Difference between revisions of "Future Imperfect chapter 10"
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Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features, ears or other external cues. These races still belong to the human race and can intermarry successfully with humans, their offspring having traits of both parents. Development of Psionic Talent as a mental science also marks the Transhuman Star Cultures. This is quite in keeping with the general thrust toward intellectual attainments which stands as the ultimate goal of individuals and society. | Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features, ears or other external cues. These races still belong to the human race and can intermarry successfully with humans, their offspring having traits of both parents. Development of Psionic Talent as a mental science also marks the Transhuman Star Cultures. This is quite in keeping with the general thrust toward intellectual attainments which stands as the ultimate goal of individuals and society. | ||
− | Transhuman characters may have no Trait at d4, and may add 1 die type to one trait after all adjustments. This may not bring the die type over 8. They also receive one extra training point on up to three different Traits. Transhumans must be either Latent or Adept in Psionics. Transhumans have increased movement and do not take CT when stepping up. Transhumans have 8 racial Edge slots. Species template cost: | + | Transhuman characters may have no Trait at d4, and may add 1 die type to one trait after all adjustments. This may not bring the die type over 8. They also receive one extra training point on up to three different Traits. Transhumans must be either Latent or Adept in Psionics. Transhumans have increased movement and do not take CT when stepping up. Transhumans have 8 racial Edge slots. Species template cost: 19. |
==Pithecines== | ==Pithecines== |
Revision as of 20:09, 23 June 2016
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Chapter 10: Populating the Universe
Contents
Creating Races and Species
All races and species begin creation the same, with a d6 with 2 training in each Trait, a size of 6, 6 Edge slots and no Edges of any kind. Species templates are built on this framework, and races cascade from these species templates. Customization costs are added to create the total species template cost. Consult the customization table below.
Cost | Customization | Limit | Notes |
6 | +1 Trait Die Type | 12 | No more than 4 traits may be improved |
2 | +1 Training | 5 | No more than 4 Traits may be improved |
1-6 | Racial Construct | 2 | Sharp edge marked as racial only |
1 | +1 Edge slot | 10 | |
-1 | -1 Edge slot | 4 | |
Variable | Racial Edge | 2xRank | Any Edge approved by master |
-4 | -1 Trait Die Type | 4 | No more than 2 traits may be reduced |
-1 | -1 Training | 1 | No more than 2 traits may be reduced |
-1 | Minimum Trait Values | d8 | No more than 2 traits may be increased |
Species Construct Templates
What follows are some general descriptions of the most species in the universe. They provide guidelines you can use to create the races that inhabit your universe. When choosing a species, the player should also customize their race, via home world, climate or culture to ensure that the racial template has the appropriate cost.
Humans and Humanoids
Humans are very similar to the standard Terran model and represent races sprung from common stock during the Forerunner Period. With the collapse of the great interstellar empires of the Forerunners, the various planets containing the human races were isolated, and local variations crept into each planetary subspecies. However, all humans are genetically compatible and may intermarry.
Humanoids are representative of human races who evolved away from the basic racial type during the long isolation of the Interregnum between Forerunner Civilization and the rise of the current Star Cultures. Because of genetic ‘drift’ and evolutionary adaptations to local environmental conditions, humanoids are not necessarily genetically compatible with humans and exhibit marked differences in general appearance, physical traits, and mental faculties. Arrangement and even function of internal organs is different from the parent race; but despite these and other factors, humanoids are still clearly related to human. This very fundamental relationship makes both intense association and violent conflict possible.
Humans and Humanoids receive +1 trait die type to be used on a trait of choice, as well as +1 training to be used on a trait of choice. They also receive the Edge: Acute Senses: Sight at a frequency of chapter. Humans have 4 Racial Edge slots. Species template cost: 8.
Transhumans
Transhumans tend to appear occasionally in human populations and seem to represent individual evolutionary mutations pointing toward a new stage of racial development. It has been the hypothesis of some geneticists that the ‘Transhuman’ or Transitional Human is evidencing some of the traits of the parent Forerunner Race as Forerunner genetic manipulations of the human stock grow weak with the years and permit the release of the potentials carefully restrained in the interests of breeding ‘warriors’. Detection of these unique individuals is rare, and many say inconclusive as well, for there are little external or internal differences to really set Transhumans apart from the human races from which they arise. It is suspected that most have naturally developed Psionic powers, but such powers tend to be carefully hidden from general knowledge by the Transhumans themselves.
Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features, ears or other external cues. These races still belong to the human race and can intermarry successfully with humans, their offspring having traits of both parents. Development of Psionic Talent as a mental science also marks the Transhuman Star Cultures. This is quite in keeping with the general thrust toward intellectual attainments which stands as the ultimate goal of individuals and society.
Transhuman characters may have no Trait at d4, and may add 1 die type to one trait after all adjustments. This may not bring the die type over 8. They also receive one extra training point on up to three different Traits. Transhumans must be either Latent or Adept in Psionics. Transhumans have increased movement and do not take CT when stepping up. Transhumans have 8 racial Edge slots. Species template cost: 19.
Pithecines
The Pithecines are bipedal creatures with roughly humanoid shape. They have evolved from stock similar to the lower primates of Terra and bear a characteristic ape-like appearance. Some Pithecine races have achieved considerable intellectual and cultural development, but few have equaled human levels.
Pithecine characters may not assign a d4 or d6 to Strength or Fortitude, and can add one point of training to each of those. Pithecine characters have the racial edge Prehensile Feet at a frequency of session. Pithecines have 6 racial Edge slots. Species template cost: 5
Canines
Canine bipeds appear to have descended from stock related to hunting dogs or wolves. They have evolved into a general bipedal shape, but still exhibit many physical traits and behaviors of their ancestors.
Canine characters may not assign a d4 to Strength or Fortitude, and add 1 to their Rate. Canines have two levels in the Track skill for free. Canine characters have the racial edge Enhanced Hearing at frequency of scene. Canines have 6 racial edge slots. Species template cost: 6
Felines
The Felines are descended from large hunting cat stock, but they have evolved into a bipedal humanoid form. Felines exhibit many of the characteristics of the ancestors, particularly a well-developed fastidiousness and a seemingly ‘nervous’ temperament that is really a continual readiness to act decisively in an emergency.
Felines are highly individualistic creatures and respond sullenly to unjust or dictatorial treatment. They rarely forgive and never forget an injury, and a resultant tendency to seek personal vengeance therefore characterizes most Felines. All Feline cultures are circumscribed by propriety, with customs and behavior patterns that establish the bounds of ‘correct and proper conduct’. This sense of what is fitting and proper replaces the human concepts of ‘right’ and ‘wrong’. However, as propriety largely aims at defining the areas of personal freedom so vital to Felines, the overall result of their views is an attitude corresponding closely to many human ideas of justice. All Felines are unreformed carnivores and not only enjoy eating meat, but also prefer to hunt their prey where possible. Feline metabolisms tend to be iron-based. Life expectancy is 100 - 125 years in advanced races, and about 50 years for ‘primitive’ races. Felines have two distinctly different racial classifications.
Avatars
Avatars are members of a highly individualistic Feline racial group that eschews many of the trapping of technological ‘civilization’ as decadent excepting weapons. These Feline races stand very close to the ancestors in their aloof, sensual manner and in their sheer ferocity when angered. Avatars have permanently extended, very sharp claws.
MekPurr
Unlike Avatars, MekPurr are very lithe and leisure oriented. Their cultures prize intellectual pursuits, especially the highly technical. Their cultures are the recognized masters of cybernetics and robotic automation. MekPurr have retractable claws.
All Feline races receive one free level of alertness and one extra training in Acuity. Avatars receive an extra point of training in Strength, Dexterity and Fortitude, and add two to their Rate. MekPurr receive an extra training in Knowledge. Avatars increase their Reflexes value one level, to a maximum of 5. Avatars may not assign d4 or d6 to Strength, Dexterity, Reflexes or Fortitude. MekPurr may not assign d4 to Dexterity, Knowledge or Acuity.
Avatars have 4 racial edge slots. Species template cost: 3 (+ claws) MekPurr have 6 racial edge slots. Species template cost: 1 (+ claws).
Ursoids
The Ursoids are bear-like creatures particularly notable for their great strength and hardiness. Ursoids are bipedal, with 2 arms and 2 legs, and erect posture. Forepaws have evolved into hands, but powerful and very dangerous claws are retained. Body hair is full and dense, ranging in color from ‘polar bear’ white to buff, brown, and black. Overall appearance is very bear-like, with massive musculature. Ursoids have ‘refined’ body shapes, compared to primal ancestors, and are well adapted to bipedal locomotion. Males range from 180 cm to 225 cm in height and mass of 100 kg to 220 kg. Females are somewhat smaller, but still are significantly larger and heavier than the males of human species, attaining as much as 125 kg mass and height of 200 cm. Ursoids can attain speeds comparable to those of humans both in sprints and over long distances.
Ursoid characters must have d8 - d12 in Strength and Fortitude. They also may not place d12 in Acuity or Knowledge.
Either the Strength or Fortitude is +1 die type. They receive two extra levels of training in Strength and one extra in Fortitude. Ursoids add one to their size. Ursoids have 6 racial edge slots. Species template cost: 10
Avians
The Avians are descended from ground-dwelling birds. Even in low gravity conditions, flyers do not attain sizes sufficient to make racial dominance on the planet a likely prospect, however some Avian species do glide.
Avians are bipedal, with wings evolved into ‘arms’ with grasping appendages that function efficiently as ‘hands.’ Avian legs are strong and adapted to running at high speed. Feet typically possess talons suited for kicking and striking at enemies. The head has all of the characteristic avian shape of lesser species, often resembling the features of hawks and eagles, with keen eyes and sharp beak. The head and body may be covered with feathers of various hues, males tending to be more decorative than females. The feathers themselves tend toward a downy, almost fur-like appearance and texture. Avian musculature is strong, but body weight is relatively lower than for other species of similar size because most Avians retain hollow bones. Speeds are definitely faster than for most races.
Avians may not place d10 or d12 in Fortitude. They may not place d12 in Strength. An Avian may be deemed a glider. If so chosen, their Dexterity may not exceed column 4, but they may glide at a speed equal to their Rate. Avians add two to their Rate. Avians subtract one from their size. Avians have 8 racial edge slots. Species template cost: -1
Saurians
Saurians are descended from warm-blooded hunting dinosaurs and exhibit many characteristic of their ancestors. The Saurians are especially notable for their considerable strength and size, which rivals that of Ursoids.
Saurians are ‘reptilian’ bipeds with 2 arms, 2 legs, and erect stance which is aided by a balancing tail. The general shape is that of a small hunting dinosaurian of approximately man-size. The skin is a fine scale of greenish to brownish hue, although other shades may be encountered, including vivid coloration in iridescent greens, blues, reds, etc. Some species have a form of body hair related to the feathers of birds, and this covering may also be colored as variously as scales, The heads are remarkably bird-like in appearance, especially in the fur-covered species, and the Saurians therefore have anything except a ‘reptilian’ look to them. Their tongues flick in and out regularly to smell the environment, as the olfactory sense is typically maintained in the tongue. Some species have olfactory organs in the nostrils, however. As in the case of most sentient races, their forepaws have developed into hands with thumbs and, opposing fingers, some races still retaining short claws which can be used in fighting. The feet are taloned in much the same way as noted for Avians, and these are used as fearsome weapons in close combat. The jaws also contain formidable fangs capable of rending and tearing an enemy with good effect.
Saurians may not place a d4 in Strength nor a d4 or d6 in Fortitude. They also may not place a d12 in Reflexes. They receive one extra training in Fortitude. Saurians receive the racial Edge: 360 Degree vision. They also receive the racial Edge: Vibration Sense. Saurians have 8 racial edge slots. Species template cost: 9
IRSOL
IRSOL are descendants of humanoids who grew up in low or zero gravity, in a managed environment. They tend to resemble their humanoid ancestors, but are somewhat taller and slimmer. Because of their origin in a very controlled environment, they are also less able to adapt. One physical advantage they do gain is increased lung capacity and tolerance to changes in pressure.
IRSOL may not place d10 or d12 in Strength or Fortitude. They receive the Edge: Adapted Lungs. IRSOL have 10 racial edge slots. Species template cost: -1