BT-CHAR

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TL Note: All these races have been included in a (maybe) slightly more updated form in Barbarous Book (BB). BB also offers some additional information on how to play some of these races.
They are added here for completions sake. Be forewarned.

Drake[edit | edit source]

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[edit | edit source]

[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[edit | edit source]

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

Enhanced Racial Abilities[edit | edit source]

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[edit | edit source]
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


Dark Troll[edit | edit source]

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[edit | edit source]

[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[edit | edit source]

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[edit | edit source]

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

Dark Troll Background[edit | edit source]
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[edit | edit source]

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[edit | edit source]

[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[edit | edit source]

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[edit | edit source]

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

Lamia Backgrounds[edit | edit source]
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

Lycanthrope[edit | edit source]

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[edit | edit source]

[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[edit | edit source]

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[edit | edit source]

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[edit | edit source]
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

Kobold[edit | edit source]

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[edit | edit source]

[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[edit | edit source]

There are no enhancements to Racial Abilities.

Abibity Scores[edit | edit source]

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

Kobold Background[edit | edit source]
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