Playable Races.

The standard races will be mostly unchanged from their descriptions in the OSE books. There will be no race based limits on class levels. Multi-class opportunities will be listed here and explained further.
A few other races will be available as discovered or if a player brings something interesting to the table such as Vat-Spawn which are a fixed race class combination for this game. 
The horrible cacophony of the Ganselvolk is an early bonus option.  
There is also the reclusive Scurries, a darkness dwelling halfling.

 Dwarf

     Requirements: Minimum CON 9 
     Ability modifiers: –1 CHA, +1 CON
 
     Dwarves are stout, bearded demi-humans, about 4’ tall and weighing about 150 pounds. Adult Dwarves typically have 32 teeth or less. Dwarves typically live underground, and love fine craftsmanship, gold, hearty food, and strong drink. They have skin, hair, and eye colours in earth tones. Dwarves are known for their stubbornness and practicality. They are a hardy people and have a strong resistance to magic.
 

   Combat: Due to their short height, dwarves can only use small or normal sized weapons. They cannot use longbows or two-handed swords.
   Detect Construction Tricks: As expert miners, dwarves have a 2-in6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
   Detect Room Traps: Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching (see Dungeon Adventuring in Core Rules).
   Infravision: Dwarves have infravision to 60’ (see Hazards and Challenges: Darkness in Core Rules).        
   Listening at Doors Dwarves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules). 
   Resilience: Dwarves’ natural constitution and resistance to magic grants them a bonus to saving throws versus poison, spells, and magic wands, rods, and staves. This bonus depends on a dwarf ’s CON score, as follows: ▶ 6 or lower: No bonus ▶ 7–10: +2 ▶ 11–14: +3 ▶ 15–17: +4 ▶ 18: +5 
    Teeth: Roll 2d6 upon character creation. a result of 10 or more means you may have lost some teeth. Roll 1d10 -2 to determine how many teeth you have lost. a negative number results in having an extra pair of teeth.

Available Classes: Fighter, Cleric, Thief, Assassin, Courtier, Paladin Witch (rarely). 
Multiclass: Fighter/cleric, Fighter/thief.
     

Elf

    Requirements: Minimum INT 9
    Ability modifiers: –1 CON, +1 DEX
 
    Elves are slender, fey demihumans with pointed ears. They have extremely long lifespans, being nigh immortal. This longterm perspective gives them a tendency to seem aloof to the concerns of humans, or even frivolous. Elvish music, arts, and crafts are renowned as the finest among all folk. Above all, they love nature and magic. Elves typically weigh about 150 pounds and are between 6 and 6½ feet tall. Adult Elves typically have 30 teeth. 

    Detect Secret Doors: Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Core Rules).
    Immunity to Ghoul Paralysis: Elves are completely unaffected by the paralysis ghouls can inflict. 
Infravision: Elves have infravision to 60’ (see Hazards and Challenges: Darkness in Core Rules).
    Listening at Doors: Elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules).
    Teeth: Roll 1d10. on a result of 10, you are missing 1d4 teeth.

Available Classes: Fighter, Cleric, Druid, Magic-user, Thief, Assassin, Bard, Courtier, Ranger, Witch.
Multiclass: Fighter/Druid, Fighter/Magic-user, Magic-user/Thief, Assassin/Druid, Courtier/Magic-user.

Gnome

    Requirements: Minimum CON 9, minimum INT 9
    Ability modifiers: None 
 
    Short demihumans with long noses and beards, gnomes are cousins of dwarves, with whom they get along. Gnomes prefer to dwell in underground complexes in forests or foothills. They love money, mining, precious stones, and machinery—from miniature marvels of clockwork to great construction engines. Gnomes are also famed for their penchant for pointy, red, felt hats. Gnomes are typically around 3½’ tall and weigh around 100 pounds. Adult Gnomes typically have 30 teeth and sometimes cap them with gold and jewels to display their wealth. 

     Combat Armour must be tailored to gnomes’ small size. Likewise, gnomes can only use weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords. 
    Defensive Bonus: Due to their small size, gnomes gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized). 
    Detect Construction Tricks: As expert tunnellers, gnomes have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching. 
    Infravision: Gnomes have infravision to 90’ (see Hazards and Challenges: Darkness in Core Rules). Listening at Doors Gnomes have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules). 
    Magic Resistance: Gnomes are naturally resistant to magic, gaining a bonus to saving throws versus spells and magic wands, rods, and staves. This bonus depends on a gnome’s CON score, as follows: ▶ 6 or lower: No bonus ▶ 7–10: +2 ▶ 11–14: +3 ▶ 15–17: +4 ▶ 18: +5 Speak with                
   Burrowing Mammals: Gnomes often keep burrowing animals such as badgers and moles as pets. They know the secret language of such creatures.
    Teeth: Roll 1d10. On a result of 10, you are missing 1d4 teeth. on a result of 1, you have 1 gold tooth.
 
    Available Classes: Fighter, Cleric, Druid, Illusionist, Courtier, Thief, Ranger, Witch.
    Multiclass: Illusionist/Thief, Illusionist/Courtier
 

Halfling

Requirements: Minimum CON 9, minimum DEX 9 
Ability modifiers: +1 DEX, –1 STR 
 
    Halflings are small, rotund demi-humans with furry feet and curly hair. They weigh about 60 pounds and are around 3’ tall. Halflings are a friendly and welcoming folk. Above all, they love the comforts of home—they are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life. Halfling adults typically have 34 teeth.
    Combat: Armour must be tailored to halflings’ small size. Likewise, halflings can only use weapons
appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
    Defensive Bonus: Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized). 
    Listening at Doors: Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules). 
    Missile Attack Bonus: Halflings’ keen coordination grants them +1 on any missile attacks.                Resilience Halflings’ natural constitution and resistance to magic grants them a bonus to saving throws versus poison, spells, and magic wands, rods, and staves. This bonus depends on a halfling’s CON score, as follows: ▶ 6 or lower: No bonus ▶ 7–10: +2 ▶ 11–14: +3 ▶ 15–17: +4 ▶ 18: +5
    Teeth: roll Roll 1d10. On a result of 10, you are missing 1d4 teeth.
 
Available Classes: Fighter, Druid, Thief, Bard, Courtier, Ranger, Witch
Multiclass: Fighter/Thief, Druid/Thief, Ranger/Thief.
 

Human

Ability Modifiers: +1 CHA
    Humans are renowned for the deep passions that drive them through their short lives. They have the potential to become great leaders, forging alliances between other races, but they are easily corrupted. Humans are the most flexible race, being able to select any class and advance without limits to experience level. (Other races, have a limited choice of character class, and strict limits on maximum level.) Adult humans typically have 32 teeth.
 
    Blessed: When rolling hit points, the player of a human PC may roll twice and take the best result.
    Leadership: All of a human’s retainers and hirelings gain a +1 bonus to loyalty and morale.
    Teeth: Roll 1d10. On a result of 10, you are missing 1d4 teeth.
 
Available Classes: Humans may be any single class.  
 

Mongrel-Folk

Requirements: Minimum CON 9 
Ability Modifiers: None. Random traits may alter this.
 
    Mongrel-Folk vary in size and shape from Halfling to Human proportions. While similar in proportion, they are a chimeric race exhibiting few or many traits from other sorts of species. One may look human from the waist up, but have legs of an antelope. Another may have serpentine scales on the left half of their body and a crab claw on the right hand. A very few may pass for another humanoid race while having only internal anomalies such as a serpents tongue or cows multiple stomachs. 
    Mongrel-Folk are native to the area surrounding Urbo Ĉielarko. Some tribes are nomadic while others have settled into pastoral/agrarian lifestyles while a few prefer to dwell in caves or ancient ruins. A few tribes have completely urbanized and adapted to the political and economic conditions of life in Urbo Ĉielarko They have a fondness for story-telling, games, and dare-devilry. Bards are often well-respected members of their communities.
    Nearly all of the tribes maintain the belief of a benevolent creator and an underground paradise from which they originate and are one day prophesied to be returned to. However, the details of this belief are a point of contention.
    Combat: depending on their parts, Mongrel-Folk may have special attacks or armor bonuses. This may mean that armor will need to be specially tailored for their unique bodies.
    Tribal Connection: Unless exiled, Mongrel-Folk have strong support network within their tribe. They start with the first level of a relationship with any member of their tribe. One must be careful of abusing this trust or they may find themselves cut-off.  

    Chimeric: First decide your base body type from those races listed above. Smaller races can not use large weapons but they receive an armor class bonus vs. large enemies. Next, decide or roll randomly how many bestial feature you possess. Usually this will be 1-3. From there,  we can work together to decide how this works mechanically. Flying is usually not an option. 
    Teeth: Mongrel folk have 28 + 1d6x2 teeth

 Available Classes: Fighter, Cleric, Magic-user, Thief, Bard, Druid, Ranger, Witch.
 Multiclass: Fighter/Thief, Fighter/Bard, Bard/Ranger.
 

Brassling 

Requirements: minimum CON 12
Ability Modifiers: -2 CHA.


    The Brasslings are sapient automata of speculative origin. They are nearly always human-like in general shape but are formed mostly of brass with a few exceptional parts, often they have ornate filigree and decorative inlays. They are fully articulate at the joints but lack any discernible musculature and some are incapable of facial expressions of any sort. Their bodies emanate heat as they "metabolize" what they consume and appear similar to humans when observed under infravision. They lack any form of reproductive organs although they have body shapes often attributed to the sexes. They must consume organic material to survive and they "eat" similarly to humans although they need to consume only about 1/7 of the mass that humans require. They have no need to cook their food and seem to be able to process raw organic materials of most sorts.
     They are a rarity in the lands surrounding Urbo Ĉielarko and little more than a myth elsewhere. Asking one of these automata provides no credible leads to their origin as they seem to remember nothing about it. Despite this sudden sapience, they are usually "born" already understanding their own physical properties as well as concepts of being, identity, and such. Not all are this fortunate though, as there are some found to be "feral" and extremely dangerous.
    The Brassling are often eyed suspiciously for their combination of naïveté and lethality and their lack of expressions makes them seem detached and austere. Thus, they tend to be loners or wanderers finding it difficult to establish themselves in complex societies. Many of the Brassling suffer from identity crisis' and tend to strike out as adventurers to attempt to find their place in the civilized world, or reject it entirely and retreat into the wilds. They experience the same range of emotions as other humanoids and are capable of experiencing the same phenomena. They often attempt to blend in to society by wearing unnecessary clothing, seeking employment, and otherwise behaving like other civilized humanoids. 
     
    Alien Physiology: They are completely immune to mundane poisons and disease of all types and can consume most anything organic as food; they may fall prey to certain magical disease though. They do not bleed nor do they seem to naturally decay, although some appear more tarnished, showing their age, it seems to have no effect on their abilities. They eat and drink water sparingly, needing only 1/7 as much as a human. The need to breath normal air but they can comfortably abstain from breathing for extended periods (1 turn/ CON). Somehow, they seem to posses the capacity for drunkenness but they have roughly twice the alcohol tolerance of a dwarf (much to their chagrin).   
    Dormancy: Brasslings do not sleep but they usually go dormant for a few hours every day. This seems to be for mental well being rather than physical. During this dormancy, they experience something akin to but indescribably different than dreaming. They may choose to go dormant for extended periods of times. This can last weeks, months, years or longer. During his long term dormancy, Brasslings appear to be inanimate and they require no sustenance. They are only marginally aware of their surroundings; only extreme phenomena or taking damage can force them awake.
    Healing: Brasslings can be healed by magical means or repaired by specialists; often animancers, tinkerers, or trained smiths. These repairs typically cost 10gp per hit point repaired. 
    Parts: much of a Brasslings body can be replaced by other specially made parts. these can be replicas of humanoid parts or specialized tools designed for distinct tasks, weapons are also possible.
    Brass Body: Their natural form provides an armor class of 13 (between leather and chain mail). They receive no benefit from armor unless it is equal or better than chain mail. They enjoy a resistance to heat and cold relative to their constitution score and may add that modifier to their saves vs wands, breath, and spells/rods/staves to resist fire and cold damage. Minor sources of heat and cold do no damage at all (torches, freezing weather, etc).
    Inner Fire: They can emit beams of light from their eyes like a target lantern (60' beam) but they must consume a flask of lantern oil for every 2 hours of light. Optionally, they may use two hours worth of lantern oil to breathe a gout of flame in a 15' long cone for 1d8 points of damage, save vs breath for half.
     Putty mask: Brassling Assassins make use of a unique mask of putty that can be shaped to mimic humanoid flesh. Each application costs 200gp worth of materials and even then they are twice as likely to be discovered. This material is aquired through black market sources.
 Available Classes: Fighter, Cleric, Magic-user, Thief, Assassin, Ranger
 Multiclass: Fighter/Magic-user, Fighter/Thief, Magic-user/Thief, Fighter/Assassin, Assassin/Magic-user.
        
 
 
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

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