Rules:
1. Roll a d8 to pick which species to pick from, then a d6 for the subspecies.
2. Start with +1, +0, and +0 for Maze Rats stats instead of +2, +1, and +0. Or don't, what do I care.
3. Get the benefit and weakness for that race. Get +2 to whatever ability (STR, DEX, or WIL) is written under the "stat" column.
1d6 | Race | Stat | Benefit | Weakness |
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1. Human Medium-sized creatures. Not famous for anything at all. |
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1-6 | Human | Any | +1 feature. Must be different than your starting feature. | DISADV vs transformations, mutations |
A species of great ape characterized by its hairlessness and bipedalism. | ||||
2. Dwarf Short, sturdy creatures fond of drink and industry. Famed for their beards. |
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1 | Mountain | STR | +2 starting HP | Greedy. Roll WIL or hoard gold |
Live in great, dark halls in the mountains. Supernatural affinity for working metal. | ||||
2 | Hill | STR | +2 inventory slots | Greedy. Roll WIL or hoard gold |
Build homes into the sides of hills. Fiercely loyal to their clans, and proud warriors. | ||||
3 | Duergar | STR | Turn invisible if you hold your breath, close eyes, don’t move. | Sunlight sensitivity. DISADV to sight, attack rolls in bright sunlight |
Originate from dwarves who dug into hell and interbred with demons. | ||||
4 | Robo-Dwarf | STR | Immune to mundane diseases and poisons. Don’t breathe. | Water deals 1 damage/round. |
Mechanical creations of an unknown creator. Toil endlessly for a mysterious purpose. | ||||
5 | Gnome | STR | Disguise a touched object as a similar-sized object until touched by another. | -2 STR without your stupid red hat |
Small cousins of dwarves who live in burrows in the woods. Famed for their pointy red hats. | ||||
6 | Honey | STR | Swarm of bees in beard (friendly but not directly controllable) | Constant noisy buzzing. DISADV on stealth. |
Beards are always sticky with honey. Brew the most delicious mead in the world. | ||||
3. Elf Tall, slender folk who never age. Elves are renowned for their grace and wisdom. |
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1 | High | WIL | 50% chance to avoid surprise if you would be ambushed | Frail constitution. DISADV vs diseases, weather |
Beautiful, wise, and ancient. High elves are better than you. They are better than everyone. | ||||
2 | Wood | WIL | Talk to plants: each plant can respond with one word per day. | Take 1 damage if a tree dies in your presence |
Vicious guardians of the forests. The reason humans don’t go into the forests at night. | ||||
3 | Sea | WIL | Speak with sea creatures | Roll WIL vs grief if you spend a week without seeing the ocean |
Nomadic, seafaring elves. Sail on ships pulled by sharks, who they feed prisoners to. | ||||
4 | Sky | WIL | Weigh almost nothing. Immune to falling damage. | Lightweight. DISADV vs being shoved, picked up, etc. |
Live high above the world in cities built of clouds wearing clothes spun of rain. | ||||
5 | Hair | WIL | Animate own hair. | DISADV on all rolls if hair looks bad |
Vain, even for elves. Spend the majority of their time styling their long, beautiful hair. | ||||
6 | Sun | WIL | Bleed light. 1 HP = 30’ of light for 10 minutes. | Take 1 damage if you lie |
Ascetic desert Elves with sunlight for blood. Steadfastly moral and upright in all things. | ||||
4. Goblin Small creatures with varied, terrifying features. Known for mischievous, wicked natures. |
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1 | Cave | DEX | Can see in the dark 30’ | Sunlight sensitivity. DISADV to sight, attack rolls in bright sunlight |
Cave-dwellers with glowing red eyes, fond of lurking in the dark and singing horrible songs. | ||||
2 | Tree | DEX | Can mimic sounds and voices. | Roll WIL vs fear in wide, open spaces |
Arboreal ambush hunters. Deeply distrustful of outsiders, who they lure into traps with their mimicry. | ||||
3 | Orc | STR | 3x Critical Hit Damage | Smell terrible |
Large, warlike cousins of goblins. Known for their love of violence and bloodshed. | ||||
4 | Rag | DEX | Produce 1 cubic foot of rags per day | 2x damage from fire |
Often mistaken for piles of clothing. Love to collect new and rare fabrics. | ||||
5 | Mind | DEX | Telekinesis: Move fist-sized, 5 lbs objects within 20' | DISADV vs insanity |
Despite their enlarged brains, not actually any smarter than regular goblins. | ||||
6 | Unstable | DEX | Take 1 damage to teleport 10' in a random direction. | DISADV vs transformations, mutations. |
Put together wrong by the gods. Typically die by accidentally teleporting off cliffs. | ||||
5. Humanoids Other sorts of miscellanous humanoids. |
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1 | Halfling | DEX | Lucky: 1/day reroll a die | Very short. Need specially made small armor. |
Small, rotund folk with a love for the comforts of home. Excessively hairy feet. | ||||
2 | Gnoll | STR | Can track creatures by smell. | Hated by domestic animals |
Hyena-headed creatures known for their cruelty and maniacal laughter. | ||||
3 | Marshwiggle | DEX | Swim at 2x movement speed | Roll WIL to avoid complaining about things going wrong |
Perpetually gloomy swamp-dwellers with webbed hands and long legs. | ||||
4 | Half-Angel | WIL | Touch can heal others: take 2 damage for every 1 hp healed | Evil creatures hate you and will target you first |
Supernaturally beautiful offspring of mortals and angels. Possess healing powers. | ||||
5 | Merfolk | WIL | Breathe underwater | Slow on land. DISADV on movement checks. |
Build underwater cities along the coastline. Set traps to catch and eat land-dwellers. | ||||
6 | Half-Demon | WIL | Immune to fire. | Terrifying demonic appearance. Everyone hates you. |
Offspring of humans and demons. Fires of hell coarse through their veins | ||||
6. Beastmen Animal-human hybrids. Created by magic experimentation, practical jokes by gods, or unusual romances. |
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1 | Ravenfolk | DEX | Eat the eyes of a corpse to see the last five seconds of its life | Roll WIL or pick up shiny objects. |
Traditionally undertakes and grave diggers. Reputation as grave robbers is only sometimes true. | ||||
2 | Frogfolk | DEX | 20' long sticky tongue. | Heat of the noonday sun deals 1d4 damageto you |
Squat amphibian men with leathery,warty skin. Surprisingly beautiful singing voices. | ||||
3 | Spiderfolk | WIL | Secrete 30' of sticky web per day | Birds hate you |
Small, many-legged folk known for spinning beautiful creations from their webs. | ||||
4 | Goosefolk | STR | Extra attack after killing an enemy | Can't speak quietly |
Migratory birdmen who dwell by lakes. Known for swift, brutial vengeance against outsiders. | ||||
5 | Geckofolk | DEX | Detachable tail (keeps wriggling), regrows in 1 day. | Cold-blooded: DISADV on dex when cold. |
Bright-colored lizards, fond of sunbathing on rocks. | ||||
6 | Grasshopperfolk | DEX | Powerful legs- jump twice as high/far. | Eat twice as much food. |
Typically solitary. Occasionally form vast swarms for a short period of time and eat everything in sight. | ||||
7. More Beastmen |
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1 | Ratfolk | DEX | Fit through very narrow spaces | Roll WIL vs fear when alone. |
Infest the sewers and tunnels underneath cities. Rumors abound of a secret underground rat empire. | ||||
2 | Hagfish-folk | DEX | Slimy. Can’t be grabbed or tied up. | DISADV when balancing |
Gross eel folk covered in slippery, viscous slime. Typically found scavenging on shipwrecks. | ||||
3 | Ant-Folk | STR | 4 arms | Roll WIL vs fear when alone |
Live in colonies ruled by egg-laying queens. Almost all female. | ||||
4 | Walrus-folk | STR | 1/day: shrug off 1d6+1 incoming damage. | Eat twice as much food |
Huge blubbery folk who live on rocky beaches in the arctic and dive for clams. | ||||
5 | Mole-Man | STR | Dig narrow tunnels through soft dirt or sand, 5 feet per minute. | DISADV on rolls related to sight. |
Burrowing folk with powerful front paws and noses. Notoriously poor eyesight. | ||||
6 | Crabfolk | STR | Shell grants +1 armor. Claws as light weapons. | Can't fit into heavy armor. |
Thick-shelled folk who live along the coasts. Known for their sideways walk. | ||||
8. Miscellanous Stranger creatures that defy characterization. Creation is a vast place, after all. |
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1 | Dragonfolk | STR | 1/day breathe weapon (30’ line, damage = your current HP) | Roll WIL or accept challenges. |
Dragon-headed humanoids. Much like true dragons, tend to be arrogant and haughty. | ||||
2 | Changeling | WIL | Steal the appearance of anyone whose blood you drink. | Mirror shows true, hideous form |
Unnerving shapeshifters that can mimic the appearance of others. Their true form is hideous. | ||||
3 | Yeti | STR | Unarmed attacks count as heavy weapons. | Need specialty build large armor. |
Large creatures with shaggy white fur, live solitary lives atop snowy mountains. | ||||
4 | Myconid | WIL | Flesh is deadly poison if eaten. Bitten=save or hallucinate wildly for 1 hour. | Max lifespan is one year |
Reproductive bodies sprouted from an underground fungus. Look like tiny walking mushrooms. | ||||
5 | Ghoul | STR | Undead: immune to mundane diseases and poisons. Claws as light weapons. | Roll WIL or flee holy symbols. |
Horrible undead creatures said to be the fate of those who commit the sin of cannibalism. | ||||
6 | Witch's Cat | DEX | Claws are light weapons. Start with two extra lives, gain 1 at each level up. | Literally a cat. You have no hands and can't wear armor. Halve all HP. |
Originally bred as familiars, the cat lords’ ancestors all abandoned or ate their former masters. |
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