Chroneans

Home to mythological and deific beings, and powerful divine energy flowing through. Despite the Sphere of Philosophy finding it’s home here, the philosophical debates spark terrible wars of right vs wrong, and the mortals of the realm find themselves at the heart of the battles trying to survive. The three main races found in Chroneus are the Sephyrs, Fienyrs, and Nephyr, though descendants of the Titans, the Giants, have also made their home here.

Sephyr/Fienyr

Astral-like beings with divine power flowing through them. The two cultures mirror each other, and their plane is the site of many conflicts and wars over the differences in their doctorines. Sephyr civilization tends to be graceful and forgiving of each other, though they hold other races to a standard, though Fienyrs are seen as evil and unworthy.  Sephyr don’t believe in debauchery or following lesser passions of the flesh.  Fienyr civilization is almost opposite, they follow their more primal instincts, though they find the Sephyr’s intolerably stuffy.

Sephyr

Brawn 2; Agility 2; Intellect 2; Cunning 1; Willpower 3; Presence 2
Wound Threshold 10+brawn
Strain Threshold 12+willpower
Starting experience 90
Special abilities: Sephyr begin with one rank in discipline.  You still cannot train their discipline above rank 2 during character creation
Divine Blessing: once per encounter, a sephyr character may spend a story point as an out-of-turn incidental to add <AD><AD><AD> to ally’s roll.

Fienyr

Brawn 2; Agility 2; Intellect 1; Cunning 3; Willpower 2; Presence 2
Wound Threshold 10+brawn
Strain Threshold 8+willpower
Starting experience: 90
Special ability: Fienyr begin with one rank in charm.  You still cannot train their charm above rank 2 during character creation.
Infernal Resilience: once per session, when you are recovering strain at the end of an encounter, you gain an additional point.
Silver Tongue: when making a charm, deception, or negotiation checks, you remove one setback die on the checks.

Nephyr

Descendants of the Gods, Nephyr have both been blessed and cursed by their bloodline. Many Nephyr have strong connections to the Divine power, but few channel this form of magic. Instead, they seek glory, honor, or justice in a world caught between light and darkness.
Brawn 3; Agility 3; Intellect 2; Cunning 1; Willpower 2; Presence 2
Wound Threshold: 10+Brawn
Strain Threshold 10+ Willpower
Starting Experience: 85
Starting Skill: a Nephyr starts with a single rank in Leadership during character creation. They obtain this rank before spending experience points, and Athletics may not be increased above rank 2 during character creation
Tragic Fate: When preparing the Story pools at the beginning of a game session, add one Story Point to the GM pool instead of the player pool
Deific Might: You begin play with a unique ability passed down from your deific parentage. Once per encounter, you may spend two Story Point to add one unique effect of the following:
Speed: your Nephyr are able to move faster than any creature for a short time, you can use a single movement to move up to extreme speed for the rest of the encounter
Flight: your Nephyr gain the ability to fly until the end of the encounter
Strength: your nephyr increases their strength greatly, upgrading all brawn checks by one until the end of the encounter.
Magical: your nephyr uses a specific spell that cannot exceed a difficulty of 2, such as a lightning bolt, a barrier shield, minor illusion, etc. They use their Discipline skill to make this ability at an average difficulty.
Healing: your nephyr can restore 5 strain or wounds to one creature including themselves.
Alternate Rule: Deific Might alt: Your Nephyr beings play with a deific power, using the Aeffects from SotC (starting on page 167) to make this special power, and can use this power once per encounter at the cost of two story points.

Giants

Descended from the Titans, giants can be violent warriors and mercenaries, though some tribes have become gentle and use their size to help rebuild cities and towns. Most giant players seek to break from their warmongering natures, often using their skills to protect others.
Brawn 3; Agility 2; Intellect 1; Cunning 2; Willpower 2; Presence 2
Wound Threshold: 12+ Brawn
Strain Threshold: 8+ Willpower
Starting Experience: 80
Starting Skills: A giant starts with one rank in Coercion, plus one rank in Melee or two ranks in Resilience. They obtain these ranks before spending experience points, and these skills may not be increased higher than 2 during character creation
Size Matters: a giant is silhouette 2 and increases their encumberance threshold by 2
Intimidating Presence: When an engaged opponent makes a check targeting a giant, as an out-of-turn incidental the giant may suffer 2 strain and add <S><S> to the dice pool.
Not So Bright: Whenever a giant attempts a knowledge check, they automatically generate <Th><Th>

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