Ancestries

Races and Ancestries

The most powerful nations are dominated by humans, elves, dwarves, and (in their own quiet way) the hin. In the Broken Lands, the territories are divided among orcs, goblins, hobgoblins, ogres, trolls, gnolls, bugbears, and other so-called savage humanoids. Less populous and settled peoples like centaurs, hill giants, and lizard folk live in more remote communities, or in small clan groups along the rural and wilderness borderlands of more numerous folk.

Racial Enemies:  Several races have a Racial Enemy listed. This reflects the historical and current state of affairs between the major cultures of those races. However, not all individuals choose to take up this burden. At character creation, a hero can substitute a Minor Hindrance in place of the Racial Enemy characteristic. As long as they are true in their commitment to avoid undue hostilities, they do not suffer this penalty. 

Racial Hindrances: Several races begin with Hindrances that reflect their basic temperament and their general culturing upbringing. If desired, one Hindrance can be swapped for another that is more appropriate. For instance, an orc raised as a wizards's apprentice might not be Illiterate, but instead Curious, gaining an additional Minor benefit from the "upgrade" to the Hindrance. 

Heroes can of course remove Hindrances through advances, even those common to a particular race. The Outsider Hindrance can be removed by a hero becoming well known enough that they are treated according to their personal reputation and actions rather than a generalization. This generally requires effort on the character's part to "fit in," as well. 

Humans

Humans are the most numerous and dominant of the races of Mystara. Humans vary somewhat in appearance and habit across the world, but the differences are continuous rather than discontinuous. Only a handful of human populations exist in enough isolation, and with enough environmental pressure, to differ markedly from the baseline.

Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its requirements as usual. 

Aranea

Aranea are believed to be ancient race of magic-using spiders who vanished long ago. That's not true: they still live. An aranea has two true forms: its native form, that of a giant, humpbacked spider with clever claws, and a human or humanoid form it acquires when young. They can also manifest a third, hybrid form, that looks much like their humanoid form, but with an extra pair of eyes and extra finger joints. Araneas always remain in humanoid form as much as possible when among others, concealing their true nature; sometimes they will tell others their hybrid form is a magical power they possess. They are rare in most places, living secretly among other folk, and forming small colonies in places like the Isle of Dread, but maintain a secretive society in Hedath, on the Savage Coast. 

Armor: In spider form, an aranea's leathery carapace gives it +2 Armor. 

Bite: Araneas can bite for Str +4 damage, plus poison. An aranea can bite in close combat. 

Can't Swim: An aranea has the Can't Swim Hindrance. 

Clever: Araneas start with a d6 in Smarts (maximum d12+1). 

Delicate: Araneas take a -1 penalty on Vigor, but not associated skills. 

Frail: Araneas take a -1 penalty to Toughness. 

Low Light Vision: Araneas ignore penalties for Dim or Dark illumination (but not Pitch Darkness). 

Pace: An aranea has Pace 8 and its running die is improved by one die type. 

Poison: An aranea's bite delivers Mild Poison, Vigor or take a level of Fatigue (Exhaustion on a critical failure). 

Racial Enemy: Araneas  suffer a -2 penalty on Persuasion rolls when dealing with phanatons and may become hostile with very little provocation. 

Secret: An aranea's nature is a Secret, per the Hindrance. If revealed, this should be treated as the Enemy or Outsider (Major) Hindrance, depending on the region and circumstances. 

Shapechange: An area can shift back and forth between its forms as an action. In its humanoid form, it has a specific and unique appearance. Its abilities are unchanged, but its Size is between -1 and +1 (depending on the form) without changing its Toughness, and it has the land movement of its apparent form. However, it loses its bite, poison, and webs, but on the plus side, can wear armor and clothing normally. Its hybrid form has the Size and movement of its humanoid form, but retains all its aranea abilities; this third form is considered magical, and for this purpose, the aranea's casting skill is its Smarts. Upon death, an area reverts to its spider form. 

Spidery Movement: An aranea begins with Athletics d6 (maximum d12+1). 

Unusual Form: In its aranea form, an aranea can't wear armor and clothing designed for other folk, and it uses weapons and other tools at a -2 penalty that weren't specifically designed for it. It doesn't have this issue in humanoid form, but will need to shed armor and clothing to change into spider form again (otherwise becoming entangled). 

Weak: An aranea takes a -1 penalty on Stength rolls, including damage rolls based on Strength, but not associated skills. 

Webs: The aranea makes an attack, using Athletics, with a range equal to its Smarts. On a success, the target is entangled by sticky webs (Bound on a raise). The webs are sticky and have Hardness 5. Victims may break free on their turn. An aranea may use this ability a number of times equal to their Vigor; each day when they rest, they may make a Vigor roll and recover one use (two on a raise). 

Bugbears

Bugbears are large, hairy, goblin-like humanoids. In the wilderness, they are simple hunter-gatherers, sometimes raiding nearby communities for food or superior weapons. 

Infravision: Bugbears can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Ruthless: Bugbears are taught from an early age to take what they need. They start with one of the following Hindrances: Greedy (Minor), Mean, or Ruthless (Minor). 

Size 1: Bugbears average about eight feet tall. They gain +1 Size, which increases their Toughness and maximum Strength.

Stealthy: Bugbears, despite their size and odd gait, can move nearly silently. They start with Stealth d6, and their maximum is increased to d12+1.

Strong: Bugbears start with a Strength of d6 instead of d4, and their maximum is increased (d12 + 2 with Size). 

Uncultured: Bugbears do not start with a d4 in Common Knowledge or Persuasion skills, though they can learn them normally. 

Centaur

Centaurs have the bodies of horses, with a humanoid torso where the head would be. Centaurs tend to live in secluded woods and plains areas, associating mainly with sylvan creatures.

All Thumbs: Centaurs lead rustic lives, focusing more on good craftsmanship and the basics of survival than technology. They have the All Thumbs Hindrance. 

Can't Swim: The centaur form is decidedly un-hydrodynamic, and centaurs have the Can't Swim Hindrance.

Dependency: Centaurs need to gallop beneath the open sky at least one hour out of every 24. They take a level of Fatigue each day if they can’t, and recover a level per hour spent out of doors once free to do so. This cannot lead to Incapacitation.

Kick: Centaurs can kick with their hooves for Str+1d4 damage. Creatures with natural weapons are considered armed. 

Pace: Centaurs get +4 Pace and their running die is increased by 2 steps.

Size 2: Centaurs are the size of horses. They have +2 Size, which increases their Toughness and maximum Strength (d12 +2). 

Sylvan: Centaurs begin with Survival d4. 

Unusual Form: Centaurs cannot ride mounts or use certain types of armor, gear, or other equipment that does not fit their form (GM’s call). 

Dwarves

Dwarves are a resilient people. While not as widespread as other folk, they are the ruling people of Rockhome. Dwarves can often be found anywhere opportunities can be found to mine or build.

Infravision: Dwarves can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Racial Enemy: Dwarves hold a long-standing grudge against goblins. Dwarves suffer a -2 penalty on Persuasion rolls when dealing with goblins and may become hostile with very little provocation. 

Reduced Pace: Decrease Pace by 1 and running die by one type.

Sword and Hammer: Dwarves start with Fighting d4.

Tough: Dwarves start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1. 

Elves

Elves are graceful beings, attuned to magic and nature. The reclusive Wood Elves haunt the forests of Alfheim and other remote places, while the High Elves build magnificent tree cities. Some elves, mostly of High Elf descent, dwell in urban settings, near and among humans. 

Alertness: Elves are keen of sight and hearing, and start with the Alertness Edge. 

Low Light Vision: Elves ignore penalties for Dim and Dark Illumination. 

Quirk (lover of beauty): Elves are drawn to nature and artistic expression, and will often pause to admire things that are thriving, beautiful, or well-made. 

Gnolls

Gnolls resemble a cross between a human and a hyena. Gnolls are rugged survivors, but rarely work metal or engage in other major industry. Gnolls usually take what they want from others. 

Pack Animal: Gnolls start with either the Loyal or Mean Hindrance. 

Low Light Vision: Gnolls ignore penalties for Dim and Dark Illumination.

Hunter Tracker: Gnolls start with Survival d4.

Size 1:  Gnolls are bigger than humans. This increases Toughness by 1 and maximum Strength by 1.

Strong:  Gnolls start with a d6 Strength instead of a d4. This increases maximum Strength to d12 + 2 (with Size).  

Uncultured: Gnolls place little value on charm or education, and take a -1 penalty on Common Knowledge and Persuasion.

Gnomes

Gnomes live in lowland burrows or in underground communities. They have a great love of gold and gems. They love machinery of all kinds, and prefer crossbows and hammers as weapons. 

Adaptable: Gnomes start with a free Novice Edge of choice. 

Infravision: Gnomes can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Mechanical Curiosity: Gnomes start with a d4 in Repair. 

Oo Shiny: Gnomes start with either the Greedy (Minor) or Quirk Hindrance. Most commonly this manifests as a love of mineral wealth and devices, but some gnomes have unusual obsessions.

Racial Enemy: Gnomes have an ancient rivalry with kobolds, who encroach on their burrows and mines. Gnomes suffer a -2 penalty to Persuasion when dealing with kobolds, and maybe become hostile with little provocation. 

Reduced Pace: Decrease Pace by 1 and running die by one type.

Size -1: Gnomes are three to four feet tall, giving them a Size of -1 (and reducing Toughness by -1). 

Tough: Gnomes start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1. 

Goblins

Goblins have earth-colored skin and red, glowing eyes. They prefer to live in underground caves and cabins. Goblin thieves sometimes steal food and attack defenseless groups. In their own territories, they live much as any tribal folk, raising animals, showing deference to magicians, and honoring their chief or king. 

Rider: Goblins are adept riders, not only riding such beasts as ponies, but famously using dire wolves as mounts. A goblin starts with Riding d6, raising their maximum to d12+1.

Infravision: Goblins can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Racial Enemy: Goblins inherit a deep-seated hatred of dwarves. Goblins suffer a -2 penalty on Persuasion rolls when dealing with dwarves and may become hostile with very little provocation. 

Size -1: Goblins are 3 1/2 to 4 1/2 feet tall, giving them a Size of -1 (and reducing Toughness by -1). 

Sneaky: A goblin begins with d6 Stealth, increasing their maximum to d12+1. 

Half-Elves

The product of human-elf relations, half-elves are rare because of cultural differencesas well as limited interfertility. Except in a few regions (such as the Savage Coast, where an Immortal patron has blessed them), they are so rare as to be unknown or the subject of tales. Half-elves not wanting attention will often seek to pass as a human, elf, or some other type of being. Half-elves don't follow simple genetics, owing to their complex ancestry and the differences environment and magic can have of them. On the Savage Coast, half-elves breed true with one another, and pairing with an elf or human produces a half-elf. 

Adaptable: Half-elves begin play with any Novice Edge of their choosing. They must meet its requirements as usual. 

Low Light Vision: Half-elves ignore penalties for Dim and Dark Illumination.

Outsider (Minor): Half-elves generally have this Hindrance, taking a -2 on Persuasion rolls with all but their own kind in most circumstances.  Half-elves on the Savage Coast are less notable, and can swap this for another Minor Hindrance. 

Half-Orcs

Half-orcs often go unnoticed on Mystara, although they can be found in numbers in some regions, particularly where the Broken Lands adjoin human-controlled territories. A half-orc has one orc parent and one non-orc parent, typically a human or hobgoblin. Half-orcs can be breed true, and half-orcs can mate with humans or orcs to produce more half-orcs. However, crosses back to the parent race may produce a person more similar to a basic orc or human, and this will certainly happen with multiple crosses. Although having some orc tendencies, half-orcs are more similar to humans in their potentialities and breadth of interests. 

Adaptable: Half-orcs receive a bonus Novice Edge. They must meet all prerequisites. 

Infravision: Half-orcs can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Outsider (Minor): Half-orcs have this Hindrance, taking a -2 on Persuasion rolls with all but their own kind in most circumstances. 

Hill Giant

Giants tend to be leery of "civilized folk." Though brutish, hill giants sometimes associate with smaller folk, often leading rustic lives or working as mercenaries or guards. The general reputation of hill giants is that they steal livestock and raid humanoid settlements, though some belie this stereotype. 

Big:  Hill giants are gigantic. A hill giant subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for someone of their size and cannot wear their clothing or armor. Equipment, food, and clothing cost double the listed price. An ogre's club or spear is about the daintiest item a creature of hill giant size could wield. 

Blunt: Hill giants struggle with the finer points of diplomacy, and take a -1 penalty on Persuasion tests. 

Brute-Minded: Hill giants generally don't spend a lot of time in deep thought. Only their spellcasters, storytellers, and crafters put much stock in intelligence. Hill giants suffer a -1 on Smarts (but not its associated skills). 

Lumbering: Hill giants suffer a -1 on Agility (but not its associated skills). 

Mighty: Hill giants start with a d6 Strength instead of a d4. This increases maximum Strength to d12 + 4, taking into account their Size. 

Pace: A hill giant's stride increases Pace by 2 and their running die is increased by a die type.

Powerful: Hill giants start with the Brute edge. 

Size 3: Hill giants average twelve feet tall. This increases Toughness by 3 and maximum Strength by 3.

Stomp-Stomp: Hill giants take a -1 penalty on Stealth. They do not start with a d4 in Stealth, but can learn it normally. 

Tough: Hill giants start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1. 

Hin

Hin, sometimes called halflings by humans, are a diminutive people. Rural hin are rustic, insular busybodies, while urban hin are well-integrated into the bustle of the city. Hin of the roadways split the difference, and some are travelers. 

Agile: Hin start with a d6 in Agility (maximum d12 + 1). 

Alertness: Hin begin with the Alertness Edge.

Hidden: Hin begin with a Stealth skill of d6. This increases maximum Stealth to 1d12+1. 

Humble: Hin begin with the Mild Mannered Hindrance. 

Reduced Pace: Decrease Pace by 1 and running die by one type.

Size -1: Hin are three to four feet tall, giving them a Size of -1 (and reducing Toughness by -1). 

Hobgoblins

Hobgoblins resemble goblins, but bigger. Hobgoblin tribes keep to their own kind, foisting the occasional half-breed on other folk to deal with.  Hobgoblins resemble orcs in their martial habits, but hobgoblins are far more tenacious and cunning. Hobgoblins sometimes form small troupes and ally themselves with other humanoids, or enslave them. Hobgoblins sometimes take up residence among other folk. 

Infravision: Hobgoblins can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Rugged: Hobgoblins start with the Vigor d6, raising their maximum to d12 + 1. 

Ruthless: Hobgoblins are hard on their allies, ruthless to their rivals, and downright vicious to their enemies. A hobgoblin has the Ruthless (Minor) Hindrance. 

Kobold

Kobolds are small, hairless, dog-like humanoids. They dwell in large clans, often underground. While not renowned for their artisanship, they are adept at making weapons and traps used to defend their lairs. 

Adaptable: Kobolds begin play with any Novice Edge of their choosing. They must meet its requirements as usual. 

Craven: Kobolds are not known for individual courage. They start with the Yellow hindrance. 

Infravision: Kobolds can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Nimble: Kobolds start with  a d6 Agility instead of d4. Their maximum Agility is d12+1.

Racial Enemy: Kobolds have a deep-seated hatred of gnomes. Kobolds suffer a -2 penalty on Persuasion rolls when dealing with gnomes and may become hostile with very little provocation. 

Size -1: Kobolds are 2 1/2 to 3 feet tall and 35 to 45 lbs. giving them a Size of -1 (and reducing Toughness by -1). 

Sneaky: A kobold begins with d6 Stealth, increasing their maximum to d12+1. 

Living Crystal Statue

Living crystal statues are created by wizards. Living crystal statues are sometimes employed by the wealthy and powerful in their manors, but are also used as guards, tireless laborers, and other purposes. 

Amor: Hewn from solid crystal and enchanted with magic, living crystal statues gain +2 Armor. 

Can't Swim: While not at risk of drowning, living crystal statues are at risk of sinking. They have the Can't Swim Hindrance.

Construct: Living crystal statues add +2 to recover from being Shaken, don't breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing requires the Repair skill, which takes one hour per current Wound level per attempt is not limited to the Golden Hour. 

Created Mind: Living crystal statues are created with no lived experiences. A living crystal statue does not have Common Knowledge as a core skill, but can learn it normally. 

Crystallized Intelligence: Living crystal statues, as enchanted beings, don't have the fluidity of thought of a living being. They suffer a -1 on Smarts (but not its associated skills). 

Fists of Mineral: Living crystal statues get the Brawler Edge. 

Guileless: A living crystal statue does not have Persuasion as a core skill, but can learn it normally. 

Noticeable: As sizeable bulks of minerals with a tendency to catch the light, a living crystal statue takes -1 on Stealth. 

Outsider (Major): Living crystal statues usually suffer a -2 penalty on all Persuasion tests except against other constructs. Additionally, they are considered "things" rather than people, unless granted a special legal status by a ruler. 

Size 1: Living crystal statues are more than twice as heavy as a human. They have a Size of 1, which increases their Toughness and maximum Strength. 

Lumbering: Living crystal statues, though graceful enough, are made of dense minerals, and suffer a -1 penalty on Agility tests (but not Agility skills). 

Lizardfolk

Lizardfolk are humanoids that resemble crocodilians and monitors. They have a tribal culture. Lizardfolk have little regard for the customs of warm-bloods, and sometimes engage in ritual or survival anthropophagy (a practice which, of course, some humans reciprocate). 

All Thumbs: Lizardfolk use crude, though effective, tools, and begin with the All Thumbs Hindrance. 

Armor: Lizarfolk's scales grant +2 Armor.

Bite: A lizardfolk's bite does Str + d4 damage and can be used against grappled foes. 

Cold Weakness: Suited to more tropical climes, lizardfolk take a -4 penalty to resist cold effects. Against cold attacks, this penalty becomes a damage bonus. 

Illiterate: There is not written form of the lizarfolk language, and they begin with the Illiterate Hindrance. 

Outsider: Due to their insular culture, a lizarfolk starts with the Outsider (Minor) Hindrance, taking a -2 penalty to Persuasion except against other lizardfolk. 

Semi-Intelligent: Lizardfolk are generally not as intelligent as other folk, taking a -1 penalty on Smarts checks (but not associated skills). 

Sensitive: Lizardfolk start with Notice d6, increasing their maximum to d12 + 1. 

Strong: Lizardfolk start with Strength d6, increasing their maximum to d12 + 1. 

Survivalist: Lizardfolk start with Survival d4.

Tough: Lizardfolk start with Vigor d6, increasing their maximum to d12 + 1. 

Lupin

Lupin are dog-like humanoids, often allied with humans. They sometimes ride dire wolves and attack with lances. Rare in most of Mystara, they have a notable presence along the Savage Coast. 

Bite:  A lupin has fangs that cause Str+d4 damage and may be used on grappled foes.

Detect Werewolves: A lupin can detect werewolves as an innate ability. This works like detect arcana, but costs no power points, uses Notice, and only detects werewolves and other canine lycanthropes specifically. 

Keen Senses: A lupin's keen senses, especially its sense of smell, grant it the Alertness Edge.

Pack Order: A lupin is always aware of its place in the pack. A lupin starts with the Loyal or Ruthless (Minor) Hindrance.

Racial Enemy: Lupins hate werewolves. Lupins suffer a -2 penalty on Persuasion rolls when dealing with werewolves and may become hostile with very little provocation. 

Metamorph

Metamorphs closely resemble humans. They can be found throughout the planes, in small, secretive numbers. They have slightly pointed ears and pure white eyes. Because of their shapeshifting abilities, they are sometimes mistaken for lycanthropes.

All Thumbs: Metamorphs live philosophical lives, communing with nature and engaged in rustic crafts. They start with the All Thumbs Hindrance. 

Awareness: Metamorphs have open, sensitive minds. They start with a d6 in Smarts (maximum d12+1). 

Elusive: Metamorphs are secretive and cautious, especially around strangers. They begin with the Cautious, Mild Mannered, or Pacifist (Minor) Hindrance. 

Outsider (Minor): Sometimes confused for lycanthropes, and regarded as a mysterious people otherwise, metamorphs take a -2 on Persuasion rolls with all but their own kind in most circumstances. 

Shapechanger: Metamorphs have the Arcane Background (Gifted) Edge. They know the shape change power with a range of Self (getting the usual PP cost reduction) and 15 power points. Focus is the associated skill; they begin with d4 Focus. 

Neanderthal

Neanderthals (also known as cavemen) have squat bodies with large bones and powerful muscles. Their faces have apelike features, including large brows. They live in hill and mountain territories far from human communities, or in secluded "lost world" areas. Neanderthal leaders tend to be extremely large. A properly dressed neanderthal could conceivably pass for a human, but neanderthals lack advanced language skills.

All Thumbs: Neanderthals rely on wood, stone, and fiber items, and have no industrial culture. They have the All Thumbs Hindrance. 

Few Words: Neanderthals lack the fluency of humans. They start with the Tongue-Tied Hindrance.

Hunter-Gatherer: Neanderthal communities are self-sufficient. A neanderthal starts with Survival d6 (maximum d12+1).  

Non-Symbolic: Neanderthals start with the Illiterate Hindrance. 

Racial Enemy: Neanderthals have a deep-seated hatred of ogres. Neanderthals suffer a -2 penalty on Persuasion rolls when dealing with ogres and may become hostile with very little provocation. 

Rope-Like Muscles: A neanderthal starts with either the Brawny or Free Runner Edge. 

Toughness: A neanderthal starts with Vigor d6 (maximum d12 + 1). 

Ogres

Ogres are among the smallest of giant-kind. Ogres have a brutish appearance, and are often considered to be in the same category of the savage humanoids. Indeed, they often associate with orcs and other humanoids, whether as brutish leaders or powerful enforcers, but can sometimes be found in association with hill giants, stone giants, or more intelligent humanoids. 

All Thumbs: Ogres usually have neither the aptitude nor interest in anything more complicated than a good weapon. They start with the All Thumbs Hindrance.

Big:  Ogres are significantly larger than most other humanoids. An ogre subtracts 2 from Trait rolls when using equipment that wasn't specifically designed for someone of their size and cannot wear their clothing or armor. Equipment, food, and clothing cost double the listed price. Ogres without gold tend to settle for hide armor and massive clubs and spears. 

Dull: Ogres are among the least intelligent of humanoids. Ogres suffer a -1 on Smarts (but not its associated skills). 

Endurance: Ogres start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.

Greedy: Ogres begin with the Greedy (Major) Hindrance.

Hulking: Ogres start with a d6 Strength instead of a d4. This increases maximum Strength to d12+3, taking into account their Size. 

Illiterate: Ogres begin with the Illiterate Hindrance.

Low Light Vision: Ogres are often cave dwellers, and ignore penalties for Dim or Dark Illumination (but not Pitch Darkness). 

Menacing: Ogres start with the Menacing Edge.

Racial Enemy: Ogres despise neanderthals, with whom they battle for territory. Ogres suffer a -2 penalty on Persuasion rolls when dealing with neanderthals and may become hostile with very little provocation. 

Size 2: Ogres tower over humans, typically averaging 8 to 10 feet tall. This increases Toughness by 2 and maximum Strength by 2.

Thick Skull: Ogres begin with the Iron Jaw Edge.

Orcs

While orcs are little more than a bogey or legend in some lands, they predominate in areas like the Broken Lands where their brute strength serves them well. Otherwise, they can be found in tribal groups of all sizes, living underground or in border regions. Bestial in appearance and technologically unsophisticated, orcs have a healthy fear and respect for those more powerful than themselves. Although reputed to be creatures of Chaos, orc bloodlines contain enough human, humanoid, and giantish ancestry that it is difficult to generalize about their temperament. 

All Thumbs: Orcs have little familiarity with mechanical devices. They start with the All Thumbs Hindrance.

Brute-Minded: Orcs tend to operate on impulse, with little patience for deep thought. Orcs suffer a -1 on Smarts (but not its associated skills). 

Illiterate: Orcs start with the Illiterate Hindrance. 

Infravision: Orcs can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings).

Intimidating: Able to project menace even when evenly met, orcs start with the Menacing Edge. 

Mean: Orcs start with the Mean Hindrance.

Muscular: Orcs start with a d6 Strength instead of a d4. This increases maximum Strength to d12 + 1.

Resilient: Orcs start with the Iron Jaw Edge.

Phanaton

Phanatons somwhat resemble raccoons and monkeys, but have leathery patagia stretching from arm to leg. They also have dexterous tails that can grasp objects and tree branches. They primarily settle in small jungle communities. 

Agile: Phanatons start with Agility d6 (maximum d12+1).

Gliding: Phanatons can fly at Pace 6, provided there is at least some movement of air, or they can begin from a height. 

Low Light Vision: Phanatons ignore penalties for Dim or Dark Illumination (but not Pitch Darkness). 

Racial Enemy:  Phanatons suffer a -2 penalty on Persuasion rolls when dealing with aranea and may become hostile with very little provocation. 

Size (-1): Phanatons are about three feet tall and slight of build. Their Toughness is reduced by 1. 

Tail: A phanaton's tail grains a +2 bonus on Athletics checks to climb or maintain their balance. It can also hold small objects. 

Unusual Form:  A phanaton subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear armor or clothing not designed for them. 

Rakasta

Rakasta are humanoids with a cat-like appearance. Once more prevalent, they now are found in isolated pockets, such as the Isle of Dread, and along the Savage Coast. Most have a savage demeanor, and focus on martial valor, but city-dwelling rakasta exist, including dandies, scholars, and so-called "alley cats." 

Agile: Rakasta start with Agility d6, raising their maximum to d12 + 1. 

Bite: Rakasta have a bite that does d4+Str damage and can be used while grappling.

Claws: Rakasta can deal Str+d4 with their claws, and get +2 on Athletics (climbing) checks on any rough or soft surface.

Fastidious: Rakasta, like the cats they resemble, like to keep themselves neat. They start with either the Can't Swim or Quirk (fastidiously neat and clean) Hindrance. 

Foibles: Rakasta are varied in their outlook and habits, including their weaknesses. Select one additional Major Hindrance or two Minor ones, for which they receive no additional benefits. Common Hindrances include Code of Honor, Curious, Bloodthirty, Impulsive, Overconfident, or Yellow. 

Heedless: More cunning than wise, rakasta take a -1 penalty on Smarts checks (but not its associated skills). 

Keen Senses: Thanks to its superb hearing and eyesight, a rakasta begins with the Alertness Edge. 

Low Light Vision: A rakasta ignore penalties for Dim or Dark illumination (but not Pitch Darkness). 

Sensitive Hearing: A rakasta suffers a –4 penalty to resist a sound effect. If the rakasta suffers an attack based on sound, the penalty acts as a bonus to damage.

Tortle

Tortles are land-dwelling, vegetarian beings with a turtle-like appearance. Unassuming by nature, they are physically powerful, and sometimes learned. They can't easily swim, but float.

Aloof: Tortles lead mostly gentle lives, avoiding others. They begin with either the Pacifist (Minor) or Suspicious (Minor) Hindrance. 

Armor: A tortle's shellback and leathery skin grants Armor +4. 

Big and Shelled: A tortle cannot wear armor, and clothing must be especially designed for them. Due to their size, equipment more complex than a club, staff, or spear incurs a -2 penalty unless specifically designed for them. 

Mild Mannered: A tortle starts with the Mild Mannered Hindrance.

Reduced Pace: A tortle's Pace is reduced by 1 and their running die is reduced by one (to 1d4 - 1). 

Size 1: Tortles way around 500 lbs. This increases Toughness by 1 and maximum Strength by 1.

Strong: These big herbivores start with Strength d6, increasing their maximum to d12 +2 (with Size).

Tough: A tortle begins with Vigor d6, increasing their maximum to d12 + 1.