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Drake Knight

Drakes are Barbarous destined to become generals from birth, reflecting the power and will of the Second Sword, Ignis the most. A Drake possesses a magical sword that can be said to be half of themselves from the time they're born, and that sword is as much a part of the Drake as any other body part. They also have two beautifully curved horns protruding from their foreheads, and large membranous wings on their backs.

In addition to being skilled with swords, Drake Knights also have a high aptitude for magic. They have an incredible presence among the lower Barbarous, so much that Goblins, Boggarts, and other monsters will show their reverence at the mere sight of a Drake Knight. It is said that a Drake Knight was the Barbarous king who completely crushed the Al Menas civilization in the Great Catastrophe about 300 years ago, and it is believed that it was a fearsome warrior with unmatched intelligence.

Additionally, Drake Knights can transform themselves into the form of a dragon by absorbing their sword into their body. In this new form, they can be as small as 3 meters and as large as 10 meters, and are covered with scales that shine with a metallic sheen. Their wings can cut through enemies like a sharp blade, and they can control magic in this form as well, giving them tremendous fighting power.

Drakes are born from eggs and are considered full-fledged warriors at the age of 15. After that, they are immortal, and some drakes have been known to live to 10,000 years. As soon as they reach adulthood, Drakes are only somewhat superior to other races, but they quickly learn how to fight, understand magic, and grow into formidable beings.

Starting Languages: Drake Knights can speak, read and write Trade Common, Barbaric and Dragonic.
Restricted Classes: None
Starting Soulscars: 4
Weakness: Magic Damage +2 pts.

Racial Abilities

[Darkvision]: Drake Knights can see in the darkness as well as they can during daytime.
[Magic Sword]: The Drake Knight possesses a Magic Sword at character creation. When creating a character, gain one B-rank melee weapon of your choice (excluding specialties, school equipment, and magic weapons) at no cost to you. The Drake's Sword is treated as a magical weapon, and can be used as a spellcasting focus. In addition, the power of the sword can be enhanced by the Heritor Classes [Magical Armor] Binding. See Drake's Sword for more details.
[Flight/Soaring]: A Drake Knight may spread their wings and take flight. Movement speed remains the same as the Drake's Agility.
While flying, a Drake Knight receives a +1 bonus to both Accuracy and Evasion. When the Drake Knight uses [Dragonification], this ability will change to [Soaring] and be used by [Section: Wings]. If the HP of either of the wings drops below 0, the [Soaring] ability is lost.
[Dragonification]: As a Major Action, the Drake Knight absorbs their Sword and turns into a dragonic form. After transforming, the number of sections they have will increase to 3, and the character will have the following sections: [Section: Torso (Main Section)], [Section: Wing] x2. Once transformed, they cannot return to human form for one hour.

When the Drake Knight transforms, their HP and MP will be restored to their maximum values. In addition, any advantageous or disadvantageous effects that have an effect time will be retained. They can still use the classes and magic of their human form with [Section: Torso]. They also gain the Wrestling weapon Claw as an innate weapon, and the Unique Skill "Light Breath". [Wing] Sections cannot use any class abilities or magic, and can only use melee attacks (counting as Wrestling weapons) as a Major Action. See "Base Stats for Other Sections" for Defense values for [Section: Torso] and [Section: Wing].

Light Breath
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
The Drake spits a sphere of burning light Type Energy
Effect: Deals Power 20 + Adventurer Level + Vitality Modifier damage.

The Drake Knight uses their Adventurer Level + Vitality Modifier as the check, opposed by the target's Fortitude. If the Drake Knight has learned the 《Guided Magic》 Combat Feat, they can breathe into a battlefield without misfiring.

Enhanced Racial Abilities

6th Level: When the Drake Knight uses [Dragonification], their [Section: Torso] can choose to carry over status effects that were active before the transformation, or to lose all effects.
11th Level: The Drake Knight can now perform [Dragonification] as a Minor Action. In addition, when in dragon form, the Drake Knight is immune to all damage and effects from Energy-type attacks.
13th Level: [Flight/Soaring] is enhanced to [Flight II/Soaring II], giving the Drake Knight a +2 bonus to Accuracy and Evasion while flying. In addition, movement speed while flying will be double the Drake Knight's Agility score.

Abibity Scores

A: 1d B: 1d C: 2d D: 2d E: 2d+6 F: 2d

Drake Knight Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 13/12/7 2500
5-6 Necromancer Conjurer 11/12/9 2000
7 Warrior Fighter 12/15/5 2000
8-9 Shapeshifter Heritor 12/14/6 2500
10-12 Scholar Sage 11/13/8 2500

Dragonification In-Depth Explanation
When a Drake Knight is transformed into dragon form using [Dragonification], all items, including weapons and armor, as well as items such as mako stones, are removed and become useless, except for any Ear Accessories. Therefore, without advancing far into the Heritor class, the Drake Knight may be unexpectedly weakened by the dragonification process. As the Drake Knight grows, the basic abilities of each section will improve, and there will be opportunities to acquire [Magical Armor]. In addition, they will be able to enhance your magic sword, breath, Accuracy, Evasion, and HP.

Broken Drake

The Drakes are the elite ruling class of the Barbarous, born with a magical sword in their hands, an extension of the natural power and mana of a Drake. However, rarely there have been some Drakes born without such a sword, and these misfits are often treated in a derogatory manner, if not abandoned outright. Growing up in such an environment has left the Drake broken, both physically and mentally, and their natural abilities will not grow to nearly the same heights as a full-fledged Drake.

Similarly, Drakes who did have a partner sword and subsequently lost it in combat share many of the same characteristics as those who never had one to begin with. The loss of their sword, as important and a part of the Drake as a body part would be, takes its toll on the Drake, and they end up just as much a blank slate as the other Broken Drakes from the shock.

As a result of this broken state, these Broken Drakes have atrophied wings, and as such they cannot use them to fly. Additionally, their ability to transform is greatly limited compared to that of a Drake Knight, both in appearance and abilities. Their physiology remains the same as other Drakes, though, in that they reach adulthood at the age of 15. However, because of their weakened state, it is believed that Broken Drakes only have a maximum lifespan of about 1,000 years or so, greatly diminished from their more powerful relatives.

Starting Languages: Broken Drakes can speak, read and write Trade Common, Barbaric and Drakish.
Restricted Classes: None
Starting Soulscars: 3
Weakness: Magic Damage +2 pts.

Racial Abilities

[Darkvision]: Broken Drakes can see in the darkness as well as they can during daytime.
[Limited Dragonification]: Broken Drakes can change into the form of a dragon by taking a Major Action to absorb a number of Sword Crystals equal to the character's Adventurer Level. Their forehead horns elongate, the Broken Drake's face becomes that of a dragon, their wings grow large, and their skin becomes covered in scales. During this time, the Broken Drake will be able to fly at the same speed as their movement speed, and they can also use the "Light Breath" Unique Skill. After transforming using [Limited Dragonification], the Broken Drake cannot return to their original form for one hour, after which it is a Minor Action to revert to their humanoid form. Additionally, the [Limited Dragonification] will automatically end after 24 hours, whether the Broken Drake wishes to revert or not.

Light Breath
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
The Drake spits a sphere of burning light Type Energy
Effect: Deals Power 20 + Adventurer Level + Vitality Modifier damage.

The Broken Drake uses their Adventurer Level + Vitality Modifier as the check, opposed by the target's Fortitude. If the Broken Drake has learned the 《Guided Magic》 Combat Feat, they can breathe into a battlefield without misfiring.

Abibity Scores

A: 1d B: 1d C: 2d D: 2d E: 2d+6 F: 2d

Enhanced Racial Abilities

6th Level: The Broken Drake's "Light Breath" now has a Range of 50m, and deals Power 30 + Adventurer Level + Vitality Modifier damage.
11th Level: The Broken Drake's "Light Breath" becomes "Radiant Breath", now has a Area of 6m/20, and deals Power 40 + Adventurer Level + Vitality Modifier damage. If the Broken Drake has learned the 《Magic Control》 Combat Feat, they can exclude any number of characters from the affected area. If the Broken Drake has learned the 《Magic Convergence》 Combat Feat, they can condense the area of effect to a single target.

Broken Drake Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Scout or Ranger 14/11/5 2500
5-6 Shaman Conjurer 10/12/8 2000
7 Warrior Fighter 12/14/4 2000
8-9 Magician Sorcerer 11/12/7 2000
10-12 Scholar Sage 11/13/6 2500



Basilisk

Basilisks stand atop the Barbarous, alongside the Drake Knights, as the most powerful ruling class. At a glance, they are nearly indistinguishable from ordinary humans. However, a Basilisk's gaze has been so corrupted by evil powers that they have the power to petrify anyone that they look upon. In order to not be petrifying everyone indiscriminately, a Basilisk will often be seen with blindfolds on. This is only a symbolic gesture, though, as the Basilisk can still see just as well as they would normally, and the power of their evil gaze can be used right through the blindfold without any hindrance. Their evil is not just present in their eyesight, either, as even the Basilisk's blood is so vile and corrupted it will poison anyone who would strike at them.

The true power of a Basilisk, however, is found when they transform into a monstrous form, taking the shape of a massive, 5m long lizard with eight legs. This hideous form is incredibly powerful, as allowing the evil within to take form grants significant power to their petrifying gaze. On the other hand, in this form the Basilisk's intelligence is diminished to a large extent, and despite the power increase granted the Basilisk will be hesitant to use this form. Basilisks tend to see themselves as the hedonistic noble class of the Barbarous, acting only in their own interest, unlike the various conquering Drakes. By unleashing the monster within, they feel that they lose this sense of gracefulness and lower themselves to being just another savage monster.

While Basilisks tend to stick with a humanoid appearance most of the time, they actually reproduce by laying eggs and not through live birth. Newly hatched Basilisks will be as helpless as human children, but quickly grow to be self-sufficient. A Basilisk is considered an adult at the age of 15, and are thought to have a natural lifespan of 500 years.

Starting Languages: Basilisks can speak, read and write Trade Common, Barbaric, Basilisk and Dragonic.
Restricted Classes: None
Starting Soulscars: 4
Weakness: Water/Ice Damage +3 pts.

Racial Abilities

[Evil Eyes and Petrifying Gaze]: The Basilisk carries the power of petrification in their sight. The Basilisk does not need a Magical Implement when using Truespeech or Spiritualism Magic. They also gain the B-rank Evil Gaze "Petrifying Gaze" from the Evil Gaze list, and can use it once per turn as a Minor Action.
[Poisonous Blood]: The blood of a Basilisk is suffused with evil, and is toxic to the touch. If the Basilisk takes physical damage from a melee attack, the attacker takes 1d magical Poison-type damage at the end of the Basilisk's turn.
[Monstrous Form]: As a Major Action, the Basilisk changes into a monstrous form, becoming an eight-legged lizard. After transforming, the number of sections they have will increase to 3, and the character will have the following sections: [Section: Head (Main Section)], [Section: Body], and [Section: Evil Eye]. Additionally, their Intelligence is reduced by -12, to a minimum of 1. Once transformed, they cannot return to human form for one hour.

When the Basilisk transforms, their HP and MP will be restored to their maximum values. In addition, any advantageous or disadvantageous effects that have an effect time will be retained. The Basilisk's [Poisonous Blood] ability now applies to each section. The Basilisk's [Section: Head] can still use the classes and magic of their human form, though it cannot use any Evil Gazes, and also gains the Wrestling weapon Bite as an innate weapon. The [Section: Torso] cannot use any class abilities or magic, gains the Wrestling weapon Claw as an innate weapon, and can only use melee attacks as a Major Action. The [Section: Evil Eye] does not have any melee attacks, but can use any of the Evil Gazes the Basilisk may have acquired. See "Base Stats for Other Sections" for Defense values for [Section: Head], [Section: Torso] and [Section: Evil Eye].

Petrifying Gaze Rank: B
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
The Basilisk petrifies the target with a stony gaze. Type Curse
Effect: The target is Petrified, and reduced both their Dexterity and Agility by -6.

The Basilisk uses their Adventurer Level + Spirit Modifier as the check, opposed by the target's Willpower. If the target is fully Petrified, no loot cannot be recovered from them.

Enhanced Racial Abilities

6th Level: When the Basilisk transforms into their [Monstrous Form], their [Section: Head] can choose to carry over status effects that were active before the transformation, or to lose all effects. In addition, when in monstrous form, the Basilisk is immune to all damage and effects from Poison-type attacks.
9th Level: The damage dealt by [Poisonous Blood] increases to 2d damage.
11th Level: The Basilisk can now transform into their [Monstrous Form] as a Minor Action.

Abibity Scores

A: 1d+6 B: 2d C: 2d D: 2d E: 1d F: 1d

Basilisk Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 7/13/13 2500
5-6 Magician Sorcerer 6/12/15 2000
7 Warrior Fighter 9/12/12 2000
8-9 Shapeshifter Heritor 8/11/14 2500
10-12 Scholar Sage 7/10/16 2500

Do Mirrors Reflect Evil Gazes?
If the Basilisk uses their "Petrifying Gaze", on a target holding a mirror or similar object, there is a possibility the Gaze might be reflected. If the target of the "Petrifying Gaze" has their Willpower check 4 or more points higher than the Basilisk's check to use the Gaze, then the Gaze will be reflected. If this occurs, the Basilisk cannot make a Willpower check of their own to resist the Gaze, and is automatically affected by their own "Petrifying Gaze". However, if the Basilisk knows any other Evil Gazes, they cannot be reflected in this way.

Basilisk Monstrous Form In-Depth Explanation
When a Basilisk is transformed into monstrous form using [Monstrous Form], all items, including weapons and armor, as well as items such as mako stones, are removed and become useless, except for any Ear Accessories. Therefore, without advancing far into the Heritor class, the Basilisk may be unexpectedly weakened by the transformation process. As the Basilisk grows, the basic abilities of each section will improve, and there will be opportunities to acquire [Magical Armor]. In addition, they will be able to enhance your magic sword, breath, Accuracy, Evasion, and HP.

Also, when a Basilisk transforms, their Intelligence is reduced by 12 points. This makes it difficult for the Basilisk to make rational decisions, but how much of this is reflected in the game is up to the players to decide within the scope of their role-playing. At the very least, it is best to assume that the Basilisk can understand the instructions and advice of the other PCs, so as to avoid derailing the session.

Lizardman

Lizardmen are an odd species of Barbarous, being more reptilian in nature than mammalian. Covered entirely in scales, they stand at most 2 meters tall, though this does not take into account the length of their tails. These tails provide the Lizardman with improved movement when underwater, which when combined with their ability to hold their breath for an hour (similar to the Elves), makes them a dangerous foe both in and out of the water. A Lizardman's tail is also a powerful weapon in its own right, so even unarmed Lizardmen are still incredibly dangerous.

As a species, Lizardmen tend to be fairly reclusive, interacting poorly with other races whether Barbarous or otherwise. However, if someone works to fit in with them and is seen as an equal instead of an enemy, the Lizardmen will be incredibly loyal and work alongside that person without hesitation. Young Lizardmen are seen as adults at the age of 20 years, and they can live up to around 300 years or so barring a violent end. While there are female Lizardmen, they are rarely seen by outsiders, and so many believe that the race is entirely male.

Starting Languages: Lizardmen can speak, read and write Barbaric, Lizardman and Dragonic.
Restricted Classes: None
Starting Soulscars: 3
Weakness: Earth Damage +3 pts.

Racial Abilities

[Tail]: A Lizardman can use the Wrestling weapon Tail, regardless of class.
[Underwater Aptitude]: Lizardmen do not receive penalty modifiers for underwater actions, but cannot breathe, speak, or cast spells underwater.
[Breathless]: You can operate without breathing for 1 hour. You gain a +4 bonus modifier to Fortitude and Willpower checks against Poison-Type and Disease-Type effects.

Enhanced Racial Abilities

6th Level: Gain one new racial trait of choice: [Cooperation] or [Revenge].

[Cooperation]: For each other ally in the same battlefield (not including mounts), gain a +1 bonus modifier to Accuracy (max +4). Allies with multiple body sections only count as one ally.
[Revenge]: At the start of this character's turn, for each character in the same battlefield with current HP less than half of its maximum HP, increase physical damage dealt by this character by +2 points (max +8) until the start of their next turn. This effect also accounts for other parts of other characters and mounts, and the effect is checked at the start of each turn.

11th Level: Either gain an unlearned racial trait from [Cooperation] or [Revenge], or the existing [Cooperation] or [Revenge] is improved.

[Improved Cooperation]: Each ally in the same battlefield (not including mounts) also gains a +1 bonus to Accuracy. Allies with multiple body sections only count as one ally.
[Improved Revenge]: Increase damage dealt by this character by +3 (max +12) for each character in the same battlefield with current HP less than half of its maximum HP.
Abibity Scores

A: 1d B: 2d C: 2d D: 2d E: 2d F: 1d

Lizardman Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Wanderer Ranger 10/9/9 2500
5-6 Brawler Grappler 12/8/8 2000
7 Warrior Fighter 11/10/7 2000
8-9 Feytouched Fairy Tamer 9/8/11 2000
10-12 Cleric Priest 9/9/10 2000



Centaur

Centaurs are a race built for the steppes of Terastier, with the upper half of their body resembling a human, and the lower half being that of a horse. An adult male Centaur will typically stand around 3 meters tall, though some have been seen to be close to 4 meters, and their weight will end up between 400 and 500 kilograms. Young Centaurs are considered to be adults and able to venture out on their own as young as 10 years old, and will often train to become a warrior for the Barbarous at that age. Left to a peaceful end, though, a Centaur's natural lifespan is around 100 years.

With the lower body of a horse, Centaurs have a natural desire to run freely, and will often be used by the Barbarous as agile raiders. However, their physiology does prevent them from easily hiding from the civilized races, as well as venturing into dungeons, and so a Centaur will often ask for assistance when the mission requires such tasks to be done. Because of their penchant for being out in the wilds of nature, as well as having fewer soulscars than most other Barbarous, Centaurs will occasionally come into contact with and even contract with fairies to become a Fairy Tamer.

Starting Languages: Centaurs can speak, read and write Barbaric and Centaurian.
Restricted Classes: Grappler
Starting Soulscars: 3
Weakness: Earth Damage +3 pts.

Racial Abilities

[Half-Horse, Half-Human]: Centaurs can use the Wrestling weapon Hoof regardless of class, and their Movement Speed is twice their Agility. A Centaur cannot ride any mounts, but may be able to act as a mount for another character if equipped appropriately. Centaurs cannot equip Feet Accessories, though they can equip a second Waist Accessory in their Feet Accessory slot.
[Kentauroi Combat]: While in combat, a Centaur is considered to be a mounted character, and will gain benefits from weapons and armor that require the user to be mounted. Additionally, the Centaur may apply the effects from some Stunts they've learned as a Rider. However, they may not use those Stunts while controlling another beast mount with [Remote Command].

Enhanced Racial Abilities

6th Level: [Kentauroi Combat] is improved, allowing the centaur to carry a character on themselves and treat that character as a passenger.
11th Level: [Kentauroi Combat] is improved again, reducing the penalty modifier for poor footing by half (rounded up to the nearest whole number).

Abibity Scores

A: 2d+6 B: 1d C: 2d D: 2d E: 1d F: 2d

Centaur Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 8/9/9 2500
5-6 Feytouched Fairy Tamer 7/9/10 2000
7 Warrior Fighter 8/10/8 2000
8-9 Magician Sorcerer 7/8/11 2000
10-12 Wanderer Ranger 9/8/9 2500
List of Stunts Usable by Centaurs

1st Level Stunts
[Intimidation], [Attack Obstruction], [Search Command], [Tandem], [Charge]

5th Level Stunts
[Lion's Fury]※, [Improved Elevated Attack], [Trample]

10th Level Stunts
[Mounted Command], [Greater Elevated Attack], [Rampage], [Supercharge], [Improved Attack Obstruction], [Orochi's Fury]

※: [Lion's Fury]'s effect is changed for Centaurs, allowing them to make an extra attack with their hooves in addition to their Major Action. Learning [Orochi's Fury] will simply remove the penalty to Evasion from [Lion's Fury].

Dark Troll

As a whole, Trolls are a race devoted to self-improvement through strength, and are often showing off their prowess to one another through combat. Dark Trolls are the upper echelon of the Troll race, over 3 meters tall with a toned physique and rock-solid skin dyed a deep black color. To a Troll, strength brings justice, and they respect those with significant strength, whether Barbarous or otherwise. However, this does not mean that they kill the weak, as weakness can become strength over time. This sense of honor doesn't spare the weak from being put down for what the Dark Trolls believe to be insolent behavior.

Many of the Trolls are devout followers of Dalkhrem, the Malevolent God of War, and so are almost always looking for a fight in order to please him. Surprisingly, Trolls will prefer to fight fair in order to show their superiority, and despise cowards and cowardice in all its forms. Trolls are also quite loyal, both to each other and the Barbarous horde as a whole, and have a deep-seated respect for Drakes to the point where they will be willing to help a Drake in whatever new plan for conquest.

Dark Trolls are considered to be adults at the age of 15 and will often go off to train as warriors and mercenaries. They reach their physical peak at around 200 years of age, with a life expectancy of around 300 years.

Starting Languages: Dark Trolls can speak, read and write Barbaric and Giantish.
Restricted Classes: None
Starting Soulscars: 4
Weakness: Magic Damage +2 pts.

Racial Abilities

[Darkvision]: Dark Trolls can see in the darkness as well as they can during daytime.
[Weakened]: While under direct sunlight, a Dark Troll takes a -2 penalty to Accuracy and Evasion checks.
[Troll Physique]: Dark Trolls have a large, strong body, giving them +1 Defense.

Enhanced Racial Abilities

6th Level: Gain a new racial trait: [Limited Regeneration].

[Limited Regeneration]: Once per day, as a Major Action, heal [Adventurer Level X 5] HP.

11th Level: Activating [Limited Regeneration] is now a Minor Action.

Abibity Scores

A: 2d B: 1d C: 2d D: 2d E: 1d F: 2d

Dark Troll Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 9/13/8 2500
5-6 Brawler Grappler 10/14/6 2000
7 Warrior Fighter 9/14/7 2000
8-9 Cleric Priest 8/13/9 2000
10-12 Spy Scout 10/13/7 2500



Lamia

Barbarous with the upper body of a beautiful woman and the lower body of a giant snake, Lamias have the ability to transform themselves into humans, with many of them blend into human villages to live. Lamias cannot live without sucking the blood of young humans, and this allows them to feed surreptitiously.
Perhaps because of their low level of soulscarring, Lamias are gentle and do not like to fight against each other, even though they are Barbarous. Many of them are very loyal, and when problems arise, they often try to solve them through more civilized methods, as opposed to simpler, and often more violent, ways.
Some Lamias try to coexist with the human race because they need the blood of humans to live, while others want to capture the human race and surround them like livestock. They reach adulthood at the age of about 20 and are said to live around 200 years.

Starting Languages: Lamias can speak, read and write Trade Common, Barbaric and Drakish.
Restricted Classes: None
Starting Soulscars: 2
Weakness: Earth Damage +3 pts.

Racial Abilities

[Darkvision]: Lamias can see in the darkness as well as they can during daytime.
[Lamia's Physique]: A Lamia can use the Wrestling weapons Bite and Tail, regardless of class.
[Drain Blood]: When the Lamia successfully hits with a Bite attack, they can suck blood from the attack target. When choosing to suck blood, the attack's Calculated Damage is reduced by -6 points, and the Lamia heals HP equal to the Applied Damage.
[Transformation]: As a Minor Action, the Lamia can instantly change their body into that of a specific race, or revert back into their original form. While transformed, they take a -1 penalty to Accuracy, Evasion, Fortitude, and Willpower, and their maximum HP and MP are reduced by -5 points. In addition, they lose the Racial Trait "Lamia's Physique". This ability can only be used for a cumulative total of 18 hours per day.

Enhanced Racial Abilities

6th Level: The calculated damage is no longer reduced when using [Drain Blood].
11th Level: Once per day, after calculating damage, the Lamia can recover MP instead of HP when using [Drain Blood].

Abibity Scores

A: 1d B: 2d C: 1d D: 2d E: 2d F: 2d

Lamia Backgrounds
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Scholar Sage 9/9/13 2500
5-6 Necromancer Conjurer 8/7/16 2000
7 Mage Sorcerer 8/8/15 2000
8-9 Warrior Fighter or Grappler 10/9/12 2000
10-12 Cleric Priest 9/8/14 2500
Penalty for Not Draining Blood

This penalty is more flavor than restriction, though the GM may choose to apply this in order to force the player to act.

At the start of a new day (6:00 am), the maximum HP of the Lamia will be reduced by -1 for each cumulative day they fail to drink blood. This reduction can only be recovered through the [Drink Blood] Racial Trait. In a non-combat situation, the Lamia can choose to deal only a single point of damage with their Bite attack (this damage may not even awaken sleeping victims, at the GM's discretion).

Lycanthrope

To be a Lycanthrope is to come face to face with their dual nature, combining both man and beast into a single body. Lycanthropes are an independent race, preferring to stay away from others, even other Barbarous. With this in mind, they have managed to establish a network of contacts in both human and beast form in order to protect their settlements, relying on secret scouts and mercenaries to offer assistance.

When transformed into their beast form, a Lycanthrope has thick, bristly hair over their entire body, and have the face and hands of an animal. Their sharp fangs and claws make them dangerous in combat, even if they would appear to be otherwise unarmed. Originally, Lycanthropes were once human, though they were kidnapped by the Barbarous and transformed by dark rituals that implanted a bestial soul within. It is believed that this ritual has extended their lifespan much farther than that of a normal human, with some Lycanthropes having lived over 150 years.

Starting Languages: Lycanthropes can speak, read and write Trade Common, Barbaric and Lycanthrope.
Restricted Classes: None
Starting Soulscars: 2
Weakness: Silver Weapon Damage +3 pts.

Racial Abilities

[Darkvision]: Lycanthropes can see in the darkness as well as they can during daytime.
[Power of the Beastman]: On the night of a full moon, gain a +1 bonus to Accuracy and Evasion checks. While in the sun, take a -1 penalty to Accuracy and Evasion checks.
[Beastify]: As a Major Action, the Lycanthrope can change the upper half of their body into the form of a specific beast, or revert back to their original human form. When in Beast Form, the Lycanthrope can use the Wrestling weapons Bite and Claw, and their Defense increases by their Adventurer Level when attacked with normal (non-silver or magic) weapons.

Enhanced Racial Abilities

6th Level: [Beastify] now requires only a Minor Action to change shape.
11th Level: When transforming with [Beastify], gain a +1 bonus modifier to Accuracy and Evasion if it is night, even if it is not a full moon.

Abibity Scores

A: 2d※ B: 2d※ C: 2d※ D: 2d+6 E: 2d F: 1d
※After rolling the dice to determine the ability value, add +6 points to any one of A, B or C.

Lycanthrope Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Agile Warrior Fencer 10/7/5 2500
5-6 Brawler Grappler 9/9/4 2000
7 Warrior Fighter 8/8/6 2000
8-9 Spy Scout 7/8/7 2500
10-12 Hermit Ranger 6/10/6 2500
Determining Resistance to Monster Attacks and Conventional Weapons

While in Beast Form, the GM should determine whether or not the increased Defense applies when fighting against certain monsters (such as those with the Unique Skill "Normal Weapon Immunity"). In such cases, there are a few guidelines the GM may consider.

  1. Attacks that cause magical damage will ignore the increased Defense (with some exceptions).
  2. If the attacking monster in strengthened by a Sword Shard, treat their attacks as though they were made by a magic weapon, regardless of attack method.
  3. If the description of the Unique Skill says to "treat the ability as a silver/magic weapon", that attack will ignore the increased Defense.
  4. If the monster's description mentions they may use a silver or magic weapon, the GM may rule that the monster has that weapon at hand.
  5. At the GM's discretion, monsters may have silver or magic weapons at hand that they could use, and weapon attacks from that monster could be made with those weapons.
  6. Regardless of the scenario, neither the GM nor the players should feel that the availability of silver or magical weapons should be limited due to the presence of a Lycanthrope PC. At the same time, the Lycanthrope PC shouldn't feel like they're getting singled out due to an overabundance of monsters with silver or magic weapons.


Kobold

Kobolds are a tribe of Barbarous that appear to be upright dogs, standing about 1.2 meters tall. They are considered to be the weakest of the Barbarous tribes, dregs of the Barbarous' society, and are basically treated as slaves. Kobolds also have a weak character, and are unable to disobey unreasonable orders.

Because they have been slaves for so long, Kobolds are patient, good at simple tasks, and loyal and faithful to orders. In addition, they are generally good cooks, and are valued for preparing reasonably rich meals, no matter how poor the environment. Kobolds are treated as adults within five years of their birth, and reach the end of their life span in about thirty years.

Starting Languages: Kobolds can speak Youma, as well as speak, read and write Trade Common and Barbaric.
Restricted Classes: None
Starting Soulscars: 1
Weakness: Magic Damage +2 pts.

Racial Abilities

[Species Limit]: A Kobold can only advance to 5th level in any class.
[Disregard]: When a Kobold is the target of an attack or unique skill, they may ask the GM to divert it to another character; the GM will change the target to another character, to the extent that the game rules allow. This ability can only be used once per combat.
[Attention to Detail]: Kobolds are experts at detailed, careful work, gaining a +2 bonus modifier to Dexterity checks while not in combat. Kobolds can also learn Work Skills, up to a total of 15 levels at character creation (though they are limited to 5 levels in a single skill, as though it were a class).

Enhanced Racial Abilities

There are no enhancements to Racial Abilities.

Abibity Scores

A: 2d B: 2d C: 1d D: 1d E: 1d F: 1d

Kobold Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Hobbyist Sage or Bard 7/4/7 2500
5-6 Spy Scout 9/4/5 2500
7 Agile Warrior Fencer 8/5/5 2500
8-9 Hermit Ranger 7/5/6 2500
10-12 Magician Sorcerer 6/4/8 2000
Description: [Disregard]

With the [Disregard] Racial Trait, targets cannot be changed if it would contradict the rules. The GM should only allow [Disregard] to come into play if the enemy's free will can be involved in determining the target of the attack. For example, the following is a case where none of the following can be changed.

  • A Kobold PC is attacked in melee with no other allies in the melee.
  • A Kobold PC was attacked by the enemy because Kobold used [Taunting Strike] combat feat.
  • Kobold was targeted by a spell that affects a range, there were more than the maximum number of targets in the range, so the targets were randomly selected.


Weakling

Just as some humans have been soulscarred from birth, some Barbarous are born less soulscarred than others, and are called "Weaklings". Because of their lack of soulscars, their appearance is similar to that of a human, and they look like a combination of their parents' characteristics. Weaklings can be born from any Barbarous race, but this book includes four of the most common types: Garuda, Basilisk, Merman, and Minotaur.

Their abilities tend to be outstanding in strength and vitality, though they are lacking in both intelligence and spirit. However, this also differs to some extent depending on their origins and aptitudes. Most weaklings are killed while young, due to bullying or persecution in childhood, but those who miraculously make it to adulthood have developed excellent abilities in their own right. They also tend to be gentle and thoughtful, perhaps because their soul is purer than other Barbarous, and may not be comfortable with the racism or customs of the other Barbarous.

Weaklings vary greatly in appearance depending on their parent race, but they are usually as tall or slightly taller than humans, and physically reach adulthood at the age of 15. Many Weaklings are sent into battle before the age of ten and die early, but there have been cases where they have been lucky enough to live as long as 100 years.

Starting Languages: Weaklings can speak, read and write Trade Common and Barbaric.
Restricted Classes: None
Starting Soulscars: 2

Racial Abilities

[Barbarous Bloodline]: The blood of a Barbarous race influences the Weakling, granting them a +3 bonus to an Ability Score as well as a Weakness.

Original Race Ability Score Weakness
Garuda Agility Bludgeoning Damage +3 pts.
Basilisk Intelligence Water/Ice Damage +3 pts.
Merman Spirit Fire Damage +3 pts.
Minotaur Strength Magic Damage +2 pts.


Weakling (Garuda) Racial Abilities
[Immature Wings]: The Weakling has small wings on its back, but these wings cannot be used to fly. However, any falling damage the Weakling would receive is reduced by -20 points.
[Wind-Edge Blade]: As a Major Action, the Weakling can use the "Wind-Edge Blade" Unique Skill.
Wind-Edge Blade 4MP
Target One Character Range/Area 30m/Target Duration Instant Resist Half
The Weakling uses their wings to create a fierce blade of wind Type Wind
Effect: Deals Power 10 + Adventurer Level + Vitality Modifier damage. This ability has a Critical Value of 10.

The Weakling uses their Adventurer Level + Vitality Modifier as the check, opposed by the target's Willpower.


Enhanced Weakling (Garuda) Racial Abilities
6th Level: The Weakling can increase the power of "Wind-Edge Blade" to Power 30 + Adventurer Level + Vitality Modifier, though this increases the MP consumed to 8 MP.
11th Level: The Weakling can increase the power of "Wind-Edge Blade" to Power 50 + Adventurer Level + Vitality Modifier, though this increases the MP consumed to 12 MP.


Weakling (Basilisk) Racial Abilities
[Petrifying Gaze]: The Weakling gains the B-rank Evil Gaze "Petrifying Gaze" from the Evil Gaze list, and can use it once per turn as a Minor Action, but cannot be used on successive turns.
[Poisonous Blood]: If the Weakling takes physical damage from a melee attack, the attacker takes 1d-2 (minimum 1) magical Poison-type damage at the end of the Basilisk's turn.
Petrifying Gaze Rank: B 5MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
The Weakling petrifies the target with a stony gaze. Type Curse
Effect: The target is Petrified, and reduced both their Dexterity and Agility by -6.

The Weakling uses their Adventurer Level + Spirit Modifier as the check, opposed by the target's Willpower. If the target is fully Petrified, no loot cannot be recovered from them.


Enhanced Weakling (Basilisk) Racial Abilities
6th Level: The damage dealt by [Poisonous Blood] increases to 1d damage.
11th Level: The damage dealt by [Poisonous Blood] increases to 1d+2 damage.


Weakling (Merman) Racial Abilities
[Underwater Expertise]: A Weakling can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater.
[Water/Ice Resistance]: When dealt Water/Ice-type damage, it is automatically halved. If the source of the damage has Resist: Half, then a successful Fortitude or Willpower check (as appropriate) will reduce damage to 0 instead. Any other non-damage effects from Water/Ice sources are also prevented on a successful resistance check.
Enhanced Weakling (Merman) Racial Abilities
6th Level: Gain a new racial trait: [Bubble Form].
[Bubble Form]: By concentrating underwater for 30 seconds (or taking a Major Action for 3 rounds), the Weakling can turn their entire body (including equipment) into a bubbly form, or change back into their original form. They can only move while transformed, but are not subject to any effects such as attacks, magic, or unique skills. While in a bubbly form, the Weakling can move freely in a continuous body of water, even if the space is only small enough for one finger to pass through.
The Weakling can safely change into this bubbly form for up to one hour per day, as staying in this form for a longer period of time will make the change permanent (and the player will not be able to play this PC in this situation).
11th Level: Changing form using [Bubble Body] now requires 10 seconds (1 Major Action) of concentration.


Weakling (Minotaur) Racial Abilities
[Darkvision]: A Weakling can see in the darkness as well as they can during daytime.
[Herculean Strength]: When attacking with a two-handed melee weapon, increase the Extra Damage dealt by +2 points.
Enhanced Weakling (Minotaur) Racial Abilities
6th Level: When attacking with a two-handed melee weapon, increase the Extra Damage dealt by an additional +2 points (+4 points total).
11th Level: When attacking with a two-handed melee weapon and using the 《Cleave》 Combat Feat, gain a +2 bonus to Accuracy. (If the Revised Combat Feats from Ignis Blaze are not used, this bonus will offset the penalty from the Combat Feat.)
Abibity Scores

A: 2d B: 2d C: 2d D: 2d E: 2d F: 2d

Weakling Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Scout 10/7/6 2500
5-6 Agile Warrior Fencer 9/8/6 2500
7 Warrior Fighter or Grappler 8/10/5 2000
8-9 Feytouched Fairy Tamer 7/6/7 2000
10-12 Magician Sorcerer or Conjurer 7/8/8 2000



Dhampir

Children of forbidden love, born from an illicit affair between a Nosferatu father and a human mother. Dhampir are rarely encountered in Barbarous society due to this mixed parentage, though their appearance does them no favors. While their eyes glow red in the darkness, their skin is pale and burns easily in sunlight, weakening them and slowing them down. While they do not need to drink blood to survive, the urge to feed on a living being is incredibly strong, and failing to resist this urge will inevitably drive them from civilization to live among the Barbarous.

Dhampir reach adulthood at the age of 15, but do not physically age further. However, as they reach the age of around 300 years or so, they will die, and their corpses will turn to a deadened wax. At this stage, there is a low probability the Dhampir will return to life a year later, "awakening" as a full-fledged Nosferatu. In most cases, though, the corpse does not awaken and simply becomes a Revenant. The blood of a Nosferatu will inhibit this awakening process, and by ingesting the blood the Dhampir will be able to live their life to the fullest without awakening as a Nosferatu.

Starting Languages: Dhampir can speak, read and write Trade Common and a Regional Dialect.
Restricted Classes: None
Starting Soulscars: 2
Weakness: Physical Damage +2 pts.

Racial Abilities

[Darkvision]: A Dhampir can see in the darkness as well as they can during daytime.
[Bloodsucking Blessing]: A Dhampir can use the Wrestling weapon Bite, regardless of class. When the Dhampir successfully hits with a Bite attack, they can suck blood from the attack target, healing HP equal to the Applied Damage. The Dhampir can only heal this way once per day, and cannot suck blood from Plants, Undead, or Constructs.
[Abominable Blood]: By applying their own blood to their weapon in advance, the Dhampir can increase the physical damage they deal. In combat, each time they deal physical damage to a character with soulscars with a bloodied fist or weapon, the Dhampir may choose to enter a bloody frenzy, reducing their HP by -2 points but increasing their physical damage by +2 points. Applying blood to a weapon is a Minor Action, and the effect of the applied blood lasts for 1 day (24 hours). In the case of projectiles, the blood must be applied to the arrowhead.
[Weakness]: While under direct sunlight, a Dhampir takes a -2 penalty to Accuracy and Evasion checks.

Enhanced Racial Abilities

6th Level: When using [Abominable Blood], the Dhampir can consume an additional 1 HP (3 points total) and deal an additional +1 point of physical damage (+3 points total).
11th Level: When using [Abominable Blood], the Dhampir can consume an additional 2 HP (5 points total) and deal an additional +2 point of physical damage (+5 points total).

Abibity Scores

A: 1d B: 2d C: 2d+6 D: 1d E: 2d F: 1d

Dhampir Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Magician Sorcerer or Conjurer 10/6/15 2000
5-6 Cleric Priest 10/8/13 2000
7 Warrior Fighter 13/8/10 2000
8-9 Brawler Grappler 11/9/11 2000
10-12 Agile Warrior Fencer 14/7/10 2500



Vulcan

Vulcans are considered to be among the Barbarous tribes, but do not swear allegiance to the Malevolent Gods. Instead, they worship the Second Sword, the Sword of Liberation, Ignis directly. As they shun the Malevolent Gods, so too do the Gods shun Vulcans, preventing any from taking up the mantle of Priest in their names.

With horns like a bull, wings like a dragon, and reddish-black skin, the silhouette of a Vulcan closely resembles a daemon. For this reason, those who are unaware of Vulcans often mistake one for a daemon. However, Vulcans don't normally go outside their territories, which are deep underground. When they do, it is in very special cases, such as when they are chasing after a traitor in their clan. Vulcans have strict rules in their society regarding attacking their own kind, and those who do are condemned to death. However, chasing these traitors to the clan is also a crime, and so the few Vulcans who are on the surface are also condemned, and have torn their wings off to show their condemned status.

Unlike other Barbarous, Vulcans are only considered to become adults when they are full-fledged warriors, rather than reaching a particular age. This, the actual age of adulthood will vary from Vulcan to Vulcan, but generally it tends to be around 15 years old. They are slightly longer lived than most other races, though, living to be around 250 years old.

Starting Languages: Vulcans can speak, read and write Barbaric and Vulcan.
Restricted Classes: Priest
Starting Soulscars: 4
Weakness: Water/Ice Damage +3 pts.

Racial Abilities

[Darkvision]: Vulcans can see in the darkness as well as they can during daytime.
[Fire Immunity]: Vulcans are immune to Fire-type damage, whether physical or magical.
[Vulcan's Gem]: A Vulcan has a gem on the back of each hand, one Fire and one Earth, that can be used as Fairy Gems (the player may choose which hand has which Gem). The Rank of each Gem is the same as the Vulcan's Adventurer Level.

Enhanced Racial Abilities

6th Level: Gain: a new racial trait: [Forced Summoning].

[Forced Summoning]: Once per day, as a Major Action, the Vulcan can spend 10 HP and MP to summon a Fairy with Fire and/or Earth attributes, and control it at will. The Level of the Fairy summoned must be less than or equal to the Vulcan's Adventurer Level, and it will act immediately after the Vulcan's turn. The Vulcan can only take a Limited Move the turn they use [Summon Fairy].
The Vulcan cannot have more than one Fairy summoned at a time, even if using other spells and effects, such as the Fairy Spell "Fairy Master". After 30 seconds (3 rounds), or as a Minor Action, the Fairy will be dismissed and disappear. A Mako Stone can be used in place of the Vulcan's MP.

11th Level: By doubling the HP and MP spent for [Forced Summoning] (spending 20 HP and MP), the Vulcan can instead summon a Fairy whose Level is less than or equal to the Vulcan's Adventurer Level + 2. However, this Fairy will disappear after only 10 seconds (1 round).

Abibity Scores

A: 2d B: 1d C: 2d D: 2d+6 E: 2d F: 1d

Vulcan Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Scholar Sage 6/9/12 2500
5-6 Brawler Grappler 10/10/7 2000
7 Feytouched Fairy Tamer 9/7/11 2000
8-9 Warrior Fighter 8/11/8 2000
10-12 Hermit Ranger 10/7/10 2500

Determining Ability Scores

After rolling for the Ability Scores A-F according to the table below, each value is added to the core Ability Scores Skill, Body and Mind given in the character's starting Background above.

"1d" means to roll one die, "2d" means to roll two dice and add them together, "2d+6" means to roll dice and add 6 to the total. Write the values into the corresponding column on the character sheet.

Rolling Ability Scores
Drake Knight Broken Drake Basilisk Lizardman Centaur Dark Troll Lamia Lycanthrope Kobold Weakling Dhampir Vulcan
A 1d 1d 1d+6 1d 2d+6 2d 1d 2d※ 2d 2d 1d 2d
B 1d 1d 2d 2d 1d 1d 2d 2d※ 2d 2d 2d 1d
C 2d 2d 2d 2d 2d 2d 1d 2d※ 1d 2d 2d+6 2d
D 2d 2d 2d 2d 2d 2d+6 2d 2d+6 1d 2d 1d 2d+6
E 2d+6 2d+6 1d 2d 1d 1d 2d 2d 1d 2d 2d 2d
F 2d 2d 1d 1d 2d 2d 2d 2d 1d 2d 1d 1d

※After rolling the dice to determine the ability value, add +6 points to any one of A, B or C.