Ancestries
Three non-human ancestries are available in MACE. Each is its own character type with distinct abilities, restrictions, and level limits. Humans use the standard class rules without modification.
Non-human characters earn XP at the same rate as their equivalent class unless noted otherwise.
Elf
Elves are long-lived, perceptive, and capable of both martial combat and arcane magic.
Special Abilities
Immune to Ghoul Paralysis. Elves are not paralyzed by the touch of ghouls.
Starlight Vision. Elves see in starlight, functioning as if it were day.
Detect Secret Doors. An Elf passing a secret door notices it on a 1-in-6 without searching. When actively searching, they find it on a 2-in-6. Elves in a group who are specifically searching find secret doors on a 1-in-6 (this roll is made for the whole group, not each member).
Languages. In addition to Common, Elves speak Elvish.
Dwarf
Dwarves are stocky, hardy, and extraordinarily perceptive underground.
Special Abilities
Saving Throw Bonus. Dwarves add +4 to all saving throw rolls. This reflects their exceptional constitution and innate resistance to magic.
Underground Senses. When underground, a Dwarf can detect the following on a roll of 2-in-6 (or 3-in-6 for depth):
| Sense | Chance |
|---|---|
| Sloping passages or grade | 2-in-6 |
| New or recent construction | 2-in-6 |
| Sliding or shifting walls | 2-in-6 |
| Pits, traps, or deadfalls | 2-in-6 |
| Approximate depth underground | 3-in-6 |
These checks require the Dwarf to stop and concentrate for one round. They cannot be made while running or in combat.
Low Light Vision. Dwarves see in dim light to a range of 60 ft.
Languages. In addition to Common, Dwarves speak Dwarvish.
Halfling
Halflings are small, light-footed folk with exceptional aim and a talent for going unnoticed.
Special Abilities
Saving Throw Bonus. Halflings add +4 to all saving throw rolls, for the same reasons as Dwarves.
Missile Accuracy. Halflings receive +1 to hit with all missile weapons.
Outdoor Stealth. In natural terrain, woods, fields, scrubland, a Halfling can hide so effectively that they are effectively invisible (5-in-6 to be undetected). This requires standing still or moving very slowly. They may not use this ability in dungeons or built environments unless wearing appropriate camouflage.
Surprise. When outdoors and sneaking in natural terrain, a Halfling surprises opponents on a 1–4 on 1d6 (rather than the normal 1–2).
Starlight Vision. Halflings see in starlight as if it were daytime.
Languages. In addition to Common, Halflings speak Halfling.