Each species provices the following benefits:
- Attributes: Each species lists three attributes. Add
+1
to each listed attribute.
- Trait: The character gains a single trait, which is the characters' chosen species. This reflects the quirks, strengths, and weaknesses apply to all members of that species because of their physiology, culture, and shared history. Each species entry provides examples of how that trait my impact situations. A trait may also serve as a prompt for the gamemaster to affect a character differently because of a poison, disease, or other hazard.
- Special Ability: Each species provides a talent in the form of a Species Ability, which reflects some unique aspect of their physiology, psychology, or culture. You automatically receive this talent. Species abilities cannot be selected after character creation. These are distinct from talents which have a particular species as a requirement, which are always optional.
With very few exceptions, cross breeding isn't possible naturally (though may be possible with some advanced medical assistance). This means that creating a mixed-heritage character must always receive express permission from the Gamemaster.
To create mixed-heritage characters, choose two species (one for each parent), and then select one of those two as the primary species – the species which the character takes after the most. The character takes the Species Ability from that species. Then, they make pick three abilities to increase from the combined list of attributes from both species. However, you may not increate an attribute more than once because of species (i.e. if both species have a +1
to the same attribute, you may only increase that attribute once, you can't choose it more than once.)
The character then gains a trait for each of their parent's races, as well as the 'Hybrid' trait. For purposes of talent requirements, the character counts as either species. (However, pay attention, some talents exclude characters with the 'Hybrid' trait.)
Some of these species have limitations they place on the character. For example, Lyndri requires the character to be biologically female, due to the rarity of Lyndri male births. This isn't a hard requirement, the Gamemaster can always override.
These are the known species of the galaxy.
- Attributes: +1 Will, +1 to any other two attributes
Trait:
- Human: Humans are one of the most diverse and adaptable species in the known galaxy. Despite their diversity, they are community builders, having a near pathological need to form groups or build connections with each other. Whenever they face adversity, they always seem to find a way to overcome it, despite the odds.
Species Ability:
- Intrinsic Will: Humans have a natural ability to focus their willpower, even without being Focus users. When you spend a point of Fortune, you may also add 1 Momentum to the group pool.
- Attributes: +1 Agility, +1 Cunning, +1 Presence
- Limitations: Must be biologically female (can have any pronouns)
Trait:
- Lyndri: Lyndri are well known across the galaxy as slaves (often used for pleasure), with their Embassies being fronts for brothels. However, many Lyndri are military trained, making them some of the best bodyguards money can buy. Their ability to appear unassuming and blend in, combined with their natural empathy makes them some of the best intelligence operatives in the galaxy.
Species Ability:
- Charming Empaths: Lyndri are naturally empathic, easily reading the body language of others. You may spend a point of Momentum to reduce the difficulty of social tasks by one, or add a Threat to gain an automatic success in social conflicts.
Natural Weapons:
Each Lyndri finger has a razor sharp, needle like claw that can be retracted or extended as a minor action.
Name |
Type |
Injury |
Severity |
Size |
Qualities |
Claws |
Melee |
Deadly |
2 |
1H |
Hidden 1, Intense, Natural |
Natural: You attack with natural weapons that are a part of your biology. These weapons can't be disarmed. (They can be lost by Injuries.)
- Attributes: +1 Fitness, +1 Reason, +1 Will
- Limitations: Must be an adolescent
Trait:
- NorAellian: Being naturally large and increasing in size and strength as they aege, NorAellian physiology is hardy, with flexible, tough scales covering their outer body. They are significantly stronger and more resiliant than any of the other races.
Species Ability:
- Draconic Fortitude: NorAellians have a thick, scalled hide, and impressive physical strength. You gain +1 Protection which stacks with the benefits of any armor worn. (This increased by +1 Protection for every additional 500 years in age.) When performing any strength related Fitness tasks, you may reroll a d20.
Natural Weapons:
NorAellians have large, dangerous claws, sharp teeth and powerful jaws. They are natural hunters, descended from apex preditors.
As NorAellians age, their natural weapons increase. For every additional 500 years of age, add 1 to the severity of their natural weapons, up to 5.
Name |
Type |
Injury |
Severity |
Size |
Qualities |
Bite |
Melee |
Deadly |
2 |
1H |
Piercing 3, Natural |
Claws |
Melee |
Deadly |
3 |
1H |
Debilitating, Natural |
Natural: You attack with natural weapons that are a part of your biology. These weapons can't be disarmed. (They can be lost by Injuries.)
- Attributes: +1 Agility, +1 Reason, +1 to any one other attribute
- Limitations: limited to Homeworld environment
Trait:
- GikDaa: GikDaa are small, seemingly simple creatures rarely seen off the NorAellian Homeworld. While they seem to struggle with complex concepts or mathmatics, they have an intuitive understanding of technology, making them some of the most technologically inclined of all the races.
Species Ability:
- Intuitive Proficiency: GikDaa have an intuitive understanding of technology, however, their repairs are often temporary or risky. When attempting a Systems task, you may reduce the Difficulty by 2, to a minimum of 0. If you do this, whatever you did only lasts until the end of the scene, after with, all Systems checks for the same task have their complication range increased by 2.
None of these species are publically known. For lore reasons, they do not exist in a public way. Should they be a part of a campaign, they should be introduced in a setting where their existence won't get out.
These species stats are special and may break the game if mishandled. Do not create characters with these species without specific Gamemaster approval. Even then, we would recommend making a plan for using them in a way that won't break the game for the other players.
- Attributes: +1 Agility, +2 Fitness, +2 Will
Trait:
Species Ability:
- Attributes: +1 Cunning, +1 Will, +2 to either Agility or Fitness (can be split)
Trait:
Species Ability:
- Attributes: +2 to any three attributes, +1 to all others
Trait:
Species Ability: