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Races

This document describes 8 different playable races in a roleplaying game setting: 1. Humans have increased ability scores in two stats, are medium sized, can choose a skill proficiency, and gain a feat. 2. Genejacks have increased strength, are medium sized, have darkvision, relentless endurance, and can add extra damage dice on critical hits with melee weapons. 3. Replicants have increased charisma, are medium sized, can polymorph and have living construct traits. 4. Riftkin have increased intelligence, are medium sized, have darkvision, keen senses, trance, and know a cantrip. 5. Skinks have increased dex

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Andrej Katić
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0% found this document useful (0 votes)
98 views4 pages

Races

This document describes 8 different playable races in a roleplaying game setting: 1. Humans have increased ability scores in two stats, are medium sized, can choose a skill proficiency, and gain a feat. 2. Genejacks have increased strength, are medium sized, have darkvision, relentless endurance, and can add extra damage dice on critical hits with melee weapons. 3. Replicants have increased charisma, are medium sized, can polymorph and have living construct traits. 4. Riftkin have increased intelligence, are medium sized, have darkvision, keen senses, trance, and know a cantrip. 5. Skinks have increased dex

Uploaded by

Andrej Katić
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Races

Human
Humans carve out a variety of lives in the universe, from the gangs of Station 86's
Warrens and the Flayed Pilgrims of the Concrete Wastes, to the Grey Sentinels of Jesko
VII and the daring Edgerunners that explore its depths.

Traits
As a human, you have the following racial traits.
Ability Score Increase. Two of your ability scores each increase by 1.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.
Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.

Genejack
Genetically engineered people, usually used for manual labour in dangerous conditions.
'Defective' units (those that emerge from the spawning pools possessing free will) are
buried alive in mass graves, from which a lucky few manage to escape and begin a new
life. Genejacks are each stamped on their chest with a unique barcode, and aside from
their impressive physique can be identified by their luminescent green blood, clearly
visible beneath their skin.

Traits
As a genejack, you have the following racial traits.
Ability Score Increase. Your Strength score increases by 2.
Size. Genejacks are noticeably larger and bulkier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you
can drop to 1 hit point instead. You can’t use this feature again until you finish a long
rest.
Heavy Handed. When you score a critical hit with a melee weapon attack, you can roll
one of the weapon’s damage dice one additional time and add it to the extra damage of
the critical hit.
Replicant
Robot masters of disguise and subterfuge. Replicants are liquid-state robots comprised of a
viscous organic paste contained within an incredibly thin synthetic membrane. The paste
is a soft pink, and contains a number of molecular processers that maintain and operate
the various systems of the replicant. They are rarely seen in their native form however,
preferring to employ their ability to change their physical appearance to blend in. Who is
responsible for building the replicants is unknown, and they are incredibly rare. Along
with webdroids, they are the only robots in existence to have true free will.

Traits
As a replicant, you have the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Size. Replicants are built to have a similar statures to humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can polymorph into any humanoid of your size that
you have seen, or back into your true form. However, your equipment does not change
with you. If you die, you revert to your natural appearance.
Living Construct. Even though you were constructed, you are a living creature. You are
immune to disease. You do not need to eat or breathe, but you can ingest food and drink
if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do
not dream in this state; you are fully aware of your surroundings and notice approaching
enemies and other events as normal.

Riftkin
Tall, thin, lithe humanoids that appear once in every hundred births. Some say they're
mutants, some say they're infiltrators from the Warp, some say their origin is divine or
infernal. Riftkin have similar facial features to humans, though bear much larger eyes and
slimmer, longer faces. They do not naturally grow hair on any part of their bodies,
though many choose to wear wigs in hopes of blending in somewhat.

Traits
As a riftkin, you have the following racial traits.
Ability Score Increase. Your Intelligence score increases by 2.
Size. Riftkin range from just under 6 to over 7 feet tall and have very slender builds.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern colour in darkness, only shades of
gray.
Keen Senses. You have proficiency in the Perception skill.
Strange Ancestry. You have advantage on saving throws against being charmed, and
psionics can’t put you to sleep.
Trance. Riftkin don’t need to sleep. Instead, they meditate deeply, remaining
semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that
a human does from 8 hours of sleep.
Cantrip. You know one cantrip of your choice from the psyker powers list. Intelligence
is your psionic ability for it.

Skink
Squat, reptilian humanoids that have cropped up in numerous bodies of water throughout
the world. Believed to be mutated lizards though exactly what is to blame is unclear. The
colour of their scales, and other physical characteristics, varies a great deal between
individuals, though their nimbleness and ability to slip out of sight is uniform.

Traits
As a skink, you have the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Size. Skinks average about 4 feet tall and tend to be slimmer than humans. Your size is
Small.
Speed. Your base walking speed is 25 feet. You also have a swim speed of 30 feet.
Slippery. You can move through the space of any creature that is of a size larger than
yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a
creature that is at least one size larger than you.
Mutant Resilience. You have advantage on saving throws against poison, and you have
resistance against poison damage

Webdroid
Synthetic robots with a 'web' of biological components within them, once manufactured
in great numbers by the Global United States and subsequently liberated after the GUS
collapsed. They come in a variety of models and colours, although all are at least
somewhat humanoid, and their inner webbing can be made out through their translucent
casing.

Traits
As a webdroid, you have the following racial traits.
Ability Score Increase. Your Constitution scores increase by 2.
Size. Webdroids are generally broader and heavier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Composite Plating. Your construction incorporates various metals and plastics, granting
you a +2 bonus to Armour Class.
Living Construct. Even though you were constructed, you are a living creature. You are
immune to disease. You do not need to eat or breathe, but you can ingest food and drink
if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do
not dream in this state; you are fully aware of your surroundings and notice approaching
enemies and other events as normal.

Wirewreck
The remains of a failed program of foetal cybernetic enhancement. Experiments in earlier
cybernetic history led to attempts by engineers to create 'better' humans, introducing
gene alteration and microscopic cybernetic parts to babies yet to be born. The results
were mixed and unpleasant; although the infants turned out with certain expanded brain
and muscle functions, other anatomical aspects broke down or never completed in the
correct way. Jutting metal, exposed wiring, misaligned limbs and general skin breakdown
were all commonplace.
These days wirewrecks are the sad legacy. Many are completely crippled, damaged too
badly too soon for even the advances of modern medicine to fix. The lucky few that can
operate as normal are still easily identified by their odd proportions, and the cybernetic
implants that have escaped from beneath their skin to fuse with its surface.

Traits
As a wirereck, you have the following racial traits.
Ability Score Increase. Your Wisdom score increases by 2.
Size. Wirewrecks tend to be shorter and more hunched than humans. Your size is
Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern colour in darkness, only shades of
gray.
Cybernetic Shift. On your turn, you can shift as a bonus action, allowing the cybernetic
mess within you to extend out and over your body. Shifting lasts for 1 minute or until you
end it on your turn as a bonus action. While shifting, you gain temporary hit points equal
to your level + your Constitution bonus (minimum of 1). You also gain a climb speed
equal to your walking speed, and as an action may make an attack with the sharp tangle
of wires that erupts from inside your mouth. This is a melee weapon attack that uses
Strength for its attack roll and damage bonus, and deals 1d6 piercing damage. If this
attack hits a target that is medium sized or smaller, the target is also grappled.
You must finish a short or long rest before you can shift again.

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