Races

Races

When creating your character, choose a single race for your character. While this won't be quite as defining at the two jobs you take, it does convey some attribute bonuses and talent points, and either one or two unique skills that can't be gained in any other way.

Each race gains 5 TP as a bonus for each associated attribute it grants. These 5 TP must be spent on a Talent within the associate categories of each attribute that it gives a bonus to.

Humans

Go anywhere and not only survive but thrive. Historically very adaptable and excel at using their ingenuity to turn less than ideal environments into perfectly decent habitats.

Attribute Bonuses: +1 WIL, +1 INT.

Quick Skill
Calm. [Skill]. [Single]. Cut your current Stress in half. This Skill may only be used once per encounter.

Passive Skill
Grit. While calculating penalties for Fatigue, act as if your Fatigue levels were one lower than they actually are. (This means the first level of fatigue doesn't effect humans at all, while Fatigue 2 would be treated as Fatigue 1, etc.)

Driftin

Lethe, agile kenomimi hunters. Not strictly ears, sometimes tails, but still pretty human-looking in general. Historically from coastal areas and flatlands.

Attribute Bonuses: +1 STR, +1 DEX.

Quick Skill
Speed Burst. [Skill]. [Self]. Move to any location on your side of the combat grid. Ignore traps/ground effects during this movement. This Skill may only be used once per encounter.
Special: Anytime bonus or penalty effects might be applied to Repositioning, other than from trap/ground effects - apply them when using Speed Burst as well.

Maxwellian

Stalwart organic robot people from beyond the stars. Originally appeared without warning a few centuries ago, all holding different directives but determined to help save the world. Have long since integrated into society fully, though by in large still have a larger drive than most to work towards a greater good. (expand out bit about peace brigades)

Attribute Bonuses: +1 DEX, +1 INT.

Quick Skill
Reconstruct. [Skill]. [Single]. Select yourself or an adjacent Gadget, then restore 25% of its Max AP. This Skill may only be used once per encounter.

Dwarves

A people who's bodies are constantly shrouded in flickering shadow, save for their distinctive bright eyes. A deeply spiritual people who lived underground.

Attribute Bonuses: +1 SPR, +1 INT.

Passive Skill
Good Fortune. Anytime you spend Luck, act as if you had spent two rather than one.

Providence. Once between Resting, when you or someone else you're nearby performs a Talent Check, you may adjust the final value of the roll by +2.

Hundred

Large, hulking half-man half-beast. Originally created as artisanal weapons of war by morally scrupulous ancient mages who ironically outlived their former masters to become a people in their own right.

Attribute Bonuses: +1 STR, +1 WIL.

Passive Skill
Ferocity. Once per encounter when you take a turn without dealing any damage, you may perform a Strike or Shoot using normal ammo only as a free action. If your Armor is not Destroyed, this has a -3 AIM penalty. If you have gotten a Miss! Result on an AIM check during this turn, gain a +3 AIM bonus.

Alloci

Iron Elves, darker earthern and metal colors. Or rather, elves that have become immune to cold iron and imbue themselves with it. Not strictly isolationist, but to tend to live in citadels built in strange places of the world as wardens against supernatural entities. Those who live outside of the citadels generally tend to either be wandering monster hunters or work as special investigators in larger cities dealing with spirits.

Attribute Bonuses: +1 STR, +1 SPR.

Quick Skill
Cold Iron. [Skill]. [Self]. Any damage dice you roll this turn automatically roll the maximum value. This Skill may only be use once per counter, however, anytime you perform an attack and gain a Miss result, you can perform this skill one additional time during that encounter.

Dantali

Strange, brightly colored flamboyant elves. Split off from the Alloci in ancient times, choosing to go into hiding in purpose of some greater plan and sealing their city away from the world at large. In the time since the arrival of the Maxwellian they've become more common throughout the world, building small enclave communities within the larger cities of the world before the Dantali capital abruptly reappeared one day - only now, floating on an island in the sky. Those more predominately integrated into larger society tend to find work it in entertainment industry or as bold battle magicians in peace brigades.

Attribute Bonuses: +1 SPR, +1 MND.

Passive Skill
Pocket Of Holding. Dantali inherently have 6 Gear Slots, rather than 5.

Signet Ring. Dantali are capable of equipping two accessories at once, rather than just one. You start with one free bonus accessory as well.

Familiars

Magical constructs originally created as assistants to ancient mages. Generally small, though the materials favored in their construction have changed over the centuries, with current trends favoring forms similar to stuffed animals. While prone to being a bit silly or flippant, they're none-the-less perfectly intelligent beings, and in the last few generations rules and laws regulating the creation of new familiars have been put in place while granting them basic civil rights. The specific of these can vary wildly from country to country through, with some allowing for the creation of familiar assistants with a contract in place to limit how long the familiar must work for the creator, and others having the state control the process of creation entirely and limiting the number of new ones made on a year to year basis.

Attribute Bonuses: +1 MND, +1 WIL.

Passive Skill
Artificial Body. Familiars can perform a Desperation Skill on two separate turns they start while Dazed, rather than only on the first Dazed turn they take. Additionally, once per encounter, they may choose to ignore a single Wound or Dent they would have suffered.

Tethered

Winged angel-or-demon like people that aren't of this world. Unlike the Maxwellian's who arrived here intentionally and with purpose, the Tethered are a recent addition to the world who came here by accident. During the event that created the Jagd a few generations ago, a large number of Tethered suddenly appeared one day without warning, to much confusion on both sides. Currently thought is that the Tethered originally hail from a parallel dimension where the world's magic was less thick. The thick mana here prevents them from flying as they could in their home world, though with a good headwind they can manage to a limit glide. Their innate psychic abilities are a bit more heightened than the world's native residents as well, and is especially pronounced when put in dangerous situations.

Attribute Bonuses: +1 DEX, +1 MND.

Passive Skill
Limited Precognition. Tethered are inherently capable of performing two different Preparation Skills at the start of an encounter, rather than one.

If-ys

Old, ancient immortal fey creatures. They're deeply primal forest spirits who are capable of shapeshifting, and are both small in number and generally not a large part of society. They do on occasion grow bored however, or are stricken by a sudden bought of wander lust, and take on the shape of a person in order to interact with the larger world and those inside of it. When If-ys sleep, they're capable of rearranging their bodies in any way they like.

Attribute Bonuses: Pick any two attributes and gain +1 to each.

Passive Skill
New Day, New Face. Anytime you perform a Rest, you may choose to reclaim all of your J-EXP and redistribute it however you like. While you do this, you may also choose which two Jobs your character has, allowing you to go from, say, a Fighter-Defender to a Psychic-Mage or what have you. You may also swap your elemental weakness during this, as well.

New Form. When you use your New Day, New Face passive, you are capable of creating a Custom Job instead. When you do this, act as if you had half of the J-EXP that you normally would.
Your base Job gives you +2 to any two Attributes you like, in addition to +50 HP, +20 MP and +20 PP. You also have access too all types of Advance Job Gear.
The first and third Job evolution grants you a choice of 3 options: +1 to any Attribute, +1 Luck, +10% Max HP, +10% Max MP, +10% Max PP, or +10% Max AP. Each choice may only be select once, other than +1 Attribute. This option CAN be taken multiple times, but must be a different Attribute each time.
Your second Job evolution grants you a choice of two options: +5% Max HP/MP/PP, +1 Luck, +10% Max HP%, +10% Max MP, +10% Max PP, or +10% Max AP.

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