Character Creation
Character Creation in SORC begins, at the table, by selecting a race and class, then allocating Attributes using a combination of dice rolls and point spending. As characters level up, players repeat this process to unlock Talents, Skills, and Traits (TST), which are tracked through the character's album and profile pages. Characters also develop rank as they progress in their class level.
The character's inventory tracks items without Penalty up to encumbrance limits, and additional pages within the album allow for tracking personal history, relationships, and achievements. Each character is assigned a Unique ID for online tracking, trading, and achievements.
The character Sheet serves as a central record, displaying key details like background, mission, reputation, and standing, along with customizable elements such as Portraits, armor, and weapons. Customization of your character is also available online, via SORC Beyond.
Utilizing SORC Beyond, Players can save and export their profiles as images or printouts, and have options for high-resolution Portraits reflecting their character's identity. The profile page can be customized with images, background info, and logs of ongoing progress, quests, discoveries, and personal notes.
Character information is organized on two sheets designed to help players manage and develop their character effectively. The two official sheets that come with are the Character Sheet and the Lore Sheet.
Character Sheet
Displays key details such as name, race, class, level, and vital Statistics.
Lore Sheet
Contains your background story and mission Statement, home logs, family logs, quest logs, vital information gathered, archives, and personal notes to capture your character's narrative development. Maps, locations, landmarks and Wayfarer Watch logs (see travel below) are also kept here. It's expected that Lore Sheets will be stacked as players develop their characters.
Standard scratch paper is recommended to provide space for notes, quick references, or ideas during gameplay. This will help with the lore sheet.
The following photos are prototypes of a character profile created on our website's character customizer.
SORC Character Profile Customizer (beta, may have to turn phones sideways)
Character Profile Details
Birth
Player's Name, Nickname, Character Portrait or Photo, Age, Gender and a Character Unique Identification (UID) which is a random 5 unit number combination exclusive to players that choose to delve into SORC Beyond's online features.
Character UID
Character ID's are RNG numbers provided by our servers and no two ID's are alike, to avoid conflict between online Characters that have the same name and to keep track of acquisitions.
Race
Upon creation, characters will choose between 40 races and subraces from three size categories; Goliath, Standard and Small. See races below.
Class
Choose between 16 distinct main class trees, 48 paths (3 for each main class), followed by 48 branches and choose between main class trees freely, as long as you meet Trait proficiencies, for instance; the strength to wield a 2H giant's sword in the barbarian tree. Classes are covered in detail below.
Innate Details
Character Details are solely role playing Elements and the amount of detail provided here, is entirely up to the Player.
Developing Details
Height, weight and frame, cultural style, crest, tattoos/marks/scars, facial features, eye color, hair color and style, skin tone, and voice tone. Not applicable (N/A) and Unknown (UKN) can be used to fill out any details at the players' discretion.
Inventory and Value
This is where Characters list the items they have on their person. They can hold as many items as the Player wishes, without a Penalty, as long as the total weight doesn't exceed their Burdened or Encumbrance Threshold.
Characters may also keep items in their Home or on their land, if they rent or own it. Banks and vaults and storage are also good for safe keeping; However, each home has its own space threshold, see Home and Family Pages below. Players can also bury or stash items, and log them into their journals.
Background
This is the Character's Story and background Information. Were you a stowaway, runaway, escapee, or sent on a pilgrimage? The GM has the information on how the party found one another. Characters may create a detailed version of their Story in their Journal Page.
Mission Statement
The Mission Statement is a note not only to give the Character goals and accolades to strive for, but also to remind Players of the values and goals their Character(s) were built on. Mission progress will be kept in the Journal Pages (below).
NPCs and MAC
Two types of non-player entities populate the world of Zailister. NPCs (Non-Player Characters) are characters in the world with their own story, role, and purpose - quest givers, faction leaders, vendors, traders, and other story-driven figures that inhabit the world. MAC (Monsters, Animals, Creatures/Critters) refers to any living entity in the game world that is not a player character - beasts, monsters, flora, fauna, and everything in between. Both NPCs and MAC interact with and react to your character, and each carries a Rank that reflects their power and the challenge they represent. Given their stats, the GM narrates their behaviors and rolls dice to determine outcomes.
Prestige
In SORC games, a Character's Prestige measures their identity and eventually their Prestige Characters develop by the in-game decisions they make through journeys, both feats and Downfalls.
A Character's Prestige reflects the way the surrounding world perceives your Character. The way NPCs, Creatures, and even other Player Characters respond to your Character. Whether you're loved, hated or in between, your Character will be treated accordingly throughout their journey of becoming a legend. Your Character's Prestige begins developing early, first determined by how your Character is presented in their profile.
Religion & Politics
Religion
Your faith, just as culture, is determined by your background by default; however, players can choose their own faith or play as an atheist or ambivalent.
Politics
Players can delve into the world of politics, or they can avoid this altogether. There will be reoccurring elections throughout different regions of Zailister, and even other planets.
The War
Between the Noble and Purge forces, you can join the war, provide aid to one of the two factions or stay completely ambivalent. To be part of the Feral Races. To join any of the above, you'll need a high stance of either. If you aren't of a race native to either of the three aforementioned factions, you'll have to dig yourself out of the hole. Refer to Into the Uncharted Worlds of Essentia for more on The War.
More on Religion, War and Politics are covered in The Stories of Zailister.
Playable Races
Choosing your race. Overview
Whether you want to embody a mighty Ogre, a graceful Elf, a resilient Dwarf, or a clever Ratkin, SORC provides a rich tapestry of races to explore. Race diversity is just the first array of different ways of playing SORC that makes every journey Unique in developing your character.
The selection of playable races in SORC offer a vast and diverse array of options for adventurers, ranging from towering Goliaths to tiny, yet cunning, Small folk. Each race has its own Traits that they are either strong in, weak in or balanced to, its own cultural backgrounds, often shared with others, and physical characteristics, allowing players to craft characters that fit their preferred playstyle and story. Each race individually has the same Statistics and Traits and cultures do not change this. Culture is determined by the background the Player chooses for their race.
For instance, every human, regardless of whether or not they're *Omnè or Nordkin, begins with the same exact Traits and Stats. The only thing different here is their culture and that doesn't mean a Nordkin cannot develop into an Omnè culture, and that is said for Omnè embracing Nordkin cultures as well. The world of Essentia is not only diverse in culture, but globally communicates amongst its planets. However, that isn't to say items first developed on Omnè aren't more rare on Zail, they are and that rule applies both ways. A secret Nordkin Recipe for "Nord Feast", would be less likely to be found on Omnè than it would Zailister (or even continents on Zailister other than the Nordkin's native Glaceria). At the same time, Omnè Technologically Advanced Weapons (TAW) would be less likely to be found on Zailister than Omnè but the Characters backstory allows them to choose TAW, unless the GM opposes this rule.
*The Omnè are further advanced in technology than any other human cultures, but only because they are an older, ancient, human development further away from the main sun Adoria, not allowing them to rely on magic.
Full descriptions on playable races are pending upon further development.
Also see Species below (A link taking readers back to Goliath Races is at bottom of a description of all Species throughout Essentia).
Innate Abilities and Inabilities
Each race carries innate passive abilities and inabilities , non-combat traits baked into their biology, heritage, and upbringing. These are always active and require no action to use. They cannot be removed, suppressed, or replaced by class choices, though some may be developed further through Talent Trees. Inabilities work the same way in reverse: they are permanent frictions that no amount of training fully eliminates, though their penalties can sometimes be offset by other bonuses. Passives and inabilities are separate from Trait scores and Attribute bonuses , they represent what a race simply is, not what a character has learned to do.
Each starter race lists Favored affinities for Classes, Professions, Talent Trees, and Companions. There are no Averse affinities for Professions, Talent Trees, or Companions. Favored Classes grant +2 to Ability Rolls when using abilities in those class trees. Averse Classes impose -1 to Ability Rolls in those trees. Favored Professions grant bonus experience toward proficiency tiers (Apprentice, Journeyman, Expert, Artisan, Master, Grandmaster). Favored Talent Trees grant +1 to talent rolls in those trees. Favored Companion types bond in half the normal time at 25% reduced upkeep. Note: Innate abilities can be developed further through Talent Trees - if a talent supersedes an innate inability, the talent takes precedence.
Goliath Size Races
Goliaths are towering beings, typically standing between 7 to 9 feet tall, known for their impressive strength, endurance, and commanding presence.
Base Life: 14 | Base Speed: 27 ft. | Size Bonus: +1 Strength, +1 Toughness | Size Penalty: -1 Agility, -1 Evasion
Innate Stats and features for each race are in development.
Bast
Agile feline humanoids with innate magic, embodying grace and deep connection to nature.
+2 Agility, +1 Dexterity | -2 Toughness, -2 Constitution, -1 Wit
Favored
Classes - Strategist (Shadow Stalker - Wraith). +2 to Ability Rolls.
Bugbear
Tall, primal predators with coarse fur and impressive hunting prowess, combining brute force with cunning.
+2 Strength, +1 Vigilance | -2 Charisma, -2 Wit, -1 Piety
Favored
Classes - Barbarian (Cimmerian - Beast). +2 to Ability Rolls.
Centyr
Mythical beings with human torsos and animal lower bodies, distinguished by horns and hooved or tail features, skilled with bows and musical instruments.
Centyr maintain a human torso, enabling them to engage in social interactions and activities akin to their human counterparts. However, from the waist down, their bodies transform into the matching lower body, tail and hooves of the animal that corresponds to their Unique horns. This fusion of human and animal forms not only grants them remarkable physical Abilities and characteristics but also showcases their deep connection to the animal kingdom.
Centyrs favor Bard classes and utilize a myriad of instruments, and are also proficient with ranged weapons, particularly bows and spears. See Bard below.
+2 Agility, +1 Charisma | -2 Toughness, -2 Willpower, -1 Wit
Favored
Classes - Bard (Strumalong - Melodist). +2 to Ability Rolls.
Firbolg
Gentle giants with a profound bond to nature, telepathically communicating with animals and plants.
+2 Intuition, +1 Piety | -2 Deception, -2 Charisma, -1 Presence
Favored
Classes - Druid (Hyborian - Metamorpher). +2 to Ability Rolls.
Hawkbear
Majestic hybrid creature with the strength of a bear and the flight of a hawk, capable of soaring and striking from above.
+2 Agility, +1 Defense | -2 Wit, -2 Deception, -1 Charisma
Favored
Classes - Barbarian (Mountaineer - Predator). +2 to Ability Rolls.
Troll (Common)
The Common Troll is a highly adaptable and versatile race, known for their exceptional resilience and resourcefulness. They possess a sturdy build with thick, leathery skin that provides natural protection, making them resilient in a variety of environments - from lush forests and swamps to mountainous regions.
Unlike more specialized trolls, the Common Troll excels in many roles, whether as skilled hunters, cunning foragers, or resourceful craftsmen. Their intelligence and Adaptability allow them to learn new skills quickly, making them flexible allies and formidable opponents. With a strong sense of community and an unyielding spirit, the Common Troll thrives in diverse settings, turning their natural toughness and versatility into powerful assets.
+2 Toughness, +1 Constitution | -2 Wit, -2 Charisma, -1 Deception
Favored
Classes - Fighter (Juggernaut - Rumbler), Tyrant (Berserker - Blitzer). +2 to Ability Rolls.
Troll (Bridge)
Bridge trolls dwell near cities and towns, and yes near bridges they use as cover and the water as resources. They're also known for riddles and tolls that test travelers' wit.
+2 Wit, +1 Deception | -2 Strength, -2 Agility, -1 Spirit
Favored
Classes - Barbarian (Destroyer - Bloodrager), Barbarian (Cimmerian - Nomad). +2 to Ability Rolls.
Troll (Mountain)
Cold-hardened trolls that dwell at high elevations, formidable climbers and fierce protectors of their mountain domains.
+2 Toughness, +1 Resistance | -2 Wit, -2 Deception, -1 Piety
Favored
Classes - Barbarian (Mountaineer - Beast Master). +2 to Ability Rolls.
Troll (Sand)
Desert-adapted survivors skilled at camouflaging and enduring extreme heat with ease.
+2 Constitution, +1 Deception | -2 Wit, -2 Charisma, -1 Willpower
Favored
Classes - Shaman (Ritualist - Runecrafter). +2 to Ability Rolls.
Troll (Village)
Stoic protectors of their communities, living in harmony with nature and serving as guardians.
+2 Toughness, +1 Piety | -2 Deception, -2 Wit, -1 Agility
Favored
Classes - Doom Knight (Death Guard - Dread Knight), Fighter (Hero - Combatant). +2 to Ability Rolls.
Ogre (Playable in Starter Set)
Towering and muscular, ogres are known for their immense strength and ferocity in battle.
Innate Traits
+3 Strength | -5 Wit
Innate Abilities
NPCs (Small or Standard size) may hesitate, flee, or comply without a roll in intimidation situations, at GM discretion.
Carry limit x2 before encumbrance penalties apply.
+2 AS from hide, applied before armor.
+2 to hunt and forage rolls in wilderness.
Innate Profession: Woodworker. Begins with Apprentice-level proficiency.
Innate Inabilities
-3 to all precision hand work. Cannot practice delicate crafting professions.
Requires 2x food and water daily. Missing a day triggers Endurance penalties.
-2 to social rolls (non-intimidation) with races unaccustomed to their presence.
Favored
Classes - Barbarian (Destroyer - Mauler), Barbarian (Mountaineer - Amazon). +2 to Ability Rolls.
Professions - Hunter, Blacksmith, Woodworker. Bonus experience toward proficiency.
Talent Trees - Olympiad, Bounty Hunter, Traveler. +1 to talent rolls.
Companions - Guardians, Draft Animals. Bond in half the time, -25% upkeep.
Averse
Classes - Magic User, Bard, Overseer. -1 to Ability Rolls.
Standard Sized Races
Standard-sized races stand between 5 to 7 feet tall, offering a versatile and balanced physique suitable for a wide range of roles and Abilities.
Base Life: 10 | Base Speed: 30 ft. | Size Bonus: None | Size Penalty: None
Drāco Blood
Dragon-blooded humans with innate charisma and strength, capable of wielding powerful draconic magic.
+2 Charisma, +1 Presence | -2 Piety, -2 Luck*, -1 Agility
Favored
Classes - Sorcerer (Conjurer - Psionic). +2 to Ability Rolls.
Dwarf (Arctic)
Cold-weather explorers with exceptional endurance in the harshest icy terrains.
+2 Constitution, +1 Resistance | -2 Charisma, -2 Agility, -1 Wit
Favored
Classes - Warrior (Armorer - Ironclad). +2 to Ability Rolls.
Dwarf (Ash)
Ash Dwarves originate from volcanic regions and are Uniquely adapted to extreme heat, with bodies resistant to scorching temperatures that allow them to navigate harsh environments with ease.
Their ashy-colored skin, a result of their working conditions, gives them their name. Their exceptional endurance surpasses that of other dwarves, enabling them to withstand inhospitable conditions.
Red Dwarves emphasize fire magic, alchemy, and jewel crafting, relying less on physical labor compared to their Ash Dwarf cousins. While Red Dwarves are skilled in manipulating fire and its elements, Ash Dwarves focus on studying stone and harnessing volcanic properties for smelting steel used in martial combat.
+1 Constitution, +1 Artistry, +1 Strength | -2 Charisma, -2 Agility, -1 Dexterity
Favored
Classes - Shaman (Medicine Man - Fire Breather). +2 to Ability Rolls.
Dwarf, Common (Playable in Starter Set)
Sturdy and resilient, Common Dwarves are known for their craftsmanship, endurance, and hearty nature. They thrive in mountain halls and underground cities, with a mastery of forging, stonework, and deep-earth navigation. Their tough physiques and unwavering determination make them formidable allies and resilient foes.
Innate Traits
+1 Toughness, +1 Artistry, +1 Constitution, +1 Strength | -2 Charisma, -2 Agility, -1 Wit
Innate Abilities
+2 to crafting rolls (metal, stone, underground materials).
Stone Sense: detects structural weaknesses, hidden passages, and stone composition at close range. Complex structures may require a Vigilance check.
Dark Vision: sees clearly up to 60 feet in low light. Detects shapes up to 30 feet in near-total darkness. No color in total darkness.
+1 Vigilance (sound or scent).
Treasure Sense: passively detects metals, gems, and valuables nearby. General direction only, not precise. Suppressible by magic.
Innate Profession: Blacksmith. Begins with Apprentice-level proficiency.
Innate Inabilities
-3 to swimming rolls. Sinks in deep water without aid.
-1 Vigilance and Intuition in wide, flat, or featureless terrain.
-1 to all Ability Rolls when using abilities in arcane class trees.
Favored
Classes - Avenger (Cleric - Holy), Avenger (Monk - Chanter), Overseer (Crusader - Trojan), Barbarian (Destroyer - Frenzied). +2 to Ability Rolls.
Professions - Blacksmith, Gem Crafter, Alchemist, Carpenter. Bonus experience toward proficiency.
Talent Trees - Crypt Raider, Olympiad, Bounty Hunter. +1 to talent rolls.
Companions - Non-Organics, Guardians, Draft Animals. Bond in half the time, -25% upkeep.
Averse
Classes - Magic User, Bard, Marksman (Bowman). -1 to Ability Rolls.
Dwarf (Glimmerstone)
Glimmerstone Dwarves are renowned as Master miners and treasure hunters, with an exceptional talent for uncovering hidden gems and enchanted materials deep within the earth. Their keen senses and innate connection to the mineral veins allow them to detect valuable deposits that others might overlook. They possess a Unique Ability called "Mineral Instincts," which enables them to sense the origins and true potential of the materials around them.
Additionally, they have a skill called "Greed," which involves marking a target so that as it is defeated, it yields increased chances of Rare treasures and enchanted loot. While they excel at hunting for materials, these Dwarves prefer the thrill of discovery over crafting, focusing their skills on unearthing the most valuable resources. This combination of instincts and the active "Greed" effect gives them a significant edge in exploration and resource gathering, helping them uncover the game's most coveted treasures with ease.
+2 Vigilance, +1 Luck | -2 Piety, -2 Agility, -1 Apex
Favored
Classes - Strategist (Rogue - Recon). +2 to Ability Rolls.
Dwarf (Red)
Red Dwarves are mystical volcanic dwellers wielding Mastery over fire and molten energies, thriving in regions with heavy volcanic activity. They are renowned for their arcane prowess, specializing in fiery Spells and molten enchantments. Their deep connection to the volcanic landscape grants them the Ability to manipulate flames, lava, and heat to devastating effect.
Living amidst extreme heat and volatile terrain, Red Dwarves have become formidable Spellcasters and enchanters, harnessing the destructive yet transformative power of fire to craft powerful magical artifacts and unleash devastating Spells. Their Mastery over molten magic makes them both feared and revered in their fiery domains.
+2 Resistance, +1 Focus | -1 Strength, -1 Defense, -2 Toughness, -1 Agility
Favored
Classes - Sorcerer (Wizard - Battlecryer). +2 to Ability Rolls.
Elf (Arch)
Elegant and martial, Masters of sword, shield, and arcane arts, building magnificent kingdoms in mountain forests.
+1 Agility, +2 Wit | -1 Strength, -2 Constitution, -2 Deceit
Favored
Classes - Warrior (Blade Master - Duelist), Overseer (Crusader - Blessed Knight). +2 to Ability Rolls.
Elf (Common) (Playable in Starter Set)
Graceful forest dwellers skilled in archery and nature magic, living in harmony with their woodland environment.
Innate Traits
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Constitution
Innate Abilities
+2 Vigilance (sight or sound, outdoors).
Nature Sense: passively detects health and mood of nearby flora and fauna. Disturbed nature registers immediately, no roll required.
Forest Navigation: cannot become lost in natural environments. Navigation in forests, plains, jungles auto-succeeds.
+2 Knowledge (lore, history, ancient events).
Innate Inabilities
-1 Endurance rolls in physically demanding situations.
-1 Charisma when interacting with Ogres, Trolls, Gnolls.
-1 to all rolls in caves, mines, or underground environments.
Favored
Classes - Marksman (Ranger - Forest Guardian), Druid (Hyborian - Metamorpher), Magic User (Illusionist - Astral Weaver). +2 to Ability Rolls.
Professions - Apothecary, Enchanter, Witchcrafter. Bonus experience toward proficiency.
Talent Trees - Scout, Mole, Theologist. +1 to talent rolls.
Companions - Companions, Pets. Bond in half the time, -25% upkeep.
Averse
Classes - Fighter (Brawler, Juggernaut), Doom Knight, Barbarian. -1 to Ability Rolls.
Elf (High)
Versatile Spellcasters and ranged combatants with a deep appreciation for knowledge and tradition.
+2 Agility, +1 Wit | -2 Strength, -2 Constitution, -1 Deception
Favored
Classes - Sorcerer (Seer - Mystic), Bard (Serenade - Songbird). +2 to Ability Rolls.
Helf (Half-Elf)
Adaptable hybrids inheriting Traits from both humans and elves, excelling in magic, diplomacy, and versatile pursuits.
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Courage
Favored
Classes - Strategist (Spellblade - Shadowblade), Sorcerer (Conjurer - Magus). +2 to Ability Rolls.
Elf (Sylvan)
Deeply connected to nature, skilled in wilderness survival, and communicating with flora and fauna.
+3 Agility | -3 Strength, -1 Toughness, -1 Deception
Favored
Classes - Druid (Hyborian - Rager), Barbarian (Cimmerian - Ghost), Witch (Lunar - Dreamweaver). +2 to Ability Rolls.
Elf (Underdark / Drow)
Shadowy subterranean elves wielding dark magic and expert combat skills in the underground realm.
+2 Agility, +1 Wit | -2 Strength, -2 Piety, -1 Charisma
Favored
Classes - Warlock (Bloodlock - Vampire), Strategist (Shadow Stalker - Abyssal), Witch (Lunar - Moonfire). +2 to Ability Rolls.
Gnoll
Fierce hyena-like humanoids driven by primal instincts, thriving in tribal societies and combat.
+2 Strength, +1 Courage | -2 Wit, -2 Charisma, -1 Capacity
Favored
Classes - Tyrant (Berserker - Fury). +2 to Ability Rolls.
Imperials
Arch elf Drow hybrids. During the day, their skin is pearl, and at night it's opal; although not shiny or reflective of their surroundings, like the pearlkin.
+2 Charisma, +1 Wit | -2 Constitution, -2 Toughness, -1 Courage
Favored
Classes - Magic User (Illusionist - Metamorphiser). +2 to Ability Rolls.
Human (Playable in Starter Set)
The most versatile of all races, humans are natural communicators, traders, and survivors. Their adaptability has allowed them to establish cultures across every corner of Essentia.
Innate Traits
+1 Versatility, +1 Courage, +1 Charisma, +1 Deception | -1 Toughness, -1 Vigilance, -1 Luck, -1 Piety
Innate Abilities
Begin with 2 additional spoken languages. +2 to all language rolls except Demonic, Draconic, and Ancient Primordial (requires a talent or cultural background to learn).
+2 to social rolls (negotiation, persuasion, de-escalation).
Can learn the first ability in any new class tree without seeking a trainer.
Once per session, after a failed non-combat roll, may immediately attempt it again with +2 added to the result.
Innate Profession: Body Artist. Begins with Apprentice-level proficiency.
Innate Inabilities
No race-based bonus to any single profession, talent tree, or armament type.
3+ sessions without progressing a class tree or profession: -1 to Prestige rolls until they do.
Favored
Classes - Fighter (Hero - Combatant), Overseer (Crusader - Trojan), Marksman (Ranger - Keeper), Doom Knight (Death Bringer - Decaymancer), Warlock (Necromancer - Summoner), Shaman (Primordial - Ancestral), Tyrant (War Cryer - Paincaster), Warrior (Warlord - Runeblades). +2 to Ability Rolls.
Professions - Cook, Engineer, Body Artist, Scientist. Bonus experience toward proficiency.
Talent Trees - Trader, Tactician, Theologist. +1 to talent rolls.
Companions - Companions, Drafts. Bond in half the time, -25% upkeep.
Averse
Classes - None innately. -1 to Ability Rolls in magic-exclusive trees (Magic User, Druid) without a matching cultural background.
Small Size Races
Small races are typically between 3 to 5 feet tall, characterized by their agility, stealth, and dexterity, making them excellent at sneaking and navigating tight spaces.
Base Life: 7 | Base Speed: 25 ft. | Size Bonus: +1 Agility, +1 Evasion | Size Penalty: -1 Strength, -1 Toughness
Brownling (Brownie)
Also known as Brownies, these are whimsical smallfolk with artistic talents, deep cultural roots, and a love for nature and community.
+2 Charisma, +1 Knowledge | -2 Strength, -2 Toughness, -1 Presence
Favored
Classes - Bard (Strumalong - Stroller), Bard (Serenade - Sprite), Bard (Serenade - Songbird), Marksman (Ranger - Forest Guardian). +2 to Ability Rolls.
Gnome
Curious and inventive, Masters of engineering and magic, thriving in vibrant underground communities.
+3 Wit | -5 Strength
Favored
Classes - Bard (Strumalong - Plucker), Bard (Serenade - Sprite), Magic User (Illusionist - Shapeshifter). +2 to Ability Rolls.
Goblorc
Clever, muscular hybrids of goblin and orc, skilled in traps, tactics, and crafting.
+2 Deception, +1 Capacity | -2 Courage, -2 Charisma, -1 Spirit
Favored
Classes - Strategist (Rogue - Assassin), Witch (BrewMaster - Hag). +2 to Ability Rolls.
Hobbling
Muscular, agile hybrids of hobgoblin and halfling, skilled in tactical combat and stealth.
+2 Agility, +1 Dexterity | -2 Strength, -2 Charisma, -1 Presence
Favored
Classes - Fighter (Brawler - Unarmed). +2 to Ability Rolls.
Halfling (Playable in Starter Set)
Cheerful and resourceful, excelling in stealth, luck, and survival, often living in hidden communities.
Innate Traits
+2 Luck, +1 Agility | -2 Strength, -2 Toughness, -1 Presence
Innate Abilities
Reroll one failed non-combat roll per session. Result stands. Additional rerolls via Luck trait.
+2 Stealth (outdoors, rural). Leaves minimal tracks passively.
Locate food and water in the wild. No roll in abundant areas; reduced Vigilance check in harsh terrain.
+2 Courage (fear, intimidation, panic).
Innate Profession: Tinker. Begins with Apprentice-level proficiency.
Innate Inabilities
Cannot use 2h weapons designed for Standard or larger races without specific class abilities.
Carry limit at half standard weight before encumbrance.
-1 Presence when projecting authority to Standard or larger races who don't know them.
Favored
Classes - Strategist (Rogue - Shroud), Strategist (Shadow Stalker - Specter), Bard (Percussionist - Pounder). +2 to Ability Rolls.
Professions - Cook, Apothecary, Witchcrafter, Tinker. Bonus experience toward proficiency.
Talent Trees - Mole, Thief, Scout. +1 to talent rolls.
Companions - Pets, Companions. Bond in half the time, -25% upkeep.
Averse
Classes - Fighter (Juggernaut), Doom Knight, Barbarian. -1 to Ability Rolls.
Miceling
Tiny, agile mouse-like beings with sharp senses, excelling in stealth and exploration.
+1 Agility, +1 Wit, +1 Vigilance | -2 Strength, -2 Toughness, -1 Presence
Favored
Classes - Strategist (Rogue - Shroud), Magic User (Trickster - Jester), Marksman (Bowman - Bandit). +2 to Ability Rolls.
Omnè
+2 Knowledge, +1 Wit | -2 Piety, -1 Strength, -2 Intuition
Favored
Classes - Tyrant (Demolisher - Rampager), Marksman (Gunner - Gun Slinger), Sorcerer (Mage - Chronomancer), Warrior (Blade Master - Duelist), Witch (Lunar - Starborn). +2 to Ability Rolls.
Pinkling
Mysterious tricksters with pinkish skin, Masters of deception, manipulation and are great scouts, thieves and fishermen.
+2 Deception, +1 Agility | -1 Strength, -4 Toughness, -3 Piety
Favored
Classes - Warlock (Grimlock - Changeling). +2 to Ability Rolls.
Ratkin
Nimble subterranean survivors with sharp claws and excellent senses, expert at stealth.
+1 Dexterity, +1 Wit, +1 Vigilance | -2 Charisma, -2 Presence, -1 Luck
Favored
Classes - Witch (BrewMaster - Shrew), Marksman (Bowman - Bandit). +2 to Ability Rolls.
Dwarf (Snow)
Hardy mountain dwellers with exceptional endurance in icy and snowy environments.
+1 Constitution, +1 Resistance (cold), +1 Toughness | -2 Charisma, -2 Agility, -1 Intuition
Favored
Classes - Barbarian (Mountaineer - Amazon), Witch (Norwitch - Arctic Witch). +2 to Ability Rolls.
Wood Elf
Small, stealthy guardians of forests, Masters of archery and natural magic.
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Constitution
Favored
Classes - Marksman (Ranger - Wood Warden). +2 to Ability Rolls.
Yawnie
Calm, long-lived sloth-like humanoids with exceptional stealth and connection to nature, often serving as monks or rangers.
+2 Focus, +1 Apex | -2 Agility, -2 Strength, -1 Knowledge
Favored
Classes - Druid (Dreamcryer - Lorekeeper), Marksman (Ranger - Keeper). +2 to Ability Rolls.
