And that’s it for my Zero-Template Challenge. I hope you liked it, but judging from the comments and the responses on my discord, you did.
Let’s touch on the specific races.
And that’s it for my Zero-Template Challenge. I hope you liked it, but judging from the comments and the responses on my discord, you did.
Let’s touch on the specific races.
No, this isn’t about a race called “the Rejects.” I came up with a bunch of races that didn’t make the cut because I couldn’t quite make them work. I thought I’d lay them out and discuss some of the ideas that I rejected, because they might prove fruitful to you, dear reader, or they might inspire something with a looser set of restrictions than this fairly harsh challenge.
On small insects (a rigid exoskeleton) is not much different from skin
If a race has a mouth, as most biological races do, and its parts offer more extensibility, flexibility, and opposability than do human mouthparts (e.g., a parrot’s beak and tongue), this can be pressed into service as an arm, usually Short and with No Physical Attack
Rumors and whispers had long swirled through the colonist population of Arcadius that the world was inhabited. Finally, when Sovereign fell, the Herne revealed themselves and spoke in flawless Galactic Common: “Our season has come.” They sought and gained a seat on the Alliance Senate and the recognition of the Viscontess of Arcadius. Now, their hunters serve as rangers and footman in her forces, and they’ve even begun to travel the stars.
The Herne tower over most humans at 7′ to 9′, but with no more mass, giving them a long, stretched-out appearance. Their long arms end with three-fingered hands, and their lean, digitigrade legs end in slender hooves. A long, thin tail sways sinuously behind them. They have long faces with flat nose that ends in a triangular, moist rhinarium and have narrow mouths which, combined, give them the appearance of a very flat muzzle. Their large eyes take in everything with a patient gaze, and their ears are long and end in square tips. The Herne, like humans, are mostly covered in skin, but all Herne have a tuft of fur on the tip of their tail, and many males have shaggy hair on the bottom of their legs and their forearms and a thick ruff over their head and completely covering their neck, like a great mane. Females have less hair, with just enough atop their head to resemble a short, cute “pixie” cut of hair.
Herne coloration varies with the seasons. In summer, their hair takes on a rich, golden hue similar to the color of Arcadian foliage, and their skin deepens to a rich and dappled mohagony. A Herne in the grip of its summer colors is sometimes called a Goldback Herne. By winter, as the snows begin to fall, their hair turns silver and their skin fades to a dappled ivory. A Herne in the grip of its summer colors is sometimes called a Silverback Herne. The specifics vary from Herne to Herne: some grow darker in summer or lighter in winter, and the nature of their dappling and patterns vary, but the seasonal nature remains a constant, and their seasonality is deeply tied to the conditions on Arcadius.
The seasons of Arcadius change more than just the coloration of the Herne. Their personalities change with it. By summer, they grow congenial and gather together in great groups. For them, summer is a time of merriment and holiday, and the celebrate the abundance of Arcadius. As cold of winter chills their world, though, they grow taciturn, territorial and isolationist, scattering out over their world. Many Herne are naturally psychic as well, and this seasonality affects their powers. By summer, their powers benefit one another, while by winter, they become nightmarish warriors and dangerous hunters.
The Herne have become an unremarkable sight on Arcadius, but they remain novel in the Alliance. The arrival of the Arcadian Viscontess with her lanky, alien bodyguard causes quite a stir every year at Atrium still. But their hunters have begun to spread and participate in the wars of the Alliance. The first Herne recently fell in battle against the Empire. Exactly why they chose this time to reveal themselves is unknown, but the truth likely lies in their religion and its connections to Arcadius.
Tactile TK 4 (Winter Only) [16]; Aspect 5 (Summer Only;alternate ability) [3]
Sensory Control 1 (Winter Only) [28]; Visions (Full; Summer Only;
Alternative Ability) [3]
Cure 2 (Summer Only) [21]; Steal Life 1 (Winter Only, Alternative Ability) [4];
Few humans have even heard of the Vithani, and fewer still have laid eyes upon a Vithani slave, much less enjoyed their company. The brutal slavers of the Umbral Rim covet them, but since the Dark Cataclysm cut their world off from the rest of the galaxy, they’ve had to make do with the population of the Vithani that remain in the galaxy, and their fragile biology paired with their fraught personal lives means they tend to meet untimely ends, and their number slowly, but steadily, dwindles.
The Vithani share the same humanoid body-plan that most humanoids of the galaxy, but with a slighter build and more gracile features. They have remarkable coloration, however, with inky black skin, freckled with patterns of small diamond or square “spots” of white, white lips and long, white hair. Some have different colors, and they may have a deep violet and very dark blue skin, or they might have a bright magenta coloration to their hair, spots and lips, or a vivid, neon-blue or brilliant crimson hue. These spots sometimes chart out recognizable patterns, like stars in the night sky, hence their nickname of Star-Children.
The Vithani come from a star within the globular cluster just beyond the Umbral Rim. Their world has very thin air and retains little light even by day, when their star appears to be but the brightest of a great collection of vivid, beautiful stars. They have evolved to see by this starlight, and stripped of starlight or sunlight, they are blind, and the full sunlight of more daylight worlds can blind them. They have evolved to breath the refined, celestial air of their world, and they labor under the thicker air that blankets most worlds.
Their relationship with the stars does not end with their appearance and their ability to see so well by starlight: it shapes their very lives! The Vithani have an intensely strong relationship with fate and fortune, and it is written in the stars, and in their stars. Almost all Vithani have a Destiny of some kind, and when it affects them, it affects them much more keenly than it affects other races. They mastered astrology to better understand how the shape of the stars affected their lives. This can make them powerful if their astrologies point to fortunate destinies, but it spells their doom when the stars are misaligned.
Finally, while many describe the Vithani as “magical” or “naturally psychic,” this isn’t exactly true. Instead, the have a unique relationship with psionic abilities: all Vithani that are strong-willed and beautiful are also naturally powerful with psychic abilities; Vithani that are weak-willed and ugly have little facility with psychic power. Those who have studied them are not sure why these things correlate, and have only noted that they do.
The explorers of the First Tyranny found a navigable hyperspatial route to the Vithani cluster and discovered their world. The Vithani themselves had not yet discovered star travel, but were technological enough to forestall any Ranathim invasion and held off the Tyranny, who turned to a strategy of trade and espionage until they unlocked the secret of Vithani astrology. With that stolen secret, they learned the fates of the Vithani and struck at the darkest hour of the race, easily conquering them. The rarified princes and princess of the Star-Children became the slaves of the Ranathim, and so it remained until the Dark Cataclysm rewrote the hyperspatial map of the Umbral Rim, and cut off all contact with the Vithani cluster. The Vithani slaves left in the Umbral Rim like to think the natives isolated in their cluster have long since thrown off their masters and live free lives.
Today, the Vithani can mostly be found as rare treasures held in the collections of wealthy slavers. Free Vithani do roam the galaxy, either having liberated themselves, or descended from those slaves who escaped and set up small, isolated colonies on remote moons with thin, gauzy atmospheres. When they travel, they often pass themselves off as rare cousins of the Keleni, to whom they bear a passing resemblance, when they bother to explain themselves at all. Generally, like all Vithani, they are compelled to follow their fate and lead interesting lives of danger and adventure.
The Karkadann are among the oldest aliens known among the Arkhaian reaches, and for a time, were considered by archaeologists to be a candidate for the progenitor of the lost “Monolith” civilization that dominated the galactic core millennia before the Alexian crusades, but it has since been proven they were but a client race of that elder race, and one of the heirs to that culture.
The Karakadann evolved on a hellish world, the Eclipse World of Dann deep in the Arkahaian Spiral. A red star rages and roils at the center of their star system, bathing their world in burning, cleansing radiation that would make it impossible for life to take hold were it not for an odd orbital coincidence: their world is close enough to its star to be tidally locked, and a large moon rests between Dann and its star, fixed at a lagrange point. This moon casts a considerable, permanent “shadow” on the world, a narrow one that’s completely radiation free, and then a fainter “shadow” from which life is partially shielded from radiation. Life took hold in those shadows, evolving to survive that harsh radiation and push farther out into the insidious glare of their hateful parent star. Their world is filled with live evolved to survive the intense radiation, such as the white kudzu of Dann.
The Karkadann resemble humanity, with a body plan unremarkable among humanoids of the galaxy. They are hairless and have flat faces with slits in place of a nose and holes where their ears would be, though this does not seem to have negatively impacted either sense. They have rugose skin, typically white, grey or deep brown in color, marked with naturally occurring striping or geometric patterns in red, black or white, including a characteristic stripe running over the top of their head present in all members of the race. A secondary lens covers their eyes, obscuring their irises and pupils with a film of milky white or, less common, black or red.
The Karkadann, like all life on Dann, have unique adaptions to the hostile, irradiated environment. Under the constant assualt of radiation, their genomes evolved to rapidly reconstitute themselves, but the sheer bulk of reconstitution results in genetic errors: mutation. When these mutations are benign or even beneficial, their immune system leaves them, but when they become cancerous, their immune system isolates and destroys the cells and all nearby cells, just be sure. Aggressive errors can result in a runaway biological war raging within the Karkadann body that destroys the cancerous body part. This results in the Withering, where a part of the Karkadann’s body goes through intense pain and then suddenly loses all feeling and withers away, like a dead leaf on a branch, and then falls away. Fortunately, Karkadann physiology is very tolerant of cybernetic implants, allowing them to replace lost body parts this way. A side-effect of the Withering is that the Karkadann do not age the way other humanoids do: if they can keep replacing their body parts, they can potentially live forever, though in practice after a few hundred years, the Withering takes their brains and they finally die.
The Karkadann genome poses another, societal problem. Even if they do not experience the Withering, they may experience mutation. Unfortunate Karkadann exposed to radiation may begin to develop strange features, such as claws or additional limbs, additional eyes, bony spurs, or even psychic powers. These mutations come with personality changes and slow, inevitable devolution. In some ways, the Withering is kinder, as it lets the Karkadann die, while mutation slowly turns it into a monster. The far reaches of the Arkhaian Spiral is haunted by Karkadann marauders, mutated into gibbering cannibals and running ships with open fission drives to further power their mutations.
Proper, civilized Karkadann rule the Technocracy of Dann, a minor empire found between the Refugee Empire of the Telas Constellation and the Cybernetic Union of the Borean Stars. It has endured since before the Alexian Crusades: during this ancient time it ruled a vast swathe of the Arkhaian, purchased cybernetics from the Traders and the Shinjurai merchant princes, and wielded what Eldothic technology their masters had left them with. They remained unconquered throughout the Alexian Dynasty and had cordial, if distant, relations with the Galactic Federation. The Scourge greatly diminished it, though, and scattered entire fleets far from where regular medical intervention could prevent the spread of mutation. Today, a much smaller Technocracy remains ostensibly independent and allows representatives from the Cybernetic Union and the Alliance both in its court, but it sides most often with the Cybernetic Union. Roving remnant fleets filled with mutated Karkadann haunt the Telas Constellation and the Akrhaian Gap, spreading fear wherever they go.
…(A race) which has culture and “common advantages/disadvantages” and maybe unique technology…but without having a template at all. That would also solve the weird situation with humans being the only “normal” race, without a template, when all races in the setting are different, but not all have enough biological difference to require different templates… The point is that a race can have no template and not be just humans-with-a-different-paint-job, but be meaningfully different. — Lord Buss
I’ve had to butcher and stitch together the quote a bit, as it was scattered across a conversation and in a specific, Psi-Wars context, so my apologies if some of the meaning is lost, but it inspired me, and I wanted to share my thoughts on it. First, I want to talk about what I think Lord Buss is asking for and where there are problems with it, but after establishing those constraints, I want to attempt to explore the surprisingly interesting puzzle that his request poses.
First, let’s narrow down the request itself, and the intent of the request. First, the core idea here is to have an alien race that is alien but has no defined template, as none is needed. I don’t believe the idea is to just ignore the requirements of a template. The idea here is to create a race that doesn’t need a template, despite obviously being alien. He proposes to get around this constraint by offering up associated elements that aren’t part of the template itself. For example, a faerie race might all have Magery, but some might have the option of buying Wild Mana Generator. Similarly, a race might have access to language and culture and technology that the rest of the galaxy doesn’t (or, at least, doesn’t commonly use). Finally, you could associate them with “mechanically irrelevant features” such as wildly coloration, hairlessness, three genders, etc.
This request is not for a zero-point template. A zero-point template might allow for, for example, DX+4 and IQ-4, which certainly a violation of the spirit of the request. Zero-point templates can be quite complex! It’s not asking for low complexity, or low absolute cost zero-point templates: a race that all has a perk and a quirk would violate the request too. Finally, they can’t even have features. Features require a template too, they’re just the most extreme example of “low absolute cost zero-point templates.” The request is for a race that has no template, but is clearly alien.
The intent of the request seems aimed at normalizing humanity. The point is that the races of Psi-Wars tend to be positive in cost, often quite expensive, and humans are not. This creates a weird situation where the galactic average ST or IQ or HT is higher than the human norm. By having at least a few races that are mechanically identical to humans out of the gate, you bring that average back closer to humanity. It might also be about reducing mechanical complexity. After all, what Lord Buss describes isn’t really that far from a zabrak or a twi’lek: the humanoid races of Star Wars mostly amount to “person-with-a-paint-job.” There’s no reason to make every race a deep investment in system mechanics. Finally, it would also simplify the race creation process, making the race design a lot cheaper for the GM, which would allow a proliferation of races.
So, can it be done?
The humans of Mars are genetically identical to Earth humans, and interbreeding is possible.
Racial GiftsThis is strictly a racial perk.You can buy a specific set of exotic and/or supernatural advantages that are allowed but not mandatory for your race, but off-limits for most other races in your setting… The GM lists the optional advantages and decides whether you can buy them in play. He might waive this perk for a race whose extra options aren’t all that remarkable – or require one perk per advantage for powerful, rare abilities.