Races

Humans

Sharing the broad definition of “human”, all of the following species are considered to be the baseline of civilization and pretty much integrated with each other to the point that mixing and interbreeding have become the norm. Humans are, amongst Iria’s children, those with the least tendency towards violence, although that calling is certainly not absent.
There are no proper cross-breeds: children of different species will show the prominent feature of either parent, although the rest of their features will be inherited as per normal real-world human genetics. Ether wind notwithstanding. The only exception is with goblins, who are noticeably smaller than other races: a goblin with a non-goblin parent will usually be much taller than the average and be referred to as hobgoblin, but the mechanics are identical to those of goblins.
Sexual dimorphism is extremely limited compared to that of real-world humans with the noticeable exception of Entomorphs, where females are noticeably taller and larger than males while the latter are brighter and more flamboyantly colourful. For all other humans (and demihumans) there is little difference between males and females as they will both be about as tall and heavy, with gender playing practically no role in such regards. Secondary sexual characteristics are still there and practically the only way it’s possible to recognize an individual’s gender other than dress code (which differentiates for gender only on certain specific circumstances) and tertiary sexual characteristics which are different for each species.
All human species are trained in five skills of the player’s choice.

Caprines

Attribute bonuses: +2 Con, +2 Wis
Ability bonuses: +2 Athletics, +2 Endurance
Mountain climbers: Caprines ignore difficult terrain when they move.

Canids

Attribute bonuses: +2 Str, +2 Int
Ability bonuses: +2 Athletics, +2 Perception
Bloodhounds: Canids have an acute sense of smell that they can use to follow tracks (Nature) or recognize people (Perception/Intuition).

Felinids

Attribute bonuses: +2 Dex, +2 Wis
Ability bonuses: +2 Acrobatics, +2 Stealth
Cat pounce: Felinids can engage an enemy as a minor action instead of a move action.

Entomorphs

Attribute bonuses (Male): +2 Dex, +2 Int
Attribute bonuses (Female): +2 Str, +2 Cha
Ability bonuses: +2 Nature, +2 Bluff (Male), +2 Intimidation (Female)
Pheromone control (Female): As a move action, a female Entomorph can move a mark from herself to an ally in the same area, or vice-versa. This power only works if the new recipient is not already marked by another or the same enemy. In addition to that, when a female Entomorph hits an enemy in her area with an attack power, she can spend an additional Magic Point as if she Augmented it: if she does, the enemy hit marks an ally of her choice in the same area.
Sensitive feelers (Male): A male Entomorph’s elongated antennae are highly sensitive and reactive to danger; he can always act during a surprise round and can choose to re-roll his initiative at the beginning of an encounter, but he must take the second result, even if it is worse than the first.

Lagomorphs

Attribute bonuses: +2 Dex, +2 Cha
Ability bonuses: +2 Acrobatics, +2 Perception
Uncanny speed: Once per round, a Lagomorph can Cover Ground as a minor action instead of a move action.

Muroids

Attribute bonuses: +2 Dex, +2 Int
Ability bonuses: +2 Thievery, +2 Stealth
Elusive target: When a Muroid is engaged with a number of enemies that is equal or lesser than the amount of allies in the same engagement (himself included), he can disengage as a minor action.

Minotaurs

Attribute bonuses: +2 Str, +2 Wis
Ability bonuses: +2 Endurance, +2 Insight
Large frame: When pushed, pulled or slid, a Minotaur can choose to be moved one less area than normal, to a minimum of zero. If moved within the same area, the Minotaur can choose whether he wants to be engaged or disengaged as a result of a forced move.

Orcs

Attribute bonuses: +2 Con, +2 Wis
Ability bonuses: +2 Endurance, +2 Intimidation
Sturdy: Once per encounter, as a minor action, an Orc can gain 5 temporary hit points.

Goblins

Attribute bonuses: +2 Dex, +2 Int
Ability bonuses: +2 Stealth, +2 Streetwise
Shifty: Once per round, a Goblin can shift as a move action.

Lizardfolk

Attribute bonuses: +2 Con, +2 Cha
Ability bonuses: +2 Nature, +2 Insight
Tough scales: Once per encounter, as an Immediate Reaction, a Lizardfolk can force an enemy to repeat an attack roll against him. He must accept the second result, even if it is worse than the first.

Demihumans

Similar to humans, demihumans are still children of Iria and receive the unconditional love of the Creator Goddess as well as the same protection the Cult of Gaia technically offers to all humans; however, they are much more varied, with odd bodies and, on average, more violent.
Being rather monstrous they share the same trait typical of monsters: they like fighting. Being also blessed with intelligence, they have a distinct and very important advantage over monsters: they can think, reason, reflect and relate to others, to the point of understanding that there are moments where jumping someone and having a good brawl isn’t very respectful and can hurt the other party’s feelings. That, and some creatures, especially humans, have bodies that are usually less tough and don’t recover as well from injuries.
Some demihumans live in human settlements, most tend to gravitate around them and some are completely out in the wild, but even if very loosely demihumans are also organized and capable of using tools, magic included, and developing technology. The demihumans that do live with humans often find themselves a bit at a loss as they end up living in spaces not designed around their special needs and bodies.
Demihumans are trained in four skills of the player’s choice.

Harpies

Attribute bonuses: +2 Dex, +2 Cha
Harpy flight: Harpies gain the Fly movement.
Harpy song: Once per round, as a move action, a harpy can either cancel a mark on an ally in the same area or choose an enemy and force him to mark her.
Chicken feet: Harpies do not have hands and their wings are only capable of rudimentary grasping. While their feet are prehensile, they cannot quite use crafted weapons and might have other problems in civilized daily life.

Centaurs

Attribute bonuses: +2 Con, +2 Wis
Horse body: Centaurs are Large creatures.
Fast and sturdy: Once per turn, a Centaur can Cover Ground as a minor action instead of a move action. In addition, Centaurs gain a +4 bonus to all checks made during exploration, chases and forced marches.
Mighty charge: Centaurs gain a +1 racial bonus to damage rolls when charging. This bonus increases by +1 for every tier past Heroic.

Lamias

Attribute bonuses: +2 Dex, +2 Cha
Snake body: Lamias are Large creatures, in addition they must choose one of the following benefits:
- Constrictor type: A constrictor Lamia treats his unarmed weapons as dealing 1D8 damage and is considered proficient in Unarmed Combat if he wasn’t already. In addition, whenever attempting a Grab action and hitting, he deals damage as if he hit with an unarmed attack.
- Venomous type: A venomous Lamia gains a racial attack power that he can use once per encounter.
Lamia poison [Poison, Racial]
Standard action
Range: Melee
Target: One creature
Attack: Str or Dex or Con (choose one at character creation) vs Fort
Damage: 1D6 + Con modifier poison damage. This damage increases to 2D6 at level 11 and at 3D6 at level 21.
Hit: The target suffers 5 continuing poison damage (Saving throw ends).
Slithering: Lamias are quick in darting but slow in long range moves. They cannot use their normal move actions to cover more than one area per round, but they can engage an enemy as a minor action.

Scorpioids

Attribute bonuses: +2 Con, +2 Int
Scorpion body: Scorpioids are Large creatures.
Poison stinger: Scorpioids gain a racial attack power that they can use once per encounter.
Scorpioid poison [Poison, Racial]
Standard action
Range: Melee
Target: One creature
Attack: Str or Dex or Con (choose one at character creation) vs Fort
Damage: 1D6 + Con modifier poison damage. This damage increases to 2D6 at level 11 and at 3D6 at level 21.
Hit: The target suffers 5 continuing poison damage (Saving throw ends).
Large pincers: Scorpioids are considered proficient in Unarmed Combat if they aren’t already and treat their unarmed weapons as dealing 1D8 damage.

Arachne

Attribute bonuses: +2 Dex, +2 Int
Spider body: Arachne are Large creatures.
Webspinner: Although too slow to use in combat, Arachne are capable of spinning extremely strong silk which they normally use to decorate their nest, or to lay actual traps as it is capable of catching even large creatures. An Arachne is always assumed to have silk rope available amongst other things, although constantly spinning silk takes quite a bit of protein intake.
Venomous bite: Arachne gain a racial attack power that they can use once per encounter.
Arachne poison [Poison, Racial]
Standard action
Range: Melee
Target: One creature
Attack: Str or Dex or Con (choose one at character creation) vs Fort
Damage: 1D6 + Con modifier poison damage. This damage increases to 2D6 at level 11 and at 3D6 at level 21.
Hit: The target suffers 5 continuing poison damage (Saving throw ends).
Spider legs: Arachne gain the Climb movement.

Mermaids

Attribute bonuses: +2 Con, +2 Cha
Don’t bother: They’re quite hard to make playable since they’re water-based.

Alraune

Attribute bonuses: +2 Con, +2 Wis
Vines and tentacles: Alraune treat their unarmed attacks as having the Reach quality. In addition, they can also perform Grab actions as if they had the Reach quality, and are not considered to be grappling after grabbing an enemy.
Protective cover: An Alraune that uses a Full Defense action gains a +4 bonus to all Defences instead of +2. In addition, when an Alraune uses a Second Wind action, he gains a +2 bonus to all Defences.
Alluring pheromones: Alraune gain a racial attack power that they can use at-will
Alraune pheromones [Racial, Mind-affecting]
Standard action
Range: Area (local)
Target: All enemies within range
Attack: Int or Wis or Cha (choose one at character creation) vs Will
Hit: The target is pulled towards the character.
Awkward mobility: Alraune are Slow.

Fairies

Attribute bonuses: +2 Dex, +2 Cha
Fairy military levy: All fairies have to serve one year in Her Majesty’s army. Fairies are always considered proficient with the Fairy Bowgun (light and heavy), the Fairy Cannon and the Firearms group.
Fancy wings: Fairies gain the Fly movement.

Dwarves – +2 Con, +2 Wis
Elves – +2 Dex, +2 Int

Races

Brave new world Mokuren