+1 to two of your choice
Humans get +2 to a skill of their choice.
+2 Brawn, -1 Charisma
A dwarf has an additional Invoke, called a “focus,” which yields 2 action points instead of one. The focus must be some sort of task to be completed.
Dwarves get +1 to Concentration and Endurance.
Dwarves can’t use magic.
+2 Brawn, -1 Charisma
Muls get +3 to Endurance.
Muls do not have to sleep for several days.
Muls are half dwarven, half human, and have some of the blood of both. Muls are born sterile, and cannot reproduce.
+1 Dexterity, +1 Mobility, -1 Constitution
Extremely fast nomadic runners, Elves can move an additional zone each turn.
Elves get +2 to Athletics, +1 to Initiative and Stealth.
+1 Dexterity, +1 to one of your choice
Half elves are half elven, half human, and have some of the blood of both.
+1 Dexterity, +1 Intelligence, -1 Brawn, -1 Charisma
Halflings are of small size.
Halflings get +1 to Initiative and Stealth.
+4 Brawn, -2 Intelligence, -1 Charisma
Half Giants are of large size.
Half Giants get +1 to Endurance.
+1 Dexterity, -1 Charisma
Thri-kreen have hard exoskeletons, which gives them 3 armor.
Thri-kreen can use their natural weapons to great effect, attacking multiple targets in the same area or doing two dice of damage with a single attack. Their bite is also poisonous and can paralyze its victim.
Thri-kreen gain proficiency with certain weapons common to their race, including the chatchka, a crystal throwing wedge.
Thri-kreen are six-limbed insects, sometimes known as “mantis warriors,” and they can’t wear most things common to humanoids.
Thri-kreen can leap up to fifty feet in a single bound.
Thri-kreen do not sleep, and do not need to find water as often as other races.
Due to their alien nature and focus on the hunt, Thri-kreen count as their own class.
Everyone starts with Common. If you have an Intelligence over 3, you get an additional language, in addition to your native language. (Most Halflings and Thri-kreen do not know Common, but the player characters are an exception.) The languages are
Ability Scores, Defense and Saves
Strength and Constitution are combined into Brawn.
A new score, Mobility, handles movement and some of the things that were in Dexterity before.
The things handled by Wisdom are split into Intelligence and Charisma.
You have 15 points to divide up among your five ability scores.
You should probably choose one of these arrays, adjusted for race:
3, 3, 3, 3, 3
5, 3, 3, 3, 1
5, 4, 3, 2, 1
4, 4, 4, 2, 1
4, 3, 3, 3, 2
5, 5, 3, 1, 1
5, 3, 3, 2, 2
Ability scores give you your skills, and are not used for many other things. You increase one of your ability scores by 1 every level, and get a corresponding +1 to a skill.
The Initiative skill is used for Reflex. Endurance is used for Fortitude, and Concentration is used for Will. There is no such thing as Armor Class – to dodge an attack, you use Initiative, rolling against the attack roll. All armor is damage reduction. Any damage reduced is in Vitality.
Each point you have in Brawn gives you a +1 to one of these skills:
Athletics, Concentration, Domestics, Endurance, Intimidate, Melee
Each point you have in Dexterity gives you a +1 to one of these skills:
Concentration, Domestics, Initiative, Perception, Ranged, Stealth, Thievery
Each point you have in Mobility gives you a +1 to one of these skills:
Athletics, Dungeoneering, Initiative, Kinetics, Stealth
Each point you have in Intelligence gives you a +1 to one of these skills:
Arcana, Armory, Concentration, Deception, Diplomacy, Dungeoneering, Engineering, Healing, History, Insight, Nature, Perception, Science, Streetwise, Thievery, Wealth
Each point you have in Charisma gives you a +1 to one of these skills:
Arcana, Concentration, Deception, Diplomacy, Domestics, Endurance, Insight, Intimidate, Nature, Streetwise, Wealth
You get a bonus to all skills equal to half your level, except for Arcana and Wealth.
Used for all arcane and supernatural arts, including all types of spellcasting.
Used for creating and maintaining weapons and tools.
Used for running, jumping, swimming, climbing, and other basic physical activities.
Used for will, focus on the situation, beating away mental attacks, and targeted shots. Used often to resist mental and magical effects.
Used for deceiving others, with forgery, disguise, lying, or feinting.
Used for negotiation, persuasion, and eloquent speaking.
Used for brute labor, cooking, and other general chores and work.
Used for knowledge of adventuring, monsters, and underground or secret places.
Used for surviving wounds and disease, and enduring pain. Used often to resist disease and physical strain.
Used for building things, repair and taking things apart, as well as an understanding of technological subjects.
Used for medically tending to others, including the use of medicine, surgery, first-aid, and preventative care. Used in combat to heal wounds.
Used for a grasp of past events and knowledge about a given area or how to utilize experience.
Used for determining reaction speed, reflex, drive, and force. Used for determining turn order during an encounter. Used often to dodge or resist physical effects.
Used for wisdom, looking into the lives of others, and knowledge of social situations.
Used for bullying, coercion, and interrogation.
Used for acrobatics, gymnastics, swashbuckling maneuvers, and moving around.
Used for fighting at close range, whether the weapon is stabbing, slashing, bludgeoning, or simply fists and feet. Used for all close attacks in combat.
Used for surviving in the wilderness, gathering food, and an understanding of environmental subjects.
Used for detecting things, and noticing when people or places are different in some way.
Used for fighting from a distance, whether the weapon is thrown or shot. Used for all attacks outside of close range in combat.
Used for mathematics, knowledge of the world, and creation of chemicals or machines.
Used for hiding, remaining silent, and creating illusions.
Used for finding contacts, knowledge of local customs, and ability to navigate urban areas.
Used for picking locks, sleight of hand, and quick movements with the hands.
Used for purchasing items and participating in economic events and transactions. Bonuses can be used by the GM as a reward for completing an adventure.