What might a sample character look like, someone who could fit into the setting(s)?
Mejem Rade is a Witch, specifically a Draloi. This makes him a drain healer. Draloi siphon power from enemies, work blood magic, and keep the party alive through a combination of wits and alchemy.
Mejem has the following traits: exiled wanderer, always watchful, quick & quiet, and reptilian traits (including a reptilian head and a long prehensile tail). He is from the Wastelands - an unforgiving and barren part of the world.
Mejem has the following skills: Attune 3, Hunt 2, Restore 3, Sneak 3, Survive 2. He is a capable healer and hunter. His cutscene skills are Cautious 3 and Quick 2.
His starting talent is Some For the Doctor, letting him self-heal when he heals others. His calling bonus is called Redistribute, letting him draw health from enemies to heal allies. His starting powers are Sanguine Pavise, Blood Alchemy, and Chirurgy.
His outfit is called the “Alchemist’s Rainbow”, so called because it’s a white smock festooned with potions, elixirs, and unguents of every conceivable color. Its stats are: Light Outfit ◯ Cargo, Defense Bonus: 0 , Armor HP: 15, Soak Bonus: 0 , Inventory Points: 11, Cargo: +2 maximum Inventory Points (or +3 for Light Outfits).
His weapon is a Feathered Spear - a weapon that uses reach, and a scarlet plume, to keep opponents at bay. Its stats are: Light Weapon ✧ Melee, Shield, Parrying, Weapon Dice: 3, Damage Bonus: +4, Range: 0, Shield: Gain +1 bonus to Dodge Defense, Parrying: Increase Soak against Physical damage by +1.
His final stats are: Soak 1d6 (+1 vs. Physical), HP 28, Armor HP 15, Dodge 9, Ward 8, Auto-Attack Damage 4, Core Damage 8, Recovery 8, RB 7. While not very tough, he can keep himself and his team healed up even during an extended fight.
During a short rest, Mejem will tend to any hurt teammates. He might carry a card game to pass the time (and clear Stress), or use Herbs & Spices to cook a meal that helps his friends regain their spent Recovery points. During downtime, he will stick close to the others in a city - or lead the way during wilderness travel, helping those unaccustomed to the wilds stay alive.