Shade
  Ghost
  v2.0
Description
A ghosty presence, a shadow of a person. Thier connect to the world is transient. Rarely seen, when they are glimpsed its only an humoid shadow on the wall. There presense and malice can be felt.

Stalks dark halls, haunting a small area/house. Found at places of grissly murders, or Rituals to Morgeth.
They are a formitable presence that must be excised for the living to be free of torment.
Hitbox
1S: Apparition
Shade
Dire
Str
2
Fort
0
Endr
1
Agl
2
Dex
2
Sense
1
Cha
0
Int
1
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Pace: 3
DR2*
4
H
H
H
1
0
Stamina
4
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
6
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
1
D
Abilities/Skills
Lurks in the shadows unnoticed doesn't like to start fights unless prevoked. When prevoked will jump scare. Will try and single out a target rend soul. Loses intrest in fight easily.
Physique
*Spectral Body: DR2 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
Invisible in darkness, Casts a shadow.
Light Weaknees +2
S
to turning actions aginst Spirit
Scare
Free
Cone 
1
S
+
4
D
=
Spirit
Terror 3 w/
Spirit
+
1
D
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 6
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Rend Soul
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
2
S
+
4
D
=
Spirit
+
1
D
1S:1 Dread Resist w/
Spirit
+
1
D

Bleed 3
2
D
Chance to inflict Rend Soul Curse
Info:
Rend Soul
Curse
You have an black everlasting wound on your torso.
Once per day Gain 2
D
Torso Rend Bleed damage, can go into Harm and doesn't go way after combat.
All Rend Bleed damage can be removed like wounds.
To remove Rend Soul Curse, a priest must patch your wound with the Ichor of the Gods, ussually requring a ritual at an alter as close as you can get to the heavens.
Lizardman
  Reptile
  v2.0
Description
A barbaric and hostile race, Lizardmen are dangerous, arrogant, and tend to eat or fight other humanoids.

Lizardmen socieity is centered around a warlord of 'Dragon Blood' lineage and his relatives. These politics are ruthless and assassinations are frequents.

Lizardmen tend to organize in small bands on the outskirts raiding and killing, and are only occasionally allowed into human cities without violence.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Lizardman
Normal+
Str
2
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
0
Int
1
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
1
0
H
H
H
5
KO
2
2S: Torso
3
3
1S: M. Arm
2
2
H
H
H
3
2
1S: O. Arm
2
2
H
H
H
3
2
1S: Legs
Pace
:
3
2
2
H
H
H
4
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will take and attempt to hold a defensive postion if possible. Otherwise will approach cautiously and in group formations. Some may jump out of line in attempt to challenge and provoke their enemeies. Drop: Treasure D x1
Glaive
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Threaten
3
D
=
Dex
+
1
D
vs Target
Agl
Win: Loser chooses Abort Attack OR You get +2
D
to Hit
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Block
Defend
Block
4
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Bone Shield
Shield
DR
1
Absorb
3
Dmg
3
Brk
5
Block
Defend
Block
4
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Block (Ranged)
Defend
Block
3
D
=
Sense
+
2
D
Proj/Blast
Bite
Active/Grapple
Grapple
Str
+
Agl
+
2
D
Strike 
1
S
+
4
D
=
Dex
+
2
D
Slash
2
S
+
5
D
=
Str
+
3
D
Bleed 2