Design: Races
Races
- Human (homo sapiens)
- Korrunite (homo korrunis)
- Abelite (homo abelitis)
- Android (homo artificialis)
Every PC gets 2, and only 2 racial levels.
The humanoid races have several subraces. You get one level from your race and one from your subrace.
You can also be a halfbreed, gaining one racial level, and either a racial or subracial level from the other race.
Human
Humans are everywhere. They are the most populace race in the Homeworlds. The majority of people in the Union, the Foundation, the DMZ, and the Rogue States are human.
- Race
- Bonus feat
- Bonus skill point per level (+4 at 1st level)
- Karman
- Citizens of Neo-Terran Federation, based on Terra Nova, in the Karma system.
- 2 bonus feats
- 2 bonus skill points per level (+8 at 1st level)
- Priman
- Citizens of the Consortium, based on Terra Prime, in the Draconis system.
- blee?
- Zionite
- Citizens of Zion Imperium, based on New Eden, in the Trinity system.
- bloo?
Korrunite
Korrunites are the descendents of human settlers whose DNA was altered by a retrovirus. The planet Koruun was once inhabited by an intelligent species, who died out millions of years ago, but left their legacy in the form of a biological weapon which attempts to transform other sentient life into their own form, and implant their memories into them.
Humans were not completely compatible with the infusion of new DNA, and the virus itself evolved over time. However, Korrunites are very much genetically different from humans, and are considered a new species.
- Race
- +2 Con
- +4 to Fortitude saves against diseases and poisons that target humans
- Talor
- Citizens of Koruun, the homeworld. Faithful to the ruling clan. They live on the homeworld, or other worlds and installations made to resemble it.
- +2 Str, +2 Con
- +10 to Fortitude saves against diseases and poisons that target humans
- Oxygen Dependence: Koruun has significantly more oxygen in its atmosphere than Earth, Terra Nova, or Abel. The great physical capabilities of Korrunites is a result of their adaptation to a high-oxygen environment. After 24 hours outside of this environment, they lose their Constitution bonus; after 10 days, they lose their Strength bonus. They regain their bonuses after spending 6 hours in a highly oxygenated environment.
- Reduced Lifespan: Koruun's oxygen-dense atmosphere breeds muscle gain, but it also takes a great toll on the human body. Korrunites have much higher rates of cancer and physical defects than humans. Before the New Industrial Revolution, and the adoption of advanced medicine, a typical Korrunite lifespan was two-thirds that of a human, before factoring in their violent lifestyles. Now, most of these problems are a thing of the past, but for those without access to modern medicine, it is still a very real problem.
- Etior
- A religious sect, once persecuted, with very different ideas about the origin and destiny of Koruun and the Homeworlds. Once outcast for their refusal to honor the ruling clan, they are once again accepted, on the condition of their loyalty.
- +2 Wis, Cha
- +1 Concentration per level. Gain one minor pah-hri manifestation. Etior are dedicated practitioners of pah-hri, and serve as seers and prophets to their people.
- Arcor
- An exiled faction, once collaborators with the Abelite invaders; they consider themselves the rightful rulers of Koruun, and the only hope for a peaceful, stable Korrunite Republic. Most common Korrunites found outside Korrunite space.
- +2 Int, Cha
- +2 to Social skills. Arcor place a high value on diplomacy and the power of the pen over the sword.
Abelite
Abelites are all genetically engineered. "Clone" isn't the proper term, but they are grown in vitro, and are not birthed of women. Over the centuries, Abelite geneticists have bred out undesirable traits, while greatly improving on the base DNA of humans. They also have some traits that are specific adaptations to their Homeworld.
- Abelite
- +2 Int
- +2 to Perception
- +4 to Fortitude saves to endure cold temperatures
- Longevity: Unaided by modern medicine, half-Abelites have a 25% longer lifespan than humans.
- Infertility: Approximately one in four Abelite women are infertile, as are one in six men. This can be corrected easily enough with advanced medicine, but Abelite women traditionally do not to seek to become pregnant. There is an emerging trend due to exposure to other races, leading many to seek treatment to become fully fertile.
- Surface Dweller
- Those who live on the surface of Abel, or on similar worlds. So-called "normal" Abelites.
- +2 Int, +2 Cha
- Low-light vision
- +8 to Fortitude saves to endure cold temperature
- +2 to Science skills. Surface-dwelling Abelites place a high emphasis on scientific studies.
- Deep Dweller
- Those who live in the undersea cities of Abel, who rarely emerge from their contemplative depths.
- +2 Con, +2 Wis
- Darkvision
- Psychic Communication: All deep-dwellers can communicate psychically, a key ability in interfacing with the sentient undersea life of Abel. They usually don't do it with non deep-dwellers, as it cannot be returned.
- -2 to Social skills. Deep dwellers do not often speak, and rarely interact with other humanoids besides their own subrace.
Android
True androids are extremely uncommon. After the Earthgate War, the creation of AI was banned in most civilized corners of the Homeworlds. Where it is not banned, it is typically very difficult to find the resources to build one.
One place where androids can be made legally is the Eden system, specifically Cain. Cain Cybernetics, a corporation over 250 years old, has special license to continue to manufacture androids for specific government use, as well as manufacturing replacement parts for existing androids, which may only be installed by licensed Cain Cybernetics technicians. The Union and Foundation decry this practice, but neither allows for the creation of androids or replacement parts within their borders, so Abel gives their argument little credence.
Androids may not multiclass; they must take both racial levels in Android.
- Android
- +2 Con
- Construct Immunities: Immune to disease, poison, psychic abilities. (There are nanotechnological and electronic "diseases" which affect only androids)
- Basic Modules: All androids begin with a set of basic cybernetic modules; unlike humans, these are not replacements for natural body parts or organs, but essential components. Like cybernetically-augmented humans, they can replace or upgrade their modules. Usual starting set: Basic Hand (x2), Basic Foot (x2), Basic Arms (x2), Basic Legs (x2), Basic Head (x1).
- Stigma: AI lifeforms are reviled among many groups of people, especially veterans of the Earthgate War. Many others do not hate them, but consider them sub-human. Few treat them with the same dignity and respect as they would any other humanoid species.
- Workbot
- +2 Str, Con
- Working Modules: Various modules useful for engineering work.
- Medibot
- +2 Int, Wis
- Medical Modules: Various modules useful for medical procedures.
- Battlebot
- +2 Str, Dex
- Battle Modules: Various modules useful for general combat.
- Servicebot
- +2 Dex, Cha
- Service Modules: Various modules useful for...servicing...people.
- Astrobot
- +2 Con, Int
- Astro Modules: Various modules to allow android to survive in and maneuver through space unaided.
Homeworld
Not every Korrunite was born and raised a Korrunite warrior, nor every Abelite trained to be a geneticist or cybernetic engineer on Abel.
The effect of upbringing, including the skills and feats it might grant, is kept entirely separate from the effect of pure genetics.
Neo-Terran Union
The Union encourages citizens to develop a wide range of skills, and explore whatever they are naturally drawn to. They do not emphasize anything in particular.
- +12 bonus skills at 1st level
- +3 bonus feats at 1st level
Korrunite Republic
Korrunites have a proud warrior tradition. Their philosophy states that mastery of the body is essential to achieve mastery of the mind, so even the most academic pursuits require physical training.
- +3 Martial Arts skills
- +3 Physical Training skills
- +3 bonus skills
- +2 Combat feats
- +1 bonus feat
Abelite Imperium
Abelites stress intellectual pursuits over physical. They are not averse to physical activity, nor do they see it as degrading or unworthy, but they do admit that it is not their forte. This is more to do with the lifestyle of Abelites; one does not "go outside" in a world colder year-round than the coldest extremes of Earth. Genetically, they are quite physically capable, and their soldiers often surprise those of other races with their strength and stamina.
- +3 Academic skills
- +3 Science skills
- +3 bonus skills
- +2 Mental feats
- +1 bonus feat
Frontier
Settlers of the DMZ and Rogue States are made of different stuff than the Core Worlders.
- Blee
Spacer
Those born and bred on ships or space stations have a unique affinity for space travel. Some are involved in a family trade which keeps them in space most of their lives; others, like the adventuresome privateers of the Foundation, simply feel a calling to explore space, and feel at home there like no others do.
- +6 Spaceship Command skills
- +3 bonus skills
- +2 Spacefaring feats
- +1 bonus feat
Training
Most people are trained for something at a young age, and even if they don't end up doing anything like that with their life, they still retain the training.
Training grants skills, feats, special abilities, and even equipment.
Insert list of training types here.
- Artist
- Visual Artist
- Musician
- Dramatist
- Businessman
- Accountant
- Executive
- Spokesman
- Criminal
- Con Artist
- Thief
- Thug
- Trafficker
- Engineer
- Starship Engineer
- Manufacturing Engineer
- Computer Engineer
- Ecclesiastic
- Ordained Minister
- Evangelist
- Spiritual Healer
- Journalist
- Editor
- Investigative Reporter
- Lawyer
- Corporate Lawyer
- Criminal Lawyer
- Pah-hri Initiate
- Ghostwaker
- Ghostkiller
- Physician
- Surgeon
- Psychiatrist
- Politician
- Councilman
- Ambassador
- Presidential Staff Member
- Psychic Talent
- Wild Talent
- Institute Training
- Empath
- Judge
- Operative
- Investigator
- Tracker
- Spy
- Police
- Beat Cop
- Detective
- Frontier Sheriff
- SWAT
- Security
- Bodyguard
- Mercenary
- Paramilitary
- Scientist
- Astrophysicist
- Xenobiologist
- Nanotechnologist
- Socialite
- Debutante
- Hedonist
- Courtesan
- Soldier
- Aviation
- Combat Medic
- Military Engineer
- Special Forces