+1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill
Administer, Any Combat, Any Skill, Convince, Exert, Sneak, Survive, Work
Soldier
Any Combat
Exert, Survive
+1 Any Stat, +2 Physical, +2 Physical, +2 Physical, Exert, Any Skill
:Any Combat, Any Combat, Exert, Lead, Notice, Ride, Sneak, Survive
Thug
Any combat
Convince, Connect
+1 Any Stat, +2 Mental, +2 Physical, +2 Mental, Connect, Any Skill
Any Combat, Any Combat, Connect, Convince, Exert, Notice, Sneak, Survive
Wanderer
Survive
Sneak, Notice
+1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill
Any Combat, Connect, Notice, Perform, Ride, Sneak, Survive, Work
Species Selection
Select
Species Name
Description
Level 1
Level 2
Human
Setting the bar.
Gain Background Skills.
Dwarves
This origin serves for the classical dwarf; short, sturdy, and given to craftsmanship and
drinking.
Gain Craft as a bonus skill. Your Constitution modifier increases by +1 and either your
Dexterity or Charisma modifier decreases by -1. You can see in the dark up to sixty feet.
Elves, Civilized
This style of elf represents the city-dwelling, magic-loving, sophisticated interpretation of
elvishness favored in some worlds.
Gain Know and Magic as bonus skills. Your Dexterity or Intelligence modifier increases by +1 and
your Constitution modifier decreases by -1. You can see clearly in any light level above complete
darkness.
Elves, Half-Elves
Where there are both elves and humans, half-elves tend to be inevitable additions to a campaign
world. This Focus follows the “between two worlds” flavor of most half-elf interpretations.
Gain Connect and any one skill as bonus skills. You can see out to thirty feet in any light
condition short of perfect darkness. At your discretion, if you take after your elven parent, you
may increase your Dexterity modifier by +1 but then also take a -1 to your Constitution modifier.
Elves, Forest
This interpretation of elvishness is for those kinds given to nature-reverence, archery, and
nimbleness.
Gain Shoot and Survive as bonus skills. Your Dexterity modifier increases by +1 and your
Constitution modifier decreases by -1. You can see clearly in any light level above complete
darkness.
Halflings
This origin serves for a breed of bucolic and diminutive demihumans with exceptional reserves of
toughness.
Gain Sneak as a bonus skill. Your Constitution or Dexterity modifier increases by +1. You are
too small to effectively use two-handed melee weapons or large bows.
Gnomes
Gnomish interpretations vary significantly, from mad tinkers to forest sprites. The origin below
suits a subterranean forest-dweller; for tinkers, replace Sneak as a bonus skill with Craft.
Gain Sneak as a bonus skill. Your Dexterity modifier increases by +1 and your Strength or Wisdom
modifier decreases by -1. You can see clearly in the dark out to sixty feet.
Goblins, Tinker
This variety of goblin is for those campaign settings where they are inveterate builders.
Gain Craft as a bonus skill. Your Dexterity or Intelligence modifier increases by +1, and your
Wisdom modifier decreases by -1. You have the weapon restrictions of halflings. You can see
clearly in the dark out to sixty feet.
Goblins, Savage
Feral tribe-dwelling marauders of swamp, forest, and wasteland, this style of goblin can also
fill in for other small, vicious humanoids.
Gain Sneak and Survive as bonus skills. Your Dexterity modifier increases by +1, but your
Intelligence modifier decreases by -1. You have the weapon restrictions of halflings. You can see
clearly in the dark out to sixty feet.
Lizardmen
Whether dressed up as dragon-folk or left as common crocodilian swamp lizardmen, this Focus can
fill in the details.
Gain Stab and Survive as bonus skills. Your Strength or Charisma modifier increases by +1, but
your Dexterity or Charisma modifier decreases by -1. Your unarmored Armor Class is 13, and if you
wear better armor you get a +1 bonus to its AC.
You’re some sort of dragon-man and can breathe fire, frost, or some other noxious substance. The
breath can be done once per scene and affects a cone up to 15 feet long and wide at its end. All
within must make an appropriate save or take 2d6 damage plus your character level. You gain
immunity to the substance you exhale.
Orcs
Large, strong, brutish, and comparatively stupid; such is the standard orc of fantasy campaigns.
Players who want to play such a PC can use this Focus.
Gain Survive and Stab or Punch as bonus skills. Your Strength or Constitution modifier increases
by +1, but your Intelligence modifier decreases by -1. You can see clearly in the dark out to
sixty feet.