Here are the Character types, and Stone counts! If you intend to play as mages, please wait until I posted the new magical actions to make your CADs and send them in. You'll want/have to use those actions.
(There'll also be a modifier useful for all types, so stay tuned even if you're not one of them folks)
Please note that I am not using the regular magic actions in the book at all, so don't bother making a mage with those. ^_^
Otherwise, well here goes. If you have any questions or comments, go ahead!
CHARACTER TYPES
1) Humans
Description: The closest to 'normal' that we know, humans are cunning, tough and hard to kill. They make up the vast majority of survivors in the destroyed world, and can pursue virtually any sort of interests or purposes. Humans make up with skill and training what they lack in special abilities and powers. Humans' appearance is basically identical to the humans we know, but are usually tougher and of stronger constitution than those of today, due to being the descendants of survivors of the Apocalypse.
Stone counts: 45+15
Suggested concepts: Wilderness beast hunter, Hardcore Survivor, Mercenary, Doctor, Road Warrior, Champion of a community, etc.
Advantages: Generally accepted everywhere, can easily find support, often underestimated by monsters and abominations
Disadvantages: No superpowers or special abilities aside from the basic ones.
2) Radicals
Description: Seemingly normal humans whose organism is not only mostly immune to radiation, but actually draws power from it. Some heal faster when exposed to radiation, some become stronger, some can project radioactive blasts, augment radioactivity levels or diminish them, etc. Radicals with high levels of powers can have glowing green eyes, solid green light eyes, and may even emit radiation themselves. Others only have such attributes when using their powers. Some Radicals wear specially designed Rad Suits to protect those around them from the radiation their body produces.
Stone counts: 50+20
Suggested concepts: Radioactive hermit, Wanderer, High-Rads Rescue agent, Scientist/technician around radioactive technology or phenomenon
Advantages: Radicals have a base Radioactive Defense of +7, which can be increased by LoEs. Radicals can buy various Energy-based powers of the element Radioactivity, such as Force Blasts, Mastery of Elements, Charge Objects, Radioactive(Psi)-Weapons, stronger Healing Factors active only in irradiated areas, etc.
Disadvantages: Usually get the Challenge 'Looking non-human' at least at (-2), due to having, for example, bright green eyes, or something along those lines (although they do not
usually have Physical mutations; that's usually the Mutant's characteristic). Sometimes they get it at more. The worst cases have bodies that constantly emit radiation, and need to either use their powers or a special containment Rad suit to protect those around... or live alone in irradiated areas.
3) Technarchs
Description: Technarchs are those scientists, geniuses and noblemen who settled underground and thus escaped the worst part of the apocalypse. They kept inventing and advancing technologies, making discoveries that far exceeded modern technology as we know it in some cases. Technarchs are the only character type which can start with physical weakness, chronic diseases or being fearful or weak-willed, due to not having faced the apocalypse which toughened up other types. They are often smart, rarely physically fit (although it happens, especially if altered somehow, read further) and often make use of advanced tech, weapons, combat exoskeletons, cybernetics and similar enhancements.
Stone counts: 40+15, plus 20 stones worth of gadgets, cybernetic enhancements and advanced technological devices for a typical Technarch; 30+15, +30 stones spent exclusively on Mental (non-powers), technology or knowledge-based actions/modifiers for a genius/Inventor type Technarch; and 35+15 plus a 50 stones (Robotic/PA rules) Exoskeleton/Powered Armor for those Combat Exoskeleton pilots types.
Suggested concepts: Scientist, Tech specialist, Combat Exoskeleton Pilot, Cyborg Adventurer, Know-it-all
Advantages: Usually welcomed by the secretive and technologically advanced Technarch bastions; adept at very advanced tech, often better armed than most anyone else.
Disadvantages: Usually less tough against radiation or hardships, often too reliant on their technology, cybernetics and exoskeletons vulnerable to various effects (EMPs, for example).
4) Mages
Description: Mages are humans who have the potential, and have developed the ability, to wield the supernatural forces which merged with the World with the arrival of the Dark Ones over four-hundred years ago, allowing them to manipulate one, or more, of eleven mystical energies which can reshape reality around them. Few are not at least intelligent and strong-willed, if only because of the diligence and determination necessary to learn to use those powers. Most mages only manipulate one of those forces to a medium level, although more powerful and experienced ones might have access to over three different forms of magic and be capable of incredible feats. There are rumors of Archmages, beings who mastered several types of magic, and who essentially reshape events around them like a painter on a canvas, but mages of such power are exceedingly rare, if not only rumors... maybe. Mages usually look normal until they use their powers, but they do have a mystical aura which certain creatures and other magi can perceive.
Stone counts: 60+15 (at least 15 of which must be spent on magical actions)
Suggested concepts: Occult Scholar, Warlock, Trickster, Oracle, Mysterious stranger
Advantages: Capable of wielding one or more of the eleven mystical forces and using them to alter the world around them. Gain the Potential modifier at AN 4 for free.
Disadvantages: Mages have a mystical aura that may attract unwanted attention (usually a -2 disadvantage), and, being very precious to any organization or group, they are either recruited or targeted by enemies as soon as possible, making it difficult for a mage to be left alone.
5) Saints
Description: The descendants of humans whose purity and goodness of heart granted them special, 'holy' powers which developed across generations when magic merged with the world. Nowadays, individuals known as 'Saints' are capable of wielding a mysterious power known as 'Aura', which seems to be the very antithesis of the essence and powers of eldritch abominations and monsters (it's actually nearly poisonous to them), and which allows them to perform various miracles, including healing wounds, curing diseases, burning abominations with holy light, etc. Some have taken it to calling Aura the 'Twelfth Magic', although the forces wielded by Mages and Saints are fundamentally different. Of course, not all Saints have retained the goodness of their ancestors, but it is true that most Saints tend to share those qualities.
Stone counts: 50+15
Suggested concepts: Priest, Shepherd, Holy Man, Martyr, Paladin, Healer, Savior.
Advantages: Can wield the mystical power of Aura to both heal the wounded and harm the wicked, bringing hope and light where only despair and darkness are thought to be capable of existing. Highly valued by communities; feared by weaker abominations.
Disadvantages: A Saint must follow and serve faithfully a given cause, something important to the Saint in question. It can be reflected by various challenges (at at least -3), such as 'Loyal', 'Duty', 'Obsession', 'C.T.S.U.F.U', etc. If a Saint falters in his chosen cause, his powers may falter and weaken. Should a cause be 'completed' and 'permanently achieved', the Saint can choose another one of the same level. Also, Saints are automatically hated by Eldritch Abominations (as per challenge 'Deadly Enemies' (-3; Eldritch abominations in general), which
doesn't count as part of the challenge limit mentioned above and does not grant stones back.
6) Mutants
Description: Mutants are survivors gifted with powers usually exceeding human limits or existing outside of mankind's realm of possibilities, due to their DNA being altered either through radiation, technology, the general world-altering effects of the Dark Ones' arrival on Earth or any other such unusual events. While all mutants have mysterious powers that no normal human may dream about, most of them are also somehow cursed with altered, disturbing appearances and mental trauma. Of course, some exceptions exist, and some mutants have reportedly looked very human while still being surprisingly powerful.
Stone counts: 60+15
Suggested concepts: Wanderer, Monster, Hero of a community, Superpowered being, Freak
Advantages: Wields powers normally unattainable for the common folks, allowing them to perform incredible feats and effects normally impossible to do. Often very powerful and frequently respected by their communities.
Disadvantages: Some mutants are heavily altered and changed by whatever made them mutants in the first place, leading them to be at least different, if not downright monstrous, in appearance (Looking non human challenge -2 to -4). Others still have other types of disadvantages, sometimes related to their powers, sometimes not. And sometimes, their powers/appearance/changes frighten other survivors, leading them to become feared or hated by their former companions.
7) Cryptids
Description: The unholy offspring of abominations and humans, these beings are immortal and usually very powerful, often proving capable of as terrifying feats as their inhuman parent. Often appearing either supernaturally though disturbingly beautiful, or on the contrary, scary and rather inhuman in appearance (if not downright monstrous), Cryptids are often insane or bordering on madness on at least some aspects of their personalities. While they may just as well like humans than hate them, they always hate the abominations that spawned them with unequaled passion.
Stone counts: 65+20
Suggested concepts: Dark wanderer, Eerie stranger, Demon in human form, Noble monster, Tragic hero
Advantages: Gains either Attractive or Disquieting for free at +2, as well as the modifier Immortal. Potentially and arguably the strongest 'natural' beings in the post-apocalyptic world.
Disadvantages: Gain 'Looking non-human' at least at -3 (Due to inhuman appearance or unnatural beauty, and the aura of power all Cryptids share). Must buy at least one Psychological Challenge at -3. Also gain 'Hatred/prejudice' at -2 (Towards abominations, especially their parent), and Special Vulnerability (-3; take 2x damage from Aura). None of those count against the Challenge stones limit of the Cryptid. Also, Cryptids are often feared or hated for their unholy nature and heritage, although some people pity them due to it all not being their fault in the first place.