The races of O.L.D., the species of N.E.W., and the heritages of N.O.W. present players with a core collection of character choices.

  • O.L.D. includes Humans, Grand Elves, Sylvan Elves, Mountain Dwarves, Smallfolk, Orcs, and Ogres.
  • N.O.W.  includes Humans, Augmented, Designed (and Chosen), and Mutants.
  • N.E.W. includes Humans, Ogrons, Venetians, Spartans, Borians, Felans, and Androids.

The sections below describe each race along with size, attribute adjustments, skill choices, and exploits.


Androids aren't technically a species, and can vary greatly in appearance.  Frequently, however, they look like humans.  While many philosophers will debate whether or not Androids have true consciousness, they have passed every test imaginable and are legally considered to be alive, with all the rights and responsibilities that entails.  Stronger and tougher than humans, with processors which can outpace the human mind, Androids aren't always the most popular in the room.

Androids make excellent scientists, engineers, and doctors.  

Typical names: KX-159, D.A.T.A., SL1A, TikTok, G.O.L.E.M., Watson, Jeeves, C.H.I.P., Robby, A.L.P.H.A., Mk XIV, B.R.A.I.N.

Size: Small, medium, or large; mechanoid

Attributes: STR +2, LOG +2, LUC -, PSI -

Skill choices: Computers, engineering, running, linguistics, [technical].


  • Mindless. Androids are immune to any attacks which target MENTAL DEFENSE.

  • Deterministic. An Android's PSI or LUCK attributes can never rise above zero, and an android can never form a LUCK pool.

  • Electronic vulnerability. As mechanoids, Androids are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage.

  • Automaton. Androids do not need to eat, sleep, or breathe, and weigh 150% normal.

  • Choose one of the following modification exploits:

Organic appearance. The Android's appearance is uncannily like that of a human (or other species) although not so alike that it would fool anyone.

Wheels. The Android moves on wheels instead of legs. This reduces its SPEED to 2 across difficult terrain, but increases its SPEED by 2 on normal terrain.

Armor. The Android is plated with armor, giving it SOAK 5. The android's weight is 200% normal instead of 150% and it suffers a -1 penalty to its SPEED score.

Access ports. The Android can “plug in” to a computer or computerized system, granting it a +1d6 bonus to computer checks.

Scanner.  The Android has an inbuilt scanner (equal to a hand scanner) which it is always considered to be carrying. This scanner might be part of its body, or simply part of its sensory equipment, and may or may not be visible.

Compute. The Android can absorb a large document (the equivalent of a major novel or textbook) in a minute, or make complex calculations, including FTL calculations which require no check at FTL factors equal to or lower than the android's LOG attribute.

Weapon. The Android has an integrated melee weapon. Choose one weapon worth 100cr or less.


Ogrons stand 7' tall.  Towering masses of muscle, accompanied by green skin and bestial tusks, they so much resemble the ogres of fairytale and lore than humankind named them after the mythical creatures. Ogrons have a reputation for stupidity.  While it's certainly true that most of humankind outstrips the Ogron species in terms of intelligence and education, ogrons aren't quite as stupid as many expect – they, as a species, do manage to operate and build starships, after all.

Ogron adventurers tend to be mercenaries and soldiers.

Typical names (male and female): Lúrbag, Lugog, Gorrat, Ugbug, Bolglúk, Maudush, Radhur, Ugdush, Grishog.

Size: Large

Attributes: STR+2, END +2

Skill choices: Carrying, hardy, bravery, intimidate.


  • Dull-witted. Although slow-witted, ogron minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE.

  • Smelly. No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

  • Brawny. Ogrons increase their carrying capacity by 50%.

  • Stronger with age. Unlike most species, Ogrons can continue to increase their STR attribute into old age.  Ancient ogrons are incredibly strong.


Venetians are a slim, hairless species, standing at roughly the same height as humans. They tend towards the ascetic, and, indeed, have a society which highly favors the monastic orders to which so many belong. The Venetian style of self-discipline and avoidance of indulgence gives the species a somewhat aloof demeanor which can be off-putting. Venetians are naturally psionic.

Many of the Venetian monastic orders, of which there are thousands, focus on the martial arts and self-discipline. For this reason, Venetians – while being pacifistic in nature – are often very skilled combatants.

Venetian adventurers tend to be priests, healers, and scientists.

Typical names (male and female): Ashonn, Branmer, Kozain, Kalier, Tereval, Rathell, Sinehan, Nerrat, Dukhon, Deerenn, Delon, Mayen.

Size: Medium

Attributes: AGI +1, LOG +2, LUC -2, PSI +3

Skill choices: Reactions, acrobatics, perception, concentration, religion, [scientific].


  • Naturally psionic. A society which integrates psionics from childhood, Venetians start play with one free psionic exploit.

  • Acute hearing. Venetians have excellent hearing, and gain a +1d6 bonus to perception checks when sound is relevant.

  • Learned. Venetians start with four species skills rather than three. The bonus (fourth) skill must be a [scientific] skill.

  • Disciplined. The mental discipline of a venetian is such that they are completely immune to the weary condition, and other tiredness conditions affect them as though they were one category less as they get 8 hours sleep per week. This is not a preferred situation, however.


Spartans were named after the mythological human legends because of their warrior-based culture. Aggressive, violent, quick to anger and easy to offend, a group of Spartans can empty a bar in minutes. Add in their love of heavy drinking and the sheer joy they get from combat, it's easy to see why Spartans are not the most popular of species. However, they do get frequently misunderstood – they are rarely bullies (indeed, they'd see it as cowardly to attack someone weaker).

Spartans excel as soldiers and other warriors. They abhor indirect conflict, and will tend to avoid careers which involve subterfuge or deception.

Typical names (male and female): Kevak, Deshe, Bra-el, G'Vera, Dracla, K'Ehleyr, Kellein, Kargan, Kalan, Adjur.

Size: Medium

Attributes: STR +1, AGI +1, END +1

Skill choices: [Combat], intimidate, carousing.


  • Berserker. Spartans can enter a berserker rage by tasting their own blood when they are below half HEALTH. This grants them a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the Spartan is rendered unconscious or restored to above half HEALTH.

  • Redundant organs. Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day.

  • Warlike. Spartans gain one bonus [combat] skill.


Felans, unimaginatively named by the first human explorers to encounter them, are a cat-like species. Like their four-legged namesake, Felans are often beautiful to the eye, and move with a graceful, acrobatic purpose. Easily able to jump and climb, felans like to make use of their environment, and tend to sleep in precarious locations high above the ground.

Felans have a deserved reputation for being easily distracted, and often flit from career to career, unable to settle.

Typical names (male and female): Arhel, Infin, Elenrik, Makil, Crihel, Talik, Gimlek, Amaduil, Idthit, Ciraire.

Size: Medium

Attributes: AGI +2, INT +1, CHA +1, LUC +1

Skill choices: Acrobatics, climbing, jumping, [unarmed fighting], reactions, appraisal, bluffing, stealth, negotiating.


  • Fast. Felans are fast and nimble, adding 2 to their SPEED.

  • Jumper. Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances.

  • Land on your feet. When falling, a Felan reduces the effective distance by 10'.

  • Claws. Accurately slashing with their sharp claws, a Felan's unarmed damage is 2d6 slashing damage.


Borians are welcome in most places. Standing at about 4' in height, with bright red or blue skin (depending on clan) and spiky, bony heads, they have a reputation for good cheer and friendliness. This, coupled with their naturally robust constitution, also makes them renowned drinkers, and it has been said that Borians make the most common bartender race in the universe.

Borians are good with their hands, and enjoy tinkering and building. They make excellent engineers and craftsmen.

Typical names (male and female): Dobur, Thrari, Kirin, Borin, Boli, Filin, Gimnor, Thrarin, Dwain, Dolo, Kibur.

Size: Small

Attributes: END +1, INT +1, CHA +1, REP +1

Skill choices: Carousing, hardy, [crafting], engineering, appraisal.


  • Darksight. Borians can see in the dark to a distance of 10' per point of INT.

  • Iron constitution. Borians are not affected by poisons, including alcohol. They are also immune to radiation damage and radiation sickness.

  • Tinkerers. Borians may designate one item of equipment which they own. That item permanently gains one bonus quality level. If the item is lost or
    destroyed, the Borian may designate a new item after 24 hours.

Grand Elves

Grand elves are an ancient race. Masters of gunpowder, there is nothing more awe-inspiring than the sight of ranks of grand elves lined up with their muskets in the driving rain, felling row after row of charging goblin hordes. Tall, pale, and serious, grand elves are strong believers in the good of the community being more important than that of the individual.

Grand elves are slightly taller and slimmer than humans, with a grave, stoic bearing. Their ears are pointed, and their faces tend towards the angular. They are immortal, and do not age past middle-age, although can still be slain by accident, illness, or violence.

Music is important to grand elves. Most are able to play one or more musical instruments, and singing comes naturally to them. Their music is beautiful and ethereal.

Grand elf adventurers tend to be musketeers, alchemists, and sailors.

Typical names (male and female): Nimrothor, Anduilas, Galmoth, Earros, Mabborn, Celelas, Mirairë, Glorgolfin, Lúfindel, Arwë.

Size: Medium; fey

Attributes: AGI +2, LOG +2, LUC -2, MAG +3

Skill choices: Muskets, pistols, swords, alchemy, law, intimidate, leadership, sailing, [musical].


  • Fey. Elves of all types are considered Fey.

  • Magic sense. Grand elves can sense magic within 10' of them. They can intuitively sense the presence of magic, but not the power level, type, direction, or exact location.

  • Meditation. Grand elves do not need to sleep. They may sometimes choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary.

  • Naturally magical. Grand elves begin play with one free spell-path.

  • Cultural weapon. Grand elves begin play with a free musket or pistol.


Ogres stand 7' tall. Towering masses of muscle, accompanied by green skin and bestial tusks, ogres have a well-earned reputation for stupidity.

Ogres have greasy, lice-ridden black hair, and are often covered in warts and other blemishes. They smell terrible, and an indescribable odor reminiscent of a mixture of stale sweat and rotting food.

Ogres are technically goblinoids, distantly related to orcs and goblins, but some giant blood was added in the long past. They are brutish, prone to violence, and tend to act on instinct.

Ogre adventurers tend to be mercenaries and soldiers. Tribal in nature, those which have joined adventuring outfits tend to curb their worst instincts and possess slightly higher intelligence than their wilder brethren.

Typical names (male and female): Lúrbag, Lugog, Gorrat, Ugbug, Bolglúk, Maudush, Radhur, Ugdush, Grishog.

Size: Large; goblinoid

Attributes: STR+3, END +3

Skill choices: Brawling, carrying, hardy, bravery, intimidate, [melee weapons].


  • Thick hide. Ogres are extremely tough, with leathery skin. They gain 2 natural SOAK to physical attacks.

  • Smelly. No matter what they do, ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.

  • Darksight. Ogres can see in the dark as though it were normal daylight.

  • Acid blood. Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.

Sylvan Elves

Wild, fierce, and at one with nature, sylvan elves live in the woodlands and forests, armed with bow and spear. Sylvan elves can be xenophobic at times, and are well-trained in the arts of both war and nature.

Sylvan elves are slim, like their grand elf cousins, but much shorter, at about 5-feet in height. With pointed ears, their skin tones tend to be dark, their hair brown, black, or sometimes with a greenish tinge. Unlike the grand elves, sylvan elves are not immortal. However, they have extremely long life spans of up to two-thousand years.

Naturally magical, sylvan elves know the words and spells of the forest. They are known to talk to plants, or to command animals. At home in the branches of trees, sylvan elves are also adept at hiding their presence, and more than a few unwary intruders have found themselves ambushed upon entering sylvan woodlands.

Sylvan elf adventurers tend to be priests, rangers, and druids.

Typical names (male and female): Ashonn, Branmer, Kozain, Kalier, Tereval, Rathell, Sinehan, Nerrat, Dukhon, Deerenn, Delon, Mayen.

Size: Medium; fey

Attributes: AGI +2, END +2, MAG +3

Skill choices: Climbing, running, survival, tracking, animal handling, herbalism, bows, nature, stealth.


  • Fey. Elves of all types are considered Fey.

  • Nature affinity. All sylvan elves know either the secret of plants or the secret of beasts.

  • Unimpeded. Sylvan elves are not affected or slowed by difficult terrain while outdoors.

  • Tree-dwellers. Sylvan elves gain a climb speed equal to their regular speed.

  • Trance. Sylvan elves do not need to sleep. They may choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary.

  • Healthy. Sylvan elves are completely immune to illness and disease of a non-magical nature.


Smallfolk are welcome in most places. Standing at about 3' in height, with ruddy cheeks and simple clothing, they have a reputation for good cheer and friendliness. Homebodies, smallfolk are agile and resilient, and are good with their hands. They make excellent farmers and shopkeepers.

Smallfolk favor simple clothes in bright colors. They tend towards the stout (though not nearly so much as dwarves), and live to over 100 years of age. They boast pointed ears, although not as pronounced as those of the elves, and frequently hidden by their curly hair.

Jovial in nature, it can be hard to make a smallfolk take offence. Smallfolk will put a positive spin on almost anything, a trait which endears them to many. They are as generous as they are jovial, and always happy to welcome others to their homes: indeed, entertaining others is a prime instinct for the smallfolk.

Many view the smallfolk as weak, sometimes even cowardly. While it is true that the race does not tend towards violence, a cornered smallfolk will defend his or her friends to the death. In truth, smallfolk are the most courageous of all races.

Typical names (male and female): Dobur, Thrari, Kirin, Borin, Boli, Filin, Gimnor, Thrarin, Dwain, Dolo, Kibur.

Size: Small

Attributes: AGI +2, CHA +2, LUC +2, MAG +1

Skill choices: [Crafting], farming, fishing, appraisal, cooking, brewing, slings, stealth, diplomacy, bluffing.


  • Stubborn. Smallfolk are difficult to enchant. They gain a +5 bonus to their MENTAL DEFENSE.

  • Evasion. Smallfolk are nimble and adept at dodging. They gain a +5 bonus to their DEFENSE.


Orcs are tribal, aggressive, violent, quick to anger and easy to offend. Strong and tough, orcs can be a little slow on the uptake.

The warlike orcs have a barbaric, strength-based society. Orcs venerate warriors to the extreme, and include violence in most social rituals. Orcs believe that those who die gloriously in battle are guaranteed an afterlife of drinking, carousing, and fighting.

Orcs tend to be slightly taller, stronger, and broader than humans, with green skin and black hair. Their ears are pointed, and some historians claim they are an ancient corrupted mockery of the elves. Like ogres, they are goblinoids, perhaps with elven lineage in the distant past.

Orcs tend to be crafty and cunning, both on the battlefield and elsewhere. They are adept at crafting weapons, and wield many custom blades with unusual shapes. Equally, they are at home underground.

Orcs excel as soldiers and other warriors.

Typical names (male and female): Kevak, Deshe, Bra-el, G'Vera, Dracla, K'Ehleyr, Kellein, Kargan, Kalan, Adjur

Size: Medium; goblinoid

Attributes: STR +2, AGI +2, INT +3

Skill choices: [Melee weapons], carousing, intimidation, running, hunting, tracking, blacksmithing, tactics, mining.


  • Glory. Orcs take pleasure in battle, and pride in their wounds. When reduced to below half HEALTH, they gain a +1d6 die bonus to attack rolls.

  • Darksight. Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a -2 DEFENSE penalty.

  • Bloodlust. Once per day an orc can drink fresh blood to recover 2d6 HEALTH. This takes an action. The blood must come from a creature slain in the last hour.

Mountain Dwarves

Mountain dwarves are a sturdy folk who live in great mountain strongholds. They have a love of treasure, and great skill at mining and engineering. Sometimes gruff, they can be very serious about their work, but are amongst the world's greatest carousers.

An honorable race, mountain dwarves tend towards the serious-minded, although their reputation for sometimes excessive pride is not undeserved. Craftsmen, engineers, miners, metalworkers, stoneworkers – mountain dwarves are skilled with their hands, and most are equally skilled using weapons reminiscent of the tools of their trade. Hammers and axes, therefore, are common dwarven weapons.

Mountain dwarves, like most dwarves, are stocky and broad. They stand about 4 feet tall; the males almost invariably sport beards, while the females do not. They are stronger and tougher than humans, though they lack grace and agility. Mountain dwarves are mortal; they live for about 250 years on average.

A reputation for greed follows all mountain dwarves. Almost every member of the race is born with an innate appreciation of precious metals and rare gems, and much of their industry has historically been based around these things.

Mountain dwarf adventurers are usually warriors. They tend to shun magic, and have no innate natural ability.

Typical names (male and female): Kibur, Bruebur, Finor, Donor, Bomnor, Toin, Barin, Dwali, Gimlin, Babur.

Size: Small

Attributes: END +2, WIL +2

Skill choices: [Crafting], appraisal, engineering, mining, axes, hammers, carousing.


  • Darksight. Mountain Dwarves can see in the dark to a distance of 60'.

  • Iron constitution. Borians are not affected by non-magical poisons, with the exception of alcohol.

  • Sturdy. With a low center of gravity, it is hard to knock a dwarf down. Any attempt to do so suffers a -2d6 die penalty.

  • Earthy. Mountain Dwarves automatically know the secret of earth, although Dwarves with MAGIC attributes are rare.


Maybe there were complications in your infancy, or tragedy struck during your childhood; either way you’ve received parts (organic or inorganic) that are an improvement over what you had before. No matter how it is exactly that you came to be this way, you’re stronger for it and have an advantage over those regular humans, period. Whether or not you’re enlightened by this gift or malignant about it, however, depends much more on how exactly you’re different, and how that colored your upbringing.

Augmented adventurers make excellent mercenaries, covert ops agents, and knock-down drag-out fighters—if you’re looking to get some prosthetic improvements and not overly interested in utilizing CHI, go down this road.

Examples in popular culture include the Six Million Dollar Man, The Bionic Woman, Darth Vader, Bucky Barnes, Ash, Dr. No, or Robocop.

Size: Medium

Attributes: END +2, STR +1, AGI +1

Skill choices: Hardy, perception, reactions, [crafting], [trivia], [gaming], [scientific], [technical]


  • Alteration. Augmented begin play with two minor or one major cybernetic alteration.

  • Adaptive. When incorporating new cybernetic alterations, uugmented only need to succeed at a Routine [10] END check for the process to take hold successfully. Additionally, they can incorporate an additional two alterations beyond the normal limit of their END attribute.

  • Inert. Augmented embrace technology over matters of spirit. They may never have a Chi score above zero.


Something about you is better. Maybe you are the result of a sublime genetic match, perhaps your genome was manipulated from before conception. How it is you came to be different is hardly important—how you are different is everything. Some designed are much more likeable or beautiful than the average human, others possess an evolved mental acuity, and some are sterling models of what biomechanics can achieve.

Chosen adventurers are just as varied as humans and can fit very well into a wide variety of roles; their versatility from the start make them apt to be great at anything they set their mind to.

Examples in popular culture include Captain America, River Tam, Judge Dredd, Jason Bourne, Khan Noonian Singh, or Dark Angel.

Chosen are a sub-set of designed. Mechanically identical to designed characters, chosen (or “chosen ones”) are characterized by prophecy and legend, and are often surrounded by stories or myths. Whether you are part of a hereditary line, the touch of destiny graced upon you in the womb, you simply meet the criteria listed in an old prophecy, or whether actual mysticism or magic is involved, you are special.

Examples in popular culture include Buffy, Neo, Anakin Sywalker, or Harry Potter.

Size: Medium

Attributes: CHI +3, REP +2, STR +1, CHA +1

Skill choices: Negotiating, tactics, [crafting], [trivia], [gaming], [scientific].


  • Fast-Healing. Chosen heal faster than most people. You may roll an extra 2d6 when determining how much you naturally heal each day.

  • Skill Focus. You start play with two bonus skills of your choice at 3 ranks (2d6).

  • Destiny. Once, when you ordinarily die, you do not die. Instead, you remain at 0 Health until healed. When you have used your extra “life” you cannot use it again.


You are different, your genetics a variation from the norm. This might be blatantly obvious with physical deformities like albino skin, unnatural growths, discolored eyes, or asymmetrical features, or it may not be immediately noticeable—regardless of the exact nature of your deviant genetics doesn’t matter, but you must always take some action to hide it from society at large. Maybe you wear sunglasses to hide your entirely black eyes, cover yourself in makeup and wear flesh-colored tights to conceal your horrific skin, or wear extraneous clothing that hides your true nature.

Mutants can be excellent users of CHI, exploring their power to great effect (whether for combat, exploration, or otherwise). They don’t often do well as social characters, faced with the adversity of prejudice for being visibly different.

Examples in popular culture include Killer Croc, Johnny Alpha, and many X-Men.

Size: Small, medium, or large

Attributes: END +2, WIL +2, REP +1, CHI +1

Skill choices: Hardy, intimidate, resistance, survival, [crafting], [trivia], [gaming], disguise.


  • Mutation. Mutants have one or more mutations. Select one major or two minor mutations. You may select any number of cosmetic mutations, but you must choose at least one.


There's a reasonably strong chance that you, the reader, are Human. You might be a little extra-human, with mechanical improvements (glasses, a hearing aid, maybe some genuine replacement parts) but when things boil down, you are a homo sapiens. This isn’t to say that Humans are not diverse—there is a wide range of cultures and peoples across the worlds of O.L.D., N.O.W., and N.E.W. —but all of them have 10 toes, two eyes, and so on. Where you are from and who raised you influence your outlook on life more than anything else.

Human adventurers are extremely varied, from private eyes to blackhats, from knights to starship captains, from martial artists to doctors, from wizards to space marines — the world, indeed the universe, is at your fingertips!

Size: Medium

Attributes: LUC +2, add 2 to any attribute, and add a further +1 to one other attribute

Skill choices: Sport, climbing, swimming, running, [crafting], [trivia], [gaming], [scientific or lore], engineering.


  • Varied. Humans boast more variation within their species than most. Add 2 to any attribute, and add a further +1 to one other attribute (noted above).

  • Explorers. Driven by an inquisitive, exploratory nature, Humans recharge their LUC pool every time they stand on a planet new to them (future humans), go to a country new to them (modern humans), or take a wilderness journey of more than one week's length (fantasy humans).  They can only gain this bonus once per month.