Notice that all propriety has finally broken down. $#!+ is going down. From left to right: saurian, pech, rootwalker, unborn. Yeah, it starts to get weird.
Or as Gollum would call them: "hobbits-es".
Yeah, I'm skipping the usual opening quote because it's long and probably only needs to exist if you have no idea what a hobbit is. Which is fair. But I still can't find much to comment about in the descriptive part of the entry.
Note, FC won't be giving us a separate entry for any more short races: after goblins and hobbits any other variants are going to be covered by the Species Feats we'll see later.
Mechanic-wise, again, hobbits, right down to an ability to benefit from more food buffs per day (yeah, buffs from food are a thing in this game). Also instead of a straight-up bonus vs fear we get a cap raise on a skill for keeping your cool. You don't get much in order to pay for a +3 Dex.
"You’re a rootwalker, a massive living tree with 4 or more twisted branch-limbs, tough bark for skin, and thick foliage that changes with the seasons."
Again, the description is something that leans heavily on Tolkien. Except for the mention at the end that civilization deserves as much protection as nature. It's nice to see an acknowledgement that you shouldn't be Lawful Stupid Captain Planet, if for no other reason than ease of adventuring. I've also got to give a shout-out to one of the example names: "Wandlimb". That's some next-level character concepting right there.
Unfortunately despite all the evidence that they should have a race trait to give them 4 limbs rootwalkers don't have anything in that regard. Sure, you're a towering plant (which does grant some immunities and traits on its own) with some natural armor and a "Blend" bonus in tree terrain, and vulnerability to fire. Also despite the picture you're immune to bleeding. I guess bleeding is going to be an important mechanic. But you don't have a mechanical representation of extra limbs unless you take a feat (which will give you six).
"You’re a saurian, a cold-blooded reptilian humanoid hailing from the warmest or wettest parts of your world."
I wonder why more fantasy d20 games don't rely on lizardmen for their "savage" pick: it would save having to say where half-orcs come from, while allowing orcs to be left as an enemy. Even D&D doesn't seem to give its lizardfolk any special cruelty that would disqualify them from being a core PC race. It's just really odd they're not more-used feature.
Rep-rise saurians don't start off that great: apparently they're absentee parents. Fortunately this seems to lead to a kind of self-made adulthood, with adaptation and willingness to pick up new things. That's a contrast to the usual hidebound "primitives" lizardpeople get saddled as.
And these are not you hulking lizardpeople: they get Dex. As well as something kind of unusual: a choice of one attribute bonus and a penalty. After that.....not sure I need to focus on any other traits. Cold-blooded, darkvision, teeth and tail attacks. After attributes they don't got in any wild directions.
But I can't leave saurians without mention Species Feats, because that's where a lot of their magic is: by choosing a single feat you can end up with a wild variety of types. Dragon-men. Chameleons. Frogs. Snakes. Crocs. Basilisks. Pteranadons. Saurians have become one of my favorite FC species simply because for one pick of a setting's races you can have a dizzying variety.
"You’re unborn, a being constructed from inanimate materials and given the spark of life by magic or technology."
Constructs: lots of immunities, no natural healing (at least of Wounds). A lot of the racial traits end up being penalties to pay for the hefty construct type: slow, don't dodge as well, easily flanked, fewer weapon profs/combat tricks. You do get some choosable stuff, but if you didn't pay attention to the redirect to the creature types page you might think unborn get squat. Esepcially the lowest attribute penalty of them all: -4 Cha.
And I started with that because is the usual, albeit nicely-done, "robot gained sapience" story. Mostly I think the player's going to have to write their own background: the variety of golems suggested makes it clear this is probably the most "Your Way" of the species. I mean I'll point to the picture I linked to earlier and say "Yes, you can make a floating, multi-armed ball with built-in weapons." That's how much you can get out of this. (And just the sheer fact that Fantasy Craft was willing to figure out how to stick a full construct race in the core is.....simply amazing.)
And that's the end of Species! Except for all the Species Feats we have yet to get to. But next time we're going to have to cover Specialties: a slightly weird yet useful form of mini-class.