Races of Mythia

Young Races

Only Humans, Elves, Dwarves, Halflings, Gnomes, Half Eves and Centaurs live on the mainland. Any other race will have difficulties fitting in on the mainland.

Centaur 55

Split ST for Hybrid Races:

Upper body: +3 ST, No Jumping Bonus

Lower body: Enhanced ST; No Fine Manipulators

HT+2, Alertness 1, DR 1, Enhanced Move(Running), 4 Legs

IQ-1, Inconvenient Large Size, Overconfidence, Mild Claustrophobia, Stubborn, Sense of Duty: Guardians

Animal Handling @IQ, Jumping @DX, Running @HT, Survival(Plains) @IQ

Dwarf 30

ST+2, HT+1, Extra Encumbrance, Longevity, Infravision

+3 to all Craft Skills

Greed, Miserliness, Reduce Move 1, Stubborn, Intolerance(Changed Ones)

Prefer Enclosed Spaces, Never Shaves Beards, Suspicious of Elves

Elf 35

DX+1, IQ+1, Alertness 1, Attractive Appearance, Silence 1, Extended Lifespan 1,

Longevity, Night Vision

Sense of Duty Nature, Intolerance(Changed Ones)

Gnome 35

IQ+1, High Technology+1, Longevity, Manual Dexterity 3

Reduced Move 1

Don't Like to Live Underground, Never forget a Favor or an Injury, Trim Breads Close, Tinkerers

Halfling 17

DX+1, HT+2, Extra Hit Points 2, Silence 1, Bow+2, Sling+2, Throwing +2

ST-2, Bloodlust, Intolerance(Undead), Reduced Move 1, Skinny

Half Elf 15

DX+1, Extended Lifespan

Human 0

Merfolk 40

Enhance Move(Swimming)x1, Gills, Pressure Support, Sonar Vision

Dependency

Reptile Men 75

ST+4, HT+2, Claws, DR 1, Longevity, Peripheral Vision, Sharp Teeth

IQ-1, Sense of Duty(To the Dead), Inconvenient Large Size, Intolerance(Undead),

Shyness

Inscrutable

Camouflage @IQ, Survival(Jungle) @IQ

Sanden 45

HT+2, Ally(Tolera Companion),Animal Empathy, Claws, DR 2, Mind Link 5(Tolera Companion), Night Vision, Sharp Teeth, Temperature

Tolerance, Telepathy 1

Extremely Hazardous Duty, Secret(3)

Suspicious of Unconfined Water

Camouflage @IQ, Mind Shield @IQ, Survival(Desert) @IQ

Winged Folk 50

ST+1, DX+2, Acute Vision 3, Flight(Winged)

Fragile

Bolas @12, Flight @DX+1

 

Changed Ones

Below are what are considered the evil races for this campaign. I'm not saying you can't be one it's just not advised. Remember what is evil to you is probably normal for them.

Fishmen 30

ST+1, HT+2, Acute Taste/Smell 1, Amphibious, Dark Vision, DR 1, Gills,

Nictating Membrane, PD 1, Pressure Support, Speak with Fish

Bad Sight, Cold Blooded, Dependency, Fanatic, Intolerance, Odious Racial Habit,

Reputation -4, Unattractive Appearance

Goblin 0

IQ+1, Magery 1, Night Vision

ST-2, Impulsiveness, Reputation -2

Half Ogre 45

As per book

Half Orc 0

ST+1 or HT+1, Extra Hit Points 1, Acute Hearing 2, Brawling at DX

IQ-1, Reputation -2

Kobold -30

As per book

Minotaur 75

ST+3, DX+1, HT+3, Absolute Direction, Acute Hearing 3, DR 3, DR+2(Head Only),

Horns(Long Tusks), Magic Resistance 3, Peripheral Vision

IQ-2, Berserk, Bloodlust, Hideous Appearance, Intolerance, Odious Racial Habit,

Uneducated

Brawling @DX

Ogre 95

As per book

Orc -15+Appropriate Tribe Advantage

ST+1, HT+1, Extra Hit Points 1, Acute Hearing 2, Brawling at DX,

Appropriate Tribe Advantage

IQ-2, Intolerance, Reputation -3