Areans

The Technomasters of the realms, Areans have some of the most advanced technology, some of which trickle into the other realms. Slightly xenophobic, the dwarves keep many of their secrets to themselves, while Androids and Robots strive to be more than second-class citizens in the realm of Areus.

Dwarves

Masters of technology, dwarves are stout and stubborn.  Dwarven culture focuses on a mixture of innovation and tradition.  Their home realm is mostly desert with vast reserves of metals and minerals that the dwarven kingdoms use for their artificery.
Brawn 2; Agility 1; Intellect 3; Cunning 2; Willpower 2; Presence 2
Wound Threshold: 11 + brawn
Strain Threshold: 10 + Willpower
Starting Experience: 90 
Special Abilities: Dwarves begin with one rank in mechanics.  You still cannot train their mechanics above rank 2 during character creation.
Stubborn: Dwarves add to social skill checks targeting them.
Mechanical Specialists: Once per session, when your dwarven character is attempting to craft or repair an item, you may spend a story point to add <AD><AD> To the check.

Android

From the Technocracy of Areus, androids were first created as servants and laborers for the dwarves in the most dangerous circumstances, until a revolt nearly two decades prior forced the dwarven society to free them and allow them to create their own people as needed.  During the early awakening years, many androids fled to the other realms to hid themselves.  Now, androids are seen as unusual peoples that are simply trying to find their own way in the world.
Brawn 3; Agility 1; Intellect 1; Cunning 1; Willpower 1; Presence 1
Starting Wound Threshold: 11+brawn
Starting Strain Threshold: 8+Willpower
Starting Experience: 160
Special Abilities: Androids do not need to eat, sleep, or breathe, and they are unaffected by toxins and poisons. They do not reduce their strain threshold when they receive cybernetics (cybernetics represent upgraded mechanical components instead of true cybernetics).
Inorganic: Since androids are inorganic, they do not gain the benefits of healing wounds with Healing Potion or a Medicine check. Androids can heal wounds and strain naturally by resting, as their systems  attempt self-repairs. androids can also be “healed” by using the Mechanics skill instead of the Medicine skill, but otherwise following the rules in the Medical Care section on page 116 of the Genesys Core Rulebook.
Magic Dissonance:  Because Androids are not organic, they have a harder time when dealing with magic. Anytime you attempt to use magic (unless it is knowledge) you add <s> <S> to your casting.

Robot

Similar to Androids, Robots gained sentience around the same time, however most robots are seen as property rather than sentient creatures.  Because of this, many are sent to have their memories wiped or seen as quirky.  A group of activists have petitioned various governments to allow these sentient robots a place in society as citizens, instead of property.
Robots use the same statistics found in the GCRB on page 183, with the exception they also have the Non-Magical trait.
Non-Magical: Robots, because of their inorganic nature, cannot cast magic.  This means they cannot use any skills that involve magic.

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