VALCO
Valcos are a race of deerlike humanoids similar to
beastmen but less feral in appearance. They tend to be
nomads and vagabonds wandering from place to place
looking for opportunities to make money or fame. They
willing offer their services as mercenaries, guards and
soldiers. Valcos tend toward a life as simple warriors and
fighters.  They are light of build, very clean and fastidious
They tend to respect those that can hold their own in a
battle. Many others find valcos to be somewhat barbaric,
hot tempered, and simplistic. They view magic with either
awe or contempt. Valcos wear armor and weapons like any
other race.  Valco tend to live about 75 years.
1. Valcos may take one weapon at ½ the required
experience points.
2. Ranger at ½ the required experience points when they
specialize in plains.
3. Valcos are very hardy and can eat just about anything,
although they prefer plants over meat. Valcos can go for
up to three days without eating or drinking.
4. May use their horns to gore an opponent in close
combat, they may also be used to charge an opponent.
50% +2 damage.
5. The goat like legs of a valco give them sure footing in
small areas. All agility rolls involving ledges or tight spaces
are rolled one factor higher.
6. Valcos make two rolls on the bogey table.

Valcos:
AG + 2 MA -5 WP +2 EN -2 FT +2 PC=10 NA=4
Valcos have a nomadic culture and inhabit the greats plains of Arenas. They are a prosperous race that has faced
many difficulties. They do not have a drive to change their culture and become more sedentary, but those that
desire more tend to become adventurers. In the north valcos are often at odds with northerners and wolfen who
have been known to hunt and eat them. In the south they tend to face the same predation from kalrathi. For the
most part they get along well with elves, dovers, and dwarves. While they hold no animosity toward frey, hobbits and
gnomes, they tend to see them as weaker races. The cultures of valcos and orcs rarely overlap, but when they do
they tend to be bloody confrontations as the tribal nature of each tends to make diplomacy an afterthought. They
hate hill giants and will often form hunting groups to drive them from their region or to simply exterminate them. Hill
giants find valcos to be delicious. The don't come into contact with the other races on a regular enough basis to
form any universal opinions about them. For the most part valcos have the attitudes typical of a warrior culture and
share many similarities with northern humans and orcs cultures. They don't suffer from the same back stabbing and
coups that often plague orc society.
Roll 2 D10 & add
them together
Attributes for Valcos
ROLL
Height
Weight
Horn
Eye Color
2
3' 10"
80
Upward & back
Special
3
4'
85
Redirected Curve
Yellow
4
4' 1"
90
Curve backward
Yellow
5
4' 2"
95
Curve forward
Yellow
6
4' 3"
100
Curve forward
Light Brown
7
4' 4"
105
Long Spike
Light brown
8
4' 5"
110
Long Spike
Light brown
9
4' 6"
115
Simple spike
Dark brown
10
4' 6"
115
Simple spike
Dark brown
11
4' 6"
115
Simple spike
Dark brown
12
4' 7"
120
Long Spike
Yellow
13
4' 8"
125
Long Spike
Yellow
14
4' 9"
130
Curve forward
Yellowish-orange
15
4' 10"
135
Curve forward
Yellowish-orange
16
4' 11"
140
Curve backward
Yellowish-orange
17
5'
145
Redirected curve
Red
18
5' 1"
150
Redirected curve
Red
19
5' 2"
155
Upward & back
Special
20
5' 3"
160
Upward & back
Special
Simple Spike
Long Spike
Curve Forward
Redirected Curve
Curve backward
Upward &
back
ROLL
Special Eye Colors
2-3
Eyes change color depending on mood *
4-5
Eye glow, roll again on the color chart ignoring special
6-7
Unusual color: sapphire, eyes sparkle like the gem
8-9
Unusual color: emerald, eyes sparkle like the gem
10-12
Eyes of two different colors, roll twice on chart ignoring special
13-14
Unusual color: ruby, eyes sparkle like the gem
15-16
Unusual color: diamond, eyes sparkle like the gem
17-18
Unusual color: opal, eyes sparkle like the gem
19
Eyes appear all white, no iris or pupil
20
Eyes appear entirely black
Valco Horns
1-4: Grey-white 5-6: White with tan back and legs
7-8: brown 9-10: black
Skin Coloration
Aspects
SOCIAL STATUS
Social status represents the characters family status and profession in the society of origin.
 Social status will determine the characters wealth and may influence his starting
experience.
Roll
Status
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-25
Commoner
200
01-30
31-89
90-100
Roll D10
26-44
Farmer
450
01-17
18-91
92-100
1-2: 2nd
45-54
Merchant
1000
01-20
21-86
87-100
3-5: 3rd
54-77
Mercenary
2000
01-24
25-87
88-100
6-8: 4th
78-91
Raider
850
01-06
07-68
69-100
9: 5th
92-96
Tribal Chieftan
1000
01-27
28-90
91-100
10: 6th
97-99
Warlord
1500
01-35
36-95
96-100
 
100
Khan
2000
01-10
11-95
96-100
 
FATHER'S PROFESSION
Commoner: 01-10: Beggar 11-70: Unskilled laborer 71-90: Servant 91-100: Field hand
Farmer: 01-30: Gatherer 31-50: Hunter 51-80: Herdsman 81-90: Tanner 91-100: Blacksmith
Merchant: 01-20: Shaman 21-30: Brewer 31-40: Scout 41-50: Smuggler 51-60: Prospector
61-70: Fur-trapper  71-85: Outfitter 86-90: Fence 91-95: Troubadour 96-100: Weapons Smith
Mercenary:  01-50: Militia 51-75: Archer 76-100: Elite Troops
Raider:  Your father was a leading member of the tribal raiding party
Tribal Chieftain: 01-50: Rajah 51-100: Maharajah
Warlord:  01-50 Sultan 51-90: Shah 91-100: Emir
Beginning characters start with a certain amount of
experience as they start their adventuring career.  
How much experience they have depends upon their
social status and birth.  Bastards start with 50% more
experience than characters with legitimate birthright.  
First born characters start with 50% less experience
because of their sheltered life.  Bastards receive only
half of their starting money.  First born receive
double their starting money.
Commoner: 1200 starting experience points
Farmer: 1100 starting experience points
Merchant: 800 starting experience point
Mercenary: 900 starting experience points
Raider: 1200 starting experience points
Tribal Chieftain: 900 starting experience points
Warlord: 800 starting experience points
Khan: 800 starting experience points
AGILITY & TMR
Agility is . . .
TMR is . . .
3 or 4
2
5 to 8
3
9 to 12
4
13 to 17
5
18 to 21
6
22 to 25
7
26 to 27
8
28 to 30
9
30 or higher
10
 
 
PERCEPTION, PHYSICAL BEAUTY & HANDEDNESS
Unless stated otherwise, a character's Perception value is 9
To determine physical beauty, roll 4D5 +3
To determine the handedness of a character, roll on following chart: Roll
two dice designating one D10 and one D5.
D10 > D5: Right handed, D5 > D10: Left Handed
D5 = D10: Ambidexterous
ENDURANCE & FATIGUE
ENDURANCE is . . .
FATIGUE is . . .
3 or 4
16
5 to 8
17
9 to 12
18
13 to 17
19
18 to 21
20
22 to 25
21
26 to 27
22
28 to 30
23
30 or higher
24
 
 
For the character whose eyes
change color this chart is
available:
Blue: ordinary experience  
Green:  Excited or anticipating  
Red:  Angry or intimidating
Yellow:   Frightened or fearful      
Brown  Tired or injured
Although a person's aspect does not greatly effect his life it can make the difference
between success and failure in some instances.  Seasonal aspected characters add
5% to all their percentages during their season of birth. They add 10% to all their
percentages an hour before and after high noon and midnight. These bonuses are
applied negatively during the opposite season in which the character was born.  Solar
aspected characters add 5% during the day in any season, and add 10% one hour
before and after high noon.  At night the modifiers are applied negatively.  Lunar
aspected characters apply their bonuses in a opposite manner.  Death aspected
characters receive a 10% bonus to percentages anytime a human or semi-human
dies within 50 feet of them.  This duration last for one minute and are not applied in a
cumulative manner.
  
 01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
                   81-87: Solar 88-95: Lunar 96-100: Death.