Small, scaled humanoids with narrow pupils and long fangs, building warrens and towers to call their own.
The adventurer’s field guide
Snakeman scorecard
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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.
STR2/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 8
DEX5/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 5
CON3/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 7
INT7/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 3
WIS7/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 3
CHA3/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 7
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Night vision
You can see at night, but still need a light underground.
Natural resistances
Poison +8
Positive resistance ratings reduce damage of that type; negative ratings mean vulnerability. Ratings are not percentages of damage blocked.
Your guild adds to these traits
Guild training builds on your racial traits with skills, spells and new ways to play.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
8
Below human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
11
Human baseline · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
26
Above 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.
Snakeman mage
Mages of Valkor
Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.
Snakemen, as the name implies, are humanoid creatures with the appearance of a cross between humans and giant snakes. They are slightly over one meter tall, with scales covering most of their bodies. The scales grow especially thick along their arms. They have burning, yellow-orange eyes with a narrow pupil, and two long fangs protruding from their mouth. Their whole head is slightly flat and lack a visible nose, although they do have nostrils. The scales covering their delicate bodies does not offer much actual protection, and they get injured easily.
Snakeman originally lives in long, dark warrens under the ground, but now also build overground buildings. Their buildings imitate the warrens of past, with long and narrow tunnels, or then they build high and narrow towers. They live in loose communities, wanting private space. They are convinced their race is superior to others and are very proud, and often are convinced of their own superiority over others of the same race too. If some outside force threatens one of them, though, they might join forces and ruthlessly destroy the threat, using their great cunning and knowledge of the magic arts.