Biata: Basic Cultural Information
According to legend, Biata are decended from a northern Barbarian tribe, but they do not act or look like Barbarians. They have large, upturned feathery eyebrows,
and often grow feathers in their hair and claws on their fingers (the claws are decorative
in nature, and cannot be used as weapons).
Biata tend to be very orderly in their philosophy of life - they always
act with a purpose. They will not do things "on a whim" and are always working
towards some goal. To other races, this tends to make them seem like extremists - either
very good or very evil - but even the most evil Biata will will have his or her own code
of ethics and will never act erratically or randomly. This also makes the Biata seem very
stubborn.
They are also very secretive about the origins of their race, and will
treat all other races as "outsiders", rarely worthy of complete trust.
It is said that Biata were formed through magical mating of a Gryphon and
a Human (or perhaps a Barbarian). The Gryphon Barbarian tribe was made up entirely of Biata, and until
the last Great Celestial Change of 590, all Biata looked Human.
Having Celestial protective spells cast upon Biata causes them great
discomfort, and some will refuse to sleep behind Wards. This distrust only applies to
Celestial protective spells, and does not apply to Celestial magic items. It should be
noted that there are some characters that refuse to use Celestial magic items for
roleplaying reasons of their own. This "Celestial Abstinence" is not required by
the rules in any way. All players are encouraged to play their characters in any way that
they consider fun.
Biata, like Stone Elves, have spent years
honing their mental skills, and as such can perform certain mental mind abilities. These
abilities are all complete roleplaying in nature. Generally speaking, a Biata can remove
roleplaying insanity based on emotions or otherwise "cure" mental damage on any
willing subject. You cannot use this ability to tell if another player is telling the
truth, or to have another player remember memories lost to Forget-it elixirs, or otherwise
get around any NERO rule. A player always has the right to refuse to roleplay any of these
skills, and can at any time decide to "break off" contact or be cured.
In order to use this roleplaying skill, you must touch the other person
and concentrate completely. Any Biata who simply touches someone and says, "There,
you no longer have a fear of heights (or whatever)..." is not playing the race
properly.
The definition of Mind Abilities in NERO:
"Some creatures can perform mental abilities such as "mind
melds". These abilities are all completely roleplaying in nature. Generally speaking,
a creature with this ability can instill or remove roleplaying insanity based on emotions
or otherwise "cure" mental damage. This ability can not be used to tell if
another player is telling the truth, or to have that player remember his or her death or
otherwise get around any NERO rule. A player always has the right to refuse to roleplay
any of these skills, and can at any time decide to "break off" contact or be
cured. In order to use this roleplaying skill, the players must be touching each other and
be concentrating completely by staring in each other's eyes or having their eyes closed.
You cannot perform any in-game skills while roleplaying this."
Biata: Rules and Racial Abilties
Biata distrust celestial magic as do Barbarians,
and dislike having celestial spells cast upon them.
Biata cannot buy Read Magic.
They can buy Resist Charm, Break Charm and Resist Sleep.
There is currently no Local Culture Marshal for Biata in the Ravenholt
Campaign. Questions regarding Biata and their culture local to the Ravenholt area/campaign
may contact the Ravenholt Campaign Plot Committee via the email address:
plot@neromass.com