Since I have the tendency to check here and again my creations but no will to read what I posted, I'll post again the Dvergr, just in case I modified something since the last post...
Dwarf Size: Despite Strength and Constituition, maximum size is 15. Always have minimum Height and maximum Weight for their Size class.
Magic and Psychic Null: Cannot have The Gift, See Supernatural, Access to a Psychic Discipline, Access to Any Psychic Discipline, Access to Natural Psychic Powers Advantages. Cannot allocate DPs to Primary Supernatural and Psychic Abilities. Cannot be of any Class from the Mystic or Psychic Archetype.
Natural Abilities and Inabilities: Starts with -10 Acrobatics, +10 Athleticism, +15 Climb, -15 Ride, -20 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -15 Navigation, -15 Occult, +10 Science, +20 Withstand Pain, +5 Composure, -20 Stealth, +10 Trap Lore, +10 Lock Picking, -20 Dance, +20 Forging.
Quick Healing: Add 5 points to Regeneration.
Resistance: +25 Magic, Venom and Physical Resistance, +10 to Psychic and Disease Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic, Physical Weakness, Sickly and Serious Illness, Easily Possessed, Severe Allergy, Atrophied Limb.
Slow Moving: -2 Movement.
Unattractive: Deduct 2 from Appearance. Can buy Unattractive even if they have 5 Appearance (going to 3 Appearance). Cannot buy Charm Advantage.
Uncommon Physic: +2 Constitution and +1 Strength, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution or Strength. Maximum Constitution and Strength are 13. Can reach Inhuman-Difficulty levels in actions involving Strength or Constitution.
Warrior Path: Only Elan accessible for Dvergrs is Noah.
Wear Armor Bonus: +40 Wear Armor.
Withstand Death: Automatically overcome Between Life and Death checks.
Withstand Fatigue: +2 Fatigue.
Level Modifier: +1.
Magic Null: Cannot have The Gift or See Supernatural Advantages. Cannot allocate DPs to Primary Supernatural Abilities. Cannot be of any Class from the Mystic Archetype or intersecting the Mystic Archetype.
Natural Abilities and Inabilities: Starts with -5 Acrobatics, +5 Athleticism, +10 Climb, -5 Ride, -10 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -10 Navigation, -10 Occult, +5 Science, +10 Withstand Pain, -10 Stealth, +5 Trap Lore, +5 Lock Picking, -10 Dance, +10 Forging.
Resistance: +15 Magic, Venom and Physical Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic or Physical Weakness.
Slow Moving: -1 Movement.
Stout: -2 Size and cannot increase it using Uncommon Size Advantage. Always have minimum Height and maximum Weight for their Size class.
Uncharming: Deduct 1 from Appearance. Can buy Unattractive even if they have 6 Appearance (going to 4 Appearance). Cannot buy Charm Advantage.
Uncommon Constitution: +1 Constitution, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution. Maximum Constitution is 13.
Wear Armor Bonus: +20 Wear Armor.
Withstand Fatigue: +1 Fatigue.
Immortal Soul: -3 XP per session.
For BG information see the last post. Just as I side note, I decided that The Lightless Halls were also part of Dvergr dominion, but due to collapse of underground passage, they lost contact with it and Dvergr in The Lightless Halls misteriously disappeared meanwhile.
Chitinous Bodies: Ah Chiinches have a natural AT4 against all attacks.
Extreme Tenacity: Ah Chiinches have a +40 bonus to all Resistance checks that would cause them automatic death and all Withstand Pain checks and can keep fighting until their Life Points have reached ten times their constitution below 0.
Eyeless Sight: In order to survive, Ah Chiinches became something completely different from the human beings they originated from. They lack eyes and perceive the world through their antennae. They have the Extrasensorial Vision and Round Vision special rules. They cannot buy either Blind or Deaf as disadvantages.
Four Arms: Ah Chiinches have a total of 4 arms, meaning they can wield up to 4 weapons, two two-handed weapons, or combinations of those. Attacks with additional weapons suffer the usual -40 Attack Penalty. Ah Chiinches treat he Ambidextrous advantage as a 1-3CP cost one, reducing the Attack Penalty of one additional arm Attack to -10 for each CP spent. Ah Chiinches with the Gift don’t suffer the gestureless casting penalties, as far as they have 2 free hands. Also, Ah Chiinches may employ the additional arms to carry an Enormous size weapon as if their Size class was Big.
Human Size: Despite their great strength, Ah Chiinches are almost human sized, hence they apply a modifier of -2 to their Size class.
Incredible Bodies: The insectoid body structure grants Ah Chiinches with the ability to perform exceptional feats. Ah Chiinches are Inhuman, Without Unconsciousness and Tireless and benefit from a bonus of +2Str. Ah Chiinches can have a difference between Str and Con superior to 2 points. Anyway, their unusual body structure makes so that any attempt to make a Medicine check on a Ah Chiinche from a non-Ah Chiinche character is increased two levels in difficulty, unless the character has spent a long time studying Ah chiinches’ anatomy.
Insectoids: Ah Chiinches are considered monstrous by the standards of any humanoid race and are pretty uninterested in appearance themselves. They’re considered as having Aspect 1 while interacting with any other race. Also any character is considered as having Aspect 5 while interacting with them, including other Ah Chiinches. They cannot buy the Unattractive disadvantage. Also, Ah Chiinches have -100 to all their Social checks, when interacting with other races and cannot buy Charm, Disquieting or Seducer advantages.
Mute: Ah Chiinches’ communication is based on pheromone transmission of messages. Although they are capable of rational thinking, they don’t have any way to reproduce sounds and are therefore considered Mute. All Ah Chiinches with the Gift are considered as having the Unspoken Casting advantage. They cannot buy Mute as a disadvantage.
Level Modifier: +2.
AH CHIINCHES NEPHILIMS:
Distaste for Aesthetics: Al Chiinche Nephilims consider all humanoids as having Aspect 5.
Insectoid Stamina: Ah Chiinche Nephilims are Tireless.
Tenacity: Ah Chiinche Nephilims have a +20 bonus to all Resistance checks that would cause them automatic death and all Withstand Pain checks.
Immortal Soul: Ah Chiinche Nephilims suffer a penalty of -2XP earned per session.
Imagine them much like insect-humans without eyes, and four hands (with five fingers, like humans) at the extremity of four arms. Why should Insect like people be around in a world where inhuamans are hunted? Simple enough, they live very deep in the jungles of the New Continent (the western, South-America-looking one). Despite being unable to see and speak, they're quite intelligent (their perception and communication based on hormonal transmission of messages), but they have SERIOUS problems interacting with other races for obvious reasons, although they are generally mild and not very aggressive. They DON'T breed in thousands like insects (would be impossible for any ecosystem to sustain big creatures in such numbers) and simply don't have any sense of aesthetic. Beautiful and ugly are concepts completely extraneous to their nature. The few of them that are exploring the world "outside the jungle" go around with heavy cloacks covering their entire bodies, a mask to hide their insectoid face, gloves to hide their hands (they seem humanoid, but are still covered in chitin...), and of course they keep the second pair of arms stright attacked to the body in order to hide them. They fake being mute, of course and are quite skilled in mimicking what they want to say. Of course they're being very cautious, with other races and still almost no-one knows that they exist. Somehow they tend to venerate nature, but also all that's supernatural, making so that they have a frequent mixed affinity to Erebus and Raphael, but they can develop Elan toward other shajads/berils as normal, since they do develop different personalities exactly like other intelligent beings. They never breeded with other races and any interbreeding would give birth to nothing.
Armors Curse: Fafnrs cannot wear armors while in their Drakonic form. If forced into an armor, the Fafnr’s body immediately shapeshifts to its human form. If a Fafnr doesn’t want to develop any wear armor ability, he can exchange any Class bonus to the Wear Armor ability with an equivalent bonus to his Life Points. Fafnrs cannot buy the Use of Armor advantage.
Blood Bonds: Residing apart from the world for most part of history, Fafnrs have developed only a limited number of Blood Bonds. Thus, they can only choose Blood Bonds from the following list: Kagutsuchi’s Blood, Niflheim’s Blood, Rudraska’s Blood, Toa’s Blood, Pandemonium’s Blood, Sephira’s Blood, Uroboros’ Blood, Eternal Blood, Natural Weapons (which does not count as a Blood Bond for them), Dragon’s Blood, Latent Blood.
Children of Fire and Ice: Fafnrs only suffer half damage from Fire and Ice effects.
Cumbersome Bodies: The bodies of Fafnr lack some flexibility typical of other humanoid races. Hence they suffer a -10 Initiative penalty and cannot gain any benefit from any Martial Art while in their Drakonic form.
Damage Reduction: Fafnrs deduct -10 from all Damage suffered from any source. may also spend DP to buy the Damage Reduction Power, with the limits of beings with Gnosis 20.
Dragon Scales: Fafnrs have a natural AT6 against all attacks. Fafnrs may spend DP to gain additional AT points up to a maximum of AT8 for a cost of 30DP per each additional AT point. Furthermore, they can increment their Physical AT up to a maximum of AT10, at a cost of 20DP per each additional Physical AT point.
Human Form: Fafnrs can shapechange their form to that of a human being of any race and same sex, but they always assume the same shape. While in Human Form, they don’t have any of their racial powers or restrictions. It takes a full turn shapeshifting from one form to the other and the Size change added to the presence of scales on the Drakonic shape may easily cause dresses to rip. Also, wearing armors inhibits the ability of Fafnrs of reverting to their Drakonic form.
Natural Weapons: Fafnrs have natural weapons with a Base Damage of 40 or 60, depending on their Size. Fafnrs must learn how to use them as normal. Fafnrs may spend DP to buy the following creature Powers that apply to their Natural Weapons, with the limits of beings with Gnosis 20: Increased Damage, Damage Energy, Armor Modifier, Increased Critical, Supernatural Attack, Breakage Bonus, Accumulate Attack, Natural Charge, Defensive Style (which is not cumulative with the Secondary Weapon Defensive Style Module), Shield.
Overwhelming Power: Fafnrs have +1Str, +1Con, +1Pow, +1Wil and +1Per. They are also Inhuman.
Resistant: Fafnrs have +20 to their Magic Resistance and +20 to their Physical Resistances. Fafnrs may spend DPs in multiples of 10 to increase these two Resistance Bonus up to a maximum of +50 Magic Resistance and +50 Physical Resistance. Each 10DP spent, raise one of the two Resistances Bonus by +10.
Level Modifier: +3.
Children of Fire and Ice: Fafnr Nephilims only suffer half damage from Fire and Ice effects.
Damage Reduction: Fafnr Nephilims deduct -5 from all Damage suffered from any source.
Will of a Dragon: Fafnr Nephilims have +1Pow.
Resistant: Fafnrs Nephilims have +15 to their Magic Resistance and +15 to their Physical Resistances.
Immortal Soul: Fafnr Nephilims suffer a penalty of -3XP earned per session.
Fafnr are somehow a secondary breed of Dragons. They mostly come from the north, but are actually very scattered across the world, keeping their existence secret thanks to the fact they can assume human shape (for all that matters they can also assume the shape of any humanoid, but they DON'T get any ratial bonus from it...). Actually Fafnr learn to metamorph when very young (note that unlike for Tuan Dalyr their NATURAL SHAPE is the drakonic one and not the human one) and once they choose their appearance they keep it for all their life. They don't have a society and feel a certain simpathy for others of their kind (since they are few) and for "real dragons". They pass down a religion incentered in the cult of both Gaira, C'iel, Shajads, and Berils which are actually venerated for what they are (they know much more about them than most other races since they don't have "idealized" their deities). Most of them live solitary lives (pretty long ones...much like Duk'Zarist) in the middle of men, without really fitting most times, but somehow while in human form they are capable of interbreeding. The result of such crossess are never drakonic, although they may inherit some traits in their humanoid form (like unnatural resistance or resistance to fire and ice). Anyway, Fafnr like looking for each other and often spend their entire lives searching for a companion of their own breed. And yes...their inability to wear armors seems somehow connected to some old curse they have from creation.
Artificial Body and Mind: Homunculus have a bonus of +3 that can be distributed freely among their characteristics. Choose a Secondary Abilities Field for each Homunculus. All Abilities from that Field start with a base of 20 even without spending there any DPs, and gain a +5 Bonus per Level. If the Homunculus has the Jack of All Trades advantage, he starts with 30 points in the Abilities his chosen Field.
Artificial Essence: Homunculi can spend 50 Zeon points per turn to either recover 5 lost Life Points or 1Fatigue Point. Multiply the recovered number of Life Points or Fatigue Points by the Regeneration Rate of the character. Homunculi cannot regenerate Life Points or recover Fatigue by any other mean, but they can transfer or be transferred Zeon as if they had The Gift.
Extraordinary Resistance: Although they cannot develop any Ki ability, Homunculi are automatically considered as benefitting from Use of Necessary Energy, Elimination of Necessities and Elimination of Penalties. They also benefit from a bonus of +40 to all Resistances.
Lonely Existence: Homunculus cannot get the Familiar, Henchman, Animal Companion, Shelee Essence, and Great Love advantages. They can never have any Familiar or Shelee.
Soulless: Homunculi do not have any Ki point and cannot develop any Ki or Summoning Ability. They can still develop Nemesis Abilities and Ars Magna (as far as they don’t have a Ki cost) and may as well buy Ki Accumulation Multiples to empower their Nemesis Abilities. An Homunculus can never develop any Elan, Blood Bond, nor take any Advantage/Disadvantage related to Ki, Summoning, The Gift (or Incomplete Gift), or Access to Psychic Disciplines, although they can receive an Innate Technique/Spell/Psychic Power. Homunculi are unaffected by any Soul-Related effect as well as the Eyes of Death powers. They’re considered as having Gnosis 0 and Natura 0, but ignore any Gnosis based Immunity/Resistance.
Unnatural Presence: Homunculi are considered as automatically having the Annoying and Disquieting Disadvantage/Advantage that do not count toward their Advantage/Disadvantage limit. They can never receive the Charm, or Great Speaker advantage.
Void Existence: Homunculi suffer a penalty of -3XP earned per session.
Level Modifier: +2.
A product of magic nodes, homunculi are beings without a soul and with human appearance (most times). They are made of magic substantially, but cannot arness it, just like they cannot arness any other power, except for Nemesis and some Ars Magna. A few of them also are "created" with Innate ability to use a single Technique/Psychic Power/Spell (the advantages Innate Technique and Innate Spell were homebrewed by me). Beings things that shouldn't exist they are refused by all and everything that's around them, so they tend to isolate themselves. Of course a few of them seek for a way of acquiring a soul and becoming "full"...but most of them find some kind of merciful destruction before they do. Sad, poor things under all aspects...much like FMA homunculi or Prometheans from the omonimous RPG. For obvious reasons, they don't age, and don't give birth to anything, nor Nephilims.