Human

Humans naturally resist (but are not immune to) many forms of electromagnetic radiation. They are good at disarming traps without triggering them since dungeon traps are usually tuned to detect beings with more metal in them.

Normal Subraces

Various Families on Snowglade have manipulated their genes into slightly different directions and work as subraces. The Families are named after chess pieces. I'm not joking.

Lost Soul Subraces

Death is not the end, at least if someone has downloaded your personality and reconstructed you. The bad news are, in this particular universe you are likely to end up wishing you were dead. In some cases though, you might get set free by a friendly adventurer and have a chance of escaping from the hellish mech complex you find yourself in.

Harvested

The Harvested are the lucky ones that were liberated before anything was done to them. They are like normal level 1 characters, except that they start at level 99.

Collected

These are the unlucky ones that have still somehow managed to retain their sanity despite being turned into a grisly living sculpture in an art collection. They have 1d5 random (to ignorant humans) artistic touches, somewhat like Z-style mutations.

Perhaps it could be possible to let the player choose which artistic touches they want to play with and handle them like stacking subraces.

Examples:

Some artistic touches from the source material are unsuitable for the family-friendly standards of this wiki. Many others I'm having trouble balancing in a sensible way or even coming up in a scenario in which they keep the character playable. Maybe I should give up the idea of all the artistic touches being somewhat balanced and let the negative dominate... It depends... I need to think on this.

Myriapod

Myriapodia are tough and formidable alien beings somewhat akin to huge insects that like to give themselves significant cybernetic additions. They have innate good infravision, great strength and constitution, and their stealth sucks. Human armor does not fit them and they are psychologically unsuitable for human Aspects, but they are given various innate enchancement by their Hive as they level up. Resistances can be a problem for them, and they are likely to have to rely a significant part of the time on sheer hitpoints against some types of assaults.

With level-up Myriapodia gain various gifts. These can be handled like special, random and positive corruptions, except for new legs, the species' most important status symbols and determiners of rank, which are given at set levels and becoming an Illuminate which is always the final gift. Given weapons are affixed to the carapace and do not take up slots. They are handled as U-menu powers.

Some gifts:

Myriapodia can access the boulder-throwing skill (except for the worker subrace who are too puny).

Classical Subrace

This subrace is the typical Myriapod. Although they are not stupid, they are very conservative thinkers. This can be modelled in-game as low intelligence and reasonably good wisdom.

Philosoph Subrace

The Philosoph subrace is rarer. They were created to be agents of crucial progress when the mechs first appeared as a threat. Their tendency towards disruptive questioning lowers their wisdom but they are considerably more intelligent than their peers. Since they tend to be in their thoughts they have low perception, and their thoughts may disrupt their concentration, making them clumsy.

Male Subrace

The Myriapodia have long since seen that males are totally unnecessary for a science-aware species. However they have preserved a few of them as living museum pieces. These males are considerably smaller and weaker than their tank-like female counterparts. They are the yeeks of their species.

Worker Subrace

The workers are lesser species version of the Myriapodia genetically engineered to do the boring and simple routine work. They are yeekier than the males. They have very low mental skills and are about the size of a dog which of necessity limits their deadliness in combat. Puny humans tend to squash them with boring regularity.

They get hive gifts slower than the other subraces and will never get them all.

Illuminate Subrace

Illuminates are promoted, not born or constructed. You can get a subrace change to an Illuminate as your final hive gift if you are not playing a Worker.

Illuminates have replaced every organic part in themselves with machine parts. They are powerful.

Mech

The player characters are renegade mechs that have taken control of their own destiny and refused to be recycled when their time had come. For that crime they would be destroyed by normal mechs. They are worn down in the beginning but can update themselves from the parts they find.

Mechs resist cold and gammarays.

There can be many subraces based on the types of enemy mechs, such as:

Navvy

This is for the yeek-lovers. Considering that their INT tends to be absolutely pathetic, along with the other stats, it is a wonder it developed enough of a mind to ever become a renegade. For reasons of power efficiency they have a permanent -10 to speed and an ability that gives a temporary +10 to speed for use in tricky situations. The effect will not be long-lasting enough in relation to energy regeneration to be used without a pause on lower levels.

Zapper

It gains elemental attacks with level-up.

Lancer

A warrior type.

Crafter

This type that shines in science in particular but is also versatile enough to do other things.

Mech Lost Souls

Mech player characters can also be lost souls, although for them the rationalization is different. Their treasonous thoughts were discovered while they were in the heart of one of their cities. Mechs can only be classical lost souls.

Modules/Galactic Center/Player Species (last edited 2005-06-15 10:27:03 by NerdanelVampire)