Fantasy Races. Build Human, Elf, Dwarf, Orc, Goblin, and Lizardfolk player characters from equal characteristic budgets, racial maxima, and priced abilities. Also known as playable races, elf character, dwarf character, orc character, goblin character, lizardfolk character.
Most fantasy campaigns offer nonhuman player races, and what those peoples are depends entirely on the setting: the Elves of one world may share little but a name with the Elves of another.
Human, Elf, Dwarf, Orc, Goblin, and Lizardfolk are the recommended player races. Other creature profiles can seed player characters at the Gamemaster’s discretion, but unusual movement, scale, anatomy, or supernatural powers can need a campaign built around them. Merfolk and Pixies are obvious examples.
A playable race has a starting spread of characteristics, a set of racial maxima, and any innate abilities. Innate abilities spend some of the character’s 10 starting Improvement Points; the remainder is available normally. A race’s culture, morality, profession, and allegiance belong to the character and setting, not to these rules.
Starting characteristics
A human begins with every characteristic at 8 — 56 points in total — and then distributes 30 more. Every recommended race redistributes the same 56 starting points before the player distributes the usual 30.
| Race |
STR |
CON |
DEX |
SIZ |
INT |
POW |
CHA |
| Human |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| Elf |
6 |
8 |
10 |
6 |
10 |
8 |
8 |
| Dwarf |
10 |
12 |
6 |
4 |
8 |
8 |
8 |
| Orc |
10 |
8 |
8 |
10 |
6 |
6 |
8 |
| Goblin |
6 |
7 |
12 |
4 |
9 |
8 |
10 |
| Lizardfolk |
11 |
8 |
6 |
8 |
9 |
7 |
7 |
Distribute 30 points on top. INT and SIZ must finish at 7 or more and every other characteristic at 3 or more. During point-based creation, no characteristic can exceed 18 or its racial maximum, whichever is lower.
Random characteristics
As an alternative to the point method, roll the race’s characteristic dice. Human-style 4D6 drop lowest means rolling four dice and discarding the lowest one. After all seven rolls, swap one pair if desired.
| Race |
STR |
CON |
DEX |
SIZ |
INT |
POW |
CHA |
| Human |
4D6 drop lowest |
4D6 drop lowest |
4D6 drop lowest |
3D6 drop lowest +6 |
3D6 drop lowest +6 |
4D6 drop lowest |
4D6 drop lowest |
| Elf |
2D6+3 |
3D6 |
3D6+6 |
2D6+3 |
3D6+6 |
2D6+6 |
3D6 |
| Dwarf |
4D6 |
2D6+12 |
3D6 |
2D6+3 |
2D6+6 |
3D6 |
3D6 |
| Orc |
4D6 |
3D6 |
4D6 drop lowest |
3D6+3 |
2D6+3 |
2D6+3 |
3D6 |
| Goblin |
2D6+3 |
2D6+3 |
3D6+6 |
2D6 |
3D6 |
2D6+3 |
3D6 |
| Lizardfolk |
3D6+6 |
3D6 |
2D6+3 |
3D6 |
2D6+6 |
3D6 |
3D6 |
After the optional swap, reduce any result above its racial maximum to that maximum; excess points are not redistributed. Random results can exceed the point method’s creation cap of 18, but never the player racial maxima below. Random generation therefore produces less predictable starting characters and is not as tightly balanced as the point method.
Racial maxima
Use the following maxima for player characters, independently of creature-generation dice. Each race has a total of 147 across all seven maxima, except Goblins at 144. SIZ counts toward this total because it contributes to HP, Major Wound Level, and Damage Modifier, even though it cannot normally be improved. These are ceilings, not points granted at creation.
| Race |
STR |
CON |
DEX |
SIZ |
INT |
POW |
CHA |
| Human |
21 |
21 |
21 |
21 |
21 |
21 |
21 |
| Elf |
18 |
21 |
24 |
18 |
24 |
21 |
21 |
| Dwarf |
24 |
24 |
18 |
18 |
21 |
21 |
21 |
| Orc |
24 |
24 |
21 |
24 |
18 |
18 |
18 |
| Goblin |
18 |
21 |
24 |
15 |
24 |
21 |
21 |
| Lizardfolk |
24 |
24 |
18 |
21 |
21 |
21 |
18 |
An Elf can eventually reach DEX 24 and INT 24, while a Dwarf can reach STR 24 and CON 24. An Orc needs SIZ 22 or more alongside STR 24 to reach the STR + SIZ threshold of 46 for a +2D6 Damage Modifier. Point allocation caps SIZ at 18 and the Orc’s own SIZ roll tops out at 21; reaching SIZ 22–24 at creation requires a sufficiently high STR roll moved to SIZ with the optional swap.
Goblins retain CHA 21 rather than gaining exceptional charisma solely to equalise the totals. Their 144-point maximum total does not reduce their starting characteristic budget.
Racial maxima matter once play begins and the character starts improving characteristics. SIZ cannot normally be improved, so a character’s rolled or assigned SIZ remains fixed even when the racial maximum is higher.
Racial abilities
Each nonhuman character must buy the listed innate abilities from their 10 starting Improvement Points. These costs deliberately need not leave every race with the same number of unspent points.
- Human — No innate abilities; all 10 IP remain available.
- Elf — Low-Light Sight, 3 IP; and Terrain Expertise (Forest), 2 IP. The racial purchase of Terrain Expertise waives its Natural Lore prerequisite. Quick Reflexes remains an optional Talent and stacks normally with the Elf’s high Combat Order.
- Dwarf — Blind Sight (heat), 5 IP; and Earth Sense, 2 IP.
- Orc — Adrenaline Surge, 4 IP.
- Goblin — Blind Sight (heat), 5 IP. A Goblin who meets the prerequisites can also buy Close-Quarters Knack normally.
- Lizardfolk — Scaled Hide, 4 IP; and Counterbalancing Tail, 2 IP.
Innate ability rules
Low-Light Sight: Partial Darkness counts as Illuminated and Darkness as Partial Darkness. Pitch Black and obscurity are unchanged.
Blind Sight (heat): Thermoception perceives heat-contrasting targets regardless of illumination. Solid barriers, heavy insulation, and ambient-temperature targets defeat it. It grants no colour, writing, fine visual detail, or eye contact.
Earth Sense: While touching connected earth or stone, the character knows approximate depth and whether the surrounding chamber is structurally unstable.
Adrenaline Surge: Once per combat, immediately after becoming Wounded or Fatigued, ignore the test, Movement, and Combat Order penalties caused by Wounded and Fatigued until the end of your next turn. Also ignore the first 1 HP you would lose from Bleeding during that time. Bleeding is not removed and continues normally afterwards. Exhausted, unconscious, and Dying are unaffected.
Scaled Hide: Gain 1 natural AP with no ENC. It stacks with worn armour, although worn armour still cannot be layered. Ward AP does not stack with this combined physical protection; use the Ward or the total physical AP, whichever is higher.
Counterbalancing Tail: Tests made primarily to knock you prone, throw you, or force you to move suffer -1P.
A race whose creature profile carries Shaping cells must still buy the Shaping Talent to begin play as a Shaper.