Just want to share some of my own Races and what kind of moves they have.
constructive Feedback would be awesome.
Wizard: You are connected to the Spirits of the Land. “Contact Spirits” is a Cantrip for you.
Cleric: You can Turn the Beast of the Cold Death like they were Undead.
Ranger: fresh snow doesnt hinder your Ability to track someone.
Bard: Your Songs and Tales warm those who hear them. If they Rest near you they are safe from the Cold Death.
(The Cold Death was the font of the Campaign. Its a Curse/Illness which turns you into a cold Monster)
Bard: You have “Architecture and engineering” as an additional Field of Expertise in addition to whatever you choose.
Fighter: You know where to hit or pull. Brains over Brawn. You can Roll +Int instead of +Str to lift gate bend bars.
Wizard: You are a Master of Misdirection. Once per Battle you can Dodge a direct Attack with +Cha. Your Enemy did just hit a gnomish Illusion.
Thief: If you roll a 10+ on disarming a Trap you can take it with you and use it later or fill one use of your adventuring gear with it. GMs Choice.
Fighter: Every Weapon you carry has the messy tag.
Thief: You are used to handling nasty Stuff. You are immune to all nonmagical Poisons. In Addition you can eat anything without risk of getting ill.
Ranger: You gain this Option for called Shot: Artery 10+: as 7-9 but they are taking 2 Damage instead of 1. 7-9: They take 1 Damage from Bleeding each time they act until they are healed in some way.
Cleric: You can turn Vermin like Undead.
Paladin: If you show mercy after defeating an enemy they only have the Option to flee, to kill themselves or to convert to your Faith.
Barbarian: You can Act one last time when your Hitpoints reach 0 before Rolling for last Breath.
Druid: Animals whos form you can assume have an initial attitude of respectful or fearful toward you.
Thief: You can use Tricks of the Trade with +Str instead of +Dex but not without hurting someone or destroying something.