The heart and soul of any roleplaying game is the player-character. Their involvement is the reason a story is being told and the dice are being thrown. Players should always strive to create characters that have personality and depth, not just how well the numbers stack in their favor.
The game world will determine the prominence of non-human races and is ultimately determined by the GM.
In a standard game, the modern world is primarily made up of humans. This is not to say that non-human races no longer exist; they just aren't as prominent. Most of the non-human races have remained true to their old ways and traditions. They have learned to live in isolation and avoid modern humans. These elder races have retained the knowledge of the past and are able to play any class they wish. There is one exception; the Modern Hero class cannot be taken as a Favorite class by non-humans. Only humans can take this option.
Player characters are free to choose from any alignment they wish, for these distinctions still hold weight even in the modern world.
Characters may choose (or not choose) any deity they wish. The modern world is predominantly divided by five major organized religions. However, many ancient religious beliefs continue to thrive in isolation.
A character may choose any single language as his native tongue, with the exception of an ancient language. You must have a background in history to learn an ancient language. For each rank in Knowledge (history) you gain access to one ancient language group.
The following is a list of some known language groups. This list is in no way complete, it simply offers some examples.
*This is an ancient language and must have at least 1 rank in Knowledge (history) to gain access to this language group.
Factions and Fame replace the MSRD Allegiances and Reputation, but work very similar.
Optional: These are optional and may not work for every GM or campaign.
A character can belong to only one faction at any given time, but the character is free to change factions as he sees fit. To change a faction it will cost the character 3 Prestige Points per current level. When changing to a new faction the character keeps his Fame score and any faction traits, but loses all Prestige Points in the old faction.
A faction can be any group including: Person, Group, Organization, Nation, Belief System, Ethical Philosophy or a Moral Philosophy.
Each Faction comes with many different benefits including: Gear, Traits, Fame and Prestige Points. Fame and Prestige Points represent the character's reputation and the number of favors within the faction.
Fame is the total number of Prestige Points earned in a faction. Your Fame score remains static, but it can be raised with various traits, feat, talents, class abilities and by the GM. Anytime you gain a Prestige Point, your Fame score is also raised for the same amount. As well, if you gain a Fame Point, you also gain a Prestige Point.
Typically a GM will reward the character with 1 or 2 Prestige Points after the character has successfully completes an assignment for his faction, this raises your Fame score total.
For every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy checks within that faction.
Many modern traits have a Fame bonus associated with it. If taken, the character should choose a faction that is compatible with the chosen trait.
Prestige Points can be spent any time during game play, except during combat. They elicit some sort of assistance that comes from within the faction. Some examples of this may be gear, aid, favors or access to information. Once a Prestige Point is spent, it is permanently depleted, but your Fame score remains unchanged.