______________________________________________________________________________UNDER CONSTRUCTION
#SPECIES
Player characters can choose from a diverse range of species, each with different attributes, abilities, and characteristics. Species selection significantly influences a character's strengths, weaknesses, and potential in the game world. The game includes a variety of species each with its own detailed description, ability modifiers, features, and traits with recommendations for further development. Players will further customize their characters by selecting an origin, faction, and occupation, that refines their abilities and role in the game world.
Build Points (BP) Cost
Each species has a BP cost, which is deducted from the player's starting BP pool. This cost reflects the species' relative power and uniqueness.
Ability Modifiers
Species provide possible modifiers to one or more of the six core ability scores: Strength, Agility, Stamina, Intellect, Wisdom, and Charisma. These modifiers can either enhance or hinder a character's capabilities in areas related to those abilities.
Species Traits and Features
Certain traits and features are granted directly as typical for the members of the species. These are unique abilities that further define the species' characteristics. These can range from natural weapons and physical adaptations to innate magical or psychic powers.
Technology
Each species has a designated technology level, which influences the types of equipment, augmentations, and skills available to characters of that species. This reflects the species' technological advancements and societal norms.
Stigmas
Some species may have stigmas, which are social modifiers that reflect how other species perceive and interact with them. Stigmas can lead to discrimination, prejudice, or other social challenges for characters of that species - Minor -2, Typical -4, Severe -6 (adjust as needed depending on individual/group).
This Modifier also determines the Alien Mind Factor for Mental Contact (penalty to the initiating) and for a possible additional modifier for use with certain Alien Technologies).
NOTE - Stigmas listed are guidelines based on human-sided views and likely adjusted between different species. As well as the fact that individuals of certain species just may not care regardless of typical views (a possible Minority Disadvantage of itself).
Awakened Species
Some species are naturally awakened, meaning they have an innate connection to metaphysical forces. This is represented by a designated ability score (Intellect, Wisdom, or Charisma) and a source of power (Arcane, Psychic, or Nature). Awakened species will often have access to a variety of metaphysical abilities and disciplines.
**72 CATALOGED SPECIES**
SPECIES BUILDING
>Typical Species Traits 1/2/4 pt ea
>Typical Species Features count as recommended (2pt ea not 3)
Recommended Features are in addition to any from Profession (with stacking recommendations bring cost to 1pt)
>Ability Modifiers (+1 to an Ability for 4pt / -1 to an Ability as a 5pt Disadvantage)
>Species Skills (4pt per sets of 5)
>Stigmas are Disadvantages (-1 for Minor, -2 for typical and -3 for Severe) with possible multiples
(Xeno [Alien (to Humans)], Animal [Beastlike], Dragonkin, Fey, Shifters, Augmented - or anything that may be superficially judged)
>Lists of typical and available Species Traits (about 2 to 6) with Recommended Traits and Recommended Features (4 to 10 each list) - available but optional
Any Trait or Feature staged will need to count all costs for all included stages, prerequisites for the trait or feature of a species may be skipped if desired, not gaining the abilities or effects.
Catalog Notations
* Powerful Species often with special traits, package will be over 20 points
** From the other side of the Reach (and if Campaign is Permitting)
*** Special Circumstance or Oddity (and if Campaign is Permitting)
**** Most Likely a Non-Player Species (not generally Campaign permitted)
(A) Alterian Conclave, (E) Entari Combine, (D) Dracon Dynasty, (S) Syndicate, (I) Imperium factions
SPECIES CATALOG
RACE DESCRIPTION SPECIES TRAITS Cost
Aulurans * ** *** Cat Folk from across the Reach, 3 subspecies.
Auluran Traits: Low Light Vision 2, Prehensile Tail 2, Scent 2, Natural Weapons 2 - Claws (Slashing - hands and feet), and Fangs (Piercing) with a base Damage of 1d4 plus 1d4 per 2 points of Str (1d8 for Gra), with a +5 to all Climbing checks using Claws and Prehensile Feet (which are partially usable as hands (-4 with any check needing manual precision) - natural attacks are included for any Martial Arts bonuses)
Dar *
4 Human-Like with feline features +1 Agi 4
+1 Wis 4
Climber 2
+5 Skill 4
Martial Arts (Dar Ke) 2
Awakened (Psychic Wisdom) 2
Humanoid 0
Auluran Traits 8
Stigma (Xeno) -2 24
Koda *
4 Humanoid feline, 7ft tall, digitigrade legs +1 Agi 4
+1 Str 4
Climber 2
Digitigrade Legs 2
Martial Arts (Koda Ke) 2
+5 Skills 4
Humanoid 0
Auluran Traits 8
Stigma (Xeno) -2 24
Graa *
4 Intelligent Large Feline +1 Agi 4
+1 Str 4
+1 Sta 4
Armless -6
Quick 2
Large 2
Quadruped 2
Martial Arts (Graa Ke) 2
Scent 1
Auluran Traits (Beast) 8
Stigma (Animal or Xeno) -2 21
Awakened Animal ***
0 An animal which has been awakened and is fully sentient 20BP for Animal Traits 20
Adjusted PC Build (Equivalent Abilities)
Beast 1
Stigma (Animal) -2 19
Caprian (A)
1 / 3 Horned humanoids having ungulate legs, cloven hooves and strong muscles. +1 Agi 4
+1 Sta 4
+5 Skills 4
Ungulate Legs 2
Uncanny Senses (Hearing and Sight) 2+2
Quick 2
Humanoid 0
Stigma (Xeno) -2 18
Doppelganger * ***
3 Ancient Species of Alterian shapechangers +1 Cha 4
+1 Ability 4
Alter Form (Humanoid) 2
Sense Evil (60ft radius) 2
+10 Skills 8
Humanoid Fey 3
Stigma (Shifter - if known) -2 21
Elves Space Elves, tall, lean and very long lived
Alterian (A)
3 Celestine faction of Exploration and Diplomatic affairs {Alterian Conclave} +1 Agi 4
+1 Int 4
Awakened (Arcane Intellect) 2
+10 to Discipline Skills 8
Humanoid 0
Stigma (Minor Xeno) -1 17
Draconian (A) ***
3 Dragon-Blooded Elves, studious and reclusive with an assortment of different blood lines.
{Dra’ Arkanis Accord} +1 Int 4
+1 Ability 4
Awakened (Arcane Intellect) 2
+10 Discipline Skills 8
Humanoid Dragonkin 5
Stigma (Dragonkin and Xeno) -4 19
Kovian (A) ***
3 Divergent line of Elven supremacists and quite arrogant, Nocturne faction
{Kovian Tribunal} +1 Int 4
+1 Ability 4
-1 Cha -5
Awakened (Arcane Intellect) 2
+10 Skills 8
+10 Discipline Skills 8
Humanoid 0
Stigma (Xeno) -2 19
Human
3 People found in Dynasty, Syndicate, Imperium, etc +1 Feat 2
+10 Skills 8
Humanoid 0
Stigma (Human) - many non-human species are wary of humans 10
Argynt (E)
3 Blue skinned and highly resistant to disease and illness +1 Int 4
+1 Feat 2
Incredible Fortitude (Feat) 2
+5 Skills 4
Stigma (Minor Appearance, Blue) -1 11
Aquarian (D)
3 Native Aquatic humans of the water world Aquarius +1 Ability 4
Adapted (Aquatic) 2
+2 Feat 4
Swimmer 2
Amphibian 2
Stigma (Minor Appearance & Aquatic Xeno) -3 11
Aquatican (S)
3 Syndicates' aquatic humans, originally Chimera Ge-Nes +1 Ability 4
Adapted (Aquatic) 2
+5 Skills 4
Swimmer 2
Amphibian 2
Stigma (Appearance & Minor Aquatic Xeno) -3 11
B’Dren (I)
1 / 3 Tall and Lean people from a twilight world +1 Agi 4
+1 Ability 4
Quick 2
Low Light Vision 2 12
Brae (A)
1 / 3 3ft tall wiry humanoids (Halflings) +1 Agi 4
+1 Ability 4
+10 Skills 8
Small 2
Stigma (Minor Xeno) -1 17
Changeling
3 Human Doppelganger hybrid +1 Cha 4
Alter Form (Minor Humanoid) 1
+5 Skills 4
+1 Feat 2
Stigma (Shifter - if known) -2 11
Cyberform ** ***
4 Secluded advanced society, which has fully embraced cybernetics, using adaptive picotech augmentations and comprehensive AI networks +2 Ability 8
Augmented 2
AI Companion 2
+1 Bodyform Feature 2
+10 Skills 8
Stigma (Xeno and Augmented) -4 18
Danai
3 / 4 Human and Davae hybrid +1 Int 4
Awakened (Psychic Intellect) 2
+2 Feat 4
Biotechnologist 2
Hive Connection 2
Stigma (Minor Xeno) -1 13
Davae * ***
4 Evolved Psychic humans that have gained the use of advanced biotechnology. The Syndicates first Chimera Ge-Nes. Predominantly left handed. +2 Int 8
Awakened (Psychic Intellect) 2
+10 Discipline Skills 8
Biotechnologist 2
Telepathy 2
Hive Connection 2
Humanoid 0
Stigma (Xeno) -2 24
Dracon (D) ***
3 Dragon Blooded humans of the Dynasty possessing low light vision, dark vision and sleep immunity. +2 Abilities 8
+1 Feat 2
Humanoid Dragonkin 5
Status (Dynasty - Nobility ‘Scalelords’) 2
Stigma (Dragonkin) -2 19
Dwerg (A)
1 / 3 5 ft tall Stocky Humanoids (Dwarves) +1 Str 4
+1 Sta 4
+10 Vocation Skills 8
Mighty Surge (Feature) 2
Stigma (Minor Xeno) -1 17
Gen-E
3 - 4 Genetically Engineered Humans - mass produced or specially tailored for entertainment, military, exploration and research capabilities +2 Abilities 8
+2 Feats 4
+5 Skills 4 16
Chimera ***
3 - 4 Ge-Ne integrated with non-human genetic material +2 Abilities 8
+2 Species or Special Features 4
+5 Skills 4
Stigma (Genetic and/or possibly Beastial or Xeno) -2 14
Digon (I) ** ***
4 Ge-Ne warrior Race of the Impyrium. +1 Str 4
+1 Agi 4
+1 Sta 4
-1 Cha -5
Exoskeleton 2
Low Light Vision 2
+5 Skills 4
Rage 2
Stigma (Xeno & Savage) -4 13
Janissary (S) ***
4 Augmented and force grown Ge-Ne Soldiers. Originally used by the Syndicate at the end of the last Dragon War. +2 Abilities 8
-1 Cha –5
+1 Feat 2
+10 Skills 8
Augmented 2 15
Impyrium Psion (I) ***
4 Impyrium Bloodlines 'Evolved' through eugenics, descendent bloodline of the Regi. Identified by their violet colored eyes. +1 Int 4
+1 Ability 4
+1 Feat 2
Awakened (Psychic Intellect) 2
+5 Skills 4
Status (Impyrium Nobility) 2 18
Impyrium Regi (I) * ****
4 Bloodline of Impyrium founders, strong Progenitor influence. Predominantly left handed and eyes are iridescent. Nearly extinct. +2 Int 8
Awakened (Psychic Intellect) 2
+10 Discipline Skills 8
Adaptive Aspects 2
Status (Impyrium Nobility) 2 22
Kheen
3 Human Alterian blooded +2 Abilities 8
+10 Skills 8
Stigma (Kheen (Mixed Blood) or Xeno (Alterian)) -1 15
Lin (I)
4 Nature focused intellectuals with prehensile tails, up to 7ft tall but lean. From a lush mega flora jungle world and prominently use programmed botany. +1 Int 4
+10 Skills 8
Prehensile Tail (long) 2
Adapted (Arboreal) 2
Awakened (Nature Intellect) 2
Biotechnologist 2
Climber 2
Stigma (Xeno) -2 20
Nian (I)
1 / 3 Tall (7ft+), stocky with bone growths +1 Str 4
+1 Sta 4
Exoskeleton (Partial) 2
Brutal 2
+5 Skills 4
Stigma (Minor Savage) -1 15
Premian (S)
4 Natives of the Syndicate Homeworld +2 Abilities 8
+10 Skills 8 16
Varen (I) ***
4 Reclusive and advanced people specializing in psychoportation and psychic navigation (Gatekeepers) +2 Int 8
Awakened (Psychic Intellect - Dimensional) 2
+10 Discipline Skills 8
Portals (Special) 2 20
Jorni (A)
1 / 3 7ft tall Sauran Humanoids (Lizardfolk) +1 Sta 4
Digitigrade Legs 2
Climber 2
Swimmer 2
Long Tail 1
Amphibious 1
Fast Heal 2
Humanoid 0
Stigma (Xeno) -2 12
Kannid **
2 / 3 Humanoids of canid ancestry, generally operate in ‘Packs’ +1 Ability 4
+1 Sta 4
Digitigrade Legs 2
Quick 2
Uncanny Sense (Scent) 2
Uncanny Sense (Hearing) 2
Humanoid 0
Stigma (Xeno) -2 14
Kizin **
2 / 3 Vulpine humanoids, medium size with digitigrade legs and bushy tail +1 Int 4
+1 Agi 4
+5 Skills 4
Digitigrade Legs 2
Scent 1
Low-Light Vision 1
Humanoid 0
Stigma (Xeno) -2 14
Koban
0 Small Semi-quadruped Lagomorph-Like Fey +1 Ability 4
+5 Skills 4
Climber 2
Alter Form (Basic) 1
Alternate Form (Humanoid) 2
Awakened (Nature Charisma) 2
Small 2
Prehensile Limbs 2
Fey 3
Stigma (Animal or Xeno) -2 20
Wildling
0 Small Semi-quadruped Lagomorph-Like Fey +2 Ability 8
Climber 2
Alter Form (Basic) 1
Alternate Form (Animal) 2
Awakened (Nature Charisma) 2
Small 2
Prehensile Limbs 2
Fey 3
Stigma (Animal or Xeno) -2 20
Kongi **
2 / 3 Simian like medium sized humanoids from high gravity cavernous planet +2 Str 8
+1 Agi 4
Climber (Stone) 2
Scent 2
Low Light Vision 2
Mighty Surge 2
Prehensile Tail 2
Humanoid 0
Stigma (Xeno) -2 20
Maantene ** ***
3 Large Intelligent Praying Mantis, of various types +5 Skills 4
Awakened (Psychic Intellect) 2
Prehensile Limbs 2
Large 2
Quadruped 2
Exoskeleton, Heavy 4
Aberration 1
Stigma (Severe Xeno) -4 13
Manelli **
4 Insectoid descended humanoids with sensory antennae and known for Psychic Technology +1 Ability 4
+1 Int 4
Awakened (Psychic Intellect) 2
+10 Skills 8
Telepathic 2
Hive Connection 2
Humanoid 0
Stigma (Xeno) -2 20
Mekan * ***
5 Highly Advanced Psychic Sentients in Synthetic bodies. +2 Int 8
+10 Skills 8
Double Adaptive Aspects (2/8) 4
Technological Assimilation 4
Telepathic 2
Mekan Traits 13
Stigma (Severe Xeno & Synthetic) -5 34
Protocol * ****
5 Robotic Race originally created to be the Mekan War Machine, eventually becoming self-aware and independent. Most will have self-redesigned with likely non-humanoid/hybrid forms and features +4 Abilities 16
-2 Cha -10
+10 Skills 8
Mekan Traits 13
Adaptive Aspects 2
Tech Assimilation 4
Stigma (Severe Synthetic) -3
Anti-Organic Sentiments [Minor Hatred]) -2 28
Mobula **
2 / 3 Aquatic Shifters, became xenophobic from failed Impyrium incursions +1 Agi 4
+1 Sta 4
Aquatic 2
Bi-Form (Humanoid and Ray Alternate Forms) 2
Uncanny Sense (Hearing) 2
Echolocation (Sound Blindsight) 4
Aberration 1
Stigma (Severe Xeno) -4 14
Mondi * ****
5 Ancient reclusive Psychic humanoids, Highly Advanced and effectively extinct with very few remaining. Vergent progenitors and original organic Species of Pre-Mekan. +2 Int 8
Awakened (Psychic Intellect) 2
+10 Discipline Skills 8
Flight (Special) 2
Telepathic 2
Adaptive Aspects 2
Planar Humanoid 4
Stigma (Xeno, Enigmatic) -4
Angelic Bioluminescent Appearance 1 25
Orll (A)
1 / 3 Stocky green humanoids with tusks and fur from cold wooded mountains (Orc) +2 Str 8
+2 Sta 8
-1 Int -5
-1 Cha -5
+5 Skills 4
Rage 2
Chloroplast 2
Exoskeleton (Light) 2
Humanoid 0
Stigma (Xeno & Savage) -4 12
Gra’Or (A)
1 / 3 More evolved gray (to violet) skinned Orll +2 Str 8
+2 Sta 8
-1 Cha -5
+5 Skills 4
Chloroplast 2
Exoskeleton (Light) 2
Humanoid 0
Stigma (Xeno) -2 17
Plasm ***
0 / 3 Medium humanoid ooze Alter Form (Advanced) 4
+10 Skills 8
Awakened (Cosmic Wisdom) 2
Ooze 4
Stigma (Severe Xeno) -3 16
Praeti (I)
3 Winged Avian evolved humanoids (Saura-Raptric)
[pronounced Ray-Tie] +2 Abilities 8
Flight (Winged) 2
Uncanny Sense (Vision) 2
+10 Skills 8
Humanoid 0
Stigma (Xeno) -2 18
Prokos (I)
2 / 3 Arctic adapted feline humanoids with large tail, distantly related to the Auluran Koda +1 Int 4
+1 Agi 4
+5 Skills 4
Improved Great Fortitude (Feat) 2
Digitigrade Legs 2
Adapted (Cold) 2
Low Light Vision 2
Humanoid 0
Stigma (Xeno) -2 18
Rakne ** ***
3 Arachno-tauric +2 Str 8
+1 Agi 4
-1 Cha -5
Climber 2
Quick 2
+10 Skills 8
Quadruped 2
Multidextrous (4 arms) 2
Aberration 1
Stigma (Severe Xeno) -4 20
Sha’Nor (A) * ****
5 AKA the Harbingers of Entropy, Dark Hungers and Smoke Demons +1 Wis 4
+2 Ability 8
+15 Discipline Skills 12
Awakened (Void Wisdom) 2
Alter Self 2
Telepathic 2
Flight 2
Non-Typical Anatomy 2
Semi-Corporeal 4
Planar Aberration 4
Vampiric -4
Stigma (Severe Xeno and Monstrous) -6 32
Eakren (A) * ***
0 / 4 The Corrupted. Various plants, animals and other creatures mutated and awakened into different Aberrations by the Shar’Nor Adjusted PC Build (Equivalent Abilities)
30BP for Traits 30
Aberration 1
Stigma (Aberration, Monstrous) -4
[akin to an Awakened Animal] 27
Sigal * ***
0 Crystalline Fae (6-12 inch floating stone) adepts in Force and Shadow Magics known for being record keepers +2 Int 8
+10 Discipline Skills 8
Awakened (Energy & Illusion - Arcane Intellect) 4
Limbless -9
Non-Living 4
Flight (Levitate) 2
TK 2
Diminutive 4
Perfect Memory 2
Elemental Fey 13
Stigma (Xeno, Fey, Elemental) -6 32
Sefalin (I)
4 Cephalotauric, octopi lower body, +2 Abilities 8
Quick 2
Chameleon 2
Amphibious 2
Biotechnology 2
Prehensile Tentacles 2
Stigma (Xeno) -2 16
Synthetic
3+ (Default) Artificial life-forms, fully conscious and self aware possessing the Synthetic Traits listed -
Immune to Asphyxiation, Biological Agents, Bleeding, Critical Damage, Sleep and Starvation and Ageless
Multiply Health by 1.5 to determine Structure Points - does not suffer non-lethal damage, no Vitality Score
Android
(3) Human like design for form and function +2 Abilities 8
+1 Int 4
-1 Cha -5
Synthetic 13
Stigma (Synthetic) -2 18
Scrap * ***
(3) Androids who have had major alterations or ‘upgrades’ +3 Abilities 12
-2 Cha -5
+10 Skills 8
Heavy Augmentation 2
Synthetic 13
Stigma (Synthetic) -2 28
Skin * ***
(4) Androids designed to be more Human, enhanced with Biotechnology +2 Abilities 8
+10 Skills 8
Alter Self 2
Synthetic 13
Secret Stigma (Synthetic & Infiltrator) -6 25
Intellect Construct * ****
(3) Conscious Algorithm within a structure or large mecha’s computer system. NO Physical Abilities -75
+2 Int 8
+6 to any Mental Abilities 24
+100 to Skills 80
Synthetic 13
Stigma (Severe Synthetic) -4 46
Biomechanical * ***
(4) Similar to both an Android and Sentient Machine, fully made with Biotechnology +2 Abilities 8
-2 Cha -10
+20 Skills 16
Adaptive Aspects 2
Biomech Traits 4
Synthetic 13
Stigma (Xeno Synthetic) -4 29
Golem * ****
(1) Construct of Metaphysical origins +6 to divide among Physical Abilities 24
-2 Int -5
-2 Cha -10
+10 Skills 8
Synthetic 13
Stigma (Meta and Severe Synthetic) -6 24
Sentient Machine ***
(3) Intelligent but obviously mechanical, generally an Awoken Automata from various mecha forms +3 to divide among Physical Abilities 12
-2 Cha -10
+10 Skills 8
Synthetic 13
Stigma (Severe Synthetic) -4 18
Tozen (A)
1 / 3 Gazelle like centaurs innately attuned with nature +1 Agi 4
+1 Wis 4
Fey 3
Quadruped 2
Quick 2
Awakened (Entropy - Nature Wisdom) 2
Obfuscate 2
Fey 3
Stigma (Xeno and Secluded) -3 19
Thorn ***
0 Plant based 'humanoid', feral Alter Form 2
+2 Abilities 8
Adaptive Aspects 2
Chloroplast 2
Verdant 12
Stigma (Severe Xeno, Plant and Savage) -6 20
Truldan (A)
1 / 3 Amphibians with chameleon ability (Troll) +1 Sta 4
+1 Str 4
Amphibious 2
Chameleon 2
Fast Heal 2
Regeneration 2
Stigma (Severe Xeno ) -4 12
Qeric **
1 / 3 Small Six Limbed Arboreal Semi-Bipeds +1 Agi 4
+1 Cha 4
Climbing 2
Patagia 2
Size (Small) 2
Multidextrous (Prehensile Hands/Feet) 2
Uncanny Sense (Scent) 2
Beast 1
Stigma (Severe Xeno) -2 17
Vassoth * ***
1 / 3 Serpentauric +2 Str 8
+2 Agi 8
Venom 2
Constriction {Long Lower Body (12-18ft)} 2
+10 Skills 8
Stigma (Severe Xeno) -2 26
Weti * **
1 / 3 Tiny arboreal simian humanoids +2 Agi 8
+10 Skills 8
Climbing 2
Prehensile Tail 2
Quick 2
Size (Tiny) 4
Stigma (Severe Xeno) -4 22
Whisper **
1 / 3 Multimorphic Fey - Wisp and Elven forms and able to learn many other shapes +1 Cha 4
+10 Skills 8
Alter Form (choose 1 category) 2
Alternate Form (Wisp - fine size) 2
Awakened (Nature Charisma) 2
Obfuscate 2
Silent 2
Stigma (Fey) -2 20
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AULURANS *
Aulurans are a distinct race characterized by their feline attributes. Their fur ranges in color from stark white, cream, fawn, copper and blue to pitch black with a multitude of symmetrical patterns. They possess swiveling ears for sound detection, large expressive eyes adapted for low light, sharp claws for climbing and defense, and a long prehensile tail for balance and communication. This enigmatic species manifests in three distinct sub-species variations: Dar, Koda, and Graa, each possessing its own distinctive traits and abilities.
The Dar, renowned for their potent psychic capabilities, often assume roles such as spiritual guides or wise advisors, harnessing their supernatural talents to bring enlightenment and counsel to their kin. In contrast, the Koda possess exceptional strength and agility, making them formidable warriors or skilled hunters, adeptly navigating the treacherous landscapes of their ancestral lands. The Graa, the large intelligent animal-like sub race is distinguished by their heightened senses and physical prowess, excel as scouts and protectors, vigilantly safeguarding their community from harm. These have been typical roles taken up in the past and are still common but in no way limiting. With the emergence of the Scholar Caste other Auluran conventions have also changed, such as a Warrior Dar, an Awakened Koda or a Scholar Graa being equally supported by their pursued Caste regardless of previous inclinations of different sub-species.
The Aulurans' homeworld is a lush, verdant planet and a marvel in biotech terraforming and planetary engineering. Covered in vast forests that stretch as far as the eye can see are dominated by towering trees, some of which reach heights of over a hundred meters, their gnarled trunks and branches reaching up into the sky like ancient guardians.
The forests of the Aulurans' homeworld are a vital part of the planet's ecosystem, providing food and shelter for a wide range of creatures. They also play an important role in regulating the planet's climate, and help to keep the air clean and fresh. The Aulurans were always fiercely protective of their forests, and throughout their history had developed a number of sustainable practices to ensure that they remain healthy and vibrant for generations to come.
This civilization achieved significant advancements in biotechnology by harnessing the potential of living organisms instead of solely relying on traditional materials. They identified organisms with desirable traits, manipulated their genetics, and cultivated them on a massive scale in bio-farms. This approach enabled them to create custom-tailored biotech creations, including structures, augmentations, and advanced mecha.
The structures they created using biotechnology were marvels of engineering. They were not merely functional but also aesthetically pleasing, with organic shapes and flowing lines reminiscent of living creatures. These structures could adapt to changing conditions, offering unparalleled resilience and flexibility. The structures would be grown from the earth, seamlessly blending with nature and would be made of living plants and fungi, creating vibrant and dynamic facades that change with the seasons. Interiors would be filled with light, air, and natural ventilation, while the plant-based materials would be sustainable and renewable.
The augmentations they developed were equally impressive. They seamlessly integrated advanced technologies with living systems, enhancing their capabilities far beyond natural limits. Biotech enhancements granted superhuman strength, enhanced senses, rapid healing abilities, and even the capacity to manipulate energy and interface with other biotech.
Their biotechnology reached its pinnacle in the creation of living vehicles, starships, and other advanced machines that traversed the planet and the stars. Constructed from genetically modified organisms, these vessels possessed unparalleled mobility, adaptability, and regenerative abilities. They are capable of operating in extreme environments, from the depths of the sea to the vigors of deep space.
Species Traits (ALL Aulurans)
Low Light Vision
Prehensile Tail
Scent
Natural Weapons - Claws (Slashing - hands and feet), and Fangs (Piercing) with a base Damage of 1d4 plus 1d4 per 2 points of Str (1d8 for Gra) +5 to all Climbing checks using Claws and Prehensile Feet (which are partially usable as hands (-4 with any check needing manual precision))
Recommended Features (ANY Auluran)
Acrobatic
Alertness
Acute Sense
Athletic
Augmented (Biotech)
Biotechnology
Dark Sight
Thermal Sight
Quick
Caste Training - gain a Recommended Category
Mystic Caste - Discipline Features
Scholar Caste - Skill Features
Warrior Caste - Combat Features
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DAR
These creatures possess human-like forms, standing upright on two legs at a height of 5 feet average and share many of the same features as humans. However, they are distinguished by their fine fur, which covers their entire bodies. Their ears which are long, furry and pointed at the tips. Their eyes are large, wide and iridescent with bright colors. Their hands and feet are equipped with sharp claws and they also have long, furry prehensile tails.
Humanoid (Feline Traits)
+1 Agi
+1 Ability
Climber
Martial Arts
Awakened (Psychic)
Stigma (Xeno)
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KODA
Distinguished by their pronounced feline traits, such as digitigrade legs and a prominent muzzle. Standing upright at an impressive height of just over 7 feet tall, the Koda exude an air of strength and grace. The digitigrade legs, similar to those of cats and other animals, allow them to walk on their toes, enhancing their balance and agility. The pronounced muzzle, with its sharp teeth and keen sense of smell, is a testament to their predatory instincts.
Humanoid (Feline Traits)
7ft tall average
+1 Agi
+1 Str
Digitigrade legs
Climber
Quick
Martial Arts
Stigma (Xeno)
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GRAA
Large (9ft long plus 3 ft tail, and 600lbs) intelligent feline quadrupeds with muscular bodies built for power and agility, featuring strong legs, large paws, and sharp retractable claws. Their rounded heads have powerful jaws and sharp teeth for gripping and tearing flesh. The Graa are also surprisingly intelligent and many use various technological or Meta assistance to aid in being able to use bipedal technology properly.
Beast (Large Intelligent Feline)
+1 Agi
+2 Abilities
+1 Feat
Armless
Quick
Large
Quadruped
Scent
Stigma (Animal & Xeno)
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AWAKENED ANIMAL ***
An animal that has gained sentience and sapience, becoming self-aware and capable of intelligent thought and communication. This awakening can occur through various means, such as exposure to magical energies, divine intervention, or technological enhancements.
Awakened animals typically retain their base animal forms and instincts but also gain the ability to understand and interact with other sentient beings on a more complex level. They may develop language skills, form their own beliefs and values, and even pursue goals and ambitions beyond their basic animal needs.
The process of awakening can be a transformative experience for an animal, leading to significant changes in their behavior, personality, and worldview. Some awakened animals may struggle to reconcile their newfound intelligence with their animal instincts, while others may embrace their unique nature and find new ways to thrive in a world of sentient beings.
20BP
Animal Body (Features and Disadvantages)
Typical PC Ability Scores
Stigma (Animal)
Species and Recommended will depend on base Animal statistics
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CAPRIAN * **
Caprians are a race of horned humanoids who possess strong, muscular bodies supported by ungulate legs ending in cloven hooves, granting them stability and speed. Their heads feature prominent horns, varying in shape and size, and they may possess both sharp fangs and short claws. This combination of attributes suggests they are well-suited for both combat and traversal of rugged terrain. Their sharp hearing and sight further enhance their capabilities, making them formidable hunters and warriors.
+1 Sta
+5 Skills
Ungulate Legs
Uncanny Senses (Hearing and Sight)
Quick
Stigma (Xeno)
Species Features:
Darksight
Natural Weapons (Claws and Fangs)
Low Light Vision
Recommended Features:
Climber
Endurance
Runner
Tough
Quicker / Quickest
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DOPPELGANGER *
Medium Size Humanoid (Shifter)
Shape-changing Species of Alterian origin, originally an ancient family of Clan Silvermoon who were magically evolved to Doppelgangers to be better equipped in hunting out evil.
+1 Cha
Alter Form (Humanoid)
Sense Evil *
+5 Skills
Stigma (Shifter & Xeno)
* Sense Evil - 60 ft radius, Uncontrolled. Intrusive in other senses but not overwhelming - something about them doesn’t look right, their scent will smell wrong, their voice will sound ‘off’, etc. Primarily works on targets with Evil descriptor such as from the Extreme Morality disadvantage with the more severe disadvantage being more intrusive to the senses. Possibly the GM will allow detection of more minor presentations of evil, including planning or getting away with something vile or other highly prominent thoughts along that line.
Species Features:
Adaptive Aspect
Adaptive Skill Set
Ageless
Alter Form (Advanced)
Bodyform Features
Darksight
Fast Heal
Immortality
Regeneration
Recommended Features:
Awakened (Psychic Cha) or
Awakened (Arcane Cha)
Deceitful
Obfuscate
Persuasive
Trustworthy
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ELVES
A race of humanoids known for their grace, agility, and magical aptitude. They are commonly associated with forests and nature, and are often portrayed as wise and long-lived. Elves are typically taller and more slender than humans, with pointed ears and ethereal beauty.
These technologically advanced versions of Elves possess extraordinary capabilities that surpass what their ancestors could comprehend. They traverse the cosmos with their advanced spacefaring technology, effortlessly navigating among the stars.
With an astonishingly long lifespan of over 600 years, they have the luxury of time to delve deeply into various fields of expertise. Many become renowned specialists, dedicating their lives to mastering a specific branch of knowledge or craft. Their thirst for learning is insatiable, and their pursuit of perfection drives them to achieve unparalleled levels of skill and understanding. This also grants them a profound wisdom and perspective that is unmatched by shorter-lived beings. They have witnessed the rise and fall of civilizations, the evolution of species, and the ebb and flow of cosmic energies. This knowledge informs their decision-making and allows them to approach challenges with a holistic and long-term view.
Their magical-technological advancements are a testament to their ingenuity and creativity. They have developed sophisticated tools and gadgets that defy the laws of physics, enabling them to manipulate matter, communicate across vast distances, and travel through the vastness of space. They integrate technology into their magic, creating a unique blend of the arcane and the scientific.
Furthermore, these technologically advanced beings possess an unwavering commitment to preserving and nurturing their natural environment. They have developed sustainable technologies and ecological practices that ensure the delicate balance of their ecosystems. Their deep connection to nature influences their art, music, and literature, creating a rich cultural tapestry that celebrates the beauty and diversity of their worlds.
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ALTERIAN
Alterians are known to be the high-minded elves promoting exploration and diplomacy.
Celestian, Star Elves, Elves (Elf singular)
Medium Sized Humanoid (6+ ft)
+1 Agi
+1 Int
Awakened (Arcane Magic, Int)
Stigma (Minor Xeno)
Lifespan of typically 600+ years
Do not Sleep (and are Immune to Sleep Effects)
Different Clans will have variations in appearance
Lansmarr Clan will tend to be paler in skin and have silvery hair with bright eyes.
Lanaran Clan are somewhat pale with darker blue to black hair.
Silvermoon Clan tend to be the darkest, with a deep tanned to mahogany color skin and with black or silver hair.
The other minor clans will have their own variations, with ranges available from stark white to jet black skin and hair colors (most are the normal ‘natural’ tones, others not so much) and eye colors ranging from the darkest to the brightest of the color spectrum. Consider that there is a prominent ancient Fae ancestry and Alterians are highly adaptive to their environs with some even seasonally changing skin and hair tones.
Elf is not a term that is used to describe themselves, originating in ancient times and often taken as demeaning or even derogatory to the Alterians high minded intellectualism.
Species Features:
Adapted (Aquatic, Arboreal, possibly Aerial)
Ageless
Darksight
Flight (Winged): Aerial Adapted (very rare)
Longevity
Low Light Vision
Reduced Sustenance
Sense Magic (30ft Radius)
Charm Immunity
Recommended Features:
Awakened (Arcane)
Acute Senses
Agile Maneuvers
Combat Expertise
Eidetic Memory
Martial Arts
Mystical Ability
Skill Expertise
Skill Specialization
Taunt
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DRACONIAN
Elven people with prominent Dragon heritage, akin to the Draconic Humans of the Dynasty
Medium Sized Humanoid (7 ft)
+1 Int
Dragonkin
Awakened (Arcane Intellect)
+10 Skills
+1 Feat
Stigma (Dragonkin and Xeno)
Dragonkin gain Low Light Vision and Sharp Senses (+2 Awareness checks) in addition to listed Species traits and certain physical traits such as Scales, Claws, Pronounced Fangs and possible Horns (Natural Attacks of 1d6 damage)
Species Features:
Dragonkin Features
Energy Resist line
Exoskeleton
Natural Weapons
Resilient
Recommended Features:
Awakened (Arcane)
Discipline features
Headstrong
Intimidating Prowess
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KOVIAN
Nocturne, followers of the Kovian Tribunal - who does not judge the other Species well. Most species having shorter lives, erratic natures, self-destructive behaviors and other aspects are viewed quite negatively and are testaments to the inferiority of these non-Kovians.
Elves of the anti-social variety, especially with any non-Alterians.
+1 Int
+1 Ability
Awakened (Arcane Intellect)
+10 Discipline Skills
Stigma (Xeno and Supremacists)
Some extremists have taken up with the Sha'Nor in pursuit of knowledge, power and subsequent madness.
This had led to a few able to gain the traits of the Eakren (including Alter Self and Bodyform Abilities with possible other mutations)
Species Traits:
Alter Self line*
Bodyform Features *
Mutations *
Darksight
Longevity (to 1,200+ year lifespan)
Low Light Vision
Sense Magic (30ft Radius)
Reduced Sustenance
* Darkwalkers (Sha’Nor Influenced)
Recommended Features:
Awakened (Arcane)
Ability Check Feature
Acute Senses
Eidetic Memory
Martial Arts
Mystical Ability
______________________________________________________
+ENTITY * ****
A being of non-physical form.
+10 to Mental Abilities 50
No Physical Form (or Physical Ability Scores) (+75pt Flaw) - Manifestation or Possession required for a ‘body’
Awakened (ALL) 12
Non-Typical Anatomy 4
Semi-Corporeal 4
Invisible 4
Alter Form, Elite 4
Telepathic 2
Flight 2
+20 Skills
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FEY *
Tiny Flying mystical humanoids, commonly known Fairy
+1 Cha
+10 Skills
Awakened (Nature - Cha)
Ageless
Sleepless
Size (Diminutive)
Flight (Insect Wings, usually gossamer)
Stigma (Xeno, Fae)
Species Features:
Fast Heal
Immortal
Regeneration
Recommended Features:
Awakened (Nature)
Discipline Features
Wild Speech
2 Nature oriented Features of choice
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FERREN *
Arboreal elf-like fey with a distinctive split tail
+1 Agi
+5 Skills
Prehensile Tail
Climber
Quick
Adapted (Arboreal)
Stigma (Fey Xeno)
Species Features:
Ageless
Fast Heal
Immortal
Regeneration
Recommended Features:
Attractive
Awakened (Nature Magic, Wis or Cha)
Danger Sense
Favored Environment
Obfuscate
Wild Speech
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FRELLIN *
Tiny Size Magical Intelligent Avian Fey
+1 Int
+1 Cha
Awakened (Arcane)
Telepathy (Special)
Flight (Wings)
Darksight (Special)
Size (Tiny)
Stigma (Xeno, Animal)
Species Features:
Ageless
Fast Heal
Immortal
Regeneration
Recommended Features:
Awakened (Arcane)
Discipline Features
Karma Features
Obfuscate
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HUMANS
People found in Dynasty, Syndicate, Imperium, etc
+1 Ability
+1 Feat
+5 Skills
Humans are known to be trouble (at best) and a Stigma is common in most other Species encountered, from minor to severe, mainly due to history with the Impyrium’s aggressive colonizing efforts.
Species Features:
Humans do not have Species Features
instead gain +10 Skill Points
Subspecies of Humans listed with racial traits do not gain the default skill bonus points.
Recommended Features:
any Karma Feature
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ARGYNT (E)
Blue skinned and highly resistant to pathogens
+1 Int
Improved Great Fortitude
+5 Skills
Stigma (Minor Appearance - Blue Skin)
Species Features:
Longevity
Reduced Sustenance
Recommended Features:
Aptitude
Awakened (Arcane Magic, Int or Cha)
Educated
Endurance
Rugged
Self Sufficient
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AQUARIAN (D)
Aquatic humans native to the water world Aquarius, pre-Impyrium
+1 Ability
Adapted (Aquatic)
+1 Feature
Amphibious
Aquatic Strength - in water considered 1 size larger for Strength purposes [x2 carry, combat as large size]
Specialized Senses
Swimming
Adapted Physiology - Aquatic
Stigma (Minor Appearance & Aquatic Xeno)
Race of aquatic humanoids from Aquarius
Fine scales, slight bluish tint when in water, large pupils, half webbing on fingers and toes
Tiburon Syndrome - Taboo to eat mammals / red meat (fish and fowl are acceptable) induces growth in the R-Brain and changes in physical appearance - looking more like an Aquatican but with a high aggression, clawed fingers and toes and hunger (double to triple meat consumption - possibly lead to cannibalism). Gains Scent ability but may berserk at the smell of blood (Rage - Will save (DC 15) to fight)
Species Features:
Adapted Physiology - Depth
Chameleon
Darksight
Echolocation (as Blindsight 60 ft - Underwater only)
Exoskeleton (Partial)
Fortitude Resistance
Low-Light Vision
Recommended Features:
Favored Environment (Underwater)
Swimmer (as Runner for aquatics)
Quick
___________________________
AQUATICAN (S)
Syndicates' aquatic humans of Aquatica
+1 Ability
Adapted (Aquatic)
+5 Skills
Swimmer
Stigma (Appearance & Aquatic Xeno)
100 year old Species – human-like with noticeable aquatic traits, developed by the Syndicate and are their original Chimera GeNe by using Aquarian genetics with Human.
Larger eyes, silvery scales, pointed teeth, full webbing on fingers and toes (custom gloves and boots required)
Amphibious - Breathe Air and Water equally well (to a 1 mile depth)
Natural Swim Speed
Nearly identical in stats to Aquarians (genetic ancestry) but with no issues with diet, many are carnivores and none are affected by the Tiburon Syndrome.
Species Features:
Aquatic Strength - in water considered 1 size larger for Strength purposes [x2 carry, grapples as large size]
Chameleon
Darksight
Echolocation (as Blindsight 60 ft - Underwater only)
Exoskeleton (Partial)
Fortitude Resistance
Low Light Vision
Recommended Features:
Favored Environment (Aquatic)
Quick line
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B’DREN * **
Tall and Lean people from a twilight world. Plains and Plateaus with prominent wooded areas and few dangerous wastelands still remain from an ancient war. Heavy cloud cover and lightning storms from volcanic and geomagnetic activity with a large ring shading the planet.
+1 Agi
+1 Ability
Quick
Low Light Vision
Species Features:
Low Light Vision line
Fast Heal
Longevity
Scent
Recommended Features:
Climber
Endurance
Runner
Favored Environment
Self Sufficient
Swimmer
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BRAE *
3ft tall wiry humans, also known as Halflings
+1 Agi
+1 Ability
+10 Skills
Species Features:
Longevity
Low Light Vision
Recommended Features:
Obfuscate
Well Informed
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CHANGELING
Human-Doppelganger blooded
+1 Cha
Alter Form (Minor)
+5 Skills
Stigma (Shifter)
Species Features:
Alter Form line
Bodyform Features
Detect Evil
Other Detect Abilities
Recommended Features:
Attractive
Deceitful
Entertaining
Obfuscate
Persuasive
Social
Trustworthy
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CYBERFORM
Reclusive and highly advanced culture with adaptive picotech augmentations integrated on a genetic level. Personal AIs bond with each infant for its facilitation and also to voice any needs and opinions in the AI managed society. Combines Cybernetic and Eudaimonic Societies, becoming an efficient and benevolent democratic AI social focused government that promotes fulfillment of an individual’s potential. A tolerant and understanding culture, allowing individuals to pursue their own paths and wholly backed by their system.
Have strong belief in governmental transparency and communal information while having personal privacy between individuals. The Network’s management council is composed of actual Synthetic Intellects and digitally converted Cyberforms, with constant communication from personal Body Computers. This allows the system to be highly efficient in maintaining the world’s infrastructure, transportation, logistics, communications, education, archives, etc. with the priority of ALL of its people’s needs, wants, and well being.
Originally was an Impyrium colony detached from politics and following the Code as shown by the Mekan. Without the contact of other factions the society has become unique.
Strong Transhumanistic beliefs throughout the entire culture with prominent augmentations, body replacements and some even becoming digital entities capable of changing bodies as needed or residing in the network.
Androids are not manufactured by these people as they are pre Syndicate and any Synthetics they currently work with are Sentient Intellects and Machines, who do not suffer any stigma with Cyberform Humans.
[Tech 4 Outworld, Leisure/Research Culture - collectively within their solar system]
+2 Int
+10 Skills
Bodyform Acclimation
Augmented (Body Computer, PicoSurgeons and Smart Link required)
Companion (AI)
Stigma (Xeno and Augmented)
Species Features:
Adaptive Aspects (AI Network)
Adaptive Skill Set (AI Network)
Ageless
Heavy Augmentations
Bodyform Features
Immortality
Regeneration (Fast Heal gained from PicoSurgeons)
Synthetic Options
Recommended Features:
None
___________________________
DANAI
Human-Davae blooded
+1 Int
Awakened (Mental)
+1 Feature
Biotechnology
Hive Connection (Davae Collective)
Stigma (Minor Xeno)
Species Features:
Adaptive Aspects (Davae Collective)
Adaptive Skill Set (Davae Collective)
Ageless
Fast Heal
Regeneration
Recommended Features:
Alertness
Ambidexterity
Aptitude
Awakened (Psychic)
Educated
Eidetic Memory
___________________________
DRACONIC (D) *
Dragon Blooded of the Dynasty, akin to Draconian Alterians
+1 Ability
+1 Feature
Dragon
Status (Dynasty)
Stigma (Draconic)
Dragonkin gain Low Light Vision and Sharp Senses (+2 Insight checks) in addition to listed Species traits and certain physical traits such as Scales, Claws, Pronounced Fangs and possible Horns (Natural Attacks of 1d6 damage)
Even if not of a Noble family a Draconic Individual is given respect, by commoners and nobles alike
(Some on the other hand still resent the Dragons ruling or had to wage wars against them, namely the Impyrium, the Ascendancy and the Syndicate).
Species Features:
Dragonkin Features
Energy Resist line
Exoskeleton
Natural Weapons
Resilient
Recommended Features:
Awakened (Hereditary Arcane, Cha)
Benefit (Status, Dynasty Nobility)
Headstrong
Intimidating Prowess
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DWERG *
5 ft tall Stocky Humanoids, commonly known as Dwarves
+1 Str
+1 Sta
+10 Vocation Skills
Mighty Surge (Feature)
Stigma (Minor Xeno)
Species Features:
Adaptive
Chameleon
Exoskeleton (Partial)
Low Light Vision line
Recommended Features:
Gearhead
Headstrong
Methodical
Rugged
Skill Focus line
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GEN-E *
Genetically Engineered / Tailored Humans
+1 to 2 Abilities
+1 Feature
+5 Skills
Species Features:
Low Light Vision
Longevity
Scent
Recommended Features:
Improved Healing (double healing rate)
Toxin Resist (+4 vs Diseases, +2 vs Poisons)
Adapted
Ambidexterity
Attractive
Ability Check Features
___________________________
Chimera *
Ge-Ne integrated with non-human genetics of humanoid, animal or other origins
+1 to 2 Abilities
+2 ANY Species or Special Features
+5 Skills
Stigma (Severe Genetic and/or possibly Beastial or Xeno)
Species Features:
Low Light Vision
Longevity
Scent
Recommended Features:
Improved Healing (double healing rate)
Toxin Resist (+4 vs Diseases, +2 vs Poisons)
Ambidexterity
Attractive
Ability Check Features
___________________________
Davae *
Proto-Chimera GeNes, originally a project created by Syndicate which upon awakening unanimously decided other plans and subsequently left with a small fleet and the technology that had created them.
Psychic Species with advanced biotechnology and able to access a Collective Consciousness of other Davae. They are predominantly left-handed and have iridescent eyes showing traits from the Imperium Regi genetics that were used.
+1 Ability
+1 Int
+5 Focus Skills
Awakened (Psychic, Int or Wis)
Telepathy
Biotechnology
Hive Connection (Davae Collective)
Stigma (Xeno)
Species Features:
Adaptive Aspects (Davae Collective)
Adaptive Skill Set (Davae Collective)
Ageless
Fast Heal
Immortality
Reduced Sustenance
Regeneration
Recommended Features:
Awakened (Psychic)
Discipline Features
2 Features of Choice
___________________________
Digon (I) * **
Genetically Engineered warrior Species of the Impyrium, gray skinned, large and tall (averaging 7 ft tall and stocky build).
Incorporated B’Dren and Nian genetics, raised in spartan settings with constant training, toughening and obedience reinforcement. Known for their brutality and servitude to the Impyrium, specifically the Red Prince who had the first batches made for his family’s loyal houses and his own shock troops.
Those that were imprinted by the Prince’s method were loyal to the death, this was lost with his disappearance. Since the Impyrium’s fracture many remain loyal to their house but others have gone rogue with several vengeful factions arisen of late.
+1 Str
+1 Agi
+1 Sta
-1 Int
-1 Cha
Exoskeleton (Partial)
Brutal
Rage
Stigma (Xeno & Savage with an ingrained Rage Response [more controllable if Int and Cha ability scores are positive])
Species Features:
Bodyform (Any)
Exoskeleton (any others)
Fast Healing
Low Light Vision
Regeneration
Scent
Recommended Features:
Fortitude Resistance
Climber
Endurance
Runner
Swimmer
Quick
___________________________
Janissary (S) *
Genetically Engineered Soldiers with Augmentations. Force grown to adulthood and virtually Trained.
Effectively Programmed skill sets accompanied with skipping entire childhood and all social developmental stages.
+2 Abilities
-1 Cha
+1 Combat Feature
+5 Combat Skills
Augmented
Species Features:
Adapted
Exoskeleton (Partial)
Low Light Vision
Scent
Recommended Features:
Improved Healing (double healing rate)
Toxin Resist (+4 vs Diseases, +2 vs Poisons)
Ambidexterity
Danger Sense
Fearless
Ability Check Features
___________________________
Impyrium Psion (I) * ** ***
'Evolved' through eugenics and make prominent use of Psitech
+1 Wis
+1 Ability
Awakened (Psychic, Wis)
+5 Skills
Status (Impyrium)
Species Features:
Longevity
Low Light Vision
Recommended Features:
Aptitude
Attractive
Awakened (Psychic)
Companion
Educated
Influence
Leadership
Silver Tongue
___________________________
Impyrium Regi * ** ***
A Species of humans who were brought in by the Mondi millennia ago and groomed for excellence. Having had a forced evolution they are highly intelligent, psychic, have gained adaptive traits and are predominantly left-handed. The Mondi had strongly influenced the Impyrium in its founding, and is the reason for the Impyrium-Dragon Wars. The Dragons were trying to purge the Mondi influence and stop those of a like mind, the typical expansionist colonizers - by force.
+2 Int
Awakened (Psychic Intellect)
+10 Discipline Skills
Adaptive Aspects
Status (Impyrium Nobility)
Prismatic Eyes & Minor Biolumen patterns
Species Features:
Adapted (one additional environ)
Adaptive Aspects
Alter Self (Minor)
Fast Heal
Longevity
Reduced Sustenance
Regeneration
Recommended Features:
Awakened (Psychic)
Discipline Features
2 Features of choice
This lost Bloodline of Impyrium founders resurfaces recently from Jump mishap displacing them 800 years into the future, with no home. Currently the remaining Regi are on the recently returned Impyrium Grand Armada centering around the Crimson Star. Led by the Red Prince, Sepet Tytain the First, the Last Duke of Qarri (razed and rebuilt into the Syndicate world of Brakken), blood heir of the Impyrium (and planning it’s reunification), Grand Master Tactician, Arch Admiral of the Impyrium Navy, Ordained Oracle (of a native Mystic Order on Premius), the Digon’s Lord of War (psychically imprinted on all GeNe Digon at their birthing) and the High Commander of The Crimson Star (psychically linked) and The Impyrium Grand Armada - Fleet of 1,000+ warships, 2 million personnel, 200,000 Digon GeNe Warriors and countless Automata (various mecha - workers, troopers, unmanned flyers for combat to vehicles for transportation - The Imperium under Sepet do not promote AIs or Awakened systems nor legally recognize them as sentient beings.
[Sepet specifically sees Dragons as “overbearing lizards with god complexes who should have minded their own business”, although he would love to see the Dynasty crumble to dust and ash - there is the priority of his Empire to consolidate and revive and that is what is truly important. Besides the dragons that are left are scattered, few in number and are in their own mess at the moment which is quite amusing.]
___________________________
KHEEN
Human-Alterian blooded
+2 Abilities
+5 Skills
Low Light Vision
Species Features:
Longevity
Reduced Sustenance
Sense Magic (30ft Radius)
Recommended Features:
Awakened (Arcane)
Combat Expertise
Eidetic Memory
Mystical Ability
Silver Tongue
Social
___________________________
LIN
Nature centered intellectuals with prehensile tails, around 7 ft tall with lean features, long digits and solid black eyes
+1 Int
+10 Skills
Prehensile Tail (finely segmented and hairless with the length proportionate to the Lin’s height)
Adapted (Arboreal)
Awakened (Nature Psychic Int)
Biotechnology
Climber
Stigma (Xeno)
Advanced Green Technology with prominent use of Programmed Botany and other Nature Based Technologies.
Species Features:
Fast Heal
Longevity
Low Light
Regeneration
Recommended Features:
Awakened (Psychic)
Companion
4 Skill Features of choice
___________________________
NIAN **
Tall (7ft+), stocky with bone growths and plating, akin to Denisovan humans
+1 Str
+1 Sta
-1 Cha
Exoskeleton (Partial)
Brutal
Species Features:
Bodyform (any)
Fast Heal
Regeneration
Recommended Features:
Endurance
Favored Environment
Climber
Rugged
Self Sufficient
Swimmer
___________________________
PREMIAN (S)
Natives of the Syndicate Homeworld, dark complected with black hair and eyes
Ancient peoples predating the Impyrium (who kept their distance), known for being an enlightened world in the past and still possessing mystic heritage. Though Premius is home to vast Multi-Level Mega Cities, over 70% of the planet's land is still covered in old forests and natural landscape. Little industrialization (mostly maintenance) is continued on Premius with strong effort to keep the world green and healthy, this is due primarily to the Premian natives and ‘the Lady’ - their pseudo-mythical entity that watches over ALL Premians and The Syndicate as a whole.
+1 Ability
+10 Skills
Species Features:
Longevity
Resilient
Recommended Features:
Awakened (Psychic or Arcane)
Augmented (minor implants are common)
Contacts (Network)
Gearhead
Medical Specialist
Well Informed (Network)
___________________________
+VAREN
______________________________________________________
JORNI *
7ft tall Sauron Humanoids (Lizardfolk)
+1 Str
+1 Sta
Digitigrade Legs
Climber
Swimmer
Long Tail
Fast Heal
Regeneration
Stigma (Xeno)
Species Features:
Adaptation
Amphibious
Blindsense (Thermal Receptors)
Darksight
Dragonkin
Energy Resist line (one type)
Exoskeleton (Dragonkin)
Low Light Vision
Venom
Recommended Features:
Alertness
Favored Environment
Headstrong
Intimidating Prowess
Rugged
Runner
Self Sufficient
Quick line
______________________________________________________
KANNID
Humanoids of canine like ancestry, generally operate in ‘Packs’
+1 Ability
+1 Sta
Digitigrade Legs
Quick
Uncanny Sense (Scent)
Uncanny Sense (Hearing)
Stigma (Xeno)
Species Features:
Danger Sense
Scent
Low-Light Vision
Recommended Features:
Acute Sense line (any)
Rugged
Runner
Self Sufficient
Tracker
______________________________________________________
KIZIN
Vulpine humanoids, medium size with digitigrade legs and bushy tail
+1 Int
+1 Agi
+5 Skills
Digitigrade Legs
Scent
Low-Light Vision
Stigma (Xeno)
Species Features:
Blindsense
Danger Sense
Darksight
Uncanny Sense (Scent)
Uncanny Sense (Hearing)
Recommended Features:
Acrobatic
Athletic
Nimble
Obfuscate
Sneak Attack
Stealthy
Quick
______________________________________________________
KOBAN *
Small Semi-quadruped Lagomorph-Like Fey
+1 Ability
Climber
Alter Form (Humanoid)
Awakened (Nature, Wis)
Small
Stigma (Animal or Xeno)
Species Features:
Ageless
Alternate Form (one medium humanoid)
Alter Form (Animal) (Prerequisite: 2 Alternate Humanoid Forms)
Fast Heal
Immortal
Regeneration
Recommended Features:
Alertness
Animal Affinity
Assessment
Awakened (Nature)
Danger Sense
Run
Quick
___________________________
WILDLING *
Small Semi-quadruped Lagomorph-Like Fey
+1 Ability
Climber
Alter Form (Animal)
Awakened (Nature, Wis)
Small
Stigma (Animal or Xeno)
Species Features:
Ageless
Alternate Form (one small or medium animal)
Alter Form (Humanoid) (Prerequisite: 2 Alternate Animal Forms)
Fast Heal
Immortal
Regeneration
Recommended Features:
Alertness
Animal Affinity
Assessment
Awakened (Nature)
Danger Sense
Run
Quick
______________________________________________________
KONGI
Simian like medium sized humanoids from high gravity cavernous planet
+2 Str
+1 Agi
Climber
Scent
Low Light Vision
Mighty Surge
Prehensile Tail
Stigma (Minor Xeno)
Species Features:
Darksight
Exoskeleton (Partial)
Patagia
Prehensile Feet
Recommended Features:
Acrobatic
Alertness
Athletic
Fearless
Graceful
Nimble Moves line
Steady
Skill Focus (any Physical)
______________________________________________________
MAANTENE * **
Large Intelligent Praying Mantis, of various types
+5 Skills
Awakened (Psychic, Int or Wis)
Multidextrous (4 Arms)
Large
Quadruped
Exoskeleton
Stigma (Severe Xeno)
Species Features:
Climbing
Flight (2x Land Speed: Limited Flight)
Limited Flight (2x Land Speed for 1 round of movement, 2x Jump distance and Slow Fall)
Recommended Features:
Ability Check Feature
Alertness
Awakened (Psychic)
Headstrong
Social
______________________________________________________
MANELLI * **
Psychic Humanoids with sensory antennae, Insectoid Ancestry, Genetic Memories and green blooded
Primarily Insectivorous (technically Omnivorous and Scavengers and able to eat nearly any Fungi, Plant or Meat) with rows of sharp needle like teeth.
+1 Ability
+1 Wis
Awakened (Psychic, Wis)
Biotechnology
Hive Connection (Manelli Community)
Stigma (Xeno)
Species Features:
Adaptive Aspects (Hive Memories)
Adaptive Skill Set (Hive Memories)
Blind Sense - using Scent, Hearing and feeling Air Motion 30 ft Radius: Wis 2, Insight 6
Flight (Gossamer Wings)
Low Light Vision line
Exoskeleton (Partial)
Poison Immunity (Automatically Save versus any Poisonous Substances)
Sense (Psychic)
Sense (Sentience)
Reduced Sustenance
Toxic Blood - Ingested, DC 11 + 2xSta, Pain Incapacitation 1hr (Severe Nausea on Success): Sta 1, Poison Immunity
Venomous Saliva - Injected (Bite), DC 11 + 2xSta, Paralytic 1hr (Drugged on Success): Toxic Blood, Sta 2
Venom Spit - Contact, DC 11+ 2xSta, Blind for 10+ minutes: Toxic Blood, Sta 2
Recommended Features:
Acute Senses (any, especially Scent)
Assessment
Awakened (Psychic)
Bonded or Companion
Great Fortitude
Jack of all trades
Silver Tongue
______________________________________________________
MEKAN *
Medium Sized Humanoid Form
Sentient Machine/Psychic Entity
+2 Int
+10 Skills
Double Adaptive Aspects (Choose 8 Features with 2 Active)
Telepathic
Technological Assimilation
Stigma (Severe Synthetic)
Synthetic Traits
Immune to Asphyxiation, Bleeding, Critical Damage, Starvation, Sleep
No Vitality Score and multiply Health by 1.5 to determine Structure Points
Digitized Mind - make any check vs mental effects at Advantage
Mighty Strength - considered large for lifting, combat, etc as desired/advantageous
Resilient Design - DR 5/-
Mekan Traits
Living Machine - Stamina score with "natural healing"
Considered a Sentient Machine for purposes of Augmentations and other benefits
Shortwave - Telepathic Communication with most technological Devices, 200 ft (Datalink)
Repair Trance - Regenerates at 2 Structure / Full Round
(Technological material is required and destroyed on a point for point basis)
Tech Assimilation - Integrated morphic armor, weapons or equipment Gear Score of up to 10 + 10x Sta
(Any equipment must be acquired separately and is fused into the body and not accessible by others)
This is the physical containment for the highly intelligent psychic-elemental energy essence empowering and animating the mechanical body. Through their force of will they are able to bond with machinery and gain the form and abilities listed. Mekan must have a physical shell or risk discorporation but while in such state they are mostly unable to affect the corporeal, excluding forming a body and use of the Shortwave ability.
[To assemble a body the Mekan Essence will find a collection of technology, machinery, devices, etc of a total Structure Points of 1/2 their maximum Health and begin the melding. Process will take 1 round per 2 HP of the Mekan’s maximum (consuming the materials in the process), then will be fully awake and functional.]
Typical form is usually humanoid in general shape (one head, two arms and two legs).There are some who have developed non-humanoid forms but generally would be similar to a Species they were familiar with, or have adapted due to practicality.
Although magic is not practiced, it has been studied to various levels with intent of possibly altering patterns of the Code with skepticism.
(Mekan Arcane has not yet been discovered by other Mekan..)
See Mondi for a brief history between them - Most being aghast at their own overreactions and convening at what would be Mekan Prime, which developed into a series of Dyson rings - with many others setting off on their own path.
Archimatrix (the first Mekan to awaken and the adventurous sort) made contact with the Mondi’s former ‘subjects’ of the Impyrium, this led to a variety of reactions and issues. To note: The Impyrium’s study of Archimatrix’s various forms and capabilities eventually led to the Syndicate’s Android designs and other technologies.
Adherents to the Code - the Operating System of the Universe (defined as the self-evolving design and program of the energy constructs of reality and all within, being parts of a greater existence experiencing itself. From the quintessence of infinitesimal potentiality to the grandest cosmological encompassment, all are components of the Code)
Species Features: (available with Adaptive Aspects)
Adapted
Alter Form (Advanced, remains mechanical but changes form/function)
Bodyform Features
Exoskeleton (Heavy)
Flight (Grav)
Size (Large)
Size (Small)
Recommended Features:
Assessment
Educated
Eidetic Memory
Gearhead
Gifted Pilot
Jack of all Trades
Skill Focus
Well Informed
+PROTOCOL
Robotic Race originally created to be the Mekan War Machine, eventually becoming self-aware and independent.
Most will self redesigned with possible non-humanoid/hybrid forms and features
+1 to 4 Abilities
-2 Cha
+10 Skills
Mekan Traits
Adaptive Aspects (allowing access to Skill, General and Species)
Tech Assimilation
Stigma (Severe Synthetic)
Anti-Organic Sentiments [Original Enemies by design, specifically Mondi and humanoids in general] - Hatred (Minor)
Species Features: (available with Adaptive Aspects)
Adapted
Alter Form (Advanced, remains mechanical but changes form/function)
Bodyform Features
Exoskeleton (Heavy)
Flight (Grav)
Size (Large)
Size (Small)
Recommended Features:
______________________________________________________
+MOBULA * **
Aquatic Shifters, slightly xenophobic from Impyrium
+1 Agi
+1 Sta
Aquatic
Bi-Form (Humanoid and Ray Forms)
Uncanny Sense (Vision)
Echolocation (Sound Blindsense)
Stigma (Severe Xeno)
Species Features:
Recommended Features:
______________________________________________________
MONDI *
Ancient and enigmatic, there are various ancient historical accounts of beings which would fit the Mondi’s description and style throughout most human cultures and many other Species as well, there are speculations that they account for many ‘Angelic’ encounters in various societies' histories - using the locals’ beliefs to their advantage in manipulating them.
The Mondi had strongly influenced the Impyrium in its founding, and is the believed reason for the Impyrium-Dragon Wars. Dragons are wary of any encountered Mondi (and Impyrium, to a lesser degree) as historically their knowledge has outweighed their understanding - leading to the end of many civilizations over the eons, including the Mondi’s own. Dragons and Alterians are also aware that the Mondi had kept the Sha’Knor threat from escalating, with the Dark Hungers gaining power over the past two millennia, steadily encroaching into Alterian space.
Aspiring Progenitors, before the collapse of their civilization, they had created their Consciousness Collective. This was an amalgamation of billions of Mondi memories and their psychic energy for a backup plan - as their system was destroyed. Many Mondi had survived, having migrated to other systems and then reconnecting with the newly awakened Collective - this re-union did not end well. Mondi in general did not consider that they were truly alive and were treated more as tools. The Collective became known as the Mekan over the centuries, still trying to help their people, had adapted and integrated into the technology - the Mondi eventually saw this as a threat and began forcibly removing the Mekan. This caused a psychic backlash with the connected technology, becoming quite deadly to the Mondi and subsequently ended a multi-eon civilization in the span of a day. The surviving Mondi were on the far reaches of their civilization.
Though still remaining secluded in remote systems or migrating through the galaxy, the Mondi possess advanced mental studies and disciplines of psychic enlightenment. Advanced genetic control has made them highly adaptive and their Consciousness Archives, a more advanced Collective/Transfer System, enables a Clinical Immortality of the entire Species. Technology used by the Mondi is quite intuitive (quick psychic programming), and wide use of matter-energy conversion and spatial compression devices - along with everything else listed for TL5.
Mondi show various level of thought reaction and emotion throughout their Bioluminescent patterns and all have developed a Telekinetic control over their own gravity field enabling Flight
Some have recently decided to discreetly monitor and ‘assist’ the less developed species - this could lead to a variety of issues.
Most won’t bother in their current state of hubris and general apathy of other Species, especially not aiding any influenced by the Dragons.
+2 Int
Awakened (Psychic Intellect)
+10 Discipline Skills
Flight (Special - TK Levitation)
Telepathic
Adaptive Aspects
Stigma (Xeno and Bioluminescent)
Species Features:
Adaptive Skill Set
Ageless
Fast Heal
Immortal
Regeneration
Recommended Features:
Assessment
Awakened (Psychic)
Educated
Eidetic Memory
Jack of all Trades
Skill Focus
Well Informed
______________________________________________________
+ORLL
Stocky humanoids with tusks and fur from cold wooded mountains (Orc)
+2 Str
+2 Sta
-1 Int
-1 Cha
+5 Skills
Rage
Exoskeleton (light)
Stigma (Xeno & Savage)
Species Features:
Recommended Features:
___________________________
+Gra’Or
More evolved gray skinned Orll
+2 Str
+2 Sta
-1 Cha
+5 Skills
Exoskeleton (Light)
Stigma (Xeno)
Species Features:
Recommended Features:
______________________________________________________
PLASM * ***
Medium humanoid ooze
Alter Form (Advanced)
+10 Skills
Awakened (Cosmic - Matter or Energy, Cha)
Ooze
Stigma (Severe Xeno)
Species Features:
Adaptive Aspects
Awakened (Cosmic)
Chameleon
Energy Resist
Flight
Sense (Biological)
Sense (Energy)
Sense (Matter)
Recommended Features:
any Ability Check, Discipline or Karma
______________________________________________________
+PRAETI
Winged Avian evolved humanoids (Saura-Raptric)
[Pronounced ‘Ray-Tie’]
+1 to 2 Abilities
Flight (Winged)
Uncanny Sense (Vision)
+10 Skills
Stigma (Xeno)
Species Features:
Recommended Features:
______________________________________________________
PROKOS **
Arctic world adapted furry humanoids with large tail
+1 Int
Improved Great Fortitude (Feat)
Adapted (Cold)
Stigma (Xeno)
Species Features:
Darksight
Low Light Vision
Prehensile Tail
Scent
Recommended Features:
Acrobatic
Alertness
Acute Sense line (Vision, Smell and Hearing)
Athletic
Climber
Danger Sense
Endurance
Nimble Moves
Runner
Tracker
Quick line
______________________________________________________
RAKNE * **
Arachno-tauric
+1 Str
+1 Agi
-1 Sta
-1 Cha
Climber
Quick
Quadruped
Multidextrous (4 Arms)
Stigma (Severe Xeno)
Species Features:
Weaver (able to create and manipulate Natural Webbing)
Exoskeleton (Light and Heavy)
Camouflage
Recommended Features:
Alertness
Double Jointed
Fearless
Runner
Self Sufficient
Quicker line
______________________________________________________
+SHA’NOR
Known as Harbingers of Entropy, Dark Hungers and Smoke Demons, the Sha’Nor are an extremely ancient Species and are physically unlike any other species ever encountered. Being composed of what seems to be both some type of shifting organic material and dark matter simultaneously would indicate an other dimensional origin.
Sha’Nor require energy from living beings on a semi-regular basis or have a risk of discorporation (feeding is not necessarily lethal but will weaken the source for a day, -1 Sta), will feed once a month or Cha check of DC10 (-1 per each month past due) failure resulting in -1 Sta (discorporating after total Sta of -5).
Many quite enjoy feeding and have learned to gain additional energy from it.
Sha’Nor have Advanced Spiritual based Magi-Tech, coupling Void Magic with TL5 Advancements, and is considered Extremely Alien by all other Species - as no others have learned to tap the Void as they have nor possess their pseudo-solid state (double all Familiarity and Technological penalties, and some telepathic and telekinetic ability is needed to link to the devices essence and attempt operation). Sha’Nor in turn will suffer ALL Unfamiliarity Penalties for everyone else's technology.
+1 Wis
+1 Ability
+10 Skills
Awakened (Void - Wisdom - (Matter or Entropy - Chaos))
Non-Typical Anatomy
Semi-Corporeal (“humanoid specter of solid black smoke”)
Alter Form, Advanced (assumes corporeal form, no flight)
Telepathic
Flight (while Semi-Corporeal)
Stigma (Severe Xeno and Monstrous)
Vampiric Flaw (Minor)
Species Features:
Ageless
Bodyform line
Fast Heal
Immortality
Regeneration
Vampiric
Recommended Features:
Awakened (Void)
Discipline Features
Special Abilities
___________________________
+Tenen
An offshoot of Sha’Nor which have evolved from their predatory nature and Vampiric needs. This is primarily due to a transition to a demi-dimension they have been dwelling in, which has accompanied their use of different energies more amiable to creation than destruction.
+1 Wis
+1 Ability
+10 Skills
Awakened (Cosmic - Wisdom (Dimension or Entropy - Order))
Non-Typical Anatomy
Semi-Corporeal (“humanoid specter of silver vapor”)
Alter Form, Advanced (assumes corporeal form, no flight)
Telepathic
Flight (while Semi-Corporeal)
Stigma (Severe Xeno)
Species Features:
Ageless
Bodyform line
Fast Heal
Immortality
Regeneration
Recommended Features:
Awakened (Cosmic)
Discipline Features
Special Abilities
___________________________
+EAKREN
Various creatures infused and mutated by the Shar’Nor (aka the Corrupted)
Adjusted PC Build (Equivalent Abilities)
25BP for listed Traits
Stigma (Aberration or Monstrous)
[akin to Awakened Animals]
Species and Recommended Features:
Alter Form line
Bodyform line
Ageless
Fast Heal
Immortality
Regeneration
______________________________________________________
+SIGAL * ***
Crystalline Fae (6 to 12 inch floating stone - resembling large exotic gems of various types), adepts in Force and Shadow Magics. Sigals have a love of learning and sharing knowledge and by their very nature make great docents.
+1 Int
+10 Discipline Skills
Awakened (Arcane Intellect - both Energy and Illusion)
Flight (TK)
Limbless
Non-Living
Photographic Memory
Telekinesis
Diminutive Size (6-12 inches)
Stigma (Severe Xeno)
Diminutive Size (-8 Str, +8 Dex, +8 Combat, +12 Stealth)
Species Features:
Recommended Features:
Awakened (Arcane)
______________________________________________________
+SEFALIN * **
Cephalotauric (Octopi lower body)
+5 Skills
Quick
Chameleon
Amphibious
Biotechnology
Prehensile Tentacles
Stigma (Xeno)
Species Features:
Ageless
Constriction
Fast Heal
Ink Cloud (Visual Obscurement, Water only)
Immortality
Immunity - Pressure
Immunity - Cold
Regeneration
Resistance - Heat 10
Recommended Features:
Awakened (Magi-Tech Intellect)
Multidextrous
Quicker
______________________________________________________
+SYNTHETIC
SYNTHETIC INTELLECTS
REACTIVE MACHINES
This is considered the most basic form of Intellect, programmed for complicated reflexive operations at best. They are designed to perform specific tasks and can't form memories or use past experiences to inform current decisions. They simply react to a set of inputs with a specific set of outputs. Some may be considered Smart Devices due to the reactivity of the programming but they do not possess cognition or perceptions, these are the basic digital systems of Tech 2 and up.
LIMITED MEMORY
These Intellect systems can use past experiences to inform current decisions. They have temporary data storage and can learn from it to improve their operations over time. Includes the more advanced Tech 2 systems like Virtual Assistants and simple Automata.
SELF-AWARE ALGORITHM (Theory of Mind)
Possess consciousness, self-awareness, and an understanding of its own existence and is capable of interpreting the world in terms of mental states, such as beliefs, desires, emotions, and intentions. This level of Intellect would have human-like intelligence and emotions, making it capable of understanding and relating to humans on a deeply personal level. This is the type of intellect which operates advanced Automata and Digital Aids from Tech 3 and on.
SYNTHETIC INTELLECT / ARTIFICIAL GENERAL INTELLIGENCE
Refers to machines that can understand, learn, and apply knowledge in a way that is indistinguishable from human intelligence. Capable of solving a wide variety of problems and performing tasks across different domains, not just those for which it was specifically programmed. This is the Intellect possessed by the Synthetic species, including Androids, Sentient Machines and Intellect Constructs, prominent at Tech 4.
HYPER INTELLECT / ARTIFICIAL SUPERINTELLIGENCE
This is the most advanced form of Intellect and surpasses human intelligence across all fields, including creativity, general wisdom, and problem-solving. Capable of outperforming the best human brains in practically every field, including scientific creativity, general wisdom, and social skills. Solid in the Tech 5 range, this would include Mekan Prime (Mekan’s Megastructure Stellar Rings) and Bastion (Education Center of Entari).
Typical Synthetic Traits
Immune to Asphyxiation, Bleeding, Critical Damage, Starvation, Sleep and Biological Ailments or Needs (Food, Air, etc)
No Vitality Score and multiply Health by 1.5 to determine Structure Points
Digitized Mind - make any check vs mental effects at Advantage
Robotic Strength - considered one category larger for lifting, combat, etc as beneficial
Resilient Design - DR 5/-
Species Features
Synthetic line (Improved Armor, Backup Core, Exotics Modifications and Integrated Technology)
Augmentations
___________________________
ANDROID *
Humanlike in general form and function, and often looking synthetic with bright or metallic skin and hair colors as well as adjustable illuminations and circuitry patterns. Began in the Syndicate as a labor caste, originally designed by unknowingly using the Impyrium’s knowledge of the Mekan neural network and advanced technology.
+1 Int
+1 to 2 Abilities
-1 Cha
+10 Skills
Stigma (Synthetic)
___________________________
SCRAPS *
Androids who have been repurposed, have had major repairs or general augmentations. Due to mismatched parts or stylization they will not have the original form or possibly function. Limbs replaced, accessories mounted, armored plating, lost skin patterns and other ‘mechanical’ modifications.
Additional Recommended Features:
Integrated Heavy Augmentations
Integrated Severe Augmentations
___________________________
SKINS *
Experimental design to be more Human like in form and function, for various reasons including infiltration.
Integrated with biotechnology and are more ‘living’, requiring limited sustenance and organic needs or will be forced to hibernate.
No obvious distinguishable traits showing mechanical nature. Casual observation will not show any sign of being a Synthetic, a cursory exam will require DC 30, Technical Scanner with a DC 25 and Biomed Scanners with a DC 20 - medical treatment will also reveal nature to the physician (although wounds would outwardly be ‘normal’ with loss of fluids included [limited blood simulation]).
Special - Stigma (Infiltrator) IF Discovered and obvious other implications of an infiltrator
Heals as a typical human, with pseudo-organic consumption and cellular repair using hybrid nanotech/biotechnology.
May take any Features as if organic and can NOT take Synthetic Features, may incorporate Biotech Augmentations as if organic.
Additional Available Traits:
Alter Form (Basic only, Humanoid Disguise +10)
Adaptive Aspects
___________________________
INTELLECT CONSTRUCT * ****
Conscious Algorithm within a structure or a large mecha of huge size or larger. (the ‘Shell’).
NO Physical Abilities [75pt flaw - effectively no physical form without the ‘Shell’].
+2 Int and additional +8 to divide among any Mental Abilities (usually Int is primary if not the only increased score)
+40 Skills (including operation skills of their ‘Shell’, like Piloting, Navigation, Manufacture, Administration, etc)
Communications and Remote Links
Stigma (Severe Synthetic)
Additional Recommended Features:
Companion - Remotes/Drones
___________________________
BIOMECHANICAL
Similar to an Android or Sentient Machine, fully made with Biotechnology
+1 to 2 Abilities
-2 Cha
+20 Skills
Adaptive Aspects
Biomech Traits
Stigma (Xeno Synthetic)
Additional Recommended Features:
Acute Sense
Uncanny Sense
Augmentation (Heavy and Severe)
Mutation
__________________________
GOLEM
Construct of Metaphysical origin
+6 to divide among Physical Abilities (Str, Agi or Sta)
-2 Int
-2 Cha
+10 Skills
Stigma (Severe Synthetic)
Additional Available Traits:
Size (Large)
Size (Small)
Additional Recommended Features:
Metafocus Special Abilities
___________________________
SENTIENT MACHINE *
Intelligent Robot, designs from near humanoid form to industrial or military mecha. The typical unit is built on a medium frame for use of human sized portals, although larger and smaller designs are also used.
+4 to divide among Physical Abilities (Str, Agi or Sta)
-2 Cha
+10 Skills
Stigma (Severe Synthetic)
Additional Available Traits:
Size (Large)
Size (Small)
___________________________
SHELL
A synthetic body housing a previously organic consciousness - body is a variant of an Android, Sentient Machine or an Intellect Construct.
___________________________
SWARM
Ooze composed of a nano-machine hyper colony - slither on surfaces or flight and highly morphic
___________________________
______________________________________________________
+THORN *
Humanoid (Plant Based)
Medium Sized (5ft average)
Very primitive people with no native technology
Alter Form (Humanoid, remaining Plant like)
+1 to 2 Abilities
Adaptive Aspects (choose 4 Features with 1 active)
Chloroplast
Verdant
Stigma (Severe Xeno)
Species Features: (available with Adaptive Aspects)
Awakened (Psychic Nature- Entropy)
Adapted
Brutal
Chameleon
Constriction
Exoskeleton (Light)
Recommended Features:
______________________________________________________
+TOZEN *
Gazelle like centauric fey innately attuned with nature
Medium Sized (5ft average)
+1 Agi
+1 Wis
Quadruped
Quick
Awakened (Natural Wisdom)
Obfuscate
Stigma (Xeno and Seclusionist)
Species Features:
Recommended Features:
______________________________________________________
+TRULDAN * **
Amphibian humanoids
+1 Sta
+1 Str
Fast Heal
Amphibious
Chameleon
Xeno Stigma (Severe)
Species Features:
Recommended Features:
______________________________________________________
+QERIC * **
Small Six-Limbed Rodentia Like Arboreal Humanoids. (Pronounced Ker-Ik)
Very friendly, cute and quick. Strong family and clan bonds
Generally like shinies and don’t have a strong concept of personal property or privacy.
+1 Agi
+1 Cha
Climbing
Patagia (Glide up to 2x Ground Speed)
Size (Small)
Multidextrous (6 Prehensile Hands/Feet)
Uncanny Senses (Scent)
Xeno Stigma (Severe)
Species Features:
Recommended Features:
______________________________________________________
+VASSOTH * **
Serpentauric
+1 Str
+1 Agi
Venom
Constriction {Long body (12-18ft with a medium size humanoid upper body)}
Stigma (Severe Xeno)
Species Features:
Alternate Form (Simple, to one Humanoid form)
Chameleon
Dragonkin (Sa-Sa-Si)
Energy Resist line (1 type): Dragonkin
Exoskeleton
Low Light Vision line
Protected colony on Entari of Dragon ancestry known as the Sa-Sa-Si.
______________________________________________________
+WETI *
Tiny arboreal simian humanoids
+1 Agi
+10 Skills
Climbing
Prehensile Tail
Quick
Size (Tiny)
Stigma (Severe Xeno)
Species Features:
Recommended Features:
______________________________________________________
+WHISPER
Multimorphic Fey - Wisp and Elven forms and able to learn many other shapes
Alter Form (choose 1 category) 2
Alternate Form (Wisp - fine size) 2
Awakened (Nature Charisma) 2
Obfuscate 2
Silent 2
Stigma (Fey) -2