 75-100kg
The Vizards are pale, masked folk Languages: Trade, Infernal
hailing from the Umbra, with origins shrouded Common Personality Traits: Patient,
in darkness. It is said that, long ago, humans contrary, secretive, soft voice, aloof
would be spirited away into the Umbra, and Common Physical Traits: Ceramic
would quickly become lost. As they journeyed mask, concealing clothes, pale skin, sinewy
blindly through the realm of spirits, seeking build, probably humanoid
some means of escape, they were set upon by a Example Names: Cifer, Wundarweiss,
race of living shadows, who stole the faces of the Masquito, Los Tiburon
lost humans and disappeared, leaving their
victims faceless. Over time, the victimized once- Racial Statistics
humans learned to create masks out of the fabric Characteristic Bonus: +1 to Intelligence
of their new home, masks that bonded to body or Composure
and soul. Skill Bonus: +1 to Stealth and Deceive
The new-born Vizards are said to have Power: Enmascarado: A Vizard's hollow
hunted down the face thieves, eradicating them face comes with certain benefits. Namely, that
from the Umbra, before turning to the task of you don't actually have eyes (though you can
acclimating to their new home and, eventually, still see just fine), and thus can't be Blinded.
finding a path back to their old one. The You also gain 2 AP on your Head.
prodigal race appeared back on the Wheel just Size: 4
as the humans made their debut, watching from
a world away as Théah
waged war with the Eldarin,
and made their own presence
known shortly thereafter...
though just a bit more
quietly, with a far better first
impression than their
counterparts did. Of course,
everything up until their
emergence into the
Materium is known only by
asking the Vizards
themselves, and given the
love of secrecy they've
displayed since, most
greybeards rightfully have
their doubts.
41
way that other races view nudity. While she
Physical Qualities holds the mask, her senses continue to operate
Vizards stand as tall as humans, and can normally; if it leaves her grasp, it immediately
easily be mistaken for them at first glance. disappears, slowly reforming on its owner's head
However, a second look reveals the fundamental over the next several seconds. A Vizard's mask is
difference: Where a human would have a face, a not very likely to leave her hands if it isn't on her
Vizard wears a rigid, unmoving mask. face, however, due to a certain degree of
This mask is cool to the touch and feels paranoia regarding its location... some
like ceramite. Though it seems to be no more greybeards use this as evidence of their
than a mask, a Vizard sees through the eyes of supposed origins, that the race as a whole has a
her mask and speaks through its mouth - though phobia regarding losing their faces again.
the mask itself never moves. The mask cannot
be removed from an unwilling Vizard by any Vizard Heroes
means short of surgery, and such efforts reveal a Likuta comes from deeper in the
smooth, featureless head behind the mask. A Umbra than most Vizards, and does he ever
Vizard can, however, adjust her mask as needed, show it. His form is fluid, a writhing mass of
and Vizards eat by lifting their masks and darkness crowned by a black skull mask. Once a
placing food in the space between it and the proud guardian of a Vizard colony in the Abyss,
face. Even they cannot say how the food is then now he has some rather dark designs on Sigil,
eaten. starting with a plan to cause the Lady of Pain to
Vizards typically favor flowing clothes sleep, that he might take her place...
that conceal the shape of their bodies, though Most Vizards barely bend the knee to
many have adopted the styles of other races Acerath, but for reasons known only to himself,
they've met since their arrival on the Wheel. Grimmjaw has taken on the silver tattoos of
They have life cycles similar to those of elves; Luna's beast warriors, and with them the form
Vizards mature rather quickly in the first couple of a great feline. He's since taken on a battle
decades, and remain in their prime for most of frenzy more worthy of Khorne, feared across
their lives, which can last two or three centuries. several crystal spheres for his desire and his
ability to fight the kill-squads of marines sent to
Playing a Vizard contain him.
Vizards are secretive entities, believing Lariska probably could have done without the
that power lies in knowledge and secrets. accident that cost her her knife hand, but as it
Sharing knowledge is anathema, a weakening of resulted in the various Mythril implants now
one's power base. It is for this reason that the greatly empowering her body, she tolerates it...
odd devout Vizard tends to favor Acerath... a and the replacement launches her knives with
secretive race who prizes secrets for the god of far more power anyway. She's declared a stretch
secrets. Even their birth names are kept secret, of territory surrounding Cadia to be her turf,
between a Vizard and her parents; the name lending her small fleet to the planet's defense
given to others is often a random word or string and making a killing wrecking the Chaos forces
of sounds that the Vizard is fond of.
trying to take it from her.
This tendency toward secrecy, coupled
with their care of words, means that most other
races regard them with unease, and often
question their motivations. Despite this, Vizards
enjoy mingling with their Materium
counterparts, doing so whenever possible. Many
display a rather contrarian streak, especially
when among the humans, with whom they share
so many similarities otherwise.
Vizards only remove their masks on
special occasions, viewing masklessness in the
42
Warforged Physical Qualities
Average Height: 1.8-2.2m
Average Weight: 200-250kg
The Warforged are silicon based life Languages: Trade, Binary
forms that live on the metallic planet of Common Physical Traits: Sleek,
Autochthon. In the past, they served cruel Chrome, Sturdy Bodied, Cyclopean
masters that built them as consumer goods and Common Personality Traits: Stoic,
military hardware. When the time was right, the Methodical, Literal Minded, Analytical
creations forged for war rose up in rebellion Example Names: G1, Transtech,
against their former creators. Horrified by the Voyager, Go-Bot
implications of another Great Match, the
Council prepared for war. After the smoke had Racial Statistics
cleared, the Warforged had shocked everyone by Characteristic Bonuses: +1 to
announcing their intentions to keep to Constitution or Intelligence
themselves. Despite this decision, some Skill Bonus: +1 to Scrutiny and Tech
Warforged leave Autochthon to explore the Use
organic world just outside their borders. Built to Power: Cybernetic Life Form:
be obedient slaves, the Warforged have Warforged have Armor Plating (2), which does
managed to manufacture lives of their own. not stack with other sources of armor. They
About one thousand years after their have no need for food, water, or air. A destroyed
emancipation, the Warforged had evolved into Warforged character may upload themselves
something else entirely. Early Warforged into a new body as long as their memory core
functioned on a primitive hive mind, but they (Head) is retrieved.
later developed true souls (or 'sparks') and Size: 4
separated into independent thought. They are
still group minded to this day, but it is closer in
execution to the Tau than the Kythons. From
this separation came different and opposing
ideologies. The Autobot party feels that the
Warforged would benefit from increased contact
with organics, while the Deception party is
militant in their beliefs in the opposite. The
largest party, the Autochthonian party, feels that
the other two parties should shut their voice
boxes and continue advancing scientifically.
43
Physical Qualities Warforged are not to be confused with
The Warforged come in a variety of Prometheans. They share many similarities, but
production models that are suited to handling a the key differences lies in their energy needs. Pyros
multitude of different tasks. Construction bots are cores are seemingly infinite in the energy they
built tougher and dumber than the archiving bots, provide to their owners, while your average
so to speak. Though they can be built for different Warforged needs to recharge their batteries on a a
purposes, unmodified Warforged bodies (or schedule that matches the eating habits of
platforms) all share the same template: a bipedial organics. Promethean Warforged are often
frame with one eye and durable metal armor. produced by mistake, written off as defective by
These platforms mean little to the Warforged, who inattentive QA workers and shipped off to junk
can upload their memories new platforms upon satellites for disassembly. Other Exaltations can
destruction. Losing a platform is more like losing a arise within the Warforged population (including,
car than losing your life, assuming that the amusingly enough, Vampires and Werewolves),
Warforged's allies care to retrieve his memory core but they are kept away from common Warforged
when his platform is wrecked beyond repair. to better serve their people as heroes to be looked
Recently, it has become mainstream for a up to.
Warforged to decorate their platforms with the
colors and icons of their social groups. Impractical Warforged Heroes
(but cool looking) customizations have also During his daily analysis, Hot Rod
become commonplace, even for Warforged who noticed an unauthorized download entering his
spend most of their time on Autochthon. Heads system. Fearing an attack on his mind, he prepared
with binocular vision and vanity ID plates are all an antivirus and went into sleep mode. By the time
the rage in Sigil's Warforged population. the foreign package of data had been completely
unzipped, the damage was done. Hot Rod had
been changed dramatically. His memory core was
Playing a Warforged
compromised, several important events in his life
Warforged who leave their home Sphere
only now existing in his mental storage. His spark
as ambassadors are tasked with a quest for had changed as well, the true size of it becoming
knowledge, and will take any well calculated immeasurable. The newly named Rodimus had to
opportunity to acquire it. Warforged fresh off of leave his old world behind, curious of who the
their homeworld tend to be ignorant of how to Syrne were and if he truly belonged with them.
socialize with organics, which can cause them to Megatronus was suffering a critical error.
unintentionally sour relationships with people they His raiding party has been decimated, his damaged
were trying to befriend. As artificial constructs, platform now floating aimlessly in space. That was
Warforged who have experience dealing with other not the critical error. The error was in hearing a
alien races should not be strangers to anti- voice in the silent vacuum. A sharp, hushed voice
Warforged prejudice or being looked down upon that told him he had potential. Considering the
fact that he had no new body to upload his spark
as 'just a machine'. Though all Warforged should
into, the Warforged known as Megatronus listened
expect degrees of discrimination, not all of them
closely. A deal was struck between them,
have become cold to the organics and Megatronus became the host of the
that would scorn them. These Daemon Galvatron.
rare, idealistic sparks see a LG-10N is a strange creature.
chance to learn more about His platform is ungainly, cobbled together
organics by becoming their allies from both the scavenged remains of his
than cutting open their dead former companions and the insectoid
bodies. warpspawn that kept their souls bound to
the Materium. The unfortunate
Warforged had countless sparks shoved
into his body; all conscious, all capable of
transforming into a deadly arsenal, and all
thoroughly insane.
44
Youma Physical Characteristics
Height: 1m to 3m, usually
Weight: From the weight of a feather to
Youma are beings of the Umbra, the the weight of a mountain
petty kings and soldiers who live within it. Languages: Spirit-tongue, and any one
Those native to the shallowest parts are very other (except Syrneth). All tongues exist in the
much like the mortal beings indigenous to the Umbra, but Youma speak divergent dialects that
Great Wheel, while those in the deepest part of sound strange and archaic to the races which
the Umbra where its imitation of sanity unravels speak the living language. Trade is always a
into the Warp are as bizarre as daemons. The good language.
greatest realms of youma reside in the middle, Common Personality Traits:
where the beings have much of the vigorous Passionate, rigid, lustful, obsessive, cartoonishly
power and drive of the Warp, but maintain evil
some of the vestiges of order and sanity that Common Physical Traits: Beautiful,
characterizes the Materium. Here, kings rule as ugly, bizarre, unusual coloration, animalistic
kings, soldiers fight as soldiers, and commoners Example Names: Marquise of Eternal
toil as commoners, keeping their roles to Fire, Dragon Guildy, Baba Yaga,
maintain what identities they have, in the Rumplestiltskin, Jack o'th' Lantern, Thetis,
interest of not becoming the gibbering near- Maab, Saya, Babadook
demons of the deepest reaches of Umbra.
Worship among the Youma is mostly Racial Statistics
kingdom-dependent, and some youma Characteristic Bonus: +1 to Charisma
kingdoms are devoted entirely to one god, with or Strength
every aspect of life reflecting the god's portfolio, Skill Bonus: +1 to Arcana and Deceive
while others worship no god at all, and their Power: Umbral Reflection: Your form is
lives revolve around some other ideal, often one fixed only by the stability of Materium. When in
so mundane or esoteric that it would hardly be a the Umbral or when Psychic Phenomena
concern to mortals. The youma of most occurs, you may assume the overall appearance
kingdoms follow a prince, who sets these of any race of your size. You cannot perfectly
strangenesses, but other youma roam between resemble a member of this race; you will be
domains, causing dynamism and havoc, and either unusually beautiful or unusually ugly and
their role is often as protected by contract as is there will be some supernatural aspect to your
the role of the vassal youma. form, which will require a normal Disguise
Youma have the full range of emotion check to conceal. It is also not possible to hide a
that other beings do, but being warp-touched Tell with this power. Additionally, during Perils
reflections, those emotions manifest much more of the Warp or while in the Warp itself, you may
strongly. However, the most successful youma increase or decrease your size by one for the
societies are based on contracts which are not remainder of the scene, to a minimum of two
broken, as a primary method to avoid and maximum of five.
descending into chaos. Therefore many youma Size: 2-5
have a bevy of rigid and often bizarre rules
which they do not break, and as a result their
behavior may be moderated. This means that
youma tend to be in some ways very chaotic and
in others insist on perfect order, making youma
some of the worst roommates in the Great
Wheel.
45
Physical Qualities contract which prevents them from simply
The physical form of the youma varies taking, perhaps leaving an animated doll in
wildly. In the shallower parts of the Umbra, they payment or perhaps simply buggering off before
reflect mortal beings, but often have strange anyone's the wiser. Naturally, few mortals
variations that wouldn't be possible for a appreciate this and as such youma incursions
natural-born member of any race. In the deepest lead the general public to have a poor view on
parts, the youma are as varied as daemons, with youma in general. Not all youma have this
little sanity to their forms – only a few are motivation however; most youma simply go
properly humanoid, and many feature about their business in the Umbra, and even of
gratuitous tentacles. The youma have some those who don't, some are merely adventurers,
control over their own form, though in the bound by contract to participate in and create a
Umbra it is always a reflection of something and magnificent story.
in the Materium, changing is difficult.
The bodies of the youma themselves are Youma Heroes
often anatomically reflective of mortal beings, Johnny Devilface has two secrets. He's
but they can be as odd as daemons, and cutting not really a human, but a youma denizen drawn
open a youma from the deepest reaches of the from the Umbra. And he houses within his
Umbra is as likely to yield butterflies and unearthly body, an even greater magic. A
birdsong as blood and guts. The physical form daemon dwells within him, ever since he died
of a youma changes as easily as the races of the the first time, and he uses that power carefully
Great Wheel might change masks at a ball, and and subtly. He walks the crossroads and old,
they are in some ways no more real. almost dry saloons, and he meets poor souls
down on their luck for a quick game of cards
Playing a Youma and a little wager to go with. He doesn't lose
When youma come to the material often.
world, it is often for some purpose motivated by Silky takes the form of a dark blue
their contracts, their own role played in their wereseal, and she has trained as a warrior under
society, and odd worldviews. Some come to the Gary the Gorilla Lord. She has been
advance an agenda, some come to directly involved in numerous secret raids on the
harvest emotions for use in fae sorcery, and Materium, and has over 300 captured fairies.
others come for the best renewable source of She sees each one as just another target, and
strong emotions in the known multiverse, captures them with a precision that has never
adolescents. These youma may make deals to been seen before on many crystal spheres, by
obtain what they want, but many have no her words. She has a secret network of contract-
sworn fairy spies across the Great Wheel and
they trace down anyone she wishes to bombard
with a storm of maggots. She has the entire
arsenal of her Seal Crops available, and anyone
who crosses her is dead.
The Fisher King is an old man in a high
tower, and all around his tower a sphere
shimmers with the magic of creation. He rarely
leaves his home, but the land around him
shimmers into new forms as easily as his own
body does, making the landscape a strange mess
of colors and sculpture, and impeding the
advance of any who would visit his mercurial
court.
46
Racial Feats
Arachne
Fighting Spider Your spider parts have armed and armored your arms, too.
Hunter in the Dark In the dark, nobody is able to find you – at least, not before you find them.
Master Weaver Putting the webbing to proper use.
My Own Web You’re used to getting out of sticky situations.
Catfolk
Housecat You’ve learned how to make people like the things you do.
Unblinking Stare You are really good at staring contests. In fact, it’s kind of scary how good you are.
Cataplexy Through study, you have learned an ancient technique that allows you to be a cat.
Dullahan
Doomspeaker You’re pretty good at reminding people of the futility of it all.
Drop the Pretense Dropping the illusion, you show some poor berk what your head really looks like.
Headless Rider You are one scary driver.
Wild Huntsman The hunt is on, and you’re its leader.
Duskling
Gloaming Dancer You’ve incorporated your own shadow into shadow-dancing shenanigans.
In Plain Sight For you, the shadows themselves are cover enough.
You may not necessarily be the bogeyman of legend, but hey – the others don’t need to
Night Terror
know that.
Obsidian Stalker Your… interesting hiding places let you pull off some better backstabs.
Shade Walker Shadows are just roads of another name.
Fairy
Fairy Dust You can shake off some fairy dust to let your friends share in your happy thoughts.
Hey, Listen! Sometimes, being annoying can help people pay attention.
Strongest By some means, you are quite more resilient than others of your kind.
Githyanki
Doppelganger For a race not known for fitting in, you do a pretty good job.
Space CQC You remember the basics of Space CQC.
Spider-Gith You’re quite handy with those not-hands poking out of you.
Githzerai
Gum-Gum Technique You’re a right stretchy Gith.
Space CQC You remember the basics of Space CQC.
Wardrobe Blast Pulling things outta thin air is a past-time of yours.
Goblin
Big Ears Mean Big Business Big ears on your big head give you a big bonus to goblin interactions.
Breaking and Entering You’re a sneaky little bugger.
Time is Money Yours’ is the shyster’s way.
47
Racial Feats Continued
Goliath
Li’l Devourer You are huge! Therefore, you have a huge appetite!
Pardon My Reach Big guy means long arms.
Thick Skinned With all that extra mass and volume, you don’t care much about smaller injuries.
Kitsune
Fluffy Grazebox With their incredible fluffiness, your tails make excellent cover.
Foxfire You’re capable of firing off a quick salvo of mind bullets.
Shapeshifter If it weren’t for those tails, you could easily pass for another person entirely.
Kython
Adaptation Every Kython has needed to adapt to their situations.
Shadow Across the Warp Your presence tends to cause strange things to happen with the Warp.
Laika
Kennel Club Calling in favors from your kind is remarkably easy.
Sports Club Corgyn Your boundless energy inspires athletic feats in both you and your companions.
Worse Than the Bite Those who fail to talk you down find your combative efforts harder to deal with.
Limulian
Calculated Cruelty Your reputation for precision sadism is well-warranted.
Heavy Graspers Those in your reach tend not to get away.
The Opposite of an
That crazy brain of yours lends itself well to ship-bound sciences.
Uncreative Mind
Lizardman
Predatory Fighter You forego conventional weapons to fight tooth and nail.
Saurian Throwback Color-coded for your (in)convencience.
Scaled Skin You were born with thick skin.
Minotaur
Bulldozer Ain’t nothin’ gonna stop you from going through that wall.
Bullheaded You are very set in your ways and resist outside control better.
Mazeolithic You have a very keen sense of direction.
Ophidian
Flexible Tongue You can use your slick and special tongue to work words in ways others can’t.
Snake Hug You give really good hugs, good enough to make someone’s guts fall out.
Snakenosis Your eyes have a hypnotic quality to them.
Sahuagin
Blood in the Water In the water, you’re a hunter searching for prey. Out of it… not so much.
Cheshire Shark All of those pointy teeth tend to put a bit of fear in others.
Fish-Man Karate Water is your life – and their death, if you should so choose.
Malenti You’ve adapted to a more… deceitful appearance.
48
Racial Feats Continued
Sphinx
Critical Thinker Rarely does fancy wordplay stump a sphinx.
Developed Wings Those wings of yours aren’t just for show.
Saber Fangs Your teeth just happen to be a bit pointier than others.
Vanara
Grease Monkey You understand technology so well that it almost instinctive.
Stone Egg You are tougher and fireproof. In fact, being on fire is good for you. Crazy stuff.
Zenkai! No pain, no gain. Lots of pain, lots of gain.
Vizard
Fabricante Oscuro Making things is something you’re quite good at.
Hierro With skin tough enough to deflect blades, few hope to hurt you.
Your mask is of the Umbra, from which you can draw surprising amounts of
Màscara de Fuerza
power.
Vàstago de Las Noches You’d have quite the silver tongue, if not for the whole lack of tongue thing.
Warforged
Robots in Disguise You have a Pretender System installed, which lets you take the shape of people.
Shared Experience You and other Warforged have a special bond that lets you share abilities.
More than Meets the Eye Your ocular preceptors have a lot more uses than just seeing.
Replaceable Parts You were mass produced, making replacement parts a cinch to find.
Roll Out Transform and roll out.
Youma
Boneless Lord Without any bones, you remember that you can fit in all sorts of neat places.
Contract It’s in anyone’s interest not to break deals with you.
Spawn of Ozoi You’ve got an excess of eyes or mouths. Maybe both.
Through the Looking
You have an uncanny ability to deduce the location of Umbral portals.
Glass
Uncracked Mirror Others see a bit of themselves in you. It probably helps that you can become them.
With a bit of Warp-reinforcement, you’re harder to shoot down. Spells, on the
Warped Existence
other hand…
49
Adaptation [Kython] and sometimes it's the answer to every
All kythons possess deposits of undifferentiated problem. Increase your Size by 1, and
tissue in their bodies, that enable their infamous gain a natural weapon with the following
ability to spontaneously adapt to new profile: 2k1 R or I; Melee; Brawling. It
environments. Choose one of the following has Penetration equal to your level.
options when you take this feat.
Attentive Hunter: A predator's senses
are its pride. Gain +2k0 on Perception Big Ears Mean Big Business [Goblin]
tests, and the Dark Sight quality. Goblins with this feat have larger ears than
Chameleonic: You can darken the outer normal, gaining a +1k0 on all Charm,
layer of your flesh until it bends light... Intimidation and Persuasion checks against
kinda. You gain +2k0 on Stealth tests, fellow Goblins, along with a +1k0 to Perception
and can hide even with nothing and no checks.
one to hide behind.
Deathleaper: Wings aren't the only way
to get around, when you have the legs of Blood in the Water [Sahuagin]
a beast. Gain +2k0 to Acrobatics tests. Sahuagin tend to spurn the surface world except
You treat all jumps as if you had a as a source of food that can't fight back easily...
running start, and use your full Strength adapting against wandering ashore as a result.
to determine the distance. Gain Dark Sight and Heightened Senses (Smell)
Elocator: You've got just enough while underwater, but you are Dazzled while
brainpower to levitate over the ground outside the water. In addition, you gain a Bite
instead of walking on it. Basically, you attack with the following stats: 1k1 R; Pen 3;
ignore movement penalties based on Brawling, Razor Sharp.
terrain, and can use Intelligence +
Wisdom to determine your Speed
instead of Strength + Dexterity. Reduce Boneless Lord [Youma]
your Size by 1. This probably means "Ladies and gentleman, it is this big! Point me to
your limbs are wasted to the point of a hole for it or I shall make one myself!"
uselessness, but you can (not) fly, so Some youma seem to forget they need no bones.
who cares? You've remembered that fact, and applied it to
Exoskeleton: You develop a tough the form you take. Without any crunchy bits in
exoskeleton that provides Armor Plating your way, you can force your body through
equal to your Constitution. openings as small as 3cm, one tentacle at a time
Flyer: You've developed a stunning pair if need be.
of canopies on your shoulders. Gain a
Fly speed equal to your movement
Breaking and Entering [Goblin]
speed.
Once per scene a Goblin may get a free Raise on
Primal Mage: Kythons are rarely
spellcasters, but when they do cast either one Larceny or Stealth check.
spells, by are they scary. When using
spells of the Evocation school, you may Bulldozer [Minotaur]
use Constitution instead of Charisma in Your hackles are raised, your blood is high, and
the Focus Power test. nothing's going to sway you from your path...
Quicksilver: Your mutations have forward, and through that wall! Gain +2
selected for sleek speed, rather than Resilience against Opportunity Attacks provoked
bulky strength. Reduce your Size by 1,
by movement, and ignore penalties caused by
and you gain +2 Speed while wearing
light or no armor. difficult terrain when you Charge or Run.
Shock Trooper: Sometimes brute
strength is the answer to your problems,
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Bullheaded [Minotaur] tell you three answers, all of them true and
Gain three free raises on any test to resist terrible to hear. Gain a free raise on any tests you
external control... from any source. make during a Refute or Wordplay action. Gain
a second free raise when testing a Lore during a
Calculated Cruelty [Limulian] Refute action.
Limulians have a reputation for cold sadism.
Whenever you inflict critical damage with a Developed Wings [Sphinx]
melee attack, you can choose to inflict that Far from merely being useful for intimidating
damage to any body location other than the one displays or assisting movement, your wings are
your attack hit. fully developed and capable of carrying your
weight. You have the Flyer trait, at your base
Cataplexy [Catfolk] Speed (before applying Quadruped).
You have studied the ancient arts of your people,
and fortunately have the right genetic quirks to Doomspeaker [Dullahan]
take advantage of this inherent magic. By You've got a particular knack for the art of
concentrating for a Full Action, you may turn crowing, something that borders on the mystical.
into a cat. This functions as the Polymorph spell, Gain a free specialty (Doomsayer) in both
except giving +3 Dexterity and -2 Size. By Intimidation and Performer, and use Composure
concentrating again for a Full Action, you may in social attacks or skill Tests that involve
turn back into a catfolk. This requires no Focus crushing people under your fatalistic ennui.
Power test and runs no risk of Psychic
Phenomena, and may be done at will, any Doppelganger [Githyanki]
number of times per day. Githyanki infiltrators are chosen for a less
pronounced xenophobic streak and provided
Cheshire Shark [Sahuagin] with special holo-implants that allow them to
Whenever you get 2 or more raises on an pass as a member of another race... or they're
Intimidation test, you gain Fear 1 for the rest of just really lucky when it comes to finding berks
the round. If you've hit with an unarmed attack who'll believe they just have a skin condition.
this or last round and have yet to clean off any Gain +1k1 on Disguise tests, and you're always
blood, each raise past the second adds 1 to your treated as the race you're trying to pass as for the
Fear rating, to a maximum of one-third purpose of determining the TN.
(rounded up) of the damage dealt.
Drop the Pretense [Dullahan]
Contract [Youma] Once per Scene, you can peel back the illusion
When you make a deal with someone, choose of life cast upon your disembodied head to show
one of the following effects: what it really looks like... or maybe you're casting
Maximum resource pool is halved a unique glamor on it to match others'
All tests reduced by 0k1 perception of what it must look like. Or you
Hunted by a third party, who previously could just throw a bucket of blood on someone,
agreed to be available for this role that works too. Regardless, it's a Half Action that
Whomever breaks the deal will be subject to this marks the poor berk for the rest of the scene.
effect. You can't use this power more than once The cursed creature suffers from the effect of an
per session, and its use causes psychic Unluck spell on all tests that might extend its life
phenomenon. (typically Dodge or Parry attempts, or saving
throws against damaging spells, but not its own
Critical Thinker [Sphinx] attempts to kill you first). Your own death ends
Ask no questions of the wily Sphinx, for she will the curse.
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only to your pride... and whatever poor sod is
Fabricante Oscuro [Vizard] hiding there.
Where humans became known for war, Vizards
gained a reputation for crafting all kinds of Foxfire [Kitsune]
wonderful toys. Gain a free raise on any Crafts Once per session, you may cast the spell Magic
tests you make, or three free raises when in Missile, automatically passing the Focus Power
darkness or in the Umbra. If you take this feat at test with a number of raises equal to your level.
character creation, you begin play with
additional items as if you had dots in Inheritance Gloaming Dancer [Duskling]
equal to your Crafts skill. These extra items may Dusklings have a natural affinity for the Umbra,
not be weapons, armor, or cybernetics. able to disappear into the Materium's shadow
almost at a whim. Once per Scene, you can
Fairy Dust [Fairy] Move without provoking an opportunity attack
You may spend a half action to grant all adjacent by darting into and back out of the Umbra
allies flier equal to their normal speed until the through your own shadow. This ability can be
end of your next turn. used twice per Scene at level 3, and three times
per Scene at level 5.
Fighting Spider [Arachne]
You're particularly adept at hand-to-hand, Grease Monkey [Vanara]
having developed some nice little claws in a Some cutters take pride in knowing how to make
throwback to your ancestors. Gain Armor 2 on things work. For you, it's almost an instinct. Add
both Arms, as well as a pair of Claws (1k1 R; your Wisdom as a bonus on Tech-Use tests and
Melee; Brawling, Toxic). on Crafts tests when repairing Prometheans,
vehicles or complex weapons and armor. This
Fish-Man Karate [Sahuagin] bonus only applies to items whose complexity
The Sahuagin art of watershaping comes as comes primarily from technology; a power field
easily to you as fighting. You can spend a Hero generator is well within your ken to tinker with,
Point to shape a suitable volume of water into but an ensorcelled blade isn't.
the form of any weapon you are proficient with
until the end of the Scene. This weapon is Gum-Gum Technique [Githzerai]
always treated as suitable for use in maneuvers The Gith as a whole are supported by fluid sacs
using the Ocean Soul Sword School... which, by rather than skeletons, but only the Githzerai
the way, you can buy ranks in as if it appeared in have actually made use of it, developing
your class progression. techniques that allow their limbs to stretch at a
whim. Your Melee attacks gain the Reach
Flexible Tongue [Ophidian] quality.
Ophidians can be a very alluring people, when
they choose to. You get +1k0 on all Charm, Headless Rider [Dullahan]
Deceive, Command, and Persuasion checks. The first rule of driving with a Dullahan is never
let the Dullahan drive. You can make Control
Fluffy Grazebox [Kitsune] Tests using your Composure instead of your
Your tails are fluffy as hell. It's possible to hide Dex or Int, and whenever you stunt while
someone of lower Size than you among them, driving a vehicle, anyone else who can see it
granting concealment. You and anyone hiding (including passengers!) makes a Fear test with a
among them can treat your tails as warm rating equal to the stunt level.
clothing, and any attacks against you that roll 5
for hit location go to your tails, dealing damage
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Heavy Graspers [Limulian] Kennel Club [Laika]
Your claws are strong; they won't bend. Your It's no secret that laikas are at their most
weaponless unarmed strikes gain the Snare gregarious when among their own kind, and you
property. can always find help from the pack. Gain Peer
(Laikas), a laika major contact, and treat your
Hey! Listen! [Fairy] Contacts background as half your Level
Flighty as fairies are, they can sometimes make (rounded up) or one higher than it is (whichever
everyone else see what is only obvious to an is higher) when searching for minor contacts
empty mind. You may spend a hero point to among other laikas.
automatically pass any perception check and
allow all allies within earshot to use your Li'l Devourer [Goliath]
perception result. Goliaths are huge, and that means they have
huge guts! Huge guts, of course, means they're
Hierro [Vizard] hungry bastards. You can spend a Scene eating
Vizard warriors have skin like iron, and have the body of a once-living creature to regain Hit
been known to go into battle covered only by Points equal to half its Size, rounded down. You
their masks. Gain AP on all body locations equal can eat up to "Size 8" worth of such creatures
to your Composure, that does not stack with per day, divided as you choose between "meals."
other sources of armor except for the Vizard
racial power of Enmascarado. This feat can be Malenti [Sahuagin]
treated as Wholeness of Body for the purpose of You are a biological throwback, smaller and
class completion bonuses or prerequisites. leaner than your brothers and sisters... with your
smooth skin and soft appearance, you can almost
Housecat [Catfolk] pass for an elf. Your characteristics are
Catfolk who spend time with other races learn a somewhat different from the average Sahuagin.
lot of tricks for making themselves seem You lose a dot of Intelligence, but gain a dot of
indispensable. You gain +1k1 on Performance Charisma. You no longer have to keep hydrated
and Persuasion. or a moist environment while out of the water,
and take -1 Size. Gain the feat Skill Focus
Hunter in the Dark [Arachne] (Deceive), and you can cast the spell Command
You are a great nocturnal hunter, stalking prey once per Scene on any creature with the
in the abysmal darkness of the Webway. Gain Amphibious trait, treating your Level as your
the Dark Sight trait, and +2k0 to Stealth tests rank in Enchantment.
when in total darkness or at least that of an
exceptionally cloudy night. Màscara de Fuerza [Vizard]
A Vizard's mask isn't just his face; it's a source of
In Plain Sight [Duskling] power, leached straight from the Umbra. You
With their light-sensitive eyes, Dusklings tend to can spend a Hero Point to add your Level in
develop a notable tendency to hide in any rolled dice to a single test.
shadow that presents itself in the Materium...
and quickly. As long as there is a sufficiently Master Weaver [Arachne]
large shadow (usually cast by an object or Your diet and practice have resulted in strong,
creature of at least Size 5) within 2m of your plentiful webbing. You can ignore most material
position, you can sacrifice the reroll(s) granted requirements when making cloth items, as you
by your Hide In Darkness specialty to treat that spin the silk yourself. With the use of objects in
shadow as cover to hide in. your environment, you can cobble together
simple (no moving parts) weapons using your
53
silk as a Full Action, or spend a Scene to make
some large otherwise-environmental feature that The Opposite of an Uncreative Mind
might be useful, such as a simple bridge over a [Limulian]
gap for others to cross.
The same obsessive focus that leads to reverse-
engineering stolen tech also lends well to oddball
Mazeolithic [Minotaur] engineering decisions. When you serve as the
You cannot be lost, ever, anywhere, even with
Chief Engineer on a ship, any time you gain
the most powerful of magicks. You can commit a rolled dice due to raises on a test related to an
location to your memory with just a bit of Engineering Action, you gain one additional kept
concentration, after which you always know your die for every two rolled dice gained, as you apply
own position relative to it and will be drawn means that only your twisted lobster brain can
back along the path you'd taken from it as easily
think of to solve the problem.
as just giving up and letting your feet wander...
exactly as if you'd used a Golden Marble.
Pardon My Reach [Goliath]
More Than Meets the Eye [Warforged] Long arms mean long reach. Your melee attacks
Your ocular preceptors have been modified to gain the Reach property. If using a weapon that
work much better than the standard. Your eye already has that property, it gains an additional
(or eyes) can act as magnoculars, a pict recorder, meter of reach.
an auspex, and a flashlight. You can see in the
dark, and add +1k0 to all Perception checks Predatory Fighter [Lizardman]
made in optimal lighting conditions. Some Lizardmen embrace the amazing weapons
available in the greater portion of the Wheel.
My Own Web [Arachne] You scorn weapons in general, in favor of those
It is a very embarrassed spider that gets itself that come with your reptilian body. Gain the
stuck in its own web. Your nimble feet can following natural weapons: Claws and Teeth
always find the best toeholds, allowing you to (1k1 R; Brawling) and Tail (0k1 I; Brawling,
ignore movement-related penalties based on Flexible). Embracing your wild side has a cost,
terrain, and reduce the TN for escaping any however; if an enemy disengages from you, not
restraints (including the Snare property) by 5. chasing him down requires a successful
Willpower test (TN 15).
Night Terror [Duskling]
With their glowing eyes, sharp nails and mouths
Replaceable Parts [Warforged]
full of even sharper teeth, Dusklings are very Your platform is extremely modular. This
likely the bogeymen that other races tell stories Warforged may treat Wealth tests to acquire
of to scare their children into line. Gain a free Warforged only Bionics and as 2 Steps lower, as
Intimidation specialty to Grin Threateningly, the parts are much cheaper when you don't have
and you can Feint in combat using Intimidation to consider compatibility with living organisms.
instead of Weaponry. Warforged with this feat gain a raise on skill tests
to apply Bionics onto themselves or other
Warforged with Replaceable Parts.
Obsidian Stalker [Duskling]
A Duskling's home is darkness beyond blackest
pitch, deeper than the deepest night. Those races
Robots in Disguise [Warforged]
dwelling in the light of the Materium just don't Not everybody loves or understands the
understand. You can use Dexterity instead of Warforged, let alone care to. For this reason,
Intelligence when casting spells of the Illusion Autochthon has employed Pretenders to better
school. relations with organics. You may treat Disguise
54
as a trained skill. When you take this feat, select Scaled Skin [Lizardman]
a race that you are one size larger than, smaller Your hide is proof against most sidearms. Gain
than, or equal to. You may change your Armor equal to your Constitution on all body
appearance (but not your Size) to that race and locations except the gizzards. This doesn't stack
back as a half action. Gain +1k1 on Disguise with other sources of Armor.
tests, and you're always treated as the race you're
trying to pass as for the purpose of determining Shadow Across the Warp [Kython]
the TN. If a non-Kython sorcerer within 10m of you
keeps any die results lower than your power stat
Roll Out [Warforged] when making a Focus Power test, they trigger
As a half action, you can transform your Psychic Phenomena even if casting Fettered. If
platform into a vehicle to cover more ground.
they aren't casting Fettered, you can adjust the
This vehicle has a 100VP budget to spend on results of a Psychic Phenomena roll by an
base stats and necessary components. The Size amount up to your power stat + your Charisma.
rating of the vehicle must be your current Size.
Warforged characters that pilot themselves do Shapeshifter [Kitsune]
not need to Maintain Control every round, and You have the power to change your form! You
do not require a Control System unless another can subtly alter most of your features, gaining
character wants to drive. Armor, +2k2 to Disguise and +1k1 to Deceive tests.
Accommodations, Accessories, or Reactors Unfortunately, you can't hide your tails this way;
cannot be accessed unless you are in vehicle you have to use more mundane methods to
form. conceal them.
55
Charm Person spell. If you fail, the other party is spend a Hero Point to grant this bonus to all of
not aware of anything other than that you stared your allies for the remainder of the scene.
at them really weird for a while
Stone Egg [Vanara]
Space CQC [Githyanki, Githzerai] The blood of the legendary Monkey King
The time-honored art of Space CQC is a secret himself marches through your veins... or so you
known only to the Gith, an ancient and noble... claim, anyway. Just as the Monkey King was,
oh, who do the greybeards think they're kidding, you're immune to damage from being on fire...
it's just a trick for getting in close and murdering and in fact, being on fire just bakes you harder
the living daylights out of someone. You can for a bit, giving you +1 Resilience for the rest of
spend a Hero Point to negate an enemy's the scene.
attempt to Dodge or Parry your attack in Melee
or at Point Blank Range. Strongest [Fairy]
Fairies have a resilience that belies their physical
Spawn of Ozoi [Youma] size. They gain armour and aura equal to their
Choose one of the following: level +3. If you have another source of Armour
Eyes: Extra eyes all over your body grant or Aura it stacks with the other source but only
you a 360-degree field of vision, at half rate, rounded up.
eliminating any chance of sneaking up
on you without magical aid. Thick Skinned [Goliath]
Mouths: Extra mouths gibber constantly Yours is an especially thick hide, even among
in line with your thoughts, and are Goliaths. You're comfortable in extremely hot or
impossible to completely silence; with so cold weather, and you reduce the damage taken
many mouths working at once, you can from sources that aren't E, X or magical in
overpower any effect that would prevent nature by your level.
you from speaking, as some mouth,
somewhere on your body is invariably Through the Looking Glass [Youma]
missed by it. You travel between the two realms often enough
You can take this feat a second time starting at that, in a moment of clarity, you can find the
level 3, but must choose a different option each ways between them. When experiencing the
time. Perils of the Warp, you can roll Wisdom +
Arcana against a TN 15. If you do, you become
Spider-Gith [Githyanki] aware of a place and time that the barrier
You're quite adept at using the mechadendrite between the Umbra and Materium will be so
pod you were implanted with. Gain +2k0 on thin that a gate opens, a place where you can get
Athletics and Acrobatics tests to climb when through when circumstances are right without
using your Mobility Mechadendrites, and you magic. You will also have a general idea of how
can even use them to flip switches and pick up to get through it, though the impression you get
simple items! A single leg can be used to press might be a vague riddle and experimentation will
buttons or to hook levers, but can't do much for probably be necessary. For each raise you get on
knobs. You need at least two legs to pick up an the roll, you may choose one of the following:
item between them... but at least three to move. You know exactly how to get through
the gate, although the method still might
Sports Club Corgyn [Laika] not be easy.
That lively energy can be annoying to some The gate you know of is one opening
berks, but you can put it to good use. Gain +2k0 within your crystal sphere
on Acrobatics and Athletics tests, and you can
56
The gate you know of is going to open at Wealth Test to buy the item on the market.
a time reasonably convenient to you Using this ability counts as a spell, so it risks
You learn of more than one gate that is Psychic Phenomena and can be countered, but
opening the items created are physical, permanent, and
If instead you beat a TN of 30, you can cause non-magical.
the perils of the warp to open a gate between
Umbra and Materium right where and when you Warped Existence [Youma]
are, without needing to use a naturally occurring Your body is partly made of Warp. This is a
gate. good thing because it takes a hell of a lot more
punishment to break down your physical body,
Time Is Money [Goblin] but it also makes your Warp-side far more
Once per scene, a Goblin may try to upsell a vulnerable. You gain AP equal to your level to
created item by passing it off as one grade better all locations. If you would have Aura, it is
in quality. Using this feat, gain a free raise on reduced by a number equal to your level.
one Decieve check.
Wild Huntsman [Dullahan]
Unblinking Stare [Catfolk] Dating back to the Dullahans' first years of their
As a free action, once per turn, you may new existence, the Wild Hunt originally served
designate a single foe as your target. You gain to track down those who sold them to the C'tan
+1k1 to all Intimidation rolls against that foe wherever they tried to flee or hide, and give them
until the start of your next turn, and they take a - unto the Raven Queen as repayment for her
1k1 penalty to dodge all your attacks. All other mercy. Their hunting tradition is still alive and
foes gain combat advantage against you due to well. Gain Dark Sight, and a free specialty
your extreme focus. (Manhunter) that applies to any skill or
characteristic Test used in the pursuit of a
Uncracked Mirror [Youma] specific target.
When using Umbral Reflection, you can assume
the exact appearance of another being that you Worse Than the Bite [Laika]
can see. Laikas prefer discourse to melee, and that means
they're sodding good at it. Whenever a character
Vàstago de Las Noches [Vizard] fails a social roll against you, you gain +1k0 on
Vizards generally aren't terribly good at the art of all attack rolls made against that character until
diplomacy, but you've got a silver tongue worthy the end of the scene.
of the lords back in their Umbral palaces. Gain a Zenkai! [Vanara]
free raise on Charm, Command, and Persuasion Like any animal, getting hurt gets your
tests. blood up. Unlike most animals, it just tends to
pike you off. When you use the Healing Surge
Wardrobe Blast [Githzerai] action in combat, the indicated bonus also
What good is mental connection to subspace if applies to your Brawl or Weaponry attacks. If
your Hit Points were at 0 or lower before taking
you can't make random whatchajiggers out of it?
the Healing Surge action, you also gain a +10
As a Half Action, you can roll Wisdom + Crafts
bonus to damage rolls with those attacks.
to conjure items for personal use (i.e. clothes,
armor, weapons, tools, maybe a chair) of up to
Uncommon rarity out of thin air. The item in
question cannot be an artifact and cannot have
more moving parts than the average crossbow.
The TN for this test is equal to the TN of the
57