So, you're starting to think elves are tall thin humans, dwarves are short wide humans, and halflings are small cute humans and you want to play something a little bit more monstrous. I don't know why - maybe you want to be a bit different. Maybe you think the conflicts inherent in playing a half-Orc paladin will be fascinating. Maybe you want to represent a culture that seems strange and alien to the "civilised" races. Maybe you just think Gnolls are awesome.
Well, here you go.
Gnoll
Bard: Your songs are meant for a bloodthirsty chorus. Your allies can always Aid your Arcane Art rolls if they're within shouting distance.
Druid: The spirit of the predator is ever-hungry. When you crack the bones and feast on the marrow of your fallen foes, the GM will tell you a secret they knew.
Fighter: You have vicious teeth and claws, and know how to use them. They are a weapon with Hand range and the Messy tag (if you choose bare hands as your signature weapon, add the Messy tag for free).
Ranger: You are adept at learning your prey's weaknesses. When you Hunt and Track a specific creature you intend to slay, take +2 damage ongoing against it when you finally corner it.
Half-Orc
Bard: Your music invigorates you as much as your allies. When you use Arcane Art to grant a bonus to damage, you also take +1d4 forward to damage.
Cleric: The monstrous, blood-soaked gods of the Orcs call out to you when your faith wavers. When you roll a miss on Cast a Spell, you may treat the result instead as a 7-9. If you do this, take -1 Forward to Last Breath. You may clear this next time you successfully petition your god for Divine Guidance.
Fighter: You're inured to pain, and can brace yourself to withstand horrible wounds. Whenever you choose to take damage, you count as having one more point of armour than normal.
Paladin: Your god wishes to make your divine authority obvious to all who would doubt that a half-Orc could serve as a Paladin. When you are on a quest, you recieve a Mark of Divine Authority in addition to whatever other boons you would gain (whether you want it or not).
Ranger: Your animal companion has been through as many tough scrapes and dicey situations as you have. It gets +1 armour.
Lizardfolk
Cleric: Your faith is ancient. Your gods were old when the first Elves crawled from the mud. Add Petition: Recover or restore an element of the ancient Lizardfolk Empire.
Fighter: Your scales have hardened, and are now as tough as any armour. You count as having 2 armour even buck-naked.
Paladin: Your unblinking gaze is transfixing, your sibilant voice a proclamation of doom. When you roll 10+ on I Am The Law, you may take +1 Ongoing instead of +1 Forward. This lasts so long as you focus your attention single-mindedly on that one NPC.
Wizard: You know secrets more ancient than the world. When you Spout Lore about magic, you may convert a 7-9 result into a 10+ by declaring that this knowledge is lost to all but the Lizardfolk.
I'd appreciate comments on whether these seem balanced, as well as whether they seem cool.
(I do have a copy of Number Appearing, and I'm aware that Justin has already done a fantastic job of making some of these traditionally "monster" species playable; but I wanted to take my own shot at it.)