There are a few non-human races available to chose from in Aegyptvs, as follows:
Dwarves are tough, short and hardworking. They are the favoured of the god Geb, whom most of them worship. They are the most populous of the non-human races but most of them can be found in the two cities of Gworn and Atard.
Characteristics: +1 STR +1 BOD -1 APP -1 MIND
Advantages: Dark Sight (1)
Impediments: Slow (1)
Xposures:
Specials: Elemental: Dwarves are aligned with Earth and thus opposed by Air. They will reduce the amount of damage inflicted by 4 pts if it is based on elemental Earth. Likewise they will increase the amount of damage suffered by 2 pts if it is based on elemental Air. Elemental attacks generally come in the form of spells or magically aligned weapons.
Craft: Dwarves have an affinity for stone and begin with Craft(Stonemason).
Elves are said to be the favoured of Isis, and a large percentage of elves worship either Isis or her sister Nephthys. Elves are generally slighter of build than humans but nearly always considered attractive and well spoken. Elves are gypsies mostly, but make excellent merchants or diplomats.
Characteristics: +1 AGL +1 APP -1 BOD -1 SPIR
Xposures: Social (Base)
Specials: Elemental: Elves are aligned with Wood and thus opposed by Metal. They will reduce the amount of damage inflicted by 4 pts if it is based on elemental Wood. Likewise they will increase the amount of damage suffered by 2 pts if it is based on elemental Metal. Elemental attacks generally come in the form of spells or magically aligned weapons.
Craft: elves have an affinity for wood and begin with Craft(Woodworker).
The Ashrak are the favoured of Anubis and worship him almost without exception. They have jackal like heads on a human body and prefer the freedom of the desert life to that of the cloistered cities. Ashrak are mostly warriors, hiring themselves out as mercenaries or bodyguards.
Characteristics: +1 STR +1 SIZ -1 MND
Impediments: Outsider (1)
Advantages: Fearsome (1)
Xposures: Desert Creature (Mod)
Flaws and Passions can be gained during game play, either at the request of the player or imposed by the GM. They can be bought off with Good Luck, as long as some attempt to correct the problem has been made during that session.
Flaws are weaknesses or failings in your character. Successful play of a Flaw can result in the award of Good Luck. It should hinder or challenge your in game play in some way.
Passions can be Hates or Loves. Passions can be used to incite your character to greater efforts and should target fairly specific areas.
To incite a Passion the player must spend Good Luck and then they gain +1d to one area of play, a particular skill, related to the Passion and its target. If the bonus is applied to a combat skill it only works for a few rolls (say one round). If applied to a non-combat skill use the GM should allow it to apply over a single event.
A Passion is a two edged sword, the GM may incite your Passion against you, you may elect to ignore this but it will generate Bad Luck.