CO-CR2R

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Race & Starting Backgrounds

Lildraken

Uplifted onto two feet, the smaller Lildrakens take their place beside the rest of Raxia. They may look barbaric, but they have been blessed by Lumiere, the Sword of Harmony, and live peacefully among the other races. In fact, despite their brutish appearances, many tend to be shrewd merchants and appreciate the contact they have with the rest of Raxia.

Starting Languages: Can read and write Draconic and Trade Common.
Restricted Classes: None

Racial Abilities

[Scaly Hide]: Lildraken receive +1 Defense.
[Tail Whip]: Lildraken may use their tail as a weapon, regardless of class.
[Sword's Salvation/Wings of the Wind]: A Lildraken may spread their wings and take flight, flying for a total of 6 rounds each day. These rounds do not have to be consecutive. Movement speed remains the same whether moving forward or ascending, but doubles when descending.
While flying, a Lildraken receives a +1 bonus to both Accuracy and Evasion. In addition, they may carry additional weight, up to a maximum of 200 kg. This may be equipment, supplies, or another PC.

Lildraken Background
2d Background Starting Classes Starting Abilities Experience
2-3 Hunter Ranger 6/11/8 2500
4-5 Brawler Grappler 6/13/6 2000
6-8 Warrior Fighter 5/14/6 2000
9-10 Merchant Sage 5/11/9 2500
11-12 Archer Marksman 7/11/7 2500


Grassrunner

Curious and full of wanderlust, the short Grassrunners are often seen wandering through various areas all throughout Raxia, making them almost ideal adventurers. However, this wandering makes it fairly difficult to keep track of the history of the race, and there is very little written about Grassrunners as a whole. Combined with their innate resistance to magic, a common rumor is that Grassrunners came from a different planet long ago (though this is rarely mentioned directly to a Grassrunner).

Grassrunners reach maturity around 15 years old, and can theoretically live to around 200 or so. Their natural curiosity often leads to shorter life spans, though.

Starting Languages: Can read and write Grassrunner and Trade Common.
Restricted Classes: None

Racial Abilities

[Mana Interference]: Grassrunners do not have and cannot gain MP, even if a class or ability would otherwise do so. Mako Stones may still be used.
If a Grassrunner succeeds on a Willpower check against a spell, they will be completely unaffected (even if the spell says otherwise).
[Natural Communication]: Grassrunners are able to understand plants and animals to a small degree. While this does not mean a full conversation can be held, the Grassrunner can pick up on subtle expressions, such as if there is danger ahead, or if there's something wrong in the environment.

Grassrunner Background
2d Background Starting Classes Starting Abilities Experience
2-4 Thief Scout 13/0/12 2500
5-6 Light Warrior Fencer 13/1/11 2500
7 Wanderer Scout & Ranger 14/1/10 2000
8-9 Apothecary Ranger 12/1/12 2500
10-12 Hobbyist Sage or Bard 12/0/13 2500


Newman

Possessing beautiful white skin and hair, Newmans are a vain race. Marked with a magical sigil, they are an experiment by the long-forgotten Durendal Empire to create the perfect person. While Newmans have greatly increased intelligence and magic usage, they are physically frail, and have shortened lifespans.

A Newman comes into maturity around 15 years, but the average lifespan is only around 30 years or so. While they may pass away before truly aging like a human would, they can occasionally call on memories of previous lives.

Starting Languages: Can read and write Arcana and Trade Common.
Restricted Classes: None

Racial Abilities

[Déjà Vu]: Once per day, a Newman can call upon memories of previous lives, and receive a +2 bonus to an Intelligence-based skill check. This bonus cannot be applied to a Spellcasting check.
[Child of Magic]: Increase all Magic Power by +1. Additionally, if a Spellcasting check is automatically successful (i.e. the roll is double 6's), no MP is spent. This applies even if the MP would come from a Mako Stone or Familiar. Multiple simultaneous MP expenditures, such as through the Combat Feat 《Metamagic/Targets》, can only have one of the MP expenditures become 0.

Newman Background
2d Background Starting Classes Starting Abilities Experience
2-4 Faetouched Fairy Tamer 7/6/14 2000
5-6 Scholar Sage 7/5/15 2500
7 Magic User Sorcerer 6/7/14 2000
8-9 Manipulator Conjurer 7/7/13 2000
10-12 Cleric Priest 6/8/13 2000

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
Lildraken Grassrunner Newman
A 1d 2d 2d
B 2d 2d 1d
C 2d 1d 2d
D 2d+6 2d+6 1d
E 1d 1d 1d
F 2d 2d+6 1d

Advancing to 10th Level

Below is a chart to advance classes to 10th level. More information can be found under each class's descriptions.

Level Major Class Minor Class
1 1000 500
2 1000 1000
3 1500 1000
4 1500 1500
5 2000 1500
6 2500 2000
7 3000 2500
8 4000 3000
9 5000 4000
10 6000 5000

Updated Starting Backgrounds

From this point on, the following starting tables may be used when creating characters.

Human Background
2d Background Starting Classes Starting Abilities Experience
2 Spy Scout 10/6/5 2500
3 Archer Marksman 9/7/5 2500
4 Bodybuilder Enhancer 8/8/5 2500
5 Magician Sorcerer 6/5/10 2000
6 Brawler Grappler 8/9/4 2000
7 Mercenary Fighter 7/10/4 2000
8 Agile Warrior Fencer 9/8/4 2500
9 Cleric Priest 5/6/10 2000
10 Scholar Sage 5/7/9 2500
11 Herbalist Ranger 9/4/8 2500
12 Minstrel Bard 7/5/9 2500
Adventurer none 2d/2d/2d 3000

※ This is used when choosing your background, instead of determining it with a dice roll.

Elf Background
2d Background Starting Classes Starting Abilities Experience
2-4 Bodybuilder Enhancer 11/5/10 2500
5-6 Hunter Marksman & Ranger 12/3/11 2000
7 Magician Sorcerer 10/2/14 2000
8-9 Soldier Fighter or Grappler 12/6/8 2000
10-12 Minstrel Ranger & Bard 11/4/11 2000
Dwarf Background
2d Background Starting Classes Starting Abilities Experience
2-4 Bodybuilder Enhancer 5/9/6 2500
5-6 Minstrel Bard 4/8/8 2500
7 Brawler Fighter 3/12/5 2000
8-9 Cleric Priest 5/6/9 2000
10-12 Agile Warrior Fencer & Scout 7/8/5 2000
Tabbit Background
2d Background Starting Classes Starting Abilities Experience
2-4 Minstrel Bard 7/7/8 2500
5-6 Herbalist Ranger 8/6/8 2500
7 Magician Sorcerer 6/5/11 2000
8-9 Faetouched Fairy Tamer 4/7/11 2500
10-12 Archer Marksman 8/5/9 2500
Runefolk Background
2d Background Starting Classes Starting Abilities Experience
2-4 Hobbyist Sage or Bard 8/8/10 2500
5-6 Bodybuilder Enhancer 10/10/6 2500
7 Soldier Fighter or Grappler 7/11/8 2000
8-9 Agile Warrior Fencer & Scout 11/9/6 2000
10-12 Manipulator Conjurer 7/9/10 2000
Nightmare Background
2d Background Starting Classes Starting Abilities Experience
2-4 Manipulator Conjurer 5/12/13 2000
5-6 Hobbyist Sage & Bard 10/10/10 2000
7 Soldier Fighter or Grappler 8/13/9 2000
8-9 Magician Sorcerer 7/10/13 2000
10-12 Agile Warrior Fencer & Enhancer 12/12/6 2000

※ Although there are very few Nightmares born, they may also come from the eggs of Lildraken parents as well. In such cases, their [Weakness] is Wind.

Shadow Background
2d Background Starting Classes Starting Abilities Experience
2-4 Magitech Artificer 17/5/5 2000
5-6 Archer Marksman 18/6/3 2500
7 Bodybuilder Enhancer 16/6/5 2500
8-9 Hobbyist Sage & Bard 14/8/5 2000
10-12 Faetouched Fairy Tamer 13/7/7 2000

Additional Language - Grassrunner

The Grassrunner language seems easy to learn on the surface, being packed with many fairly direct expressions and phrases. However, Grassrunners themselves use a wide variety of abbreviations and slang in their normal conversations, making it incredibly cryptic for new learners of the language.

Additional Random History

This is a chart of additional history options for new characters, able to be used in conjunction with the charts from the first rulebook. If you do so, the first die result means you use Chart A for a roll of 1~2, Chart B for a roll of 3~4, or the new Chart C for a result of 5~6.

Chart C
2d Result Personal Experience 2d Result Personal Experience
1-1 You were (or are) married. 4-1 There was a wizard in the family.
1-2 You were bullied growing up. 4-2 Was imprisoned.
1-3 You had a rival for most of your life. 4-3 Have been described as "Hating to lose".
1-4 You had a posse. 4-4 Invited to go adventuring by others.
1-5 There is a dream you're still trying to reach. 4-5 Showed up to an important event in soaking wet clothes.
1-6 You were innocent growing up. 4-6 You have an incredible potential for magic.
2-1 Grew up in a strict environment. 5-1 When alone, you are incredibly self-confident.
2-2 You are looking for your family. 5-2 Have 5 or more siblings.
2-3 Never traveled outside of your hometown. 5-3 There was an adventurer in the family.
2-4 Have a multitude of scars on your body. 5-4 Once got lost in a Labyrinth of a Magic Sword.
2-5 Born to a warm, loving family. 5-5 Only member of your family of your gender.
2-6 Never gave up singing. 5-6 No members of your family of the opposite gender.
3-1 You told a big lie about something important. 6-1 Grew up training with a sword in hand.
3-2 You are looking for your favorite food. 6-2 Never stayed in one place for more than a week.
3-3 Nursed an injured animal back to health. 6-3 Met the king once.
3-4 Have a nickname to hide an embarrassing real name. 6-4 Have been so hungry you've fainted.
3-5 Named after a popular hero. 6-5 Flown on an airship at least once.
3-6 Made some vows to yourself. 6-6 Have attempted suicide at least once.