Conquest of Nerath
- Strong: Dragonborn have some of the strength of their draconic ancestry. They start with a d6 Strength attribute instead of a d4. Through advances and Edges, they can have a maximum Strength of d12+3.
- Dragon Breath: Dragonborn can breathe acid, cold, fire, lightning, or poison by making a Spirit roll and using the Cone Template. Everyone within this cone may make an Agility roll at -2 to avoid the attack. Those who fail suffer 2d6 damage (of the appropriate type) and the trapping’s effect. The dragonborn cannot take any other action in the round it breathes, although it may move as normal. If the dragonborn rolls a 1 on her Spirit die, she becomes Shaken.
- Code Of Honour: To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. The drive to behave honorably extends into the rest of a dragonborn’s life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences.
- Cautious: Dragonborn believe that caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing.
- Agile: Drow are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.
- Lolthtouched: A drow gains the Light and Obscure Powers as racial Powers. Obscure takes the form of a shroud of darkness while the Light usage wreathes the target in harmless purple flames. The powers use Smarts as the arcane skill.
- Low Light Vision: Drow eyes amplify light like a cat’s, allowing them to see in the dark. Drow ignore attack penalties for Dim and Dark lighting.
- Light Blindness: Abrupt exposure to bright light (such as sunlight) blinds drow for 1 round. On subsequent rounds, they are at –2 to actions related to sight (including Fighting, Shooting, and Throwing) as long as they remain in the affected area.
- Outsider: Drow elves are known to be a cruel and evil race. They have –2 Charisma when dealing with all races except other drow.
- Tough: Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4. Through advances and Edges, they can have a maximum Vigor of d12+3.
- Low Light Vision: Dwarven eyes are accustomed to the gloom of the underearth. They ignore penalties for darkness in all but Pitch Darkness.
- Slow: Dwarves have a Pace of 5”.
- Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.
- All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
- 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.
- 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.
- Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
- 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.
- Strong: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4. Through advances and Edges, they can have a maximum Strength of d12+3.
- Fortunate: Halflings draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
- Short: Halflings average only about 4’ tall. Their small size subtracts 1 from their Toughness. Halflings have a Size of –1, and cannot take the Small Hindrance.
- Spirited: Halflings are generally optimistic beings. They start with a d6 Spirit instead of a d4. Through advances and Edges, they can have a maximum Spirit of d12+3.
- Diverse: Humans of any culture start play with one free Edge of their choice or 2 extra skill points. The character must meet the requirements of the Edge as usual.
- Strong: Minotaurs are very strong. They start with a d8 Strength attribute instead of a d4. Through advances and Edges, they can have a maximum Strength of d12+4.
- Bull’s Charge: Minotaurs have horns that deal Str+d4 damage. If they can charge at least 6" before attacking, they add +4 to their damage total.
- Bestial: Minotaurs are not very bright. Their Smarts attribute can never advance beyond a d6.