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Races
Races are what type of creature a character is, be it human, elf, Martian, unicorn, griffon, or goblin. Although each individual of a given race is unique, they do generally have certain characteristics that make them the race that they are. Because everything in Dice Mob is simplified, almost all of these characteristics are going to take the form of skills chosen by the player and approved by the GM. Aside from those things that make them unique, they also apply the general characteristics of size and movement speed and their associated hit points and defenses that govern all creatures.
Humanoid Races
These are suggestions of common medieval races and which skills, professions, special abilities, and weaknesses they should possess automatically. If a profession is listed, that means the race is all taught a third profession in addition to the childhood and adult professions they have chosen (or were forced upon them in their culture.)
| Race | Size | Attributes | Skills | Automatic Profession | Special Ability | Disability |
|---|---|---|---|---|---|---|
| Dwarf | Medium | Stamina*2, Strength 1) | Underground | Miner, Brewer, Mason, or Smith | Dark Vision | Greed |
| Dark Elf | Medium | Dexterity*2, Perception, Stealth*2 | Underground | Dark Vision | ||
| Elf | Medium | Dexterity, Perception, Performance, Speed, Stealth | Plants and Herbs, Wilderness | |||
| Fairy | Very Small | Speed, Stealth, Insight, Dexterity | Wilderness | Lesser Camouflage, Flying | Size Incompatibility | |
| Gnome | Small | Dexterity, Perception 2) | Mechanic or Jeweler | |||
| Goblin | Medium | Strength, Intimidation, Perception, Stealth*2 | Underground | Dark Vision | ||
| Halfling | Small | Speed, Insight 3) | Farmer, Herdsman, or Freshwater Fisherman | |||
| Hobgoblin | Large | Strength*2, Intimidation, Stamina, Stealth | Underground | Dark Vision | ||
| Human | Medium | Strength, Insight*2, Stamina, Persuasion | ||||
| Kobold | Small | Dexterity, Perception, Speed, Stealth*2 | Underground | Dark Vision, Scale Hide, Resistant to Infravision | Cold Hinderance (Prolonged exposure to cold reduces non-passive actions at a rate of one per hour) | |
| Leprechaun | Small | Speed, Dexterity, Perception, Stealth, Persuasion | Weather, Wilderness | Luck | Greed | |
| Lizardfolk | Medium | Strength*2, Stamina, Speed | Wilderness, Bite(P) or Tail(B) attack as a proficient free action | Tough Scale Hide, Swimming, Holding Breath, Resistant to Infravision | Shape Incompatibility (Tail), Cold Hinderance (Prolonged exposure to cold reduces non-passive actions at a rate of one per hour) | |
| Lycanthrope | Medium | Speed*2, Strength*2, Stamina | Regeneration, Shapeshifting | Moon forces shape-shift. Silver damage cannot be healed through natural means. | ||
| Merfolk | Medium | Persuasion*2, Insight, Personality | Fishing | Shapeshifting, Breathe Water, Swimming | ||
| Orc | Medium | Strength, Intimidation, Perception4) | Wilderness | Infantry | ||
| Ogre | Extra Large | Strength*5, Stamina*2 | Wilderness, Improvised Weapon Proficiency (Melee and Thrown) | Size Incompatibility | ||
| Pixie | Very Small | Speed*2, Stealth*2, Intimidation | Wilderness | Flying | Size Incompatibility | |
| Troglodyte | Medium | Strength, Intimidation, Stamina, Stealth | Fishing | Resistant to Infravision, Breathe Water, Swimming, Scale Hide | ||
| Troll | Large | Strength*3, Stamina, Intimidation | Wilderness, Underground | Regeneration, Dark Vision | Sunlight turns to stone | |
| Vampire | Medium | Strength*2, Speed*2, Persuasion*2, Stealth | Freezing*2, History | Regeneration, Life-Stealing Bite, Dark Vision, Infravision | Sunlight turns to ash, Stake through the heart immobilizes, Garlic repulsion, Holy Symbol repulsion, Cannot cross a threshold unbidden. |
