SpaceDawn: The Fate of Shadowrun

Refresh: Start with 6
Stunts: Start with 2 
Gear Points: Start with 2

RACES

The resurgence of exotic dark matter (magic, but it amuses me to give it a pseudo scientific name hat I can abbreviate EDMwaves some glowsticks) led to a number of odd effects in the SpaceDawn universe. The most notable of these is the activation of latent genetic traits that have led to four subgroups of Homo sapiens besides the predominant Homo sapiens sapiens.

Dwarf (Homo Sapiens Pumilionis)
are hardier, stronger and more willful (stubborn) than humans. They also have thermographic vision, which allows them to see radiated infrared (heat) energy simultaneously with the normal light spectrum. They move more slowly than the other races, but they are also more resistant to disease. And yes, they are short.

  • Refresh: 5
  • Immune to damage, consequences, or environmental aspects related to disease
  • Thermal Vision, Any scene aspect that restricts vision or other senses must directly block this additional sense, or the Dwarf may ignore it.

Elf (Homo Sapiens Nobilis)
are more agile and tend to be more classically charismatic than humans. They also have low-light vision, which enables them to see clearly in near-total darkness.

  • Refresh: 5
  • Low Light Vision: ignore darkness aspects, except for aspects coming from the complete absence of light (such as PITCH BLACK).

Orc (Homo Sapiens Robustus)
are much tougher, stronger and less charismatic; they also seem on average to be less acute, or intelligent, than humans. They have low-light vision.

  • Refresh: 5
  • Low Light Vision: ignore darkness aspects, except for aspects coming from the complete absence of light (such as PITCH BLACK).

Troll (Homo Sapiens Ingentis)
are a lot tougher, slower, stronger, less charismatic, less acute and less willful than humans. They have thermographic vision, long arms that give them an advantage in hand-to-hand combat, and extremely tough skin with bony deposits that makes them more resistant to damage.

  • Refresh: 4
  • Members of this species have an additional mild physical consequence slot and an additional minor condition stress box (on Winded or Angry, their choice).
  • Thermal Vision, Any scene aspect that restricts vision or other senses must directly block this additional sense, or the Troll may ignore it.

There are three other, extremely rare, subgroups. Genetic typing has proven to be… inconclusive as to thier origins, as thier DNA has been radically changed by the presence of EDM. They may not even be "human", but that's an argument for a different place… 

T'skrang 
are similar in strength and agility to baseline humans but also are at home in watery environs (though not true water breathers). They posses a semi-prehensile tail and thier persoanlities tend towards the outgoing.

  • Refresh: 4
  • Members of this species must still breathe air, but they don’t have to make an Athletics roll for normal swimming movements. Members of this species can move easily through liquid, using their free one zone move per round of a conflict to move through liquid (normally, creatures would have to roll Athletics to do so).
  • Once per session the T'skrang may make a free second action in a round so long as one of the actions is directly involved in using thier tail. (a tail kick, etc.)

Obsidiman 
not unlike trolls, they are tougher, slower, stronger, less charismatic than the average human though they show non of the mental hindrances attached to Trollism. Their skin is as strong as most body armors and allows them to exist for short periods in a vacuum (though they do eventually need to breath). Additionally they show no signs of "Aging" and while not truly immortal (or even ageless) their lifespawns are much longer than an average human.

  • Refresh: 2
  • Considered to have light amor built into their skin
  • Have an additional stress box to Winded, Angry, and Stunned, in addition to an extra mild physical consequence slot.
  • Can spend a Fate point to ignore the effects of vacuum for a single scene.
  • Not affected by the ravages of age during play.

Windling 
are tiny winged beings. Obviously much weaker and more fragile than yor average human they do have a surprising durability and their wings provide them with the ability of flight that seems to defy logic. Their normal senses extend into the spectrum of theoretical energies that are associated with EDM.

  • Refresh: 2
  • Astral Sight, Any scene aspect that restricts vision or other senses must directly block this additional sense, or the Windling may ignore it. Addtionally this provides permission to sense magic etc.
  • Members of this species have an additional mild physical consequence slot and an additional minor condition stress box (on Winded or Angry, their choice).
  • Can fly in any environment that has an atmosphere and less than 2.5 standard Gs.  When in flight, a member of this species may move one additional zone for free by flying. If they are restricted from flying members of this species do not get a free zone move per round of combat. 

 

Magic/Biotics/etc.

Although I am tempted to write up Mantles (from Dresden Accelerated) for various bits of this, that's a bit more involved than necessary for the current game so I'm going with a simpler thing… 

Cost: 1 Refresh, Must have a related aspect

  • Provides no mechanical benefit without additional stunts. Gives narrative permission to use skills in unique ways such as "Shoot" to cast combat spells.

SpaceDawn: The Fate of Shadowrun

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