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Species Skills

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Dwarf (10 XP)

A dwarf, represented by a person with a silver stripe across their eyes

Once the great dwarven Empire of Roma ruled most of the Known World, now the dwarven city states are divided. Echoes of Roma culture permeate many nations, and dwarven enclaves survive scattered throughout the once conquered lands. Dwarves have no concept of gender, though all dwarves can grow facial hair. They live mostly, but not wholly, underground. Their culture is defined by their need to create, make, and build, notably architecture and metalwork. They are also renowned for their skill in geomancy.

This package can only be bought during character creation. It confers the following effects:

Stats

  • Character takes one degree less damage from venoms.
  • Character may wear an additional 2 point worth of armour (no. points of armour worn = points on each location added together) as per the Armour Use skill.
  • Dwarves automatically gain an additional 7 CTU per week.

Minimum Phys-Rep

Silver stripe across eyes.

Species Language and Script

Roma

Common Homelands

Roma, Spennymoor (in the Palatinate), Roof of the World, Byzantium, Rejkavik

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Elemental Elf (25 XP)

A group of elemental elves. Each is wearing swirls corresponding to their element. The one on the far left is wearing elf ears, the rest have their ears covered by a bandana.

The origin of the elemental elves is remembered from the times before histories began, from the age of legend. In this time the elves were held in bondage by the Dragon Lords. How they escaped their bondage and how the Dragon Lords were cast out of this realm is not told, but as part of the struggle the elves gave up their spirits to the Elemental Lords. The missing life force was replaced with elemental nature and the elves took on physical manifestations of the element that gave them life…. The elemental nature changed the elves and bitter division grew between the different elements. This division lives on today, for it is more than a political or religious difference. It goes to the very core of what makes them alive.
In 1303 a new sovereign came to be, and with it a new type of Elemental Elf, the Saraneal. Unlike other Elemental Elves, their elemental nature is that of all 6 combined into 1, the element of Grey. With these changes, the divisions between the elements, while still there, are now more blurred. They stand as both proof that the elements can live in harmony and a reminder that the elements are opposed for a reason.

This package can only be bought during character creation. It confers the following effects:

Body

  • Character begins with 1 fewer hit per limb.
  • Character has +1 DAC. (This is Combat Reflexes DAC)
  • The instant an elemental elf dies, the body is reduced to the element which formed it (e.g. a Quenya would become a flash of light, a Nixie would become a pool of water, a Tomten would become a mound of soil, and a Saraneal would become a small amount of all 6 elements).
  • Damage with the Cold Iron descriptor is increased by two degrees against elemental elves.
  • Damage with the descriptor that matches the element of the elf causes half effect.
  • Damage with the descriptor that is opposed to the element of the elf causes double effect.
  • Elemental Elves feel pain when in physical contact with people or items (e.g. other Elemental Elves or foci) which contain magic of the element which opposes them. For example, a nixie and a pyrokin shaking hands would find the contact extremely painful, and a quenya touching a darkness focus would feel pain where the contact occurred. Saraneals do not experience this as they have no opposing element, however other Elemental Elves feel pain when in contact with Saraneals.

Spirit

  • Only receive half benefit and half duration from beneficial spiritual effects.
  • Only take half damage or half duration from harmful spiritual effects.
  • Elemental Elves respond Ping to “Detect Spirit”, and Wibble to “Rec Nature of Spirit”.
  • Miracles such as “Communication I and II”, “Talk to spirit“, “Question Spirit” etc. have no effect.
  • Take half-effect from Blesses and Curses.
  • Elemental Elves count as two people in battlegroups.
  • Elemental Elves cannot have miracles bestowed on them.
  • May not buy Spiritual Favour or any other spiritual skills.

Magic

  • Beneficial non-damaging spells of the same element affecting the elf have double duration.
  • Beneficial non-damaging spells of the opposite element affecting the elf have half effect and duration.
  • Harmful non-damaging spells of the same element affecting the elf have half effect and duration.
  • Harmful non-damaging spells of the opposite element affecting the elf have double effect and duration.
  • Saraneals have no opposite element, and instead take beneficial grey spells as double duration and harmful grey spells as double effect and duration. This includes doubling the effects of Dispel and Extension, described below.
  • The elf cannot learn the Elemental Lore of their opposing element.
  • The elf counts as having +1 level of Elemental Skill and +1 level of [Element] Lore for their element for buying, casting, and researching their own element’s spells only. This gain only takes effect if the elf has bought at least 1 level of Elemental Skill.
  • Elemental Elves respond Ping to “(Mass) Detect Magic” and ‘Wibble to “Rec. Magic”.
  • Dispels and Extensions affect the Elf, as below.
  • Special ability based on type of elemental elf, as below.

Dispel Effect

  • If the elf had any spells up (including cantrips) then only the spells which are the same or lower level than the dispel are dispelled.
  • If the elf had no spells up, then the elf takes as many points of damage to the chest as half the level of the dispel (rounding down) Note that this causes hitpoint damage and is not stopped by any form of armour.

Extension Effect

Since Elves are tied to the planes of magic, they are healed by Extensions as follows:

Minimum Phys-Rep

Obvious swirls on the face of the colour listed below. Pointed eartips, or concealed eartips.

Elemental Elf Types:
  • Quenya – aligned to Light – white swirls on face.
    May glow at will, providing visibility for a few feet and making themselves easily visible. May also focus the glow into a single point, creating light equivalent to that of a pen torch. These abilities must be physrepped.
  • Drow – aligned to Darkness – purple swirls on face.
    Have no scent.
  • Tomten – aligned to Earth – orange swirls on face.
    May sustain themselves on inorganic material. (This does not allow them to chew diamonds, but merely sustain themselves on anything they can fit down their throat.)
  • Aerokin – aligned to Air – blue swirls on face.
    Take no damage from falling.
  • Nixies – aligned to Water – green swirls on face.
    Can breathe underwater.
  • Pyrokin – aligned to Fire – red swirls on face.
    Can start a fire at will under most circumstances. This takes one minute in good conditions to five minutes or so in the rain.
  • Saraneal – aligned to Grey – grey swirls on face.
    Saraneals can call Aura Detect Magic at will.

Examples of Spell Effects

  • ‘Plate (Self)’/’Plate (Other)’ will last for ten minutes on Nixies, two and a half minutes on Pyrokin and five minutes for all other Elf types. Its effect is not doubled for Nixies.
  • ‘Imbue Weapon with [Element]’ will last for five minutes (it is not dependent on the caster’s race) but will do double damage against opposing Elemental Elves.
  • ‘Glimmer’ will affect Quenya for six seconds and Drow for 1 second.
  • ‘Blindness’ will affect Drow for two and a half minutes, even if cast by a Drow.
  • ‘Levitate (Self)’/’Levitate (Other)’ will affect Tomten for only two and a half minutes.
  • ‘Disruption’ will do 3 hits to the chest of a Pyrokin, and 14 hits to the chest of a Nixie.
  • A Pyrokin casting ‘Protection from Fire’ and ‘Imbue Weapon with Fire’ will be protected against fire for ten minutes, but the flaming weapon damage will only last for five minutes.
  • ‘Dispel 2’ will do 1 point of damage to the chest of all Elemental Elves except Sareneals, which would instead take 2 points of damage to the chest.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

True Elf (5 XP)

A true elf, physrepped by a person wearing elf ears

True Elves spread out across Urth as widely as humans, though in smaller numbers. They form tightly-knit communities with a strong sense of identity, combining local cultures with their own traditions.
However, many use them as an easy scapegoat. The vast majority of Elemental Elves hold a virulent enmity for True Elves due to a deeply felt ancestral grudge. They brand them “traitors”, playing upon suspicions against them to restrict their rights.
For a time, Granada was their sanctuary, until it was devastated in an Andalucian attack. Some there worship Olympia and find solace in her desire to preserve legends, especially when so many have lost so much.
In 1302, Atlantis opened itself to the world. It brought its own True Elves, who live in consensus-based democracy that gives them some control over their own destiny.

This package can only be bought during character creation. It confers the following effects:

Stats

  • Character has +1 DAC. (This is Combat Awareness DAC.)
  • Character begins with 1 fewer hit per limb.

Minimum Phys-Rep

Pointed ear tips or obvious scarring on ear tips (red makeup).

Species Language and Script

N/A

Common Homelands

Granada; scattered throughout the human lands; Atlantis, though few choose to leave. (A Vani culture brief will be sent to True Elves from Atlantis if requested.)

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Orc (20 XP)

Two different orc physreps.

Commonly grouped together as greenskins, orcs, urca, and goblins have a mostly tribal structure and inhabit the many wildlands of the World. They have an affinity for nature and, being hardy creatures, survive well in its untamed state, though have as little harmonising poetic philosophy as one could imagine. Orcs worship their many ancestor-gods and practice a shamanistic religion. Orc tribes are often led by the strongest warriors and the shamans, which are sometimes the same orc. Goblins are commonly members of orc tribes who are bullied by other orcs for being weaker and squeakier. Urca have renounced such Old Ways and embrace the glories of “civilisation”. They often speak in overly enunciated tones about the great lost urca civilisation.

This package can only be bought during character creation. It confers the following effects:

Stats

  • Character begins with one extra hit on the head and chest.
  • Orcs can’t have miracles bestowed on them by other priests.
  • Character begins with the ability to recognise 5 scents of creatures previously encountered, as per the Detect Scent skill.
  • If the character takes “Brawling“, they may do real as well as Subdual damage.
  • If the character takes “Hide and Sneak“, they effectively have an extra level of Stealth.

Minimum Phys-Rep

At least two green vertical lines down the face, or a greenskin mask. There is no meaningful difference between orcs which use different physreps, orcs simply have variably green skin.

Species Language and Script

Urk/Uruk/Orc/Urca

Subspecies

Goblins are urca/orcs who have taken Feebleness and/or Frailty and have higher pitched voices. (An orc may take feebleness and/or frailty for some other reason without being a goblin.)

Common Homelands

Rovac; Erin; Belarus.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Troll (30 XP)

Required for: Advanced TrollTroll Chieftain

Two different troll physreps.

Trolls inhabit the cold extremities of the Known World. They are staunchly territorial, either as individuals or mother and child. They mark their territory with pictographic carvings of their deeds. Trolls are often tribal and nomadic as they patrol said territories. Trolls without territories wander the world to gain strength enough to hold a territory.

This package can only be bought during character creation. It confers the following effects:

Stats

  • Character regenerates 1 hit per location every 30 seconds.
  • A location is not permanently crippled when reduced to -3 hits, except by damage which cannot be regenerated. If a critical location is reduced to -3 by such damage, the troll dies. If a limb is reduced to -3 by such damage, it will not regenerate in uptime, but will regrow while the troll rests between events. Locations cannot be reduced to below -3 in any circumstances.
  • Character cannot learn: “Read/Write: Other Language“, “Frailty“.
  • Damage by overcasting, as well as Flaming and Spirit damage, is curable only by resting, and does not regenerate.
  • Character never suffers bleeding damage.
  • Alchemical healing potions and Spiritual Healing miracles do not work.
  • The “Regeneration” miracle does remove life drains, but does not restore lost limbs.
  • The “Death Ward” and “Resurrection” miracles do not work.
  • Some trolls have weak claws (up to 6”). You may wear physreps for these, but they are not weapons and cannot be used to call damage, or parry blows.
  • Trolls are unable to purchase Spiritual Favour.

Minimum Phys-Rep

Blue chevron on face, or a blueskin mask. There is no meaningful difference between trolls which use different physreps; trolls simply have variably blue skin.

Species Language and Script

Troll.
Note: Read/Write Troll may only be learnt by Trolls, as it relies on the quirks of their very unusual physiology.

Common Homelands

Norsca; Belarus; Roof of the World.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Advanced Troll (30 XP)

Requires: Troll.
Required for: Troll Chieftain.

This package can only be bought by characters with the Troll species package. It grants the following benefits:

  • Character gains one extra hit per location.
  • Character gains claws (if they did not already have them) and does “SINGLE” by claw; 2 x Claws (6”) count as melee weapons.

Minimum Phys-Rep

Blue chevron on face, or a blueskin mask.

Species Language and Script

Troll.

Common Homelands

Norsca; Belarus; Roof of the World.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Troll Chieftain (30 XP)

Requires: Advanced Troll; character level 5 or higher.

This package can only be bought by characters with the Advanced Troll skill, and can only be bought by characters of level 5 or higher.

It grants the following benefits:

  • The character’s claws harden, and can grow longer if the character wishes. The character can now have claws up to 18″ in length. If they have either the Melee or Streetfighter skills, they may call damage as if ambidexing with the skill, rather than SINGLE/SINGLE.
  • Characters who buy this skill must choose one of either SPIRIT or FLAMING, and inform the ref team. Damage of this type still can not be regenerated (and as such can be used to kill the character), but damage of this type can now be healed by any form of healing which works for the character.
  • Characters who buy this skill must choose one of either Spirit or Alchemy, and inform the ref team. The chosen type of healing now works for this character.
  • The miracles “Regeneration“, “Death Ward“, and “Resurrection” now work as normal for the character.

Minimum Phys-Rep

Blue chevron on face, or a blueskin mask.

Species Language and Script

Troll.

Common Homelands

Norsca; Belarus; Roof of the World.

This is an innate skill.

Vani (15 XP)

Vani are cold-blooded, reptilian creatures who hail from the newly reachable island of Atlantis. They are naturally social and gregarious, and have an inherent desire for community and communal decision-making: a Vani is not comfortable with a decision unless it has been reached by consensus, and to be convinced by eloquent argument to switch sides in a debate or to convince another to switch sides is a point of cultural pride. Vani who leave Atlantis are rare, and unusual among their people; even so, they are still deeply influenced by their heritage.
Vani names are always composed of five letters, as this is the most democratic number.

A Vani Culture Brief will be sent to Vani players on character creation.

Stats

  • You may spit venom once per day with the call “ONE VENOM ONE”.
  • If you have the Use Venom skill, you may instead apply your venom to a weapon as if it were a standard potion. This counts as your daily use of your venom.
  • If you take Freezing damage, you lose the ability to perform actions which require sapient level intelligence for five minutes, including talking, understanding speech, casting spells/miracles, reading, using mechanical weapons, and other advanced skills. You may fight normally with melee weapons. This effect ends early if you take any FLAMING damage or if warmed by another person through appropriate roleplay for at least one minute.
  • You can take no more than 3 points of damage from any single instance of FLAMING damage.
  • If in an area Imbued with Fire, you gain a point of DAC until you leave the area or the spell ends. (You may additionally roleplay more rapid thought.)
  • From Level 6, you may add “PARALYSIS” to your species’ venom call.

Minimum Phys-Rep

Scale patterns on forehead and cheeks, or scaled mask.

Ideal Phys-Rep

Scales covering exposed skin.

Species Language and Script

Atlantean.

Homeland

Atlantis.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.

Beastkin (5 XP)

Two different vetch physreps.

Through primarily geomantic means, small populations of hybrid human-animal beings have been created over the centuries. They vary wildly in their temperaments, habitats, and in the attitudes of people around them. While the majority of beastkin cannot reproduce, some are able to, and these form stable populations. Vetch are an unusually common and widespread form of beastkin.

The stable beastkin are:

  • Ratkin (vetch)
  • Catkin (vanafel)
  • Hyenakin (zevoa)
  • Bearkin (thollinbjorn)
  • Badgerkin (bauyorel)
  • Eaglekin (skarra)

Note: Non-stable beastkin are designed as monsters, and are not playable as PCs.

This package can only be bought during character creation. It confers the following effects:

Stats

  • You naturally have Mass-Detect Scent: [Your]kin and two other Mass-Detect Scents of your choice appropriate to your backstory.
  • You are more susceptible to the ill effects of geomancy than most. Flux effects take twice as long to dissipate for you: replace “week” with “fortnight” throughout the geomancy rules when calculating how fast you lose flux.

Minimum Phys-Rep

Mask or make-up appropriate to the animal.

Species Language and Script

None.

Only one species package can be taken at character generation, with the exception of Advanced Troll (which can be taken if you have taken Troll). The supernatural afflictions Wight, Vampire, and Werewolf must be achieved in play. The species package should be the first skill appearing on the character sheet.

This is an innate skill.