Metavariants


Nocturna

Nocturna are an elven metavariant found in eastern Europe.



They are the same in in physicality to elves, but grow body hair faster, have auditory sensitivity, and suffer great discomfort in sunlight.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

1/7

3/12

1/9

2/10

1/9

1/9

1/6

Nocturna have low-light vision.

Nocturna gain +3d6 to auditory perception checks, but are temporarily deafened by anything louder than a pistol gunshot.

Nocturna always have a mild allergy to sunlight.

Nocturna have a Blandness modifier of -3.

Nocturna start with five resource points.


Gnome

Gnomes are a dwarven metavariant found in in eastern Europe.


They are slightly shorter than dwarves, and are thought to have longer livespans. They lack all body hair except head hair and very rarely slight facial hair. Their hair is always dark brown or silver. They average a height of 2'9 inches or 84 centimeters, and a weight of 95 pounds or 43 kg.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

1/7

2/10

1/4

1/9

1/9

3/12

1/3


Gnomes have thermographic vision.

Gnomes have the uncanny ability to resist magical conditions, providing them with double their normal dicepool for resisting magic that does not take the form of a projectile.

Gnomes do not gain damage resistance by increase of their Body.

Gnomes spend 20% more on equipment to suit their size.

Gnomes have 15 movement speed rather than the standard 20.

Gnomes start with zero resource points.


Hobgoblin

Hobgoblins are an Ork metavariant found near the Persian Gulf and central Africa.


They are less apt for the process of muscle building than Orks, and generally do not grow up to be as tall as Orks. Their skin is green and they sport a narrow, tapered jaw. Hobgoblin eyes are completely black, with no pupils. They grow hair much slower than Orks.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

1/9

1/9

2/10

2/10

1/9

1/9

1/5

Hobgoblins have low-light vision.

Hobgoblins have sharp fangs which deal Strength + 2 damage.

A Hobgoblin's blandness is always zero as long as their eyes are showing.

All Hobgoblins have the Vindictive quality.

A Hobgoblin starts with fifteen resource points.


Oni


Oni are a Ork metavariant stemming from Japan.

Oni have large dermal horns on their head similar to Trolls. Their skin is always bright orange, blue, or red. Their eyes protrude slightly and they are even taller than Orks, typically reaching 6'6 feet or 198 centimeters.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

3/12

2/10

2/10

1/9

1/9

1/9

1/6

An Oni has Low-Light Vision.

An Oni has a blandness modifier of -5.

An Oni starts with zero resource points.


Fomori

Fomori (singular: Fomor, not to be confused with Fomorians, the infected form of Fomori) are a Troll metavariant stemming from Ireland/Tir Na Nog and Wales.



They are shorter than Trolls by about six inches, and lack dermal extremities. They have the same broadened skin spectrum as trolls, but usually have a more delicate texture to their tonality.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

4/14

1/7

5/15

1/9

1/7

1/9

1/3

Fomori have thermographic vision.

Fomori have the uncanny ability to resist magical conditions, providing them with double their normal dicepool for resisting magic that does not take the form of a projectile.

Fomori gain +1 reach with melee weapons that are suited to their size.

Fomori spend 100% more on equipment to suit their size.

A Fomor starts with zero resource points.


Metasapients


Sasquatch

Sasquatch are rare, but are not radically different from humans. The average Sasquatch is 7'10 inches tall or 239 centimeters. At the age of thirty, they weight about 400 pounds or 181.5 kg.


Their skin and fur color is based on their place of birth, providing camouflage for that area. Sasquatches are covered with fur, and tremendously tall and muscular. There are about six male Sasquatches born for every one female.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

6/16

1/9

5/15

1/9

1/9

1/9

1/6

A Sasquatch is dual-natured—they exist on the astral plane as well as the physical.

A Sasquatch cannot speak any language. They instead use parrot-like mimicry to convey any form of communication, which is always done by rolling a Negotiation roll.

Sasquatches do Strength+2 unarmed damage.

All Sasquatches have the Uneducated quality.

Sasquatches spend 100% more on equipment to suit their size.

Sasquatches gain +1 reach with melee weapons that are suited to their size.

Sasquatches start with negative five resource points. They must take negative qualities in order to be available for play.


Centaur

Centaurs are technically equines. They have a the body and head of a horse, but they also have human arms. The average Centaur is 7'2 feet or 2.2 meters standing on their hind legs, and weighs about 615 pounds or 280 kg.


Most of the variation comes from the horse body, which resembles different breeds of horses. Centaurs have only three fingers and one thumb.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

3/12

1/9

3/12

1/7

1/9

1/9

1/3

Centaurs have Dark Vision.

Centaurs always have the Magic Sense power, which allows them to sense when magic entities are nearby.

A Centaur's front and back legs deal Strength+2 damage and 2 stun.

Centaurs gain +2d6 to perception checks when examining physical objects.

Centaurs have a base movement of 35.

An Centaur has a blandness modifier of -6.

Centaur start with negative fifteen resource points. They must take negative qualities in order to be available for play.


The Infected

As Ghouls are the only form of infected metahuman which have any possibility of being sterile (not being able to spread their infection), they are the only infected entity available for play.


Ghoul

Ghouls are a form of infected brought on by the Kreiger strain of the Human-Metahuman Vampiric Virus, also known as HMHVV III. Any metahuman which has this infection will turn into a ghoul.


Ghouls have no hair, rough, dark skin, and elongated fingers. They have claws for fingernails. Their eyes are thick with white cataracts empathizing their lost sight.


As all ghouls were once metahumans, when designing a ghoul character, you should decide what the character was before they turned into a ghoul. Trolls lose their dermal deposits when they become a Ghoul, which weakens their muscle structure.

Body

Quickness

Strength

Charisma

Intelligence

Willpower

Edge

As prior to infection +1 (if troll: -1)

As prior to infection +1

As prior to infection +1 (if troll: -1)

As prior to infection -2 (minimum of 1)

As prior to infection -2 (minimum of 1)

As prior to infection +1

As prior to infection

Ghouls have +1 natural damage resistance.

A Ghoul is dual-natured—they exist on the astral plane as well as the physical.

Ghouls have Enhanced Sense (Hearing) and Enhanced Sense (Smell).

Ghouls have Reduced Sense (Vision).

Ghouls have Allergy (Mild, Sunlight)

Ghouls have Dietary Requirement (Metahuman Flesh) They cannot digest anything but water and flesh.

Ghouls have their essence divided by two. For every three days they do not digest at least three pounds of human flesh, they lose one point of essence. If they reach zero essence they become feral, and you lose control of the character.

A Ghoul starts with five resource points.