Relict RPG
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    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
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      • Gorgon
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      • Mere
      • Orc
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    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
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Lineages

Centaurs

Fast, half-horse/half human(oid)s.
Speed: 45ft. 
Size: Medium, Large
Ether: Flow. +1 Mana Regeneration.
Darkvision: No.
​Charger. Whenever you use two Movement Actions in a turn, you may make a single Attack or cast a spell as part of the second movement Action.
Fleet. Your overland travel speed matches that of  other humanoids riding on horseback, instead of marching on foot.
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Dwarves

Short & sturdy, natural magic resistance.
Speed: 25ft. 
Size: Medium
Ether: Flow. +1 Mana Regeneration.
Darkvision: Yes (180ft).
Ether Anchor. 
  • ​Suffer a -1 Mana Capacity penalty at Level 1 (to a minimum of 1).
  • For any non-dwarf creature within 10ft. of a dwarf, spells cost +1 Mana to cast. Monster abilities with a Counterspell cost have it reduced by 1.
    • For any non-dwarf creature that is adjacent to a dwarf, or has been struck with a melee attack by a dwarf this round, the this effect doubles (+2 to cast/-2 to Counter). 
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Elves

Pointy-eared magic superchargers. 
Speed: 30ft. 
Size: Medium
Ether: Flow. +1 Mana Regeneration.
Darkvision: No.
Ether Catalyst. 
  • Gain +3 Mana Capacity at Level 1.
  • For any non-elf creature within 10ft. of an elf, spells cost -1 Mana to cast (to a minimum of 1).
    • ​If the creature is directly adjacent to the elf, spells instead cost -2 Mana.
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Fae

Tiny winged folk of myth. 
Speed: 20ft. (walking)/35ft. (flying) 
Size: Small, Medium
Ether: Reservoir. +1 Mana Capacity.
Darkvision: No.
Flight. You gain a 35ft. base flying speed.
Subspecies. At Level 1, choose what kind of Fae you are. Each has unique attributes, described on the Species page:
  • Pixie - Feature: Pixie Dust
    • ​Pixies can produce a small puff of sparkling powder from their wings that induces a potent drowsiness in others. Once per day, as an Action, a Pixie may attempt to dose another creature it can touch, putting it to sleep. The affected creature makes a Willpower or Fortitude Check (GM's choice), against a target of 6+the Pixie's Character Level. On a failure, the creature falls asleep. It may be roused as with any natural sleep, but if undisturbed it will slumber for a full 8 hours and awake having benefitted from a Rest. 
  • ​Fairy - Feature: Flit
    • ​When a fairy uses two Movement Actions in the same turn, they may move an additional 20ft. at the end of their turn, so long as they are able to do so by flying.
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Fiendlings

Infernal blood, elementally infused.
Speed: 30ft.
Size: Medium
Ether: Reservoir. +1 Mana Capacity.
Darkvision: Yes (unlimited).
Elementally Imbued.
  • Choose one elemental damage type (Burning, Freezing, Shocking, Acidic).
  • Whenever you would take damage of the chosen type, reduce it by your Character Level. Casting spells tagged with the chosen type cost -3 Mana (minimum 1). 
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Firmalites

Touched by Celestials.
Speed: 30ft.
Size: Medium
Ether: Reservoir. +1 Mana Capacity.
Darkvision: No.
Partial Divinity.
  • If you would take Ardent Damage, reduce it by your Character Level. 
  • Divine Awe. At level one, you may use this ability as a free action once per day. This increases to twice at level 5, three times at level 10, four at level 15, and five at level 20. You may use Divine Awe for one of the following effects:
    • When you deal damage to a target, you may change the damage type to Ardent, and deal an additional 2d4 Ardent Damage.
    • You may add half your Character Level (rounded down) to a social check. 
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Gaian

Fury kin, avatars of the world.
Speed: 30ft.
Size: Medium
Ether: Reservoir. +1 Mana Capacity.
Darkvision: Yes (180ft.)
Implacable. When you would take Slashing or Piercing Damage, reduce it by 1 (to a minimum of 1).
  • Once per day's rest, as a free Action, you may instead prevent all Slashing, Piercing, or Bludgeoning damage you are dealt until the end of your next turn. 
Subspecies. At level one, select a Biome (see Species page). While you are in that biome, your Mana and Stamina Regeneration increase by +2. 

​Biomes:

Coastal, Polar (Alpine, Tundra), Mires (Swamp, Bog, Fen, Moor), Desert, Woodlands (Forests, Jungles), Grasslands/Plains/Shrublands, Urban, Aquatic, Underground, Blight, Mountain, Igneous​
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​Gnomes

Said to be birthed and favored by the world itself, Gnomes boast remarkable constitutions—though not without drawbacks.
Speed: 25ft.
Size: Small
Ether: Reservoir. +1 Mana Capacity.
Darkvision: Yes (120ft.)
High Density.
  • For the purpose of being moved or Knocked Down against your will, you count as a Large creature. Effects that would move you involuntarily move you half as far. 
  • You swim and climb at 1/4 of your Walking Speed, instead of 1/2.
Metallic Body.
  • Increase your Might, Fortitude, or Toughness ​by 1. 
  • If you would take Shocking Damage, increase it by 1d4.
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Goblins 

Diminutive dwellers of deep, dark demesnes. 
Speed: 30ft.
Size: Small
Ether: Flow. +1 Mana Regeneration.
Darkvision: Yes (300ft.)
​Feature:
Tunnelsense. You can always tell whether or not you are alone in an enclosed space, even if you cannot otherwise perceive the creature that's there. This ability does not tell you what kind of creature is present, nor how many, only that there is at least one in the same area as you.
Ambusher. When you make a Hide check and no enemies are aware of you, add an additional +4 to the result.
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Gorgons

There's a "bad hair day" joke here somewhere.
Speed: 30ft. (walking)/30ft. (swimming). 
Size: Medium
Ether: Reservoir. +1 Mana Capacity.
Darkvision: No.
Snakeblood. You can gain an additional 10 Poison Counters before dying (total 30). 
Petrifying Gaze. As an Action, you attempt to Petrify a creature that can see you. It makes a Fortitude Check against a target of (1d4+ your Character Level). If it succeeds, it is immune to this ability for 24 hours. If it fails, it begins to turn to stone. This process takes 1 minute (10 Rounds), and has three stages.
  • 1-3 Rounds (first 18 seconds): the victim suffers 1d4 Bludgeoning Damage for every 5ft. it moves.
  • 4-9 Rounds (19-54 seconds): the victim's speed is reduced to 10ft., it may only take one Action per round, and it cannot take Reactions.  
  • 10th Round (60 seconds): at the end of its turn, the victim solidifies into an inanimate stone statue. 
Once you have petrified a creature, you cannot use this ability again until you complete a Full Rest.

A creature you petrified can be cured using a balm made with drops of your own blood, which takes 10 minutes to brew, 10 minutes to apply, and 10 minutes to take effect. This balm has a 25% chance of working on a creature another Gorgon petrified, and a 10% chance of working on a creature petrified through other means. If it fails, repeated attempts will not change the result. 
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Humans

Adaptable, hardy bipedal mammals.
Speed: 30ft.
Size: Medium
Ether: Flow. +1 Mana Regeneration.
Darkvision: No.
Adaptable.
At Level 1, choose one of the following:
  • Gain 1 Perk.
  • Gain +2 Stamina Capacity.
  • Gain +2 Mana Capacity.
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Kobolds

​Special Feature:
Small lizard people with something to prove. 
Speed: 30ft.
Size: Small
Ether: Flow. +1 Mana Regeneration.
Darkvision: 300ft.
Teamwork. When you make an Attack Roll against a target that has already been attacked by an ally this Round, add +4 to the result. 
Battle Swiftness. Your Speed is increase by 10ft. while in combat.

Special thanks to Houndsong friend and Nyx Archive guest star Biscuit Tin RPG for designing the Kobold!
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Mere

Under the sea. Or not.
Speed: 30ft. (walking)/90ft. (swimming)
Size: Medium
Ether: Flow. +1 Mana Regeneration.
Darkvision: Yes (60ft.)
Aquatic. 
  • You can breathe, speak, sense, and otherwise operate underwater without hinderance.
  • You gain a swimming speed of 90ft.
  • You suffer no penalty using melee weapons underwater. ​
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Orcs

Firm believers in preventative dental care. 
Speed: 30ft.
Size: Medium, Large
Ether: Flow. +1 Mana Regeneration.
Darkvision: Yes (120ft.)
Great Deeds. At level one, you may use this ability as a free action once per day. This increases to twice at level 5, three times at level 10, four at level 15, and five at level 20. You may use Great Deeds for one of the following effects:
  • Increase your Might, Precision, or Fortitude to 15 until the start of your next turn.
  • Ignore a single attack or source of damage that would harm you.
  • Remove one Condition that you are suffering from. 
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Shapeshifter

You can be any(one) you want to be, if you put your mind to it.
Speed: 30ft.
Size: Small, Medium, Large
Ether: Flow. +1 Mana Regeneration.
Darkvision: No.
Mimeoform. 
  • Your creature type is Shapeshifter. You have a natural form, which is a featureless, mannequin-like humanoid. 
  • You can perfectly mimic the physical appearance of humanoids that are the same Size as you. Your equipment, stats, and abilities do not change, but your mimicry is imperceptible by anything short of magical means.  
  • To learn a form, you must study the original person from no more than 30 feet away for 1 minute. 
  • You can memorize 4+your Character Level different forms in addition to your natural form. If you are at your limit, you can choose an old form to forget. At level 1, you start knowing three forms from your past.
  • You can use 2 Actions to shift between forms you know.
  • You can use one Free Action per Round to mildly distort a feature (such as making your eyes bulge or teeth grow), which reverts to normal after a moment.
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Stacians

Sooner or later, everything is crab.
Speed: 30ft. (walk) / 30ft. (swim)

Size: Medium
Ether: Flow. +1 Mana Regeneration.
Darkvision: Yes (60ft.)
Carcinite. 
  • Choose: increase your Toughness by 1 or Armor by 2.
  • You have two additional pincer limbs. They may be used to lift, grasp, pull, or carry, but are not dexterous enough for most other tasks. Once per Round as a Free Action, you may use them to Crush an object they are holding or creature you are Grappling, inflicting Bludgeoning damage equal to your Character Level.
  • You can breathe, speak, and otherwise operate underwater without hinderance. You suffer no penalty using melee weapons underwater. 
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Undead

Life's a drag. Pulse optional.
Speed: 30ft.
Size: Small, Medium, Large.
Ether: Reservoir. +1 Mana Capacity.
Darkvision: Yes (60ft.)
Undeath. You do not need to breathe, and do not age. You have the same body type and physicality as the species you were in life, but do not gain any game features normally associated with that species, except for size. Other species features (such as Flight) are replaced with your Undead features. 
​Subspecies. At Level 1, choose what kind of Undead you are. Each has unique attributes, see the Species page for more info:
  • Vampire
    • Sanguinivore. 
      • You require no food or sustenance other than blood.
      • Once per day, if you consume 10x the required amount (10 pints/10 gallons), you may cure one Affliction of your choice that you are suffering from. 
      • You gain a Vampiric Bite attack: 
        • ​Vampiric Bite. (Melee attack, 5ft. range, 1 target, +Might or +Precision to hit). Deals 1d4+(1/2 Character Level) Piercing Damage. When you bite a living creature, it makes a Might check against your (Might+your Character Level). If it loses, you may heal a number of points of damage equal to the damage you dealt. 
    • Invoke Blood. When you make an Attack or Check, you may opt to suffer the Exhausted Affliction. If you do, add +2d6 to the result.
    • Crimson Thirst. You must consume 1 pint of humanoid blood, or 1 gallon of animal blood, every 24 hours. Failing to do so inflicts the Exhausted Affliction.
  • ​Lich
    • ​Phylactery. Your Phylactery is an object you designate that contains your soul, separate from your body. It must* be 6in-5ft in any dimension, and between 5-50lbs. Your Phylactery has an Armor class of 4+your Character Level, 10 health per Character Level, and is immune to all but 4 Damage Types of your choice, which you designate at character creation and share with your GM. Information on creating a new one can be found on the species page. 
      • Phylactic Resurrection. If you die, reuniting your body with your Phylactery within 100 days will begin a reanimation process, returning you to un-life after 7 days. If your body is destroyed, you will reconstitute at the site of your Phylactery in (100 days minus 4 days per Character Level). 
      • Phylactic Destruction. If your Phylactery is destroyed, your Toughness is reduced to 2 and cannot be higher, you cannot be healed of Afflictions by any means, and you cannot be resurrected by any means. If you do not replace your Phylactery within 100 days, you fall immediately dead, and cannot be revived.
    • *Note: your GM may approve alternate Phylactery sizes/restrictions. This rule is intended to prevent "my phylactery is a grain of sand I threw into the ocean" type shenanigans. Your Phylactery should be a discreet, unique object your character (or another creature) needs to guard and keep safe. 
  • Revenant
    • Undead Resilience.  When you would suffer an Affliction, you may instead opt to suffer a special Affliction called Undead Resilience. It counts toward your total Affliction count, but carries no additional penalty. You can heal this Affliction just like any other (including Full Resting), regaining the use of this feature when you do.
      • ​You may use this feature once at level one, twice at level five, three times by level 10, four at level 15, and five times at level 20. 
    • Call to Grave. Once, you rose from your own grave. You are compelled to revisit the site every year, resting for 24 hours in a deathlike state in your own grave-dirt if possible, or as close as can be physically reached if the site no longer exists.
      • If you go more than a year without performing this process, you suffer an instance of the Exhausted Affliction for every month you delay (so two instances after two months, three after three, etc).
      • This Affliction does not go away until the grave ritual is completed, cannot be replaced by the Undead Resilience feature, and cannot be removed through any means other than your grave. If this Exhaustion would kill you, your Cleverness, Knowledge, and Willpower become 0, and you become a hostile NPC under the GM's control that mindlessly seeks to kill all living creatures. If you die while suffering from this feature, you are destroyed permanently, and cannot be resurrected. 
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Wilderkin

The best of...well, *some* world.
Speed: 30ft (typical).
Size: Small, Medium, Large.
Ether: Flow. +1 Mana Regeneration.
Darkvision: No (typical).
Biomorphic. Wilderkin are a group of humanoids who used multi-generational magic to reshape their bodies with desirable adaptations from the natural world.
​You can choose a pre-set Wilderkin genotype, or craft your own. See the Lineage Page for more. 
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store