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The human race is not the only race in the world of NERO.
There are many mythical and unusual races, such as elves, dwarves, half-orcs,
and other more exotic races. Some NERO chapters have additional races or
variations of the listed races.
Barbarian Barbarians come from nomadic tribes and
are unused to “civilized” society. They are a very superstitious lot and may
often perform unusual small ceremonies to rid themselves of their “curse.”
(“Oh-oh! Seven hoblings just crossed path! Bad luck! Now I must tie string
around finger and walk backwards for an hour!”)
This is not to imply that barbarians have
to be stupid—merely uncultured and somewhat primitive. In order to be
identifiable as barbarians, you should talk poorly, dress in furs, and
otherwise look primitive.
Although in-game there is a rumor about
barbarians being able to go into a “berserker rage” where they can do great
damage, such a skill does not exist in the NERO game. It’s all roleplaying.
Barbarian tribes (usually named after
animals) are often very competitive and not too friendly.
Barbarian tribes are very earth friendly and in fact,
celestial magic was unheard of by barbarians until the more “civilized”
beings began moving into their area. As such, barbarians distrust celestial
magic and consider it “not natural.” Barbarians fear and distrust celestial
magics and will dislike having celestial protective spells cast upon them.
This distrust only applies to Celestial Defensive spells, and does not apply
to Celestial Magic Items. It should be noted that there are some characters
that refuels to use Celestial Magic Items for roleplay reasons of their
own. This “Celestial Abstinence” is not required by the rules in any way.
All players are encouraged to roleplay their characters in any way that they
consider fun.
When a barbarian reaches the age of 18,
he or she will ask the tribe leader for a Task of Adulthood. This task must
require an extreme amount of bravery and challenge and may take many years
to accomplish. Only when the task is completed will the barbarian be
considered a true member of the tribe. Barbarians who switch tribes are
likewise required to perform such a task.
Barbarians are strong and thus start off
with two extra body points. They have to pay double for all Scholarly
skills. They can also buy the skill Detect Celestial Magic which,
once a day, will allow the barbarian to determine whether an item has any
celestial magics present upon it.
Biata
According to legend, biata are descended
from a barbarian tribe, but they do not act or look like barbarians. They
have large upturned feathery eyebrows and often grow feathers in their hair
and claws on their fingers as well. (The claws are decorative in nature and
cannot be used as weapons.)
Biata tend to be
very orderly in their philosophy of life—they always act with a purpose.
They will not do things “on a whim” and are always working towards some
goal. To other races, this tends to make them seem like extremists—either
very good or very evil—but even the most evil biata will have his or her own
code of ethics and will never act erratically or randomly. This also makes
the biata seem very stubborn.
They are also very secretive about the
origins of their race and will treat all other races as “outsiders” rarely
worthy of complete trust.
It is said that biata were formed through
magical mating of a gryphon and a human (or perhaps a barbarian). The
Gryphon barbarian tribe was made up entirely of biata, and until the last
Great Celestial Change in 590, all biata looked human.
Having celestial protective spells cast
upon biata causes great discomfort. Most will refuse to sleep behind
Wards and will not use celestial magic items. This distrust only applies
to Celestial Defensive spells, and does not apply to Celestial Magic Items.
It should be noted that there are some characters that refuels to use
Celestial Magic Items for roleplay reasons of their own. This “Celestial
Abstinence” is not required by the rules in any way. All players are
encouraged to roleplay their characters in any way that they consider fun.
Biata, like stone
elves, have spent years honing mental skills and as such can perform certain
mental mind abilities. These abilities are all completely roleplaying in
nature. Generally speaking, a biata can remove roleplaying insanity based on
memories or otherwise “cure” mental damage on any willing subject. You
cannot use this ability to tell if another player is telling the truth or to
have that player remember events forgotten due to a Forget-it elixir
or otherwise get around any NERO rule. A player always has the right to
refuse to roleplay any of these skills and can at any time decide to “break
off” contact or be cured.
In order to use this roleplaying skill, you must touch the
other person and concentrate completely by either staring into each other’s
eyes or having their eyes closed. You cannot perform any other in-game skill
while roleplaying this. Any biata who simply touches someone and says
“There, you no longer have a fear of heights (or whatever)” is not playing
the race properly. For more information about these skills, see “Mind
Abilities” in the chapter on Special Abilities.
Biata can buy the
skills Break Charm, Resist Charm, and Resist Sleep.
Biata are attuned to earth magics and as such, cannot learn Read Magic.
Drae
Drae are dark
elves, a mysterious race that mostly lives underground, shunning sunlight.
They have jet black skin, white or silver hair, and pointed ears. They
rarely socialize with other races and keep to themselves and generally feel
themselves to be superior to all other races.
When playing a drae, the bottom line to
remember is honor. The drae culture emphasizes honor to such a degree that a
drae who has lost honor must commit suicide as punishment before honor can
be regained.
This does not mean that you cannot be an
evil drae; it merely means that you will keep your word once it is given. If
you are disgraced in any way, you will publicly do what needs to be done for
your honor to be restored.
Drae can have a
sense of humor but must take their own actions very seriously. There are
drae entertainers (though rare) but even these regard honor as the highest
attribute.
Drae have -2 Body
Points in the daytime (defined as 6 a.m. to 6 p.m.). At 6 a.m., the drae
loses 2 points from their maximum Body Points (never below one Body Point),
adjusting their current Body Points to match, if necessary. This means that
a drae will never fall unconscious due to this penalty. At 6 p.m., the
drae’s maximum Body Points go up by exactly the same number of points that
they went down the night before. This rule cannot be used to circumvent
other effects where Body Points are lost.
Like other elves, they can buy Resist
Sleep and Resist Charm. They cannot buy the skills Two Handed
Blunt or Two handed Sword.
Dwarf
Dwarves are sturdy individuals who live
in mountainous regions. Dwarves in NERO are not necessarily short (remember
that all players and monsters are the same size as the person playing them),
but taller players should think twice about playing a dwarf. In-game, the
rumor is that dwarves are the small cousins of hill giants, and so to the
giants, they were seen as short.
Dwarves tend to be friendly but
secretive. They all have beards, although many females prefer a long
“goatee.”
Their race enjoys and appreciates good
craftsmanship, especially in weapons, armor, and jewelry. Because they live
so much longer than humans, they tend to dislike the human’s faster paced
lifestyles (but they generally like the food).
Dwarves have an extreme hatred of trolls
who often attack and take the dwarven caves for themselves. Their history is
very lengthy but is mostly comprised of stories and legends of great dwarven
heroes. Some of these stories can take many hours or even days to tell
completely, and no self-respecting dwarf would consider telling an abridged
version.
Dwarves are generally peaceful and have
no problem with other races—although they think elves are pompous, humans
are impatient, hoblings are troublemakers, and half orcs and half ogres are
incapable of understanding the finer things in life (like a well made weapon
and a fine wine).
They start with one extra body point and
can buy Weaponsmith and Armorsmith skills for one point less.
They can buy Resist Poison. Dwarves cannot buy the skills Polearm,
Staff, Two Handed Blunt or Two Handed Sword. They must pay
double for Read Magic.
Elf
Elves are long-lived people with pointed
ears. That may be the only thing all the elven races have in common!
All elves can buy the skills Resist
Sleep and Resist Charm. They have one less Body Point than a
human character of the same class and level. They can buy Archery
skill at half cost (round up), but they cannot buy the skills Two Handed
Blunt or Two Handed Sword.
There are many varieties of elves. The
most common are:
Amani elf:
Amani elves are descendants of Quentari elves. Many years ago, a political
rift developed in Quentari and many of the elves moved to the Ash Forest (or
the “Amani” forest in their language) in the Duchy of Ashbury in Evendarr to
start anew. Since then, they have spread all over the continent.
Amani elves are
friendlier and more down-to-earth than their Quentari cousins. They get
along much better with other races but still do not socialize a great deal
with them. In fact, some parts of the Ash Forest are closed to other races
completely. Even though they socialize with other races, they rarely marry
any other than their fellow Amani elves. An Amani who falls in love with
another race is not shunned from the society, but is obviously not treated
with the same degree of respect by his or her fellow Amani elves.
Quentari elf:
Quentari elves come from the elven kingdom of Quentari. They consider
themselves to be the most civilized race; all others are barbaric in
comparison. To some degree this is true—they have the oldest culture, the
greatest cities, and the most learned scholars. It is this attitude however
that makes their living with other races a problem, as no one likes being
seen as inferior. Quentari elves tend to largely be scholars, and it is rare
to encounter a Quentari elf who does not know how to read and write. When
fighting, they tend to prefer bow and short swords, but even then, fighting
is seen as a last resort when peaceful negotiations are unsuccessful.
Stone elf:
Stone elves have whitish skin, upturned eyebrows, and pointed ears. Stone
elves do not show emotions and as such are viewed by other races as
humorless and intense. This is part of their culture as well as being part
of their race. This restriction makes the stone elves very hard to roleplay—if
you cannot keep a straight face when told a funny joke, you should not be
playing a stone elf.
They have a natural affinity for
celestial magics and make excellent celestial casters. Although there are of
course healers in their society, most stone elf casters are celestial.
Stone elves, like biata, have spent years
honing mental skills and as such can perform certain mental mind abilities.
These abilities are all completely roleplaying in nature. Generally
speaking, a stone elf can remove roleplaying insanity based on emotions or
otherwise “cure” mental damage on any willing subject. You cannot use this
ability to tell if another player is telling the truth or to have that
player remember memories lost to Forget-it elixirs or otherwise get
around any NERO rule. A player always has the right to refuse to roleplay
any of these skills and can at any time decide to “break off” contact or be
cured.
In order to use this roleplaying skill,
you must touch the other person and concentrate completely. Any Stone elf
who simply touches someone and says “There, you no longer have a fear of
heights (or whatever)” is not playing the race properly. For more
information about these skills, see “Mind Abilities” in the chapter on
Special Abilities.
Wild Elf:
Wild elves live in nomadic tribes like barbarians and share many barbarian
traits. Wild elves are distinguished in-game by their furs and other
barbarian clothing, even though they have pointed ears like all other elves.
Wild elves are not treated as “real
elves” by most of the rest of the elven race. There is no outright warring
going on, but the wild elves often feel as if they are second-class citizens
even though they generally have all the rights as any other citizen.
The wild elf society is similar to the
cultures of some American Indian tribes, with an emphasis on hunting and
tracking skills.
Gypsy
Unlike other races that are distinguished
by physical features, gypsies are defined by costume, behavior, and culture.
To be a gypsy means to be boisterous, extroverted, and larger than life.
Gypsies, a fiery and passionate race, love to dance and sing.
The most important aspect of gypsy life
is family. The gypsies (or Romani as they call themselves) have
enormous loyalty to their people, treating each as a family member and
referring to them as “brother” or “sister.”
Many gypsy tribes may coexist in the same
area, each being ruled by its own Bandoleer or “Prince/Princess.” There is a
Gypsy King but quite often this figure is far removed from normal gypsy life
and has no great influence over the local tribes. Usually a gypsy tribe will
have its own distinctive predominate color or marking, used to differentiate
itself from other tribes in the area.
Gypsies can bestow or remove Gypsy
Curse which is limited by the Gypsy Code of Honor. The Gypsy Code of
Honor requires that a gypsy be always honest and trustworthy among members
of his or her own tribe. The gypsy will support the other tribe members and
will do whatever it takes to help (including lying to, stealing from,
cursing or killing non-tribe members).
The Gypsy Code of Honor means respecting
the actions of fellow gypsies as well. If a gypsy throws a Gypsy Curse
on someone, it had better be for a good reason (otherwise, the recipient
might take action against the entire tribe). If there was a good reason,
then the entire tribe will support that gypsy.
Half Ogre
Half ogres are not human/ogre hybrids,
but are rather a race that closely resembles ogres in coloration and
behavior and were dubbed half ogres by those that first encountered them.
They have yellow skin and protruding lower fangs.
Half ogres are tougher than average and
are almost always fighters. They tend to be less intelligent and should
roleplay difficulty in understanding complicated subjects. Note also that
half ogres have a very short life expectancy compared to other races, and
they mature faster, so that your starting player may only be four years old!
Half ogres are very tough fighters and
they know it. It will be very rare when a half ogre shows any fear. They are
usually first to run into battle and will almost never run away. However,
they have an innate fear of undead and will have to summon up a ton of
courage to fight any zombie, skeleton or vampire that comes their way.
Half ogres tend to see the world in
simple ways. What good is writing if you can’t fight with it? They think
most of the other races are spoiled and live too fancily. Half ogres would
rather spend their money on new weapons and armor than on fancy homes, fancy
food, or fancy clothes.
Half ogres think that the concept of
nobility is the most ridiculous idea “civilized” society has to offer. In
the half ogre tribes, the tribal leaders are the best fighters. In fact,
half ogres are constantly fighting among themselves for dominance.
If a half ogre sees another, it is likely that they will
fight to establish who is dominant. The fight is never to the death but only
until one of the half ogres acknowledges the other’s superiority. There is
never any cheating nor are there sneak attacks in this sort of battle; there
is great honor at stake in the half ogre community.
They start with two extra Body Points and
must pay double for all Scholarly skills.
Half Orc
Half orcs may have at one time been
human/orc hybrids but have now evolved into a race of their own. They have
green skin and protruding lower fangs or teeth.
Half orcs are tougher than average and
are almost always fighters. They tend to be less intelligent and should
roleplay difficulty in understanding complicated subjects. Note also that
half orcs have a very short life expectancy so that your starting player may
only be four years old!
Half orcs regard honor in combat as the
highest and most respected goal in life. They would rather die in combat
than of old age, and would never be seen running from a battle unless the
situation were completely overwhelming.
The half orc society is clan-based, where
families and blood relations are regarded as most important. Individual half
orcs may leave the family to adventure with other races in order to
establish glory and a name for themselves.
Half orcs start with two extra Body
Points. They must pay double for all Scholarly skills.
Hobling
Hoblings are
peaceful people and generally are smaller than average. They have furry feet
and hands, as well as bushy sideburns and eyebrows.
Hoblings love
working with their hands and as such are often craftsmen. They are friendly
and cheerful and have a great sense of humor, and quite often use their
charisma to their advantage.
Hoblings do not
generally like adventure even though they love the treasure that can come
from adventuring. Their treasure will be spent on fine food, good clothes,
and a high standard of living.
Their love of living well means that most
hoblings are businesspeople first. The thought of doing something for free
is appalling to them, and although to some this appears to be mere laziness,
in fact hoblings consider this common sense. They are completely honest in
their business deals however and always keep to their promises once
made—however, you’d better read any contract with a hobling very carefully,
as they know all the loopholes. They make excellent spies as long as the
money keeps coming in.
Hoblings begin with
one less Body Point. Hoblings cannot be fighters and cannot use two handed
weapons. They can buy Pick Locks and Disarm/Arm Traps at half
price (round up) and can buy the racial ability Resist Poison.
Mystic Wood elf
Mystic Wood elves are a strange race of
creatures originally from the Mystic Wood in Northern Evendarr. They are not
really elves but were called that by the people who first encountered them.
Mystic Wood elves have elven ears but also small horns on their foreheads.
Popular theory holds that they are descended from elven-satyr/nymph hybrids,
but this has never been proven..
Mystic Wood elves hate (or at the very least find
distasteful) all forms of enslavement, from slavery and kidnapping to
magical charms and alchemical controls. For example, a Mystic Wood elf that
finds a Dominate elixir will probably destroy it. They may also
attempt to break any charms they find on others.
Mystic Wood elf society is organized into
3 major clans, and these clans are viewed as family by the Mystic Wood elf.
Mystic Wood elves have two names, their “road” name which they commonly use,
and their “real” name which they usually only share with their most trusted
friends outside the Mystic Wood elven community. Mystic Wood elves have a
remarkably high tolerance for alcohol and love travel and adventure. For
them, getting there is not half the fun, it’s all the fun.
Mystic Wood elves are natural born
artisans, and can buy craftsman (other) skill for 2 build points
instead of the 3 build that it costs other races. For each level attained, a
Mystic Wood elf must buy at least one of the following skills: Alchemy,
Armorsmith, Craftsman (type), Create Potion, Create Scroll, Create Traps,
Disarm/Arm Traps, Evaluate Item, First Aid, Healing Arts, Herbal Lore, Pick
Locks, Read and Write, Read Magic, or Weaponsmith. Mystic Wood
elves can also resist charm for 3 build and charm break for 2 build. As
they are not elves, Mystic Wood elves are not bound by the elven
disadvantage package (i.e., they do not lose 1 body and can use two handed
weapons).
Sarr
Sarr are a race of
felinoids, so the best way to roleplay a sarr is to think like a cat!
Sarr should be
insatiably curious and independent. Although they will form attachments for
adventuring groups, they will also strike out on their own in search of
adventure when the urge hits them, and can easily turn on former friends if
wronged.
Do not think that sarr are cute little
fluffy kitties; they are some of the fiercest fighters of all the races.
They never forget an enemy and always seek revenge no matter how long it
takes.
Sarr are
susceptible to catnip and also peppermint leaves. They will become agitated
and will have either an extreme violent reaction or a playful one. Of
course, when a cat plays, it does so by attacking something . . .
Sarr must wear
makeup to appear as one of the large hunting cats. The bottom of the nose
should be dark. Whiskers, stripes or spots may be added if appropriate. If
you play a black panther sarr, you must wear a prosthetic cat nose, cat
ears, or other additions to make it clear to all that you are not a drae.
Sarr may buy the
skill Resist Poison. They also have superior scenting abilities, and
as such may detect an alchemical substance or disease on an item if they
spend one minute inspecting it. (This racial skill does not allow them to
tell what kind of alchemical substance or disease is present.)
Sarr cannot buy the
skills Archery, One Handed Blunt, Staff, Thrown Weapon, Two Handed Blunt,
or Waylay. The only small weapon allowable is a dagger or hatchet.
All weapons must be edged.
Scavenger
“Scavenger” is a generic term used for
any type not covered by the other races. They are humanoids with mundane
animallike characteristics (rat, badger, skunk, dog). Players are free to
use their imagination in creating a scavenger as long as makeup is worn and
it is obvious that the player is not playing a monster or another player
race. (For example, you cannot be a “cat” scavenger because there would be
no way out-of-game to differentiate you from a sarr.)
Scavengers should roleplay their
particular animal’s characteristic. A scavenger possum should play dead
during a battle. A scavenger dog might enjoy hunting. A scavenger fox should
be cunning.
All scavengers do not understand the concept of
possessions as do the other races. They will take what they need and share
what they don’t.
In exchange, they of course expect others
to give them what they need when they need it.
Scavengers are very hardy survivors on
the fringe of civilization and can buy the skill Resist Poison. They
have superior scenting abilities and may detect an alchemical substance or
disease on a item if they spend one minute inspecting the item. (This racial
skill does not allow them to tell what kind of alchemical substance or
disease is present.)
As they do not have the upbringing and
education of other races, Scavengers must pay double cost for all scholarly
skills.
Cultures
In addition to playing various races, it
is also fun to play a character from an unusual culture as well. The in-game
guides to the various countries and duchies of the NERO world can give you
some ideas. The more cultures we have in the game, the richer the
roleplaying experience.
You might also wish to create your own
culture. However, understand that you should be very careful about what you
say in-game about your culture, because you may end up having to take it all
back if the Plot Committee says no.
For example, if you have written up a
history of another country far off on the other side of the world and wish
to play someone from that culture, we encourage that but you must make sure
that nothing in your concept of this country violates NERO policies, rules,
or the in-game history!
You cannot be a traveler from another
planet or from the future or from a modern democratic society; the basic
concepts of medieval society should still exist. Use current countries as
described in your chapter’s Player’s Guide as a guideline. And don’t
be upset if it is not accepted!
You should write up your concept of your
culture and submit it to your local Plot Committee for approval along with
your character history. If you want to show up on an event playing that
character before the history is approved, you should refuse to speak about
your culture too much in game. (Also note that any culture suggestions, once
accepted, become the property of NERO.)
This is a delicate balance we are
creating: we want to encourage players to create more than a strictly
European medieval feel to the game while at the same time we want to prevent
the game from becoming impossible to manage. We can’t have six separate
island nations at exactly the same spot on the globe. That is why it is
imperative that if you want to talk about your culture in-game, you must get
it approved by the Plot Committee.
In addition, you should be careful if you
wish to play a culture that is based on a real Earth culture. For example,
if you wish to play a barbarian based on an American Indian culture, please
make sure that you know something about that culture. If you walk around
going “ugh” and “how” and calling people “Kemo-sabe” you may be asked to
stop.
The best bet is to not play a character
from a real culture with which you are not very familiar. We love having
characters from societies based on medieval Japan or ancient Egypt or the
Hawaiian Islands or Africa, but we definitely do not want players with no
knowledge of those cultures to play insulting stereotypes from those
cultures—even if no insult was intended.
The most important thing is to prevent
your character from being insulting to people whose heritage really is of
that culture. At the risk of saying we want PCPCs (Politically Correct
Player Characters), please be careful. Just think first.
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