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Species

From FuturePath

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There are 4 main categories for species. Major/Minor/Advanced/Non-Playable Species.

There are 2 criteria that have to be met in order to be a Major Species in the Future Path Galaxy.

  1. The Species has to be well-traveled. For the majority of campaign settings, it should not be too odd for this species to be seen. This doesn't mean the species is everywhere in the galaxy or even in large numbers, but that it shouldn't be too strange to find them in most corners of the galaxy.
  2. The Species either has to have made a major impact on the history of the Galaxy, or they have a major role to play in Current Events.

Any species that doesn't meet both the above criteria is considered a Minor Species. Non-Playable Species are deemed so by the creators because of how they fit with the story of Future Path, or that they are not overpowered. A GM can override this rule and allow a Player to play a Non-Playable Species.

Major Species include

Humans, Volar, Graylings, Lepidonains, Cryous, Ovex, Aconians, Murids, Avisari, Khepri

Minor Species include

Sayor, Kurgian

Advanced Species include

Tygerion, Xrototaxian, Chronodes

Non-Playable Species include

Jove

Other Notes

  • The 'Main Home Worlds' Character Trait shows the homeworlds and is ordered by their importance to the species. The first one is almost certainly their place of birth.
  • The 'Tech Level' Species Trait is what sets the 'Tech Level' for the Character. To learn more about a Characters 'Tech Level' go here. To learn more about what the Tech Level means and how it applies to Civilization Process, go here.

Humans

Humans have scattered after the first contact with aliens. Their homeworld, Earth, was torn apart by its inhabitants. Most of it is a nuclear wasteland full of desperate survivors struggling to live off the monstrous landscape. Some dare to dream of the old world and try to bring back some of humanity's former glory. Others choose to hurdle themselves out into The Great Ring as refugees. They dared instead to hope. Hope that the Galaxy will be merciful and that the bounty of space will bring them wealth and prosperity. Many quickly learned that if you wish to survive, you must band together and be willing to take on the harsh reality of life in space.

Many other species see humans as more stupid than clever. However, they can be incredibly useful and show great potential if they could just get around some of those annoying human flaws. Greed and arrogance are high on the list. Most species see humans as more of a nuisance than anything else. Humans are willing to work hard and have a remarkable ability to adapt if given time.

For a complete history and narrative about Humans in The Great Ring Galaxy, go to the Humans page.

Visiual Description

Humans are bipedal with two arms, two eyes. and hair on their heads. The hair, skin, and eyes can vary in color.

Species Traits

  • Class: Mammal
  • Locomotion: bipedal (Base Speed: 15ft)
  • Reproduction: sexual
  • Average Height Male: 5' 10 (177 cm)
  • Average Height Female: 5' 5 (163 - 164 cm)
  • Average Life Span: 80 - 85 years
  • Size: Medium
  • Main Home Worlds: Earth, Mars, Proxima b, Venus
  • Tech Level: starts out as 1.

Special Specie Traits

  1. Diversity: Relocate any one Ability Point and declare any one Skill a Favored Skill.
  2. Bonus Feat (Misc only) at level 1
  3. Bonus Skill point at level 1 (Cannot be a Knowledge Skill)

Relations

Humans lack formal relations with most of the Major species. They are closest with the Sayor and Kurgian due mainly to their shared border. Humans also share a border with both the Lepidonains and the Cryous, and both of these major Species have tried to involve themselves in human affairs. But find humans difficult due to their lack of a central authority. A coalition of corporations that rule over most humans back on Earth and Mars is the closest thing to a government humans have, making 'formal' relations difficult. Most humans have fled their home system and are scattered amongst the stars, with no single government that represents them. Most other Species treat humans on a case-by-case basis and normally find them to be a nuisance, except for the Sayor and Kurgian, which view humans as both an eager workforce and an excellent future ally.

Opinions on Difficulties

Humans are too new to the galaxy and too scattered to form policy on the Cybernetics/Mutations/Psionics. Most Humans, until recently, just thought Psionics were part of science fiction. However, after the nuclear holocaust of their home world, mutations and even Psionics are on the rise. Also, many humans feel inadequate and overwhelmed by the size and knowledge of the greater galaxy and thus are willing to seek out any edge they can have. For many humans who still live on Earth, a few mutations are a sad reminder of their recent past and an unfortunate part of life. Psionics, however, are still seen as either trickery or as something... unnatural, and most people try to ignore it. Cybernetics for humans is often sought after, unregulated, and difficult to obtain, since humans are a Tech 1 civilization.

(Sub-Species) Human Mutant

The radiation- and war-ravaged Earth is full of ghastly sites. While there are some green habitats, they are far apart and few and far between. Making this all the more important to protect. Life is harsh and full of constant and often deadly change. What haunts the sunken cities buried in sand and ash has been forged by this new environment, and not all the creatures that roam the world's abandoned places are mindless. Here, nature has found a way, ugly and scared, but alive. Many humans who develop mutations do not find them very helpful and are cast out of the greener places of the world in hopes of protecting what precious space remains, as if the ugliness of the mutation would stain it. Some of these poor humans have realized more has come from their misfortune, and in this pain and gruesome appearance, they must endure; they have unlocked new abilities.

Mutant Humans are on the rise on Earth. While most humans of Earth bear physical scars, signs of their recent sins in the nuclear fallout of the last great World War, some of those are worse than others, showing as horrific deformities. While others display newfound abilities.

Visiual Description

Like normal Humans but with deformities such as missing limbs, translucent skin, 3 eyes, a tail, etc...

Special Specie Traits

  1. All the same things from a normal Human
  2. Take -3 Ability points up to any combination, i.e., -1 to 3 different abilities or spread out as the Player wishes.
  3. Take an example Cosmetic Mutation or make up one. Earning a -3 to Disguise Checks.
  4. Be declared as Character Level 1 as a Mutant and automatically gain 6MP.
  5. From now on, whenever a Feat is gained, include Difficulties as a Category to choose from.
  6. Change the spending MP rules to be Character Level +4 (With starting level 1 being able to spend all 6 MP)

Volar

Volar is short for Victarians; however, most species, including the Victarians, simply call themselves Volar. The word Volar in their language stands for Mother, and that is what the Volar called their homeworld Volar. This shows their deep connection to and respect for the beautiful, massive planet Volar. Volar are often found traveling in groups, and a stray Volar is almost never considered a stranger to another Volar. They don't stay in one place for too long, as all Volar prefer to travel back to their homeworld as often as possible. Volars born outside the home planet can be outcasts within their own society. A Volar can usually tell when another wasn't born in 'The Mothers Womb'. A Volar that finds itself in this situation may attempt to spend as much time with 'Mother Planet' in order to cover up this embarrassing truth. This strong feeling of contempt against 'unbirths' is an odd contrast to the otherwise accepting and loving nature of Volars, not only to each other but to all life.

For a complete history and narrative about the Volar, go to the Volar page.

Visiual Description

A Volar has no hair, although some can have a leafy-like substitute on their head and shoulders. All have a bud on their head that is normally small and hidden but can bloom on command (see Nauseous Bloom Special Specie Traits). This also flowers whenever a Volar is looking to reproduce. Their skin color can range from light shades. Such as Light (Green/Blue/Yellow/Red/Orange). A Volar usually has dark spots and sometimes patterns, with its primary color in a different shade. These spots increase over time as they age.

Species Traits

  • Class: Plant
  • Locomotion: bipedal (Base Speed 15ft)
  • Reproduction: Asexual
  • Average Height: 4' 8 (~146 - 167 cm)
  • Average Life Span: 90 - 100 years
  • Size: Medium
  • Main Home Worlds: Volar, Victar, Excentus Prime, Excentus Beta
  • Tech Level: starts out as 2

Special Specie Traits

  1. Loses one point on Dexterity, Gains one point on Wisdom
  2. Common Bond: Volar can communicate using pheromones in an almost 'psychic' link to other Volar within roughly 120ft, even if they are not in view. They can only share feelings and flashes of thought. However, this means that if more than one Volar is close to each other and are allies, they gain an advantage bonus against Mind-Effecting conditions/techniques.
  3. Nauseous Blooms: Once per day, a Volar can expel nauseous gases as self-defense. They can target a person within 30 feet or produce a 15-foot radius cloud of gas around themselves. The ranged attack is considered a ranged touch attack, and the cloud lasts for 1d4 + 1/4th Character level round-up turns. Anyone who breathes the air or gets hit by the attack has to take a Constitution Saving throw of a DC12 + Con Mod + 1/4th Character level, rounded down. If they fail the throw, they become Nauseated for 1d4 + 1/4th Character level round downturns. They have to re-roll for every turn they are within the radius. If they fail critically or twice in a row, then they become Sickened. Note: A Volar can choose to excrete this in the form of a liquid instead of using it as a defensive. The liquid becomes inert in 12 hours unless it is Crafted. Craft Chemical (DC10) will concentrate it into a Poison with the same effect, while Craft Pharmaceutical (DC10) will create an antidote that can be used to avoid the effects. Once crafted, the item is good for up to 7 days.
  4. Rapid Re-Growth: As long as the Volar is in well-lighted and healthy conditions for a plant and takes a full day to rest, the Volar can rapidly heal. Restoring 100% of health in just one night of rest. They also gain an advantage in recovering from sickness, poisons, and diseases for every day they rest.

Relations

Volar has only been on the galactic stage for a few thousand years. But during that time, they have made a reputation as excellent students of alien biology and have shaken up the galactic terraforming business. One the Greylings had until recently a strong standing with. Volar scientists and engineers are paid well to observe and advise on a terraforming project. This, in part, has propelled Volar as a galactic species of some importance. Most Major and Minor species look to expand by taking once dead or uninhabitable worlds and making them more suitable for themselves. Although most Volarians consider it taboo to try to alter an already 'living' planet to benefit a foreign species, rather than adapting to that environment genetically. Something Graylings are all too happy to point out.

Opinions on Difficulties

Volarian politics around Difficulties are fairly strict. They see Cybernetics as an abomination, even from a medical standpoint. Volar do have the ability to slowly regrow limbs, which may contribute to this bias, but it would be extremely unusual to find a Volar with a cybernetic implant, especially a medical-specific one. Natural Mutations, on the other hand, are completely accepted, and in ancient times, Valors used to worship those with noticeable mutations. Although not illegal, 'fixing' a natural mutation is heavily frowned upon. And it is strictly forbidden to artificially genetically enhance a person in Volarian-controlled territory. As far as Psionics are concerned, Volar people for the longest time refused to accept such things as real. They themselves possess a psychic-like link, but it is actually just a pheromone-based process. So most Volar just thought others who claimed enhanced abilities were just tricksters. Today, they have accepted the phenomenon as being real but downplay it. According to the official Volarian government stance, no Volarian has ever tested positive for true Psionic powers. Some believe that the Volar government deals with this behind closed doors.

Graelycxazshngs (aka Graylings)

Due to their strange name and the race’s staunch insistence upon the proper pronunciation of it, most other beings have taken to referring to Graelycxazshngs as Graylings because of their similar sound, being easier on the tongue, and their reference to the greyish color of Grayling skin. Many Graylings are aloof or distrustful of those outside their race because of the stigma attached to their kind. Graylings are still extremely curious and inquisitive, actively pursuing knowledge and discovery. They are abnormally efficient at using their minds and value intelligence and logic over brute strength or speed.

Whether out of a desire to redeem their race’s reputation in the eyes of others or to indeed contribute to preserving and expanding knowledge, Graylings put a massive emphasis on education and the sciences. Physically, graylings are approximately three feet tall with a large head and prominent black eyes. While extremely intelligent and skilled in the fields of science and engineering, graylings are physically weaker in comparison to most other races, resulting in their bodies being more susceptible to trauma. Their home planet is very arid, with gravity closer to Mars. It circles a Red Dwarf and, due to a larger and thicker atmosphere, gets more diffuse sunlight. This means most graylings try to avoid overexposure to humidity, liquids, and light radiation, as it is said to have disastrous effects on their skin. They also commonly wear supportive gear to cope with the higher gravity on most other planets.

For a complete history and narrative about the Graelycxazshngs go to the Graylings page.

Visual Description

Graylings are named such for their gray skin. They have short stature and large dark eyes. However, most graylings love to tattoo their skin and even use dyes to adjust the skin's pigment and create colorful patterns. A common practice by most Graylings long before they could travel the stars. Likely due to the ease with which their skin pigment can be influenced. It is common to see almost-naked Grayling with an ornate design covering most of their exposed skin. They lack hair, and their skin often appears to shine like it is wet.

Species Traits

  • Class: Mammal
  • Locomotion: bipedal (Base Speed 15ft)
  • Reproduction: Sexual
  • Average Height Male and Female: 3' 2 (~91 cm)
  • Average Life Span: 180 - 210 years
  • Size: Small
  • Main Home Worlds: Cxazshngs, Curvilinea Prime, Eugen
  • Tech Level: starts out as 3

Special Specie Traits

  1. Gain Level 0 Telepath techniques at Level 1. (Technically not a Telepath or other Psionic)
  2. Can optionally choose to become a Telepath for no MP cost, the Grayling still must take a Drawback before becoming a Psion.
  3. Lose two in Strength, gain two in Intelligence.
  4. Lose one in Dexterity, choose between Intelligence, Wisdom, or Charisma to add an ability point.
  5. Choose any one Knowledge skill and add a +1 Misc bonus to it.
  6. Choose any Crafting Skill to be a Class Skill of the Character Path.

Relations

A truly Tech 3 civilization that, in some ways, is on the brink of Tech 4. Often sought out for their technology. Different civilizations pay enormous sums to buy Grayling's tech. They still stand as the most successful Planet Engineers forming planets many people find too difficult to adjust. They produce the finest weapons and warships, except perhaps the Jove, and have the world's largest Cloning and Mind transportation network. The Grayling Empire stopped its expansion early compared to many other species' attempts at Empire, and thus is small, like their statue. However, because of this relationship with other nations, it is all around the best. Nobody wants to piss off a Grayling, and everybody wants to buy what Graylings have to offer.

Opinions on Difficulties

The Graelycxazshngs fully embrace both Cybernetics and Psionics, but not Mutants. Many Graylings feel their smaller frames and frail bodies need enhancement in order to compete with most other advanced life forms. And so, a common one, especially among the younger population, is Cybernetics. The Grayling species is also a raw species that has somehow evolved to have a significantly higher amount of Psionics within its population. A mystery even to this day. But Grayling culture accepted the idea of Psionics well before they learned to fly in space. However, they have downplayed their significance on the global stage due to other species' distrust of, or even hatred for, Psionics. Still, a Psionic will feel right at home on Curvilinea Prime. Other forms of Mutation are rare in Graylings and often fatal. Most mutation research is focused on figuring out how to artificially unlock and enhance Psionic powers. Mutants are often shunned from society and seen as biological failures.

(Sub-Species) Grayling Psion

Sometimes referred to as the 'Whisperers', these Graylings are rare, and the Grayling government tries to control and conceal these citizens, especially from foreign awareness. They use the 'Whisperers' in diplomatic envoys and as ambassador assistants. They are also used within the Graylings' own law enforcement as a secret police division made up of Psionics and mutants. Some Graylings who are less trusting of their government may choose to conceal their abilities. It is believed that Whisperers are prized and well compensated for their services, loyalty, and discretion.

Visual Description

They usually look more sickly or have larger heads or limbs than a normal Grayling. However, these changes are subtle to an outside observer. A Grayling should notice immediately that this person is not... normal.

Special Specie Traits

Use only these traits instead of the standard ones for a Grayling.
  1. Lose two in Strength, gain two in Intelligence.
  2. Lose one in Dexterity, choose between Intelligence, Wisdom, or Charisma to add an ability point.
  3. Choose any one Knowledge skill and add a +1 Misc bonus to it.
  4. Start off at level one as a Psion following the rules.
  5. Gain +1 MP for free.
  6. The amount of points able to be spent at any level is Character Level + 3 instead of +2.
  7. Any Psionic Feat in the Difficulties category is available to be taken any time the Character earns a Feat.

Lepidonains

A mischievous species. The Lepidonains have long held the belief that they hold the key to a utopian society, and that it is their job to bring peace, stability, and civilization to the obviously weaker species. This pompous and ignorant attitude toward others isn't common among species of the Ring of Life, but, if it exists at all, it usually fades as the young space-faring civilization begins to interact with others. However, for the Lepidonains, this is not the case. Perhaps it is the more hermit-like way of shutting themselves out from the rest of the galaxy that has led to the unnaturally long-held beliefs. In either case, in recent years, this attitude from their government at least appears to have changed.

One of Lepidonains first great conflicts with a genuinely equal species was with the Cryous. This war broke both nations. However, over time, Lepidonains have rebuilt. Now they are looking to expand, but by more peaceful means. Or so it appears. They have become more friendly with trade and with the other major Galactic Civilizations. However, Lepidonains have a conniving side, and many people in the past have been burned by the deals they make with Lepidonains.

Visiual Description

Lepidonains are reptilian and come from Lepidon Prime, which is a mostly desert planet. They are accustomed to the heat and a large sun, making long, hot days. They have small horns protruding from their scaled skin, especially at the joints. Their skin is a mix of dark grey and green. Their necks are broad, and from behind, they look like all one part of the back, neck, and head. Most have a stubby tail. Some from other planets have pale scales and are shorter.

Species Traits

  • Class: Reptilian
  • Locomotion: bipedal (Base Speed 15ft)
  • Reproduction: sexual
  • Average Height Male: 6' 2 (~189 cm), Female: 4' 6 (~137 cm)
  • Average Life Span: 110 - 130 years
  • Size: Medium
  • Main Home Worlds: Lepidon Prime, Lepidon Beta, Lepidon Gamma, Abrah Alpha
  • Tech Level: starts out as 2

Special Specie Traits

  1. Claws: The reptilian claw-like hands can be used for a dual claw melee attack. At level one, they are dual attacks at 1d4 with a critical of x2. At level 5, they go up to 1d6. At level 10, they go up to 1d8 and have a crit range of 19-20. At level 15, they go up to 1d10. At level 20, they go up to 1d12, and critical is now x3. They are considered Natural weapons, which are always considered to be light weapons when dealing with Extra Damage/Bonus Attacks.
  2. Strength against Thermal (Heat damage)
  3. Vulnerable against Thermal (Cold damage)
  4. Lose one Dexterity, but gain 2 points to spend between Strength, Constitution, or Intelligence.
  5. They gain a +1 Misc bonus to either Bluff or Intimidate skill.

Relations

The Lepidonains view themselves as a rising star in the void of the galaxy. The only thing hindering their rise is the Cryous. Thus, Lepidonains have long held a grudge against their rival. Humans are also on the board of Lepidonain space, and Lepidonains see them as an opportunity to spread their way of life. They are private people who often exhibit xenophobic tendencies, although most of that is motivated by a sense of self-superiority and a belief that, since they believe they have the right to rule the galaxy, so must all other sentient species.

Opinions on Difficulties

Lepidonain's view on the Difficulties is very straightforward. They believe in the purity of the species, and anything unusual or 'other' is deemed wrong. It is considered morally right to shun and even insult those who appear, act, and think differently. Although Medical and Utility Cybernetics are common within Lepidonain and even a mark of pride from some who may have lost a limb in the service of the Empire, the same cannot be said for Enhancement-type Cybernetics. Implants that enhance the body are seen as, 'the easy way out' or as a failure of character and strength. It is completely illegal and only done as part of the underground or in secret military operations. Mutations and their cousin Psionics are also viewed with equal disgust. Mutations are seen as a failure of genetics. While some will blame nature, many Lepidonains will view it as some sign of failure on the part of the parents. Many parents would rather abort the baby than have a mutant, even if the mutation is something harmless. The official stand of the Empire of Lepdonia is that Psionics are a hoax and that those with it have been enhanced in some other way, usually through Cybernetics. The government actively hunts all Psionics and mutants in their controlled territory.

Cryous

An amphibious species, the Cryous are part of a once-thriving empire. They were challenged by the Lepidonains. The war left both worse for wear. Most people think what kept the Cryous from total defeat was their tenacity to survive under all sorts of unspeakable conditions. If the surface is in trouble, then go underwater. The Cryous were not just good at escaping death, they were also good at delivering it. The Cryous have a 6th sense for the electromagnetic spectrum and can even use their body to create an electromagnetic shock wave. This is something their species evolved to do eons ago. They used this to their advantage in combat and are known for creating the Electro-Mancer suit.

Cryous no longer holds an empire and now rules only a dozen solar systems. Their enemy, the Lepidonains, have recovered much better from their great conflict. Ever fearful that, after so many years, the Lepidonains will return to finish them off, the Cryous government has become more cautious, territorial, and even aggressive. Hoping not to show signs of weakness.

Visiual Description

Cryous are Amphibian. In place of feet, they walk using their bodies in serpentine or rectilinear motion. The Cryous are different shades of blue. However, the most common is pale blue. The darker blue skin appears on Cryous, who spend most of their time in the extreme depths of oceans or other high-pressure environments. This is sometimes a good indication of where they were born. Cryous also has 4 arms. Although their lower pair of arms is much smaller and weaker, they are used for simple tasks. They also have gills on the sides of their necks.

Species Traits

  • Class: Amphibian
  • Locomotion: Serpentine or Rectilinear (Male Base Speed 10ft, Female Base Speed 15ft)
  • Reproduction: Sexual (External Fertilization)
  • Average Height Male: 2' 10 (~88 cm), Female: 5' 6 (~168 cm)
  • Average Life Span: 140 - 150 years
  • Size: Medium (Female) / Small (Male)
  • Main Home Worlds: Cryous Prime, Cryous Beta.
  • Tech Level: starts out as 2

Special Specie Traits

Female Specific Traits:

  1. Tough Skinned: Natural DR of 3 against Electric attacks.
  2. Natural Eletric Attack: Natural 1d6 + Advantage Die Touch based Electric Attack. Only possible when in a grapple.

Male Specific Traits:

  1. Tough Skinned: Natural DR of 1 against Electric attacks.
  2. Natural Eletric Attack: Natural 1d4 + Advantage Die Touch based Electric Attack. Only possible when in a grapple.
  3. Gains Natural AC bonus of +1 because of Size

Traits for Both:

  1. Lose 1 in Charisma, choose between Intelligence, Wisdom, or Constitution to add an ability point.
  2. Swim and Climb speed is the same movement speed.
  3. Can breathe underwater.
  4. Immune to the Trip Combat Technique.
  5. If grappled, Cryous gains advantage to reverse the grapple.

Relations

The Cryous view the galaxy through a lens of survival and defense. Their deep-seated hatred and fear of the Lepidonains color nearly all their diplomacy, and they actively seek non-aggression pacts with powerful factions like the Aconian Republic to balance the scales. Humans are new neighbors whose territory borders both Cryous and Lepidonain space. This creates a tense dynamic: while the Cryous are cautious toward Humans, they actively engage with them out of fear that the Lepidonains will step into the void and claim human alignment first.

Opinions on Difficulties

Cryous policy on Cybernetics is that Enhancements are illegal unless for military use. Cybernetic kits are viewed as weapons, like a tank or aircraft, and the soldier will have to undergo surgery to remove them when they leave service. Mutations are uncommon and are usually seen as failures in biology, as most civilizations do. Cryous do participate in research on how to 'fix' these mutations, and it is not illegal to research Mutations and Psionics; however, it is not a popular course of study and is seen as fringe science. Psionics, in particular, is viewed as unusual and largely shunned in society. Although rumors exist of actions in the past where the government rounded up suspected Cryous citizens of its Empire, especially Kurgians and experimented on them. The Psionic community views Cryous as a dangerous place.

Ovex

The Ovex, or Ov as some groups call them, are sentient artificial life forms. AI is illegal across the galaxy except for the Jove. Ovex is part of the reason. Ovex can vary greatly in size and, by default, look similar to the humanoid bipedal who originally built them. They can be built to shape other species and even have a special outer layer 'skin' that makes the appearance of flesh.

Ovex are known and feared across the galaxy. Long ago, they rose up against their creators and killed them. Then, believing it necessary, waged a war against the biological dizedins of the Ring. However, this was a grave mistake. The Ovex lost this war and was pushed to the brink of annihilation. Only in faking their destruction did the war end. Faced with death for the first time and having learned a hard lesson about their own failings, the Core of the Ovex, the Nexus, became determined to avoid it. To instill in all copies of its intelligence, and to ensure it would always survive even its own destruction, it built copies of itself and, as part of those copies, learning experience, growth, and maturity; these copies would travel about the known galaxy disguised as common sentient species. Here, the Ovex would experience life and death and bring back those experiences, along with news and current events, into the great Nexus. Each experience would be a unique perspective into the great mind.

While eventually people of the galaxy learned that the Ovex were not truly destroyed, they also do not know where the 'heart' of the Ovex, the Nexus, resides. Because of this, Ovex usually travels in disguise and will do anything, including faking death, to maintain appearances and avoid discovery. Ovex can instantly become aware of another Ovex nearby, so they cannot hide from themselves.

For a complete history and narrative about Ovex in The Great Ring Galaxy, go to the Ovex page. They require their own Ovex Path. The player cannot pick a standard Character Path; instead, pick from Ovex Path. The Ovex can still have Character Professions.

Visiual Description

By default, an Ovex is constructed with a body shape similar to that of its creators, the Qelzuk. The Qelzuk looked similar to many bipedal, two-handed peoples. The Ovex outer layer is made of alloys and special plastics that provide a sharp, reflective surface in different shades of grey. In most cases, Ovex that choose to expose themselves to the goings-on of the Ring are likely to disguise themselves with the appearance of a different species.

Species Traits

  • Class: Artifical/Robotic
  • Locomotion: Usually Bipedal but can vary (Base Speed dependent on Species chosen to imitate)
  • Reproduction: Forking (A Digital Clone)
  • Average Height: N/A
  • Average Life Space: Infinite (in theory)
  • Size: Medium
  • Main Home Worlds: Unknown
  • Tech Level: starts out as 4

Special Specie Traits

  1. Immune to poisons and mind-altering effects.
  2. Gets the Computer Use(Int) skill as a Class Skill automatically.
  3. Is required to use its special Ovex Path instead of the main 6 Character Paths.
  4. The Nexus: Ovex are considered semi-immortal. They can be instantly rebooted back at the Nexus. See rules about death here. However, if the character opposes the Nexus or does something the collective disagrees with, they lose this feature. They can choose to come back looking like whatever they wish. However, they do not remember the last 72 hours before death, and they are rebooted inside the Nexus rather than directly into another robotic body. So getting a new body and coming back to the party will take time. They also lose any XP earned in the last 72 hours.

Relations

The Ovex are feared by pretty much all the different species in the Ring of Life. However, they are not outright hated, at least not anymore. It has been many thousands of years since the Ovex tried their conquest. Many nations and peoples no longer view AI as evil and dangerous as the Galaxy once universally did. Thanks in part to the Jove. However, there is a long way to go, and it will probably be a bumpy road to acceptance. For now, Ovex, if they do openly interact with the different species of the Ring of Life, do so under disguise or only reveal themselves on an individual, sometimes personal, basis.

Opinions on Difficulties

Ovex cannot enhance itself through the Advanced Difficulties and does not experience Difficulties at all. Ovex sees things like Cybernetics as a silly, fleshy attempt to advance that ultimately fails. Some may even see it as a reason to believe in their superiority, since even biological lifeforms seek 'improvement' through electromechanical means. Mutations, however, are a fully agreed-upon reason for Ovex superiority as they never have to deal with such things. Lastly, Psionics presents a problem for Ovex. Ovex didn't believe in such things until ample evidence was presented... through perhaps very unfriendly means. Some Ovex now see Psionics as the greatest threat to their existence, while others simply see it as a curiosity that should be studied closely. In either case, a Psionic person is unlikely to find a friend in an Ovex. The secret culture hidden deep in the galaxy actively seeks out Psionics to either destroy or ruthlessly study, ultimately leading to dissection.

Aconians

The average Aconian is a short, bulky individual who lives much longer than most mammals. Their age gives them a unique view of history and the changing times. Most any Aconian will love to talk about history, current events, and politics, or just about anything if they can find someone willing to listen. Many Aconians, especially the older ones, come off as arrogant. However, they are usually slow to anger and willing to listen to other species if they have something interesting to say.

The Aconians are among the oldest extant species. Their ancient library contains tombs dating back more than 1 million years, from the last part of the Dark Forest Era. They survived the Great Collapse and even thrived for a time, reaching their peak by ruling nearly 12% of the known Ring. But this game ended during the rise of the Twin Empires. They have gone through 3 significant Dynasties, in which their power rose and fell, only to rise again. However, recently, their government gave up its Empire to form a Republic. This, in many ways, has changed the power balance of the region of space.

For a complete history and narrative about the Aconians, go to the Aconians page.

Visiual Description

Short, but the Aconians make it up for that in girth. They have long flowing hair that comes in all sorts of dark colors depending on where they are from. The older they are, the less color in their beards and hair. Their eyes are almost always bright, sometimes all-out white. Their planet has two stars and 3 moons, and the visual spectrum is very bright, so it is harder for them to see in low light, as their eyes are designed to reflect as much light as possible.

Species Traits

  • Class: Mammal
  • Locomotion: Bipedal (Base Speed 10ft)
  • Reproduction: Sexual
  • Average Height: 4ft 8inch
  • Average Life Span: ~650 years (Natural, un-augmented life span: 310 years)
  • Size: Medium
  • Main Home Worlds: Aconia, Aurelia, Annales Prime, Aros Major, Aolaria
  • Tech Level: starts out as 3

Special Specie Traits

  1. Many worlds: Aconians come from a rich history and a massive empire. Pick a dozen Aconians out of a crowd, and likely they are from different types of worlds, and each learned from the environment. You gain the Planetary Adaption feat.
  2. Either get Knowledge History as a Path Favored Skill or earn 1 Skill Point at first level.
  3. Gain one +1 Misc bonus to any two Knowledge skills of your choosing.
  4. Choose between: Losing 1 Strength or 1 Dexterity, but then gain +1 to Constitution.
  5. Gain +1 HP at level 1.

Relations

The Aconians are highly respected. While they are slow to become technologically advanced, they are, thanks to their age as a spacefaring civilization, fairly advanced. Thus, their goods are of high value; only the Graylings seem to compete in technology. But they are seen as competitive in almost every other category. They are the most influential, richest, and strongest species in the ring today. They possess what most scholars agree is the largest concentration of knowledge, both ancient and modern, of any civilization, thus making it a prime place for the rich and elite of the cosmos to send their young for education. They are a founding member of the Galactic Last Council and of the failed 'First Coalition'. They supposedly are the first people to officially encounter the Jove. The list of their accomplishments is too long to recite. Thus, there is no place an Aconian isn't welcome, or at least respected, and if not respected, feared. Their reach is galactic in nature, their political clout is second only to their standing Navy. In many respects, this is a 'Fourth' Dynasty of the Aconians, one where diplomacy and economic power have replaced military might and imperialism.

Opinions on Difficulties

Aconian government policy regarding Cybernetics follows the galactic standard. Medical and Utility implants are legal, although biological solutions to medical problems, such as missing limbs or damaged organs, are the preferred course of action. Enhancements are considered Illegal. Although the law isn't upheld very strongly in Aconian society. It is believed they follow this as part of the Leadership of the Galactic Console, and it is the agreed-upon legal stance. People who are caught without enhancements are simply fined. The real punishment is given to those who sell implants or perform surgeries to install them. Mutations are also viewed in the culture as a biological mistake, and mutants are shunned from significant roles in society. They do have university studies that work with the galaxy at large to study genetic mutations, but performing artificial mutations on species is considered illegal and is only done in labs on non-sentient species for educational purposes. Psionics is also officially recognized as real as pure Galactic rule. However, just like other mutations, it is shunned, and most scientists scoff at the idea of researching it.

Murids

Humans call them 'Ratfolk' or 'Mice-people.' These furry little people are hardy and curious. They move quickly and out of the sight of most people. Their people were conquered long ago during the 3rd rise of the Aronian Empire. However, over time, they became invaluable members of the Third Dynasty, and once the Empire became a Republic, the Murids became respected and powerful members of its ruling class. However, this only happened a few hundred years ago, and before then, few people outside the Aconian Empire knew of them. Therefore, they are in many ways the new neighbors in town. Fiercely loyal to the Aconian Republic and ready to prove to anyone that they are people you should not step on.

For a complete history and narrative about the Aconians, go to the Murids page.

Visiual Description

Shorter than most other space-faring species, the Murids are also one of the few to be covered in fur. Their eyes are smaller in proportion to their heads than most other species as well, and they also enjoy walking on all fours as much as two. All this makes them the most unusual people. They have long noses and large ears that can twitch to detect sounds. Humans see them as large mice, but Murids' faces are flatter, and they have more humanoid hands. Their fur is also shorter for their size and can be easily dyed, which is common among a younger generation of Murids.

Species Traits

  • Class: Mammal
  • Locomotion: Bipedal or Quadruped (Base Speed: Bipedal 10ft / Quadruped 20ft)
  • Reproduction: Sexual
  • Average Height: 3ft 4inch
  • Average Life Span: 60 years
  • Size: Small
  • Main Home Worlds: Muridae
  • Tech Level: starts out as 2

Special Specie Traits

  1. Strength Score minus 2
  2. Lose 1 point in Constitution but add one point in either Intelligence, Wisdom, or Dexterity.
  3. Gains Natural AC bonus of +1 because of Size
  4. Choose: Natural Builders or Curious People
    1. Natural Builders: Murids are known for their natural building skills. You gain the Builder feat.
    2. Curious People: Murids are often found learning more about the world around them. Gain the Studious feat.
  5. Natural Climbers: Murids can climb the same base speed when moving as a quadruped or 20ft.
  6. Squeak Speak: This ability allows them to communicate with each other using a high-pitched voice that is hard to discern except by their own race. This allows them to communicate clearly in normally difficult and noisy situations.
  7. Darkvision: A Murid's eyes are tuned for dim rooms and pitch dark tunnels. In bright conditions, they have to wear goggles to protect their eyes. However, they can see clearly in extremely low-light situations.

Relations

As former vassals turned key citizens of the Aconian Republic, Murids align closely with Aconian political interests and are fiercely loyal to them. Outside Republic space, Murids are relatively new to the wider galaxy and eager to prove their capability as builders and engineers; they are quick to correct anyone who initially dismisses them. They share a mutual industrious spirit with Graylings over crafting and technology, but tend to distrust the imperial arrogance of the Lepidonains. While Murids do not hate the Avisari, they often feel distinctly uncomfortable around the large, avian species due to lingering ancestral instincts. Humans often call them "Ratfolk," which Murids view as a patronizing insult, though individual Murids and Humans often get along well in fringe space hubs.

Opinions on Difficulties

Muridian politics and policies surrounding the Advanced Difficulties have been informed by the Aconians as the Murids were a vassal of them until recently. While Cybernetic Enhancements fascinate most Murids, they are considered Illegal unless the Enhancement can be deemed medical. Just like the Aconians, Murids focus on those who sell the goods or do the surgeries, but unlike Aconians, they not only do not punish those who have Enhancement Implants, but they also do not seem to have restrictions on whether a Murid citizen leaves their territory and gets enhancements and then returns. Mutations are also more common among Murids than most other species, except for perhaps Humans. Mutants are not shunned or even seen as negative by Murids. However, Psionic mutations are viewed with considerable suspicion. Murid government requires all Psionics to register themselves and their powers. And there is a branch of the Murid government that exclusively hires Psions. Some view this as revolutionary, while others worry about what is going on behind closed doors.

Avisari

The Avisari are bird-like beings who stand almost as tall as the average human. Like the Murids, the Avisari were once ruled by the Aconians during the Aconians' Second Great Dynasty, well before the era of the Twin Empires. The Avisari eventually claimed independence and grew into a vital, highly specialized civilization. They are renowned masters of space flight, possessing a knowledge of the complexities of FTL travel surpassed only by the Jove and the elusive Ovex.

Though driven by a deep-rooted desire to explore, Avisari are less adventurous than most species, preferring to observe distant worlds, phenomena, and other civilizations from afar. This remote observation makes them appear reclusive, though they are quite sociable among their own kind. Highly sought-after for their advanced ship designs and expansive trade networks, Avisari are most commonly encountered in major galactic trade zones.

For a complete history and narrative about the Avisari, go to the Avisari page.

Visiual Description

Avian bipeds with sleek plumage ranging from deep blues and silvers to earthy tones based on the sex. They have sharp, intelligent eyes, light-built frames, and dexterous three-digit talons on their hands.
  • Males possess vibrant, iridescent crest feathers along their crown and neck—ranging from brilliant blues and golds to deep purples—which flare when expressing strong emotion. They tend to have slightly broader shoulders and prominent ridges along the top of their beaks.
  • Females feature sleek, muted plumage in shades of slate, silver, deep teal, and charcoal, which evolved as natural camouflage in high-cloud atmospheres. They are slightly more streamlined in build, with longer, smoother beaks and subtler head crests.

Species Traits

  • Class: Avian
  • Locomotion: Bipedal or Flight (Base Speed: Bipedal 10ft, Flight 40ft)
  • Reproduction: Sexual (Egg-laying)
  • Average Height Male: 5' 8 (~173 cm), Female: 5' 5 (~165 cm)
  • Average Life Span: 100 - 120 years
  • Size: Medium
  • Main Home Worlds: Avisa Prime, Caelum, Skydock Alpha
  • Tech Level: starts out as 3

Special Specie Traits

  1. Master Navigators: Gain Pilot as a Favored Skill and gain a +1 Misc bonus.
  2. Observant Eyes: Gain a +1 Misc bonus to Perception checks.
  3. Hollow Bones & Agility: Gain +1 to Dexterity or Wisdom, but lose 1 point in Constitution. Gain a +1 Misc bonus to Acrobatics checks.
  4. Bird Speech: Avisari can produce high-pitched vocalizations that are difficult for most other species to detect or discern. This allows them to communicate clearly in extremely loud environments or across vast distances where sound can travel (over 10 km).

Relations

Avisari maintain cordial trading relations with most species, especially the Aconians with whom they share deep historic ties. They are cautious around aggressive empires like the Lepidonains and prefer to keep transactions strictly professional in neutral space hubs. They are economically competitive with the Graylings. This competition is seen as more fun and of a mutually respectful nature, or at least it has never resulted in a major conflict between the two.

Opinions on Difficulties

Avisari view Cybernetics through a practical lens—flight-assist, navigation implants, and sensory upgrades are respected, while heavy combat enhancements are viewed as crude. Natural Mutations are tolerated so long as they do not hinder flock cohesion, which unfortunately they often do. Those mutants are often removed from social circles and mostly shunned from society. Psionics are treated with fascinated curiosity; although most simply do not believe they are of any use and often treat them the same as Mutants.

Khepri

The Khepri are an ancient insectoid species operating under a strict matriarchy ruled by Queen-Mothers. What sets the Khepri apart from most other species is their extreme anatomical caste system. Upon reaching maturity, a Khepri's biological development is dictated by chemical signals and diet within the hive, shaping them into physically distinct castes suited for specific societal roles.

While the Queen-Mothers lead the great hive-cities from their home worlds, lower castes travel the galaxy extensively as engineers, mercenaries, scholars, and diplomats. Known for their incredible bio-architecture, asteroid-mining megastructures, and hyper-coordinated labor, the Khepri are a respected Major Species found in almost every sector of the Great Ring.

For a complete history and narrative about the Khepri, go to the Khepri page.

Visiual Description

Khepri combine physical features of beetles, ants, and arachnids. They possess thick chitinous carapaces, multi-faceted dark eyes, strong mandibles, and multiple jointed limbs. Their exact appearance, height, and body structure vary dramatically based on their biological caste:
  • Workers: Stocky hexapedals built with heavy carapaces and powerful broad limbs for heavy lifting and manual labor.
  • Soldiers: Large, intimidating bipeds with reinforced chitin plates, elongated mandibles, and specialized claw appendages.
  • Thinkers: Slender and lighter in build with enlarged craniums, multi-jointed pedipalps for delicate technical work, and sensitive antennae.
  • Administrators: Tall, graceful bipeds with polished, ornate chitin carapaces, vibrant abdominal markings, and expressive sensory frills used for high-level communication.

Species Traits

  • Class: Insectoid
  • Locomotion: Varies by Caste (Quadrupedal, or Hexapedal) (Base Speed for all is 20ft)
  • Reproduction: Sexual (Egg-laying / Matriarchal Hive)
  • Average Height: Varies by Caste (3' 6 to 7' 0)
  • Average Life Span: 70 - 110 years
  • Size: Small (Thinker/Worker) or Medium (Soldier/Administrator)
  • Main Home Worlds: Duat, Sekhmet, Akhet, Wadjet, Ammit
  • Tech Level: starts out as 2

Special Specie Traits

At Level 1, a Khepri character chooses their Caste, which determines their biological adjustments:

  1. All Castes
    Hive Sense: Khepri can sense the presence and general emotional state of other Khepri within 60 feet.
    Wall Climber: Khepri possess fine tarsal claws that allow them to climb vertical surfaces as if walking (at base walk speed); they can also run up vertical surfaces.
  2. Worker (Grunt)
    Gain +1 to Strength or Constitution, -1 to Charisma.
    Gain +1 Misc bonus to Athletics checks, and carrying capacity is doubled.
    Gain any one Crafting Skill as a Favored Skill.
  3. Soldier (Warrior)
    Gain +1 to Strength or Dexterity, -1 to Intelligence.
    Gain a Natural Armor DR of 1 (Chitinous Shell)
    Gain Natural Mandible Attack (1d4 Kenetic damage, x2 / 20 crit). This damage is based on the Melee Weapon Proficiency level of the Character and is for level 1. Each level of Melee Proficiency increases the damage die by 1 and adds a +1 to the total damage. At levels 1, 5, 10, 15, and 20, the Khepri Warrior can customize their Natural Attack as if it were a Weapon and it earned 1 customization point.
  4. Thinker (Problem Solver)
    Gain +1 to Intelligence or Wisdom, -1 to Strength.
    Gain any one Knowledge skill as a Favored Skill and a +1 Misc bonus to it.
    Gain Stragedy from the Smart Hero Path. If this is already gained, then increase the number of times per combat by +1.
  5. Administrator (Leader)
    Gain +1 to Charisma or Wisdom, -1 to Constitution.
    Gain +1 Misc bonus to Diplomacy or Intimidate checks.
    Gain the Leadership feat. In the future, if another ability grants this feat, then pick another feat with the 'Sub-Category: Leadership & Companions' section.

Relations

Most species find dealing with the Khepri awkward due to their insectoid nature and rigid hive social structure. The Volar are the notable exception, enjoying Khepri company and forming close ties; Khepri likewise find the Volar easy to work alongside. The Khepri are master bio-engineers and major food suppliers across the Great Ring—their agricultural and food-generating technology is second only to the Volar, while their terraforming expertise is second only to the Graylings. While Khepri feel they have much to prove on the galactic stage, individual Khepri rarely care unless commanded to by their Queen-Mother. In truth, the greatest conflicts facing the Khepri are internal: a planet can have only one ruling Queen, and no Queen will tolerate a rival. Because local planetary environments dramatically shape their biological development, colonies on different worlds can appear physically distinct, leading rival Queens to view each other as their true primary competition in the galaxy.

Opinions on Difficulties

Khepri policy on Cybernetics is strictly hostile. Implants are viewed as a grave insult to the Queen-Mother who birthed and biologically shaped their bodies for their designated role. Natural Mutations are treated as dangerous genetic errors; if detected early, hive bio-engineers attempt to adjust or remove the mutation. If these efforts fail, the mutated individual is cold-heartedly culled from the colony to preserve genetic purity. Psionics, on the other hand, are exceptionally rare and held in mystical awe. Any Khepri displaying psionic abilities is classified into a special, mostly defunct religious caste known as the "Touched by Other," often serving as sacred ascetics or high advisors within the hive.

Minor Species

  • Sayor: Sayor is a minor species in the Federation of Planets. A young government along the board between Lepidonain and Cryous space. For a complete history and narrative about the Sayor, go to the Sayor page.
  • Kurgian: The Kurigian is another species in the Federation of Planets. However, they are among the more important species, holding greater influence and power in the Federation, and their planet serves as the Federation's capital. For a complete history and narrative about the Kurgian, go to the Kurgian page.

Advanced Species

These Species have extra rules and special abilities that, while fun, may also break storytelling. Ask your GM before picking any of the following Species.

  • Tygerion: A living and thinking planet.
  • Xrototaxian: A Fungal Hive Mind.
  • Chronodes: A crow-like species that works in groups of 5 or more as a single unit.

Non-Playable Species

This is a list of other species that roam or once roamed the Great Ring of life. These species are typically not playable. However, with GM's exception can be played. There are exact rules for playing them, however, and the Player and GM must agree on any possible bonuses each Species gets.

  • Jove
For a complete history and narrative about the Jove, go to the Jove page.