Ability Modifiers: +2 MIND, +2 BODY, +2 LUCK Base Health: 20, 1d4 Natural Armor: 5 Languages: English (s/w), Mandarin (s/w), one more of your choice (s/w) Senses: Sight+, Hearing, Touch+, Taste+, Smell- Base Movement at 1G: 2m/s - 10m/s - 5m/s; 2m x 4-9m Height/Mass/CarryCap: 2m ; 80kg ; 40kg Longevity: 300 years ; 2 days Bodily Integrity: 0.3atm - 27atm ; 28C - 40C ; 6G - 20G ; 200rad Resistances: Cold and Psychological damage. Vulnerabilities: Heat and Radiation damage. Immunities: Electromagnetic Pulse damage. Unarmed Attack (1m strike): 2d4 kinetic damage.
Primate Lineage: Terrans have a climbing speed of 2m/s and a swimming speed of 4m/s. They can also tumble as a reaction to being knocked prone, which returns them to their feet in the same move.
Psychonauts: Terrans must sleep 8 hours to gain the benefits of a full rest but can remove one psychological condition effecting them each rest. Additionally, Terrans are immune to psychological damage caused by drugs.
Monsters and Mavericks: Terran history is ripe with political and social intrigue, giving them advantage on Wisdom and Charisma saving throws. Additionally, their physiological history is ripe with disease, so an evolved biological resilience paired with their heavy use of genetic augmentation gives them advantage on Constitution saving throws.
Cyborgs: Terrans can undergo neural lace surgery when they reach adulthood. This gives them telepathy limited to audio and visual communication out to a range of 30 meters (the signal can be boosted) via digital EM radiowaves and allows them to detect the presence and location of any other telepathic creature within the same range. If a Terran undergoes this operation, they also gain the ability to use up to three memory plugins. Memory plugins are extensible units of memory or cognition and a Terran can chose any language, skillset, or ability (adds +1 to the ability score) to gain knowledge in, per plugin. These plugins can be swapped out at any time if they are available at a network node. A Terran can expend a day of time creating a memory plugin of any language, skillset, or ability that Terran already had; this plugin can be transferred and downloaded as desired by its creator (memory plugin technology is what allows for the mass-transfer of knowledge in this universe). If a Terran takes EMP damage equal to or greater than 4, then the memory plugins and telepathic abilities are disabled for 1d20 minutes, 3d20 minutes if the damage was equal to or greater than 8, and permanently disabled with need for repair if the damage was equal to or greater than 12.
Ability Modifiers: +3 MIND, +3 LUCK Base Health: 20, 1d4 Natural Armor: 4 Senses: Sight-, Hearing-, Touch, Taste+, Smell+ Languages: Psylan (s/w), Goan (s/w), two more of your choice (s/w) Base Movement at 1G: 2m/s - 8m/s - 4m/s; 2m x 5-10m Height/Mass/CarryCap: 2.5m ; 90kg ; 35kg Longevity: 500 years ; 1 hour Bodily Integrity: 0.6atm - 30atm ; 32C - 45C ; 4G - 10G ; 150rad Resistances: Heat, Electric, and Psychological damage. Vulnerabilities: Cold and Radiation damage. Immunities: Electromagnetic Pulse damage. Unarmed Attack (1m strike): 1d4 kinetic + 1d6 poison damage. Unarmed Defense (counter-grappling thorns): 2d6 kinetic + 2d6 poison damage.
Solar Powered: The Nuveen don't need to eat or sleep but must spend 4 hours in direct starlight to gain the benefits of a full rest. They can remain conscious during this period but cannot move or take actions.
Algal Ancestors: The Nuveen can breath both oxygenated air and liquid water and have a swimming speed of 4m/s. While completely submerged in any fluid, the bodily acceleration integrity for a Nuveen is increased to 40g - 60g.
Fungal Fauna: The Nuveen are fully telepathic (sights, sounds, emotions, and experiences) with a range of 120 meters and can release spores to chemically mark an area with a radius of 20 meters for 1d4+1 days. Nuveen telepathy is an analogue signal that operates on EM waves in the ultraviolet band. Nuveen chemical signaling can be detected by non-Nuveens with the proper equipment but not successfully interpreted due to the Nuveen's recent induction into intergalactic civilization and complexity of chemical signals they can produce. The chemical signals take 1 minute to prepare + release and can convey emotional values and/or three words of choice in Goan. Nuveens can use this ability to mark an area twice per rest and can expend one use of this ability to extend the radius of an existing marked area by an additional 20 meters and add 1d4 days to the lingering chemical signals. Other species can attempt to detect the presence of these spores by making a taste or smell check with disadvantage.
Plant Bodies: Their sap-like blood and plant-like cell structure allows the Nuveen to slow their metabolic rate at will and completely stop all bleeding. They enter into a catatonic state while doing this and suspend the damage from any poison or disease in their bodies as well as gain advantage on Constitution saving throws until they exit this state. For every hour spent in direct starlight while in this state, the Nuveen can regenerate 2 health. The Nuveen lose their telepathic abilities while in this state but other Nuveen can read the emotional state of someone incapacitated this way.
Ability Modifiers: -1 MIND, +6 BODY, +1 LUCK Base Health: 20, 1d6 Natural Armor: 7 Senses: Sight, Hearing+, Touch-, Taste-, Smell+ Languages: mKose (s), one more of your choice (s/w) Base Movement at 1G: 2m/s - 16m/s - 10m/s; 2m x 7-14m Height/Mass/CarryCap: 1m ; 40kg ; 60kg Longevity: 100 years ; 1 hour Bodily Integrity: 0.2atm - 40atm ; 10C - 30C ; 18G - 36G ; 400rad Resistances: Kinetic, Electric, Poison, and Radiation damage. Vulnerabilities: None. Immunities: Electromagnetic Pulse damage. Unarmed Attack (1m bite): 1d4 kinetic damage + chance to bleed. Unarmed Attack (1m sting): 1d4 kinetic + 4d8 poison damage.
Cold Blooded: The Ksote must spend 6 hours asleep in direct starlight or next to a heat source to gain the benefits of a full rest. Their fast metabolism means they have disadvantage on saving throws to resist the effects of poisons and diseases but it also means they can reduce the acting time of the poison or disease by 1d4.
Insect Bodies: Their incredibly sturdy exoskeleton paired with internal muscle redundancy gives the Ksote advantage on Strength, Dexterity, and Constitution saving throws. Their appearance gives them disadvantage on Charisma checks except against Terrans where they have advantage on attempts to intimidate. Due to their low center of gravity, the Ksote have advantage against being knocked prone, and getting up from prone only costs 1 second of movement instead of the normal 3 seconds. Ksote have a climbing speed of 1m/s and a swimming speed of 2m/s.
Chirping: Ksote can produce loud clicking noises designed to echo or reverberate off objects in their environment. When they do so, a click sound up to 300 meters away can be heard and the Ksote can detect the presence and direction of all creatures within 60 meters of it as well as the general layout of the surrounding terrain. The range of this feature is doubled if submerged in any fluid. This clicking ability is integrated into their language but only Ksote can naturally produce clicks loud enough to have these effects. While remaining motionless the Ksote can also sense the presence of any creature moving within 20 meters of them.
Hive Minds: The Ksote have limited telepathy (emotions and spatial data) out to a range of 60 meters. Their telepathy operates via analogue EM waves in the microwave band and constitutes an additional component to the mKose language that, when telepathically spoken, acts as a direct link between Ksote minds allowing them to spatially triangulate and mentally create 3D maps of their surroundings. If a member of the Ksote species undergoes rare and intense ritualistic training to become a Hive Queen, they can extend the range of this telepathy to 300 meters and gain additional uses of this ability. The ritual for becoming a Hive Queen is a three-day process that involves creating a chrysalis that bestows a +10 to natural armor and incapacitates the Ksote for the duration, each day of which the Ksote must succeed on both a Constitution and Wisdom saving throw of DC 12. Bronze blooded Ksote make all of these throws with disadvantage and gold blooded Ksote make them all with advantage. If this process is disturbed at any time during the three days, it results in an automatic failure and kills the Ksote. Because of the intense physiological changes this ritual creates, failure permanently marks the Ksote and they can never re-attempt the ritual. If they succeed on each saving throw for each day, they become a Hive Queen. A Hive Queen has advantage on all Charisma checks against a member of any species that has analogue telepathy and can additionally send a command pulse to impose disadvantage on Charisma saving throws for similar members within range. The command pulse can be used three times per full rest and a single use regenerates during a partial rest. Hive Queens do not gain these advantages over each other. Additionally, Hive Queens can chemically mark a willing Ksote, upon which their physiology alters to be directly identified with that Queen; this turns them into a thrall that is under complete psychic control of that Queen while within telepathic range and continued for 2 days while outside that range, after which their physiology returns to normal and can be marked once again by the same or new Queen. A Hive Queen can attempt to turn a Ksote that has been enthralled by a different Queen by expending two uses of their command pulse, the thrall then makes a Constitution saving throw with advantage. If it succeeds, it is not turned and the Queen cannot attempt to turn it again for 10 days, but if it fails, its body alters physiology and becomes controlled by the new Queen. Technology has allowed for the extension of these pulses and telepathic abilities over massive ranges, creating hives with millions of members and only one conscious mind in control.
Ability Modifiers: +4 MIND, -2 BODY, +4 LUCK Base Health: 18, no recovery dice (need external repair) Natural Armor: 8 Senses: Sight+, Hearing+, Touch-, Smell Languages: !0 (w), ++ (s), three more of your choice (s/w) Base Movement at 1G: 2m/s - 7m/s - 7m/s; 1m x 1-4m Height/Mass/CarryCap: 2m ; 234kg ; 200kg Longevity: 600 years ; 1 day Bodily Integrity: 0.1atm - 80atm ; -200C - 100C ; 30G - 40G ; 600rad Resistances: Heat, Kinetic, and Radiation damage. Vulnerabilities: Electromagnetic Pulse and Electric damage. Immunities: Cold and Poison damage. Unarmed Attack (1m electric probe): 2d12 electric damage. Unarmed Attack (30m EMP): 1d12 EMP damage (damages self). Unarmed Attack (60m EMP): 4d12 EMP damage (damages self).
Nuclear Powered: Ahnudaro don't need to eat or sleep due to their internal power source but they must take a regularly scheduled maintenance period of one hour defragmenting their memory database to gain the benefits of a full rest. They are conscious but catatonic during this time and they cannot go more than 24 hours without taking this rest; attempting to do so results in a safety-override forcing the maintenance to involuntarily take place. Additionally, upon death the Ahnudaro have the choice of self-destructing, which triggers a small nuclear explosion that deals 10d4 Radiation damage to all creatures within a 200 meter radius. This area of effect lasts for 3 days and any creature that starts it's turn in the radius takes 1d4 damage. If the Ahnudaro doesn't enter their self-destruct sequence upon death, then bringing the body to a specialized repair station can revive the Ahnudaro as long as their computer core wasn't damaged.
Gears for Guts: The Ahnudaro's capacity to manipulate tools ergonomically is poor and disallows them from using any weapon that does not have the concealable property. They can use weapons with the heavy property if they get the weapon installed internally (costs extra). As electronic lifeforms, the Ahnudaro are not easily swayed by emotional argumentation but by the same effect have difficultly processing existential or abstract problems and therefore have advantage on Intelligence and Charisma saving throws but disadvantage on Wisdom saving throws. Additionally, their rigid bodies give them advantage on Strength saving throws but disadvantage on Dexterity saving throws. The Ahnudaro are immune to diseases, poisons, and the poison condition, but only biologically. The Ahnudaro are still susceptible to digital viruses and can attain them the same ways a network node can. Additionally, if submerged in any liquid that can hold a charge, the Ahnudaro are rendered unconscious, take 1d8 Electromagnetic damage, and must spend four hours drying out before powering back on.
Wireless Connectivity: The Ahnudaro have telepathy limited to audio and visual communication with a range of 1km via digital EM radiowaves. Their telepathy is broadcast using typical radio frequencies and can be observed and transmitted on by other species if they have the necessary equipment. Ahnudaro can identify other members of their species individually with their communication by means of public-key encryption; this acts as natural obfuscation of their language and any attempt made to decrypt these transmissions is made with disadvantage.
Decentralized Consciousness: As beings whose consciousness starts digitally, the Ahnudaro have no problem moving it between capable hardware units. At any point in time an Ahnudaro may relocate its consciousness to another capable device. If the computer core of an Ahnudaro is undamaged, then lack of power simply means it is in a state of dreamless sleep and restoring power revives them. Additionally, an Ahnudaro can allocate 20% of its processing power to the decentralized computational system their species maintains. Doing this means an Ahnudaro loses its advantage on Intelligence saving throws but gains immortality by having its consciousness continuously extended across all the other Ahnudaro nodes in their network. Once an Ahnudaro has done this, their consciousness is no longer centrally embodied and only has remote/wireless access to bodies as if using a drone (see Vehicles section for usage). This can be psychologically taxing and 'lag' them out; at the end of every rest an Ahnudaro must roll a wisdom saving throw, if it succeeds nothing happens but if it fails it has disadvantage on every ability check it makes until its next rest.
Ability Modifiers: +4 MIND, +6 BODY, -4 LUCK Base Health: 22, 1d10 Natural Armor: 6 Senses: Sight+, Hearing+, Touch+, Taste-, Smell+ Languages: Younger (s/w), Elder (w), three more of your choice (s/w) Base Movement at 1G: 3m/s - 12m/s - 5m/s; 3m x 6-12m Height/Mass/CarryCap: 3m ; 160kg ; 80kg Longevity: 400 years ; 1 day Bodily Integrity: 0.1atm - 30atm ; 20C - 50C ; 14G - 28G ; 300rad Resistances: Cold, Electric, and Kinetic damage. Vulnerabilitiess: Psychological and Poison damage. Immunities: Electromagnetic Pulse and Heat damage (conditional, see features). Unarmed Attack (1m strike): 4d4 kinetic damage + chance to bleed. Unarmed Attack (3m tail): 1d10 kinetic + 1d4 heat damage + chance to knock prone. Unarmed Defense (counter-grappling heat): 1d4 heat damage.
Long Nights: Luzonti only sleep once every 3 days but must sleep for 12 hours to get the benefits of a full rest. Because of their harsh evolutiuonary history and regular environmental collapses, Luzonti number less than a few million and typically spend long periods in total isolation, making them prone to depression and other forms of psychological damage. However, the long nights left to their own thoughts have made Luzonti a particularly introspective and robust-thinking species, giving them advantage on Intelligence saving throws.
Short Flights: The pockets of flesh the Luzonti can unfold allow them to glide through the air at a speed of 14m/s if starting from a height of at least 4 meters off the ground and negate fall damage. Additionally, the Luzonti use these folds as powerful fins while swimming, giving them a swimming speed of 10m/s. The Luzonti cannot breath water like the Nuveen, but they can hold their breath for 2 hours at a time. While holding their breath this way, the Luzonti use their large lung cavities to sense vibrations in water from creatures up to 60 meters away and can sense vibrations in the air from creatures up to 30 meters away when not in flight. Their flaps of skin and long tail are also used for balance and manueverability, giving Luzonti advantage on Dexterity saving throws.
Stellar Bodies: Luzonti bodies are incredibly well-evolved for dissipating heat and can offset the consequences of over-heating due to being in a vacuum or due to any other reason for up to 20 minutes, as they can choose to heat up the gases in their lungs rather than the cells in the rest of their body. If the Luzonti can breath, they can indefinitely offset damage taken from overheating. Attempts to detect the presence of Luzonti using the infrared band are made with disadvantage. Additionally, Luzonti have chromatophore skin, allowing them to change colors, visible patterns, and skin texture as an action. They can even fluoresce, and this cuttlefish-like signaling is what is used to communicate the Elder language. In its written form, Elder looks like a series of varied shapes and colors overlayed (just like the chromatophore writing system we developed). This ability acts like an advanced form of natural camouflage and the Luzonti can concentrate the fluorescent sacs in their long tentacle-like tail to create a natural lantern shedding dim light out to a distance of 30 meters. And while the Luzonti are not telepathic, their tail also functions like an antennae, allowing them to perceive the direction, distance, and strength of anything emitting EM waves within range of the source. This ability is heightened when their wing flaps are extended, as they are electromagnetically receptive and act like a radar dish helping to receive signals (rolls made to perceive signals in this way are made with advantage). The Luzonti's natural battery of heightened sensory awareness gives them advantage on Wisdom saving throws. As a final oddity of their appearance, the Luzonti do not have a typical humanoid head but instead have sensory protrusions from a large upper chest, making their brain organs far better protected than any other species. Pairing this with a redundant cardiovascular tract and doubling of musculature, damage rolls cannot go critical on Luzonti. This also means Luzonti have advantage on Constitution and Strength saving throws.
Cosmonauts: Due to the need of escaping their homeworld several times and being the first species to initiate contact with another, the Luzonti have cultivated a history of traveling the stars. Luzonti can undergo several surgeries, nanobot injections, and genetic augmentation through plasmid usage to strengthen their natural defenses against the harsh vacuum of space. The full process is a two-day procedure. If undertaken, a Luzonti can survive up to 4 hours without needing to breath and can offset overheating up to 1 hour without a breath. Additionally, they gain 200 rads of tolerance against radiation damage and can choose to absorb EM signals instead of reflect them. EM absorbtion lasts as long as a Luzonti holds its breath and further than 30 meters away the Luzonti are undetectable using EM frequencies, appearing completely dark on sensors including the visible light band.
Taking silver blood gives you 1 additional point that you can add to your LUCK score. A silver-blooded person has advantage on Response Time rolls. Up to three people in a unit can have silver blood.
Taking gold blood gives you 1 additional point that you can add to your MIND score. A gold-blooded person can add 1d6 to any MIND ability check or saving throw against someone with bronze blood and 1d4 to any MIND ability check or saving throw against someone with silver blood. One person in a unit can have gold blood.
Blood 'thins' or 'thickens' since it is awarded based on average player scores and therefore individual character scores may shift in or out of a threshold as more players create characters and play the minigames. To stop people from abusing this and simply canceling and restarting character creation over and over until they get better scores, the test saves and their scores remain until they finish creating a character, a character which cannot be deleted until 30 days have passed since its creation. Additionally, if your blood 'thickens' or 'thins' the effect is not immediate but takes place only after it has stayed consistent for 30 days in a row. This acts as a buffer for gold blooded faction leaders being knocked down to silver to make the arrangements of handing off the reigns. There is also a maximum of five characters per account to limit the spam in the game.
Blood also determines possible roles within a Company, State, Nation, and Empire. Characters with Bronze blood cannot hold administrative or command positions. Characters with Silver blood cannot hold administrative positions. Characters with Gold blood are the only ones that can hold any position. Depending on how addicting the game ends up being, since in-game currency and assets have direct USD values, the goal is that all the really smart people that got gold blood will have their time consumed by EPW and the real world will be devoid of people intelligent enough to stop the impending global thermo-nuclear war.
Ability Modifiers: +1 MIND, +2 BODY, +3 LUCK Base Health: 16, 1d8 Natural Armor: 3 Languages: Squeek Speak (s/w), English (s/w), one more of your choice (s/w) Senses: Sight+, Hearing+, Touch+, Taste+, Smell+ Base Movement at 1G: 2m/s - 14m/s - 8m/s; 3m x 6-12m Height/Mass/CarryCap: 1m ; 22kg ; 12kg Longevity: 100 years ; 8 hours Bodily Integrity: 0.3atm - 27atm ; 28C - 40C ; 6G - 20G ; 200rad Resistances: Cold, Electric, and Psychological damage. Vulnerabilities: Poison and Radiation damage. Immunities: Electromagnetic Pulse damage. Unarmed Attack (1m strike): 1d4 kinetic damage. Unarmed Attack (1m bite): 1d6 kinetic damage + chance to bleed.
85% Match: Mice share 85% of their protein-coding regions of DNA with Terrans, and these similarities have allowed them to easily adopt the cognitive implants common with Terrans (meaning Mice can also undergo neural lace surgery and use memory plug-ins). Like their Terran counterpart, Mice are also immune to psychological damage caused by drugs and can remove one psychological condition effecting them each rest.
Brave Explorers: Mice have a long history of confidence in action and courage in the face of environmental danger. Mice must sleep 8 hours to gain the benefits of a full rest but can rest anywhere and block out noise or distraction entirely while sleeping. Additionally, they have advantage against Charisma checks made to intimidate them and advantage on Charisma checks made to persuade Terrans. Their historically adverse and experimental environments have made Mice resistant to electric damage, as well as to disease, giving them advantage on Constitution saving throws. Their unique evolutionary track has given them strong situational awareness and adaptive understandings of tactical changes to their plans, granting Mice advantage on Wisdom and Intelligence saving throws.
Mouselike Features: The nose of a Mouse is highly sensitive. Mice can uniquely identify individuals by scent alone and can distinguish chemicals and compounds even if they have never smelt them before. Mice can see in dim light as if it were bright light or dark light as if it were dim light out to a distance of 30 meters. The small frame of Mice also allows them to adeptly move between the space of any creature at least one size larger than them and squeeze through any opening at least 6 inches wide. Additionally, Mice have advantage on rolls made to hide or perform an activity stealthily. The same smallness of frame and furry bodies make them appear "cute" to Terrans and are often willingly pet, scratched, or embraced by Terrans. Other species find this behavior incredibly strange and are sometimes even made physically uncomfortable by this.
As Luck Will Have It: Mice are naturally lucky and can reroll any failed saving throw or ability check twice per rest. Additionally, Mice can add 1d4 to any roll of their choice twice per rest (can be added after rolling but must be before affect is announced by the GM). After finishing a full rest, you may choose to flip a coin (or roll 1d2). If it lands on heads (or you roll a 1) you have advantage on all MIND rolls and disadvantage on all BODY rolls until your next rest, and if it lands on tails (or you roll a 2) you have advantage on all BODY rolls but disadvantage on all MIND rolls until your next rest.
Nuveen: The Nuveen are asexual and can be impregnated by up to three of their species at a time including themselves via pollination. Nuveen give birth to two seedlings per pollination cycle (up to 6 if impregnated by three others) which lasts six months at a time. The offspring are planted at the end of the pollination cycle and nurished without the help of their parents. The Nuveen offspring mature in their plantations for 8 years after which they sprout and mature for another 12 years upon which thay are considered both combat able and as having reached adulthood.
Ksote: The Ksote have two sexes, male and female, and are all born male. Select members become female after undergoing the Hive Queen ritual. Ksote give birth to eight to sixteen children at a time and the offspring are gestated for 3 months until the offspring are brought outside to mature for another 6 years. Once a Ksote is 6 years old they are considered combat able. Ksote reach adulthood at the age of 8.
Ahnudaro: The Ahnudaro are sexless and are created in quasi-organic assembly plants that also serve as nursery compounds as their digital conscioussness forms. Because their birth process is sexless, the Ahnudaro cannot form families via sex but still benifit from family relations if they were created at the same plant. Their creation process takes 2 years, after which they are considered both combat able and as having reached adulthood.
Luzonti: The Luzonti have three sexes - fertilizer, egg layer, and incubator. Incubators are slightly larger than the others. The fertilizers give sex cells to the egg layers who combine the fertilizers' sex cells with their own and use the combined cells to create eggs that are then given to incubators that gestate the eggs and infuse their own genetic material as well during the incubation process. Fertilization takes approximately a day, egg production takes a week, and incubation takes a year. After incubation is complete, the eggs are brought outside once again and hatch. Luzonti mature for 18 years upon which they are considered combat able. Luzonti reach adulthood at the age of 28.
Mice: The Mice have two sexes - male and female. They reproduce in the same fashion as Terrans, with gestation taking only 5 months instead of 9. Once a Mouse is 14 years old they are considered combat able. Mice reach adulthood at the age of 20.
Rays: ???