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Most characters in the world are human, however individuals given kemic treatments at various points before adulthood, or their descendants, often stretch that definition. Most of these treatments were developed at the height of the age of knowledge for a specific purpose and while they have been refined and adjusted slightly over the years no new processes have been discovered for some time. In game terms, each heritage grants some specific bonuses and will likely have some impact on the appearance of a character. Humans represent the overwhelming majority of the population. Human characters get to pick two backgrounds instead of one, it's up to the player to justify or explain when those backgrounds might not make sense. Humans also have three extra points to spend at character generation. Brutes are bred for war using the least subtle applications of the kemic arts of all heritages. They are big and tough, standing six to seven feet tall. They are valued for their size, strength and hardiness and often unfairly and without justification viewed as being less intelligent than average. They ignore the first wound inflicted on them each combat, have the Archetype: strong edge and get a +1 bonus on checks involving melee weapons or shields. Guardians are kemically bred to act as elite troops, special forces and bodyguards. They share the range of normal human body types, although they tend to be fitter and healthier. Guardians are valued for their quick reaction times and dedication. Guardians get a +2 bonus on awareness checks, can take an extra action in the first round of combat and may react to defend an ally even if they've used all their reactions. Seekers were first bred to act as spies and infiltrators at the height of development that led to the shattering. They are small and lithe, four or five feet tall and about three quarters the weight of a similarly sized human. While they view themselves as seekers, gatherers or liberators the rest of the world often refers to them by less flattering names such as child-men or skulkers. Seekers can alter their skin and hair colour and are all double jointed as such they get a +2 bonus on checks to conceal themselves or to squeeze through gaps or escape bonds. Chosen are created through a series of expensive alchemical treatments starting at birth and lasting throughout childhood which corrects physical defects and sharpens mental skills. They get a +2 bonus to general checks and are immune to all disease, poison and ingested alchemical effects (including drugs and alcohol). Infused are the only non-human heritage not of kemic origin, and are few in number. They look like normal humans apart from their eyes, which are always somehow strange. Born with deeper ties to the world than most they are natural mages and get a +1 bonus on all checks with magic skills.