Helians

Helus is a nexus for the other realms, and has become a melting pot for all the realms races, but it is known as the birthrealm of humanity. Besides humans, the Halflings and Cyborgs generally come from Helus

Human

The most populous species on Helus, Humans have spread to each the reams, adapting to the various terrains and magics of the various realms.  Humans are a tenacious bunch, and their versatility has allowed them to take advantage of the powers of the realms.
For reasons, you can find the standard human is found in the GCRB, on page 36. You can also use the laborer (page 37), intellectual (page 38,) or aristocrat (page 39) as well. 

Cyborg

Dwarves of Areus took prosthetics to a new level, and this technology has spread to the other realms in one form or another.  While Cyborgs are created from other races, they all share one common element; cybernetics, which can be found in the GCRB page 177, and the base statistics can be found in the SotB on page 28, with this additional trait
Magic Dissonance: Because of their cybernetics interfering with magical energy, Cyborgs have a harder time when dealing with magic. Anytime you attempt to use magic (unless it is knowledge) you add <s> to your casting.

Wilders

These magic users are born with innate magic in their blood. This can take the form of any of the four main types of magic. They have the advantages of being a spellcaster without needing as much time to learn their art. The downside is they cannot access cybernetics, and the chances of random magic occuring is stronger.
Brawn 1; Agility 2; Intellect 2; Cunning 2; Willpower 2; Presence 2
Wound Threshold 9 + brawn
Strain Threshold 12 + willpower
Starting Experience: 100
Special Abilities: 
Starting Skill:
A wilder starts the game with Arcana, Divine, Occult, or Primal, as a career skill. Sorcerers also start with a single rank in the magic skill they select as a career skill during character creation. They obtain this rank before spending experience points, and these skills may not be increased above rank 2 during character creation.
Wild Magic Surge: Once per Session, the Game Master can spend a Story Point when the wilder character casts a spell. If that spell generates any advantage or threat were generated, add an additional effect equal to the number of advantage or threat generated or lower. If none were generated, have a random narrative affect (magical in nature) occur within short range of the wilder.
Technological Dissonance: Technology has a way of interfering with a wilder’s magical abilities. If a wilder gets any cybernetics, they reduce their strain threshold by 2 permanently, and automatically add a (Th) to any magic checks.

Goblins

Tricksters and often seen as vermin, Goblins are tenacious little creatures that can be found anywhere. They have a habit of getting into small places, scavenge seemingly useless junk and turning it into crazy inventions, and overall tricky little people.
Brawn 1; Agility 3; Intellect 2; Cunning 3; Willpower 2; Presence 1
Wound Threshold: 8+ Brawn
Strain Threshold: 10+ Willpower
Starting Experience: 90
Starting Skills: a goblin begins with one rank in either Mechanics or Skullduggery. They obtain this rank before spending experience points, and this skill may not be increased higher than rank 2 during character creation.
Clever Little Bugger: once per session, your goblin character may spend a Story Point to gather materials and cobble together the functional equivalent of any item or emulates a spell or effect. The difficulty is equal to the rarity of the item or spells level, however it is automatically upgraded, as anything crafted by a goblin has a tendency to explode or breakdown in a spectacular manor. Additionally, this item automatically has the Inferior 2 quality added to the item. Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend <DR> on the check to indicate the item ends up being dangerous to the user and anyone around them in some way.
Surprise!: Once per encounter, your goblin can throw an adversary off balance. Your goblin makes a hard deception check, if successful, the goblin automatically imposes a <S> to that character’s next check.

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