Six playable species inhabit the world of Exterminis. These are Humans, Elves, Dwarves, Kucheri, Peri, and Ferals. Each of these have special skills and abilities that help them survive. Gamemasters (and players, with GM approval) may create other species for their worlds using the guidelines presented in the Gamemaster Section.
The humans of Erdael are identical to the humans of Earth, and appear in all the same sizes, skin tones, genders, hair and eye colorations, and other physical and mental characteristics that we do.
Humans live in all inhabited regions of the world, and can be found in nearly all cultures.
+25 Characteristic Points
+1 Secondary Professional Skill at no cost
The typical Dwarf is between three and four feet tall, and nearly as wide. They are solid walls of muscle. They are extremely strong and hardy, and make excellent warriors. Their practical nature also makes them shrewd businessmen and formidable negotiators. Dwarves are very fond of their beards and consider them to be badges of honor.
Dwarves love precious metal and gemstones, and spend a great deal of time mining for these commodities. They also have a deep passion for ale and Dwarven Spirits which leads to much revelry when the day's work is completed.
Poison and Disease Immunity
The elves are known as The People of the Land, or Aniyunwiya in their own language. They are free spirited folk whose main wish is to be left alone. However, they are fierce protectors of the land, and this often brings them into conflict with the other species.
Typically, elves are just over five feet tall and very thin. Many other races, and especially humans, find elves to be beautiful and elegant. Their complexions share the same range as humans, although usually their skin is somewhat darker because of the constant exposure to the sun.
Resistance to Magical Damage
The ferals are noble warriors that roam the frozen northern wilderness with the barbarians and peri. Standing over seven feet tall, ferals resemble nothing so much as a large bear standing upright. However, they have a pair of horns that curl behind their ears much like those of a ram, two large tusks protruding from their lower jaw, and oversized fangs that drip with poison. Each arm possesses a retractable set of two-foot long “battle claws” that are razor-sharp. Feral warriors often carve intricate designs into their claws, and coat them with various poisons, and feral mages often inscribe magical runes into their battle claws.
Although naturally peaceful and quiet, ferals become ferocious warriors when cornered or threatened. Feral society is governed by a code of honor similar to that of the peri, but whereas the peri twist their code into evil, ferals honor their code with goodness, fairness, and equality for all.
The text of the code is short and simple, which leaves it open to much interpretation. Although the code is primarily intended for combat, ferals use it in every aspect of their lives. Different ferals approach the code from different perspectives, and every feral finds meaning within the code for themselves. In its entirety, the code reads:
Never break an oath.
If you must fight, then fight to win. If you must flee, then flee to live.
If you must die, then die with dignity.
Kill only when necessary.
The quickest kill is the best kill. Do not cause, nor tolerate, suffering.
Do not engage inferior opponents.
Although only 8 lines long, the code has been the source for volumes upon volumes of philosophical, legal, and entertainment material produced by the ferals.
When fighting unarmed, ferals use their battle claws which do 1d8 damage, and have a 25% chance to poison the victim for an additional 1d6 points of damage with each successful hit. While fighting with weapons, ferals can use a shield with a large weapon. Ferals cannot use small weapons.
Resistance to physical damage
The kucheri are shapeshifters that live deep in the forests of Ashyr and the Nahuatl Jungle. In their humanoid form, kucheri are indistinguishable from normal humans, although they may have unusual hair and eye coloring. In their animal form, they are similar to typical animals, but they are typically larger, stronger, and faster than normal animals.
Kucheri can change between their humanoid form and their animal forms at will, with the transformation itself lasting only a few seconds. They can transform into any natural animal, with sizes ranging from as small as a mouse to as large as a bear. In their animal forms, they retain their humanoid thoughts, emotions, and senses which might be augumented by their animal form. Any equipment they are wearing or carrying is left behind when they transform. For this reason, most kucheri own very few material possessions.
The peri are the twisted, evil cousins of the elves. They live in the far north, and terrorize the barbarian tribes and feral clans that live there.
Peri society is governed by a strict code of honor known as Shan, or "The Law", in the language of men. Shan reflects the cruel nature of the peri, with harsh punishments for transgressors. In Shan, every possible action is either Ki-Shan (allowed) or Haat (forbidden). The major tenets of Shan are outlined in two volumes: Illum Shan (The Book of Honor) and Illum Haat (The Book of Poison). These two books are regarded as holy texts as much as law books, and every peri grows up learning and memorizing these volumes.
There are 13 clans of peri, and each one is ruled by the eldest member of that clan, the Haj. Each Haj is responsible for all the members of his (or her) clan, and serves as judge, jury, and executioner in inner-clan disputes. Each Haj sits on the Council of Stars, which resolves inter-clan disputes by vote and deals with issues that affect the peri as a whole.
Physically, peri are very similar to elves, although their features tend to be paler and they are slightly stronger. Because their society revolves around subterfuge, deceit, and trickery, most peri tend to gravitate to the arts of thievery. Even their warriors and mages are more likely to act and react to situations as thieves first, and other professions second.
Resistance to magical damage