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Orcs have two racial abilities: Hatred and Hated.
If something almost kills you (forces you to roll on the Death and Dismemberment table, forces you to save vs. Death, etc) and you survive, you must draw a scar on your character sheet and label it with the name (or description) of the creature that almost killed you. Thereafter, you get a permanent +2 bonus on all d20 rolls when attempting to kill it, or preventing it from killing you.
Every civilized place will treat you like shit. Humans will kill you on sight. Orcs will also kill you on sight, because you are not a part of their tribe. Anything larger than a camp is going to be hostile to you. There are no safe places to rest, sell, or trade.
People you meet in your adventures, in dungeons or in the wilderness, will treat you normally. The wild places have fewer stigmas.
Everyone you travel with suffers the same stigma. Orcish slaves are never kept, and orcish prisoners are always killed, so no fair using those excuses.
Halflings have two abilties: Small and Team Stealth.
Small creatures get no penalty for fighting in cramped spaces. They eat half as much as a full-size human.
Small creatures must use armor and weapons sized for them. Small weapons deal damage one die size smaller. If they attempt to use regular weapons, they get -2 to hit.
Halflings get +1 Stealth for every other halfling PC sneaking alongside them, up to a maximum of +4. They lose this bonus if any participating halfling's player fails to speak in a whisper.
The Iron Ghost People have one ability: Blink.
After meditating for a full round, you can teleport as far as 2 feet. At-will.