Broken Sorcery
Chapter 3

Species

Humanoids of Earth—patched together like a tattered shroud.

Size

SIZE HEIGHT SPECIES
Tiny < 3 feet Gnomes, Pixies, Fairies, & Sprites
Small 3—5 feet Dwarves, Goblins, Halflings, & Spawn
Medium 5—7 feet Elves, Humans, Orcs, & Spawn
Large 7—12 feet Ogres & Trolls
Massive > 12 feet Dragons & Giants
  • Tiny humanoids have Disadvantage with Medium and Heavy Weapons

  • Small humanoids have Disadvantage with Heavy Weapons

  • Use extreme caution when dealing with Large & Massive creatures

Age

AGE EFFECT
Naive Strong—but you’ve got a lot to learn
Middle Aged

Seasoned like roast potatoes

  • Decrease Strength and Constitution by 1

  • Increase Intelligence and Wisdom by 1

Wizened

They call me, “old man”

  • Decrease Dexterity by 1

  • Increase Wisdom by 1

  • Your story may begin when you are Middle Aged or Wizened—adjust Ability Scores accordingly

  • Effects of aging are cumulative

Dwarf

Short, stocky, robust beings brought to life from the deep stone of the Earth. You stand about 4 to 5 feet tall, reach adulthood by about 40, and may live beyond 250.

Advantages

  • Increase your Constitution by 1

  • +1 Defense while clad in Armor

  • +1 Magic Resistance

  • Full Darkvision, including sight in total darkness

  • Vast knowledge of stonemanship, construction, and architecture (Advantage)

  • Superior ability to navigate, detect anomalies, construction, and elevation changes while underground (Advantage)

Disadvantages

  • Decrease your Charisma by 1

  • Disadvantage with Heavy Weapons

Elf

Often shorter and slimmer than humans, you are a graceful ancient Fey being, typically 4 ½ to 6 feet tall. You reach adulthood around 100 years of age, and your kind typically live to 750—though it’s rumored some Elves have lived well beyond 2,000 years.

Advantages

  • Increase your Dexterity by 1

  • +1 Attack with Bows and Swords

  • +1 Perception

  • Advantage on Magic Resistance against Charm and Sleep

  • Enhanced Night Vision (excluding total darkness, such as underground)

  • Advantage when attempting to detect secret and concealed doors

  • Long lifespan

  • No disadvantages

Gnome

Small, foolhardy, cunning, and crafty. You love nature, tinkering, and grand feats of Engineering. You stand only 2 to 3 feet tall. You reach adulthood around 60 years of age and live between 300 and 500 years.

Advantages

  • Increase your Intelligence by 1

  • +1 Willpower with Illusion Magic

  • +1 Magic Resistance vs Illusion Magic

  • +1 Alchemy

  • +1 Engineering

  • You may learn the speech of woodland creatures (bear, fox, owl, etc) as one or more of your starting Languages

Disadvantages

  • Decrease your Wisdom by 1

  • Disadvantage on Reactions vs “tall-folk” (Medium)

  • Disadvantage with Medium and Heavy Weapons

Goblin

Small, devious, cutthroat, and inventive. You take any advantage you can get. Gadgets and contraptions fascinate you. Standing about 4 to 5 feet tall and reaching adulthood around 20 years of age, goblins can live up to 200 years. Each tribe has a Goblin Shaman—if a tribe’s Shaman dies without a successor, tribe members become feral and are known to steal from and attack each other.

Advantages

  • +2 Alchemy

  • +2 Engineering

  • Full Darkvision, including sight in total darkness

Disadvantages

  • Decrease your Charisma by 1

  • Disadvantage with Heavy Weapons

  • –1 Attack while in direct sunlight (see Engineering)

Halfling

Short, fuzzy-footed, light-hearted, positive, kind, and curious. You are typically found munching on something tasty. You stand between 3 and 4 ½ feet tall, reach adulthood at 20 to 30 years of age, and will typically live to about 120.

Advantages

  • Increase your Dexterity by 1

  • +1 Magic Resistance

  • Advantage on Stealth while wearing No Armor and barefoot

  • Unbounded Luck: Halflings may re-roll a Natural 1 once per Check

Disadvantages

  • Decrease your Strength by 1

  • Disadvantage with Heavy Weapons

Human

Ambitious, quick learners, who have spread to the far corners of Earth in a short time. You are responsible for industrialized civilization, the invention of cartography, and organized commerce. You are typically 5 to 6 ½ feet tall, become an adult by about 16, and will be lucky to live to 90 or beyond.

Advantages

  • Increase any 1 Ability Score by 1

  • Gain a Perk at Level 1

  • No disadvantages

Orc

Strong, aggressive, tribal, survivors who believe prowess in battle is the greatest honor. You are typically 5 ½ to 7 feet tall and reach adulthood around 16 years of age. Due to your savage lifestyle, you’ll be lucky to make it through 20 years.

Advantages

  • Increase your Strength by 1

  • Advantage on great feats of Strength; Orcs excel at busting down doors, bending bars, lifting, pushing, and breaking objects

Disadvantages

Spawn

A mix of any Species and Demonic heritage. You are a rare Demon Spawn, shrouded in mystery—though many Spawn have proven to be honorable and trustworthy companions. You have shiny, translucent, oily skin of any color and may be horned. You can be anywhere from 2 to 7 feet tall (Tiny, Small, or Medium). Who knows how long you’ll live?

Advantages

  • Increase any 1 Ability Score by 1

  • Full Darkvision, including sight in total darkness

  • You can cast Produce Fire (with no Spellcasting Check)

  • You can cast Mind Probe (with a Spellcasting Check and risks of Chaos)

Disadvantages

  • Feared by most, Spawn have Disadvantage to Reactions against non-Spawn folk

  • If you are Tiny or Small in size you suffer Disadvantage with Medium and/or Heavy Weapons