Ok, here is the list of playable Races in the Playtest doc, and I have marked my choices in Bold Maroon, to make them stand out a bit more. Thoughts and opinions welcome!
Races- Asgerdi
- Centaur
- Dwarves
- Elves
- Gnomes
- Halflings
- Humans
- Orcs
- Rachni
- Vrosi
Kindred Talents[/list]
- Asgerdi
- Centaur
- Dwarven
- Elven
- Gnome
- Halfling
- Human
- Orc
- Rachni
- Vrosi/li]
And here is a sample of a Race and Kindred Talent entry
ElvesElves stand just over 5' tall on average. They have slight,
wiry builds and their ears are very pointed. Elves can live as
long as 500 years, remaining youthful until the end.
Stats (4): +1 Charisma, +1 Dexterity, -1 Resolve, +1
Speed, -1 Strength
Size (0): Medium (Base Hits: 20, Base Move 10';
Encumbrance is 20 lbs +(2 lbs x Strength))
Nightvision (10): This ability allows the character to
see, when outdoors on a bright night, up to 500' as if
it were just a very dark day. When he is indoors, this
allows the character to see twice as far as the light
source normally allows.
Enhanced Senses (5): Elves have excellent senses overall.
This grants a +2 bonus to all Perception rolls. This
costs 5 points in total, 2 points for each +1 and then 1
additional point for allowing the bonus to apply to all
instances of a single skill.
Enhanced Hearing (2): Elves have very acute hearing,
and gain an additional +1 to all hearing related rolls.
Natural Bowman (3): Elves gain a +1 bonus to any
rolls involving the firing of Bows. This ability is not
considered to be any sort of Specialty, skill rank or
talent, so does work with all of them.
CP & XP (6): Gain +6 CP and +24 XP
Orc Kindred Major (14) Stats (4): -2 Charisma, +2 Constitution, -1 Intelligence,
+2 Strength, -1 Wisdom
Nightvision (5): This ability allows a character of Orcish
blood to see outdoors as well on a bright night as he
would at dusk. On a night that is lit only by stars,
he can see clearly up to 250'. When he is indoors,
this allows the character to see twice times as far as
normally allowed by a light source.
Enhanced Smell (5): The character gains a +2 modifier to
all smell-based Perception and Tracking rolls.
Minor (9) Stats (3): -1 Charisma, +1 Constitution, +1 Strength
Nightsight (3): This ability allows a character with Orcish
blood to see outdoors as well on a bright night as he
would at dusk. On a night that is lit only by stars, he
can see clearly up to 125'.
Enhanced Smell (3): The character gains a +1 modifier to
all smell-based Perception and Tracking rolls.
Note: The costs next to each ability would not be included in the final product.
Additional Note: The Player, during character generation picks one race, picks one culture, picks one background, picks one Training Path, etc. They would have to pay Character Points for a Kindred Talent[/li][/list]