![]() |
RACES | ![]() |
Here's a list of races available in my games along with additional notes. The major metahuman races are capitalized and boldfaced and are followed by all the currently documented sub-varients of that race. The creation costs are reworked from FASA's rules to reflect the population distribution of the various metatypes.
| Creation Cost |
Race | Modifications | Edges | Flaws |
| 0 | HUMAN | No Mods | No Edges | No Flaws |
| 30 | No Mods | Enhanced Physical Attributes; Enhanced Senses; Essence Drain; Immunity (Age, Disease, Poison); Regeneration; Thermographic Vision |
Aggravated Damage: Fire; Induced Dormancy: Wood; Essence Loss; Allergy Sunlight, Severe; Dietary Requirement(Blood); Bio-Rejection |
|
| 10 | DWARF | +1 Bdy, -1 Quick, +2 Str, +1 Will |
Thermographic Vision, +2 Body, disease | Short, |
| 15 | +1 Bdy, +2 Str, +1 Will |
Thermographic Vision, +2 Body, disease | Short, furry | |
| 15 | +2 Bdy, -1 Quick +2Str, +1 Will |
Thermographic Vision, +2 Body, disease | Short, furry | |
| 15 | +1 Bdy, -1 Quick +2 Str, +2 Will |
Thermographic Vision, +2 Body, disease | Short, | |
| 30 | +1 Bdy, -1 Quick +2 Str, +1 Will, -2 Int |
Enhanced Physical Attributes; Enhanced Senses; Essence Drain; Immunity (Age, Disease, Poison); Regeneration; Thermographic Vision |
Aggravated Damage: Fire & Iron; Essence Loss; Allergy Sunlight, Severe; Dietary Requirement(Flesh); Bio-Rejection |
|
| 5 | ELF | +1 Quickness, +2 Chr | Low Light Vision | No Flaws |
| 10 | +2 Chr, +1 Will | Low Light Vision | ||
| 10 | +2 Chr, +2 Quickness | Low Light Vision | Mild Allergy, Sunlight | |
| 10 | +3 Chr, -1 Str, -1 Bod | Low Light Vision, Animal Empathy | Mild Allergy, Urban Areas |
|
| +30 | +2 Chr, +1 Quickness | Enhanced Physical Attributes; Enhanced Senses; Essence Drain; Immunity (Age, Disease, Poison); Regeneration; Fear; Cold Aura Low Light Vision |
Aggravated Damage: Fire, Silver; Induced Dormancy: Wood; Essence Loss; Bio-Rejection Allergy Sunlight, Severe; Dietary Requirement(Blood); Mild Allergy: Urban Areas |
|
| 5 | ORK | +3 Bod, +2 Str, -1 Chr, -1 Int | Low Light Vision | None |
| 10 | +2 Bod, +2 Str, -1 Chr | Low Light Vision | None | |
| 10 | +2 Bod, +2 Str, -1 Chr, -1 Int, +1 Will |
Low Light Vision, Magical Aptitude | None | |
| 10 | +3 Bod, +2 Str, -1 Int | Low Light Vision | None | |
| 15 | +2 Bod, +2 Str, -1 Chr, -1 Quickness, +1 Will |
Low Light Vision, x4 Running Multiplier | None | |
| +30 | +3 Bod, +3 Str, -2 Chr, -2 Int | Enhanced Physical Attributes; Enhanced Senses; Essence Drain; Immunity (Age, Disease, Poison); Regeneration; Low Light |
Aggravated Damage: Fire & Ferrous Metals; Essence Loss; Allergy Sunlight, Moderate; Dietary Requirement(Flesh); Bio-Rejection |
|
| 10 | TROLL | +5 Bod, -1 Quick, +4 Str, -2 Int, -1 Will, -2 Chr |
Thermographic, +1 Reach, Dermal Armor (+1 Bod) | None |
| 15 | +5 Bod, -1 Quick, +6 Str, -2 Int, -1 Will, -2 Chr |
Thermographic, +1 Reach | +2 TN for ranged attacks |
|
| 15 | +4 Bod, -1 Quick, +3 Str, -2 Int, -1 Will |
Thermographic, +1 Reach | No Flaws | |
| 15 | +4 Bod, -1 Quick, +5 Str, -2 Int, -1 Will, -2 Chr |
Thermographic, +1 Reach | No Flaws | |
| 15 | +4 Bod, -1 Quick, +3 Str,
-1 Int, -1 Chr, -1 Will |
Thermographic, +1 Reach STR(M) attack with horns | No Flaws | |
| 30 30 | SASQUATCH | +4 Body, +3 Str, -2 Int | Low Light Vision, +1 Reach Magically Active(Shamanic) | Furry, Mild Allergy: Urban Areas |
| +20 | GHOUL | +2 Bod, +1 Str, -1 Int , -2 Chr, -1 Essence |
Enhanced smell; Enhanced Hearing; Dual-Natured; +1 Running Multiplier; Claws (STR)M |
Mild Allergy, Sunlight; Blind; Dietary Requirement; Sensitive System |
| 30 30 | SPRITE | -2 Body, -3 Str, +4 Quick | Concealment (Personal) | -2 Reach |
Humans
Description: Humans stand about 1.7 meters high and weight about 70
kilograms. Skin coloration ranges from pinkish-white to ebony. There are three
major ethnic groups, each of which varies considerably in size, coloration, and hair
distribution and quality, but the ears are always rounded, the skull has 32 teeth,
and the women have 2 mammae.
Habitat: Humans prefer to dwell in above ground, roofed structures. Habits: Most humans prefer daytime activity. Their diet is omnivorous. Human populations live in small family groups, pairs of adults, or alone. The worldwide average human life span in 55 years. The breeding season is unrestricted. Gestation is 266.5 days. |
Vampire
|
|||||||||||||||
Dwarf
Description: The average dwarf is 1.2 meters tall and weights 54 kilograms.
His coloration is usually pinkish-white or light tan, but may be as dark as ebony.
Female dwarfs have 2 mammae, and all dwarfs have 32 teeth. Dwarf legs are
disproportionately short, making them porr runners. Their torsos are wide, with
great breadth at the shoulders, endowing the subspecies with increased arm strength.
Their body hair is well-developed and head hair profuse; males have extensive facial
hair. The dwarf nose tends to be large and long and the ears slightly pointed.
Habitat: This subspecies prefers artificial or natural caverns in wilderness areas. In urban environments, dwarfs show a preference for dwelling in basements or subbasements. Habits:Dwarfs may be active by day or night. Their diet is omnivorous. Populations form small family groups, and though they show isolationalist tendencies, small enclaves are found in communities all over the world. Their life span in unverified, but predictions based on metabolic rates run to more than a hundred years. Their breeding season is unrestricted. The gestation period is 284 days. Goblins
|
KoborokuruJapanese dwarfs, called koborokuru, are slightly smaller than their Western counterparts and possess extensive body hair. Like other metahumans, koborokuru are not looked upon kindly in Japanese society. In fact, Japanese anti-metahuman prejudice has saddled koborokuru with an undeserved reputation as rude and primitive individuals. Like gnomes, koborokuru prefer rural and wilderness areas over urban environments.MenehuneThe menehune, or Children of the Land, are named for the original "little people" of Hawai'i. Menehune are shorter than most dwarfs and possess luxuriant body hair, thick muscles, large noses, bushy eyebrows and stringy hair. According to local legends, the menehune's ancestors came fromt eh lost continent of Mu, or Atlantis, but modern biologists and anthropologists place little stock in such fables.GnomesMembers of the gnome subgroup inhabit Central Europe and Asia Minor. Gnomes are distinguished from common dwarfs by longer noses and a shorter, more childlike physique. Gnomes tend to favor rural environments over urban settings. Most cling to the behaviors traditionally attributed to their race by mythology and seem unnerved by modern technology. All known magical gnomes are shamans. |
|||||||||||||||
Elf
Description: The height of the typical elf is 1.9 meters, and his weight is
72 kilograms. Coloration is pale pink to white or ebony. The females have 2 mammae,
and all elves have 32 teeth. Nobilis is more slender than sapiens and has a
lighter build, though the bone structure and musculature are equally strong. The
slenderness is exaggerated in nobilis of Polynesian and Australian aboriginal
origin. Elven body hair is sparse, but head hair is usually luxuriant and extremely
fine. Elven hair is usually straight or slightly wavy, and is almost always worn
long. There are also several populations showing tightly curled head hair, however.
The eyes are almond shaped; in darker-skinned nobilis they are often slightly
protuberant. The ears come to a definite point.
Habitat: In urban areas, elves inhabit standard human structures. In wilderness areas, they prefer to live in structures built of natural materials or living plants. Habits: Elves are nocturnal beings. Their diet is vegetarian. They tend to live in small groups, preferably apart from the rest of humanity. The elf life-expectancy is unverified, with possible life spans of several hundred years, but metabolic studies are inconclusive. The elven breeding season is unrestricted. Gestation is 360 days. Bain Sidhe
|
WakyambiThe wakyambi are an extremely rare elven subgroup native to Africa. The wakyambi often lack pointed ears and are noticeably thinner and taller than other elves, many growing as tall as trolls and a rare few even taller. Wakyambi almost always possess black or brown skin, although rare albino wakyambi are known to exist, characterized by white skin, no body hair and red eyes. All known albino wakyambi shun the modern world and live deep within the jungles of the African heartland.The Night OnesA mostly European metavariant of elves known by their own choice as the Night Ones, possess the distinguishing physical characteristic of fine fur covering their bodies. This layer of fur is indistinguishable from skin at a distance, but the fact that the fur ranges in color from black to violet to blue, with some rare examples of green and a very deep orange, makes this metavariant quickly apparent at close range. The Night Ones' hair and eyes are usually a tint of their skin color, though a few rare Night Ones have silver hair and eyes.Because the most common colors of fur are the dark shades, the general public almost immediately dubbed these elves the Dark Elves. Despite popular urban myth, the night ones are not a cult or an "evil" elven subgroup. Found mainly in Europe, an increasing number of Night Ones have been appearing in the Tir nations. Night ones have a mild allergy to sunlight and so prefer to live and work at night, but otherwise they resemble other elves. DryadsDryads are an all-female metavariant of elves characterized by an average height of just more than 1 meter and hair color that appears to change with the season of the areas in which they live (for example, brown or white in winter months, bright green in the summer and various oranges, reds and yellows in the autumn months). All dryads have dark brown eyes with no visible pupils.No matter where they are born, all dryads migrate to forested or wooded areas as soon as they are capable of traveling on their own--the further away from the urban sprawl, the better. The longer they live in these isolated areas, the more feral they become, in a voluntary seperation from society that includes speaking a language only other dryads understand. While scientific studies cannot pinpoint any specific medical reason for it, dryads exhibit a Mild allergy to urban areas, displaying all the physical and mental strains common to any allergy sufferer whenever they travel away from their home. All known dryads are shamans who follow a variation fo the Great Mother totem. The dryads call their totem Father Tree but the game stats are the same. |
|||||||||||||||
Ork
Description: Orks are 1.9 meters tall and weight 125 kilograms (275 lbs).
Their skin coloration varies from pale pink to ebony, but includes greys and
greenish tints as well. Ork bodies are proportioned similarly to that of
sapiens, but robustus is more heavily built. Head hair is usually
more prominent than the sapiens ethnic group from which the individual robustus
was derived. The ork nose tends to be broad and the lips thin. The ears show
definite points and are sometimes elongated as well. The ork skull has 32 teeth,
with greatly enlarged lower canines. Ork females have 2 mammae.
Habitat: Usually in roofed buildings or underground. Habits: Orks are active day and night, but seem to prefer the night. Their diet is omnivorous, but with a distinct preference for meat. Populations form large groups, often with a tribal structure. The typical life span appears to be between 35 and 40 years. Their breeding season is unrestricted. Gestation is 187 days. Wendigo
Description: Orks infected with the Human Metahuman Vampiric Virus are
transformed into Wendigo. Virally induced changes include growth to around 2.5 meters,
the widespread development of white fur. In addition, the canines become very pronounced,
and the nails are hardened into claw-like weapons. Wendigos feed on the flesh of humans
and metahumans and derive psychic sustenance from their victims as well. They typically
induce others to partake of a cannibalistic feast. This seems to create a psychological
dependence on such food in the victim, who then aids the wendigo in spreading its habits,
creating a secret society of cannibals. The members of such a group are unaware that they
will ultimately become meals for the wendigo. Which seems to prefer the Essence of such
corrupted spirits. Many wendigos are shamans of predatory totems such as WOlf or Shark.
They use their magical skills to enhance their hunting, and some wendigos use illusion magic
to disguise themselves and walk unseen among their prey.
|
HobgoblinThe hobgoblins of the Middle East are smaller and slighter than most ork variants. Hobgoblins' greenish skin tones, sharp teeth and dark, beady eyes give them a fierce appearance, which has contributed to the anti-metahuman prejudice in the Middle East, among Fundamentalist sects. Hobgoblins are also distinguished by their vicious tempers and strong sense of personal honor, which demands that hobgoblins avenge any slight or disrespect directed toward them. Hobgoblins average 90kg (198 lbs)OniJapanese orks, or oni, have bright red, blue or orange skin. Less apparent physical characteristics include slightly protuberant eyes; enlarged, pointed ears; and horns. Additionally, oni display a higher than average propensity for magical ability. Oni are reputedly treacherous and hostile, but this view seems more a product of Japanese anti-metahuman prejudice than of any inherent oni characteristics. Oni average 95kg (209 lbs)OgreMembers of the European ogre subgroup are shorter and stockier than most orks. They possess smoother skin and less body hair than other orks, as well as pronounced jaw lines.SatyrMembers of the Mediterranean satyr subgroup often possess relatively small physical builds, furry lower bodies, cloven hooves and small, curly horns. Popular myth to the contrary, satyrs are not all musicians or "party animals." Nearly all satyrs possess magical abilites and follow the way of the shaman. Most follow the totem of Bacchus. This totem resembles the Greek god of the same name. Satyrs are smaller than most Ork subtypes and average only 80 kg (176 lbs) |
|||||||||||||||
Troll
Description: Trolls measure 2.8 meters (9'2") and weight 491 kilograms (1,083 lbs).
Skin color varies from pinkish-white to mahogany brown, and usually remains unchanged
after ingentisization, or transformation into troll form. Ingentis body
proportions differ from those of sapiens, with the ratio of arm-to-leg length
significantly higher in ingentis. Trolls are very heavily built and
occasionally exhibit dermal bone deposition, resulting in spines, rought surface
texture, or an armor plated effect. Body hair is usually well developed, but may be
absent altogether. Head hair is usually more prominent than among the sapiens
ethnic group from which the individual ingentis was derived. The nose tends
to be broad. The ears show definite points and are sometimes elongated. The sloped
skull has 34 teeth; lower canines are enlarged and molars display extreme
convolutions, which researchers interpret to mean that ingentis teeth are
constantly regenerating. Troll females have 2 mammae.
Habitat: Trolls who live in wilderness areas use caverns and converted structures such as bridges for their dwelling places. In urban areas, they prefer areas shunned by "normals," such as sewers or derelict buildings. Habits: Trolls prefer nighttime activity. Their diet is omnivorous. Populations usually congregate in small groups, which often cohabit with subspecies robustus. Metabolic studies and direct observation indicate a life expectancy of about 50 years. The breeding season is unrestricted. Gestation is 259 days. |
CyclopsGreek and Mediterranean trolls, known as cyclops are larger and more heavily muscled than other trolls but lack most of the dermal bone deposists common among trolls. Cylcops average 3.1 meters and weigh in at 713 kgs. They are most easily distinguised by the fact that they have only a singl eye. All cyclops either have only one horn, or in rare instances, no horns.FomoriFomori are Irish/Celtic trolls whom also lack dermal bone deposits and are generally considered attractive by other races. Like many metahumans of Celtic descent, fomori possess a higher-than-average propensity for magical ability.GiantsNordic trolls are fairer and taller than other trolls and lack either dermal bone deposits or horns. For unknown reasons, giants seem to have a greater than average tendency toward genetic reversions. Male giants weigh in at a massive 977kg on average, standing around 3.5m. Female giants stand around 3.2m and weigh around 761 kgMinotaursMinotaurs are an unusual Mediterranean mutation of the troll metatype, distinguished by pronounced snouts, wide-set eyes, long bull's horns and extensive body hair. Minotaurs measure approximately 2.4 meters and weigh 225 kilograms. Fur color ranges from red-brown to almost black. They have short horns growing from the edges of their foreheads to a length of 15cm to 30cm for females and 30cm to 60cm for the males. Minotaur females have two mammae and both sexes have 34 teeth, including four enlarged canines. |
|||||||||||||||
Sasquatch
Habitat: Forested regions Habits:The sasquatch is active at all times. Its way of life is similar to that of the gorilla (believed now extinct in the wild). It is vegetarian, peaceful, and curious. It fights only when attacked, though it demonstrates elaborate threat behavior. All known Sasquatch appear to be some kind of shaman, exhibiting magical powers and control over nature spirits. The creatures live in small family groups, though individuals may range far from the group while foraging. Sasquatches nest permanently in groves or caverns, but sometimes prepare temporary nests in thickets when traveling at a distance from the home nest. Life expectancy is believed to be more than 40 years. The breeding season is unrestricted. |
Special Rules:Sasquatch must take magic priority as a Shaman.
|
|||||||||||||||
Ghoul
Habitat: Crypts, abandoned properties near graveyards, and densely populated slums. Habits:Nocturnal. Ghouls are infected with the Kreiger Strain of the Human Metahuman Vampiric Virus. A ghoul feeds on dead animals, usually humans. Its diet and sanitary habits often result in a nauseating odor that emanates from the creature's pores. If no suitable buillding is available, the ghoul will often dig its own burrow. Though usually found in packs of 6 to 20, some ghouls wander alone. Such specimens tend to be extremely aggressive and have greater-than-average physical characteristics. A ghoul's life expectancy is similar to its subspecies of origin. Its breeding season is unrestricted. |
Special RulesGhouls may be of any race originally. Create a standard character, then infect them with the HMHVV (Kreiger Strain). If done during character creation, make a Body(6) Test after infection and apply the following results to the character:
|
|||||||||||||||
Sprite
Habitat: Forested regions. Habits:Sprites have been observed to be active at all times, although several varieties seem to have a slight nocternal disposition. Evidence thus far points to the use of primitive tools, basic social interaction and male-female pairing. Life expectancy is unknown. The breeding season is unrestricted. |
|
|||||||||||||||
|
Shapeshifters have three major advantages: Dual-Nature, Regeneration & Animal/Human forms. Shapeshifters also have three disadvantages: Bestial Nature, Silver Allergy/Vulnerability, and rejection of Cyberware.
Bestial Nature Read an excellent article on shapeshifters by foxinsox here.
Silver Allergy/Vulnerability
Cyberware Rejection |
Dual Nature
Animal/Human Form Regeneration Shapeshifters regenerate any damage done to them by the start of the following Combat Turn. As a result, they can only be killed by massive amounts of damage or damage to the brain or spinal cord. Make a Regeneration Test by rolling 1d6 when a shifter takes Deadly physical damage. If the damage is from one shot, then on a roll of 1 the shifter does not regenerate, and may die wihtout medical care per standard rules. If the damage is from massive injury, then on a 1 or 2 the shifter fails to regenerate. Weapon foci are particularly deadly to shifters. If a shapeshifter is pushed to Deadly by a weapon focus, the shifter must make an Essence Test with a target number that is twice the Force of the focus, and dies if no succeses are achieved. Even one success enables the shifter to make the Regeneration test as above. |
| Creation Cost |
Race | Modifications | Edges | Flaws |
| 25 | BEAR | |||
| +2 Bod, +1 Str, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +4 Bod, +1 Quick, +4 Str, -1 React, x4 Run |
Dual-nature, Regeneration, Human Form, Dermal Armor 1, +1 Reach, +1 Power, (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | EAGLE | |||
| +1 Chr, +1 Int, +1 Quick, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +1 Chr, +1 Int, +2 Quick, +2 Str, +1 React, +1d6 Init (flying), x5 flying mod |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | FOX | |||
| +2 Chr, +1 Int, +1 Will, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +2 Chr, +1 Int, +1 Will, +1 Quick, +1 React, +1d6 Init, x5 run |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | LEOPARD | |||
| +1 Chr, +1 Bod, +1 Str, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +1 Chr, +2 Bod, +1 Quick, +2 Str, +1 React, +2d6 Init, x5 run |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | SEAL | |||
| +1 Chr, +1 Bod, +1 Str, x4 Swim | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +1 Chr, +2 Bod, +1 Quick, +1 Str, +1 React, +1d6 Init (swim), x5 swim |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | SNAKE-PYTHON | |||
| +2 Chr, +1 Bod, +1 Str, +1 React | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +2 Chr, +2 Bod, +1 Quick, +2 Str, +1 React, +1d6 Init, x1 Run |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | TIGER | |||
| +1 Bod, +1 Quick, +1 Str, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +3 Bod, +2 Quick, +3 Str, +1 React, +2d6 Init, x5 run |
Dual-nature, Regeneration, Human Form, +1 Reac, +1 Power, (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
| 25 | WOLF | |||
| +1 Chr, +1 Bod, +1 Str, x4 Run | Dual-nature, Regeneration, Animal Form | Bestial Nature, Silver Allergy, Cyber rejection |
||
| +1 Chr, +2 Bod, +1 Quick, +1 Str, +1 React, +1d6 Init, x5 run |
Dual-nature, Regeneration, Human Form, +1 Power (+1 Damage Level) Unarmed |
Bestial Nature, Silver Allergy, Cyber rejection |
||
For an alternate view on shifters, check out Barbie's shapeshifter supplement here.
![]() |
Return to the Isle Of Shadows
Original races by FASA, additions by
| ![]() |