Phreans

Home to the Orcish people, along with the Feyborns and Gnomes. Orcs believe strongly in tradition and honor, and while they do not embrace tecnhology as greatly as the rest of the realms, they are masters of the primal magics. The Feyborn keep their courts secretive across the realms, but the Great Summer and Winter Courts are held in this world, and many Feyborn Phreans never leave their groves.

Orcs

Proud, strong, usually muscular and heavily tattooed, with skin colors ranging from green, red, and blue, the orcish people live in a tribal culture, calling upon the primal powers to enhance their strengths and work with the natural world.  Orc tribes do war with one another, but in Helus, orcs tribes live close together.  Once every few years, all the tribes come together in Pherus for a ritual to empower and bless the tribes of the orcs.  
Brawn 3; Agility 2; Intellect 1; Cunning 2; Willpower 2; Presence 2
Wound Threshold: 10+ Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100
Special Abilities: Orcs begin with one rank in Resilience.  You still cannot train their Resilience above rank 2 during character creation.  
Tenacious: After an Orc hits a character with a successful combat check, they add <b> to combat checks targeting the same character until the end of the encounter.
Nature Allies: When your Orc character attempts to befriend a fey or animal, they may spend a story point to upgrade their nature skill checks.

Gnome

Another subspecies of fey, Gnomes come from the primal world of Phreus, though they’ve spread throughout the seven realms offering entertainment and illusion training.
Brawn 1; Agility 2; Intellect 2; Cunning 3; Willpower 1; Presence 3
Wound Threshold 6 + brawn
Strain Threshold 11 + willpower
Starting Experience: 90
Special Abilities:
Starting Skills: Gnomes begin with one rank in charm and one rank in stealth.  You still cannot train their Charm or Stealth above rank 2 during character creation.
Tricksy: Once per encounter during their turn, a Wanderer Gnome may use this ability and spend a Story Point to produce a previously undocumented small item  (encumbrance 1 or less) with a rarity no greater than 4 from a pocket, bag, pouch, nearby windowsill, passing cart, or other convenient location—even if there is no logical explanation for the item’s presence. This item cannot be a weapon unless the weapon has the Limited Ammo 1 quality.

Feyborn

Feyborn are humanoids that have similar traits to wilders and fey. Using the Multi-cultured rules, you can add the following features to a Feyborn:
Starting Wounds: 9+Brawn
Starting Strain: 11+Will
Starting Skill: A Feyborn starts the game with Primal as a career skill. Feyborn also start with a single rank in Primal. They obtain this rank before spending experience points, and this skill may not be increased above rank 2 during character creation.

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.

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