Empowered Freak Human Magus Robot

The cosmos is full of life, great and small. Most of these beings are simple by our standards, but a number are sapient, with concerns spanning the cosmos. From the unfathomable titans to celestial princes and common humans, life is spread upon, below and far beyond the Earth, on distant planets and in alternate dimensions.

Your hero's race and subrace determine her nature. The race you select for your hero sets her general appearance and the traits she's gained through blood or culture. These include size, speed, special senses, proficiency in specific skills, tools, or languages, and sometimes what powers she can have. Her race also increases one or more of her ability scores.

Heroes in the Super-Fantasy Basic game belong to the following races:

  • Empowered: These beings may appear to be regular humans but their super-powers, whether granted by nature or accident, set them apart.
  • Freak: Whether grown in a lab or subjected to some cosmic experiment, freaks are not part of the natural order.
  • Human: Most humans are content to sit back and live their lives, but some are brave or foolish enough to get involved in a much bigger world.
  • Magus: Magic flows through the universe and magi are conduits of that power.
  • Robot: These constructs are driven by an advanced artificial intelligence and are capable of the tasks their makers created them for and perhaps more.

The universe you're playing in might include other suitable races, like dwarves or elves, or even unique races. And it may not include some of the races listed above. Be sure to check with your GM before selecting a race.

Choosing a race is a matter of personal taste. The title your gaming group plays could focus on anything that interests you. Here are a few examples:

  • A family of freaks who follow their scientist "father" on extra-dimensional field-trips.
  • A band of monstrous empowered battling undead in the sewers of Paris to protect their home.
  • A secret school of empowered minorities learning to use their abilities.
  • A party of magus adventurers seeking to stop the return of the Old Ones.
  • A school of magus students in Japan who have secret fights with rival schools by night.
  • A squad of humans sent on missions by their government to stop an otherworldly invasion.
  • A team of humans who fight the supernatural threats to their city.
  • A group of human crime-fighters who like dressing up in costumes.
  • A team of robots sent on an exploratory mission in space.
  • A group of robots that fight in arena combat for sport.
  • A band of elves summoned by their queen to defend the realm from an ancient, awakening evil.
  • An order of empowered knights who are charged with the protection of the princess.
  • A team representing different races, brought together to stop a shared enemy.

When selecting a race, check with the GM to see what sort of characters exist in the game world and what's appropriate for the title. You could be playing in a world where all the empowered received their gifts from the same world-wide event. You could be the only android of your kind, the result of technology so advanced that only your deceased creator was capable of understanding it. There could be a subrace of freaks that faces strong prejudice. You could even be the last "normal" human.

The type of game world can also affect your racial options. You might be playing in a four-color superhero universe or one that's grim and gritty. This could be a story set in the fey courts of Medieval Europe or in a small town in the Old West. You could play a game set in the far future or a long time ago, but in a galaxy far, far away.

Once you've considered your options, apply the following traits to your character and record them on your character sheet.


What We're Trying to Do
The races provided in this game are meant to cover the basic ontologies of comic-book characters, from those born with abilities beyond the scope of humanity to those given powers in some sci-fi accident. We also wanted to include magical and technological characters.

If you wish, you can easily include elves, dwarves, and other races you find in 5e games elsewhere. They should feel balanced with those presented here.

Feedback is appreciated.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase. Every race increases one or more of a character’s raw ability scores (the numbers you generate as explained later).

Age. The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Alignment. Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your robot is chaotic, for example, in defiance of his orderly programming can help you better define your character.

Size. Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall.

Members of a few races are Small, which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Weapons section.

Speed. Your speed determines how far you can move when traveling (“Exploring”) and fighting (“Combat”). If your race grants you special movement, like flight or swimming, you'll have a fly or swim speed in addition to your common "land speed".

Languages. By virtue of your race, your character can speak, read, and write certain languages.

Common is given in these descriptions as a stand-in for the common vernacular of the setting. In New York, this would be English. In Tokyo, this would be Japanese. When tracking your language on your character sheet, write it as the actual language, not as "common".

Subraces: Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. If a trait is not carried through to the subrace, the rules will tell you. Relationships among subraces vary significantly from race to race and world to world.

Empowered Freak Human Magus Robot
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