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This chapter holds the descriptions of the races which are available to
be used as player characters, non-player characters, or opponents in
battle. Each of the entries is in the same format, to make it easy to
find the information you need.
These pages include the following information:
- The name of the race.
- Average attributes. See the section on
Initial Attributes
in
Character Creation
for more information on how to use these. The number of increase
points available to a character of this race will also be given.
- Physical characteristics. The height and weight given are the
average for the race, and most members of the race will fall within ten
percent of the average, one way or the other. The life expectancy is
also given.
- Movement attributes. See the section on
Movement
in
Other Rules
for more information on how to use these.
- Hit locations. This table gives all the information you will need
to take the character through combat. The various hit locations which
apply to the race are listed, each with a hit point divider, a “hit on”
range, and an aimed attack penalty.
To determine the character's maximum hit points in a certain hit
location, divide their CON by the given hit point divider (eg. if there
is a /10 in the HP column, and the character has a 65 CON, they will
have a maximum of 6 HP in that hit location). Alternately, there may be
an absolute number of hit points given, in which case all characters of
the race have the same number of hit points in that location.
The "hit on" range is used to determine where the character is hit.
When another character scores a hit against your character, unless it is
an aimed attack, they will roll again. Look up the result of their roll
on your table to determine which hit location they have damaged. See
the chapter on
Combat
for more details.
The penalty is the modifier which must be applied to a aimed attack
on that particular hit location. It is a measure of how awkward it
would be to intentionally hit that location.
- Physical Description, Reproduction, Climate, Society and
Miscellaneous. These will include anything you will need to know to
play a member of the race, along with anything you don't need which we
thought was interesting enough to be included.
- Game terms. This will include anything you should keep in mind when
creating a member of the race. It is not generally important after the
character has been completed.
Note
While the game makes no distinction between male and female characters,
the players may wish to take certain tendencies into account.
Among most humanoid races, the strongest males are stronger than
the strongest females, but females exhibit a higher average endurance
and intuition. Males are also taller and heavier on average. The other
attributes are fairly even. These differences, however, are not as
pronounced as they once were, and there is a continuing trend towards
equality.
Among many species of birds the males are brightly coloured, in
order to attract mates, while the females are much more blandly
coloured, so that they blend into their surroundings while they are
hatching their eggs.
Similarly, little or no distinction is made between the numerous
species which make up the various races, although there are differences
there as well.
Eastern Asian humans are often slightly shorter and darker skinned
than their counterparts from northern Europe, but are taller and lighter
skinned that the extremely short African pygmies.
There are hundreds of species of dogs, cats, birds, fish, spiders,
etc. Clearly, a chihuahua will have a much lower strength than a
bulldog. However, to undertake to describe all of these individually is
the job of encyclopaedias, not a role-playing game. We will make note
of some of the more common or representative species, but it is up to
the player and GM to determine the exact statistics of any species we do
not explicitly cover.
Your characters will seem more realistic and alive if you take these
tendencies into account when creating a character.
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