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11 October 2026

  • 13:2013:20, 11 October 2026 Sidhe (hist | edit) [6,558 bytes] LanceAdmin (talk | contribs) (Created page with "Sidhe stand tall and slender, their frames drawn out with a willowy grace that belies a surprising sturdiness beneath the surface. Where other folk might see fragility in their long limbs and narrow shoulders, Shide move with the quiet strength of a bent bow—flexible, resilient, and far tougher than they appear. Every gesture carries an effortless elegance, as though their bodies were shaped as much for beauty as for function. Their coloring is far from fixed. Skin to...")

4 October 2026

  • 09:3809:38, 4 October 2026 Slíogach (hist | edit) [7,213 bytes] LanceAdmin (talk | contribs) (Created page with "Where the Lupin carry the bearing of the wolf, the Slíogach carry the patience of the marsh itself—lizard-kin, cold-blooded in more than temperament, at home in the dark waters and tangled roots of the far southern fens. They stand upright, broad and low-slung, with thick tails trailing behind them for balance, scaled hides ranging through deep olive, black-green, and mottled brown, and eyes with slitted pupils suited to seeing clearly in water too murky for any other...")

3 October 2026

  • 08:1108:11, 3 October 2026 Racán (hist | edit) [7,500 bytes] LanceAdmin (talk | contribs) (Created page with "* '''BITE:''' Ratling fangs cause Str+d4 damage and may be used against grappled foes. * '''CLAWS:''' The ratfolk’s claws cause Str+d4 damage and add +2 to Athletics (Climbing) rolls. * '''LOW LIGHT VISION:''' Ratlings ignore penalties for Dim or Dark Illumination. * '''SCAVENGER:''' Ratlings obsessively collect items wherever they go, carrying them on their bodies and in their burrows. They have the Scavenger Edge. * '''SIZE −1:''' Ratlings are about four feet tall...")
  • 08:0508:05, 3 October 2026 Cathach (hist | edit) [6,936 bytes] LanceAdmin (talk | contribs) (Created page with "BITE: Cathach fangs cause Str+d4 damage and may be used against grappled foes. CLAWS: Their claws cause Str+d4, AP 2 damage and add +2 to Athletics (Climbing) rolls. LOW LIGHT VISION: Cathach eyes amplify light. They ignore penalties for Dim and Dark Illumination. CAN’T SWIM: Cathach actually can swim, they just shun it and are not particularly good at it. They subtract 2 from Athletics (swimming) rolls and each tabletop inch of movement in water uses 3′′ of Pace.")
  • 08:0008:00, 3 October 2026 Odovhar (hist | edit) [9,270 bytes] LanceAdmin (talk | contribs) (Created page with "* '''SIZE +1:''' Minotaurs are tall and broad, adding +1 to their Toughness. * '''VERY STRONG:''' Minotaurs start with Strength d8, increasing their maximum Strength to d12+2. * '''AQUATIC:''' Selkies cannot drown in water and move at their full Pace when swimming. * '''DEPENDENCY:''' Selkies must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after the Incapacitation from dehydration,...")
  • 07:5807:58, 3 October 2026 Selkies (hist | edit) [8,155 bytes] LanceAdmin (talk | contribs) (Created page with "* '''AQUATIC:''' Selkies cannot drown in water and move at their full Pace when swimming. * '''DEPENDENCY:''' Selkies must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after the Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. * '''LOW LIGHT VISION:''' Selkies are used to the darkness of the depths. They ignore penalties for Dim and...")
  • 07:5607:56, 3 October 2026 Ursians (hist | edit) [6,648 bytes] LanceAdmin (talk | contribs) (Created page with "* '''SIZE +1:''' Ursians are tall and broad, adding +1 to their Toughness. * '''VERY STRONG:''' Ursians start with Strength d8, increasing their maximum Strength to d12+2. * '''TOUGH:''' Ursians’ starting Vigor is d6, increasing the limit to d12+1. * '''BIG:''' Their muscular frame causes Ursians to subtract two when using equipment designed for smaller beings, and they cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed p...")

2 October 2026

  • 21:2821:28, 2 October 2026 Humans (hist | edit) [7,077 bytes] LanceAdmin (talk | contribs) (Created page with "* ADAPTABLE: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.")
  • 21:2721:27, 2 October 2026 Lúchorp (hist | edit) [8,768 bytes] LanceAdmin (talk | contribs) (Created page with "* LUCK: Lúchorp draw one additional Benny per game session. * REDUCED PACE: Decrease the character’s Pace by 1 and their running die one die type. * SIZE −1: Lúchorp average only about four feet tall, reducing their Size (and therefore Toughness) by 1. * SPIRITED: Lúchorp are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12+1. * BEAST TALKER: The Lúchorp can speak with animals.")
  • 21:2221:22, 2 October 2026 Abcán (hist | edit) [9,415 bytes] LanceAdmin (talk | contribs) (Created page with "* '''CUNNING:''' Abcán start with a d6 in Smarts instead of a d4. This increases maximum Smarts to d12+1. * '''LOW LIGHT VISION:''' Abcán eyes can see in darkness. They ignore penalties for Dim and Dark Illumination. * '''KEEN SENSES:''' Abcán start with a d6 in Notice instead of a d4. This increases their maximum to d12+1 as well. * '''SIZE −1:''' Adult Abcán are typically four feet tall, reducing their Size and Toughness by 1. * '''REDUCED PACE:''' Decrease the...")
  • 21:1921:19, 2 October 2026 Nathair (hist | edit) [10,847 bytes] LanceAdmin (talk | contribs) (Created page with "* '''ARMOR''': +2: Dragonfolk have thick, scaly skin. * '''BITE/CLAWS''': Str+d4, AP 2. Note that Bite allows a character to bite grappled prey rather than just crush; and claws add +2 to Athletics when climbing most surfaces. * '''BREATH WEAPON''': Dragonfolk can breathe an impressive gout of fire. This takes an Athletics roll, may be Evaded, and causes 2d6 damage in a Cone Template or a 12” line (choose one during character creation). A Critical Failure on the attack...")
  • 21:1421:14, 2 October 2026 Korrigan (hist | edit) [9,379 bytes] LanceAdmin (talk | contribs) (Created page with "* LOW LIGHT VISION: Korrigan eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination. * REDUCED PACE: Korrigan have short legs compared to most races. Decrease their Pace by 1 and their running die one die type. * TOUGH: Korrigan are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1.")
  • 21:0821:08, 2 October 2026 Lupin (hist | edit) [6,390 bytes] LanceAdmin (talk | contribs) (Created page with "* AGILE: Wolf-like grace gives Lupin a d6 Agility attribute instead of a d4. This increases maximum Agility to d12+1. * BITE: Lupin fangs cause Str+d4 damage and may be used against grappled foes. * LOW LIGHT VISION: Lupin eyes amplify light. They ignore penalties for Dim and Dark Illumination.")
  • 19:3119:31, 2 October 2026 Shide (hist | edit) [6,568 bytes] LanceAdmin (talk | contribs) (Created page with "* AGILE: Elves are graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1. * ALL THUMBS: Elves have an inherent dislike of mechanical objects in traditional fantasy settings, giving them the All Thumbs Hindrance. * LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.")
  • 19:1619:16, 2 October 2026 Bòcan (hist | edit) [7,787 bytes] LanceAdmin (talk | contribs) (Created page with "* INFRAVISION: Goblins can see in the infrared spectrum, halving penalties for bad lighting when attacking targets that radiate heat or cold. * MEAN: “Vicious” and “cruel” are the two adjectives most used to describe goblins. They subtract 1 from Persuasion rolls.„ * SHORT: Goblins average only about 4’ tall, reducing their Size (and therefore Toughness) by 1. * SNEAKY: Goblins quickly learn how to sneak around more ferocious masters who want to kill or harm...")
  • 19:1319:13, 2 October 2026 Ogres (hist | edit) [8,378 bytes] LanceAdmin (talk | contribs) (Created page with "* ARROGANT: The culture of ogre-kind is one of great boasts and deeds. Others see them as haughty and distant, giving them the Arrogant Hindrance. * BIG: Ogres are thick and burly creatures with wide shoulders and great guts they take immense pride in. They subtract 2 when using equipment designed for smaller beings, and cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price. * CLUELESS: Ogres subtract 1 from Common Knowl...")

26 September 2026

  • 21:2321:23, 26 September 2026 Jotuns (hist | edit) [7,203 bytes] LanceAdmin (talk | contribs) (Created page with "The Jotuns The Jutons are the giants of Dúnamhar, and there is no mistaking one for anything else when it crosses a horizon—shapes that tower close to twenty feet, broad enough that a single Juton's shadow can swallow a farmhouse whole. Where other races were shaped with grace or subtlety in mind, the Jutons were clearly built for endurance and force. Their bodies are dense with muscle wrapped in thick, weathered hide, their hands large enough to crush stone into gra...")

24 August 2026

  • 23:3523:35, 24 August 2026 Basic Rules (hist | edit) [9,212 bytes] LanceAdmin (talk | contribs) (Created page with "Here are lightweight rules designed for a grid or hex-based tabletop spaceship combat game, balancing real-world inertia with smooth playability. 1. Movement & Vector Mechanics Ships do not move like airplanes; they obey inertia. Heading vs. Velocity: A ship’s visual orientation (heading) determines which way its weapons face, while its Velocity Vector tracks where it is actually moving. Thrust Allocations: During the Movement Phase, allocate Engine Points (EP) to p...")
  • 23:2623:26, 24 August 2026 Space Combat War Game (hist | edit) [329 bytes] LanceAdmin (talk | contribs) (Created page with "I thought I would play around with the AI one sleepless night and see if it could come up with a halfway decent space combat system. Since it has scraped the web, I am sure it is borrowing "pieces" from who knows where. Some we might be able to spot; some we might not be sure of. Basic Rules Detailed Weapon Profiles")

23 August 2026