Species

Name Description Notes Stats Ability
Ratkin Half-abomination, half rat, their existence is as questionable as their intelligence. +2 Agility, -1 Intellect Ratkins can survive in even the toughest conditions, you can consider anything a ration as long as you can rationalse it.
Wateroids Aquatic immigrants to the land, forever stuck in their little vat. Able to act, but unable to feel. Their mechanical body draws on a significant amount of mana, while in their vat, wateroids are unable to wield the arcane. +2 Intellect, -1 Psyche Wateroids, being native to the sea, can leave their suit in order to swim in (non-polluted) water sources. They can swim and breathe freely underwater.
Rockhead While they may be strong and tough, their skin is heavily sensitive, periodically forming a layer of stone flakes. +2 Physique, -1 Intuition Rockheads can take advantage of their flake-y skin, and at the expense of Strain can instantaneously generate a thick layer of rock to block out attacks.
Humans Generic, boring, insignificant, yet surprisingly rare. +1 Any Nothing
Crawlers Cold-blooded, full of scales, and very slithery. They are as cunning as they are flexible. +1 Agility, +1 Psyche, -1 Physique Crawlers are cold blooded, and can survive in cold and freezing atmospheres. They can also use their slithery and abnormal physique to crawl and squeeze into tight spaces and areas.
Elvoids Tall, lanky and with a knack for (questionably artificial) wildlife. +2 Intuition, -1 Agility Elvoids can become one with nature, they can better communicate with animals and wildlife and determine the age of structures with limited inspection.
Weirds Reality-defying aberrations, failed experiments, materially outcast. Weirds aren't generally compatible with many technological interfaces. +3 Any, -2 Any Due to the nature of your creation, you can regenerate and heal strain the same way you would health.