Tiny forest dwellers with weed-like fur and white tendrils, skilled at disappearing into their surroundings.
The adventurer’s field guide
Mold Man scorecard
✧
Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR4/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 6
DEX5/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 5
CON5/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 5
INT4/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 6
WIS4/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 6
CHA2/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 8
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Deep-dark vision
You can see in deep darkness without carrying a light.
Plant life symbiosis Major
Recovers faster among growing things.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
These values are before plant bonuses. Nearby plant life increases all four recovery ratings.
HP
Hit points
10
Below human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
9
Below human · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
10
Below human · Human 15
Spell points fuel your magic.
PSP
Psi points
15
Above human · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two guilds that suit this race’s attributes. Their skills and abilities develop as you train.
Mold Man sorcerer
Conclave of Sorcerers
Bind spirits and direct the energy of other planes. The sorcerer’s ram-skull sceptre is a focus for this dangerous work.
Mold men are short, vaguely humanoid, two-legged creatures. Their skin is of a green-tinted, grayish colour, with weed-like fur growing all over their bodies. Their hair resembles thin, white tendrils, and grows from the top of their head, often falling down to almost half the length of their bodies. They have small, white eyes which adjust well to both darkness and light.
Mold men usually live in small communities deep within the forests, hunting and scavenging, where they are seldom disturbed by anyone else. Due to their small size, being under half a meter tall, they seek to avoid the other, bigger races as much as possible. Mold men live in close communion with the nature and use their knowledge to hide and mask themselves when need be so that very few others can find them.