Well, Here's a start:
Races
Fraal[Sblock]
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Mindspeak
Skill Bonuses: +2 Culture, +2 Mindwalking, +2 Science
Psionic Heritage: You gain a bonus psionic feat at 1st level. You must meet the feat's prerequisites
Resilient Mind: You gain a +5 raical bonus to saving throws against telepathy effects[/sblock]Mechalus[Sblock]
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Alereen, Terran
Skill Bonuses: +2 Computers, +2 Endurance, +2 Pilot
Cyber Tolerance: The healing surge cost of your installed cyberware is reduced by 1.
Overclock: You can use overclock as an encounter power
Overclock Mechalus Racial Power
You send your bio-circuits into overdrive, but your impressive achievement comes at a cost
Encounter
No Action Personal
Trigger: You fail an attack roll, a saving throw, a skill check, or an ability check
Effect: lose a number of hit points equal to the amount by which you failed, plus one-half your level. Your roll becomes a success[/sblock]Sesheyan[sblock]
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares, Fly 6
Vision: Darkvision
Languages: Sheya, Terran
Skill Bonuses: +2 Acrobatics, +2 Perception, +2 Survival
Light Sensitivity: A Sesheyan in bright light takes a -1 penalty to all attack rolls and skill checks, and grants combat advantage.[/sblock]T'sa[sblock]
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Terran, T'san
Skill Bonuses: +2 Diplomacy, +2 Engineering, +2 Manipulation
Tough Hide: You gain a +1 bonus to Armor Class
Quick Reaction: You gain a +2 racial bonus to initiative checks.
Enduring Optimism: You gain a +1 racial bonus to will defense.[/sblock]Weren[sblock]
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Terran, Weren
Skill Bonuses: +2 Athletics, +2 Intimidate, +2 Stealth
Durability: You gain bonus hit points equal to 5 plus half your level.
Chameleon Fur: You gain a +1 racial bonus to reflex.
Vicious Claws: You gain unarmed combat proficiency, and your unarmed attack damage is 1d8
Sudden Swipe: You can use sudden swipe as an encounter power
Primitive: Your starting skills and proficiencies are limited by your background. See the individual class descriptions for details.
Sudden Swipe Weren Racial Power
The swipe of your sharp claw catches an enemy by surprise.
Encounter • Weapon
Minor Action Melee 1
Target: One Creature
Special: You must attack with your unarmed strike
Attack: Strength vs. AC
Hit: 1[W] + Strength Modifier damage.[/sblock]
Classes
Combat Spec[Sblock]
Armor Proficiency: Medium
Weapon Proficiency: Melee, Modern Ranged, Unarmed
Systems Proficiency: Defenses, Weapons
Bonus To Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 15 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution Modifier
Trained Skills: 3 class skills, 1 unrestricted skill
Class Skills: Athletics, Endurance, Intimidate, Perception, Survival
Primitive Combat Specs: Lose modern ranged weapons proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency.
Class Features: Warrior's Mark, Weapon Mastery
Warrior's Mark: When attacking, you can choose to mark one target of your attack until the end of your next turn.
Weapon Mastery: Choose a weapon group. Attacks using weapons from that group gain +1 to hit and +2 to damage. This bonus increases to +4 at 11th level, and +6 at 21st.[/sblock]Diplomat[sblock]
Armor Proficiency: Cloth only
Weapon Proficiency: Modern Pistols
Systems Proficiency: Communications, any one other
Bonus To Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution Modifier
Trained Skills: 2 class skills, 4 unrestricted skill
Class Skills: Bluff, Business, Culture, Diplomacy, Insight
Primitive Diplomats: Lose modern pistols proficiency and all systems proficiencies. Pilot is not considered a class skill for you.
Class Features: Affinity, Invoke Contact
Affinity: Choose a second class. You are considered a member of that class for the purpose of meeting prerequisites
Invoke Contact: One per day, you can call upon a contact to perform some favor. You begin with the "I know an expert" and "I'm on the list" powers. You can gain more invoke contact powers with feats, but you can only use one such power per day.
I Know an Expert Diplomat Feature
Though you and your companions are puzzled by a question, you're sure your knowledgeable friend can sort it out
Daily
Invoke Contact: You can only use one invoke contact power per day.
Effect: You contact an expert, who makes a knowledge check for you. The expert's knowledge skill bonus is 5 plus half your level plus your charisma modifier
Special: The check must be one where you could conceivably contact an expert, and you must have some means of communication and devote the necessary time to make contact.
I'm on the List Diplomat Feature
You don't need an invitation, you just need to know the right people.
Daily
Invoke Contact: You can only use one invoke contact power per day.
Effect: You (and guests) are admitted to an exclusive gathering or event to which you were not otherwise invited.
Special: This power only provides benefit where reputation and social standing might be of some use. You could use this power to attend the planetary governor's ball or talk your way into a private high-stakes card tournament, but not to participate in an intelligence briefing or talk your way into a mob's warehouse.[/sblock]Free Agent[sblock]
Armor Proficiency: Light
Weapon Proficiency: Knife, Modern Pistols, Unarmed
Systems Proficiency: Helm, Sensors
Bonus To Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution Modifier
Trained Skills: 4 class skills, 6 unrestricted skill
Class Skills: Acrobatics, Bluff, Insight, Manipulation, Perception, Pilot, Stealth, Streetwise, Survival
Primitive Free Agents: Lose modern pistols proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency. Pilot is not considered a class skill for you.
Class Features: Lucky, Wing it
Lucky: You can spend an action point to re-roll a failed attack roll, skill check, ability check, or saving throw. You gain a +2 bonus to the new roll, but must take the new result even if it is worse than the original.
Wing it: One per day, you can treat an untrained skill as trained, or use an at-will or encounter power you qualify for but do not possess.[/sblock]Tech Op[sblock]
Armor Proficiency: Light
Weapon Proficiency: Modern Ranged
Systems Proficiency: All
Bonus To Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier
Trained Skills: 4 class skills, 3 unrestricted skill
Class Skills: Computers, Engineering, Manipulation, Medicine, Perception, Pilot, Science
Primitive Tech Ops: Lose modern ranged proficiency. Gain primitive ranged weapons proficiency. Only Proficient with one system of your choice. Only trained in 2 class skills and 2 unrestricted skills.
Class Features: Bonus Feat, Skill Mastery
Bonus Feat: At 1st level, you gain one additional Tech Op feat or Specilization feat for a Tech Op class skill.
Skill Mastery: Choose one skill. When making checks with this skill, you can always take 10, regardless of the circumstances.[/sblock]
Skill List[sblock]
Code:
Acrobatics DEX
Athletics STR
Bluff CHA
Business INT
Computers INT
Culture WIS
Diplomacy CHA
Endurance CON
Engineering INT
Insight WIS
Intimidate CHA
Manipulation DEX
Medicine INT
Mindwalking WIS
Perception WIS
Pilot DEX
Stealth DEX
Streetwise CHA
Science INT
Survival CON
[/sblock]