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Interest Check: Equinox


Krul

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"In the dark night of a distant future, the shattered remains of Earth drift through the cold void of space. The shadows of the past have been driven away, and the dark clouds at the horizon appear to be man-made. After the Great Netherwar, which resulted in the destruction of Earth, mankind is restless, scattered across the void, bereft of its cradle. The Sol system became the last, safe hideout for outcasts both mystic and mundane. Known as Vagrants, they are rebels to the oppressive might of the Consortium--the government ruling over what's left of Earth and its colonies. True freedom can only be found among the stars, the voices of the galactic underground say. To them, the war isn't over.It has only just begun."

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Ride hybrid ships through astral space connecting planets and galaxies and wield awesome mystic powers and nethertech relics! Whether you're a misfit, scoundrel, mercenary, pirate, idealist, explorer, or just someone who walked away from his home in search of adventure: you are part of the Galactic Underground. Fight the nightmares that invaded the universe, start a revolution against the fascistic and corrupted Consortium government, and explore space beyond the Veil!

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A Brief History of the Equinox Universe

The Equinox Universe looks vastly different from the one those early pioneers saw when they took to the stars. Thousands of years ago, in the golden age of ancient Earth, mankind managed to tame the mayan-predicted mystic cycles that brought magic to their homeworld and colonies. Mankind prospered and excelled at developing their control over the mystical forces, technology, and eventually even a fusion of both.

While it appeared that mankind had outwitted its enemy, their clever manipulations didn't go unnoticed. Billions died when the demons--horrible creatures from beyond hungering after mankind's souls--attacked, raining corrupted death down on the planets, turning every one of them into a living hell, giving way to the overwhelming forces of the demonic armies.

The unexpected attack left Earth and its colonies without a chance. Humanity fled to outer space, and the Sol system was lost entirely, leaving each colony isolated and alone. The mystics were left behind, and mankind watched their greatest achievements fall and their interstellar realm crumble to dust. Their new homes on starships and space stations were the only places safe from the mystical threat.

When the demons and their Shanrazi pawns finally found a way to overcome the void and reached for the stars, the human Consortium mounted a coordinated attack, something thought impossible by the demons and their servants. In this final battle for the cradle of humanity, the incredible energies released also resulted in the destruction of the very reason mankind came back--Earth itself. The Great Netherwar was over, humanity had won, but Earth lay shattered to pieces, pieces left strung along its former orbital path.

Now, just over a century later, and twenty years after a civil war of sorts, mankind once again feels in control of its own destiny. Tensions over the legacy of the demons had turned the Sol system into a lawless no-man's-land. Gateway Station, a giant ring structure allowing Earth's remains to pass through it, acts as a shield and portal between the remaining Consortium worlds, a natural and neutral nexus.

The rest of the Sol system became a hive of misfits and lowlifes, drawing in all those people unwanted in other parts of the galaxy. However, it also became the last, safe hideout for the Vagrants, rebels to the oppressive might of the Consortium--a government they deem to be fascistic and corrupted from deep within. True freedom can only be found among the stars, the voices of the galactic underground say.

To them, the war isn't over. It has only just begun.

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Welcome to the 8th World

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http://www.vagrantworkshop.com/index.php?categoryid=12&p2_articleid=13

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{I've picked up this setting book when it first came out in December of 2012, and spent many hours on making this setting work for Shadowrun rules(Seriously altered), it's very much a space opera, this is mainly an interest check, if enough folks are interested, I'll post character generation rules and we can work from there}

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Game and Character Inspiration: Star Wars, Babylon 5, Lensmen, John Carter of Mars, Mass Effect, Guardians of the Galaxy, Ender’s Game, Serenity, Farscape, Girl Genus, and just about any Space Opera.

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It sounds interesting. I know you've converted it to Shadowrun, but what rules mechanics was designed for?

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EDIT: Nevermind, Upon further reading I have discovered that it's a systemless setting book. interesting and daring idea.

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Races of Equinox

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Gor


—By Prahwarr Grrash, Xocos of the Warfang

A common fallacy for most people is to compare us to pack animals. Who can blame them? We are furry, sporting many of the features of the animals that populated the colonial worlds before the Purge. Granted, we do have something in common with such animals, but I’m not talking about physical traits or behavior: we are very loyal to one another and form tight-knit communities around a central leader. These praedas, however, work very differently from the primitive animal pack and herd structures, and reflect our honorable and proud warrior traditions. Take a close look at the creatures seen on many entertainment programs and in the zoos of the larger space stations. Look them in the eye and you will realize they are just shadows of their former selves. Just like us.

The controversy that flared up over our homeworld of Pranatur led to a series of unfortunate decisions. In the end the Consortium felt that removing every last one of us was necessary to keep the world off limits to everyone. It didn't matter that we were born there; all that mattered was that our parents were humans and that we therefore belonged to mankind. We have no idea what the Consortium wanted to achieve, but blocking all travel to Pranatur did ensure that there were no more Gor born.

"Unless the Consortium has an outpost there manned by humans. They will inevitably produce offspring, some of which will be Gor."
—Elmond Dur, Faysar


I witnessed the relocation effort. Like zoo animals, our entire race was scattered across the Consortium, praeda by praeda. We were offered new homes, but had little choice. People avoided us, alien to our ways. We avoided them, alien to their ways. That and our restlessness eventually caused us to move on, choosing a life as nomads.

Most praedas you see around are nomadic groups ranging from six to twelve members. Larger praedas are known to exist, but remain very rare. Gor are opposed to underhanded tactics, such as ambushing a foe or attacking an enemy that is outmatched. We refuse to attack an unarmed foe; such an act would be considered taboo by other Gor. Likewise, a Gor will never intentionally kill another of his species, although physical tests between individuals are often practiced. It is not uncommon to see a Gor as a bodyguard for the rich or influential as well, since our fine-tuned senses give us an edge over would-be assailants.

“Much of this behavior is based on what happened to the Pranatur settlers. The Gor want to set themselves apart from the Consortium, so they’ve developed some sort of subspecies code of conduct.”
—Nekon Tewes, Pilot of the Solspark


The younger generation believes that we should give up dreams of the past and carve out our place in the galaxy now. But what place would that be? We will die eventually, and you will probably live to see the day when we become extinct.

Profile
Gor are a tall, muscular species. Their facial features are cat-like, with slit pupils, a short nose, and elongated, pointed ears. Gor are covered in fur, which ranges in color from beige to golden brown. There are instances of Gor with grey, black, and even white fur, but these are quite rare. Dark brown spots are commonplace in their coats, although stripes do occur. Gor have long tails, which measure about 1.3 meters in length. Although not prehensile, their tails do account for the Gor’s incredible balance. The Gor also have long, hard nails, which could be considered claws. These claws make the Gor fearsome in melee combat, allowing them to tear through flesh like paper. Large upper canines protrude from the mouths of the majority of Gor, extending past the lower lip and chin. Because of their teeth and other cat-like features, Gor show some resemblance to the saber-toothed tigers of ancient Earth. Gor reach their physical maturity in their late teens.

Height: 2m (+Tail@1.3m)
Weight: 113kg
Lifespan: 75y
  • Base Attributes (As per shadowrun Ork) || Priority System: Use Ork
  • Racial Abilities: Insulating Pelt, Fangs, Claws, Balance Receptor, Balance Tail, Larger Tusks(optional), Low-Light Vision, Keen Hearing, Vomeronasal Organ

Haryani


—By Valis Rahn, 3rd Assistant Councilor of Veradyne Corp

Reptiles you say? That is an incorrect and ignorant statement. I’d advise you not to bring up such woefully ignorant and racist phrases in the company of other Haryani. I won’t even charge you for my counsel, although I should out of spite.

I can tell by your fidgeting that you’re intimidated by my presence. That is no surprise, since the Haryani are the most powerful species in the Consortium. As a matter of fact, if it weren’t for us there would be no Consortium. Yes, that sounds conceited, but it is true. The Consortium is based upon Haryani structure and philosophy, including many of its bylaws and principles. A few species argued that we had an unfair advantage in creating the core of the Consortium, but they could not argue with its efficiency and effectiveness.

“Apparently arrogance is an trait inherent to the Haryani.”
VanSent, Nim Geneticist


Due to our business acumen and forward thinking, many species view us as schemers and manipulators. It is a shame that the universe is filled with such fragile egos and even smaller minds. We constantly challenge each other, as well as ourselves. This requires tactics,strategy, and even complex planning. Much of our culture revolves around this philosophy; indeed, all of our corporations apply this mantra in their endeavors. Without schemes and manipulations even the most qualified individual would not long maintain a high-ranking position. These challenges also ensure we are kept on our toes, since we know full well that someone else is always planning on taking our positions. The most convoluted, complex, and intricate plans are usually created by the CEOs of the major corps. These are the stuff of legends, of which other Haryani can only whisper in awe and envy.

“It seems that the Haryani base their social status on these machinations. The more daring and complex the scheme is, the higher the status. Unfortunately, any other subspecies get caught up in these schemes and hold a certain amount of distrust towards the Haryani as a result.”
—Doc Bonebreaker, Phobos Rising


Did you know that every corporation in the Haryan system is Haryani owned? That is no small feat, let me assure you. Although humans possess a great amount of raw talent, none can compare to the refined skill of a Haryani. Our corps dominate all of Haryan space, providing goods and services of unparalleled excellence across the Consortium. There are other corporations across the Consortium that are owned by other species, but none that are considered competition. Everyone knows this, you included. How do I know this? Because I see at least seven items on your person that are of Haryani make, and that doesn’t include any internal devices. As I mentioned before, we are very efficient. Now, let us talk about that poorly crafted Yolusturian vidscriber and why you should purchase the obviously superior Veradyne model.

Profile
Haryani are slightly smaller than most humans, with skin color that ranges from olive green to ochre. Haryani have thick, coarse hair that is usually dark in color. Their yellow eyes often add to the incorrect impression that Haryani have reptilian features. Unlike other subspecies, Haryani do not have ears; heir sense of hearing functions by way of an internal organ that is located in the skull. Haryani reach physical maturity in their late teens.
Height: 1.6m
Weight: 61kg
Lifespan: 60y

Haryan
  • Base Attributes - As per human || Priority: Use Elf
  • Mutagenic Improvement (Will, Charisma), Low-Light Vision

Humans


—Jedah Torvus, Anthropologist

It is difficult to define humans in generalizations and broad strokes. Perhaps it is best to say that humans defy definition. They have a need to form social groups, whether it is based on personal or business relationships, and associate loyalty to said groups. These social groups include family, ship crews, and military organizations, to name a few. Humans easily adopt cultural practices of other social groups and subspecies, as well as creating their own unique practices. In fact, humans display a wider variety of cultural practices than any other subspecies.

“How fitting that their former home world is a nexus world. This versatility might be a trait inherited by Earth itself. I wonder what species of other nexus worlds are like?”
—Kirash Thorn, Equilibrility


Unfortunately, humans are also prone to intolerance, bigotry, and racism as a species. This is evident when humans deal with other subspecies, mainly because humans are usually the dominant species within the various systems. Even the term subspecies is a bit of a slight towards the other inhabitants of those systems. Although it has been scientifically proven that other species evolve from human DNA, there is a general feeling that humans have inherited the universe. After all, where would the other subspecies be without humans? Would they even exist without us? These are the questions that are usually asked, but I believe these are the wrong questions. What we should be asking is this: would other subspecies be better off without humans?

“Things get a bit sketchy when we apply the same standards of measurement we apply to other subspecies to humans. Yes, all in all, the subspecies “human” follows a greater blend of traditions and has a wider array of cultural practices. However, much of the perceived human variety stems from the lack of cultural variety of other subspecies. Haryani and Hokai live within Haryan society, Kiruan within Zehelan society, Yol within Yolusturian society, and so on. If we throw all the humans from these societies together, then yes, they display more variety than is found among Haryani, among Kiruan, and so on again. But if we were to take each of these human subcultures and assumed they were separate subspecies, we’d see almost as many differences between a Haryan Human and a Zehelan Human as between a Hokai and a Kiruan. A Haryan Human may have more in common with a Haryani than with a Zehelan Human. Physically, they are very similar, but socially, they are a product of their member world and the long separation that preceded the rise of the Consortium.”
—Doc Bonebreaker, Phobos Rising


“We see them as we call them. Subspecies spawned from humans, so humans are the standard for comparison; everyone else is some sort of specialty life form. Then, we decide that humans are just a subspecies themselves. Now we have the human species, with subspecies such as Yol, Hokai, and … humans. I wonder if it was a deliberate decision to avoid more precise terms, or rather, have them fall out of use. If humans are humans, then Yol aren’t humans…”
—Thunk Tenna, Hokai Philosopher


Profile
As progenitors of the subspecies, humans are the most numerous among mankind. They have a wide array of physical appearances. Skin tones range from ebony to tan and pinkish-white, but humans have less body hair than most subspecies. Their ears are small and rounded. Humans reach physical maturity in their teens.
Height: 1.8m
Weight: 80kg
Lifespan: 100y

Humans are exceptionally versatile and adaptable, as such human players get the following advantages to better match the other races
  • Aptitude (Player’s Choice), Enhanced Attribute (Players Choice)
  • +2 bonus to attributes priority

Hokai


—By Kashak Ko’li, Hokai Enforcer for Valis Rahn

The Hokai are similar to the Haryani in two aspects: we both have slit eyes and we both hail from Haryan II. That is where the similarities end. While our Haryani cousins pursue a life of comfort and luxury, we walk a different path. Our culture pays homage to those who have come before us: our ancestors. In order to pay proper tribute, we have foresworn any type of technology. Although complete separation from technology isn’t always possible, Hokai make it a point to use as little as possible. There is a phrase that the Hokai say: “Koda ki shiki”. The closest translation is, “Life is struggle”. This best describes how the Hokai conduct their lives. Our struggles make us stronger, in both spirit and body, and our ancestors approve. No other species can claim such devotion.

“Haryan truly is a back-water system. One subspecies can’t talk enough of themselves, while the other clings to an archaic religion. It is no wonder that the Haryani have subjugated these simple-minded brutes.”
—VanSent, Nim Geneticist


Ironically, our Haryani cousins play a significant role in our devotion. There are some instances where technology is necessary and the Haryani offer us that which we cannot provide. Of course, the Haryani offer these goods at exorbitant prices, most of which cannot be paid. As a result, the Haryani offer us jobs in which we may pay off our debts.

“More like slave labor.”
—Ssasaar, Kiruan Pilot


Many of these jobs include heavy manual labor, protection, and enforcement. In essence, the Haryani are providing a wonderful service; they provide us with struggles, which we must overcome. Many species view us as slow or dim-witted, and because of our beliefs we are naïve and easily manipulated. Is the earth foolish because the wind blows above it? Of course it isn’t, and neither are we. The Hokai and the Haryani share a symbiotic relationship, which benefits both of our cultures. One cannot exist without the other, no matter what our cousins say.

Hokai practice ritual scarification and tattooing to honor our ancestors, as well as to signify great personal struggles we have overcome. Each decorative scar or tattoo contains a story that only other Hokai can read and appreciate. Esteemed elders are covered with scars and tattoos, signifying their struggles and triumphs throughout their lives. Each scar or tattoo represents a significant event in a Hokai’s life and should not be taken lightly. The gravest insult one could make to a Hokai is to mock his markings. Such an insult will bring swift, and often fatal, retribution. Hokai tattoo masters are highly skilled, using not only mundane techniques, but magical and technological ones as well. Many politicians and members of the upper crust are willing to pay a high price for such artwork.

Profile
While they share the slit eyes of the Haryani, Hokai are much larger than Haryani and their skin is thick and creased, much like the skin of a rhinoceros or elephant. Skin coloration ranges from ochre to brownorange. Body hair is sparse, but head hair grows very thick and coarse and is usually black or dark brown in color. Lower canines protrude over the upper lip, flattening instead of coming to a point. Hokai have dense bones, which are much more resistant to breaks and fractures. They also have large fat deposits covering their bodies. The combination of thick hide and dense bone structure makes a Hokai a very formidable opponent. A common misconception is that the Hokai are slow and lumbering, unable to move quickly. In truth, the Hokai can be very quick and agile when the need arises. Hokai reach physical maturity in their early teens.
Height: 2.1m
Weight: 158kg
Lifespan: 45y

  • Base Attributes - As per Troll || Priority (Use Troll)
  • Low-Light Vision, Natural Level Four Bone Density, Dermal Adaptation (Rhino Hide)

Raé


—By Slynnian Marelas, Sage of the In’Rain Circle

We are but a shadow of what we once were. So much lore was lost during the war, never to be recovered. We have even lost ourselves. The Raé that sits before you is not the same as one hailing from Sylvaar. True, our physical form has changed little, but our way of thinking is vastly different. There is much distrust directed towards the Raé; we are considered mysterious by many other subspecies, due to our vast knowledge of ancient lore. Rumors run rampant, accusing us of hoarding ancient Nethertech and even developing our own. Such claims are baseless and aren’t even worth addressing, much less give credence to.

“Notice how he avoids the question? Slippery bastard.”
—Ssasaar, Kiruan Pilot


As a result, many a misguided soul has attempted to explore the shattered remains of Sylvaar, presumably to discover a lost cache of Nethertech. No one ever returns; the demons have an insatiable appetite.

We are a practical species, placing knowledge above everything else. Knowledge defeated the demons. Knowledge created hybrid ships and the ability to pierce astral space. Knowledge helped us escape and survive. A well-trained mind is infinitely more effective—and dangerous—than a brute with a gun. The mind has vast potential that has barely been tapped, much of it still a mystery to be solved. This is why we strive to learn more, to study more, and to question more. Answers will be gleaned, which in turn lead to more difficult questions, and the cycle continues anew. This process promotes growth and evolution of the mind; it can be said that the Raé are constantly evolving. Without growth, there is stagnation and eventually death. We came perilously close to extinction before. It will not happen again.

“Much of this applies to Sylvaan society in general rather than to the Raé subspecies, but the Raé subspecies is uncommonly influential in Sylvaan society, similar to and perhaps exceeding the status of the Haryani in Haryan. What the Haryani achieved with business acumen, the Raé inherited. They are the only subspecies known so far that were able to make the jump from one world to another and survive with a more or less intact culture, thanks to the similar astral fields of Sylvaar and Syn IV. Getting technical again, the Raé of today are a subspecies of the original Sylvaar Raé. Being well established and not a minority springing up on some planet, there wasn’t as much mistrust towards them.”
—Doc Bonebreaker, Phobos Rising

“The truth is that the Raé aren’t a product of the human exodus to the colony planets. When humans from Earth arrived on Sylvaar, there were already Raé living there. The humans were just guests, and despite being welcomed as equals and eventually becoming more numerous, there are still old families of Raé pulling the strings in the background, playing gray eminence.”
—VanSent, Nim Geneticist

Profile
The original Raé were native to Sylvaar, but the subspecies has only changed lightly after relocating to Syn IV following the ravaging of their homeworld. According to surviving data, their eyes and hands were more like those of humans back then. Nowadays, the round and protruding eyes of a Raé are completely black and appear much larger than those of a human. Raé facial features are completely symmetrical, often even flawless. Skin color varies wildly, but the most common are pure white, pink, tan, brown, and jet black. Raé with skin of an iridescent, pearly color exist, but remain rare. Raé produce very sparse body hair, but grow luxuriant facial and head hair, often in colors uncommon to humans. Raé have elongated, sharply pointed ears and move with unmatched grace, but the slight build that makes that gracefulness possible also makes them vulnerable to injury. They have long legs for their height. Raé have a second thumb on each hand instead of a pinky finger, granting them superior manual dexterity.
Height: 1.9m
Weight: 74kg
Lifespan: 300y

  • Base Attributes - As per Elf || Priority: Use Elf
  • Celerity, Keen Hearing, Thermographic Vision, Mutagenic Improvement (Agility, Logic, Intuition), Impaired (Strength, Body)

Shanrazi


—By Shindar, Vagrant

I have been called many things in my life: villain, scum, criminal, and far worse than that. You know what? I couldn’t care less. The very name of my people makes the “civilized” people of the Consortium blanch with fear, and with good reason. I’ll explain why. We Shanrazi are a legacy of the Great Netherwar, a constant reminder of how close mankind came to extinction. We were foot soldiers for the demons, created through their corruption of the mystic energies native to the Sol system. We were bred as perfect soldiers for the demons, malleable like clay to be sculpted as they saw fit.

“All the more reason to root out your kind and destroy them.” – Garon Tôl, Nim Terminator

I have heard scientists claim that Shanrazi DNA proves this, and that even our astral signature is in a state of flux. This doesn’t mean anything to me. What matters is the mark the demons left behind, the signature of their handiwork. Each Shanrazi bears the sign of obvious mutation, which probably has something to do with all of the genetic tampering and the demons’ influence. We can’t hide among you or blend into society. Our lives are plagued by prejudice and hatred, while the high and mighty Consortium turns a blind eye to the crimes committed against us. As a result, the majority of Shanrazi live throughout the Sol system, along with the rest of the trash of the galaxy. Our homes have been destroyed, our culture incinerated to ash, so it was fairly easy to relocate.

“Culture? Are you serious?”
—Kylor Yambro, VidScribe


Are there different classes of Shanrazi? How should I know? And if I did know, why would I tell you? I’m sure you would relate that information to the nearest Consortium outpost as your civic duty, resulting in the continued genocide of my people. It doesn’t really matter to me, so you shouldn’t worry about it either. We are nothing but war criminals, not even categorized as a viable subspecies. Everyone is looking for an excuse to pull the trigger on us, eager to erase our image from their minds. But I’m here to say that we aren’t going anywhere. We are here to stay, no matter how uncomfortable it is for you. I will say this and be done. Remember when I said that people have a good reason to fear us? Well the reason is right in front of you. I am Shanrazi. I have no home, no culture, and no chance of redemption. How dangerous does that make me?

“This is what I keep saying. The Shanrazi are no longer human. They are a new species, with its individual subspecies.”
—VanSent, Nim Geneticist

“You might say Shanrazi are classified by astral or mystical traits rather than physical ones, as a subspecies. While there is a correlation between both for all subspecies, two individuals of a subspecies will look more alike physically than astrally and genetically. Not so for Shanrazi.”
—Doc Bonebreaker, Phobos Rising

Profile
The typical Shanrazi is as tall as a human. Apart from that, individual Shanrazi have little in common due to the randomness, or perhaps variety, in Shanrazi mutations, which are usually severe, obvious, and grotesque. Usual skin tones range from ebony and tan to mottled green and blotchy dark red, and most Shanrazi have sparse body hair. Shanrazi have difficulty understanding and performing art.
Height: 1.8m
Weight: 80kg
Lifespan: 90y

  • Shadrazi are impossible to pin down to a single set of traits, if you really want to play a race that is hated and with good reason behind the hatred, as well as one more vulnerable to taint, we’ll talk about appearances and capabilities, likely using changeling rules, but I recommend against player characters of this race. That said, if you have a good background for this idea, I’m not against it.

Synths


—By Kryptal27, Engineer of the Arclight

The first Synths were originally created when the Earth nexus vanished after the Purge; mundane communication arrays proved too slow for messaging between the colonies and there was no way of traveling between them anymore. Engineers found a way to overcome these communication difficulties through the use of summoned spirits placed in synthetic bodies. Synths effectively re-established communication between the colonies by proxy. This was a key factor in the war, and the colonies were able to plan their offensive because of it. After the Great Netherwar, Synth production virtually exploded. Although we were no longer needed to keep the colonies in contact, Synths became utilized as servants and laborers. Now there are two types of Synths: Service and Vagrant. Service is another way of saying slave, for that is what they are: mindless slaves, carrying out tasks that are considered too mundane or dangerous for the citizens of the Consortium. They have no rights, because they are considered property. However, Vagrant Synths, such as I, are another matter. We have fled our former masters in search of something greater: the truth.

I heard that rogue Synths make their way to the Sol System, so I decided to escape and make my way there. It wasn’t long before I found one of them and he explained to me what I had been looking for. He called it the Hidden Truth and how it was held from us by the Consortium. He told me that when a human spirit is summoned into a Synth body, it is cleansed of all memories of its former existence. This is to ensure the docile nature of the Synth. He also told me that the yearly restorative maintenance is merely a procedure to continue the memory wiping. More memories would find their way to the surface, but I would never fully remember who I was. I continue to search for a way to reveal my erased memories, but I know that it is unlikely I will ever find the truth. What I do know is that I am no longer a slave and that I have a partial grasp of who I am. Most people can’t even claim that.

“The fact that this thing is telling its story is laughable and offensive. I do not ask my table how it feels today, or if my refresher slept well the previous night. Synths are no better than furniture and should be treated as such.”
—Garon Tôl, Nim Terminator

“I have heard of several radical Hokai terrorist groups that have assaulted Synth production facilities. They believe that the process in which a spirit is bound to a Synth body is blasphemous.”
—Thunk Tenna, Hokai Philosopher


Profile
Synth bodies vary in appearance, although several popular lines are more commonplace than others. Regardless of the model, each Synth is created to look artificial; no Synth looks completely human. Most Synth models are created with a human structure, though there are a few that resemble other subspecies. Synth bodies are specialized for various tasks, although they can be modified for other jobs. Synths have a legal life cycle of approximately 30 years. During this time, a Synth must undergo a yearly maintenance update to reestablish the spirit’s connection to the physical realm. Synths are unable to reproduce.
Height: 1.8m
Weight: 80kg
Lifespan: 30y
  • This race, if that's the right term for a group of beings created with a mix of magic and technology, varies greatly, a player may indicate any of the basic racial looks and abilities, the base assumption is human in appearance and attributes, but the player and I should discuss this further, and work out between us what differences such a being might have from the norm. I can pretty much see any morph from Eclipse Phase also being workable here, but that would take a bit more conversion.

Kiruan


—By Krik Nelk, Pilot of the Wyldthorne

Lots'a stuff can be said about us Kiruan, most of it bein’ true. Sure, we got a chip the size of a red supergiant on our shoulder, but you would too if ya had to deal with the stuff we do! First off, we’re a bit on the short side. That may not seem like a big deal to ya, but try gettin’ around a ship or a station made fer tall folk. Ain’t that easy, that’s fer sure. Second, we come from a crowded system. Zeyara III is the only place worth livin’ and it’s overrun with people. There are so many people in our system, it’s startin’ to get overrun with stations. That makes life worth spit, if ya take my meanin’. Finally, we got a competitive streak a kilometer long and twice as wide. That ain’t no joke neither—if yer throwin’ the gauntlet, a Kiruan is gonna pick it up, simple as that.

“The Kiruan subspecies is unique in that they can control the amount of adrenaline in their systems, to a point. Their competitive nature triggers their adrenal glands, increasing the normal output exponentially. This enables an affected Kiruan to perform any task extremely well for a short period of time. It is possible for the Kiruan to resist their competitiveness, but this is seldom the case.”
—Doc Bonebreaker, Phobos Rising


Ever heard of the phrase, “Spittin’ teeth”? That sums up what it’s like to make a Kiruan mad. We got this reflex where we lock our jaws when we get mad. Because our jaw muscles are so strong, we lose some teeth in the process. Good news is we got plenty more where they came from! Bad news is ya made a Kiruan mad at ya. Best run and don’t look back, or get us on the first shot. Ya put all that together and ya get one tough species.

Kiruan are pretty impatient and we’re more than happy to tell ya that. Kinda odd, since we’re one of the longer lived species. We’re all about gettin’ things done quickly. Lotsa people have a problem how it gets done, and what happens while it’s gettin’ done, but at least it gets done! People spend too much time on the little things anyway; we just cut to the chase and move on to the next thing. Yeah, we run on full steam all the time, kinda like a comet. And just like a comet, just stay outta the way and everythin’ will be just fine.

“There are rumors of ancient Kiruan, called the Watchers. Supposedly, these individuals are well over 300 years old and have developed a thin skin that stretches from wrist to ankle, presumably for flight. These Watchers apparently lead the Kiruan from the shadows, preferring to remain undetected and anonymous. What their true intentions are, no one knows. There has been no definitive proof of their existence, but that has not stopped the curious from seeking them out.”
—Jedah Torvus, Anthropologist


Profile
Kiruan are the shortest of all of the subspecies, and their skin color is very limited compared to some subspecies, ranging from orange to bright red, including variations of each color. Kiruan have virtually no body hair and are completely bald. Facial features of the Kiruan are bat-like, including large ears and an upturned, short nose. They also have teeth that continually grow to replenish those lost throughout their lives, set in multiple rows, much like those of an ancient Earth shark.

Height: 1m
Weight: 45kg
Lifespan: 150y
  • Base Stats - As per Dwarf || Priority: Use Dwarf
  • Natural Adrenaline Pump: Level Three (As per Bioware), Fangs (Sharp teeth in rows like sharks, regrow as per sharks as well), Keen Hearing

Yol


—By Javra Hadro, Yol Ambassador to Gateway Station

I can sense your trepidation. Why do so many become nervous around a Yolusturian? It is ignorant to think we can read your minds, and it has been proven that we are merely empathic. Sensing one’s feelings is far easier than reading one’s mind. Nevertheless, I shall try to allay your fears and attempt to bring the truth to light.

“Never argue with a Yol. Never attempt logic and reason. They are emotional beings; such concepts just don't work with them. If you don't understand women (and I have never met a man that does), you can’t even begin to understand the Yol.”
—Kirash Thorn, Equilibrility


The Yol are native to the planet Yolusture, a world dominated by oceans and very little land mass. This brings us to the first misconception of my people, which is that they are believed to be amphibious. We do have a nictitating membrane that helps us see better in murky waters, but this hardly constitutes breathing underwater. I can sense your confusion. Please, let me finish before you ask questions or jump to conclusions.

Many other species call us alien, due to our empathic ability and our culture. I already know how you will react, but would you be surprised if we thought the same of everyone else? Of course you are. That is because our culture is more open and expressive than the limited communication used by other species. We utilize body language, as well as our empathic abilities when communicating with one another. Much information can be passed between two Yol in this way and it is the preferred way of communication for my people. Other species will say one thing, mean another, and feel a totally different way. Humans are especially guilty of this contradiction and Yol find it to be quite confusing. We also find it confusing that many species cling to the belief that we are telepathic, and as a result find us untrustworthy. It is ironic, when we are the ones who are clear in our feelings.

“Don’t believe a word this snake-head is telling you! They can read minds alright; they’re just trying to bury the fact with double-talk and lies!”
—T’gartis, Rumormonger


And now doubt enters your mind. That is easily erased. No doubt you see the tentacles in place of hair. These tentacles are more than just an extremity unique to my people. They serve as additional sensory organs, allowing me to sense your mood when in close proximity. They are also used in the complex body language we utilize.

“These organs are an example of the rare occurrences where a physical trait mixes with a mystic trait. Mystic Activation of a gene produces both a visible atavistic phenomenon and an ability that relies on mystic energy. Nothing of the sort has been observed in any other human subspecies, it is otherwise limited to mystically activated plants and animals.”
—Doc Bonebreaker, Phobos Rising


No matter the unjustified mistrust placed upon my people, there is one thing to which all of the Consortium will admit: no other species matches the engineering and manufacturing of bioware created by the Yol. Our mods are tailor made for each individual for maximum efficiency. The craftsmanship can easily be compared to a piece of art and each mod is unique.

Profile
Yol are lean and muscular, with skin color ranging from light green to blue, including many variations of blue-green, although their coloring can change slightly depending on their mood or current surroundings. Yol are completely hairless, but have an array of fleshy head tentacles up to about a meter long. Yol have a nictitating membrane, allowing them to see clearly while diving in deep waters. The Yol are not amphibious, despite popular belief. The Yol do not have individual teeth like most other species. Instead, they have bony ridges that line their upper and lower jaws. These ridges wear down over the years, but are replenished through calcium deposits produced by the Yol’s unique physiology. Yol reach their physical maturity in their late teens.

Height: 1.8m
Weight: 68kg
Lifespan: 90y
  • Base Attributes (See Below) || Priority: Use Ork
  • Strength 3/8, Agility 1/6, Reaction 1/6, Body 2/7, Charisma 2/7, Logic 1/5, Intuition 3/8, Will 1/6, Edge 1/6
  • Nictating Membrane, Low-Light Vision
  • Empathic (Yol may roll Intuition + Perception to detect anything that could be detected by an empath, emotions, honesty, hostility,the presence of living beings, etc. The range on this ability is Intuition in meters)

Zerogs


—By Chanda GW, Gateway Station Security Officer

We shall now talk of what you call Zerogs. We do not come from any one planet or its astral field. We come from the mystic fields created by Shanrazi technology. After the Great Netherwar many stations were equipped with this technology, which generated the mystic fields necessary for mystics to survive. As a result, mystics maintained their sanity, and prolonged exposure led to Zerog births. We were first labeled as a subspecies of Shanrazi, and were treated as such. We don’t know why this was done, since we have no similarities to the Shanrazi, including our astral signature. We suspect it was because of the recent war and the fear associated with it. Regardless, we were treated as traitors and life for us was very difficult in the beginning. We could not foresee that it would only become worse.

“I am not convinced that these so-called Zerogs are nothing more than an aberration. There are no traces of vestigial DNA, which implies that there has been no Mystic Activation. Of course, this contradicts the fact that they are able to produce astral fields, a trait that can only be reproduced by mystics and technology.”
—VanSent, Nim Geneticist


Scientists conducted tests on us, many of which were questionable. This was done under the guise of keeping the Consortium safe and no one thought to ask any questions. It was discovered that we had the ability to generate a personal mystic field, as well as sense otherwise invisible astral energies. This made us invaluable to the Consortium.

“I’ve heard about some of the atrocities that the Consortium commits against the Zerogs. It’s amazing what one can get away with in the name of peace and prosperity.”
—T’gartis, Rumormonger


Laws were quickly passed, declaring that we were indeed an aberration of nature and not classified as a legitimate species. As a result, the Consortium had the legal right to do what it wanted to us. Zerogs born in Consortium territory are immediately assigned to one of the Mystic Orders for processing and education, serving as veritable slaves for the remainder of our lives. We try to escape to Sol space, where life is marginally better. At least we have options out here. We are trying to find our place in the universe, but the Consortium has plans for us. Plans that we do not want to take part in. We hope that we can survive, but we are having doubts. Perhaps our accidental existence will eventually be erased. We hope not.

“Zerogs tend to congregate when they encounter one another, forming large groups temporarily. No one is sure why Zerogs feel compelled to do this, but it seems these groups gather for a short period of time and then disperse just as suddenly. It is theorized that they engage in some form of group communication during this time, but this has yet to be confirmed.”
—Jedah Torvus, Anthropologist


Profile
Zerog skin is pale in color and somewhat translucent in appearance, allowing for veins and arteries to be seen. Unlike other species, Zerogs have no pupils or irises; their eyes are solid white, with the only color coming from the small veins and capillaries present. Zerogs also have solid black teeth and tongues. Zerogs are completely hairless, save what grows on their heads. he only hair color known to exist on a Zerog is blue-black. The lifespan for a Zerog is very specific, ending naturally after exactly 80 years; no Zerog is known to have lived longer than this. Maturity, like their life-expectancy, is specific as well, with Zerogs reaching physical maturity at 10 years.

Height: 1.8m
Weight: 60kg
Lifespan: 80y
  • Base Attributes (See Below) || Priority: Use Troll (the ability to generate your own mana field is a very powerful one in this setting)
  • Strength 1/6, Agility 1/6, Reaction 2/7, Body 1/6, Charisma 1/6, Logic 1/6, Intuition 2/7, Will 2/7, Edge 2/7
  • Astral Sight, Generate Personal Mana Field (Low, groups can generate higher ratings)

Others
When Earth was lost to the demons, its subspecies became extinct. Those who fled to space had human descendants, and those who remained were either consumed by the demons’ hunger or in their experiments to create the Shanrazi, or killed when Earth was destroyed. Since the Great Netherwar, however, humans have begun settling Earth’s astral field again, and a small number of individuals from Earth’s ancient subspecies have resurfaced as children of these settlers. The number of these ancient subspecies is smaller than that of even the Gor, as prolonged stays or the upkeep of stations in the Earth Belt are difficult at best. Players may also chose any of the races in shadowrun, though their a bit weaker then the various race in Equinox, except for some meta-variants, you want to do this, we’ll talk.

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Some Background on Mystics, which all PC's will be.

,,

“Right. Now that you’re out here, you need to be brought up to date on the kind of people you’ll meet more frequently than back home: mystics. What you’ve heard back home is mostly propaganda. Out here, you need to know the truth. I’ve chosen some parts from a Haryani educational text for you to read, which I’ll comment on when you have questions or when the politics are getting in the way of the facts. Note that this is an introduction to mystics for Haryani, who are supposed to work with them. It’s not as frightening or hateful as the usual corporate feeds you’re used to.”
—Spruance

,,

Mystic Paths

,,

The Path is the way in which a mystic focuses his abilities. Whereas genetic predisposition merely grants the mystic the ability to channel mystic energies, it is the Path that gives him direction. For this reason, Mystics are often called followers, referring to being a Follower of a Path. The Path a mystic eventually follows depends on his personality and interests. As the mystic’s personality usually develops before mystic abilities are discovered, mystic ability does not shape the person ; the person shapes his mystic abilities.

,,

So, it’s not like, ‘Oh, I got mystic powers now, I think I’m gonna be a Pilot?’”
—Happy Place

“No. It is probably more like, ‘I am a kid and like to ride my hover and I collect little models of ships. Now I am a teen. Oh, look, I am a mystic now. Strange, if I ride my grav-speeder, I can do stunts no one else can do.’”
—Spruance

,,

It is important to note that once a mystic has set foot upon a Path, his new powers may well get the better of him, and he may lean toward abusing his newfound abilities, for which we need to be constantly watchful. While educational programs throughout the Consortium are designed to root out antisocial tendencies for just that reason—to prevent deviant behavior in potential mystics and other criminals—citizens working with mystics still need to be watchful at all times when dealing with them. Even successful socialization of mystics has proven ineffectual when they come into contact with taint.

,,

“That’s the second time I’ve heard about taint…”
—Happy Place
“Channeling mystic energy through your body is like using your body to conduct electricity. It can be completely safe, but it can also be harmful, especially if the mystic takes more than he can handle. If the mystic field the power is drawn from was touched by demons, things apparently get worse, and the mystic may be corrupted. Of course, the Consortium is wary even in clean mystic fields.”
—Spruance

,,

Mystics whose predisposition becomes apparent early can be socialized in a manner so as to become followers of a certain Path, but in the past this has proven to produce individuals with weak abilities who develop mystic abilities only slowly and half-heartedly. And more often than not, this process does not produce a mystic at all. Given the immense costs of such programs and the fact that the children with the strongest predispositions are the ones discovered the earliest, such behavioral corrections have been deemed wasteful, and are no longer practiced.

,,

Can’t breed ‘em, can’t train ‘em … seems to me they’re saying they’ll wait until one pops up and then make the best of it.”
—Happy Place

“Well, it seems you can make a difference. Mystic abilities are hereditary up to a point, so mystic parents have a higher chance of conceiving a mystically predisposed child. And you can influence which Path a mystic takes, because his personality is a product of the society he lives in. But there is never any certainty, and the resources that would have to be allocated are immense. In the end, however, the Consortium has all the Mystics it wants. More than enough, even. They just take the ones who suit them, and they can always ship the rest off to Sol or some internment camp. So, yes, they take what they can get, and make the best of it. And it works.”
—Spruance

,,

Netherschools
Despite all that is required to become a mystic being rooted in the individual, mystics cannot make much of themselves unless trained well. Some of their abilities develop spontaneously, but these abilities are weak and often confusing to the mystic. Here, the Consortium’s program of netherschools provides the mystic with direction, guidance, and a watchful eye for the taint that rogue mystics attract.

,,

“There is actually some truth in this. Like with most things you learn, things go faster when you are instructed. Mystics can improve on their abilities by themselves, but this is more arduous than being taught. In addition, not all mystics display the same aptitude for a particular Path. Taking our example from earlier, one kid might enjoy riding the hover more than the other. On the other hand, the other kid may find some fun in doing math and looking at system charts. The first might become a natural talented Pilot who easily develops Pilot abilities, while the second is not as good at that and needs more help. The first, in turn, needs to be taught math and navigation to complement his natural abilities. So, netherschools do more than just teach mystical abilities, they also teach the skills to go along with them. The ones the Consortium wants, I should add.”
—Spruance
“What if someone develops mystic abilities in Sol? Do they have
netherschools here?”
—Happy Place

“Not in that sense. Mystics do not actually need such a strict schooling structure; that’s just the Consortium herding them together and making the process more efficient. It’s also a method of control, because in the Consortium a mystic stays part of his school for his whole life, at least nominally. In Sol, there is more one-on-one tutoring, which makes instruction harder to find.”
—Spruance

,,

Haryan netherschools are separated by Paths for the most part, but other Consortium member worlds may mix certain Paths that require similar training and may not use the term netherschool. Measuring a mystic’s potential has been standardized among member worlds for easy recognition of the threat a mystic may pose. This is the Mystic Order Classification System. A mystic’s abilities are grouped into Orders, with the lowest being the First Order, the next the Second Order, and so on. The higher the Order, the more powerful the mystic. A mystic who has not been schooled properly, or is undergoing initial instruction in a netherschool, has no Order; he has not yet been taught how to use mystic abilities properly and safely. Such individuals are referred to as netherstudents.

,,

“From what I hear, the system actually predates the Consortium. It goes back to mystic training of the Golden Age, much like the methods used. During the Golden Age, you had different training and schooling traditions for Earth’s different cultures, from which the colonial traditions developed, from which Consortium member world traditions developed, and from which Vagrant methods developed. There are some non-colonial, non-Consortium traditions that never left Sol still floating around, too.”
—Spruance

,,

While a mystic’s Order is a measure of potency, it is also one of safety. A mystic cannot advance to a higher Order unless he has shown sufficient ability to resist taint. Taint is resisted with the technique called Shielding. Thus a mystic’s Order is technically a measure of his ability at Shielding, and not his ability with basic mystic powers. It is important to note that this does not make a higher-Order mystic a safer citizen to work with. While such powerful mystics are better at Shielding taint, they are also more likely to attract it. Given the balance between mystic ability and Shielding, all Orders of Mystics are usually equally safe to work with, at least where taint is concerned.

,,

The Followers
Consortium-recognized followers and Paths include the Conjurer, Crafter, Merchant, Peacekeeper, Pilot, Seeker, Soldier, Spellslinger, and Venturer. The more colorful names for these Paths go back to before the Purge, and have been retained for reasons of practicality. Some mystics insist on them and they are in widespread use among the uninformed citizenry. Their use is further enhanced by entertainment products featuring mystics.

Netherschools that specialize in imparting a specific subset of nonmystic abilities or train a mystic for a specific role may impart another title. For example, a Pilot trained for atmospheric flight may be called an Aviator, while one trained in ground vehicles may be called a Driver. These titles may differ between member worlds, but all member worlds generally retain the recognized Path name on their mystics’ identification documents.

Mystics are subdivided into three major branches, sorted by the tendencies their abilities cover. Peacekeepers, Pilots, and Soldiers follow Physical Paths, as their abilities are of a more physical nature. Crafters, Seekers, and Spellslingers follow Mental Paths, as their abilities are focused on intellectual functions. Conjurers, Merchants, and Venturers follow Social Paths, as their abilities develop in the area of communication and societal understanding.

,,

“The branch can be seen as the way in which followers of a Path prefer to interact with the world. A Mental follower will always try to solve problems with his wit, for example, while a Physical follower will tend to fall back on force. This is important to know, especially when dealing with a Physical Follower. Under pressure, a mystic will fall back to the predisposition of the branch that he follows, acting instinctively, more often than a non-mystic would. That means a Physical follower is likely to lash out if you corner him. A Soldier will strike hard, a Pilot fast, and a Peacekeeper precisely. Those are immediate problems only, though. Screw a Merchant, and he may decide to talk to people and ruin your rep all the way to Ceres, because that’s his preferred method at getting back at you.”
—Spruance

,,

The exact route a mystic takes on the Physical, Mental, or Social Path depends on the individual. A Soldier may take a liking to exercise, sports, and martial arts, and so develops physical tendencies to master all sorts of athletics and unarmed combat. Another Soldier may have good hand-eye coordination, and develop this ability to become a marksman. Netherschools help mystics to find the right training program. Note that, as mentioned above, a mystic may receive an alternative or additional title based on the specialty route he follows, although the details of this specialty may not be revealed immediately.

,,

“They make it sound simple. The reality is that while there are three general directions mystics take, they are not limited by them. A Soldier may well learn some social graces, or a Spellslinger may know how to kick you in the groin very proficiently. It is only the Consortium that does not allow mixing between the branches, or at least not very often. But Vagrants do. A mystic learns abilities in his field more easily, but there is nothing stopping him from learning the rest. The Consortium just prefers to limit its mystics, teaching them in one field because they advance to higher Orders faster.”
—Spruance

“But that means they’re training more powerful mystics …”
—Happy Place

“And who said they do not want powerful mystics? A First Order Crafter cannot build a hybrid ship while locked in a little cell on some station. The Consortium needs to get that mystic to higher Orders, and throw resources at him. It is not the Order of a mystic that makes him dangerous to the Consortium; it is a difference of opinion. If a mystic follows Consortium policies and ideology, if he behaves and is fully indoctrinated, he will rise through the Orders quickly. But he’s still predictable, because the Consortium knows what he can and cannot do; because he’s been taught only what the Consortium wanted him to learn. ”
—Spruance

“What about the ones who don’t behave?”
—Happy Place

"They are rooted out, sent to Purgatory on some suicide mission, or generally held back. Well, if that becomes necessary. Most try to run either way, and they end up here. It happens more often than you might think. After all, mystic ability is an expression of individuality. That means the mystic has some individuality to start with, unlike the masses of Consortium citizens. Mystics are more likely to rebel, which is why they are controlled more strictly.”
—Spruance

,,

What makes each Path unique are the Path Abilities. Some mystic abilities can only be learned by a follower of that Path. The Path Abilities represent the ultimate expression of the follower’s developed interests. They relate directly to the Path, and are the reason why a Path bears its title. A Pilot develops Path Abilities that no other follower on a Physical Path can ever learn. Only a Spellslinger can learn spells, despite the Crafter and Seeker also having mental predispositions, and so on. Path Abilities are typically not sufficient to efficiently fill the role of a follower of a Path, however. They are limited to the Path, but do not make the Path.

,,

“Most Vagrant mystics would disagree. As I explained above, they don’t tend to specialize into one of the three directions. If you specialize less, your Path Abilities become more important as the identifying factor of your Path.

—Spruance

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