Available Races (Main Campaign)

Here are the current races available that players in this D&D Campaign can choose from. These Races are all custom made and edited by the dungeon master. The races can be improved or weakened as time progresses. All Races have a small Backstory and Languages to speak with. Most of the Races included have traits ingrained to them These traits are abilities, both active and passive and may influence the player. Depending on the race, at time of creating the character, there will be advantages and disadvantages to each of the 6 basic Stats. Those being Strength (Physical ability), Dexterity (Agility/Proficiency), Constitution (Health), Intelligence (Knowledge/Reasoning), Wisdom (Willpower/Intuition) and Charisma (Personality/Persuasion).

Currently the races have been updated to match Update #31.

Aquatian
Those who have lived underwater for all of these years, underneath the boiling hot plasma, those who once lived above the seas now reside underneath for all this time and now that the surface has made changes their race has had enough of the torment, the Aquarians are here to bring back the age of never ending sea, Aquarians are a very fragile race when not underwater, if you encounter some underwater it’s most likely already to late. ~

Traits


 * Aquatic respiration - User cannot Survive Outside of water normally, User requires some form of water or form of magic that would allow them to walk or breath on the surface, User requires water in order to breath in certain situations.
 * Aquatic Ress - While Underwater the User gains Advantage towards all checks, User can double their Athletics & Acrobatics while Underwater.
 * Zip-Lining Swimmer - User gains a bonus +180 Movement Speed while in Water, User gains a bonus +8 to Swimming based checks.
 * Hard-Flask Pressure - User gains a DT:3 5. Watersense - User can detect around the water or liquid around to get a basic knowledge of objects/enemies/items/etc of importance around the user. (User must be within or around water in order to use)
 * Wide-Water Variety - There are many types of Aquarian in the deep sea, each having a different form of physiology. (User picks one from the following list)

Types of Water Life


 * Cyclostomata - User has the Ability attach their mouth onto victims which slowly drains their hp, Life-Link effect when dealing damage while active, User gains a bonus +4 to Medicine based checks.
 * Life-Link becomes Adv. Life-Link after Level 20+
 * Requires Strength based checks
 * Batoidea - User has a 13% Resistance to Shock/Energy based attacks, User has the Ability to generate small forms of electricity from their body for a limited amount of time.
 * 10 Mana for Electricity use
 * Amount of usage is depended on Constitution modifier
 * Selachothropy - User has increased Jaw strength and teeth do regenerate over time from the User, I the gains a bonus +13 to Hit based checks, the User has an easier way finding pray and gains a bonus +4 to Finding enemies/Searching for enemies.
 * Ostariophysi - User is found among a lot of the Aquarians, as most of the Aquarians appear to be Ostariophysi, User gains a bonus +8 to Stealth, User can Identify most uncommon biological misprints by other species [+4 Investigation].
 * Acanthopterygii - User gains a bonus +8 to finding Items, the User gains a bonus +3 to all checks while among other Allies & increases per every 2 Allies.
 * Max Bonus is +12

Languages Known

Common, Aquarian

Android
Androids are a popular Race and are manufactured, androids can look like and other species but with a colored square on there forehead, the color represents what they where made for..., Androids all run on a server system called the collective or Helix, they can be hacked into and can be modified, androids have a server physios which allows them to do different things that normal humans or other species cannot do.

(+4 Intelligence, -3 Charisma, -2 Strength.)

Traits


 * Cybernetic Sense - Allows the user to enter the server's sketchpad and gain information off of other electronics or know what move or item an enemy has, but the Android must be in an area with Internet in order to use. (Roll 1d12 + Intelligence to use)
 * Built to Serve - Allows the User to complete any order without rolling. (2 per day)
 * Emotion does not compute - User does not feel any sort of Emotion unless programmed, when in this state user can commit any act without getting hungry, losing mana, or wasting ammo.

Square Colors (Only one per character)


 * Green: House Keeping = +2d6 Strength
 * Yellow: Guard - +24 Armor (Light hollow) (Armor Regenerates after combat)
 * Red: Waiter (Restaurant) = +2d6 Charisma
 * Blue: Police = +2d6 Intimidation
 * Purple: Doctor/Nurse = +2d6 Medicine
 * Orange: Rouge = Enemies with Manufacturer and other androids, +3d30 HP
 * Turquoise: Scholar = +2d6 Intelligence
 * Brown: Architect = +2d6 to building checks
 * Magenta: Explorer = +2d6 to Travel checks

Languages Known

Common, +1 Extra Language (Players Choice)

Anime Specific
A quite unknown race but is somehow joked about a lot between human and many many other races, these people have a weird style to them but have specific stereotypes, looking similar to a toon while also having terrible lip sync the Anime Specific kinds have varying personalities, some can be very aggressive for no apparent reason while others are very shy or extremely kind, some have big eyes or extremely sharp hair, some are even crosses from animal and human….quite strange I would suggest to be wary around this race...

(+5 Charisma, Wisdom, & Dexterity, -5 Constitution)

Traits


 * Stretchy Physics - User takes 70% Less damage from falling/being crushed, User also has a DG. 30


 * Nice hairstyle! - User gains a +1 that increases by 1 to charisma every time the user levels up. (User cannot level this trait up as it automatically levels up every level)
 * Limited reach of Ability - User cannot level up past level 30, user stops calculating EXP after level 30. (Cannot be disabled)


 * Variety of Tales~ - User can pick one of the following, depending on the following will indicate on which form of story this character resided from.

Types of Tales


 * Shonen - User gains P^2 to only combat related actions, User gains +1 extra turn during combat, User gains a +1 in Turn Placement.
 * These bonuses are only available while in combat
 * Inform DM of bonuses when entering combat
 * User divides all actions by 2 when not in combat
 * Shojo - User gains P^2 to only bonding/romantic related actions, User gains +2d13 to charisma based check when not in combat, User gains a +34% extra gain to EXP from non-combat related actions.
 * These bonuses are only available while not in combat
 * User cannot be knocked prone while with someone they are in a bond with or in love with, same goes for the selected player/npc
 * Seinen - User gains a +10d10 to combat related actions, User gains a +5d5 to all non combat related actions, If user does not start a fight but is forced into a fight or someone else starts the fight user gains a +3 in Turn Placement & gains Advantage their first turn.
 * User gains -5% EXP from all sources


 * Josei - User gains a +5d5 to Combat related actions, User gains a +10d10 to all combat related actions, if user is with 5 or more Player/NPC’s user gains Advantage to all actions until any less.
 * User gains -5% EXP from all sources
 * Myungnang Manhwa - User gains a +120 to all actions, life seems to be more carefree or child-like, User has a 44% Resistance to all status effects.
 * User loses these bonuses after level 15

Languages Known

Common, Japanese (because Anime).

Note: Lip sync is either delayed or ahead, Cannot be fixed

Arachnids
Arachnids, The Civilization within the Forests, The Arachnids are a Insect type race, they focus on survival and preserving their race, Arachnids are a mutated Insects formed into human like figures but with the ability to shoot Acid. They have a better perception than those of other races. Most of the Arachnids want nothing to do with peace and only hunt and preserve their land.

(+1 Wisdom, +2 Constitution)

Traits


 * Spidey Sense - Allows the user to detect incoming danger, User gains +1 Bonus Reaction (1d20 + Wisdom)
 * Average Flight - Gives the User the ability of Flight. (Roll 1d12 + Dexterity for Flight)
 * Bug Abilities - Each bug type has a different ability.

Bug Types


 * GrassHopper - +25 Acrobatics, +4 Athletics
 * Beetle - +54 Armor (Light), Recovers Listed Armor after a long rest
 * FireFly - User gains the Night-Vision Status permanently, User produces a small light that they cannot see (-3 Stealth), User gains a +15% Resistance to Fire based status effects.
 * Spider - +3 Deception, +3 Nature, +3 Stealth, -12 Survival, +1 Bonus Action
 * Roach - -3 Intelligence, +20 Max HP, User has a 13% Resistance to all forms of damage.
 * Scorpion - 40% Resistance to Poison damage, All unarmed attacks deal the Bleeding status effect, Cannot be Disarmed without more then 3 NPC’s/Enemies/Players.
 * Tarantula - +3 to Hit, User takes 3% more damage but recovers 3% more HP from HP healing Items.
 * Mosquito - User when dealing unarmed combat damage deals the Life-Link status effect.
 * Centipede - User gains +1 extra Turn in combat, & gains a +2d5 to Sleight of Hand checks

Languages Known

Common, Buggery, and +1 Extra Language (Players Choice)

Avian
Avians the conquerers of the skies. The Avians are a Bird-type race, they focus on their main city of Flocks, Flocks is a city full of the Avian Species, Avians are mutated Birds formed into human like figures but with the ability to fly and stay warm with their feathers, Some of them want peace with other races while others only want them for workers.

(+1 to Wisdom, Intelligence, Constitution | -3 Strength)

Traits


 * Born of Flight - Allows the user to fly, User gains a bonus +2d5 to Flight based checks.
 * (Roll 1d12 + Dexterity for Flight)
 * Aerodynamics - The User’s body is perfect for flight or getting their way through tough spots, +15 to Dexterity based checks, User gains a bonus +3 to Flight based checks.
 * Keen-Sight of the Sky - User gains 1 extra reroll if the User fails a perception check. (3 Times per Session)
 * Dog-Fighting - User gains an extra +2 to Turn Placement when entering combat from a highpoint.
 * If the User is fighting mid-air they gain a bonus +14 to Hit based checks & +3 to Evasion/Dodge based checks.
 * Feather-Falling - User takes 35% Less fall based damage.

Languages Known

Common, Avian

Bullet Bodies
Small Bullet like creatures who live in very small communities, most of which are raided day by day. Bullets Bodies are part bullets and have the mind of a astronomer, some say they can be smarter than gods themselves, but what people really see them for is ammunition, if you fire a Bullet Body from your gun they will catch flame or do many many different effects, some say one bullet body is considered a fatal gun shot if you obtain one, of course this does injure/kill the Bullet Body....

(+13 Dexterity, -10 Strength, +4 Intelligence, -3 Constitution, +2 Charisma)

Traits


 * Combustible Body - If user wishes they can combust their own form dealing area damage around them but also dealing huge amounts of damage to themselves. (1d100 * Level, Area = Enemies/party) (1d50 + Level to User)
 * Arms Master - Knowing how a bullet is shot out of a gun as it could be considered an ancient culture you value and enhance the way you use your ranged weaponry. (User gains advantage on fixing, shooting, dodging, & throwing Ranged Weaponry)
 * Bullet Shell - +30 Armor (If armor is lost in combat user can regain +5 armor after combat) (regains all armor after each session)

Languages Known

Common, Bullet, Metalish

Calendite
Some say the time and dates we enlist are all apart of our perspective and time doesn’t truly move, while others believe in time greatly, as for the Calendites well they are the dates forgotten in Time itself making it into a form, either a time someone wishes to forget or a time an entire world has tried to forget…, Calendites take a form of many different figures but a consistent thing among all of them is they have a paper like trait that follows behind them, some say it’s calendar pages, I say it’s many tissues.

(+8 to Charisma, +5 to Wisdom, -2 to Strength, Dexterity, & Intelligence)

Traits


 * Date of your Fate! - User’s entire creation is based on a date that wished to be forgotten, User knows exactly what happened during the date and time and gains a bonus +3d30 to History based checks around the Date, If the Date is known again the User will die.
 * (User must discuss with the DM what happened during the date & time) (Cannot be disabled)
 * Origami Physiology - User gains a bonus +3d3 to all checks as long as they have more than 50% of your max HP, User takes X4 more damage when afflicted by the Wet based status effects, User can take an action to “fold” themselves, upon “folding” themselves they can turn into any form of constructs and will stay in this construct as long as they wish, User’s actions will be limited based on the construct they formed into.
 * Leap Year - If the User wishes they can pay a heavy price to skip all ally’s/enemies/etc’s turns making a round completely gets skipped, giving it back to the User (User’s bonus actions & Turns will be used upon activation)

Languages Known

Common, +1 Extra Language (Chosen by Player)

C.I.H.C.'s
- A race of special cybernetic beings, having two forms consisting on where the figure currently stands, usually C.I.H.C’s stay in the realm of cyberspace, usually morphing and changing at one billionth of a seconds so there is no true measuring on what a C.I.H.C is capable of, but of course if they find a rift or station allowing them to have travel towards the real or existing plane of existence they can gain a weaker but veristial form, Very similar to Pixcells but having much more versatility but not as well known or living as long as a Pixcell. (Cybernetic, Intelligent, Helix, Construct)

(+6 Intelligence, +3 Charisma, +2 Wisdom, -6 Dexterity)

Traits


 * HyperNaught based Formation - User gains the choice to either start in Cyberspace or in the Material Plane, Depending on what the User chooses they will gain the following benefits for the plane of existence they start in.
 * Cyber Space Homestart~ = User gains Advantage to all simple based tasks while in Cyberspace.
 * Material Plane Homestart~ = User gains Advantage to all simple based tasks while in the Material Plane.
 * Cybernetic Sense - Allows the user to enter the server's sketchpad and gain information off of other electronics, or to know what move/item an enemy has, but the Android must be in an area with Internet in order to use. (Roll 1d12 + Intelligence to use)
 * Two-Step Verification - User gains an extra set of HP referred as “KMP (Keepsake Miraculous Points)”, for each time the User levels up they can either level up their HP or their KMP
 * KMP is utilized within combat as a form of layered HP, If User takes damage they first subtract their KMP then Armor then if drained they start taking direct damage towards HP.
 * All KMP if damaged will be restored by the end of combat
 * Unfair Buildup - User when surprised or forced into combat gains the Adv. Stress Build Up effect for the entire fight until the fight is over.
 * This trait activates when the player reaches level 20

Languages Known

Common, Uncommon

Epithetpers
There are those who have been born with special abilities, some are better than others but all have the same way of summoning it, through their voices and fighting with words their Epithet a magical power sealed within them is unleashed, mostly Epithetpers resemble any other race and could be said they are a combination of two races but without the other races attributes, for example their was a Epithetper which looked like a Gem but couldn't summon their Gem abilities nor did they ever realize they has one (the stone was located on their back), Amazing yet different, don't dismiss them tho if you encounter an Epithetper keep your guards up for their word of power can alter reality in very small ways...

(+9 Charisma, +2 Perception, -1 Strength, Dexterity, & Wisdom)

Traits


 * Word of Power (Epithet) - User chooses a word and when ever that word is spoken an effect happens. (Effect & Word must be discussed with DM),
 * The word can be spoken a certain amount of times per day. If spoken too much they lose their Epithet and must take 15 Sessions to make a new one (Cannot obtain their old one). (17 Mana) (15 Uses per Day)
 * Amazed in Ways of Unordinary - User has a 15% Chance when using/crafting an Item to make it an Uncommon version of itself.

Languages Known

Common, +1 Extra Language (Players Choice)

Gem
Gems are an extraterrestrial species of magical beings that play a key role in Earth, After they tried to colonize Earth, most of them abandoned the planet and returned home. Some of them stayed and tried to form relationships with the other races, but sadly a group of 6 heroes mistook their offerings as threats and they almost killed every last one.

(+3 Wisdom, +4 Charisma, -2 Dexterity)

Traits


 * Gem Shell - Allows the user to regenerate but the user must retreat back to their Gem. (1d12 + PlayerLevel HP per turn while in Gem) (Roll 1d20 + Constitution to access Gem)
 * Gem Weapon - User is allowed a magical weapon that can be summoned at will, the weapon will be scaled on power by the use of a 1d20. (Weapons damage increases by 5 every 5 Level Up to a max of 2% damage)
 * Fusion - If the User has an emotional bond with another being they can fuse, or if the user encounters another Gem; they can fuse without a Skill Check. Fusion gives great bonuses and will make two turns one
 * (When Fused both Users add their current HP together, Both of their turns count as one but they just count as bonus actions, the More fused the more growth in height and more the bonus actions.),
 * If any User’s go below 10 HP while fused they will unfuse and be counted as prone. (Requires Constitution based skill check)
 * Reactive Adrenaline! - User once per Long Rest the User can activate “Reactive Adrenaline”, when activated the User gains a bonus +2d40 to their next 15 checks & gains the Haste Status effect for the next 15 Turns.

Languages Known

Common

Ghosts
All Ghost variants speak the languages Common and Celestial, and have Ghost powers (Listed Below)

Ghost Powers


 * 1) Ecto-Plasum Shot - User fires a shot of blue or green glowing ectoplasm. (2d22mi3 Ranged, Phasing, Scared)
 * 2) Intangibility - User when skipping their turn they turn Intangible. (While Intangible user cannot take damage from Physical, Brutal, Area, Ranged, Surge, Stuipid, Homing, or Almighty unless the attack does Mental or Phasing damage) (Can be used 6 times per session before needing a long rest)
 * 3) Accelerated Healing - User recovers +10 HP at the beginning of their turn only if they have been damaged last turn.
 * 4) Overshadowing - User can possess a selected creature, object, or location and control it’s actions. (-10 Mana for each turn user posses a target)
 * 5) Ecto-Energy Absorption - When every user takes damage from  a Plasma based attack they automatically recover 20 Mana.
 * 6) Ecto-Manipulation - User can create small constructs out of ectoplasm. (Constructs last for 1d16 Turns)

Spud Ghost
Spud Ghosts are a race of Ghosts but with more of a physical form. They are imbued with starch giving them more of a physical prowess over other races. The reason they stay in a ghostly form is because of most reasons, either they have not finished thier goal, done something they regret, or have been killed in process of their goal. Either way most Spud Ghosts have the ability to focus and manipulate pure mana giving them an advanced move set with mana, most Spud ghosts look like people or other races but with a brown tint, they could look distorted or beautiful depending on the user.

(+1 Dexterity, -3 Constitution, -1 Strength)

Traits


 * Mastered Invisibility - User can turn themselves & nearby ally’s invisible for as long as they wish. (Dexterity Skill check) (2 Mana)
 * Spiritual Calling - User can see auras of other ghosts or undead creatures.
 * Ghosty Spud Prowess - Being imbued with more physical forms from other spirits, phantoms, & ghosts the user gains the ability to control magic, If a magic spell is being targeted against just the user they automatically dispel it. (3 Times per session)
 * Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
 * Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

Phantom
A version of the Ghost but ranked higher in the ghost based afterlife, Phantoms hunt for bigger gain as they remain to accomplish more then one goal or set out to set some goals for those who have wronged them in the material plane, Phantoms can take any appearance but most of the time look far different from Spirits and Spud Ghosts.

(+3 Dexterity, +3 Constitution, -10 Strength)

Traits


 * Mastered Invisibility - User can turn themselves & nearby ally’s invisible for as long as they wish. (Dexterity Skill check) (2 Mana)
 * Spiritual Calling - User can see auras of other ghosts or undead creatures.
 * Phantom Opera - Being just a Phantom a higher ranked ghost you gain some extra skill when using your ghost based powers, User as a free action can use any ghost power before doing their main action. (3 Times per session before needing to take a long rest)
 * Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
 * Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

Poltergeist
Also known as Ghosts the Poltergeists are a unknown and legend filled race, most take the forms of those who died and didn’t finish what they had to do in the material plane, Ghost can look like anyone or anything as they mostly take the form of who they once were.

(+3 Dexterity, +4 Constitution, +5 Wisdom)

Traits


 * Weak Invisibility - User can turn themself invisible for 4 turns. (Dexterity Skill check) (2 Mana)
 * Spiritual Calling - User can see auras of other ghosts or undead creatures.
 * Frightening Presence - User has a 33% chance to give the scared effect to those who see the user.
 * Ecto-Prowess - Being a spirit gives the User access to the Ghost zone and it’s many abilities it grants those who linger in the material plane. (Gives access to Ghost Powers)

Ghoul
Ghouls have been around on the planet when the Entity first arrived. They just were hidden for so long in tombs and underground bunkers. Now that most of every race has been leveled they realized it's the Ghouls time to rule this Wasted Planet. Ghouls mostly travel in packs, some of them are insane and will attack anything, while others still have a mind and try to get to fame despite the lack of a nose. (+4 Wisdom, +5 Constitution, -3 Strength, -4 Intelligence)

Traits


 * Radiation...? - User is immune to the Radiation status effect
 * I have taken enough... _ User starts with a DM: 86
 * Long Travels - User has a -4 to Travel checks but user has a +29% chance of having a good encounter (only active when user is Party Leader)
 * Long Living - Every time user Levels Up user can now roll 2d20 instead of 1d20 for HP

Languages Known

Common, Ghoul

Globians
You thought the Mercenaries on this planet where bad, the Globians are way worse, millions or wait sorry I read that wrong billions of these mercenaries have take over thousa- err I mean Billions of Planets, some of the most dangerous, powerful, deadly....uh, dangerous no I said that one............Mercenaries in the whole cosmos and now they are here to take over this wasted world.....







<..... just read the stats.....>

(+1 Constitution, +2 Strength, -6 Intelligence)

Traits


 * Sloppy Skin - +4 to slipping through vents/other escapes, but user also rolls a disadvantage for slight of hand checks.
 * Chrono-Changers - Time travel does a lot to a person, you have +4 on history checks
 * Diverse Doorways - Flip a coin
 * If Heads the superior life form (you) gains a +2 on their next move.
 * If Tails the non-superior anymore life form (yes you) gains -2 on their next move.

Languages Known

Common

< ...There are no living talk bombs in this one right?>

< Can't confirm it..>

Glowtoid
-A Unknown planet that has been orbiting Empty Earth for how long acting as the collectives old moon base for years, at one point it was controlled by two organizations known as the KND & the Leprunda, both organizations utilized the Moon's main resources and fought off the inhabitants of the planet. Glowtoids were the main predators of the planet. They are constructed out of a harlight outline and filled with Neon based gas, a Glowtoid is known to hunt their prey at night, they have their own form of lifestyle yet they seem almost ghost like, without being a full ghost a glowtoid has unknown amounts of energy within them. (+8 Wisdom, +3 Intelligence, +1 Strength, -14 Charisma)

Traits


 * Neon Nuclear Physiology - Your body is unstable yet it is also indestructible, Your HP is now marked at IP (Internal Power), If you are to go below or exactly 0 then your body will begin to expand until your outline breaks and you are turned into just gas, IP is restored in the normal way such as HP but IP is also restored after combat. (User’s Max HP cannot go over 1d3000 [User rolls this when making their character])
 * Inner Regenerative Radiation - If the User takes any Radiation based damage the damage will instead be transferred as Temporary HP that lasts until the end of the session, User takes 100% more damage from Dark-Light based effects.
 * Cracks = Doorways - If user comes to a doorway/entrance that is not air tight or has cracks/openings/or a keyhole user can swarm into the opening and pass through the doorway/entrance without counting as a break-in. (Requires Slight of Hand skill check over 16 + Player Level)
 * Body Glow - In the dark your body glows a bright color (color is your choice), User produces Light.
 * Neon Power - User’s body has gained changes based on the type of Neon element that has been projected into their gas body giving them a form of power. (User chooses one, user cannot change this once chosen)

Neon Powers

Languages Known Common, Uncommon, Ghoul
 * Red = User gains a MA:4 (Remains active for 50 turns per session)
 * Orange = User gains a MI:10 (Remains active for 100 turns per session)
 * Yellow = User gains a SD:130 (Remains active for 50 turns per session)
 * Green = User gains +1 Extra Turn for the rest of the session. (Deactivates every 3 sessions and activates after [Repeated effect])
 * Blue = User gains +1 Terra-Storm Armor that lasts for 1d15 turns at the start of combat (Activates 3 times per session)
 * Purple = User gains +150 Temp Mana at the beginning of each session that lasts for 1d50 turns.
 * Pink = User gains +150 Temp HP at the beginning of each session that lasts for 1d50 turns.
 * Black = User gains a bonus +2d3 to Stealth based checks.
 * White = User gains a bonus +2d3 to Arcane/Religious based checks.
 * Gold = 50% chance to Taunt all enemies at the beginning of combat, User gains +30% more EXP.

Hard Light Constructs
The Entity keeps the light for this world to shine. Of course the light forms itself into new shapes and sometimes into new life. The hard light constructs are like holo-grams except they can touch and feel. Most of the Hard Light Constructs fly through the brim of the atmosphere, not much of a care in the world, most of them don't bother the people below, they are really close with avian kind as they are ones with the sky also.

(+2 Dexterity, +3 Charisma, -3 Strength)

Traits


 * Constant Ascending - The User is always flying, User gains a bonus +13 to Flight based checks.
 * (1d12 + Dex for Flight)
 * Unlike Candle-Light - The User gains the Ability to “Conjure”, When Conjuring the User will dim the lights around the area increasing their next check depending on how much light the User’s Absorbs.
 * (User cannot do this if there is no light in the area) (Max is +100)
 * Body Glow - In the dark your body glows a bright color (color is your choice), User produces Light.
 * Hard-Light Aura - +15 Armor
 * (Light) (Regenerates after combat)

Languages Known

Common, Ghoul, Avian

Harprs
Harprs are a species of Devious creatures, They are very skinny and short, their skin is green and eyes orange. Harprs are mostly aggressive to other Races with the exception being Metaliers. Harprs mostly hunt, however, if they don't hunt they are at home crafting or tinkering. Harprs live at any abandoned shelter they can find.

(+1 Strength, +2 Constitution, +3 Wisdom, -5 Charisma)

Traits


 * Slim - +1 to dodging
 * Handy - the User gains the ability to Tinker. (2 per day)
 * Tinker - Allows the user to edit or modify a weapon to make it better or worse. (Roll 1d20)

Languages Known

Common, Metalish, Ghoul, Orc

Hell Spawns
Hell Spawns are the many different forms of demons. Ranging from deadly giants to friendly runts, these creatures rely on Deception to either capture a life of their own or to free their souls from the contract of Satan. They roam many different worlds and could be found in most mana filled places, Hell Spawns can have spiked arms or a goat like appearance. Currently there are three different types, all of which have unique traits. However all speak Common and Hellion.

Death Dealers
(-1 Strength, +6 Charisma, -1 Dexterity)

Traits


 * Devious Contracts - This allows the user as long as they have paper to make up a contract, the contact can be based off anything as long as someone else signs it, depending on the skill check score it will depict if it will backfire or not, once one contract is created other contracts cannot be created until the 1st one is signed, contracts cannot be signed by people who already signed a contract. (1d20 + Deception, -2 HP to maximum pool)
 * Devils Work - A Hell Spawn is always prepared for a deal, if you fail a charisma skill check you may re-roll it once but if it was lower than the last roll you must take a 2.
 * Devil's Deal - User gains Advantage towards Persuasion based checks.
 * Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.

Enforcers
(+4 Strength, +3 Dexterity, -6 Charisma)

Traits


 * Ungodly Strength - User having been formed or morphed in the Hellscape's mana gains advanced enhancements to their body, User gains a +2d10mi5 to strength based checks, User gains a DT:20, User if they fail a strength based check then their next strength based checks gains an extra +1d10mi5. (Does not stack)
 * Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.
 * Devils Damage Dealers - User when dealing damage automatically deals Brutal Damage for any physical or unarmed based attack. (When dealing damage user deals an extra +1d30 Brutal damage)
 * Grit - All bad effects applied on User are reduced by 1.

Lustfuls
(-3 Strength, -2 Dexterity, -1 Intelligence, +9 Charisma, +6 Wisdom)

Traits


 * 1. Deceitful Lust - This allows the user to be able to charm enemies easily, user targets an enemy and reveals a bit about themself or inserts a gesture, Upon doing that specific action the user will roll a charisma check, if passed the user charms the enemy for as long as they want. (User can only charm 2 people at a time, If the targets rolls a constitution check over 12 + Charmers Level and passes then they break out of being charmed) (User when charming a target gains a bonus action if done successful)
 * Devil's Deal - User gains Advantage towards Persuasion based checks.
 * Hellish Landscape Endurance - User gains a DG:3, User takes -9% less damage from fire based attacks.
 * Ungodly Body - A well trimmed and glorious body formed by the sins of the material plane, user when in combat gains a +3 in the turn order.

Humans
Humans are the dominate Race in this world, smart, strong, and able to think for themselves, Humans have made up most of this world, some of them wants to destroy it, some have mastered the aura around the earth named Mana, some have mastered technology.

(+1 to all stats, +3 to Class trait (Doen't have to the same trait))

Languages Known

Common

Hyprolixes
Hyprolix is a type of War Machine that was constructed years prior, they where powerful and could modify themselves into any weapon imaginable, the Hyprolix where the ultimate Hunting and destroying Machines until the 6 Heroes came along and destroyed almost every single one, some may still live on but who knows, The Hyprolix are giant 8 cubs bots, they start with a large exoskeleton with 8 large Metal cubes which supply power and tools on each part of the exoskeleton, their head's are every different between each model, some are just vents, others are a digital pixel face.

(-4 Charisma, +2 Strength, +2 Constitution)

Traits


 * Built to Kill - Your a killing machine, every time you kill a enemy you gain +10 Armor
 * Elemental Spark - Hyprolix are Metaliers who've been melted down and formed into war machines, they may look different but they still have their spark, you can harness these ability's by rolling 1d6, each number does something different (2 per in-game day) Sparks
 * Rock, create rock walls or manipulate stone.
 * Ice, create Ice walls, freeze water, or freeze enemies.
 * Fire, melt down doors, burn enemies.
 * Electricity, Paralyze enemies, shut down electronics.
 * Air, Create an air shield that keeps away all projectiles & explosions, or clear out smoky areas.
 * Plasma, Control energy or produce energy.

Languages Known

Beep-Boop (Damaged Voice Box)

Jello Fellow
These creatures are well constructed out of sweet editable jello, some are born from the lakes or mutated streams near a supply of sugar or some other organic substance allowing them to mutate into a more soft and likable creatures, most Jello Beings are kind or overly sweet while some others just want to see the world shake…..side note it’s because they are made of jello and can’t really see the world burn as that would possibly kill them…., Like slimes they sorta move and eat but have more charisma and well don’t really act savage....most even become cooks and make their own food.

(+12 Charisma, -5 Strength, +6 Constitution)

Traits


 * Sloppy Skin - +4 to slipping through vents/other escapes, but user also rolls a disadvantage for sleight of hand checks.
 * Jello Fellow! - User is made of jello and which starts with a SD:4, User also gains 1d20 P.Jello Tokens
 * User can subtract -1 P.Jello Tokens to gain +3d5 HP/Mana back. (P.Jello Tokens recover after every 4 sessions)
 * Jiggly! - User is very unstable at some points and always jiggles when moving. +4 to dodge/evading based checks, -3 to performance.
 * Moldable Body - User can add more Jello onto themselves to gain Temporary HP depending on how much the user adds, if user subtracts an amount of Temporary HP than user based on how much subtracted can form a tool/weapon/Item out of Jello. (7 Per session)
 * Forming a tool/weapon/item requires an Intelligence skill check over 13
 * Cracks = Doorways - If user comes to a doorway/entrance that is not air tight or has cracks/openings/or a keyhole user can swarm into the opening and pass through the doorway/entrance without counting as a break-in. (Requires Slight of Hand skill check over 16 + Player Level)

Languages Known

Common, Uncommon

Legons
The Legons are a very blocky and mysterious race, as they came out of no where one day and started building large structures out of many different colored bricks and other resources, most of the Legon Race are kind and are willing to give a hand, they are always building or tinkering with something, they have powerful mana inside of them as this power grows every second.

(+4 Intelligence, +4 Charisma, -4 Strength)

Traits


 * Master Building (Trait can only be activated when players level is 7+) - Allows the user to use objects around the area build something with them, User rolls a performance check depending on how many items in the area they are using, DM's says what they need to roll over, if user passes roll user build's the creation and it lasts until it's damaged beyond repair.
 * Power-Spark - All Legons have a power spark and if the power spark is absorbed from there blocky body they will die, the power spark is a major power source, and they can even use magic with using a bit of there Power Spark, User starts with +80 Mana, User can be reformed but is lifeless without their Power Spark, the Power Spark will try to fade away if released.
 * YOU ARE A TOY! - User has a +3 Resistance to Falling damage, Poison, & Paralysis

Languages Known

Common, and +1 Extra Language (Players Choice)

Lost Bodies
Skeleton creatures that roam in the deepest dark places of this Wasted World, they are known to be goofy as they lost most of their humanity being turned into these creatures, some have no idea what they are doing, some know exactly what is going on and know they can never go back to being who they once where....

(-2 to all stats)

Traits


 * Sticks or Stones won't brake my bones - You start with a DG value of 4
 * Damage Grabber (DG)- able to negate 4 damage from damage taken, Ex 10 damage -> 6 damage


 * Slim - +1 to dodging
 * Some things never go away, some wounds never heal, and some bones never break - If a fatal blow would kill the user this trait activates, User goes back full HP gaining 1d100 extra Temp HP, they gain advantage for 2d2 Turns on all of their rolls. (if user activated this trait it cannot be used again unless 80 Mana is gifted and used on User.)

Languages Known

Common, and +1 Extra Language (Players Choice)

MechaMorph
Mechamorphs are a techno-organic species with a gel-like body composed of a nano-technological fluid metal substance called nanites. They have a green color scheme and have one cyclopean eye in the center of their face, but their colors can be manipulated by their own free will or even become multi-colored. Their bodies are covered entirely in a circuitry pattern that can vary from Mechamorph to Mechamorph. They can be slim, fat or muscular.

(+14 Constitution, +3 Intelligence, -10 Strength)

Traits


 * MechaMorph Upgrade! = User when controlling an Item or has access to a specific Item or vehicle the user can take a turn to “Upgrade” this item. The Upgraded Item can be transformed by one of three ways. (Can be used as many times based off Players Current Level per day)
 * Weaponized Upgrade - This Upgrade will make a selected object/vehicle/item gain +’s towards damage, gain new weapons (even if it didn’t have weapons before), and gain advanced combat oriented things such as armor.
 * Weapons and other add-ons must be discussed with DM
 * Upgrade persists as long as the user is around the item's “25 meter radius”, if user gets out of range then the upgrade is removed
 * Casual Improvement Upgrade - This Upgrade will make a selected object/vehicle/item gain slight improvements to life. Such as improved speed or quality but basically filling the patches of what the original object was missing, user can give +’s to the objects performance and how it does specific tasks or even just give it a slight bonus.
 * Add-ons must be discussed with DM
 * Upgrade persists as long as the user is around the item “40 meter radius”, if user gets out of range then the upgrade is removed)
 * High Performance Upgrade - This Upgrade will make a selected object/vehicle/item gain double bonuses or heighten its performance by 1d50%, User can make an Item forget other features just to improve and gain 20% extra charge/mana towards several actions, this item becomes resistant to 2d30% of all status effects.
 * Add-ons must be discussed with DM
 * Upgrade persists as long as the user is around the item's “25 meter radius”, if user gets out of range then the upgrade is removed


 * Hive Mind - User gains can multiply Nature to their Checks during or before their turn. (3/4 Sessions)
 * Cracks = Doorways - If user comes to a doorway/entrance that is not air tight or has cracks/openings/or a keyhole user can swarm into the opening and pass through the doorway/entrance without counting as a break-in. (Requires Slight of Hand skill check over 16 + Player Level)
 * Low-Grade Cybernetic Sense - Allows the user to enter the server's sketchpad and gain information off of other electronics or know what move or item an enemy has, but the MechaMorph must be in an area with Internet in order to use. (Roll 1d8 + Intelligence to use)

Languages Known

Binary, Metalish, Beep-Boop

Metaliers
Metaliers are a species completely made out of metal and ores, Metaliers live deep under the ground to stay away from other races. Most elemental's were forced into labor or used as power sources. The Metaliers used to be elementals, but decided to harden their skin and live underground where no one could hurt them.

All Metaliers can speak Common and Metalish, and have the ability of Elemental Sparks (listed below)


 * Elemental Spark - Metaliers still have elemental abilities deep within themselves, you can harness these abilities by rolling 1d6, each number does something different (2 per day)

Sparks


 * 1) Rock, create rock walls or manipulate stone.
 * 2) Ice, create Ice walls, freeze water, or freeze enemies.
 * 3) Fire, melt down doors, burn enemies.
 * 4) Electricity, Paralyze enemies, shut down electronics.
 * 5) Air, Create an air shield that keeps away all projectiles & explosions, or clear out smoky areas.
 * 6) Plasma, Control energy or produce energy.

Top Layered
(+3 Strength, -1 Charisma, -2 Wisdom)

Traits


 * Hardened Shell Formation - Allows the user to take one turn to harden themselves, in this state they cannot move but they do gain +6d20 (+Strength check) Armor for as long as they remain in this form.
 * (While in this form the User is immune to Piercing)
 * Overseeing CivilStones - User recovers +30 HP at the End of Combat. (Only Active for the First 3 Fights Per Session)

Metal Forms


 * Iron - +44 Max HP
 * Bronze - +14 Armor (Light) (Regenerates after combat), User has a +15% Resistance against shock based effects, User has a +35% Resistance against Stun based effects.
 * Brass - +3d6 to Charisma based checks, User gains a bonus +1 to Mana when leveling up.
 * Lead - User takes 50% Less Radiation Damage, User cannot suffer from any Poisoned status.
 * Steel - +44 Armor (Light) (Regenerates after combat)
 * Silver - User is Reflective to Light, User takes -25% damage from Laser based attacks, +2d13 to Charisma based checks.
 * Gold - User has a +33% Resistance against Shock based effects, User has a +50% Resistance against Stun based effects, User gains an extra +2% Money from all gains.
 * Titanium - User gains a DG:26, DT:10, & gains a 15% Resistance to Fire based status effects.

Bottom Layered
(+3 Strength, -1 Charisma, -2 Wisdom)

Traits


 * Hardened Shell Formation - Allows the user to take one turn to harden themselves, in this state they cannot move but they do gain +6d20 (+Strength check) Armor for as long as they remain in this form. (While in this form the User is immune to Piercing)
 * Under-Sought Survivalists - User gains the Night-Vision status, this status is permanent and cannot be disabled.

Ore Forms


 * Beryl - User has a +5% Extra EXP Gain from all EXP Gains, User has a bonus +3 to Persuasion based checks,
 * (The User gains a bonus roll if they get a Fail a Persuasion check. )
 * Cinnabar - User deals an extra +6d10mi3 damage when doing an Unarmed based attack, User gains a +3% Resistance to Brutal based attacks.
 * Coltan - +12 Max HP, User gains a bonus +3d2 to Intelligence based checks, User has a +15% Resistance against Shock based effects, User’s Items/Weapons/Armor has a 35% chance not to be affected by the following effects. (Over-Heat, EMP, Frequency)
 * Gold - User has a +33% Resistance against Shock based effects, User has a +50% Resistance against Stun based effects, User gains an extra +2% Money from all gains.
 * Quartz - User recovers +2d8 More HP from HP restoring Items, If User transfers Mana, the selected Target gains the Sponk effect for their next turn. After that the User & Target skips their next turn.
 * Magnetite - User gains the ability to change their magnetic placement allowing them to walk on metal surfaces & manipulate some metals, User can manipulate metals & edit their gravity 3 times per session.
 * Platinum - User gains a bonus +1 Action but -13 to all Skill based checks.

Mimic
A most formidable race, those who encounter Mimics are usually tricked into interacting with them, either by the mimic transforming into a form of a price or an item that seems important, some mimics can even mimic energy or power even tho they do not possess such energy, When you encounter a Mimic just be careful that they can be anything or anyone…

(+4 Deception, +7 Stealth, -3 Strength & Wisdom)

Traits


 * Biologic-ShapeShifting - The User’s body is formable and can change molecular density to form or re-shape itself into anything, User when activating this Ability must discuss with the DM what type of Shape they wish to take, depending on the form they wish to polymorph into it will require a skill check, Once Successfully Shape-Shifting the User gains the Weak-Tissue status effect for the next 13 Turns, If the User transforms while Weak-Tissue is active then add on an extra 13 Turns to its Base and reset the counter.
 * User gains a bonus +1d15 to Deception/Intimidation/Insight based checks (20 Mana)
 * Post-Mortem Cosmetic Memory - Upon killing a target the User gains the Ability to Shapeshift into the deceased target without a skill check, User only has this action available for the next 3 turns after killing the target, If user wishes to transform into the deceased target after 3 turns have passed they require a skill check.
 * Cracks = Doorways - If user comes to a doorway/entrance that is not air tight or has cracks/openings/or a keyhole user can swarm into the opening and pass through the doorway/entrance without counting as a break-in. (Requires Slight of Hand skill check over 16 + Player Level)
 * Morphanicall Spectacle - When transforming into a non-organic based Item/Person/Target the User can manipulate their molecular structure to simulate some of the components of the based Item/Person/Target either that being it’s material/energy/or size.
 * User gains a bonus +3 to Shapeshifting based checks
 * User has a -30 to Combat checks After Transforming for the first 2d16mi7 Turns

Languages Known

Common, Ghoul

Nephalem
When one has suffered the scars of the greatest war...the Nephalem rises, The war of Life is the most tragic thing that someone could always fight and it just never ends. The pain keeps coming and it never truly ends. With these scars, one evolves into something greater than anything seen in a person before. Once forgotten, now a dangerous opponent. Once a sinner, now a cursed Anomaly. Those who have mixed their torment with hope are reborn from an angle into a devil's womb...these are Nephalems...

(+4 Strength, +3 Dexterity, +2 Constitution, -5 Animal Handling, -4 Insight)

Note: This race is the only one that comes with spells.

Spells - 2 level two Combat Spells, 2 level two Effect Spells, 1 Utility/Particle Spell

Traits


 * Divine-Demonic Force of Mind - User starts with 25 Mana, User starts with 5 Spells of their own choice, User at the beginning of each session will pick their Alignment
 * The Player cannot pick the same Alignment in a row, Once the Alignment is choice they must follow by it for the rest of the session, if they fail to do so they suffer a penalty of MA:6 to all rolls if Possible.
 * Auraic Telekinesis - User can persuade someone or levitate selected people or objects while user identifies their Aura, User gain better control the more they understand or identify the selected Items/Enemies/Allies/or NPC’s Aura. (Requires a Investigation + Insight check over 100) (5 Mana)
 * Ethereal Physiology - User’s body lives and breaths from Mana, User when transferring mana towards someone else the mana now counts as Green Mana, User gains +2d5 Mana when Leveling Up instead of 5 Mana.
 * Bestow Diligence! - User can select 1 Ally, when selecting an Ally the User chooses one of the following to Bestow onto the Ally for the next 6d12 Turns. (50 Mana)
 * Heavenly Halo = Afflicted User gains the Deity like state status effect for as long as listed.
 * Horrific Horns = Afflicted User gains the Evil Revealing status effect but also gains the Bliss status effect for as long as listed.


 * Transcendent Form - User can use their turn to Transform themselves into their true Transcended Form, while in this Form the User gains the Ability of Flight & all Main Modifiers are increased by 4.
 * This lasts for Player Level Turns
 * (User can only access this after Level 35
 * Costs 70 Mana

Languages Known

Common, Uncommon, Celestial

Nephilim
Those who wish to tempt into sin yet being of a holymatter much of the discreteness has been brushed away making a gifted individual from the likes of an Angel, creating and conjuring a form of being either between mortal blood or raised and construed within the holy matrimony of one or many other godly realms creating what is known as a Nephilim, these Nephilims may have strange intentions but most are willing to do anything at any cost to show they belong in the Heaven they were crafted in.

(+3 Constitution, +1 Charisma, -3 Strength)

Traits


 * Ethereal Physiology - User’s body lives and breaths from Mana, User when transferring mana towards someone else the mana now counts as Green Mana,
 * User gains +2d5 Mana when Leveling Up instead of 5 Mana.
 * Transcendent Form - User can use their turn to Transform themselves into their true Transcended Form
 * While in this Form the User gains the Ability of Flight & all Main Modifiers are increased by 4.
 * This lasts for Player Level Turns
 * User can only access this after Level 35
 * 70 Mana
 * Demi-God’s Future - User even though they may go through the worst of situations will always try their best to save those
 * Your Alignment will Always be seen as Lawful Neutral
 * This effect is only disabled in the User’s Alignment changes to Impure or Evil
 * While this trait is active the User can add their Religion to all of their non-combat based checks.
 * Hex drawn Halo - User always has a Halo over their head that cannot be seen by the normal eye but with aura detection, User has a +4% Resistance against being cursed when casting a Hex.
 * Raised from the Light - User gains a bonus +5% Resistance to Bright-Light based attacks.

Languages Known

Common, Celestial

Null Spacers
When those who have been forgotten or lost in the void, you wonder where they went after being sealed in the darkness look for a light. Some go crazy while others remain to yell, some even wish and hope for an escape but are met with their fate over and over again as the law of time is invalid in the Null Void. Those who found the light are free from the Void but are now spirits of negative energy roaming the universe looking for a way to truly find Heaven, but alas the Entity interferes once again bringing these spirits into a new hell....

(-10 Charisma, +10 Wisdom, +2 Dexterity, +5 Stealth)

Traits


 * Lost and to be found - User starts with 10 Found Tokens, User has disadvantage on all checks, User can get rid of one Found Token to give themselves +8 & allows them to roll regular for 1d(Player's Level), If user runs out of Found Tokens they gain 5 Lost Tokens, If User uses a Lost Token instead of a Found Token user gains Triple Disadvantage on all checks for 1d(Players Level), Once user uses all Lost Tokens user gains 10 Found Tokens (Repeat Effect)
 * Null Survivor - User has Immunity to Intimidation checks, but cannot make Intimidation checks themselves. (Requires 3+ party members/NPC's to do a Intimidation check)
 * Double Boost! - User can flip a coin, if heads user's Movement speed is Tripled by 70 for 1d3 Turns.

Languages Known

Common, and +1 Extra Language (Players Choice)

Ogres
Ogres are a powerful race, they live in the great swamp and have lived within the swampy waste for years, some training and growing stronger, others scaring nearby villages......but they all have a strong believe that strength brings love, the one to prove this was a mighty Ogre everyone knows.....Ogres are all sorts of colors, some green some blue but they all are giant, larger than most.

(-4 Intelligence, +4 Strength, +2 Constitution)

Traits


 * Ogre's Rage - User can activate this ability 3 times per session, when activated the user gains +44 to next 3 strength/dexterity/constitution checks.
 * (If dealing damage while active the User deals +5d10 Brutal Damage)
 * Ogre Strength - +4 to next 3 strength checks, after use user gains the tired effect
 * Ogres Have Layers - +80 Armor (If armor is lost in combat user can regain +10 armor after combat) (Regains all armor after each session)
 * Brain gets smart, head gets dumb - User can gain a +3 for their next roll but loses -1 Intelligence

Languages Known

Common, Orc

Parasytes
Parasytes are a very little race, made from radiation and toxic chemicals. The Parasytes are like regular parasites but can speak to users in their minds, they could be enemies or friends to their host but they do know that they only have so long to live without a host that would accept them, Most Parasytes look like worms or DNA and can be only seen on a molecular scale, they require a host if they do not have a host under 15 minutes they would die, they are also very metallurgic to certain medications.

(-10 Strength, +7 Intelligence, +2 Dexterity)

Traits


 * Inside Fighter - User can invade another Player to use them as a Host, and to keep your host alive you can fight inner viruses and bad effects the player may get. (User does not fight in world enemies only status effects and other viruses)
 * I'll Protect my Host - User can give benefits to player in many different ways, User can look through the list of what they can do to help their host.
 * Host Provides - User cannot heal on their own, User must rely on their Host (Player) to supply with food to give back HP, if host takes some sort of medication it could kill the User.

Abilities


 * 1) Give Player Armor (Hardens the DNA of the Player giving them tough skin, 1d100 Armor) (1d20)
 * 2) Give Player Morphing weapon (Changes one of the users body parts into a blade/weapon, lasts 1d5 turns) (1d20)
 * 3) Save Host, If host is about to be killed form types of tentacles with the players skin from their back to form Parasyte limbs. (These can act as shields to protect the player as the User takes the damage instead, theses can also be used to grab objects and help Player move)
 * 4) Replicate, User gives some HP to the Player (1d20)
 * 5) Supply Info, User gives Player info using the Parasytes' Cell complex (Intelligence Skill check)

Languages Known

Common

Pixcells
Pixcells are a species of digital descent, Pixcells used to just be the code within characters from games, but the day mana was harnessed into the world, Pixcells were introduced. They are digital/mana infused creatures, most people think they are abominations, however, some think they are wonders of life.

(+2 Wisdom, +3 Charisma)

Traits


 * 1 Up - Allows the User to come back after dying once, if the user dies this trait cannot be used again unless 50 Mana is gifted and used on User.
 * Level Up - Allows the user to gain extra EXP for every kill, 13% more EXP

Languages Known

Common, and +1 Extra Language (Players Choice)

Renni-Dax
A race of Ogre like people, some call them Crimson Ogres, but they do not have any relation to the Ogre kind as they only have similarities in size and some visual appearance, Renni-Dax are a intimidating race, war like creatures who are pictured as the apex race in their civilizations, be aware of them as they as their muscle is not just for show, their appearance is of a Harpr but larger and more well built. (+7 Strength, +3 Constitution, -3 Intelligence & Wisdom, -5 Charisma) Traits


 * Overtiming Gains - User once per session can over do themselves in one action giving the action’s check a bonus +2d14, If the User passes the check then it gains a bonus +20% Good Cause & Effect, If the User failed the check the user gains Tired status effect.
 * Solidified Muscle of Rendusish - User’s body has been training since birth even if they didn’t know it, User gains a bonus +1d15 to all Constitution checks, User body can take a lot of punishment from the inside, User has a 23% Resistance against Poison based effects.
 * Endangered Defiance - If the User’s HP goes below 0 they gain a bonus +1d3 turns before they have to start doing death saves, User cannot recover HP while this trait is active, User’s attack damage is increased by +2d80 while this trait is active. (Once per every 15 Sessions)
 * Disturbed Gut - Renni are known to eat anything but actual food, User cannot recover HP from food/consumption based items normally, you can only recover HP/Mana/Etc. If the Consumption based Item is rotten, spoiled, or poisonous. (Cannot be disabled)

Languages Known

Common, Metalish, Ghoul, Orc

Stick-Pin
A race that has broken the Meta, these creatures are as thin as paper but yet have the ability to dense themselves up, A very strange and annoying race by many as they seems to be trouble makers, The Stick-Pin can form their body into many different tools/objects/or gags, Their appearance seems to be of a kids poorly drawn stick figure or a highly detailed masterpiece!..., of a stickfigure...yeah they are all kinda stick figures.

(+4 Charisma, +4 Wisdom, +4 Constitution, -4 Strength & Dexterity)

Traits


 * Slim - +1 to dodging
 * Toon Force - User has a 50% chance on what ever they say to come true. (EX. What not like there is gonna be a war or anything, Wish someone would drop thousands of dollars, Don't worry someone place this convenient brick at the door)
 * When user wants to use Toon Force, flip a coin. If they get what they called, it happens, if they don't than it doesn't happen
 * 5 Per Session
 * 2D Flatty - User can flatten themselves against a wall to allow for easy travel, User can utilize the texture of the surface to change their placement or blend into the background. (User when utilizing this ability gains a bonus +4 to Stealth & Athletic based checks)
 * Slim Fitness - User's body is so flat they gain an upper hand in some ways~, User's unarmed attacked deal piercing based damage.

Languages Known

Common, Uncommon, Pinnish

Stitched
This Race is considered to be rare amongst this wasted world, a race of living and intelligent stuffed plushie-like humanoids. Of course some can appear a normal stuffed animal size or some can be the actual size of a human or animal. These creatures act and move like regular sentient creatures like compared to the original, the only difference is that one is made of leather or wool stuffed with mana, infused wool or cotton balls, Most Stitched take forms of Humans but they can appear as anything.

Traits


 * Utterly Weak - The User always suffers from the Weak Tissue status effect, But the User gains a bonus +3 to Evasion/Dodging based checks. (Cannot be Disabled)
 * Stitched Together - The User can add onto their body by using a sewing kit to add different types of leather or wool to their body to give them permanent bonuses. (Amount of Body Modifications is based on Player Level - 2)
 * Hollow Head - User can trick Mind reading and aura reading devices. (+27 to deception & stealth related to Aura/Mind reading/controlling devices)
 * Slim - +1 to dodging

Languages Known

Common, Uncommon

Time Lord
Time Lords are way different from the ones from myth and TV, They to guard time but some others are born without knowing they are a Time Lord, They mostly experience life the most. Some are immortal, some are devious, and some only wake at the end of time.....

(+3 Wisdom, +3 Constitution)

Traits


 * Another Life - If the user dies from fatal combat or random event he can come back to live but looking completely different from before, the user also forgets almost everything they did in their past life. (New Character Name, all stats go to 0 (Not Perks like intimidation or Mana, HP)
 * The user can use this ability as much as they want, but if they die two times in a row they are truly dead. EX. Shot - Killed - comes back - Killed again - truly dead
 * Diverse Doorways - Flip a coin
 * If Heads the user gains +2 on their next Move.
 * If Tails the user gains -2 on their next Move.


 * The Sotobro effect - If user is up against magic or forms of reality bending physics that would result in time travel to the past and affect the user; the user would be identified by the use of Aura and given the direct time and date of travel
 * User gains +7 to insight.

Languages Known

Common, and +1 Extra Language (Players Choice)

Toon
The Toons came from the pure imagination of many people, but one man opened a gateway allowing Toons into the material plane, Toons are very stretchy, clever, and have so much potential to do anything, some toons are oblivious pushovers, while others are mischievous and get into trouble, either way Toons are a force to be reckoned with as they have unlimited potential to become anything they desire.

(+3 to Constitution/Dexterity/& Wisdom, +7 to Charisma)

Traits


 * Toon Force - User has a 50% chance on what ever they say to come true. (EX. What not like there is gonna be a war or anything, Wish someone would drop thousands of dollars, Don't worry someone place this convenient brick at the door)
 * When user wants to use Toon Force, flip a coin. If they get what they called, it happens, if they don't than it doesn't happen
 * 5 Per Session
 * Stretchy Physics - User takes 70% Less damage from falling/being crushed, User also has a DG. 30
 * Ink Replenish - User can consume Ink to recover 2d10 HP
 * BW/Colored TV - User depending on what they choose gain the following. (User must choose as they are making their character to be colored or black and white.)
 * BW - +9 Stealth, +40 Mana, User can see in the dark.
 * Colored - +9 Persuasion, +40 Max HP, User cannot be blinded


 * Created by Those Who Hate You - User starts with 1 Death Save Already filled in.

Languages Known

Common, +1 Weird Language (Players choice)

United Universe
A Tiny Pocket Universe with sentience how amazing, this Rift in your universe presents a new threat or hope as a United Universe holds another whole universe, why it formed and appeared is known but for those who have discovered have different reasons, some are here to stop a threat bigger than themselves, others don’t understand, but those who exit the universe are incredibly small...strange.

(+13 Wisdom, -6 Dexterity/Constitution/Strength/Charisma/Sleight of Hand/& Stealth)

Traits


 * Universal People - You play as the Universe you create, you must inform the DM of any universal threats experienced within you or things that have occurred, you must also explain the races and types of people who live within yourself, you gains Advantage to explaining your inner world and how it works/functions, you can also manipulated the world inside you by changing gravity or how physics work, you cannot pull people into yourself but you can take those who reside in yourself out.
 * Cannot be disabled
 * Cannot be leveled up
 * Body Glow - In the dark your body glows a bright color (Player's choice of color), User produces Light.
 * Universal Pool - User can Pull from many different objects and people within themselves, either it be heroes, villains, civilians, devices, constructs, etc.,
 * The things pull out of you will be very small based on their original size (there is no way to increase their size),
 * The things pull out of you remain until the User is killed, Only when the User Levels up can they put everything pulled out back into them or selectively put away certain things.
 * Cannot be disabled
 * DM’s Hel[ is required
 * Constant Ascending - The User is always flying, User gains a bonus +13 to Flight based checks. (1d12 + Dex for Flight)

Language - Common, Celestial

Vampire
Vampires are assumed to be fake, stories for little children just myths. However, Vampires are real as you and me, they have lived since the world just began, some of the oldest beings on the earth that are feared by many, some Vampires only hunt while others try to blend into human culture, all Vampires have a sort of gray tone to their skin, the normal things come with being a vampire such as no reflection, the craving for blood, and the allergies from garlic.

(+2 to all stats)

Traits


 * Transformation - User can change into a bat and have the ability of Flight.
 * Bat Form
 * Flight - Allows the user to fly. (Roll 1d8 + Dexterity to determine how well you fly)
 * Echolocation - User gains a +1d10 to Hearing/Sight/& Aura based checks (Wisdom/Perception/Aura)
 * Small but Dangerous - User while in this form gains a +2d10 to Evasion/Dodging based checks.
 * Delicate - User takes X2 more damage while in this form.


 * Blood Lust - If the user has not eaten anything in 1 day the user will attack any nearby source of blood with enhanced attack damage. (+63 Damage)
 * Garlic Allergy - User cannot consume or be near Items which contain or hold Garlic or Garlic based spices, If user is near or consumes such Item then they gain the Weakened Status effect for 13d12 Turns. (Pierces through Immunities & Resistances)
 * Selected Draining (Blood) - User when near an enemy can either piercing a vital area to drain their Blood from their veins or from a range by using the ways of the arcane.
 * Raised within the Dark - User has a +18% Resistance to Blindness.

Languages Known

Common, Ancient, Romanian

Xionos
Xionos are an alien race from the Blue Moon of the Lilith Galaxy, A small ship heard the distress call from the Gem race and offered to help, well as the Gems their ships fell onto earth, most of them died in the impact, others died because of the conditions of earth, some survived with what they salvaged, the Xionos are Bright Blue creatures with a sharp lizard like tail, they have two oval shaped eyes with no nose, they have an extra arm in their back that can be used for extra movement or accessibility.

(-5 Strength, +6 Intelligence, +8 Wisdom, +1 Dexterity, +2 Insight)

Traits


 * Psychokinetic Telepathy - This allows the user to detect Auras of enemies or Items in a 16 meter area, User can than either decide to leave a Keepsight or Discordance Marker on the selected Item or Enemy,
 * While leaving a Keepsight it makes that the user can constantly see the aura as long as the item/enemy is within 16 meters from the user and the user gains +Max Mana to anything related to Keepsight Item/Enemy (4 Keepsight per 3 Sessions),
 * While leaving a Discordance Marker on the selected Item/enemy they gains Disadvantage as long as they are within a 16 meter range from the user, if it is a selected Item the item gains the Overheat, Emp, & Geiger Counters - 4 Counters. (3 Discordance per 3 sessions) (Requires a Constitution skill check over 30 + Player Level) (15 Mana)


 * Hollow Head - User can trick Mind reading and aura reading devices. (+27 to deception & stealth related to Aura/Mind reading/controlling devices)
 * Exo-Hardening - User gains 1d70 Armor after every 9 Sessions that pass.
 * Auraic Telekinesis - User can persuade someone or levitate selected people or objects while user identifies their Aura, User gain better control the more they understand or identify the selected Items/Enemies/Allies/or NPC’s Aura. (Requires a Investigation + Insight check over 100) (5 Mana)

Languages Known

Common, Buggery

Zed
Those who have survived over the years have been getting sick by an unknown disease, those who have willpowered through it either become Ghouls making them zombie like but without the temptation to attack with predatory instincts, As for the Zeds though they aren't so lucky, they can be referred to as the Undead but most people go by Zeds as one hunts and kills on instinct while the other known as Zeds are in the middle, people struggling with they type of manity, Zeds are found either as decaying individuals either becoming Lost Bodies/Bloodthirsty Zombies/or a Ghoul, Most Zeds used to be another race before they were turned into a Zed but there are instances where they are born into the world, quite sad but also amazing. (+5 Dexterity, +3 Constitution, -4 Strength, -2 Intelligence) ~

Traits


 * Undeath - User’s Body is slowly rotting away making that they are very weak to certain things, User gains an extra +1 Death Save Slot (Fill in Hole), User’s Death Saves that were filled are automatically cleared after a Long Rest, After a Long rest the User’s Health/Mana/& Temp HP go down by 5% to a max of 95% for each rest, this percentage is cleared if the User fills in 2 death saves, The User gains a bonus +3 to Survival based checks.
 * Long Living - Every time user Levels Up user can now roll 2d20 instead of 1d20 for HP.
 * Blood Lust - If the user has not eaten anything in 1 day the user will gain the Blind Rage status effect until calming down or being knocked prone. (+63 towards dealt Damage)
 * Some Things Never Go Away, Some Wounds Never Heal, and Some Bones Never Break - If a fatal blow lands on the character, this trait activates, User goes back to full HP, gaining 1d100 extra Temp HP. The Player gains advantage for 2d2 Turns on all of their rolls.
 * If the user activated this trait it cannot be used again unless 80 Mana if gifted and used on the User.


 * Undead Identity - User when creating their character must select one of the following to be their type of zed, User cannot change their choice once made.

Undead Types

Languages Known Common, Ghoul
 * Undead Corpse - A very basic form of a Zed, Looks like a natural Undead creature, nothing extraordinary. (+3 to all checks)
 * Revenant - These types of Zeds have come back from the grave for revenge, they will seek out for the answers even if it kills them…, It’s unknown the full potential of these types of Zeds. (User gains a +1 to all Skill Modifiers)
 * Patchwork Golem - Some refer to this one as the Frankensteinain Monster, but mostly they are just really bulky strong Zeds that were patched together with other undead parts, either brought to life magically or some other way. (+2d24e24 to Strength based checks)
 * Lich - Weak physically yet powerful in the ways of the arcane, these types of Zeds become masterful wizards or mindless magic soldiers. (+40 to Max Mana)
 * Mummy - Wrapped up and much more dangerous than most normal zeds, these types of zeds have enhanced durability and magical manipulation. (+10 to Max HP, +25 to Max Mana)