
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
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Eyes change color depending on mood *
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Eye glow, roll again on the color chart ignoring special
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Unusual color: sapphire, eyes sparkle like the gem
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Unusual color: emerald, eyes sparkle like the gem
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Eyes of two different colors, roll twice on chart ignoring special
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Unusual color: ruby, eyes sparkle like the gem
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Unusual color: diamond, eyes sparkle like the gem
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Unusual color: opal, eyes sparkle like the gem
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Eyes appear all white, no iris or pupil
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Eyes appear entirely black
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1-4: Grey-white 5-6: White with tan back and legs 7-8: brown 9-10: black
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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.
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OTHER CHARACTER GENERATION ATTRIBUTES
ENDURANCE IS . . . FATIGUE IS 3 TO 4 16 5 TO 7 17 8 TO 10 18 11 TO 13 19 14 TO 16 20 17 TO 19 21 20 TO 22 22 23 TO 25 23 26 OR HIGHER 24
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Unless stated otherwise a character’s Perception value is 9.
To determine a character’s physical beauty roll 4D5 +3.
To determine the handedness of a character roll on following chart: Roll two dice designating one d10 and the other d5 D10 > D5: Right handed D5 > D10: Left handed D5 = D10: Ambidextrous
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OTHER CHARACTER GENERATION ATTRIBUTES
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
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Perception, Physical Beauty & Handedness
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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.
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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.
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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
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