And here's the space for all your Homebrewed Races for Anima. It's pretty clear that the races in the rulebooks are only the most common and that some others might exist. I'm eager to see any of your creations. Here are my children.
DVERGR:
Dwarf Size: Despite Strength and Constituition, maximum size is 15. Always have minimum Height and maximum Weight for their Size class.
Uncommon Physic: +2 Constitution and +1 Strength, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution or Strength. Maximum Constitution and Strength are 13. Can reach Inhuman-Difficulty levels in actions involving Strength or Constitution.
Resistance: +25 Magic, Venom and Physical Resistance, +10 to Psychic and Disease Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic, Physical Weakness, Sickly and Serious Illness, Easily Possessed, Severe Allergy, Atrophied Limb.
Withstand Fatigue: +2 Fatigue.
Slow Moving: -2 Movement.
Magic and Psychic Null: Cannot have The Gift, See Supernatural, Access to a Psychic Discipline, Access to Any Psychic Discipline, Access to Natural Psychic Powers Advantages. Cannot allocate DPs to Primary Supernatural and Psychic Abilities. Cannot be of any Class from the Mystic or Psychic Archetype.
Unattractive: Deduct 2 from Appearance. Can buy Unattractive even if they have 5 Appearance (going to 3 Appearance). Cannot buy Charm Advantage.
Wear Armor Bonus: +40 Wear Armor.
Withstand Death: Automatically overcome Between Life and Death checks.
Quick Healing: Add 5 points to Regeneration.
Natural Abilities and Inabilities: Starts with -10 Acrobatics, +10 Athleticism, +15 Climb, -15 Ride, -20 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -15 Navigation, -15 Occult, +10 Science, +20 Withstand Pain, +5 Composure, -20 Stealth, +10 Trap Lore, +10 Lock Picking, -20 Dance, +20 Forging.
Warrior Path: Only Elan accessible for Dvergrs is Noah.
Level Modifier: +1.
DVERGR NEPHILIM:
Stout: -2 Size and cannot increase it using Uncommon Size Advantage. Always have minimum Height and maximum Weight for their Size class.
Resistance: +15 Magic, Venom and Physical Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic or Physical Weakness.
Uncommon Constitution: +1 Constitution, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution. Maximum Constitution is 13.
Withstand Fatigue: +1 Fatigue.
Slow Moving: -1 Movement.
Magic Null: Cannot have The Gift or See Supernatural Advantages. Cannot allocate DPs to Primary Supernatural Abilities. Cannot be of any Class from the Mystic Archetype or intersecting the Mystic Archetype.
Uncharming: Deduct 1 from Appearance. Can buy Unattractive even if they have 6 Appearance (going to 4 Appearance). Cannot buy Charm Advantage.
Wear Armor Bonus: +20 Wear Armor.
Natural Abilities and Inabilities: Starts with -5 Acrobatics, +5 Athleticism, +10 Climb, -5 Ride, -10 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -10 Navigation, -10 Occult, +5 Science, +10 Withstand Pain, -10 Stealth, +5 Trap Lore, +5 Lock Picking, -10 Dance, +10 Forging.
Immortal Soul: -3 XP per session.
As a few might have understood, Dvergr are no more than Dwarves. They have a particular story in my Gaia setting though. They have been created long ago by Noah, specifically to be his personal children. They have many aspects resembling typical fantasy dwarves but an especially strong sense of competition and tendecy to get better at whatever they do, although their complete lack for The Gift and Psychic Potential somehow put them to a disadvantage compared to other races. They had minor scorns with all other races, but somehow always had a tendency to remain neutral, not because unwilling to fight but because they see fighting only as a mean of improving. If they can get better, than they fight, otherwise they find no reason too. Anyway, after Christ's crusade, the Dvergr decided to delve deep into the mountains that were their homes (the mountain range separating Moth from Goldar) and cancelled all records of their existence. They actually helped a bit during Rah's incursions in Hendell, but then disappeared again (after firming a pact with the local authorities that made so that their appearance was never to be recorded anywhere. There aren't even tales about them. They mantain actually some very sparce relations with Samael. They enjoy the help of other races for all that concerns spells and stuff like that, since they lack the necessary skills to perform such feats. On the other hand, they have often offered shelter to a few Samael members (also very important ones). They tend to have pretty good relationship with "anyone" they have relationship with (which are almost no-one). Practically the whole community is in the mountain and there are no other Dvergr pockets around Gaia, but sometimes Dvergr are sent as scouts around the territory to gather information (nevertheless they are very very rare adventurers). Despite being unable to use magic as it is, Dvergr with incredibly high forging skills (Inhuman-Zen level in Forge Checks) are able to somehow bind supernatural forces to their creations. Of course with years they have specialized in creating artifacts that are capable of disguise their true appearance. They have some very minor role in my plot, because of their isolationism, even though if things get BIG they might decide to show up (and yest, their King is a Level16 Weaponmaster named Alviss, with a humble base forge value of 405), but it's very hard getting them to go out of the mountain, since they have made SECRECY theit top priority (no note of their existence even on Tol Rauko or Inquisition documents). Actually the good side of having such secrecy is that even if one were to be witnessed he would probably be mistook for some deformed man and not a representative of a different race. But it's not like they want to take such a chance...
Needless to say, Nephilims are of the rarest kind (Dvergr were always few...). They often witness in dreams memories of their past battles. No Nephilim so far was born from a Dvergr that didn't die in battle.