| 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. |