
GM Rednal |
As a Metropolis that's broadly accepting of species, race doesn't have too much of an effect on things. Bard's Gate isn't a dinky little town, after all. XD Humans are still the majority - 87,750 out of the average of 125,000 residents across the year - but that's really just another way of saying roughly one in three people isn't human and pretty much everybody is quite used to seeing other races near-constantly, especially because traders can and do come from long distances away. It's also metropolitan enough to not care too much about how new you are as long as your money's good, since you can pretty much buy your way straight to Upper Class if you've got the cash. XD (Aristocracy and Nobility are something money alone can't get you, and Celebrity status is more about fame)

GM Rednal |
@avr: In general, planar adaptation ability will be good. For the earlier part of the game - before you can do/afford it yourselves - you may be loaned amulets or something to do it for you if you're expected to go somewhere they would be needed. The Wizard's Guild in particular (a joinable faction and probable client, also a likely helper called in by your client) is going to have things like that on hand for such a purpose. Basically, you should be aiming to somehow do it yourself, but I'm not planning to just randomly toss you into a plane that would definitely kill you. That'd be mean. XD
(Also, and this should be obvious, but I wouldn't recommend trying to steal any nice items the Wizard's Guild lets you borrow. XD They're the providers of the city's 9th-level arcane spellcasting, after all, and wouldn't hesitate to use that if they thought it was necessary to get their stuff back.)

GM Rednal |
Yeah, it gets a flat -3 modifier to your social status. XD Which is much, much worse than a simple penalty to Diplomacy checks.
Incidentally, my recruitment guide is currently 28 pages in Word, although it looks somewhat less on-screen. A lot of that is describing the various races, district, and social classes, though, to help everyone get a better sense of what Bard's Gate is like.
(In other words, there's gonna be a fair bit of reading...)

GM Rednal |
Eh, the Campaign Info tab usually suffices, especially because a lot of the racial stuff won't be necessary past character creation.
@Ailill: The most common in Bard's Gate are humans of varying ethnicities, dwarves, elves, and half-elves. There are small populations of many others, and the city is prominent enough as a trade location that you can explain characters from almost anywhere. I'm planning to allow Core and Featured, but with a preference towards non-monstrous races since the people sending you on missions are interested in reputable people (and just being monstrous may put you low enough, socially speaking, to disqualify you from getting the offer at all unless your classes make up for it).
Really, though, the most important part is having a great story for your character. Don't make Boris the Dashing Fighter #12 - try to make a real person and explain things like how their alignment, race, classes, faith (if any), skill distribution, previous adventures, and so on have affected their life. If they're a Cleric and can channel energy, do they offer free/paid healing to the needy? If they're a Druid, how do they deal with the very urban nature of the city, and the distrust towards especially nature-oriented individuals that can be found? If they practice a profession, what's their relationship to the associated Guild and how do they remain a member so they can keep practicing their profession? That sort of thing.
(There's some added information on this in the recruitment page I'm writing up, by the way, including things on how races and classes will affect the ways people treat you.)