The Races of Tyrra
You, the player, get to choose what race you want to go along with your character's skills. Humans and elves tend to be the most common because there is no makeup involved. Each of the following races has its unique role-playing and other quirks which are interesting and diverse. Whatever you choose is great, but be sure to pull it off with the right makeup and role-playing!
Race Handbooks can be obtained by contacting your local plot committee..
Barbarians come from the vast uncivilized regions of the continent and are unused to "civilized" society. Barbarians have a dislike for celestial magics, they will not voluntarily adventure with a mage or allow celestial spells to be cast on them.
These barbarians can learn a limited Detect Celestial Magic skill and have two more body points than a human character of the same class and level. Scholarly skills cost double for them.
Biata are rumored to be descended from a northern barbarian tribe, but they do not act like barbarians. They have large, upturned feathery eyebrows and often grow feathers in their hair and claws on their fingers as well. Biata tend to be very "lawful" in their philosophy of life -- they tend to be very good or very evil, but always with a purpose.
They distrust celestial magic as do barbarians and dislike having celestial spells cast apon them. Biata cannot buy Read Magic. They can buy Resist Charm, Break Charm and Resist Sleep.
Drae are dark elves, a mysterious race that mostly lives under ground, shunning sunlight. They have jet black skin, white or silver hair, and pointed ears. Drae can learn limited immunity from sleep and charm spells. From 6 am to 6 pm, they are weakened and thus have two less body points. They regain the missing points from 6 pm to 6 am.
They cannot take Two-Handed Blunt or Two-handed Sword skills. Polearm skill is allowed, and they can buy Crossbow at half price.
Dwarves are sturdy individuals who live in mountainous regions. They get one more body point than a human character of the same class and level and can buy Weaponsmith/Armorsmith for one point less. They can also buy resist poison. Dwarves cannot take Two-Handed Blunt or Two-Handed Sword skills. Dwarves pay double cost for Read Magic. All dwarves, both male and female, must have full beards.
Elves are long-lived people with pointed ears. Like Drae, they can buy Resist Sleep and Resist Charm. They have one less body point than of a human of the same class and level. They can buy Bow skill at half cost but cannot take Two-Handed Blunt or Two- Handed Sword skills.
Gadabari (formerly Gypsy)
Gypsies are a group of wandering human nomads who have specific abilities. Gypsies can cast or remove Gypsy Curse which is limited by the Gypsy code of honor. All "true" Gypsies must be human. Non-humans can join the Gypsy tribe, but may not become "true" Gypsies.
Half Ogres are actually not human/ogre hybrids, but are a race that closely resembles ogres in coloration and behavior. They are tougher than average and have yellow skin.
They have two more body points than a human of the same class and level. They do not take well to scholarly endeavors, and have to pay twice as much for Scholarly Skills.
Hoblings are peaceful people. They have furry feet and hands, as well as bushy eyebrows and sideburns. Hoblings have one less body point than a human of the same class and level. They can buy Resist Toxin. Hoblings cannot be fighters and cannot use two handed weapons of any type. Because of their aptitude, they can buy Pick Locks and Disarm Traps at half price.
Humans are the most common race in the lands of Avendale. They have round ears and hair on their heads (usually). They sometimes have beards and mustaches. They vary considerably in size, with males usually being larger than females. They also vary considerably in color, ranging from very pale to very dark. They can be very war-like or peaceful. They are, in other words, very unpredictable.
Mystic Wood Elves
Mystic Wood Elves are a strange race of creatures originally from the mystic wood in Northern Evendarr. The word elf in their name is somewhat of a misnomer, as they are not actually elves. They can buy Resist Charm/Charm break, which is somewhat like the Elven ability. Mystic Wood Elves have small horns on their foreheads and pointed ears. They are natural artisans and can buy Craftsman(Other) skills for two points. As a Mystic Wood Elf, you must buy a craftsman type skill at every level.
Orcs are tougher than average. They have green skin and large lower canine teeth. They have two more body points than a human character of the same class and level. They do not take well to scholarly endeavors and have to pay twice as much for Scholarly Skills.
Sarr are a race of felinoids. Sarr must wear makeup to appear as one of the large hunting cats.
Sarr have a natural immunity to disease, and may buy Resist Toxin. They also have superior scenting abilities, and as such may detect poisons or disease on a substance if they spend one minute inspecting it.
Sarr may only used edged weapons. If Small Weapon skill bought, the weapon must be a dagger. Sarr are also prohibited from using Waylay.
Scavenger is a generic term used for any type not covered by other races. They are humanoids with animal like characteristics (rat, badger, skunk, dog, etc.). Players are free to use their imagination in creating a Scavenger as long as makeup is worn and it is obvious that the player is not playing another race.
All Scavengers are very hardy survivors on the fringe of civilization. They may buy Resist Toxin. As with Sarr, they have superior scenting abilities and may detect disease or poison on a substance if they spend one minute inspecting the item.
Scavengers cannot use Two-Handed Blunt or Two-Handed Sword. They must also pay double cost for all scholarly skills.
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