Races of the Farthest Reaches

Humans? Never heard of them. Halflings? Nada. Dwarves? Yeah! The ones with the gills, right?

Races of the Farthest Reaches

Within this document are options for playing a variety of races other than the old standbys.

Putting these races in your Dungeon World:

Top secret hidden rule! Just use the damn things any way you like!

  • When you choose to add a race to your game, ask each player in turn what class the race favours.

  • Then choose one class that they are unlikely to choose.

  • Together, decide where they originally came from. The North? Beyond the Mountains? An island?

  • Now discuss in brief how the race is generally perceived. Savage? Expansive? Cultured? Isolated?

  • After that, discuss in brief how they behave behind closed doors. Loyal? Clannish? Artistic? Plotting?

  • If a player decides to be of that race, let them decide what class they can be. PCs stand out, so damn tradition.

The race should fit in relatively well with the world; they aren’t unnatural and the Gods shouldn’t have a focused vendetta against them, they can use the same weapons anyone else can, wear almost any armour with a tweak or two, speak the common tongue and fall prey to death like the other races when the time comes.

When you decide to be of a new race:

  • Add a new name and description to an item you choose in your basic gear.

  • Replace an existing Look with one of your racial choices.

  • Take on the racial option for your class.

  • Add a Bond line from your race and fill it in.

Deep Elf

Troglodyte

Lizardman

Insectman

Cambion

Giant

Goblin

Automaton

Changeling

Demigod

Batman

Revenant

Gigorian

Sharkman

Monkeyman

Imperial

Birdman


Deep Elf

Names: Cruelle, Lanethe, Vermia, Elronix, Morique, D?mella, Severus

Extra Looks: Sinister Eyes, Ghostly Hair, Gossamer Garb, Lithe Body, Dark Veil

Our people lived before the Sun was set in the sky. Together we will endure this age, and in the fullness of time, it will be but a footnote to our eternal glory. Until then we remain here, within the citadel of Our Perfect Majesty, He Who-- Oi! Where are you going?! 

Bard

Your people dwell on the past. In addition to any other categories of Bardic Lore you have mastered, you always recall the Grand Histories of the Known World.

Cleric

Your faith is cloistered and hierarchical. When you call on your deity for protection or unleash a spell, roll+Int.

Druid

What others consider monsters are mere animals to you. In addition to any other attunements, the Depths of the Earth is always considered your land.

Fighter

Your weapon is older than most civilisations. It has 1 additional enchantment.

Paladin

You spent your youth avoiding the wrath of nobles. When you Defy Danger using charm and social grace, roll+Cha+2.

Ranger

Your memory is a vast and dark system. When you are underground, you are never lost and can easily retrace your steps, even when magic is tampering with the surroundings.

Thief

You are more assassin than thief. You begin with mastered knowledge of a rare poison and 3 uses of it, Balethorn (touch): The target’s senses are numbed until cured.

Wizard

Your people have no word for paranoid, they simply are. Alarm is a cantrip to you.

Bonds 

_____ was the first person I met when I travelled above ground.

I do not trust _____ and they do not trust me.

_____ knows my terrible secret.

Troglodyte

Names: Va’tu, No’ek, Mr’og, Bu’la, Ja’ro, Og’ma, Gr’og 

Extra Looks: Intense Eyes, Dreaded Hair, Fur Clothes, Shaggy Body, Bushy Beard

Go now young fire-maker, let your dream-quest unfold. Return to us when you are grown-ready, so that the walls of our home-caves might be painted with your soul-tales.

Bard

You know the songs that move the Spheres. When you weave a performance into a spell, you may choose two allies to be affected. However, on a 7-9 there is an even greater chance your spell will affect unintended targets.

Cleric

Your people practice ancestor worship. When you sit around a campfire Contact Spirits is a Rote.

Druid

Your people shrug at ice ages. When you travel or fight in terrible weather (sandstorm, blizzard, torrential rain), gain +1 ongoing until the weather changes or you enter shelter. This effect does not occur if the weather is your own doing. 

Fighter

You do not need to bang your chest to show who is boss. When you parley with someone away from civilisation, roll+Con and on a 10+ take +1 ongoing against them.

Paladin

You seek the light within others. When you pray for guidance, even for a moment, and ask, “Who here is trustworthy?” the GM will tell you, honestly.

Ranger

You do not consider yourself above beasts. You can speak with and understand animals.

Thief

The line between material and spirit is blurred for you. When you spend a moment to survey a dangerous area, pick locks, pockets or disable traps, or backstab, roll+Wis.

Wizard

You need no spellbook. Rather than a spellbook, you must have an object of focus to contemplate your spells. This object can be anything, a skull, a shard of glass-- It’s your call. When you cast a spell, on a 7-9 you may choose: The spell takes on a semblance of life, and you have no control of  it.

Bonds

_____ is lost in the world and must be helped on their way.

_____ thinks they are better than me, I will show them!

_____ makes me laugh.  

Lizardman

Names: Seesha, Komodo, Hassah, Weshmet, Pharloss, Karbok, Shaun

Extra Looks: Snake Eyes, Bright Spines, Patterned Clothes, Scaly Body, Bone Necklaces

An alien intelligence that no man can understand. A strength greater than any common warrior. A hide like plate, legs of unmatched speed, sharpest teeth and claws, with a thick tail for almost supernatural balance. Above all, humble, we are just really humble. The humblest, in my opinion. 

Bard

The drums, the drums, the drums! When you enter an important location (your call) you can ask the GM who is in conflict with who?

Cleric

You know the method of binding others to this world. When someone takes their Last Breath in your presence, roll d4 and add the score to their roll. When you take your Last Breath, take -1.

Druid

You can shapeshift into the Great Lizards. When you shapeshift into a primordial animal, you gain +1 armor.

Fighter

You lineage has something of the newt. You can regrow severed limbs, teeth and eyes in a short time.

Paladin

Your order seeks perfection. When you dedicate yourself to a mission, you may choose to: Seek the power of _____ for my God.

Ranger

They make them mean where you’re from. When you choose your Animal Companion, make it prehistoric. Your Animal Companion has an additional +1 Ferocity.

Thief

You are your greatest asset. You may deal your class damage without a weapon. Your tail is prehensile, it can hold light objects and grab onto things (tree branch, balcony bars, someone’s arm).

Wizard

You have studied the ways of the dragon. You gain the spell Dragonfire

Level 1 Evocation

You breathe out colourful flames. Inflict 1d4+your character level in damage, which ignores armor.

Bonds

_____ will be the last I kill, no other may do so.

I taught _____ a valuable lesson, whether they know it or not.

_____ is a cold-blooded killer.  

Insectman

Names: Myrma, Hexiot, Tomon, Ezio, Buzz, Droso, Vespus 

Extra Looks: Compound Eyes, Shiny Shell, Worn Uniform, Segmented Body, Massive Mandibles

One was lost in a great storm at sea. One could no longer feel the buzz of the hive. One searched for the other workers along the beach, and was for the first time alone. One must now get by as a stranger in a strange land. Oh, woe has fallen this one. Oh woe! Woe! Hey! Get off! One doesn’t need you to tell her when she’s had enough ale! It is watered down stuff anyway, this one is outie!

Bard

You’ve got an outsider’s perspective. When you study a person or situation, roll+Cha.

Cleric

Your god’s buzz is ever in your mind. Anything that would change the way you act against your will is ignored.

Druid

You are nature’s builder. During an uninterrupted span of time (an hour or more), you may build a mundane tall wall around a small area or make a failing structure stable.

Fighter

Your people are like ants in all the best ways. When you use pure strength to destroy an inanimate object, it doesn’t take a very long time in addition to whatever other options you may choose. You also gain +2 Load.

Paladin

You show evil just who is the pest. When you are on a quest, you gain this boon: Invulnerability to poisons.

Ranger

You have a connection to your lesser brethren. Your Animal Companion is a swarm of insects, and can hide upon your person. When they burst from beneath your clothes, choose a target, they are surprised and fall back for a moment.

Thief

You can climb up almost anything. When you Defy Danger and use your climbing skills to your advantage, roll +1.

Wizard

Your people are masters of group ritual. When you convince others to aid you throughout the ritual, you lessen a requirement.

Bonds

I have bonded with ____, they are like a sibling to me.

I will never understand _____, but they are my friend.

_____ is just a grub, to be protected and nurtured.  

Cambion

Names: Wrathia, Constantine, Samuel, Asmodine, Crowley, Damien, Carver  

Extra Looks: Fiery Eyes, Immaculate Hair, Heavy Robes, Curvy Body, Devil Horns

The boy had a decent enough upbringing. I fed him the right stuff, I brought him back gifts from my business trips, and I even paid for a private tutor to teach him how to act right-- He still became a bloody paladin!

Bard

You are like the rose, beautiful and thorned. When you physically attack someone you have successfully parlayed with or is charmed to aid you, deal +2 damage, 1 piercing.

Cleric

You can see your god’s hidden face. Begin by choosing two domains for your god, rather than one.

Druid

Hell is homely. In addition to any other attunements, the Eternal Pit is always considered your land.

Fighter

Your kind have a knack for torture. Any weapon, or small object, is messy in your hands.

Paladin

You can’t shake your heritage. You appear untrustworthy to those that claim righteousness, but you can easily fool the sinful. Take -2 to parley with authority figures and religious folk, gain +2 to parley with criminals and outcast cultists.

Ranger

Like a bat out of Hell! Your Animal Companion is a fiery hellbeast. Regardless of stats, it can guard and is frightening.

Thief

Please allow me to introduce myself… You always have a change of clothes handy that will make you fit in somewhere, and look good too. When you have time to change into them, you gain +1 forward on your first interaction with someone. You can lend these clothes to others, but they gain no benefit.

Wizard

You’re on the list. When you draw on a place of power to create a magical effect, you can ignore a condition set by invoking a devil and promising them something of the GM’s choice. 

Bonds

I have made a deal with _____, we are bound to each other, for now.

_____ will succumb to darkness, if only for a moment, and I will be there to see it.

_____ has unique perspective, and solves problems I cannot.

Giant

Names: Gamorth, Uthmire, Goliath, Loki, Gog, Bluto, Anakim

Extra Looks: Brooding Eyes, Braided Hair, Beast-skin Cloak, Large Body, Gnarly Tusks

Ha! We’re playing who is eldest? The world is a titan’s corpse and my people were born from that spilt blood. We forged empires that spun from hip to neck, fist to fist, and their ruins are so vast you cannot see their imprint with the naked eye. Now, fellow mountaineers, let us cross this wall my ancestors built...

Bard

You are ready to rock. When you dance with abandon, small foes cannot approach you. You can still weave magic into a performance and spout lore, but you will have to stop dancing to physically attack.

Cleric

Grinding bones is a tradition. When you hold your holy symbol aloft and call on your deity for protection, on a 10+ you deal damage equal to your level to one undead present, which ignores armor.

Druid

You are a child of the sky. Where the fragility of something beneath you should create danger, ignore it. You can walk upon thick fog and clouds as if they were solid, should the chance arise.

Fighter

You are the biggest around. You may deal your class damage without a weapon. You are always forceful and have reach as if wielding a long weapon.

Paladin

You are a great beacon of justice. When you first enter a civilized settlement, point out someone who is hiding something. They are nervous and make mistakes around you.

Ranger

Fee fi fo fum, I smell the blood... When you’re on watch and something approaches the camp, you know roughly what it is, and if there are more hidden. On a 10+ everyone in the camp takes +2 forward.

Thief

You are such a surprise. When you attack a surprised enemy with a melee weapon, they are always stunned for a moment.

Wizard

You are the muscle wizard. When you cast a spell, roll+Str. Before you have cast a spell that day, your base damage is d8.

Bond

_____ is a true giant in heart, and I consider them my sworn family.

_____ knows some of my people’s ways, and I respect that.

I will push _____ into battle when I can, because they are cowardly.  

Goblin

Names: Blackjack, Chance, Blood-Licker, Red-Eye, Kakanak, Sausage, Columbo

Extra Looks: Mismatched Eyes, Warty Head, Ill-fitting Clothes, Scrawny Body, Big Teeth

You are never more than twenty feet from a rat in this city, and there will always be a goblin ready to eat it. I admire the filthy dogs-- They’ll make a living anywhere. Saw a tribe up in Tratch, with yellow war-paint and poisoned darts. Saw a tribe down in Albawood, firing stolen elven arrows at passing caravans. Even as far out as Mimuwai, wearing make-up and white powdered wigs. They still ate rats though.

Bard

You can work with what’s on hand. When you first enter a civilised settlement, the GM will tell you something that troubles it; describe a solution they haven’t thought of.

Cleric

You see divinity in details. When you closely study a situation or person, on a 7–9, ask 2.

Druid

You are a nomadic soul. When you Carouse in a new land, that becomes your chosen land.

Fighter

Dirty fighting is an art. You know how to take advantage of your small size, whenever a foe is described as significantly  larger than you, you take +1 forward against them. 

Paladin

You never give up hope. When an ally falls in battle, hold 1 Grit. You can spend your Grit at any time to gain +1 ongoing against a threat or in defence of an ally.

Ranger

You have unique cultural cuisine. You can ignore moves that require you to consume a ration so long as you describe what gross thing you eat. 

Thief

Your kind are all full of it. When you spout lore, roll+Dex. When you tell a blatant lie, it may in fact be true.

Wizard

Your people have peered over the work of Dark Lords. When you cast a harmful spell, add +1 damage.

Bonds

____ isn’t easily fooled by my tricks, and I respect that.

I should stick close to _____, they’re good in a fight.

_____ has killed my kind in the past, so I’m uncertain what they think of me.   

Automaton

Names: Five, Mathus, Plumbum, Asimov,  Epsilon, Emet, Opus

Extra Looks: Emotionless Eyes, Chrome Dome, Practical Clothes, Metal Body, Displayed Workings

Nah bruv, I don’t wanna be like a regular sod. I’m not offended, don’t worry! I’m thick skinned. Get it, thick skinned? Metal. Me. Haha, aye-- Anyroad, thanks fo’ trying to save my soul and all, but I ain’t sure I ‘ave one.

Bard

You don’t need food and drink to have a good time. When you return triumphant and throw a big party gain +1 on your Carouse roll.

Cleric

They call you the defragger. You turn golems and the like instead of turning undead.

Druid

With real lifelike roar! When you call upon the spirits to change your shape, you are still mechanical in nature. Gain +1 armor.

Fighter

You are what heroes are made of. You can never lose your signature weapon, it’s a part of you. Regardless of size, your signature weapon can be hidden on your person so well a thorough pat-down will not reveal it. 

Paladin

Your faith is pure like silver. If a foe has a weakness to a certain metal, you are considered to be made of that metal.

Ranger

Elementary. When you Hunt and Track in a civilised settlement or mechanised area, roll +1.

Thief

You were built for purpose. You can see in total darkness. You can make your eyes glow with the light of an internal lantern.

Wizard

You are sustained by lightning. You may take 1d4 damage and apply the score to your next attack. If you are hit by electricity from any source, you receive 2d4 health.

Bonds

_____ has the designation: best buddy.

_____ is a cog in a greater scheme.

_____ has a fluidity of thought and action that astounds me.   

Changeling

Names: Pietr Iceheart, Lidia, Patch, Jon Treefellow, Boris, Hetty, The Scarecrow

Extra Looks: Cold Eyes, Flowing Locks, Motley Clothes, Trim Body, Long Fingers

I was not fooled for a moment. She didn’t have my daughter’s eyes. The things she can do, and with such ease, can make a wizard’s beard curl with envy. I’ve seen her whispering to fairies under the covers at night. I’ve seen her enchant her doll to dance when she thought herself alone. Now, only sixteen, she has set to do what she promised me that first winter-- She’s off to find my daughter.

Bard

Fae whisper in your ear. In addition to any other categories of Bardic Lore you have mastered, you always recall Fairies and Fanciful Creatures. When you closely study a situation or person, roll+Cha.

Cleric

The divine pains you. When you unleash a spell, on a 7-9, you may choose: Take 1d4 damage and -1 forward.

Druid

You have something of the dryad about you. When your feet are planted on firm ground, you may freely transform into a tree, and back again, at any time. You will lack movement and vision, but may go unnoticed. 

Fighter

Your blade’s song is legend. When you first enter a civilized settlement someone who knows the legend of your signature weapon will take you in as their guest.

Paladin

You are the quintessential knight errant. When you dedicate yourself to a mission through prayer and ritual cleansing, add these boons to your choices: Your goodness brings an ally from your enemy’s ranks and A mark that will ensure you are always attacked first in battle.

Ranger

You have supernatural aim. When you attack a defenseless or surprised enemy at range, roll +1.

Thief

The change in changeling. Your features shift over time. Having previously met you, after a week you are hard to pick out in a crowd or at great distance. After a year, they will not believe it is you without evidence.

Wizard

Your people are magic. You have an additional cantrip, Dancing Wisp:

You conjure a simple ball of pale light that you can move with your mind. It gives off a tinkling sound and cools the air around it, or other such subtle strangeness. It is dispelled if it touches a solid object or being.

Bonds

I have shared secrets with _____.

_____ can’t see the dark side of magic, and will be burnt by it if I don’t protect them.

I covet the kind of relationships _____ possesses.  

Demigod

Names: Heran, Ryu, Artorius, Pandu, Wode, Nike, One-Ton-Sun

Extra Looks: Bright Eyes, Stormcloud Hair, Rustic Clothes, Sculpted Body, Elemental Tell

If demigods are so powerful, why aren’t they the most populous people? Where is the nation of demigods? The empire of Sun and Earth and Storm? I’ll tell you why… They get too cocky. I’ll stick to fishing, thanks.

Bard

King of Kings. When you return to a civilized settlement you’ve visited before, tell the GM who here owns you a favour. They’ll tell you what they’re currently up to.

Cleric

Your father is proud. You begin with the Divine Intervention advanced move. Your parent will ask things of you, who need not be the god you worship.

Druid

Nature is your mother. When you call upon the spirits to change your shape, roll+Con. On a 10+, hold 4.

Fighter

You put the glad in gladiator! Begin with +5 HP. The first time you take your Last Breathe, roll +1.

Paladin

You are the Herald and the Chosen. Hirelings gain +1 loyalty by your side, though they may still lose it overall.

Ranger

The arrow is your clergyman. When you make a called shot, roll twice and take the highest score.

Thief

Your spirit is of the First Thief. When you are hit with the full force of a damaging spell, you may freely cast it back at 1d6 damage.

Wizard

A sacrifice to yourself, for yourself. When you land the killing blow with magic, take +1 forward.

Bonds

_____ is my favourite mere mortal.

I’ve known _____ since before my awakening to demigodhood.

I know I can count on _____ in battle.  

Batman

Names: Wayne, Zorro, Chiro, Townsend, Echo, Whistler, Rorschach

Extra Looks: Beady Eyes, Funnel Ears, Elaborate Costume, Creepy Body, Ornate Mask

You don’t get it, do you? When my parents were slain before my eyes, I understood. Once a bat has seen society's black underbelly, he can never shield his eyes with his wings. Never pretend, like you do, that it doesn't exist. I have seen this cavern's true face… Now she is afraid of me… For I am the Night!

Bard

Your song is on another level. When you play an Arcane Performance, one ally gains +1 armor forward.

Cleric

You know how to make power from symbols. When you paint the symbol of your god on your chest and invoke power at dusk, in the next battle foes will choose to strike you over your allies. The symbol fades and needs to be reapplied often.

Druid

Your step is lighter than a fallen twig. When you sneak behind a foe, you make no sound and nor does anything inanimate you step on. You can still be seen, or have your scent picked up.

Fighter

Your people are grim realists. When you deliver a monologue about the state of the world after a victorious battle, heal 1d4 hit points.

Paladin

They call you the dark knight. Even when wearing heavy armour, you can glide across gaps of any width as long as the place when you land is lower than your starting position, and leap to great heights.

Ranger

Your people are known for their acrobatics. When you successfully Defy Danger through feats of grace and balance, take +1 forward the next time you have to Defy Danger.

Thief

You’re Batman. Once per session, if an ally needs your aid and you are not near enough-- You are, with or without an explanation.

Wizard

You’re people are consummate tinkerers. When you spend an hour studying a device and have proper materials, you can make a slight improvement to it.

Bonds

_____ is too noisy, like a bawling pup.

I guided _____ through a long dark night.

Myself and _____ make a dynamic duo.  

Revenant

Names: Tutamunramlah, Wulfhelm, Dracul, Khan, Davy, Horgin the Hero, Cortez

Extra Looks: Empty Eye-sockets, Skeletal Face, Funeral Clothes, Fading Body, Pointed Teeth

The clatter of shields,  my men crying out-- I, focused on the general, cutting down the hated enemy one by one-- The fatal strike, the final strike… no more. I stand, death pumping my cold veins. My hands, my voice needed once again! For I am-- What do you mean I’ve told this one before? ...Sorry, I am old you know.

Bard

You’ve got a funny bone or two in you. When you juggle your head, play your ribs like a xylophone or make light of your existence around the wary, those watching will start laughing and may forget you’re a threat.

Cleric

You keep to the original texts. Your deity has the additional domain, Bloody Conquest. You have the additional precept, Suffering.

Druid

You are an outsider to your own cause. You must begin with The Misty Hollow as your Land. You can speak with the undead, even if they are not capable of speech; but you won’t change their behaviour.

Fighter

You know your way back. Roll twice when you take your Last Breath, use the highest roll.

Paladin

They stand by you still. You may summon two near mindless undead from the hallowed earth. They are hirelings with 2 skill points each, cost: death of whoever has dared oppose you. If you choose not to kill someone that has attacked you before, you will lose control of them permanently.

Ranger

You’ve seen some things in your time. When you tell a short tale of your adventures from long ago around a campfire, give +1 forward to an ally of your choice.

Thief

Dead man’s chest. You can hide small objects inside your empty chest. Your load is 10+Con.

Wizard

You are as patient as Death. When you have time and arcane materials, you can alter a place of power to take on the attributes of death and decay. You have +1 armor within this place. At least one creature will take interest in your activities, you won’t know until it arrives.

Bonds

_____ reminds me of a long dead friend.

I knew the ancestors of _____.

_____ is my descendent.  

Gigorian

Names: Yanki, Vort, Nariscene, Zaphod, Deltron, Andromeda, Thyrrus 

Extra Looks: Wide Eyes, Forehead Protrusions, Starry Robes, Twisted Body, Glowing Veins

It that does not master itself is a thrall, even without a master. It who is student to a great teacher has a mind without shackles. That’s one of my pop-mom’s sayings, it’s got a hundred. What else? Yeah, this one is a good one-- It that sleeps with coins under its bed will feel it weigh on their mind. They were right about a lot of things... But let me tell you, I sleep like a spawn.

Bard

Your people live in the Heavens. In addition to any other categories of Bardic Lore you have mastered, you have the expertise: The Workings of the Stars.

Cleric

You come in peace. Roll +1 when you first Parley with someone you mean no harm.

Druid

You are like the dancing aurora. When you are outnumbered but continue to fight, take +1 ongoing to Defy Danger with Dex as long as you keep in the fray.

Fighter

Your people have access to a potent Force. When you are disarmed or throw your Signature Weapon, a moment of focus will make it return to your hand.

Paladin

You are the bearer of the mantle of light. You begin with a special shield, Lightfield: +1 armor, 0 weight. The shield can be throw to an ally with perfect accuracy and timing.

Ranger

Your connection is deep. When you choose your Animal Companion, make it strange. Your Animal Companion can Scout, and if you meditate while it is scouting you can see through it’s eyes.

Thief

Mind over matter. You grow immune to poisons you have successfully handled. You begin with immunities to Oil of Tagit, Bloodweed, Goldenroot and Serpent’s Tears.

Wizard

You have mastered you people’s Art. Your Unseen Servant can slowly and carefully pick up objects of 1 load or less at your command.

Bonds

_____ seems to know much of this world, I consider them my guide.

_____ has abilities that synergise with my own.

The probabilities bend around_____, I wish to study them.  

Sharkman

Names: Zane, Brad, Oz, Lola, Roxy, Bruce, Hammerhead

Extra Looks: White Eyes, Thick Fin, Seaweed Loincloth, Sleek Body, Layered Teeth

RAAARRGH!

Bard

You are too Metal to die. When you should take your Last Breath, you cover the distance between yourself and a foe and make one more attack with +3 to Hack and Slash. If there is nothing to fight, you simply take your Last Breath.

Cleric

There is a holiness in eating heads. You may deal your class damage without a weapon. When you bite someone, Cause Fear is a rote until you make camp.

Druid

Your people are reckless man-eaters. You gain a permanent +1 to Hack and Slash, but take +1 damage from your enemies.

Fighter

Blood in the water. When you taste something’s blood, you gain +1 ongoing against them.

Paladin

Your people seek victory in battle. When you scream to the sky and ask “What here would dare challenge me?” the GM will tell you, honestly.

Ranger

You’ve got uncanny senses. When you Hunt and Track, you can follow trails over water. On a +10, you may also ask: How healthy was the quarry when it was here?

Thief

You  crash upon them like a wave. When you Backstab, on a +10 your attack was forceful and does an additional 1d4 damage, regardless of what options you choose.

Wizard

You know sea magic. You begin with this spell, Water Cannon:

Level 1 Evocation

A jet of water bursts from your palm. Deal 1d6 damage to one target, they are knocked backwards into the nearest solid object and briefly stunned. If they hit anyone else on the way, they are treated the same. If the target is large, they will not be harmed nor moved.

Bonds

I pay _____ no mind, they don’t feel like prey.

_____ stole a great kill from me, so I will kill something they really want to kill!

_____ saved my life, so I will pay them in the death of another.  

Monkeyman

Names: Hanuman, Kong, Luffy, Koko, Goku, Tetra, Miss Sam 

Extra Looks: Mischievous Eyes, Straw Hat, Freeing Clothes, Small Body, Gripping Feet

When all races had been made, our Creator looked out and shrugged. The other Gods were expectant; shook her awake saying: “What will you make? Will they be tall? Will they be strong?”. Our Creator looked over the land again and saw the monkeys in the trees. Our creator said: “I will make my people from them, and they will annoy your peoples just as you have annoyed me!”

Bard

You yearn to be a silverback. When you see an ally do an impressive feat, take +1 forward when you attempt to top it with a similar daring feat, despite the dangers.

Cleric

You know the benefits of being holy. When you make camp in a city, you don’t need to consume a ration.

Druid

You know the land like the back of your hands. When you are running from or chasing something through obstacle littered terrain, gain +2 forward.

Fighter

You have the Sun Wu power. After a moment of focus, leaving you open, you can alter the size of your Signature Weapon by one range. With time to contemplate, your Signature Weapon can be of any size.

Paladin

You are the king of the swingers. You may state I Am the Law to monkeys and apes of any size. They often do what you say, at least in front of you.

Ranger

Your people are canopy dwellers. You can climb a tree in moments. You leave no trace of passing in a forest.

Thief

Your people are versatile warriors. When you Hack and Slash with an improvised weapon, roll+Dex and take +1 forward.. 

Wizard

Banana is power. You can summon fruit from a nearby forest as long as you have a free hand. It can be thrown as a distraction or to anger a foe. With time in a place of safety, you can summon enough fruit to make rations for your allies. If you do, the GM will tell you what creature  has taken an interest in your acts of theft.

Bonds

I must convince _____ how ridiculous their methods are.

I journey with _____ so they might teach me a good trick.

_____ is like a coconut.

Imperial

Names: Yoshiko, Victoria, Caspian, Guan, Tullius, Abernethy, Brunhilde 

Extra Looks: Unreadable Eyes, Curly Hair, Imperial Dress, Soft Body, Spectacles

Haha! Hell, you look half carved up! Sharkman eh? The dock workers are a bad lot. You should stick to the hills bumpkin; where you are right now ain’t no better, neither. What? My heritage? Bit of everything. Not important. Homeland? This city is part of the Empire, it stretches from here to Tok Bok Ve. They say every road leads back here in the end-- True too, I should know, spent enough years laying them. Culture? I’m a city man, very modern, civilised. Now enough with the questions, piss off or I’ll shiv you.

Bard

You are the Fool. You gain an Animal Companion; it must be a small domestic animal.

Cleric

Your people’s gods are everyone’s gods. When you meet someone who worships a god with a similar aspect to your own, consider it your god and take +1 forward to Parley with them.

Druid

You see nature in all things. In addition to any other attunements, the The Bejewelled City is always considered your land.

Fighter

You are a veteran formation soldier. When you hold a shield with an ally by your side, take +2 forward to Defend. If they are also holding a shield, they take +1 forward.

Paladin

You’re international. When you first enter a settlement, if there is local law enforcement, they’ve heard of you and admire you, at least at first.

Ranger

You are the beloved border patrol. When you look someone in the eye, even for a moment, and think, “Where do they come from?” the GM will tell you honestly.

Thief

You are an artful dodger. When you successful Defy Danger from a close physical attack, you steal a small item from your foe in the process. It is the GM’s call as to what you pocketed unless you know of something in advance.

Wizard

You have the voice of an emperor. Gain +1 ongoing to recruiting laymen and warriors.

Bonds

_____ is a berk, they need me around to stop people from walking all over them.

_____ is a savage, but I need them to guide me to my fortune.

_____ and I escaped the hangman’s noose together.

Birdman

Names: Horus, Elektra, Kelaino, Harpagos, Arion, Harvey, Swift

Extra Looks: Eagle Eyes, Ruffled Feathers, Muddy Toga, Light Body, Bronze Bangles

The parliament of birds grew silent, the summoned spirit of Argentavis Magnificens had at last made their decision. A bird from each house would be chosen, then they would drink from the blood of the captives, and change forever. They would go out into the world as a new race, to bridge the increasing gap between wing and sword...

Bard

It’s me, Urist McDwarf. When you impersonate the voice of someone you have met, people are fooled unless they see you, or they know of you and your talents.

Cleric

You are head of the flock. When you lead a group of your religion’s believers, take +1 ongoing to the completion of some endeavour.

Druid

A little vulture, a little dove. You begin with the advanced move Balance.

Fighter

You haven’t truly forgotten flight. When you leap towards a ledge or over a gap, you always make it.

Paladin

Your people are famous for their fighting techniques. You may wield two reach weapons at once precisely, with your off-hand weapon dealing 1d4 damage.

Ranger

“Eagle Eyed” is a term fit only for chicks. When you attack from range, you may pick two targets and split the damage.

Thief

They call you the Prince of Magpies. When you study a piece of found treasure, you know which direction to go to get more of the same origin.

Wizard

You have the feathers of a peacock. When you take part in a battle, your first spell is stunning.

Bonds

_____ and I are two birds of a feather.

I believe _____ will be most useful.

_____ claims to know where I can find the shiniest thing.

Treeman

Names: Hana, Makar, Saria, Dryope, Ghillie, Erato, Thorn

Extra Looks: Emerald Eyes, Fragrant Blooms, Growing Garb, Willowy Body, Plain Necklace

Patience… is a virtue… I… do not… possess…. Put down… your… weapons!

Bard

When you first step foot in a forest, say who you know and how they can help you.

Cleric

Besides your own god, Mother Nature is always with. You can reroll a Move anytime as the Green One aids you, but she will need something in return.

Druid

You have an offshoot sapling Hireling, yours to detail, with 8/8 HP. They never lose their Loyalty, which is permanently set at 3.

Fighter

Your people grow stronger with age. When you gain a level, you gain +1 extra HP.

Paladin

All glory to the sun. When you have time to bask in strong sunlight, you gain 5+Level of HP.

Ranger

You have unlimited ammo and can make a fine wooden weapon in a pinch.

Thief

If you stay still no one can tell you’re not a tree.

Wizard

You can root yourself in place, granting you +1 armour. You can’t free yourself quickly if you need to.

Bonds

_____ and I are two birds of a feather.

I believe _____ will be most useful.

_____ claims to know where I can find the shiniest thing.

I commend you on making it to the bottom of this document. Bare in mind there is nothing stopping you using any of these racial options with another race, the troglodyte fighter’s option could work just as well on an orc for instance,  you’ll just have to work it out with who you’re playing with.

Template:

Race

Names: At, Et, Ot, It, Yt, Ut, Zt

Extra Looks: _ Eyes, _ Hair, _ Clothes, _ Body, _ Other

fluff

Bard

When you

Cleric

When you

Druid

When you

Fighter

When you

Paladin

When you

Ranger

When you

Thief

When you

Wizard

When you

Bonds

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