Wytchmourne has disbanded.

The Humans

Imperials
Blue collar workers of the Imperial empire, secondary skill masters.
Passive Racial Skills:
10 Body Base
No Magic Advantages/Disadvantages
No Weapon Enhancement Advantages/Disadvantages
+10 Primary/Secondary Starting Build Points
Purchasable Racial Abilities:
~Job Specialization (1 Rank): Character receives a -1 cost to any specific Secondary Skill. Can be bought twice per Secondary Skill, but will only reduce each Skill associated with a Job to two Secondary Points.
~Apprenticeship (1 Rank): Character receives 15 Secondary Build Points. Can be bought infinitely. (This ability removes the limit to max Secondary Points.)

Czen
Nobles, Merchants, White collar Imperial citizens.
Passive Racial Skills:
10 Body Base
-1 cost to Effigy Magic
-1 cost to Slashing Weapon Enhancements
+1 cost to all other Weapon Enhancements
Heirloom (Item equal in value to; or 100 Shard)
-1 cost to Secondary Skill: Resources
Purchasable Racial Abilities:
~Windfall (1 Rank): Gives the character a random monetary inheritance. Can be bought infinitely.
~Itemfall (1 Rank): Gives character a random beneficial item. Can be bought infinitely.

Romani
Nomads and masters of the worlds secrets. Viewed as carnival folk or gypsies.
Passive Racial Skills:
10 Body Base
-1 cost to Ether Magic
-1 cost to Short Weapon Enhancements
+1 cost to Great Weapon Enhancements
-1 cost to Secondary Skill: Prophesy
Purchasable Racial Abilities:
~Basic Curse (1 Rank): A specific personal curse that typically affects role playing, grants one curse per day. Can be bought up to 3 times.
~Advanced Curse (1 Rank): A more detrimental version of the basic curse that typically affects combat. Can be bought twice. (prereq Basic Curse)
~Slumber (1 Rank): One packet delivered sleep 30 seconds. Can be bought up to three times.
Note- Romani only curse for justified reasons.

Wylde
Mighty warriors of the North.
Passive Racial Skills:
12 Body Base
+1 cost to All Magics
-1 cost to All Weapon Enhancements
-1 cost to Secondary Skill: Battle Focus
Purchasable Racial Abilities:
~Killing Blow (1 Rank): Gives the character the ability to deliver a 10 Second Killing blow
~Wylde Frenzy (1 Rank): Gives character one frenzied state per day. Player must announce "Wylde Frenzy" then is granted +4 strength and +10 Body. The effects lasts for 1 combat (10 seconds from striking an enemy) max 3 ranks
~Berserk (1 Rank): Gives character one berserk state per day. Player must announce "Wylde Berserk" then is granted +8 strength, +20 body the effects lasts for 1 combat. Max 1 rank (prereq 2 Wylde Frenzies)

Dustlanders
Downtrodden but never defeated drifters of the Dustlands. They hate the undead.
Passive Racial Skills:
12 Body
-1 cost to Life Magic
+1 cost to Death Magic
-1 cost to Great Weapon Enhancements
Purchasable Racial Abilities:
~Death Resistance (1 Rank): Grants character one Death Magic Resist per day. Player announces "resist" when used. Can be bought up to 3 times
~Last Rites (1 Rank): Grants the character the ability to deliver a 10 Second Killing blow
~Lifeblade (1 Rank): Grants the character the ability to swing Physical Life Damage at will.

The Fey

Elves
Life Bound Fey. Control 75% of the Fey Council, Very Aristocratic.
Passive Racial Skills:
8 Body Base
-1 cost to Life Magic
+1 cost to Death Magic
-1 cost Ranged Weapon Enhancements
+1 cost to all other Weapon Enhancements
-1 cost to Secondary Skill: Research
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic life spell they have cast, without the use of a spell book.
~Bowless Arrows (1 Rank): Grants character the ability to 'shoot' projectiles without a bow.

Nix
Fallen Leaders of the Fey. Bound to Death and Taint. Ruled with an Iron fist and now trying to regain power using subterfuge and trickery.
Passive Racial Skills:
8 Body Base
-1 cost to Death Magic
+1 cost to Life Magic
-1 cost to Short Weapon Enhancements
+1 cost to all other Weapon Enhancements
-1 to Secondary Skill: Research
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic death spell they have cast, without the use of a spell book.
~Heart of Darkness (2 Ranks): The character may perform a 5 minute ritual to infuse the Nix's heart with death allowing them to be healed by death but hurt by life until the pulse. May reverse the process with a 5 minute ritual.

Sprites
High Magic bound. Control 25% of the Fey Council.

Efreet
Fire Magic bound.
Passive Racial Skills:
8 Body Base
-1 cost to Fire Magic
+1 cost to other elements of High Magic
At cost to Cleaving Weapon Ehancements
+1 cost to all other Weapon Enhancements
-1 cost to Secondary Skill: Meditation
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic Fire spell they have cast, without the use of a spell book.
~Fire Breath (1 Rank): Grants character the ability to shotgun 5 Packets of 25 Physical Fire Damage. Can be bought up to three times.

Slyph
Air Magic bound.
Passive Racial Skills:
8 Body Base
-1 cost to Air Magic
+1 cost to other elements of High Magic
At cost to Piercing Weapon Enhancements
+1 cost to all other Weapon Enhancements
-1 cost to Secondary Skill: Mediation
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic Air spell they have cast, without the use of a spell book.
~Arc Lightning (1 Rank): Grants character the ability to throw 5 packets of 15 Physical Volt Damage. Must be thrown individually and in rapid succession. Can be bought up to three times.

Dryad
Earth Magic bound.
Passive Racial Skills:
8 Body Base
-1 cost to Earth Magic
+1 cost to other elements of High Magic
At cost to Bludgeoning Weapon Enhancements
+1 cost to all other Weapon Enhancements
-1 cost to Secondary Skill: Meditation
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic Earth spell they have cast, without the use of a spell book.
~Ensnare (1 Rank): Grants the character the ability to cast a Voice Radius Root 10 seconds. Physical Effect. Can be bought up to three times.

Undine
Water Magic bound.
Passive Racial Skills:
8 Body Base
-1 cost to Water Magic
+1 cost to other elements of High Magic
At cost to Slashing Weapon Enhancements
+1 cost to all other Weapon Enhancements
-1 cost to Secondary Skill: Meditation
Purchasable Racial Abilities:
~Innate Spell (1 Rank): Grants character the ability to cast an additional basic Water spell they have cast, without the use of a spell book.
~Hypothermia (1 Rank): Grants character the ability to Shotgun 5 Packets of Slow 10 sec. Physical effect. Can be bought up to three times.

Faceless
Shape shifting Fey. Formerly Nix spies and now just hiding to stay alive in a very prejudice and deadly world.
Passive Racial Skills:
8 Body Base
-1 cost to Ether Magic
At cost to Piercing Weapon Enhancements
+1 to all other Weapon Enhancements
Shift Ability: Grants the character the ability to change into the form of another race at any time. Only one form per race.
Purchasable Racial Abilities:
~Innate Spells (1 Ranks): Grants character the ability to cast an additional spell (that uses 1-5 sp) without the use of a spell book.
~Advanced Innate Spells (2 Ranks): Grants character the ability to cast an additional spell (that uses 6-10 sp) without the use of a spell book.
~May buy the abilities of other races at +1 cost

Severed
Strange Fey that are born without the ability to cast magic. Usually exiled from the Fey Kingdom. Severed children are killed on site. To non-Fey they look like any normal Fey, but to the Fey themselves the difference is like night and day.
Passive Racial Skills:
8 Body Base
*Can't cast magic*
No Weapon Enhancement Advantages/Disadvantages
Purchasable Racial Abilities:
Immunity to a type of magic does not grant immunity to that player's equipment.
~Ether Immunity (4 Ranks)- Grants character immunity to Ether Magic.
~Taint Immunity (3 Ranks) - Grants character immunity to Taint Magic.
~High Immunity (3 Ranks)- Grants character immune to High Magic.
~Death/Life Immunity (2 Ranks)- Grants character immunity to Life and Death Magic.
~Effigy Immunity (1 Rank)- Grants character immunity to Effigy Magic.

The Undead

Ghouls
Flesh eating undead. First appeared about 50 years ago and quickly became common place.
Passive Racial Skills:
10 Body Base
No Magic Advantages/Disadvantages
Start with Dagger Length Claws
-1 cost to Natural Weapon Enhancements
Purchasable Racial Abilities:
~Devour (1 Rank): Grants character a 10 second killing blow (role played as eating).
~Devour Flesh (1 Rank): Character gains 5 points of health for every body consumed. does not stack with other devour abilities (devour prereq).
~Devour Mind (1 Rank): Character may ask any one yes or no question to the target that is being consumed. The target must answer truthfully. Does not stack with any other devour ability (devour prereq).
~Devour Might (2 Ranks): Character receives +1 strength for every target consumed. (max +4) Does not stack with any other devour ability (devour prereq).
~Devour Whole (2 Ranks): Replaces the 10 second devour count with a 3 second devour (devour prereq).
~Advanced Claws (1 Rank): Grants character short-length claws.

Skeletons
Shock troops of the undead armies. Often bound to an energy type (Acid, Rot, Disease).
Passive Racial Skills:
10 Body Base
No Magic Advantages/Disadvantages
-1 cost to Long Weapon Enhancements
-1 cost to Ranged Weapon Enhancements
Purchasable Racial Abilities:
~Spiked Bones (1 Rank): Grants the character 20 spiked bones/ day. Bones are treated as arrows (the damage is modified by Ranged and Piercing Weapon Enhancements) that do not require a bow or crossbow.
~Advanced Spiked Bones (1 Rank): Grants character an additional 30 spiked bones/ day (spiked bones prereq)
~Steel Bones (2 Ranks): Changes the material of the spiked bones from bone to steel (spiked bones prereq)
~Energy Type (1 Rank): Character may choose one energy type and use one of the following abilities of that type through a spiked bone a limited amount of times per day. Only one energy type can be chosen but it may be bought twice. (spiked bones prereq)
Rot- One Rot limb per day.
Disease- One 10 second slow or one -2 strength that lasts until the pulse or a death; per day.
Acid- One destroy armor or one destroy weapon per day.


Wraiths
Undead that are slowly giving up their physical form.
Passive Racial Skills:
8 Body Base
Every 4 packets of Death Magic bought gives the player one free packet of Ether Magic.
Every 4 packets of Ether Magic bought gives player one free packet of Death Magic.
+1 cost to all Weapon Enhancements
Purchasable Racial Abilities:
~Phase (1 Rank)- Grants character one phase per day. Every phase bought removes 20 seconds from the player's death count. Can be bought 3 times.
~Wraith Shroud (2 Ranks)- Grants character immunity to bone, stone, iron, wood and claw weapon damaging attacks.

Zombies
Slow moving but nearly unstoppable undead used for pressing an attack.
Passive Racial Skills:
12 Body Base
No Magic Advantages/Disadvantages
-1 cost to Armor Enhancements
-1 cost to Cleaving Weapon Enhancements
*Cannot Run*
Purchasable Racial Abilities:
~Zombie Skin (2 Ranks): Grants character a Damage Reduction of 3 to physical attacks. Can be bought twice. (Note: Damage is reduced to a minimum of 1)
~Zombie Flesh (1 Rank): Grants character an additional 8 body. Can be bought 3 times.
~Undying one (1 Rank): Upon bleeding out the character automatically resurrects at full body a single time per Resurrection at the conduit. The second time they die, they are send directly to the conduit, at which point they take an extra death. A Resurrection spell will remove the extra death, will not send you directly to the conduit if they die again, but will not reset the ability.
~Zombie Strength (3 Ranks): Grants player +4 strength.


Unnatural

Grox

Fey that Nix twisted and transformed into Lumbering giants of strength, and in turn damaging their brains such that they do not follow orders.
Passive Racial Skills:
12 Body Base
-1 cost to Bludgeoning Weapon Enhancements
At cost to Earth Magic
+1 cost to all other Magics
Purchasable Racial Abilities:
~Grox Skin (2 Ranks)- Grants character a damage threshold of +4. May be bought twice.
~Grox Strength (3 Ranks)- Grants character +4 strength. Can be taken twice.

Effigy
Ancient Living Clockwork. Piles of metal junk and artifacts that came together and gained sentience and life.
Passive Racial Skills:
12 Body Base
-1 cost to Effigy Magic
-1 cost to Armor Enhancements
-1 cost to Shield Weapon Enhancements
Able to repair their own body at the rate of the Secondary Skill: Armor Repair
Unaffected by potions
Unaffected by Killing Blow
Can be dismantled at the rate of the dismantler's Armor Repair.
-1 cost to Secondary Skill: Armor Repair
Purchasable Racial Abilities:
~Effigy Armor (1 Rank)- +1 tier to armor. May be purchased 3 times. Indestructible and may be repaired to full
~Effigy Weapon (1 Rank)- 1 handed soulbound effigy weapon/shield that cannot be destroyed. This may be purchased twice, upgrading to a two handed weapon or creating a second one handed weapon.
~Plasticity (1 Rank)- May change any effigy weapon or shield at will to any other weapon or shield. They may also retract these weapons into their body, making them invisible.
~Effigy Absorption (1 Rank)- May absorb effigy scrap and parts to gain body equal to the artifact’s rank squared.
~Steelhide (2 Ranks)- All Effigy armor and weapons attached to the effigy become steel.


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