Conquest of the New World
By far the dominant race in Euros, humans rule the vast majority of the surface territory. The other races are very much in the minority in all nations, and are often treated as second-class citizens or blatantly reviled.
In addition to the free Edge that all humans receive, members of each cultural group may choose to start with a d6 in one skill, or d4 in two skills.
Avalon: Boating or Swimming
Castille: any Knowledge skill (Arcana, Dungeoneering, Engineering, Geography, History, Nature, Nobility, Religion)
Eisen: Intimidation or Repair
Montaigne: Gambling or Taunt
Ussura: Riding or Tracking
Vendel: Persuasion or Survival
Vodacce: Streetwise or Stealth
Crescent Empire: Riding or Climbing
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 dangerous denizens of the deep.
- 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.
- Shunned: Dwarves are not accepted into the society of Euros and suffer a -2 Charisma when dealing with humans.
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.
- Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
- Cautious: Elves are contemplative and thorough, often taking what seems like forever to make a decision.
- 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.
- Shunned: Elves are not accepted into the society of Euros and suffer a -2 Charisma when dealing with humans.
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 often shunned by both sides of their family and grow resentful.
- 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.
- Shunned: Half-elves are accepted by neither human society nor elves. They suffer a -2 Charisma when dealing with humans or elves.
Halflings 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.
- Fortunate: Half-folk draw one additional Bennie 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.
- Shunned: Halflings are not accepted into the society of Euros and suffer a -2 Charisma when dealing with humans.
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 the orcish communities in the wilderness beyond Ussura’s borders, but are shunned by other races. Some half-orcs choose to struggle in the “civilized” lands, but rarely rise above the level of peasant laborer.
Half-orcs have light-colored human skin with just a tinge of greenish-olive coloration, 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 uncommon for a half-orc to die 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.
- Shunned: Half-orcs are not accepted into the society of Euros and suffer an additional -2 Charisma when dealing with humans.
- Strong: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4.