World:Shattered Academy/Races

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Player-Character Races

It is possible to "buy off" some racial Hindrances. A psychotically impulsive Saurian, for example, might spend a point in character generation to eliminate Cautious, becoming no more reticent than any "normal" person.

Dawn Folk

  • Fortunate (+2): Dawn Folk draw one additional benny per game session.
  • Hide-Bound (-1): Dawn Folk dislike mechanical objects and other "high" technology (beyond the Bronze Age), and thus have the All Thumbs Hindrance.
  • Rugged (+1): Dawn Folk are used to living without "civilized" conveniences. They gain a +2 bonus to resist negative environmental effects (heat, cold, pressure, etc.).
  • Short (-2): Dawn Folk are only about 4' tall, and subtract 1 from Toughness. They have a Size of -1, and cannot take the Small Hindrance.
  • Spirited (+2): Dawn Folk are optimistic and strong-willed. They start with a d6 Spirit instead of a d4.


  • Brawny (+2): Dwarves have a stocky build, which adds +1 to Toughness. They can also carry 8 x Strength in pounds without penalty (instead of the usual 5 x Strength), often used to wear heavy armor.
  • Low-Light Vision (+1): Dwarves are accustomed to the short days and long winters of the north, and ignore attack penalties for Dim and Dark lighting.
  • Short Arms (-2): Dwarves have a -1 to their Parry scores.
  • Short Legs (-1): Dwarves have a natural Pace of 5".
  • Tough (+2): Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.


  • Agile (+2): Elves are lithe and limber. They start with a d6 Agility instead of a d4.
  • Arrogant (-2): Elves flaunt their supposed superiority, and attempt to dominate any opponent and master the most important challenges.
  • Attractive (+2): Elves are naturally good-looking, and receive a +2 to Charisma. Even Ugly elves have the kind of craggy good looks that make them at least average in appearance.
  • Bright (+2): Elves love to play with words and ideas. They start with a d6 Smarts instead of a d4.
  • Spindly (-2): Elves must pay two points per die type to raise their Strength during character generation.


Humans receive one free Novice Edge of their choice. Thorough mixing of the hominid (not Rakashan or Saurian) bloodlines is an accomplished fact in modern Europa. "Middle-folk," or humans, are roughly equal admixtures of the other races, but sometimes one blood type or another predominates, and an otherwise "normal" human might exhibit one or more of the characteristics ascribed above or below.


Though popular stories and histories often describe orcs as ugly, much of that is due to the ritual scarification and skull-shaping done by their ancestors. "Modern" orcs, while still brutish, can still sometimes possess a hulking charm.
  • Big (+2): Orcs have large frames. They receive Size +1 (which gives the same bonus to Toughness).
  • Honorable (-2): Keeping their word, respecting guests and prisoners, and other traditions of their nomad ancestors are important to orcs.
  • Fearsome (+1): Every orc knows it was their ancestors who toppled the ancient Reman Empire. They receive a free d6 in Intimidation.
  • Low-Light Vision (+1): Orcs still have the vision of hunters. They ignore attack penalties for Dim and Dark lighting.
  • Rugged (+1): The original orcs came from the wind-swept steppes. They gain a +2 bonus to resist negative environmental effects (heat, cold, pressure, etc.).
  • Strong (+2): Orcs are well-muscled. They start with a d6 Strength instead of a d4.
  • Stupid (-2): Orcs have never quite taken to civilization. They must pay two points per die type to raise their Smarts during character generation.
  • Vengeful (-1): Orcs are touchy, and seek to right any wrongs done to them. Thankfully, they are usually bound by law and honor (as in the minor version of this Hindrance).


  • Agile (+2): Rakashans have excellent reflexes. They start with a d6 Agility instead of a d4.
  • Claws (+1 & +1): Retractable claws give Rakashans Str+d6 "unarmed" damage and grant a +2 to Climb rolls on all but completely sheer surfaces.
  • Greedy (-1): Rakashans find it hard to share. They have the minor version of this Hindrance.
  • Low-Light Vision (+1): Rakashans can practically see in the dark. They ignore attack penalties for Dim and Dark lighting.
  • Pampered (-1): Rakashans subtract 2 from all Vigor rolls made to resist Fatigue checks, poison, disease, environmental effects, and the like.
  • Vengeful (-1): Rakashans do not easily forgive a slight, though they may be subtle in seeking payback. They have the minor version of this Hindrance.


A Saurian with Agility d6+ can learn the Novice-level Edge "Tail-Striker," allowing a free attack with the tail (no MAP, Str+d4 damage).
  • Cautious (-1): Some might call them "slow"; a more favorable term might be "deliberate." Saurians take their time gathering information, making plans, and seeking consensus.
  • Desert-Adapted (+1 & -1): Their heritage gives Saurians a +4 bonus to resist heat environmental effects, but a -4 penalty to resist cold.
  • Natural Weapons (+1): Saurians' hands, feet, and teeth do Str+d4 "unarmed" damage.
  • Primitive (-1 & -2): As the most primitive and isolated of Europa's races, Saurians have both the All Thumbs and Clueless Hindrances.
  • Saurian Senses (+1 & +1): Saurians' lizard tongues can "taste" the air, giving them +2 to Notice rolls. They are always considered active guards against Stealth checks.
  • Scales (+2): Their thick hide and reptilian skin gives Saurians +2 Armor (negated by AP weapons, such as crossbows).
  • Thermal Vision (+1): Since they can see heat emissions, Saurians halve penalties (round down) for bad lighting when attacking living targets.

Non-Player-Character Races

The world has a wide variety of monsters and creatures in it. Some of those that have been reported (which may or not be real) appear below -- and there may be others, as yet undiscovered by Europa's scholars.

  • Blemmyes, Sciapods, and other bizarre foreigners (remote islands, the far South, the far East)
  • Canids (from the Islands of the Dogs)
  • Centaurs (from the pastures of Thracia)
  • Cyclops (from the mountains of Denizia)
  • Demons (summoned from Beyond)
  • Dragon Men (from the deserts south of Fes and Ifriqiyah, the mountains north of Scandia, and the far East)
  • Fae -- goblins, hobgoblins, hags, trolls, dryads, naiads, tree men (here and there)
  • Ghouls (from Arabia, Aegyptus, Rakasha, Sarmatia)
  • Giants (from the far north of Scandia)
  • Jinni (from the Rakashan Empire)
  • Lycanthropes (hidden everywhere?)
  • Mermaids (from the Ocean and, maybe, the Black and Red Seas)
  • Minotaurs (from the Cretan Plateau)
  • Ogres (from the far north and far east)
  • Scorpion Men (from the deserts south of Fes and Ifriqiyah)
  • Spirits (from the Purple Islands)
  • Undead -- skeletons, zombies, wights, mummies, vampires, liches, etc. (from Sarmatia and Aegyptus)