Stats
HP: Health Points
MP: Magic Power
STR: Strength - Boosts your attack strength from physical attacks.
INT: Intelligence - Boosts your attack strength from magical attacks.
SPD: Speed - Determines initiative, travel time and flee ability.
If you want to tweak anything for your character, so long as it won't break the game, let me know and it'll probably happen. Have fun guys.
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Race
Human
Default Stats:
HP: 15, MP: 15, STR: 10, INT: 10, SPD: 10
Racial Perks:
Weapon Proficiency: Firearms – Able to equip guns.
Racial Weaknesses:
None
Humans have no particular weaknesses or strengths but they are susceptible to most afflictions. They are the only race that can use standard firearms.
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Vampire
Default Stats:
HP: 20, MP: 20, STR: 15, INT: 15, SPD: 15
Racial Perks:
Arcane Literacy – Can learn magic.
Telepathy – Able to read minds (Roll Check required).
Bat Form – Cannot attack but able to fly. If Bat Form is attacked you will return to normal.
Racial Weaknesses:
Fire, Garlic, Holy weapons deal double damage.
Phobia: Sunlight – You cannot be out in the daylight for too long or you will slowly die.
Phobia: Talismans – Symbols of faith can be used to Turn you.
Vampires have many strengths but many weaknesses as well. There are tons of ways to kill a Vampire, but they have innate Telepathy to aide them as well as a Bat Form. They are also one of two races to naturally learn magic.
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Werewolf
Default Stats:
HP: 30, MP: 0, STR: 20, INT: 10, SPD: 15
Racial Perks:
Wolf Form – Cannot attack with weapons, but fangs and claw attacks deal 1d20. SPD is doubled.
Beast Form – Cannot attack with weapons, but fangs and claw attacks deal 1d20. STR is doubled.
Racial Weaknesses:
Silver, Garlic weapons will deal double damage.
Arcane Illiteracy – Can never learn magic.
Werewolves are humans that have been bitten by an Alpha to become a part human, part wolf. While human in appearance they are tougher than the standard breed and can become either a pure wolf or a beastly half-form. While their only weaknesses are Silver and Garlic, Werewolves cannot learn magic.
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Half-Demon
Default Stats:
HP: 20, MP: 30, STR: 10, INT: 20, SPD: 10
Racial Perks:
Arcane Literacy – Can learn magic.
Telepathy – Can read minds (Roll check required).
Winged Form – Can glide short distances.
Racial Weaknesses:
Holy weapons deal double damage.
Phobia: Talismans – Symbols of faith can be used to Turn you.
Demons are not terribly common in the world but when they do appear and breed you are what results. You have some demonic blessings and curses. You are able to naturally learn magic and read minds through Telepathy, as well as use a Winged Form to glide (but not truly fly). However Holy weapons and religious iconography can harm you.
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Zombie Overmind
Default Stats:
HP: 10, MP: 20, STR: 10, INT: 20, SPD: 20
Racial Perks:
Summon Horde – Summon a small horde of zombies which have minimal HP and STR to aide you.
Reassemble – You get knocked down, but you get up again. They're never gonna keep you down.
Racial Weaknesses:
Fire weapons deal double damage.
Zombie Overminds are Zombies who have retained a bit of their humanity and have used their free will and intelligence to rule as the undead. You are not particularly strong, but you are basically immortal, able to slowly reassemble themselves once killed (though you will be out of action for a while). You can also summon a horde of zombie cannon fodder to aide you in combat or be a distraction. That said, as a zombie you are very weak and fire of any kind is your bane. Also being shot in the head, but really that's the same as humans so...
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Perks & Weaknesses
Beyond you Racial Perks & Weaknesses, you may choose two additional Perks. You may also choose up to two more perks if you select some Weaknesses as well (one per additional perk).
Perks
Arcane Literacy – Can learn magic. (Werewolves cannot choose this.)
Athletic – Can run without tiring (+10 SPD value).
Bodybuilder – Incredibly strong, almost herculean. (+10 STR value)
Genius – Smarter than the average player. (+10 INT value)
Tough – Takes a lickin' and keeps on tickin' (+15 HP)
Spiritual – Naturally in tune magically. (+15 MP)
Steel Nerves – No roll penalties from facing an unknown challenge or surprise attacks.
Electrician – Electrical systems, security checks, lights, you know it all.
Hacker – Computer skills are your specialty.
Hippie – You are at tune with nature man. (No roll penalties when in the woods or other natural areas).
Keen Senses – You have a mild second sight, able to sense things around you.
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Weaknesses
Phobia: Water – You are afraid of the water and cannot cross it.
Phobia: Heights - It's not the falling that kills you, it's the stopping. Cannot be on rooftops.
Phobia: Dark – You say phobia, I say evolutionary advantage. Cannot go into dark without light.
Phobia: Tight Spaces – You fear being trapped. Cannot enter cramped spaces.
Slow-Witted – You have asked about the price of objects at the Dollar Store. (halves INT)
Limp-Wrist – You struggle to lift a pencil some days. (halves STR)
Lead Shoes – Why run when you can just... not run? (halves SPD)
Frail – You have been known to fall over from a particularly strong gust of wind. (halves HP)
Mundane – You are the kind of person to shout “you can see the strings” at a school play. (halves MP)
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Starting Kits
You can choose from the following starting items in each category to create your unique starting gear. Some stuff cannot be equipped by certain races. If you have Arcane Literacy you can also choose two starting spells.
Weapons – Choose one
Standard Infantry Rifle (S.I.R) – 1d12 Firearm (Humans only).
Shotgun – 1d20 Firearm, Close Range (Humans only).
Ceremonial Sword – 1d12 Blade.
Ceremonial Staff – 1d8 Polearm (+1 INT)
Crossbow – 1d10 Bow, Long Range
Long Bow – 1d10 Bow, Long Range
Flute – 1d6 Magical Weapon (+2 INT)
Nail Bat – 1d12 Blunt Weapon (+1 STR)
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Spells – Choose two if you have Arcane Literacy
Fire Bolt – 1d12+4 (MP:6) [Shoots a flaming projectile at enemy]
Shadow Bolt – 1d12+4 (MP:6) [Shoots a dark projectile at enemy]
Turn Undead – (MP:4) [Causes undead and ghosts to flee from you]
Cure – 1d10+4 (MP:4) [Restores HP]
Light – (MP:2) [Creates a floating orb of light to see in dark places, helps others as well, friend or foe.]
Night Vision – (MP:6) [Allows you to see in the dark, does not give away your position.]
Wind Blessing (MP:5) [Allows you to drop safely from high places.]
Bless (MP:10) [Allows you to make any weapon add the property “Holy”]
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Starting Items – Choose three
Flashlight – Allows you to see in the dark.
Grappling Hook – Great for quick ascent or descent.
First Aid Kit – Heals 1d20 HP.
Mana Kit – Heals 1d20 MP.
Religious Talisman – Handy in a pinch for defense. (Cannot select if you have Phobia: Talisman)
Salt – Great for protection against full demons and ghosts.
Torch – 1d6 sub weapon and allows you to see, but can be extinguished. (Cannot select if you are weak to Fire).




