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Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. Immediately after you'll also find guidelines on how to create your own races.
Android
Androids are sentient machines with a variety of appearances depending on the setting. Some appear almost human, some are purely mechanical. The android presented here is a basic version with normal human knowledge and emotions. Particular settings may alter, remove, or add other abilities based on their role and function in that world.
• Asimov Circuits: The android cannot harm, or by inaction bring harm to sentient beings. This gives him the Pacifist Hindrance (Major).
• Construct: Androids add +2 to recover from being Shaken, don't suffer wound modifiers, and are immune to poison and disease. Androids cannot heal naturally. To heal an android requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.”
• Outsider: Organic races often mistrust or misunderstand androids. They subtract 2 from their Charisma when dealing with races other than their own.
• Programming: Androids begin with a free d6 in one skill, representing their original programmed role.
• Recharge: During character creation, the player must determine the android's power source. If the android cannot access his power source at least once per day, he's automatically Fatigued each day until he's Incapacitated. The day after that, he goes “off-line” and must be revived with a Repair roll and a four-hour charge of energy. The power source replaces the need for food and water, unless they are the chosen power source.
• Unnatural: Arcane powers, both detrimental and beneficial, suffer a –2 penalty to affect androids. This has no effect on damaging powers, which affect them normally.
Atlantean
From the crushing depths come the mysterious folk known as Atlanteans. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat. Their civilization is advanced, and Atlantean science is a wonder to behold.
• Advanced Civilization: Atlanteans are generally more intelligent than the other races of their world. They start with a d6 in Smarts rather than a d4.
• Aquatic: Atlanteans live in and breathe water. They cannot drown in water, move at full Swimming skill, and get a free d6 Swimming.
• Dehydration: Atlanteans must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
• Tough: The pressure of their deep homes make Atlanteans tougher than most. Increase Toughness by 1.
Avion
Avions are any basically human race with wings. They tend to be very slight of build owing to their hollow bones.
• Flight: Avions can fly at their basic Pace and even “run” while flying. It costs 2” of Pace to gain 1” of height.
• Hollow-boned: Avions have –1 Toughness.
• Mostly Human: Avions may choose one free Edge at character creation as long as they meet all requirements.
Dwarves
Dwarves are short, stout, hardy people who come from massive caverns in the high mountains. They are a proud, warlike race, usually made so by frequent contact with savage races such as orcs and goblins. Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Elves
Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver and blue.
• Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
• All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
• Low Light Vision: Elven eyes amplify light like a cat's, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
Half-Elves
Half-elves are usually a solid mix of their two parents. They gain the elves' grace but none of their elegant frailty. Most half-elves are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin. Most half-elves live only to about 100 years.
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character's eyes amplify light like a cat's, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren't true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
Half-Folk
Half-folk are small, nimble creatures with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble, and tend to live in their own little communities far off the beaten path.
• Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Half-folk average only about 4' tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.
Half-Orcs
Half-orcs are the offspring of either a human and an orc or an orc and another half-orc. Rarely is such a mating willingly accepted, so the character's “family tree” is likely more than a little troublesome to him or her. Half-orcs are usually accepted by orcish communities, but are shunned by most other races, including humans, elves, and dwarves. Some half-orcs choose to join the “civilized” races, turning their backs on their barbaric roots, and are often looking to redeem themselves. Many are heroic souls trying to prove their worth. Half-orcs have light-colored human skin with just a tinge of orcish coloration, with black hair and small eyes. Their features are harsh and angular, like that of orcs. Their natural life-span is the same as humans, though it is rare when one dies of old age.
• Infravision: Half-orcs can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
• Outsider: Half-orcs aren't trusted by most other civilized races, and so subtract 2 from their Charisma.
• Strong: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4.
Humans
Humans in most settings should get the usual benefit — one free Edge of their choice. This option reflects their versatility and adaptability compared to other races. If you like more variety, you might also give humans abilities based on culture rather than race. For instance, a seafaring human culture may start with Boating and Swimming at d6.
Rakashans
Rakashans have the form of humans with the features of felines. They come in a wide variety: the bright colors of tigers, the speckled hides of leopards, and the exotic look of Siamese cats are all appropriate. They have sharp claws and teeth and a cruel nature when it comes to dealing with their prey. Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. While they are too beautiful to be shunned, they are too foreign to be easily accepted.
• Agile: Rakashans have the feline grace of their ancestors. They start with a d6 Agility attribute instead of a d4.
• Bloodthirsty: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. This causes a –4 Charisma penalty among more “civilized” types.
• Racial Enemy: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture suffer a –4 Charisma when dealing with each other. Unless fettered by other authorities or common goals, individuals of the two races typically attack each other on sight.
• Claws: Rakashans have retractable claws that do Str+d6 damage and grant +2 to Climbing rolls on all but completely sheer surfaces.
• Low Light Vision: Rakashan eyes amplify light. They can see in the dark and ignore attack penalties for Dim and Dark lighting.
Saurians
Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races. Few outsiders have penetrated their society, and persistent rumors that Saurian religion requires sentient sacrifices remain unconfirmed.
• Outsider: Most races distrust the unblinking saurians. Their habit of eating their meat still squirming is also less than appetizing. They suffer a –2 Charisma penalty.
• Natural Weapons: The tails, claws, and teeth of saurians allow them to tail slap, claw, or bite in combat for Str+d4 damage.
• Saurian Senses: Saurians' lizard tongues can “taste” the air, giving them +2 to Notice rolls. They are always considered active guards for Stealth checks.
• Warm Natured: Though not truly cold-blooded, saurians are not comfortable in cold environments. They suffer a –4 penalty to resist cold environmental effects.