Entropy

OP’s:
Body Fixer: A skilled doctor.
Bonuses: Smarts d8 – Healing d8, Knowledge (Medicine) d8.
Crazies: Recipients of M.O.M. implants. Stronger and faster than normal humans, and also more unstable. The M.O.M. conversion process often unlocks at least minor psychic abilities.
Bonuses: Strength d8, Agility d8, Vigor d8 – Fighting d8, Psionics d4 – Arcane Background (Psionics).
Hinderances: One major and two minor selected from Delusional, Habit, Overconfident, Phobia, or Quirk .
Commander: A character, usually in the military, that has received training specifically to lead troops in combat.
Bonuses: Agility d6, Smarts d6 – Knowledge (Battle Tactics) d6, Shooting d6 – Command
Faceman: Someone who specializes in diplomacy, persuasion, and favors.
Bonuses: Spirits d8 – Persuasion d6 – Charismatic, Connections
Man-at-Arms: A typical soldier in any of the world’s numerous militaries or a mercenary.
Bonuses: Agility d6, Strength d6, Vigor d6 – Fighting d6, Shooting d6.
Martial Artist: Someone who has trained to be effective barehanded in combat.
Bonuses: Agility d8, Str d6 – Fighting d6 – Martial Artist
Meta-human: There are five classifications of Meta-humans, all of which have access to abilities far above what is accessible to normal humans. The term “Meta-human” and the five classifications were all coined by Gregory Lazlo late in his career and are now used by those who fancy themselves “scientists” and/or “educated”.
Headhunter: A mercenary who relies on cybernetics to enhance his capabilities.
Juicer: Someone who has undergone the Juicer Conversion Process. Their bodies are enhanced with various drugs injected via a complicated medical harness.
Bonuses: Agility d8, Strength d8, Vigor d8 – Fleet-footed.
Hinderances: Overconfident
Operator: A techie-extraordinaire who can build, drive, fix or fly just about anything.
Bonuses: Smarts d8, Agility d6 – Drive d6, Repair d8
Rogue Scholar: Someone specializing in the acquisition of forgotten (or forbidden) knowledge.
Bonuses: Smarts d10 – Jack-of-All-Trades, Linguist
Special Ops: Anyone who has received military training pertaining to stealth and infiltration.
Bonuses: Agility d8 – Shooting d8, Stealth d8
Street Rat: A young character who grew up on the streets in an urban environment.
Bonuses: Agility d6, Smarts d6, Spirit d6 – Notice d6, Stealth d6, Streetwise d6.
Hinderances: Young
Vagabond: A wanderer and jack-of-all trades.
Bonuses: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6.
Wilderness Scout: Anyone who prefers the untamed wilderness over the safety of civilization.
Bonuses: Smarts d8, Agility d6 – Survival d8, Tracking d4

Races:

Changelings: Fae-touched humanoids that walk a fine line between fantasy and reality.
Dragonkin: Humanoids distantly related to dragons. Dragonkin are skylanders, and by far the most common ones encountered, since many have natural flight abilities.
Dragon Hatchling: Newborn dragons. Naive, very powerful, and typically wide-eyed with wonder.
Full-Conversion Cyborg: Someone who, due to injury or by choice, has been made almost completely artificial.
Skyland Elf: Elves which hail from the isle of Heartland. They are a cruel people, given to slavery and brutal zealotry.
Moreau: Anthropomorphic creatures created in Roanoke’s labs as soldiers.
Werewolves: What more needs to be said?
White Court Vampires: Vampires who feed on the psychic energy of humanoids. While not as physically or mystically potent as red or black court vampires, they also are much more human. They have fewer inherent weaknesses, and can blend in to the general populace with ease.

Edges and Hinderances
Edges and Hinderances
Vanilla Mortals