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:

biata@neromass.com

Scavengers: Basic Cultural Information

Scavenger is a generic term used for any type not covered by other races. They are humanoids with animal-like characteristics (rat, badger, skunk, dog, etc.). Players are free to use their imagination in creating a Scavenger as long as appropriate makeup is worn, and it is obvious that you are not playing another player race. For example, you cannot be a "cat Scavenger", because there is no way Out Of Game to differentiate that race from a Sarr.

Scavengers should roleplay their particular animals' characteristics: a Scavenger possum might play dead during a battle; a Scavenger dog might enjoy hunting; a Scavenger fox should be cunning.

All Scavengers do not understand the concept of possessions as the other races do. They will take what they need, and share what they don't. In exchange, they of course expect others to give them what they need when they need it.


Scavengers: Rules and Racial Abilties

All Scavengers are very hardy survivors on the fringe of civilization. They may buy Resist Toxin. As with Sarr, they have superior scenting abilities and may detect disease or poison on a substance if they spend one minute inspecting the item.

Scavengers must pay double cost for all Scholarly Skills.

There is currently no Local Culture Marshal for Scavengers in the Ravenholt Campaign. Questions regarding Scavengers and their culture local to the Ravenholt area/campaign may contact the Ravenholt Campaign Plot Committee via the email address:

scavenger@neromass.com