As an optional rule, you can create your character by choosing a Race. The GM decides wether to use this optional rule.
Each Race gives one or more "features" to your character, in the form of a Boon, a fact that provides fictional positioning, or a mechanical effect like Advantage to specific situations. These features are added on top of any other gained during character creation.
Classic Fantasy Adventure Races are: Human, Elf, Dwarf, Halfling. Choose or roll randomly:
Modern Fantasy Adventure Races are: Human, Elf, Half-Elf, Dwarf, Halfling, Gnome, Dragonborn, Tiefling, Half-Orc, Tabaxi, Kenku, Tortle. Choose or roll randomly:
Race descriptions and features
They are Adaptable; They begin play with an extra Skill of the player's choice, and their flexible nature allows them to gain an extra Ability Score increase OR an extra Boon increase when they LEVEL UP.
They are very Tough; They gain Advantage to VIG rolls made to resist damage or ailments like disease or poison.
They are Perceptive; They gain Advantage to PER checks for things that are action-related, or to be alert and see clearly in low-light.
They are Industrious; they gain Advantage to any INT or PER check related to tinkering with devices or crafting mechanisms.
They combine the grace of elves with the appeal of humans. They gain Advantage to any CHA check.
They are Savage; They gain Advantage on VIG rolls when they attack or in any other action that requires violent physical prowess.
They are Nimble; They gain Advantage on DEX rolls when they need to dodge a danger, or sneak and be stealthy.
They have a Breath Weapon (a ranged/area weapon that counts as a Boon at the adept (+1) level). Its element depends on their color: red is fire, white is cold, blue is lightning, green is poison, black is acid.
They are expert at Mimicry; they can impersonate sounds and even voices with eerie accuracy. They gain Advantage to any roll related to deceive or create a distraction with said ability.
They have Claws (which count as a Boon at the adept (+1) level). They can use it in close combat, or can gain their benefits when climbing or holding against walls or similar surfaces.
Their hellish inheritance gives them Resistance to any source of fire or heat, and to some types of arcane damage related to Darkness.
They have sturdy Shells that work as natural armor (a Boon at the adept (+1) level). The Shell not only works as a natural defense, they can also disappear into them for extra protection (making them Immune to almost everything!).