I've spend the weekend reading the rules of the new Fantasy Age game and I am loving it. More substance than Barbarians of Lemuria, less rules than Atlantis: The Second Age, and much more polished mechanics than B/X Dungeons & Dragons. And it has pretty much just the type of magic system that I want.

One of the first things I made for it are statting the player character races for the Ancient Lands. Here they are:

Elf
  • Add 1 to your Dexterity ability.
  • Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Seeing).
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.
  • Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Elf Benefits table for additional benefits.


2d6 Elf Benefits
2 +1 Accuracy
3-4 Communication (Persuasion)
5 Dexterity (Acrobatics)
6 Strength (Climbing)
7-8 +1 Perception
9 Weapon Group: Bows/Accuracy (Bows)
10-11 Perception (Hearing)
12 +1 Communication

Human
  • Add 1 to your Fighting ability.
  • Pick one of the following ability focuses: Constitution (Running) or Communication (Persuasion).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Human Benefits table for additional benefits.


2d6 Human Benefits
2 +1 Communication
3-4 Accuracy (Brawling)
5 Communication (Bargaining)
6 Communication (Deception)
7-8 +1 Constitution
9 Perception (Searching)
10-11 Constitution (Stamina)
12 +1 Willpower

Kaas
  • Add 1 to your Strength ability.
  • Pick one of the following ability focuses: Strength (Climbing) or Strength (Jumping).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Kaas Benefits table for additional benefits.


2d6 Kaas Benefits
2 +1 Fighting
3-4 Constitution (Stamina)
5 Accuracy (Brawling)
6 Perception (Smelling)
7-8 +1 Constitution
9 Weapon Group: Axes/Fighting (Axes)
10-11 Strength (Might)
12 +1 Perception

Kidari
  • Add 1 to your Dexterity ability.
  • Pick one of the following ability focuses: Dexterity (Acrobatics) or Strength (Climbing).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Kidari Benefits table for additional benefits.


2d6 Kidari Benefits
2 +1 Accuracy
3-4 Dexterity (Stealth)
5 Perception (Hearing)
6 Perception (Smelling)
7-8 +1 Perception
9 Perception (Tracking)
10-11 Strength (Jumping)
12 +1 Willpower

Lizardman
  • Add 1 to your Constitution ability.
  • Pick one of the following ability focuses: Constitution (Swimming) or Dexterity (Initiative).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Lizardman Benefits table for additional benefits.


2d6 Lizardman Benefits
2 +1 Fighting
3-4 Constitution (Stamina)
5 Accuracy (Brawling)
6 Strength (Might)
7-8 +1 Strength
9 Willpower (Morale)
10-11 Willpower (Self-Discipline)
12 +1 Willpower

Skeyn
  • Add 1 to your Dexterity ability.
  • Pick one of the following ability focuses: Communication (Deception) or Constitution (Stamina).
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the Skeyn Benefits table for additional benefits.


2d6 Skeyn Benefits
2 +1 Intelligence
3-4 Dexterity (Stealth)
5 Dexterity (Crafting)
6 Perception (Empathy)
7-8 +1 Constitution
9 Perception (Hearing)
10-11 Perception (Smelling)
12 +1 Willpower