Races

Human
Base Pace: 3
16 attributes
Start with a perk for which you qualify.

Human Body Agility Strength Intelligence Charisma Savvy
Base 2 2 2 2 2 2
Starting Maximum 8 8 8 8 8 8
Racial Maximum 10 10 10 10 10 10

Dwarf
Base Pace: 2
10 Attributes
+1 Fortitude
Darkvision
No Carry Units
Encumbrance = 9 + 2xstrength
Ifyou gain a bonus to your carry units it instead add to encumbrance.

Dwarf Body Agility Strength Intelligence Charisma Savvy
Base 4 2 4 2 1 3
Starting Maximum 10 7 9 8 5 9
Racial Maximum 12 9 11 10 7 11

Elf
Base Pace: 3
10 Attributes
+ 1 Detection
Low Light Vision
+ 2 PP
+ 1 DV with bows, short blades, medium blades and magic.

Elf Body Agility Strength Intelligence Charisma Savvy
Base 1 4 2 3 3 3
Starting Maximum 5 9 7 9 9 9
Maximum 7 11 9 11 11 11

Gnome
Base Pace: 2
10 Attributes
Small
Low light vision
Illusion Training – Gnomes benefit from a +1 to spellcasting when casting spells from the illusion sub-school. They are considered resistant vs illusions.

Gnome Body Agility Strength Intelligence Charisma Savvy
Base 4 2 1 4 4 2
Starting Maximum 10 6 4 10 10 8
Racial Maximum 12 8 6 12 12 10

Half-Elf
Base Pace: 3
13 Attributes
Half-Elves gain a +1 to a skill of their choice.
Low Light Vision

Half-Elf Body Agility Strength Intelligence Charisma Savvy
Base 2 3 2 2 2 3
Starting Maximum 7 9 7 8 8 9
Racial Maximum 9 11 9 10 10 11

Half-Orc
Base Pace: 3
13 attributes
Darkvision
Starts with the Die Hard rank 1 perk.

Half-Orc Body Agility Strength Intelligence Charisma Savvy
Base 3 2 3 2 2 2
Starting Maximum 9 8 9 8 7 7
Racial Maximum 11 10 11 10 9 9

Troll
Base Pace: 3
10 Attributes
Large
Thermal Vision
+1 HP

Troll Body Agility Strength Intelligence Charisma Savvy
Base 6 1 6 1 1 2
Starting Maximum 11 7 11 6 5 8
Maximum 13 9 13 8 7 10

Half Folk
Base Pace: 3
13 Attributes
Small
+1 to sneak

Half Folk Body Agility Strength Intelligence Charisma Savvy
Base 2 4 2 2 2 2
Starting Maximum 6 10 6 8 9 9
Racial Maximum 8 12 8 10 11 11

Ghoul
Base Pace: 3
10 Attributes
+1 fortitude
-1 HP
Radiation Recovery – reduce radiation fatigue by recovery rate per sleep, starting with the lowest level first. Can use recovery pool to remove radiation.

Ghoul Body Agility Strength Intelligence Charisma Savvy
Base 2 2 1 5 2 5
Starting Maximum 8 7 4 11 7 11
Maximum 10 9 6 13 9 13

Super Mutant
Base Pace: 3
10 Attributes
Large
+2 fortitude
+1 HP
-1 Reach

Super Mutant Body Agility Strength Intelligence Charisma Savvy
Base 5 2 5 1 1 2
Starting Maximum 11
Maximum 13 8 13 8 8 10

Reptilian
Base Pace: 3
10 Attributes
Amphibious
Natural Attack

Saurian Body Agility Strength Intelligence Charisma Savvy
Base 4 4 4 1 2 2
Starting Maximum 9 9 10 5 7 8
Racial Maximum 11 11 12 7 9 10

Kat
Base Pace: 3
10 Attributes
Senses: Low Light Vision
Movement: Climb
Natural Attacks

Katta Body Agility Strength Intelligence Charisma Savvy
Base 2 5 2 2 2 4
Starting Maximum 6 11 7 7 7 10
Racial Maximum 8 13 9 9 9 12

Insectoid
Base Pace: 2
10 Attributes
Small
Senses: Scent
+1 fortitude
Natural Attack

Insectoid Body Agility Strength Intelligence Charisma Savvy
Base 3 3 3 2 2 3
Starting Maximum 9 9 9 7 4 9
Racial Maximum 11 11 11 9 6 11

Cyborg
Base Pace: 3
8 Attributes
Enhanced: At every level (including first) a cyborg may install an implant for half value as if he had the relevant crafting perk. This implant crafting and installation time happens nearly instantly, so does not need to be crafted and installed as normal. The total implant value done in this way cannot exceed his level, though he may scrap other earlier implants for quarter value as normal for spare parts. He may install implants as normal, and magic items can affect him as normal, though they still decrease his essence. If he has all of his implant slots filled with implants, he may choose instead to increase the maximum number of implant slots by 1 for a specific area, such as head or arms.

Cyborg Body Agility Strength Intelligence Charisma Savvy
Base 3 3 3 3 3 3
Starting Maximum 9 9 9 9 9 9
Racial Maximum 11 11 11 11 11 11

Robot
Base Pace: 3
8 Attributes

  • Robots can equip magical items, but the magic has no affect on them. They can however use magic weapons, and the magic works when being wielded. They cannot cast powers at all. They cannot use consumables unless designed for a robot. Robots are immune to poison, disease, Mind effecting, emotion and radiation. Heal powers cannot affect robots, but they must be healed with tool kits.
Robot Body Agility Strength Intelligence Charisma Savvy
Base 4 4 4 4 1 1
Starting Maximum 11 11 11 11 4 4
Racial Maximum 13 13 13 13 6 6

Android
Base Pace: 3
10 Attributes

Android Body Agility Strength Intelligence Charisma Savvy
Base 3 3 3 3 2 2
Starting Maximum 9 9 9 9 6 6
Racial Maximum 11 11 11 11 8 8

Prometheans(smart helpful), Barbarians (halforcs), android/cyborg, Geth

Custom Race:
Base Pace: 3
25 Attributes with semi-flexible stats (up to 2 points of
Size: Medium
3 build points

Or

24 Attributes with less flexible stat
5 BP

Cost: 5 BP

  • Immunity

Cost: 4 BP

  • Movement: Fly, Burrow
  • Spell Resistance
  • Sense: Blind Sight

Cost: 3 BP

  • Sense: Thermal Vision, Scent
  • Base Pace: +1
  • Perk of choice

Cost: 2 BP

  • Sense: Darkvision
  • Movement: Climb, Swim
  • Rank 1 of a specific perk that benefits the race. For instance, all membera of a psionically created race may have Intelligence style (Psionic).
  • Perk of Choice (this should usually be reserved for humans though.)
  • +1 Fortitude
  • Trapping Resistance
  • +1 to DV with a specific weapon or spells

Cost: 1 BP

  • Sense: Low Light Vision
  • +1 to a skill
  • Natural Attack: Accuracy: Str, DV: (2+str), AP: -1
  • +1 HP
  • +2 PP
  • Sprint Speed +1
  • Small (Base Pace set to 2)
  • Large

Cost: -1 BP

  • Large: Reduce reach by 1

Cost: -2 BP

  • Base Pace: -1
  • -1 Fortitude

Races

BASICS 2.0 underableedingsun