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DreX

V0.82

A Sequence of Events

Actual excerpts from an ancient Hypertech log found within the Atlas Ruptured, a Hypertech ship found wrecked near the edges of the Drex system. Internal ship logs state the ship performed a fact-finding mission on the Cradle, and found many rare finds, including this log. Records not relating to the historical event titled the Atrocity have been omitted. Press Play to continue.
Estimated Stardate: 15490 Begin recording. It is 109.1 on 018.00.1097. Weve been asked to do these recordings as a security measure; everyone onboard the migration fleet has to do it, and after monitoring and exclusion by AORTA, well be defined as sane. Or.. whatever else the case may be. Okay.. my name is RECORD OMITTED, currently onboard the Atlas Ruptured, one of the heavy-duty gravity-ships dragging NOAH through unknown space. Weve been running for almost 0.13 now. They tell us weve outrun the worst of it. We can finally look into each others eyes and not fear for the worst. Captain RECORD OMITTED wont tell us where were going, or what were going to do when we get there, but with the three largest Hypertech ships we have (thats the NOAH, ANUBIS and the physical shell of AORTA, all in tow) we shouldn't have to wait long before we get somewhere. (A bell rings in the background.) Guess its my shift for observation. I repeat, this is RECORD OMITTED and we seem to have survived the genocide of our species. End log. Estimated Stardate: 15092 Begin recording. Weve arrived at whats been termed Zero Space. All coordinates on the ship have been reset, and we believe the same is happening across the fleet. Already, theyve detached NOAH, and we seem to be go. Theyre calling this place Drex. Not sure why, or what it means, but Ive heard whispers that it means creating something new out of old pieces. Theyre preparing the Hyperreal uplink for reactivation; itll be weird, being able to use the HR again. I might sneak out early, see if I can watch it being brought back in. (A high pitched alarm rings in the background.) Sorry, sorry, didnt mean that. I will work to my upmost ability. (He laughs) End log. Estimated Stardate: 14962 Begin recording. The Hyperreal uplink has been established! We have access to the HR intranet again! Being in contact with so many individuals again is terrifying, like regaining sight after being blind for years. It was only 0.0.0310 before NOAH reactivated. I hear specialists have already been feeding him.. err It instructions. We detached it early today, and it set off for work. I hear its going to build a Dyson Sphere, but.. we still dont have a sun. Weve settled in a barren, empty, hollow area of space. What are the Isolus thinking? Id love to know, but Ah, forget it, my shift starts soon. End log. Estimated Stardate: 14922 Begin recording. NOAH has stripped all unnecessary parts, and has began building the sphere, as I heard. We always thought the entire Hypertech ship was NOAH, but that wasnt true; almost 80% of that bulk was spare materials, to be processed and turned into raw nanomachines. With the nanomachines built, they are simply refining and reproducing themselves, and all the other Hypertech ships no longer in use, to make the materials necessary for construction of the sphere. To think that NOAH also contains the genetic material for thousands of salvaged races. Amazing! Theyre preparing AORTA for the uplink back into the Hyperreal; although shes active, she only has access to a limited network of ships. It must be horrible, being trapped like that. Shes reorganised our schedules four times today for efficiency purposes! (He sighs). End log. Estimated Stardate: 14901 Begin recording. No one mentioned Anubis was online. I think the Isolus didnt want to scare us, but.. he is. We all still have memories of what that.. thing.. is capable of doing. Apparently they have him constrained. But glorious news; hes building a sun! Theyre crowning it Eta Aristillus. Itll be good to bathe in natural light again.. End log. Estimated Stardate: 14830 Begin recording. Its been so long! We have natural light, we have planets to walk upon, and we have the protection and security of our own dyson sphere! Two, infact; an external sphere to keep us safe, and an internal sphere, around Aristillus, to provide us with energy. The nanomachines are reproducing almost continually now they have an energy source, and NOAH is sorting through the seeds to find suitable races for the first wave of Genesis. Theyre announcing the results later today. I have 500 credits on the Zrusk! End log.

A Sequence of Events
Estimated Stardate: 14797 Begin recording. I guess I lost those credits then. The announcement was 0.0.0-001.3 ago. The TakkAtth Shay have been selected. We need a race completely capable of operating on its own, without our help and intervention, and the TakkAtth Shay are no doubt that race; hell, they did enough for us back.. well, back then. Itll be good to see another species. I used to be a biological engineer of sorts, mostly as a hobby. The way NOAH creates life so swiftly its incredible.. I hear hes already began synthesis of the TakkAtth Shay from the imperative, and its only a matter of time. I wish I could.. do.. something. Anyway, Im off to work; were upgrading the Constructs logic engines again, to tune them back into the Hyperreal, one at a time. Such a slow process, but theyre barely functional without it. All those years disconnected from their mind.. it must have been so lonely. End log. Estimated Stardate: 14791 Begin recording. The A.R.C. has been finished, lost inside Eta Aristillus, and Anubis has been shut down. Im looking at him now; just a chunk of obsidian floating in the darkness of space, completely silent and unmoving. It was almost instant; his metal just turned to liquid and coalesced into a ball about as large as an escape pod. To think of what our enemies thought of us when we unleashed that thing on them. Anyway, the TakkAtth Shay are complete now. We sped up their evolution from the imperative baseline, and are live-birthing fully grown specimens. Its eerie to watch them as they burst from their vats, screaming. Apparently, they are born through a moment of agonising pain, then the drugs calm them, but they take time to stop screaming. Heh. But they have a colony, and we have explained our circumstances to them. They are happy to help. Already, they are grasping what they call sorcery, and they are helping to shape the worlds around us. Ive been assigned on duty for the birthing of the Humans, when time is right; AORTA must have heard my last comments, about this being a hobby. Lucky me. I look forward to it, but it scares me a little. End log.

Estimated Stardate: 14601 Begin recording. We have been dealt a heart-breaking blow. The.. the TakkAtth Shay are infected. They have our disease. We knew it would follow us, and we know we would suffer from it, but it has jumped species. The TakkAtth Shay share much of our genetic template, but our diseases stay generally unique. We are debating whether to inform them. I pity them. They cannot breed, their memories fade over time, theyll become pallid and go through periods of weakness. But the stillbirths. I still remember launching the dead through the evacuation tubes on each ship. Waves and waves of them, with their mothers screaming, some still covered in blood. It doesnt help that our own conditions worsen daily. We have seen so much. Suffered so much. Was surviving still the right option? We will observe. The release of the Humans is pending. So much is pending. End log. Estimated Stardate: 13977 Begin recording. The TakkAtth Shay have been informed. They remain resolute. Their numbers are high enough to survive this, if the disease remains contained. Sadly, this is unlikely. They have millennia before they are truly affected, before they die, but they are optimistic of a cure. The optimism spreads, and many of our own have started speaking of a cure. If the TakkAtth Shay can, why cant their creators? The Isolus are putting down this talk. They say it is unproductive. End log. Estimated Stardate: 8499 Begin recording. Id heard the rumours, but hadnt seen any evidence of it. I mean, its the natural thing to do, isnt it? When you have a tumour, you cut it out. And the ships were littered with the dead-and-dying, those infected beyond reason. So theyre quarantining them on independent ships. Split apart like lab rats One of my friends was in the first batch, RECORD OMITTED. I hope they treat him well. A few of the Hypership councils are near-rioting, they consider the quarantine disrespectful of our race, a complete atrocity, and resources wasted that should be looking for a cure. Things are tense. End log. Estimated Stardate: 7934 B..begin recording. I saw a Nonman today. I I still cant stop shaking. Huge, twisted, monster. What have they done? End log... Estimated Stardate: 7519 Begin recording. The Eridarians have been seeded on Eradrea. NOAH has only recently finished the terraforming of Eradrea and its sister planet, Cendra. Both are beautiful, lush, green paradises. The Isolus said they needed something heart-warming, a celebration of how far weve come. Theres only one species left to seed. The Humans. Still pending. With their genetic identity so close to our own, we dont want to risk spreading the infection any further than we have to. Even though NOAH is estimated to reserve over two thirds of the genetic material of each race, just in case. Surely we can afford to make a few mistakes? End log.

A Sequence of Events
Estimated Stardate: 7251 Begin recording. There are whispers that a few of the breakaway ships from the fleet are working on a cure, purposefully infecting each other to use as subjects. Theyre using sorcery. Foul, foul stuff. Theyre calling themselves Nonmen, and their forces grow larger with each day, as do our quarantined numbers. The disease is spreading faster now, through Exohumans; the TakkAtth Shay are still proceeding, albeit much slower. At least their rate of infection is low. If they can find a cure, it would be great, but if it means selling our souls to the Unreal? Id rather be sick. Then again, Im not infected. End log. Estimated Stardate: 3779 Begin recording. The Nonmen have been exiled from Drex. They were using sorcery to mutate their bodies, literally letting the Unreal drain into them. Worse still, they were abducting the creatures we were seeding, and using them as sacrifices to better open gateways to the Unreal. We found many of these sacrifices. It was horrible. No one deserved that fate. The Nonmen still have Hyperships though, and we cant risk open warfare. Theyve been given the ultimatum; leave Drex peacefully now, or.. Well, I dont know what we can do. We have the numbers, but the things they can do with sorcery. (He tuts, then sighs deeply.) End log. Estimated Stardate: 1976 Begin recording. They destroyed one of our ships, the Shadow of the Immortal! She was transporting a group of Nonmen to a Nonman-designated ship, when it happened. Apparently, one of them just went berserk, and blew a whole in the side of the ship. The vid-cams that were released were incredible; they just strode through the hallways, and everything that approached them turned to ash or burst into flames. In an instant! I always knew we could use the Unreal, that all Exohumans could perform sorcery, but are we all that powerful? The Isolus have ordered the Nonmen to give up the fugitives; they escaped! Where no other Exohuman left that ship alive! I dont like this. Not one bit. End log. Estimated Stardate: 412 Begin recording. Theyve been broadcasting their message for over 0.0.030 now. Messages of their inherent superiority, that they are the light and we are the darkness. They brand themselves the Enlightened and offer to take in any Exohuman who can see the true path. Including the infected! They say they have a cure! Nonsense. But its working. Theyre leaving in droves. Even hijacking whole ships. Our fleet is barely at half strength! Its disappointing to see my fellows so weak-minded. Back to work, I guess End log. Estimated Stardate: 290 Begin recording. Their ships were everywhere, that has to be understood. Everywhere! In 10 cycles Ive seen more Nonmen ships than Exohuman ships. Armed and armoured and just.. waiting. Watching. Well, that watching came to an end. Sixteen different engagements across Drex. Sixteen! Surprise attacks, too. Ten cycles and we were unprepared. The Isolus have declared war on the heathen Nonmen. Sorcery versus Science, some are saying. Were at war. Estimated Stardate: 190 Begin recording. Their fleet has grown to incredible proportions. Theyve been trading technology to the Cendrans. In return, not only are they building ships and weapons for them, but theyre fighting for them too. Cendran armies in Cendran ships are fighting for those very creatures who would sacrifice them for their lifeforce! The Constructs have ships of their own (light, nimble bastards too, without the need for life support or crew quarters), but the Cendrans have this way with technology. Its amazing. Amazing and worrying. And they still refuse to listen to us.. End log! Estimated Stardate: 138 Begin recording. Their fleet has captured Eta Aristillus, what they call Darkstar. Not only that, but theyre building.. something.. there. Its huge, just tagged onto the side of the Dyson Sphere. Were concerned about the A.R.C. Were concerned about everything at the moment. But we have to keep fighting onwards! Were moving to make Aiden our main base of operations; its the largest planet in Drex, and more-so, the Cyrix and Terev are both loyal to our cause. Theyre building ships, making weapons, and training soldiers as we speak. End log. Estimated Stardate: 53 Begin recording. We had no other choice. We had no weapons that could penetrate their shield technology. Their weapons were capable of decimating our fleets long before we were in range to retaliate. And their fleets are too quick, too strong, too numerous. So we did the only thing we could. NOAH was ordered to release a gene-tank from its supplies. Its fell to Cendra like a falling star, nothing could stop it. The planet is covered in a thick cloud of genetic material; we dont know what will come of it, but when this war is over, we will make amends! Remember this! We. WILL. Make. Amends! End log.

A Sequence of Events
Estimated Stardate: 47 Begin recording. Atrocity after atrocity. This isnt a war. Not only have the Nonmen finished their construction of this Cradle, but rumour has it theyve equipped it with a weapon that will win the war for them. If anybody ever reads this, you have to know that we were out of options. Our fleets are all but gone. The Cyrix and Terev fleets are busy finishing off the remaining Cendran ships. If we dont stop the Nonmen now, nobody will. I just hope that future generations will one day forgive us. End log. Estimated Stardate: 19 Begin recording. That ball of obsidian opened up today. And with it, the gates of oblivion. End log. Estimated Stardate: 8 Begin recording. What have we done? Aiden has been destroyed. Its nothing but an asteroid field. The Cyrix, the Terev, the Cendrans; extinct. Gone. The Nonmen fleet has been destroyed, but at what cost? We dont even have the ships left to chase those few Nonmen vessels that limped into the darkness beyond the Veil. And now the wrath of Anubis has fell upon us. Our ships fight an endless battle against the obsidian legions that call themselves Onno O Mita. Jackal-like Constructs in pitch-black ships, more missile than vessel. Were doomed. Our last chance is to fight our way to the Cradle, activate the ARC, but Anubis is too smart for that. Hes assembled the largest fleet he has infront of the Cradle. Worse still, the Cradle itself is still full of Nonmen and their vile sorcerous creations. But what choice do we have? End log. Estimated Stardate: 1 Begin recording. Weve retaken the Cradle from those.. machines, and the Nonmen still there. This is possible the first time an Exohuman has stepped foot on the Nonmen-built Cradle. (Energy weapons sound off in the background.) We have a long fight ahead of us. We have to make our way to the ARC, but the Nonmen built this place like a maze; hundreds of levels, layer after layer, until we reach our destination. This is our only hope. Our fleet is trying to defend our escape route as long as they can, but that was just pleasantries for everybody involved. We.. (An explosion silences the recording for a few moments. It soon returns, with white noise around the edges.) We know were not coming back, and weve accepted it. Ive never been one to believe in Gods, manufactured or otherwise, but if there are any, I just hope theyre smiling on us here. End log. Estimated Stardate: 0 Begin recording. (An alarm rings loud and deafening in the background. A cold electronic voice is counting down.) Where do I start? I dont know. We got to the ARC. We found what we needed. Anubis has been shutdown, and locked away beyond reach. The Onno O Mita jackals seem to be retreating, and taking their dead. There are only three of us left. There were no Nonmen blocking our path, but their mutilations of science and sorcery were everywhere. Even now, they pound on the doors to this facility. (Only now are the smashing sounds against the door audible. The voice warns of weapon activation) But they left a trap, those Nonmen bastards. As if they knew everything that would happen! As if they could predict the future.. (He sighs. You can hear two people in the background arguing about Who goes first.) When we got into the ARC, it set off a weapon. We dont know what it does, but we know its powered by sorcery. We can feel it in the air. And more of those.. things.. are heading this way, as if theyre attracted here. God damnit, we do the impossible, and still more is expected of us. (An electronic voice says Weapon activation in 5. 4. 3. 2.) What more can we do? (There is a loud blast, and then only dead frequency.) Device resetting. . . . . . . . . . Reset. . . . . . . . . . Please input date. . . . . . . . . . Date? What date is this... I woke up this morning, and I I dont know where I am, or what day it is. Im in some sort of facility, something ancient and I feel scared. There are two other people here. I remember so many names, but I dont know what any of them mean. Where a.. Date not in correct format. Please input date. . . . . . . . . . Theres a loud banging on the door and.. I dont know anything about a damn date! (He begins speaking to somewhere else.) Where are you going? Oh. Opening the door. I found this thing in my hand. It feels like I should be speaking into it, but.. yes. Yes, open the door, see whats making that damn noise! Date not in correct format. Please input date. . . . . . . . . .

The Orbital Bodies of DreX


Tarsus Thear Fleet
Population: ~40,005,790,146 Conditions: 0.87g, 288 K Predominant Factions:
Kai Ka Thear

The Veil
Population: ERROR: UNKNOWN Conditions: UNKNOWN Predominant Factions:
UNKNOWN

Viatga
Population: ~4,056,982,143 Conditions: 0.88g, 240 K Predominant Factions:
Sigurn, Onata, Helos

Cendra
Population: ERROR: UNKNOWN Conditions: 0.91g, 308 K Predominant Factions:
Cendra, Ghoul, Human

Dante01
Population: UNKNOWN Conditions: 0.91g, 293 K Predominant Factions:
UNKNOWN

Eradrea
Population: ~1,164,749 Conditions: 0.90g, 307 K Predominant Factions:
Eridaria, Dravn

Planet

Orbiting Moon / Asteroid

Non-Orbiting Moon / Asteroid

Daat
Population: ~99,317 Conditions: 1.08g, 392 K Predominant Factions:

The Cradle
Population: ~5,017,112,945 Conditions: ~5106 K Predominant Factions:
TOWER, CORE, The Isolus, Constructs, the Aetherin, Onata

Arcan
Population: ~11,911,164,556 Conditions: 0.99g, 321 K Predominant Factions:
Imperial Order, Anurjandria, Travellers of Qi, Onata

Indrafil, TakkAtth Shay

The A.R.C.
Population: 0 Conditions: ~3106 K Predominant Factions:
Incapable of Supporting Life

Ibica
Population: ~4,671,008 Conditions: 0.95g, 302 K Predominant Factions:
Haven, Helos, Stormhaven Orbital Fleet

Eta Aristillus
Population: 0 Conditions: ~5106 K Predominant Factions:
Incapable of Supporting Life

Temple of the Logos


Population: ~244,986 Conditions: 0.86g, 297 K Predominant Factions:
The Mandate, Tears of the Gods

Pheniix
Population: ~130,196 Conditions: 1.07g, 342 K Predominant Factions:
Constructs

Artificial Orbitting Object

Artificial NonOrbitting Object

The system of drex


THE THREE REALMS
Drex is a combination of a thousand seperate entities, all acting as one unified presence. It was once simply a star system, created by a race fleeing from their past; six major planets, complete with moons and other solar bodies, orbiting around an artificial star. The Exohumans ruled as the major, and only, political and social power; they announced all laws, enforced them, introduced new art into the community, and decided on the technology that each species had access to. That changed a long time ago, millennia even, after the Atrocity. Now, the system of Drex is ruled by three major players in the political landscape; the Collective Of Racial Enclaves, the Illuminated Solidarity, and the otherwise-mercurial force living in, and operating, Dante01. True, many thousands of smaller political powers exist outside of these three, but they hold relatively small influence on the entirety of Drex, no matter how major their influence on their spheres of control; the Dreamweaver, for example, is the complete ruler of almost a third of Arcan, but on the Cradle, he is barely recognised; respected, true, revered, also true, but he has little power outside of his empire. The system, however corrupt, seems to work..

Real
The Real is the basic world; everything that you see, do, feel and experience occurs in the Real, and it is functionally just the world around you. Although sorcerers may be able to cast their minds into the Unreal to meditate, or the Indrafil of which a part of them exists in the Unreal at all times, the Real is the only place most creatures can ever knowingly or willingly access. Even those accessing the HR intranet are using devices to get them there, and never breach the barriers between realms themselves. Hypertech and Subeliast engines are the only way most people ever truly enter the other realms, both of which work in very different ways, but achieve the same effect; quick travel across large distances. There is a barrier between the Real and the Unreal, called the Void, but no such barrier exists between the Real and the Hyperreal, despite Hyperreal access being so much more difficult.

Unreal
The Unreal is a place of spirits and ghosts, far beyond the Real. A Void exists between the Unreal and the Real, but access to the Unreal is relatively unrestricted; your mind will often drift there, especially when asleep and dreaming, and it powers sorcery and some technology alike with its elemental chaos; Subeliast engines draw from the Unreal to propel ships across huge distances almost instantaneously, and Revenants, the TakkAtth Shay, and other such creatures feed off the Unreal to grow powerful or to extend their life-span. Sometimes referred to as the Eshenshazarr, the Unreal has an odd time flux, similar to that of the Hyperreal, only less defined; time fluctuates erratically within the Unreal, and its difficult to predict how long one spends there. Home to the spirits and souls of the deceased, as well as the emotional energy of the Real, including the Empyrean and Ciphrang.

Hyperreal
The Hyperreal Is a realm of pure data and information, where unlimited knowledge flows tangible and within reach. The natural home of Artificial Intelligence, as well as many of the processes of Non-Sentient Intelligence and Virtual Intelligence, the Hyperreal is much akin to a giant computer, processing the raw data of the Real. A hour spent in the Hyperreal lasts only a minute in the Real, which goes towards explaining the intense processing power of the AI that live here almost exclusively, the most prolific being AORTA. Although it appears barren and endless, strange and wonderful creatures exist here; millions of natural AI, each with a specific process they control in the Real, with just as many Rogue AI exist trying to find a way out. Quantum Intelligence, formed when Nanomachines link together, also calls this their home. The Hyperreal was originally created by the Exohumans in their old home.

ALIVE, OR JUST BREATHING


Originally, after the planets were formed and nature was borne upon them, the Exohumans raided the gene-tanks of NOAH and seeded the creatures of Drex. Most were basic creatures, capable of etching out the same predator-prey existence for millennia without evolved so much as a thought, but some had significantly more potential; each race contained a fragment of the Exohumans own DNA structure, and would evolve along the pre-determined lines already set out for them. In the modern day world, much has gone according to plan. Apart from the accidental evolution of the Dravn, the creation of the Helos, and the spontaneous evolution of the Kai-ka-Thear, all is faring well, even if the Exohumans no longer have the capacity to remember their schemes. But the Real isnt the only realm with its own wildlife. Mostly unplanned, both the Unreal and the Hyperreal have developed a life of their own.

Within the Real


Life within the Real involves the intelligent races; Humanity, the Orissians, Exohumanity, Nonmen, the TakkAtth Shay, the Onata, Eridarians, the Sigurn, Ghouls, the Kai-ka-Thear, Cendrans, the Helos, the Dravn and the Indrafil. These races are considered the pinnacle of evolution within Drex, who control the very direction that Drex culture and society travels, some with significantly more impact than the others. Next to them live the un-evolved races; those such as the Orcs, Goblins, Trolls, and the Vlieg, to name but a few. These unevolved races have little real intelligent structure, and are defined by their total lack of civilisation and culture; most are simple wildlife creatures, playing the role of predator or prey in the cycle of life, even those who may have the rudimentary knowledge to use weapons or fight in small clans and gatherings. All of these races, intelligent or otherwise, were originally seeded by the Exohumans, and have changed little from their original inception.

Unreal Abominations

Evolved Hyperreal

The creatures of the Unreal consist of four major An artificial plane carefully controlled by AORTA, varieties; Spirits, Elementals, the Empyrean, and the restricted creatures found in the Hyperreal the Ciphrang. Every soul travels to the Unreal consist of; the Puppets, Artificial Intelligences, after leaving its body, becoming a Spirit; most and Quantum Intelligences, often referred to as fade away, but some, consumed by a strong deProteans. The Puppets are anomalies in the Hysire or purpose, may remain and come to embody perreal, processes or function that are no longer exaggerated emotions from the Real. Elementals required; they are faceless automatons who wanare spirits who survive and thrive in the Unreal, der the Hyperreal. For no understood reason, turning that embodied emotion into raw elemensome are extremely hostile to intruders, but are tal power, which continues to consume them; otherwise apathetic. Every function in the Real is Elementals can be unleashed on the Real, but controlled by an AI; their forms change greatly rarely without Sorcerous aid. The Empyrean are depending on their purpose in the real, as does chaos given form, and are raw power within the their reaction to the living. Some AIs are known Unreal; they are the most easily bound and to go Rogue, escaping into the Real to fulfil their brought into the Real. The Ciphrang are the most purpose to its logical extreme. With the prevadangerous beings in the Unreal, formed when lence of Nanomachines in the Real, Quantum many spirits meld together; they can pass through Intelligence is an inevitable side effect. When the Void when it is weakened by death and sufferenough Nanomachines link together, they form ing, usually by battle or ritual slaughter. For unProteans, often consisting of millions of billions of known reasons, when in the Real, all Unreal crea- Nanomachines, their combined processing power tures seek out and hunt sorcery in all its forms. giving them an incredible level of intelligence

The system of drex


THE PRESENT WORLD
Drex is a combination of a thousand seperate entities, all acting as one unified presence. It was once simply a star system, created by a race fleeing from their past; six major planets, complete with moons and other solar bodies, orbiting around an artificial star. The Exohumans ruled as the major, and only, political and social power; they announced all laws, enforced them, introduced new art into the community, and decided on the technology that each species had access to. That changed a long time ago, millennia even, after the Atrocity. Now, the system of Drex is ruled by three major players in the political landscape; the Collective Of Racial Enclaves, the Illuminated Solidarity, and the otherwise-mercurial force living in, and operating, Dante01. True, many thousands of smaller political powers exist outside of these three, but they hold relatively small influence on the entirety of Drex, no matter how major their influence on their spheres of control; the Dreamweaver, for example, is the complete ruler of almost a third of Arcan, but on the Cradle, he is barely recognised; respected, true, revered, also true, but he has little power outside of his empire. The system, however corrupt, seems to work..

The C.O.R.E.
The Collective Of Racial Enclaves are each races primary way of affecting and changing the way Drex exists and continues to exist. Each individual CORE is assembled of the best diplomats and speakers that each race can gather together, who form a given percentage of the overall Collective. When a matter arises that requires judgement, usually occurring once every few days, the Collective will assemble each Racial Enclave, who will sit in a large semi-circular room on the Cradle, located high above the Courtyard, where they will discuss the matter in detail, give various solutions, and vote on which is preferred. Each CORE is assembled from the entirety of the species, and although the occupants are generally blue-bloods, it is not rare for the lower-classes to find a seat here. The largest current Racial Enclave is the Kai-ka-Thear, as the CORE is split based on power, control, and land.

The Isolus
The Isolus, the shortened version of Illuminated Solidarity, are the total political power in Drex. The Isolus have complete power to perform as they wish, changing laws and rules at their whim, and can call together the CORE whenever they so wish, often at a moments notice. When a CORE reaches a certain size, or performs an act of incredible importance to Drex, or their strength grows beyond mere control, that race is allowed to select one individual to serve on the Isolus for life. At the moment, the Isolus consists of a Kai-ka-Thear, two Exohumans, a Construct, two Onatans, and a Sigurn. The Cendra have been invited repeatedly, but rarely respond; even their presence in the CORE is limited, usually outsiders who have little power back home. Humanity is considered too splintered to ever truly join the Isolus, and the Eridarians much too young and inexperienced to gain such a position.

Dante01
It is odd that the largest prison in Drex, Dante01, is one of the strongest influences on Drex outside of the Cradle, but it all makes some sort of sense when observed deeper; for one, Dante01 has the largest collection of criminals and extremists locked away within its cells. Although hypothetical, it wouldn't be difficult to release these criminals back into society; many of the races pay rent to Dante01, to stop this from happening. Secondly, they have complete control of the Ghosts, the terrifying elites of Drex, supposedly genetically engineered supersoldiers, who protect Drex from the sort of threats that cant be handled by Apaex, the security firm protecting the system. Ghosts are the best of the best, and work in complete secrecy, with near-total individual power to act as they wish. Lastly, not only is Dante01 the most advanced facility built by nonExohumans, its lab is the most active in Drex.

FRIEND AND FOE


Every race in Drex shares an ancestry with each other, through their genetic identity given to them by the Exohumans upon their birth. Even with this called Genetic Brotherhood, Drex has never seen a time where warfare hasnt been an issue. Even when space travel became prevalent, the races continued to fight amongst themselves, and amongst each other. Alliances may often form between races, whether financially viable or to defend themselves from an enemy growing too powerful for its own good; as the alliances weaken and eventually break down, this can lead to loose friendships between races and cultures, or a large breach between two races who were once allies. Alliances change so quickly, and on such spontaneous whims, that many of the standard citizens of those races rarely acknowledge alliances, and simply continue their lives unhindered. These links are formed in three main ways; political alliances between the Isolus on through the CORE will often be spread through the government or power structure of those races. Military alliances often form against an enemy more than with an ally. Finally, economic alliances often include lucrative trade and financial deals for those involved.

Strong Alliances
Currently, there are a number of powerful and sturdy alliances that have been ongoing for some time. The Human faction of Qi have been allied with Storm Haven for some time now, and have strong links with Anur-Jandria since the return of the Imperial Order. The Sigurn have always been close to the Eridarians; they both have an affinity for their natural environment, the Sigurn with their stone, and the Eridarians with their forests. The Onata have a great respect and appreciation for the Exohumans, who saved them from the Kai-ka-Thear centuries ago (mainly due to the intervention of one specific Exohuman, Nex.) The Dravn are practically ruled by the Circle, and their alliance shows no sign of ever ending. Meanwhile, the Mandate have an understanding with the Cendra; Ghouls masses cause enough damage to weaken the Void, and bring about Unreal creatures entering the Real.

Weak Alliances
The Mandate and the Scions of Indara have a loose alliance currently in process, primarily against the Quorum are their foul sorcerous might, although it shows signs of weakening. The Indrafil have also known to work with the Mandate, whose desire to understand the Unreal helps the Indrafil understand their own precarious life. The Onata share cities with Humanity, and many trade alliances exist between them, although recent anti-Onatan hostilities arent helping matters. The Cendra have a loose working relationship with Humanity; with their limited numbers, they are forced into Human towns to hire mercenaries to remove the Ghoul menace destroying the land; they are paid in supplies and, rarely, exquisite technology. The Dravn have a strong cultural connection to the Eridarians; they guided the Dravn before the Circle came, and still have some power in some towns.

Enemies
Its no secret that the Onatans hate the Kai-kaThear, and its certainly mutual; the Kai-ka-Thear nearly wiped out the Onatans back when they both inhabited Tarsus-Thear, and hostility still remains. The Imperial Order has been at war with Anur-Jandria twice; first under the command of Emperor Deimos, back when he was Human, and again under Grand Emperor Deimos two centuries later, after his resurrection. The Imperial Order also maintains hostility against Qi, who stand against them and harbour a fugitive exGeneral, Xagato. The Eridarians stand against Humanity, and many underground Eridarian factions commit countless terrorist activities against Humanity. The Sigurn and the Helos have been warring since the revolution, where the Helos broke free of the Sigurns control. Finally, although their appearance is rare, Nonmen are considered enemies of all life in Drex.

The system of drex


SCIENCE UNDERSTANDS...
Drex went through two major upheavals; first, in what was called the Age of Attrition, which involved the evolution of the races from their primitive beginnings. This was a time of immense chaos, where factions and forces rose and fell, first by the fist, then the blade. As the races evolved, when leaders rose, when the grasp of unified leadership and government began to clasp around Drex, technology began to improve; this is a recent change, and tech still seems to vary vastly between planets and nations, especially in the Human kingdoms, separate as they all are. Now the level of technology is clearly split into three main distinctions; Archaic, Modern, and Hyper. Archaic tech is what came during the Age of Attrition; where Modern tech existed around them, it was like colour to the blind, an impossible mystery beyond the rational minds ability to unravel it. Many towns and settlements make vast use of Archaic tech in their lives, and it is still a huge part of life in Drex. Modern tech is more advanced, either old pre-Attrition tech being rediscovered in the ruins of the old world, or re-invented. Lastly, Hypertech is the unknown, from the time-before-time, aeons before the Age of Attrition, and extremely rare.

Archaic Tech
Ironic that technology referred to as Archaic is actually younger than the Exohumans Hypertech, while being significantly more degraded. Archaic tech examples are swords and armour, blacksmithing, steam and clockwork engines and animal husbandry. Where few real enhancements are ever really made in this area, one constantly changing feature are the materials used in the process; advanced mining procedures, mostly conducted by the Sigurn and certain Human populations, are unearthing far more durable and powerful raw materials, greatly enhancing the Archaic Tech being used. These ores, of little interest to those of a higher technology level, have continued to allow the Archaic tech to be a viable option, despite their supposed superiority. One benefit of Archaic tech that many speak of is simply this; its honest. And few can argue against that.

Modern Tech
Modern Tech is the mainstay of the Isolus and the ARC; space-travel, energy and advanced projectile weapons, shields and ablative armours, and cybernetic implants come under Modern tech. Humanity, its main source, push forward in what is deemed Modern Tech, coming across such things as: electricity, computers, wi-fi and city-wide neural networks. Considered the antithesis of magic, Modern Tech attempts to explain and understand everything about its surroundings, a style of thought entirely opposite to that of sorcery. Almost half of the Modern Tech advances have came from deconstructing and devolving Exohuman Hypertech, and coming to ones own conclusions. Now, it is barely considered an off-shoot of Hypertech. Modern tech comes in two varieties; the common and regular that is created in factories, and the rare and valuable, from before the Age of Attrition.

Hypertech
Hypertech is more akin to sorcery than it is to science. Created by the Exohumans at the very height of their power, Hypertech has been allbut wiped out or lost throughout Drex. But still, expeditions venture deep into space, into ancient Migration ship wrecks and Nonman labyrinth-bases to acquire the ancient tech; not only does it sell for incredible prices, but if its workable, it can provide great power to the scavenger. Examples of Hypertech include the most ancient Constructs, Artificial Intelligence, the evolving and intelligent structures of ancient Exohuman ships, and weapons of incredible power and magnitude. The ARC is considered Hypertech, as is AORTA. Further more, many examples of Hypertech come under the control of APAEX and the Isolus for study, and those in their grasp now are barely understood, and used even less, for fear of what might happen.

...WHAT SORCERY KNOWS


Sorcery is the opposite of Science; Science attempts to understand how the world works, where Sorcery, much akin to faith, understands that there is a scheme in all of creation, an underlying purpose, which is not for mortal creatures to know. Every living creature has the capacity for Sorcery, to speak the Voice of God, except for the Constructs, but even they can be upgraded to allow it. Few can commit more than basic acts, which are barely attributed to sorcery; things like dj vu, thinking about something then having the same thing occur, and other people saying what you were thinking. All basic things, all with a hint of sorcery wrapped up inside them. Sorcery itself is literally drawn from the Unreal; creatures are summoned to the Sorcerer, and as they pass through the void between worlds, the energy given off is used to empower the sorcerer to commit incredible deeds. With the correct training, restriction and balance, those with the strongest gifts can draw so much energy from the Unreal that they can change the world around them in the blink of an eye, becoming powerful and revered, often worshipped, sorcerers; these sorcerers are given the choice to join one of three schools of thought.

Language

Empathy

Ancient

Through the use of language, the Gnostic and Both the Sepsyon and the Logosect share a similar Those who worship the knowledge of the past, Analogic Schools of Sorcery are considered the school of thought when it comes to sorcery. Both that is the Quorum mages and the Qunos sorcermost directly powerful of the three arts. Extensive draw upon the spirits of the Unreal, the millions of ers, rule as the darkest and most destructive of knowledge of a variety of old, ancient, or even wandering souls, to provide them with a huge well the sorceries, capable of polluting the soul of anydead languages is required, and true mastery of of power, often with many small, wide-spread body utilising it. The Qunos itself was the first these schools comes only after decades of dedieffects. Well known for their ability to fight toe-to- sorcery, that of the Nonmen, who originally called cated training. Speaking one word with their toe with the other sorcerous arts, the Sepsyon upon the Unreal and broke through into the Real tongue, and confirming that words meaning by draw directly upon the Spirits to deal damage to with power and abilities no other sorcery can conuttering the same word, in a different language, their foes, whereas the Logosect use negative tend with. The Quorum, meanwhile, simply follow within their mind, they speak a literal Word of emotions as a focus to reinforce their powers. The in the footsteps of the Qunos; those holes torn God, their spells akin to a chant of certainties, barriers and defences of the Logosect are second into the Real by the Qunos now act as stepping describing the world around them, and using the to none, and theihealing effects of the Sepsyon stones for the Quorum, who live their lives enWord of God to force their words to become have flung the Anur-Jandrian people towards gulfed in the Unreal and using its denizens as truth. They empower themselves by calling upon great power. Both are quiet sects of sorcerers, their unholy armies. Both, with their incredible Elementals and other powerful creatures in the which share many similar traits despite their total power, must constantly battle the creatures of the Unreal, ignoring the lesser Spirits and avoiding the organisational difference; the Sepsyon worship Unreal, who can sense their intense sorcerous most powerful beings. The Mandate is the largest one leader, in the form of the Dreamweaver, aura whenever the sorcerers call upon their dark governing school of the Gnosis, and The Ivory whereas the Logosect function with a communal arts; the only difference is that the Qunos fight Spire rules over the most Analogic sorcerers. council, made up simply of whoever is present. Ciphrang, whereas the Quorum leash them.

The planets of Drex


It is never difficult to find adventure in the galaxy of Drex. Whether youre exploring the snowcovered mountains of Ibica, or the desert wastes of Cendra, there will always be treasures to find, people to meet, and enemies to slay. But where most of the planets have a pretty stable populaThe A.R.C. is the supermassive dyson sphere which surrounds Eta Aristillus, the primary star of Drex. tion of creatures, both evolved and basic, there A closed dyson sphere, it uses untold quantities of a hyperalloy to absorb enough heat and light from are two very special places where anything can, Eta Aristillus to allow ships to fly within inches of its surface, to allow people to actually walk around and often will, happen, and where the most adthe first layer (originally purposed for maintenance), and to let the Cradle, the most advanced city in venture can be found; the largest planet in Drex, Drex, to sit atop the sphere. This absorption effect dims the stars light so much that the people of Arcan, and the Hypertech structure, the Cradle. Drex have nicknamed it Darkstar. The meaning of the acronym A.R.C. has long been lost. These two areas have creatures of almost every population and race attached to them, and anyone worth their salt has some connection to Arcan or the Cradle. This is often a good place to The surface of the A.R.C. is surprising to most start an adventure or campaign; since Arcan and The star in the centre of Drex was artificially crewho first witness it; its surface is smooth, a perthe Cradle contain creatures of every race and ated by the Exohumans upon their arrival; they fect globe which covers the Darkstar. The globe is type, the party doesn't need to be restricted in formed it to the exact specifications required to constructed from a series of Hyperalloy sheets, any way, and can contain any mix of creatures support life in their planned galaxy, and the star which cover 90% of the star; the sheets are conand careers. Also, both contain a range of suit- does just that. Due to the compact nature of the system of Drex (the full length of the system nected together by high-tensile cables, hundreds able starting locations, where adventure is round of metres thick, which link two sheets together every corner. Arcan, for instance, has various being around half an astronomical unit) the star over a dozen times. These links are ultimately large cities ran by corporations or crime syndi- was made considerably smaller than most stars, flexible, made from the same Hyperalloy as the cates, has many hundreds of towns and villages but still; its immense gravity, its luminosity, and the heat generated were too powerful for the sphere, and allow excess heat and light to pass plagued with problems, and has more taverns around them harmlessly. The sheets thick alloy than anybody can count, where surely something systems needs. The surface Dyson Sphere, mere contains another hidden secret; the untold is bound to be happening. Arcan and the Cradle kilometres from the surface of the star, was specifically built to counteract this; it absorbs over depths of each sheet is infact made up of corriboth have the ability to incorporate any style of 90% of the stars light, heat, and gravitational dors and rooms, as each sheet, ignoring its thick play into their adventure; they have gritty crimemass. The remaining 10% is reflected out into outer layer, is made up of layers of Hyperalloy; ridden streets, large open ranges where armedspace, easily enough to support the planets of the outermost layers are still accessible, and conand-armoured armies march to war, and hightain reminders of life, the echo of people who tech spaceports smuggling laser weapons in and Drex and its various peoples. This dims the view once lived there. Deeper layers, despite being people back out. As such, both Arcan and the of the star, but more importantly, it negates massive gravity effects; there is no system rotation. locked shut, are said to be in depth research labs. Cradle have information pages overleaf.

THE ARC

Darkstar

Upon the Surface

THE CRADLE

Found in the centre of Drex, connected to the A.R.C. by a massive space elevator, The Cradle is the very centre of galactic politics, and every species with space travel has a strong presence here. With a population of over 5 trillion individuals, the Cradle is one of the most populated places in Drex, and for good reason; it is home to the Isolus, the galactic leaders of Drex, and the C.O.R.E.s, the politic driving force behind every race and faction, and these two organisations control every aspect of life in the Cradle, and in Drex. The Cradle is split into three areas; the Courtyard, the Wards, and the deep sub-levels.

The Courtyard
Although the primary city of the Cradle is named the Courtyard, the area surrounded this city is also referred to as the Courtyard, and it covers the very centre of the Cradle, and reaches out to the Wards. The entire area is mottled with skyscrapers and massive buildings, which are home to every diplomat, representative, CEO and VIP throughout Drex. The Courtyard is a place of extreme opulence and regulation; very strict rules apply to everybody on the Courtyard, both the security-enforced laws and the etiquette rules followed by the people living there. Appearance and status is the most important aspect to the people living in the Courtyard; it is not how much you own, your wealth, or even your past accomplishments, but rather, how well you compose yourself, and how easily you get into the finest clubs and parties. The Courtyard is easily the most high-tech region of Drex.

Sub-Levels
The sub-levels are never mentioned in the Cradle. Where the Cradle might have a million people living within their ivory towers, the sub-levels contain the trillions of individuals who sustain and ensure the Courtyard runs correctly. Made up of over 200 individual Levels, each simply placed on top of the other, the Sub-Levels each have their own distinct purpose, indicated by their name; Maint. Is the maintenance area, who repair the machines that keep the Cradle fully function; Sec. are the security layers, who defend the Cradle, including the Wards and the Courtyard; V.I.P. contains the most important and influential people in the Sub-Levels, although they are nothing compared to the Courtyards lowest servants; and finally, the Home, Slum, and High Levels, the most prevalent, and the population centre for the Cradle-born. Life here is a struggle, with few positive prospects.

The Wards
The Wards are the outer most reaches of the Cradle; at the edges of the Courtyard come the Gravity Gates, which operate GravTrains to transport individuals across a mile of empty space to reach the Wards. Each Ward is a completely separate structure simply latched onto the side of the Cradle, and each belonging to one race who can do with their Ward whatever they wish. Thus, the Human Wards are open grasslands split into regions and cities, the Eridarians Wards are forested areas, the Sigurn Wards made of stone and crystal, and so on. Each Ward has their own internal security assigned to them, a multi-species affair to maintain a level of detachment and fairness, and access to the Wards are difficult, time-consuming tasks, with extensive verification taking place. The Wards are home to around 2 trillion individuals between them, and their largest city is Prima Drex, found in the Human Ward and home to TOWER.

The planets of Drex


ARCAN
Arcan is the largest planet in Drex, and the most occupied; it contains societies of almost every species, with over 11 trillion individuals currently registered amongst their population census. Arcan consists of the huge sea Panthalassa, which covers over half of the planets surface, and the single continent of Pangaea; Pangaea itself consists of; Far Antiquity, the forested Northern reaches of Arcan where civilisation effectively began; the huge open plains that make up the majority of Pangaea, which are referred to as the Plains of Pangaea; and the endless desert of Jandra, also referred to as Arcans sand-sea.

Pangaea
Pangaea is the single-continent that makes up the planet of Arcan, but when referred to, often includes only the central plains, not the desert or the far north and south reaches; surrounded by the sea, Panthalassa, often called Lessa for short, Pangaea is a continent of large open plains, pock-marked by forested areas and lakes. Split into five distinct and defined regions, Pangaea is home to; the region of Cain, home of the Nomads, its capital being Viradenne Drop; Imprada, home to the Imperial Order and the capital, Fist of Deimos; Evair, the open-plains middle-region of Pangaea; Wharf, widelyconsidered the economic region, populated by TOWER and their Arcan capital, Newarth; and Illiure, the region filled with lakes and rivers, home to the Onata and their capital, IlliureCanvi. Pangaea is well known for its nearconstant state of warfare and violence.

the Jandra
The Jandra is the large desert region which occupies almost a third of the total size of the continent of Pangaea. Containing very little but sand and an overrun Vlieg population, the Jandra is widely considered the cradle of Human existance; Anur-Jandria, as their name implies, were a nomadic society who existed around the various oases of the Jandra, building large cities around each one and becoming the largest, oldest, and most culturally-spread Human population on Arcan, even throughout Drex. The rolling dunes of the Jandra are supposedly home to many ancient tombs and resting-places of prominent Exohumans, buried here after the atrocity, and the desert is to remind the people of Arcan that life can be difficult. As such, many explorers and travellers try their hand at finding these tombs, in the hope of looting powerful technology or treasures; few return successful, if at all.

Far Antiquity
What Humans call far antiquity is actually just the far northern reaches of Arcan. Before reaching the arctic wastes of the planet at the pole come the huge forested regions of Arcan. Once, long before Anur-Jandria, the Atlai, an early Human subspecies, existed in this region. These cities hunted the abundant prey in the forests, advancing Arcan culture long before Human settlement on the plains. But after the Atrocity, when Nonmen ships fell from the skies, the majority of them fell into these forests. Although most were buried by Exohuman activity, enough remained open for a population of Erratics to flee into the forests, and begin breeding. The Atlai cities apparently fought huge wars against Nonmen Ordeals, but were eventually overcome. Now, the cities deserted, the region belongs to the Erratics, and only scalpers venture there to claim the Holy Bounty with Erratic scalps..

IBICA

Ibica is the primary-moon of Arcan, which maintains a staggered orbit around the planet; due to this, Ibica enjoys only three months of pleasant temperatures and sunlight a year; the other nine months it is hidden behind Arcan, and turns into a desolate and snow-covered wasteland. Two major species exist on Ibica; the Risar and Humanity. The clans of Haven are strong and weathered people, with a unified culture under Father Idriss; how they came to live on Ibica is a complete mystery in their culture. The Risar, meanwhile, are the planets natural species; towering creatures of rage and strength.

Beyond Reach
Ibicas surface is a place of extremes; forests that stretch for miles, mountains that rear up from nowhere and stretch high into the atmosphere, the land is as dangerous as its exaggerate wildlife; cliff-faces seem to appear from nowhere, falling down into ravines that seem to scar the moon itself, the largest visible from Arcan, on a clear day. Ibica has no major seas, nor lakes or bodies of water; its low temperatures have encouraged the flow of small rivers and streams, which flow into underground cave networks filled with fresh water, where the temperatures remains warm due to its scientifically-unfeasible core. For three months a year the moon enjoys warm temperatures and bountiful harvests; its strong plant-life grows quickly, and survives the temperature well; the crops grown in this period sprout quickly, and are some of the highest quality currently available to purchase in Drex.

Safe Haven
The Haven clans record their history with excruciating detail, day-by-day; the one mystery that dogs their civilisation is their inception here on Ibica. It is a moon, external to Arcan, yet the Exohumans still proclaim that genetic life was spread only to the planet, not to any other orbital bodies. Curious that the Haven clans have grown technologically-proficient despite their isolation; they acquired space-faring vessels before most of Humanity, and reached the Cradle early in their cycle. Yet, they remain on Ibica, living out their roaming nomadic lifestyle. They have the largest space-faring fleet of all the lessadvanced human civilisations, in the form of Storm-Haven, constantly in orbit of Ibica; alas, due to a disagreement between their Commander, Odrinn Stormgaard, and Havens ruler, Father Idriss, the fleet has been all but exiled, and can never step foot on Ibica again.

Wildest Life
Despite Ibica being just a moon, nowhere near the size of a planet, it has evolved a curious and dangerous ecosystem; with 9 months a year bathed in sub-zero temperatures and minimal light, the creatures and plants have grown strong, reaching mammoth sizes to compensate for the low temperatures. What plant life exists has roots that spread for miles, and great canopies which protect entire cities from the snowfall. The wildlife here has gone the same way; giant mammoths, capable of crushing buildings, wander the wastes, and to match their size and strength, its predators are equally as huge; snow cats, bigger than a man, with tusks and teeth larger than a soldiers forearm. The most dominant example of this exaggerated lifestyle are the Risar; humanoid creatures standing at least 12 foot tall, who live in roving clans that are expert trackers and hunters. They dominate Ibica, and have no intention of leaving.

The planets of Drex


CENDRA
The planet of Cendra is a broken wasteland, the remains of a once-great civilisation. Eons ago, in the time-before-time, there was a huge catastrophe here that devastated the planet, leaving it with a large crater bigger than any starship, and a burnt-out atmosphere. The world is split into three anomalies; the first, the huge above-ground cities of the Cendrans, held aloft by anti-gravity devices or simply pillars of steel. Secondly, the underground bunkers of the more secretive Cendrans, whose tunnels venture for miles. Finally, the abandoned towns and cities of old, which Ghouls have made their home.

Endless Sands
The environment of Cendra can be described in a single word; Arid. Its grass and plant life were burnt to ash centuries ago, and all that remains is the sand and dust that blows across the planets surface. A few rivers still sprout, becoming cultural hot-spots and prime targets for settling, which sadly leads to hostilities and often intense combat. The planet itself is generally flat, with no mountains or cliff-faces to speak off, and its only distinct features are the hollows of its now burnt-out seas, and the crater, the cause of Cendras death, larger than any starship, wider than any city, and deeper than any mine or tunnel conceived. The sands are populated with two major city-types; the newer cities, built by prospectors or explorers from off-world, and the cities of old, the remains of Cendran society back when it lived on the surface, now a hot-spot for ghouls, and a treasure trove from the past.

Reproducing Life
Ghouls populate the planets surface in uncountable numbers, increasing yearly due to foolhardy explorers; the ferals roam the deserts, or simply wander the ruined cities searching for a prey long-since dead. Intelligent ghouls have come to inhabit these cities, rebuild them and start from fresh, attempting to get their spark of life recognised as a species, and not simply an infection trying to take down the other races. They rarely interact with external races, and are incredible insular, mostly to their individual risk of turning feral, but also due to the unwelcoming attitude of the outside world. Over the past few centuries, many prospecting towns have risen from the ashes, more often than not of Human origin; these vary in purpose, from the treasure hunters seeking their fortune in ruined cities, to the loners and strangers who seek to live their life in the daily struggle of a apocalyptic landscape.

Beneath the Surface


The Cendrans are considered the major species of Cendra; they were its original occupants, and although they are utterly outnumbered by ghouls, the latter are considered a mutation, nothing more than a disease. Cendran cities exist below the surface, locked away for their safety, their numbers and burnt-out immune systems no longer capable of living on the arid-surface without the aid of rebreather suits, a staple which has come to represent the race as a whole. Their cities are often huge labyrinths, stretching miles in every direction; their tech is more advanced than anything, bar Hypertech, that exists today, and has infact been reverse engineered from original Hypertech designs, the only race to perform such technological feats. A few of their cities exist on the surface, often scout outposts or guard stations; they are often suspended in the air, keeping a careful eye on the world.

ERADREA

Eradrea is a lush planet, covered with forests and lakes, which shares a dual-orbit with Cendra, which is clearly visible from Eradreas surface. The planet is host to two major species; the plant-like Eradreans, the species originally seeded here, and the Dravn, a naturally-evolved race that has come to provenance over the last few decades. The two species do not co-exist peacefully; they fight often, to the point where land is often defined as Eradrean or Dravn only. The planet is covered in a thick forest, and has no major seas, instead being pockmarked by large lakes, which are often population centres.

Ambrosial
Eradrea is nearly the exact-opposite of Cendra; its surface is a mixture of rocky outcroppings, mist-covered mountain peaks, and endless unforgiving forests stretching far into the distance. It is a place of beautiful vistas and slowly cascading waterfalls, and recognised as one of the most beautiful places in Drex. The planet is made up of three large forests; the Gandician Reaches, the forest of Provis, and Accursan. Each of these forests surrounds the swamp which covers the entire equatorial region of the planet, known as the Dravn Belt, home to the Dravn (the creatures the Belt was named after.) There are over a dozen large-scale unique lakes across Eradrea, all of which hosting a major Eradrean city, although many are now widely abandoned, or otherwise overtaken by Dravn splinter colonies. The multitude of cliffs and mountains are home to all manner of creature.

The Dravn Belt


The Dravn Belt is the name of two primary features of Eradrea, one physical, the other cultural. The primary meaning of the Dravn Belt is the central swamp which covers the entire equator of Eradrea; it encompasses a huge surface area, and although it isnt a single swamp (more, a series of many hundreds of smaller swamps, each with their own regional names), they are all interconnected either by lakes or rivers, or sometimes by Dravn or Eradrean-made settlements, bridge-cities, or entire fortresses constructed for the Dravn-Eradrean wars. Secondly, the Dravn Belt is the name given to the slowlyexpanding civilisation of the Dravn. Originally based only in the deepest of swamps, their civilisation, with Circle and Human assistance, has been steadily expanding for decades. With the Dravn victory against the Eradreans, they are moving faster than ever, both north and south.

Eradrean Ruins
The Eradreans once had a society that spanned all but the darkest swamps of Eradrea. They were a powerful society, a functioning unison between Eridarian, Orc, Goblic and Troll. When the Dravn began to rise from the swamps, very little was expected of the fledgling race; with Human intervention, and the oversight of the Order of the 9th Circle, the Dravn became very powerful very fast. The Eradreans built might fortresses on the edges of the swamps, expecting that to be enough to slow their advance, while constructing glorious cities of their own. When the Eradreans split as a race, this became all too much a declaration of the Dravn victory. The Eradreans abandoned whole cities to the Dravn, entire settlements which now sit abandoned and empty. The Dravn are expanding further from the swamps, swarming into the empty cities to claim as their own. Meanwhile, the Eridarians now wish to reclaim what was lost..

The planets of Drex


TARSUS THEAR
Once the home to a dozen flourishing species, Tarsus Thear no longer holds the life it once did. The planet was once the thriving hub of civilisation, with the Onata leading the way culturally, the Katra leading the way technologically, and the Zelleth providing the arms and armour for both to succeed. Back then, the Kai-ka-Thear were an underground race, barely recognised, barely developed; or so anyone thought. The planet changed dramatically when they emerged from their deep lairs, overtaking the surface with numbers originally thought impossible. The planet is now split into two primary regions.

Surface Structure
The surface of Tarsus Thear has been progressively covered with the surface hive structure since the original emergence of the Kai-ka-Thear. The drones began constructing it almost immediately, working at paces which saw many of the drones worked to death. Built up in regions, starting with the land the Kai-ka-Thear securely owned, the hive structure was built in layers, one surface layer at a time, covering the whole of their territory. The layers are each around 10 feet thick, are created from an internallyproduced resin-like substance, and are linked to the above and below layers in entirely sporadic and seemingly-random patterns. The original Kai-ka-Thear territories now stand with over 2,000 layers on top. Since the Kai-ka-Thear have expanded to take further territories, the layers expansion across, rather than simply up, has begun at pace; much of the planet is covered.

The Onatan Remnants


The Remnants are the last remaining sections of the planet not to be covered with the hive structure. As the hives expansion took over the planet, the limited amount of drones to work (and the constant upwards progression) meant the lateral expansion was significantly slowed. The Zelleth and Katra territories are covered, with the expansion onto Onata lands only now beginning. Much of the original Onata civilisation remains, albeit entirely abandoned of life; priceless artworks, precious materials, unique architecture, all sit untouched within the Kai-kaThears guard. Soldiers patrol the area with anatomical precision, and the largest hiveships defend these areas from orbit, but still; many intrepid explorers sneak their way onto the planet, brave the guards and depleting environment (the atmosphere, for one, is weakening daily) for that chance to earn a fortune from the Onata.

Fragile Ground
The hive structure isnt just made of the natural resin; they also use stone and dirt compounds to reinforce the structure, possibly as a way to account for the limited number of drones still capable of making the resin (a biological enhancement which seems to be lost amongst most varieties of newer drones). As such, the planet itself is a single, tunnelled mass, a hive structure of its own. The surface, what remains or can be found, has been severely weakened, and finds itself pockmarked with cave ins and territorial collapse; one of the larger cities of the Onata, Rayport, was swallowed by the ground itself long before the citizens even realised the Kai-ka-Thear were beneath them (in the early days of the war; the group responsible was assumed to be a scouting party, not an invasion force, and this set back could have been what delayed the Kai-kaThear invasion of Onatan lands for so long.)

VIATGA

Viatga is the furthest planet from Eta Aristillus, and as such, is the coldest and harshest of the planets. Viatga is snow-covered and ice-cold year round, with temperatures never reaching those of the other planets; even during Viatgas warmest seasons, the snow never seems to stop, only slow. Wildlife is rare, with large trees capable of surviving the cold being the only noticeable blip on the horizon. Much like the planets indigenous species, the Sigurn have made huge tunnel-cities beneath the ground, digging deeper towards the planets warm core, while becoming masters at the stone working crafts.

Napra Cities
The Sigurn fled underground when the Helos rebellion proved too much for them to take. They were already masters of mining and stonecraft, capable engineers and intrepid scientists; their mines were soon converted to cities, their digging apparatus used to hollow out new tunnels to house future Sigurn cities. Any city which begins with the prefix Napra is an underground city, Napra being their word for Below. Many of their larger cities are actually dual-structures, above-ground cities which are battling the weather conditions with support from large underground fortresses, more famous and more populated than their older, above ground districts. Although considered a single city, they both operate under key operational differences; the above-ground cities are often filled with soldiers, while underground cities, despite being more fortified, are considerably more civilian.

White Horizons
The surface of Viatga is a difficult land to live. Where the climatically-similar Ibica has warm seasons and calmer weather patterns, Viatga is ice-cold all year round, punished by snow and blizzards that may stay over an area for months at a time. Many Sigurn cities exist above the surface; many are abandoned, snow-covered ruins often completely hidden from sight, back when the Sigurn ruled the surface. Others have been uncovered, or simply rebuilt, as the Sigurn once against emerge to reclaim the surface, now in their mighty Golems. Few natural creatures live on the surface; aside from the Helos, the majority of creatures are burrowers, who emerge from beneath the snow only when they sense an opportunity to catch fresh prey. Surface-based creatures are more akin to huge mammoths or tetsudin, covered creatures who preserve energy by staying slow and careful.

Clan Territory
The Helos Clans, after their rebellion, completely abandoned the now-empty slave cities the Sigurn had built for them. They fled into the wild, taking refuge in the snow, hiding in deep forests or covered gorges, refusing to do as the Sigurn and live within cave systems, natural or otherwise. They became the utmost survivors, capable of enduring the low temperatures, hunting the large surface creatures, and making a meagre living in this pitiless environment. The clans migrate often, keeping a strict rotation depending on the seasons and the temperatures, but primarily on prey availability; they are carnivorous, and after many difficult early seasons, they understand all too well the dangers of over-hunting. Their clan villages are simple carriage-drawn affairs, rough tents planted in burrows two feet into the snowfall, with larger huts actually fitted with wheels, capable of being dragged to wherever the Great Hunt leads them.

The planets of Drex


DANTE 01
Dante01 filled a series of important roles for Drex; its dual-orbital structure, with a central body, maintains gravity, and provides the facility with a reserve kinetic power supply. The main body of the facility is a well-known prison for those whose actions are irredeemable, for whom forgiveness cannot be granted; they are locked in tight cells, never seeing light or freedom again. The first orbital facility, the largest, is the home of the Ghosts, elite special forces who protect Drex, and the second structure is a research laboratory, of which many advances have borne from.

Research Cells
Still considered the number one research facility in all of Drex, based in the most advanced operational orbital structure known, the research facilities of Dante 01 have been the source of some of the most important inventions ever to change the lives of the people of Drex. Dr Subeliast worked here when he discovered the Subeliast Engine, converting sorcery into usable energy, as did Dr Zener, before the accident which left labs 12 to 19 completely destroyed (and never since rebuilt, as a sign of respect to the considered-deceased scientist.) The researchers themselves both live and work on Dante 01; the sheer distance to any hospitable planet means there are few shuttles going to-and-fro, most containing dangerous criminals, and as such many of these Dantinians have been on the station for decades now; some even have children who have never even seen a planet.

Ghost Ship
The Ghosts are well known across Drex, mainly as the nightmare of the big-name criminals theyre likely to come for. They are the elite, supposedly genetically enhanced super soldiers; they work in small teams, have the best armour and equipment in Drex, and have never failed a mission. Its no surprise that they operate on Dante 01, home to the most advanced research and the most depraved criminals Drex has ever known. Their section of Dante 01 is off limits to everybody but fellow Ghosts (and the few Commanders with high-enough privilege to visit their quarters.) No pictures exist from within, and information is scarce if you ignore the rumours and myths the place generates; from outside it seems like a normal part of the facility, near impossible to identify between it and the other parts of Dante 01, aside from its total lack of windows and small, silent docking bays.

Death Row
Dante 01 has a split operating system; one, it captures, contains, and controls the largest criminal names in Drex, often for a hefty price (billed to the relieved plant, or in some cases, directly to the Isolus.) The creatures locked up here are psychopaths, mass-murderers, terrorists, and other such highly dangerous individuals whose release would be to major detrimental effect on Drex. Its a well known rumour, proven generally true however, that Dante 01 also has a much darker second operational procedure, primarily as galactic bounty hunters, capturing and silently removing certain individuals who may be having disruptive effects on the lives of people with enough money to see them removed. These second-grade prisoners may have committed no crimes to speak of, and are stored separately to the real criminals, as long as the offended party foots the monthly bill to keep them from release.

DAAT

Daat is a difficult object to classify as a planet. Given a form of propulsion to maintain stationary in orbit, the asteroid has a series of engines and internal control systems which perform automatic maintenance, and is rumoured to have its own functional AI on hand. Originally the main home base of the TakkAtth Shay, and one of the oldest structures in Drex, this asteroid is now all but devoid of life when compared to its past capacity. A few of the cities remain loosely populated, with the Indrafil living in the cities built by their masters, and some TakkAtth Shay still taking residence in their old homes.

The Auto-Dome
Originally an asteroid found naturally orbiting Eta Aristillus (and the only orbital object to not have been created by the Exohumans, thought to have drifted into the system sometime before the creation of the planets), the asteroid was named Daat by the TakkAtth Shay, and taken as their base of operations while the Exohumans finished construction of the planets. A huge dome was built which surrounded almost the entirety of the asteroid, with a few openatmosphere docking stations being the only revealed parts of the asteroid proper. Within the dome were built five major cities, each given to a different primary TakkAtth Shay house, with artificial grassland plains representing the borders between cities. The TakkAtth Shay took to this temporary accommodation more than expected, and Daat soon became their home planet, with the Exohumans blessing.

House CaNaan
The Houses of the TakkAtth Shay were inevitably wiped out, one by one, either by the plague that afflicted them, or their desire to cure themselves, indulging in technology or sorcery to no avail. House CaNaan, however dwindled its numbers may now be, managed to eke out a survival simply through controlled breeding projects, outlasting the other Houses by many centuries. The only remaining fully-functional and populated city, KanaAniyun, is populated with TakkAtth Shay from House CaNaan, but still only holds in numbers of less than 100,000; it is a tomb-city now, dedicated to their dead, not just of their House but of their whole species. They are masters of embalming and funeral rites, and their city reflects this; statues of their fallen, representations of death, and the majority of their archaic buildings now sealed and converted into makeshift mausoleums.

Shadowbank
KanaMitzrayim, the city was once known as, home to House NacHal, one of the largest TakkAtth Shay Houses, large enough to have a whole city built and dedicated in their honour. Now, the city is known simply as Shadowbank, and is home to the largest population of Indrafil in Drex. They live an empty half-life, without their TakkAtth Shay Masters to serve they simply wander the halls of their dead Lords, longing for a time they can barely remember. The city has been remodelled somewhere by zealous Indrafil, and the buildings have taken a more angled and extreme image compared to the traditional, more archaic styles of the TakkAtth Shay, but the city is still a relic to the deceased race that built it. TakkAtth Shay from House CaNaan may still wander its reaches without restriction, but it is rarely opened up to outsiders, who are considered unwelcome and treated with hostility within Shadowbank.

The cities of Drex

Newarth
Newarth is the large Human settlement on Arcan, and recognised as the only neutral, independent city on Drex to be powerful enough to be ignored by Anur-Jandria and the Imperial Order. This neutrality is for a single reason; the city is controlled by TOWER, and over 60% of its size is filled by factories. It is the construction capital of Drex, and constructs the majority of Human-made weapons and armours sold within Drex, outside of the high-tech facilities of the Cradle and TOWERs HQ. Newarth has the largest starport in Drex, and the flow of traffic is constant and unending.

Prima Drex
Prima Drex, often called the Silver City of Drex, is a place of pure majesty and overindulgence. Constructed when Humanity first arrived on the Cradle, it was the first sole-species to be constructed there, and although others now exist, it is still the most extravagant city in Drex. Prima Drex is the home of TOWER, employing over 80% of the cities workforce, and pumping out more weapons, armour and vehicles (including the largest starship factory, located on the edge of a space elevator above the city) than any other city in Drex. It is a shining example of Human ingenuity.

Fist of Deimos
The Fist of Deimos is home the strongest militant faction of Humanity, the Imperial Order. Governed by their Grand Emperor, Deimos, they have for many years been involved in more military struggles than any other faction in Drex. They believe in strength and power , and seek to enslave all who stand in their way; Humans or otherwise. Currently involved in a large war against Anur-Jandria, their legions are near-unmatched in skill and strength, and the Imperial Orders citizens are completely loyal to their Grand Emperor, who provides them with safety and supplies.

Oneiros
The Anur-Jandrians are a tricky group of people to really track down. A Nomadic society who have learnt to survive in the deserts on Arcan, the only consistent city they have is the desert fortress of Oneiros. Built around a large oasis, they act as a trading waypost, supplying lost travellers with directions, water, and assistance, where necessary. The Oneiric Citadel adjoins to the sandstone walls of the city, and acts as AnurJandrias bastion, beacon of power, and seat of political power; here, the Dreamweaver sits on his throne, and fights his war against Deimos.

Napra-Sigurn
Napra-Sigurn is infact two separate cities. In the centre of a large ravine the upper region of the city of Napra-Sigurn is a perfectly-crafted construction of the Sigurn, well known for their skills with stone. Much of the upper city is carved from the ravine itself, and is surrounded by a large moat which stretches deep underground, to protect from the snow and cold. Running alongside this hollow moat is the true city of Napra-Sigurn, filled with monuments and statues, whose stonework is a marvel to look at, which receives many visitors on its artistic nature and merit alone.

Illiure-Canvi
Illiure-Canvi is a multi-cultural city, originally started by the Onata, which sits on the mouth of the largest river on Arcan. Originally a pristine marble city, it soon became a popular trade route, especially amongst Humans. Its walls quickly expanded to include the shanty towns that grew beside it, until it became the river-spanning city it is now. Illiure-Canvi is the trade hub of the entire planet, and it is rumoured that anything can be purchased there, for a price. Governed by the Onata, it is ran by a council that includes Humans, Sigurn and Aetherin within its ranks.

The cities of Drex

Siofra
The Spire City of Siofra is hidden away within the confines of Eradreas deep forests. Capital city of the Eridaria, the city is split between the poverty-stricken lower classes of the Eridarians, and the rich higher-classes that live within the golden spire. Very hostile to outsiders, who are only ever allowed into the lower parts of town, its nature and design very much represents the Eridarians themselves; unwelcoming to outsiders, self-absorbed, and completely self-reliant. Orcs and Goblins are common fare, but are usually restricted to the lower classes, or work as slaves.

Courtyard
Courtyard is the largest city on the Cradle, and is positioned at its exact centre. The city is huge, with over 100 layers beneath its surface, mostly consisting of sub-standard living, security, maintenance, and endless machinery to keep the city ticking over. Above ground, the city is picture perfect, with every inch carefully designed to have the most effect. Large skyscrapers and huge mansions provide shelter to the diplomats of the other races, with the C.O.R.E. taking even larger places of residence. The Isolus have a highly-visible ivory tower in the centre of Courtyard.

Pheniix
Pheniix is the remains of an Exohuman Hypertech ship that collided with an asteroid long ago, for reasons unknown. The ship engines still worked, as did its shield generators, but nothing else remained; life support had failed, and everybody had died in the crash. But when the Constructs were given freedom as a race, they needed a place to call their home; the lack of atmosphere wasn't an issue, and they chose Pheniix as symbolically picking up the Exohumans lost pieces, as they had done for centuries. It is now home to many millions of Constructs of all types.

Aethersun
Aethersun is less a city, and more a fortress. The Aetherin are a winged society, and as such, their main city, Aethersun, hovers miles above the central courtyard of the Cradle, overlooking the proceedings down below. The Aethersun are a limited race; their city contains their entire live-in population. They act as the elite guards of the Isolus, Humans who have sacrificed their humanity and merged with advanced, and often dangerous technology to better help protect democracy and justice. They are a fair species, that take no sides in the ongoing political battles.

Asiya
Asiya is a place of intense beauty and order, as much a myth as an actual city. Its existence only recently discovered on the barren Cendran ashlands by overhead photography, the city is the only sign of the existence of the Cendra, both their own visible city, and the only place outsiders may enter to better look into Cendran society. Governed and ran by those Cendran not concerned with the isolationism of their race, it is a large trade hub, popular with explorers and those seeking adventure on Cendra, but shows little of Cendran culture and their past.

Sigil, City of Doors


Considered just a small part of the Temple of Logos, the home of the Mandate sorcerers and the Tears of the Gods mercenary faction, it is nevertheless the most important building on the asteroid. It acts the main point of contact with the rest of Drex; it has the only starport on the asteroid, a large communications array, a multi-species team to assist incoming travellers, as well as basing diplomats, emissaries, and intermediates of the Mandate. There are few Mandate students based here, but the city is still of incredible important, if for its incredible beauty alone.

Anomalies

The Veil
Some blame the prevalence of Sorcery, or a Hyperreal incursion; whatever is blamed, the Veil continues to defy reason. Beyond the farthest planets exists an ion-storm which surrounds the entirety of Drex, so thick it completely covers the external Dyson sphere around the galaxy. Many ships have entered the Veil, never to return, and no ship has successfully ventured through there. The Veil is a night time story for the young, the place of bogeymen and monsters; it is rumoured that the fleeing Nonman fleets, back at the end of the Atrocity, retreated to the edges of the system, the external Dyson sphere, to wait out their defeat and lick their wounds, rebuilding their army until they had the power to strike again. The Veil, of course, obscures any research into the topic, and although many Drifts have emerged from within, none shine any light on whats going on in there. The most unusual, and more accepted occurrence related to the Veil are the bloodthirsty incursions that occur from within its reaches; not only is it home to various pirate and raider factions who skim its edges to stay hidden from enforcement, but the Children of No One, vicious raiders, call the Veil both home and base of operations.

Drifts
Scrappers call them Drifts, the remains of starships floating through space, often orbiting planets. Due to the relatively-few stellar battles that have taken place since the Atrocity, most of these Drifts are from the wars between the Nonmen and the Exohumans; as such, the technological rewards from looting these Drifts are huge. These Drifts come in a variety of functional states; some have working engines, some have functional weapons tech, and others still have life support, all Hypertech. Many Nonmen vessels, though, are practically Cil-Nonma in space.

Sigil
Most Hypertech ships scattered around Drex are wrecks, drifting through space, with or without life support, waiting to crash into something or burn up in the atmosphere of the planet. Some still maintain life; populations of Exohumans searching for an answer to their past. Some are even functional, barely; the Children of No One have a fully-capable ship, everything working but the shields and Subeliast drive. But the Sigil is a marvel amongst Hypertech ships; every item on the Sigil is fully-functional. A crew of Exohumans travel Drex, picking up any passengers who can help.

Temple of the Logos


When a human ship, the Logos, found itself lost and without engines in the largest asteroid belt on Drex, they thought themselves doomed; this was a time before Subeliast engines and VIs could safely exit them from the field. When they came upon an asteroid large enough, and secure enough, for the ship to land on and make repairs, they thought themselves blessed. That ship never left that asteroid; it became the base for the Temple of the Logos. Now, they have used powerful sorcery to link many asteroids into a large, loosely connected base of operations.

Obsidiae
The rumour has it that when ANUBIS was sealed away, during the events of the Atrocity, he split his external body into 1,217 pieces, before his mind (and some say, his soul) was trapped out of reach. Each of these pieces was scattered across the far reaches of Drex, many landing on planets, many remaining suspended in open space. These pieces, as black as a soul beyond salvation, were named Obsidiae, and are now worth a small fortune to the right collector. Some of these collectors are harmless, but others have a more sinister purpose for the pieces of ANUBIS.

Anomalies

Cil-Nonma
Not all of the Nonmen vessels managed to flee the armies of the Exohumans, let alone the destructive onslaught of ABUNIS. Countless numbers of ships, brought down by weapons fire or simply ran aground due to their pilots haste, collided with the planets. But these ships were the most advanced technological progress of the Exohumans, and coupled with the sorcerous might of the Nonmen, they managed to survive the impact into the surface worlds. They collided with such strength that they tore into the planet, smashing through the dirt and rock of the surface and running deep into the crust of the planet. Decades after the Atrocity, when the Exohumans discovered these ruined tunnels into the earth, they found them filled with the legions of abominations used by the Nonmen as soldiers; worse still, many still contain Nonmen, waking from sorcerous comas fully recovered and ready to continue the war. These tunnels were buried away, miles and miles of metal and stone piled on top of them, not only to stop their escape, but to keep the other races from getting inside. Some are beginning to reopen though, through racial meddling or Nonmen interaction; a wealth of treasures awaits inside each one.

Thousandfold Doors
The Thousandfold Doors are a rare anomaly on the surface planets of Drex. Only five are certainly recognised to exist, three of which are owned by Xiao Dan, one by the command ship Wartorn of the Storm Haven fleet, and one being studied by the Gnostic mages of the Mandate. They are a curious rift in space-time, and when passing through the doorway (often moulded to look like a face or faces), if one consciously thinks of a second Thousandfold Door and envisions it in their minds eye, they will pass through the threshold of the second doorway, just like that.

Dragon Nests
Although Dragons are considered to be the most fearful creatures in Drex, there are countless hundreds who wish to hunt them; not only does every part of their body have a coveted use, but they are also known to hoard incredible treasures in their nests. Dragons Nests are usually far from settlements, in environmentally dangerous, defensible places, like mountain tops or hidden in deep crevasses or underground caverns. Few ever return on these hunts, let alone successful, although one scalper company, Damned Insanity, has made quite the living doing just that.

Ordeals
An Ordeal is one of the most feared events to the people of Arcan. A powerful Orc, a particularly sneaky Goblin King, or in some rare cases, a Nonman; these are amongst the few capable of causing Ordeals. As much a migration as it is a military operation, an Ordeal consists of the formation of a huge army, its components made up of Orcs, Goblins, Erratics, Trolls, Vlieg, and anything else willing to join. They happen rarely, once every half-a-millennia at its most rapid, but these huge armies (often numbering in the hundreds of thousands) devastate the land.

Ciphcys
A Ciphcys is a catastrophic event linked to the Unreal. Usually brought about at the site of a great battle, or a place of constant death and bloodshed, a Ciphcys is a weakening of the Void between the Real and the Unreal. The Void is a relatively weak barrier between realms; when a person dies, their Spirit passes through the Void harmlessly. But when enough Spirits pass through, the Void runs the risk of tearing apart. In severe cases, the Void can break open, releasing the creatures of the Unreal, most notably Ciphrang. Sorcerous rituals can also bring about Ciphcys.

The Birth of a Hero...


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Select a Race Generating the Primary Stats
Each of the races are individual, coming with unique skills and statistics to represent their different abilities in-game. Select a race, or speak to the GM about randomising a Race, to add that little bit of surprise to the process. After selecting a Race, and choosing ONE racial feat, you must also select a Faction within that race; do not add your Faction bonuses to your profile yet, this comes later on. Copy the stats from your Race directly onto your character sheet; it is important to be precise here. Now, you have a character from the genetic template of your species; its time to add in a little bit of nurture to your nature. For each Primary stat, roll either 1D20 or 2D10, and add the result to the stat. The results should give you an idea of what your character will be like at the end of the process.

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Generate your Secondary Stats

All of the Secondary stats (such as Vision) are based on their Primary counterparts (like Acrobatics is based on Legs). To find your base genetic capabilities, take your Primary Stat (e.g., Head) and half it. This new value is your baseline for the Secondary stats (e.g., Vision, Tactics, Hyperreal Link, Reactions, Language, and Ancient). This can be no higher than 20 for each stat, as nature is no more and no less effective than nurture. To apply the effects of nurture, add either 1D20 or 2D10 to each of your Secondary stats. Now you can add your Racial bonuses to your Secondary stats. Finally, the effect of personal direction; your Primary stat (again halved) now becomes the amount of points you have to distribute in that area. Remember that no Secondary stat can start above 60, and where some may end quite high, it only means that others suffer with lower scores.

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Remember!
No matter the circumstances, GMs fiat aside, you ALWAYS round down on incomplete results.

Calculate your Tertiary Stats

Next comes the calculation of the Tertiary statistics, fundamentally your ability to respond in combat, to throw those fight-ending punches, and dodge those incoming blows. To generate your Initiative, take your Awareness secondary stat, then add to it your Reactions, Tactics, and Vision secondary stats, and note down the result. Do the same for your Melee stat (using your Dexterity secondary stat, add your Make-Shift, Endurance, and Strength secondary stats) and finally for your Dodge (using your Acrobatics, add your Escape, Logic and Luck secondary stats). Compare your results to the specific tables found on the Terms and Conditions page.

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Select Your God

This may be a process skipped by your GM, but a God is to be selected and worshipped in a similar way to a Race being picked. Read over the Gods, think of your character, and who he would be more willing to follow. Selection awards you with a special gift from your God, in the form of a Feat which can be used in the same way as your Race and Career Feats. But remember, your God can have huge effects on the future of your game, even if they have relatively little impact at the beginning.

6 Step

Enlist in a Career

Create your Character

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Now to select a Career from the list; when your career is selected, you get an amount of Wealth, as well as relevant equipment, which shows your dedication and progress in your Career before the start of the game. A Career is an important choice, as it entirely effects the way you play DreX from this point onwards. It is recommended that you think long and hard about your career choice. You can now add the final value of your Wealth, your life's overall value. Add the same number into your Credits box; this is how much currency you begin the game with. All characters also get Galactic Standard as a language.

Last of all, you must flesh out your character. Generating a Character is all about personal choice and preference above all else. For those struggling to decide, each Race page offers suggestions and randomisations to assist this process. If you continue to struggle, ask your fellow PCs for assistance, or request more background knowledge from your GM. Good luck!

...Or the Evolution of a Villain


LEVEL EXP START

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

250 300 350 400 450 500 600 700 800 900 1000 1100 1200 1300 1400 1500 1750 2000 2500

A living creatures experience in lifeeverything they learn, see, experience, and feelgoes a long way towards making them a Hero. Where a creatures genetics give them a baseline upon birth to start from, and their upbringing and environment help to shape them as they reach their adult years, it is their choices throughout life that really make them who they are; be that Hero, Villian, or corpse. This is the value of Experience. Every enemy killed, every secret learnt, every shadow explored; these are all things to learn from, and to make you better at killing, learning, exploring, and more importantly; surviving. Experience is a valuable commodity, and can be spent in multiple ways to improve your character. All experience is spent before or after a session, and at the GMs approval.

Levelling Up
As the GM awards you with experience, one of the ways to spend this experience is to Level Up your character. By purchasing a Level Up (the cost is listed on the table to the side; this cost is per level, not cumulative) it shows that your character has grown physically and mentally, and has learnt from his experiences. A Level Up does a series of important things. You may select one SPECIAL stat and increase it by 5, and also increase all of its secondary stats by 5. You gain Credits equal to your current Wealth, and can pick one free trait up to a cost of 150 Exp (with the GMs discretion on allowance, and the possibility of paying the difference for superior, more desirable traits). Also, a higher level will often affect how enemies, and neutrals, react towards you, as well as your relative Fame, Infamy, and how your Karma effects the world around you.

Think: Circles
When increasing your various stats, you will see various small circles near them. These circles represent limits to start increases; when you pay to increase these stats, fill in the circles. If there are no free circles, you cannot increase the stat any further!

STAT

INCREASE 10

EXP 350

Primary Secondary Focus/Overboost Movement Trait Melee Melee DMG

10 1 +1 Ft Gain Trait +5 +1

250 500 300 (Costs Listed) 250 250

STAT

EXP 400

Specialising in your Starting Career Training in a Secondary Career Specialising in your Secondary Career

Stat Increases
Rather than the broad Levelling Up option, you can specialise in one area, giving large increases in one specific stat, but leaving all the other stats stationary. This may help bump up your ability to pick locks for an upcoming stealth mission, but wouldnt increase your ability to wire the bomb into the generator and run the hell out of there! Useful when youre lacking in one area, or just want to improve another.

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Specialising in your Career


There comes a time in every mans life when he has to make an important decision; does he continue on the path he has already started on, or does he forge a new path, regardless of the difficulties involved. The same can be said about the Careers in DreX. Each Career has Five Specialisation options, which reward the player with relevant stat increases, and new and powerful Feats to use in combat. These become active as soon as the Specialisation is purchased. Meanwhile, a Hero can always choose to begin on a new path; you can purchase a brand new Career using your experience earned. This new Career gives additional stat upgrades, and Feats in areas the previous Career may have been no help with. Mixing and matching Careers to work well together is the key to creating a powerful Hero. Even more important, when your experience again begins to rise, you can purchase Specialisation classes in both of your Careers, increasing your options in any given situation, and making you a key member in any team; two heads are better than one.

Primaries and Secondaries


The Primary stats are the main identification of your abilities in DreX, and are split into assorted limbs of the body; Head, Torso, Arms, and Legs; a fifth Primary stat, the Soul, acts as a more esoteric view on your abilities. Primary stats then branch out further into their Secondary stats; each Primary stat directly influences the Secondary stats beneath it, but it is these Secondary stats that you will roll against to perform actions. You will never roll against a Primary stat; they are, simply put, too broad. A strong arm doesnt make you an effective melee fighter, and even the smartest individual doesnt have control over the condition of his sight.

HEAD
Head is a direct measure of your capacity to think, plan, and scheme, and directly relates to how intelligent you are, your capacity to remember information from the past (both recent and ancient history), and your ability to learn new abilities. Head also covers your reaction times, how fast your brain can respond to a threat, and other synaptic responses; your vision, especially, is controlled by your head (simply because its the location of your eyes). The Head also covers esoteric knowledge, like of the Hyperreal, and your connection to it.

Ancient

Hyperreal Link

Ancient is a representation of your knowledge of the past, your abil- The Hyperreal is an information-realm accessed daily; your link with ity to recall information, and your grasp of historical events. This the Hyperreal is used to perform actions there, concentrate, collect knowledge also links closely to rituals and other sorceries. information, and even to simply remain plugged in.

Language

Reactions

Confidence is required to speak, whether your own language or a On the most basic level, your reactions are the speed of electronic new language. The Language skill represents not only that confi- impulses that produce actions in response to threats. These can be dence and fluidity-of-tongue, but also your knowledge of languages. trained and honed through intense preparation and workout.

Tactics

Vision

Your overall ability to plan intelligently, either on the battlefield Sight is one of the most relied-upon senses, used by all the races, leading countless soldiers, or in small groups, trying to take down an and the Vision skill determines your sights strength, range, attention overpowering enemy, a strong position, or a equally-equipped team. to detail, and ability to retain visual information as memories.

TORSO
The Torso represents your general ability to survive in the world around you, from a measure of your general ability to endure the weather, damage, physical strain or simply the environment, to your ability to survive and thrive in difficult areas. High Torso is often highly visible to the outside individual, often in the form of muscles, but a shapely torso or well-taken-care-of body is an excellent way to influence someone, aggressively or kindly, to do as you wish. Torso also covers a general curiosity, and governs over knowledge of science and technology.

Endurance

Intimidate

Endurance is your bodies ability to fight off disease, to breath under Intimidate can vary wildly; that crazed glare in your eyes, those tatdifficult circumstances, to stay awake while being choked, but it also toos covering your body, those broken blood-soaked teeth. Overall, represents your mental staying power and ability to go-on. it is your ability to scare people into cooperation, or blind fear.

Persuade

Science

Youll often find people disagreeing with you, sometimes for no A knowledge of science is a broad topic; this could be a biological good reason; those with high Persuade have a silver tongue and a knowledge of species, the knowledge of plants and animals on a quick mind, and find this happening a lot less than most people find. planet, or the ability to piece together powerful poisons on the go.

Survival

Technology

The wilderness is a hard place; Survival is your ability to live out in Your skill in Technology covers three main areas; your ability to unthe woods, to hunt and track wild animals, or fleeing prey, as well as derstand archaic tech, your knowledge of modern tech, and your your knowledge of constellations and your sense of direction. skill at recognising hypertech; and to use all three efficiently.

ARMS
The Arms stat relates to a general dexterity, an attention to detail, and an ability to act and react well under pressure. This could range from the disarming of explosives, the hacking of complex electronics, the assembly and re-assembly of mechanical items, or even the cutand-stitching of a human body in pain. Arms also cover your ability to throw a punch correctly, and a knowledge in Arms often brings about a knowledge of certain styles of combat, and your proficiency in them; high Arms stats usually show an attention-focussed individual.

Dexterity

Electronics

Your Dexterity is your skill with your hands, and can assist with any Your capacity to interface and interfere with electronics, whether it number of skills, from stealing something without being noticed, to be hacking computers to get that valuable information, or overriding hiding that same item on the guard as he searches you for it. an electronic lock on a door to get to the juicy loot locked inside.

Each Primary stat has associated Secondary stats which act as a refinement of the Primary stat, and are the meat-and-potatoes detail of your character, showing his upbringing, his character, his preferences and interests in life, as well as his general style and specialised ability. The Secondary stats are in direct relation to their associated Primary stat; a higher Arms stat, for example, will make you more dextrous, thus increasing your Dexterity stat. You will always roll against Secondary stats when attempting to perform a task, and they can be used both in and out-of-combat; any Secondary stat can be rolled against, if you can justify its use.

Explosives

Medicine

Your ability to construct and use explosives; constructing bombs Every race has an innate need for doctors; even the Kai-ka-Thear takes time and the ability to stay in one place for a long time. Using tend to their wounded after battle. Medicine is your ability to spot them requires an inability to flinch or respond to a large blast. wounds, as well as your skill of healing or curing them in the process.

Melee
Melee represents both your general skill in melee combat, but also your knowledge of the different styles and techniques of this combat, and how best to take an enemy down without a weapon.

Repair
Your ability to repair a vehicle, Constructs, golems, weapons, or anything with moving parts. A strong grip is required, as well as the endurance to lift heavy parts to-and-from the target of your affections.

LEGS
The Legs stat isnt just related to running at high speed, and staying at high speed; infact, a high Legs stat often shows a tailored development in your leg muscles, the ability not only to sprint at high speeds and jog for long distances, but the alertness and care to step slowly and deliberately, to sneak quietly around the city streets or shadow an individual back to their home. Legs are represents your ability to lift and carry unusual objects, often used as weapons, your ability to drive a vehicle or ride an animal, and even to perform infront of crowds.

Acrobatics

Drive

Acrobatics covers your ability to dodge, duck, roll and move. From Driving somewhere takes time; you have to be prepared, comfortleaping over rooftops, to duck-and-rolling between the legs of a bat- able, and able to concentrate for long periods of time. Extreme drivtlemech, Acrobatics covers most high-speed activities. ing needs a powerful grip and the ability to shrug off minor bruises.

Escape

Make-Shift

Adventurers often find themselves trapped, either by the environ- Your ability to find and use non-standard weapons from the environment, by an enemy, or by a sufficiently-strong piece of rope; escape ment around you, as well as the ability to create items from spare covers the knowledge and ability to avoid and bypass these events. parts, or jury-rig an item with whatever you have on you at the time.

Perform

Stealth

Perform covers your ability to do something while in a public place; Being able to travel the land unseen is an incredibly useful skill. play an instrument, sing or dance, or pull off famous play or poem. Stealth covers not only silent movement, but also your ability to hide This also covers your ability to lie and fake your way through things. in the shadow, and disguise yourself when under intense scrutiny.

SOUL
The Soul is the most esoteric of the Primary stats, as it doesnt relate to a specific body part, but more the sum of all parts, and often those abilities most connection to an individuals Soul. This could be skill in the arcane and sorcery, knowledge of the sorcerous arts, the ability to empathise with people on a deep level, often to better barter or converse with them. Your luck is connected with your soul, as is your awareness of your surroundings, the sum knowledge of all your senses. Finally, your Unreal connection is greatly influenced by the soul.

Arcane

Awareness

Arcane is a pure measure of sorcerous ability; your connection to the The level you are aware of your environment, and the people in it, Unreal the Hyperreal, or your ability to spot the two, also known as more-so than sight; what do they have equipped? Who is sneaking the Onta, all come into play. Also covers your sorcerous knowledge. up on me? Where are we? And how the hell did that get there?!

Barter

Empathy

You may be able to persuade or charm a shopkeeper into better Your emotions are a powerful determining force in your life, guiding prices, but its effect is bare when compared to a properly justified you from one encounter to the next, forcing you to act in certain Barter, convincing him that cheaper prices will help his sales overall. ways. Your Empathy is how in touch with your emotions you are.

Gamble

Logic

All Gambling requires a degree of luck, from card games to dice roll- Your ability to shut down the emotional centres of the brain and ing. Gambling covers most games of chance, but is more prominent focus solely on Logic; to bypass a tricky situation, calm a hysterical when playing for cash, credits, or that car youre had your eye on. woman, interact in the Hyperreal, and work out a complex problem.

Luck
This not only covers your general luckiness, finding out that useless trinket is actually a prized possession, but also your ability to avoid bad luck; a stalling car, a jammed door, or rocks suddenly falling.

Unreal Link
Your ability to remain focussed in the Unreal, to endure its odd angles and environments, and the pressure on your senses, while ignoring that voice ordering you to kill, while completing your task.

Terms and Conditions


Initiative
Combat is never just about how you fight, your ability to throw a punch or swing a sword, or even how well you dodge and manoeuvre; often, how one begins combat is more important than how one acts when engaged in combat. Initiative is a representation of your ability to act, and react, at the beginning of combat, and how quickly you come to your senses and retaliate! To calculate your Initiative, see the below table; this is your ability to react in stressful or sudden situations. When shots start firing though, its as much about random luck as it is about mental preparedness. When combat begins, roll a D10, and add the result to your Initiative value; these numbers combined will be your Initiative for this battle, and will determine the turn-order.

Dodge
The ability to respond and react in combat is what maintains the difference between the heroes of legend, and those resting in a paupers grave or rotting in a hidden dungeon. Your Dodge stat is determined by your ability to escape, your acrobatic ability, your knowledge of logic and weapon trajectory, and your general luckiness, and will often change depending on the weight of your armour, or any equipment enhancements. Dodge can be used in combat as a Reaction to an enemies attack; for 1 Fate Point you can roll on your Dodge, and attempt to avoid any DMG that would have been incurred by the attack, and any type of DMG or action can be actively blocked (unless told otherwise). Block and Counter are both upgrades to this skill, but must be acquired separately.

Initiative = Awareness, Reactions, Tactics, Vision


100+ 260+ 140+ 300+ 60+ 0+ 180+ 0+ 180+

Dodge = Acrobatics + Escape + Logic + Luck


100+ 260+ 140+ 300+ 60+ 0+

1 5

2 6

3 7

4 8

34 48

36 52

40 56

44 60

The Melee stat is a representation of your overall ability in Combat, it mostly covers your ability to keep your footing, to find the right stance and the correct place to stand, and also covers your general hand-to-hand ability. Whenever you fight an opponent without a weapon, you will use your Melee stat to grapple, grab, push, throw, or perform any other Melee action. Unlike weapons, which just roll the DMG dice to attack, a Melee attack requires significantly more skill and expertise to perform correctly, and thus, the Melee stat is to be rolled when making that attack. To calculate your Melee stat, see the below table.

Melee = Dexterity, Make-Shift, Endurance, Strength


100+ 140+ 60+ 220+

220+

180+

220+

Melee

Counter
Some weapons are specially designed to allow a more responsive combat situation; the dodging of attacks, and then retaliating in kind when the opponents weak point is revealed. When in Combat range with an enemy, after you make a successful Dodge, you can activate the Counter trait of a weapon. Pay the required Focus Cost to make a standard attack against that foe, as if it was your turn. This attack has +2 PEN.

Block
Sometimes, an attack may be too sudden, too surprising, or too powerful to simply move out of its way. In ancient times, warriors would wield shields to defend themselves from harm, and very little has changed here. A shield gives the Block ability; for 1 Focus Point, you duck behind your shield. Your equipped Armours AV is negated, and you gain AV equal to the equipped shields AV. You do not need to perform a Dodge roll, this is automatic; a weapons PEN can still ignore the shield, however, and remember; you dont get your Armour roll as well!

34 48

36 52

40 56

44 60

Melee DMG
Melee DMG is often less determined by physical strength, and more by the skill of the attacker, and the weight of any armour behind the blow. Your Melee stat will be mainly influenced by your Armour (which will provide you with a base Melee DMG stat) unless you are one of the Kai-ka-Thear (who gain a natural Melee bonus due to their high strength). One important thing to remember; when rolling a Melee attack, for every one degree of success you gain on the roll, your attack deals +1 DMG, showing the effect of all that training.

When using two weapons (either through Riot or Ambidextrous), you can still utilise the above special rules, only they undergo a slight change. When using two weapons to Block, you get to roll the AV dice twice, and keep the higher result; also, the attacking weapons PEN is reduced by 1. When Countering with two weapons, you get to make the Riot or Ambidextrous double-handed attack as normal (paying the required Focus) to attack twice, but these attacks do not get the +2 PEN bonus. Finally, when Backstabbing with two weapons, you must pay an additional 1 Focus to activate the ability (by paying 4 Focus rather than 3). After a successful Stealth roll, you get to make two PEN tests against the target, one for each weapon; rather than a D10, both get to roll a D8 to determine the result.

260+

300+

Backstab
Backstab is a similar skill to Counter and Block, only a lot more advanced. Weapons with backstab are often small and concealed, dealing low DMG but with the capacity to pierce armour and flesh to really deal DMG; as such, the strength of a Backstab comes not in a weapons DMG capacity, but its ability to reliably pierce an enemies major organs and take them out silently. Backstab costs 3 Focus Points to activate, and requires a successful Stealth roll to remain undetected. Select an enemies limb and make a Penetration roll with the equipped weapon; instead of rolling a D6, due to the time and effort put into the attack, you get to roll a D10 and add your weapons PEN, then check the result!

Double-Handed Responses

Armour
When your Dodge begins to fail you, you can always fall back on your Armour, and will prove to be your most valuable companion on any battlefield. Your Armour is comprised of two parts; the armour you have equipped, and any items or skills that may be boosting it. Whenever you take DMG, roll your AV dice; the result is how much DMG your armour soaks up; reduce the incoming DMG by the rolled amount. Remember; Sorcery, Full and Tactical Actions, and even Reactions ignore your Armour; only Combat and Ranged actions can be negated. Also, a weapons PEN value is DMG that automatically passes through Armour, with AV negating DMG above the PEN value only.
Movement Distance = Legs Max Movemebts = Torso

Credits
3 4
Credits are the galactic currency of Drex, the standard that all people measure themselves by. Each race has their own currency, but it is considered near-worthless on the intergalactic market; most starports have currency exchanges set up. Credits are stored on small credit chits, thin slips of memory which record your overall amount on a central computer on the Cradle.

You gain a Movement Distance value through your Legs primary stat; this is how far you can move, in Feet, when spending a single Focus Point to move. This stat is limited by your Maximum Movements per Turn.

There are some individuals who are in control of a large amount of money, and a powerful hatred for a specific race, a specific gender, or pretty much everybody. Use your Kill Count to keep track of how many enemies fall to your weapon, and perhaps, when you meet this character, hell be willing to trade your confirmed kills for bonuses, whether they be wealth, experience, or something else you desire.

The Gods are a physical force within Drex. They watch over their followers, grant them powerful boons or almighty support to help them accomplish their desired tasks; but the Gods are fickle, they support only those worthy of such help, and will only directly intervene when a paragon of their beliefs is in danger. When selecting a God, you will notice four tenets which defines the Gods general belief and nature; it may be worth writing these down for later reference. When you act specifically in the name of one of these tenets, performing some unfaltering deed (especially if its not entirely beneficial for the group), the God will look upon you, and if considered worthy, award you with their divinity. Divine Intervention can be spent at any point in the game, whether its your turn or not; a spent Divine Intervention can allow you to reroll failed rolls, force an enemy to reroll a successful action, or even affect the environment around you. Spending additional Divine Intervention all at once can allow for more drastic changes in the world, and maybe even more direct intervention from your God; all Divine Intervention spent is to be discussed with the GM, who will clarify its effects, just so you know what youre getting into!

There are many locked doors to be found throughout Drex, often hiding items of value, or that special something youve been tracking for years Lock-picking relates directly to your Dexterity stat; when you begin hacking a device, roll on your Dexterity skill, and remember how successful (or unsuccessful) the roll was in terms of Degrees of Success. Now, take your Dexterity skill and divide it by ten (rounding down). The number you are left with is the number of attempts you are allowed to take before permanently breaking the lock or setting off a trip alarm; this should be increased (or decreased) an amount equal to your Degrees of Success or Failure from the previous Dexterity test. If the number you are left with is Zero or lower, well done; you broke the lock on your first attempt. If the number is 1 or higher, you may begin hacking. A regular lock has a Difficulty Rating between 10 and 30, with 10 being the more difficult locks, and 30 being the easier locks (some especially complex or sophisticated lock may have a difficulty lower than 10, but this is rare). To perform a successful lockpick, you must roll on your Dexterity stat, but with a slight twist; to succeed, you must get as close to the stat as possible. If you are within the difficulty rating of your stat, you break in successfully! (For example; you have an Dexterity stat of 40. You first roll a Dexterity test, and pass with a 29, with one degree of success! You now divide your stat by ten, giving you 4, and add your single degree of success; you now have 5 attempts to hack the lock. The GM informs you it has a difficulty of 25; you now must roll a D100, with the result showing between 15 and 65 (25 each way of your 40 Dexterity stat) to successfully hack the computer!)

10+ 50+

30+ 60+

40+

20+

30+

40+

5FT 8FT

6FT 9FT

7FT 10FT

2 3

2 4

Movement Distance

Kill Count

70+

Max. Movements per Turn


A person can only feasibly move so far in a single turn, a set amount of time. Your Torso primary stat will provide you with a Maximum Movements per Turn; simply put, your body will no longer take you any further. This correlates directly with your Movement Distance stat.

50+

60+

Divine Intervention

Picking Locks

70+

Wealth
Your wealth is related to your Credit amount, but on a larger scale; your Wealth is your overall value in Drex, related to your skills, your natural abilities, your racial profiling, your career choices, and is highly influenced by your Luck. Your Wealth will often decide your actions before you even have a choice in the matter.

The Living and the Dead


Almost all of the races in DreX are considered Living, aside from the Sigurn, Ghouls, the Constructs, the Kai-ka-Thear, Abominations and Trolls, either due to their armoured bodies or lack of damageable flesh (or, some would say, lack of a Soul). All sorcerous creatures are considered NonLiving, as is anything from the Hyperreal. Although Non-Living creatures are treated the same as Living for most gameplay aspects, its always best to confirm with the GM before doing something youre not sure about.

Minions and Followers


Minions and Followers are two entirely separate distinctions, unique in the way they interact with the players. A Minion, mentioned many times in this book, is a temporary follower who must be coerced, summoned, or tricked into serving the player for a set amount of time; this is determined by Upkeep Focus costs, successful rolls, or simply a one-time-only Time roll, which determines how long the Minion serves the player. A Minion is considered more an extension of the players ability to act and affect the world. A Follower, not frequently mentioned here, is completely different; a Follower can only be earned through GM discretion, assuming he believes it to be appropriate and fitting to the setting and current story. A Follower could be a fanatical worshipper, a mercenary, or a huge fan, who follows the player without question; a Follower is a unique NPC, who follows orders, but will often have their own dreams and goals they wish to achieve.

Minions
What is a Minion
Youll see the term Minion throughout this book, but what does it mean? A Minion comes in many forms; an enslaved thrall, biological enslavement, or sorcerous servitude. Sometimes it just takes a powerful, commanding voice to force an opponent to trade in their loyalties. A Minion acts much like an NSI Construct or VI Mech; when their turn comes around in Combat, you (as the player) can control and command that enemy as if they were your own NPC. This can be very useful for flanking ranged enemies using their own allies, overwhelming multiple opponents, or slowing the effectiveness of powerful, but otherwise dumb opponents, by utilising damage control.

What Can You Do?


Minions act in the same way as Player Characters during a turn. They get Fate Points much like PCs (although their Fate Points are generally restricted. Most Minions get a base of 5 FPs, but some more power Minions may get more, while weaker Minions get less.), and pay the exact same costs to utilise actions. They can attack with any equipped weapons they have, although cannot be told what weapons to use (they still have the sense to use the weapons they are most trained in.) Minions can use any skills or abilities already available to them; speak to your GM to learn about your options. Minions do not have their own Initiative (they simply act after the commanding player has acted.) They can be ordered to do certain things, like attack or move, with the Player spending their own Focus to command them to act in a certain way.

What Cant You Do?


For a start, you cant attack your own Minion; not only do they receive a free Dodge or Block action, but this immediately breaks the commanding effect you have on them, making them immune to similar effects for the duration of the combat. They cannot change weapons, or put their weapons down and stop fighting. In the same way, they cannot unequip items or armour, and they will never give any items to the player; no commanding the Gatekeeper to give you the key! Finally, you cant convince the Minion to undertake an action that would lead to their death; they might be enthralled, but theyre not stupid.

Limitations
Minions can be of any race, and most species. Sorcerous creatures cant be Minions, neither can Abominations (unless summoned from the Unreal). Of course, if you have the Hatred trait, you cant make a Minion out of the target of your hatred, and the same applies if they hate you. Lastly, the Mindless cannot be Minions for any reason, neither can the especially Mindful.

Followers
What is a Follower
A Follower is entirely different to a Minion; they are a living creature, often of any race or species, who has chosen to accompany the commanding player on his adventure; this could be for the promise of wealth (a treasure hunting ally), the payoff at the end (a mercenary), or a fan of the players previous exploits who acts as a steward. A Follower is considered an NPC who takes orders from the commanding player, but has the conscious capacity to go their own way, do their own thing, and follow their own orders; they aren't enthralled, and following the player is a personal choice they have made about their life. Remember; they can leave whenever they want!

What Can You Do?


Followers act in the same way as Minions; they have their own stats, and their own Focus Point pool; what they will also have is their own Initiative stat (given by the GM), but may or may not come with their own equipment. Its up to the player to equip their loyal followers in whatever style they wish; after all, having a Follower is as much an investment as it is a boon. They can be commanded to change weapons or armour, or even to give up their equipment for their commander, unlike a Minion. They can also be told to split off from the group to accomplish further actions by themselves or with others; again, they are considered NPCs, and are capable of acting by themselves. Of course, they have no desire for death, so Fear tests or other dangerous encounters may be enough to scare them off completely without your guiding presence.

What Cant You Do?


Followers are pretty unrestricted when it comes to what you cant do. Remember, they are functioning NPCs, so they can physically leave whenever they desire, but they have chosen to serve you, and many may put up with a lot just for the chance to be near you and your greatness!

Sorcery
What is Sorcery?
No one knows why some individuals, the Few, can utilise the power of Sorcery. At its most basic, Sorcery consists of plunging their mind or body into the Unreal, and hunting for the creatures there. The time flux between the Real and the Unreal mean this happens instantly to the observer, but could take days for the Sorcerer. The Sorcerer then uses this creature to affect the real world; they could use the creature to influence an individual (polluting their mind or twisting their emotions); it could pull a part of the creature into the Real (the grasping hands of a dozen spirits, the flaming conduits of an Elemental), or even drag the creature itself into the Real (a technique of the Infinite Chorus to summon the Empyrean). Manipulating the Void and the Unreal in such a way takes a considerable amount of effort to maintain; a weak sorcerer can find their mind too weak to maintain their Unreal presence. This can have three main consequences; they can lose their connection to the Unreal, numbing their mind to sorcery for some time; they can find the power source utterly overwhelming, draining their life force and slowly killing them (much like the Quorista); or, they become such a beacon to the denizens of the Unreal that a Ciphrang or Empyrean takes notice of them. The sorcerer must then defend themselves, and if they lose, their mind becomes the creatures play-thing, and their body becomes its portal into the Real.

Types of Sorcery
Sorcery comes in six major forms, each able to manipulate the Unreal in their own unique way. The Gnosis hunt out the mid-level creatures of the Unreal, often Elementals, to summon elemental effects into the Real; they focus on damaging attacks. The Sepsyon draw upon the thousands of deceased souls in the Unreal; the Spirits. The Scions draw together many of these Spirits simultaneously to either support broad, damaging effects, or to directly affect the mind of an opponent, blinding them or manipulating their emotions. Finally, the Quorum draws directly from the most powerful creatures in the Unreal; the Ciphrang and the Empyrean. The Analogies are the weakest of the advanced sorceries, but also the most easily learnt; they must use a go-between to draw from the Unreal, often a dragon-head to breath fire or a stormcloud to bright about lightning. The Analogic sorceries work closely with the Gnostic mages, as both exist within sorcerous schools. With the strict regulation of the Schools, many sorcerers resorted to a life on the run, a life of freedom and personal choice; they came to call themselves the Logosect, and their own unique brand of sorcery, a cross between the Sepsyon and the Analogies, draws upon their past and personal sacrifices to strengthen themselves. Finally, and perhaps the most respected sorcery, comes the Qunos; the first sorcery, that of the Nonmen sorcerers back during the Atrocity, is both rare, respected, and capable of incredible destruction.

Belonging to Whom
There are over three dozen unique and separate Schools whose ranks are made up of Gnostic and Analogic sorcerers. Each School is carefully maintained and moderated by the Temple of the Logos, the home of the first sorcerous school; the Mandate. The Mandate are considered to be the foremost in sorcerous knowledge, whose mastery of Gnostic sorcery is beyond compare. The smallest School (Incantation) contains around 300 sorcerers; the largest School, the Mandate contains over 3,000 sorcerers. Around 20% of all School sorcerers are classified as Seekers; these are highly trained mid-level sorcerers who travel across Drex, never based in one place for too long, whose sole purpose is to track down the Few, hire them for their School, and return them to the Schools home base. The Scions are a much more restricted faction. Where the Schools treat sorcery as something to be understood and explained, the Sepsyson revolves around emotions and faith. Their enlightened outlook treats sorcery as a force of nature or a complex artform. The Scions recruit exclusively on Arcan, especially on the Arcan Plains and the Jandrian desert. The Sundja are similar to Schoolman Seekers, but more closely related to Priests or Prophets; they roam on yearly Pilgrimages, recruiting the Few as they come across them, and returning to Anur-Jandria only at the end of a Pilgrimage, usually with a group of followers, or Psemsa. Each Scion once started as a Psemsa, and it has come to represent factions with the Scions; each Psemsa is a group that follows the teachings of one of the original Prophets of Scion; the most important, of course, being Indara, During the initiation of a Quorista, they pledge their souls not only to Ahramayav, their founder, but also to one of the Chorus Masters, the higher beings of the Infinite Chorus. This guarantees the Master their soul for eternity. Even though they may bargain their soul to another, this deal is only temporary; they instead trade time in the Unreal, which is paid before the Chorus Master receives takes their toll; the Masters are patient beyond measure, and are happy with a Quorista making these deals. The Logosect, meanwhile, has no means of classification; their loose and unorganised nature means all are treated equally, regardless of skill or experience. Finally, the Qunos has so rarely been seen or observed that no real structure could ever be defined, and as such, remains a mystery.

Scion Psemsa
1 2 3 4 5 6

Gnostic/Analogic School
1 2 3 4 5 6

Indara
Ahram Seokti Tebeth Siandere

The Mandate
The Ivory Spire The Duplicate Sword Incantation Alchemical Nexus

Quorum Chorus Master


1 2 3 4 5 6

The 1st ChorusCertainty The 2nd ChorusJealousy The 3rd ChorusDesire

The Voice of God


The Song of my People
The use of sorcery is referred to by many names, but perhaps the two most common are the Voice of God and Singing Revelations. The way sorcerers can change the world around them, bring about thunderstorms and dragonheads, or even summoning living creatures into existence, means the public will often refer to their sorcery as the Voice of God; ironic, considering how Sorcery is almost unilaterally considered to be blasphemy. The Singing Revelation is by far the most common used by sorcerers themselves; to invoke a spell is to sing, and a sorcerers songbook is their capacity to cast spells. The Infinite Chorus no doubt reflects this reference, and may be its progenitor, where the sorcery Quorum originally comes from orum, a group of sorcerers singing (using sorcery) in unison.

Chorae; the Tears of the God

As powerful as sorcerers are, there are items of incredible worth and power that are anathema to sorcerers; the Chorae. Also known as a Tear of God (assumed to be NOAH), Chorae are little understood weapons once used in the war against Nonmen. When a sorcerer or any creature originally from the Unreal comes into contact with a Chorae, they experience incredible pain, and with sustained contact will actually tear apart at an atomic level, turning them into a hardened ash-like substance. In game terms, when in contact with a Sorcerer, it deals XD10 DMG per turn (with X being the number One of the Few of Spells they have) rerolling all 1s. It also deals The life of one of the Few is not an easy sequence of events. From birth they are generally considered to be unusual or weird children, whose parents find them 4D10 DMG per turn to any creature from the Undistant and easily distracted, with a powerful and overactive imagination; their ability real. Not only does it hurt those with a connection to the Unreal, but it also protects its wearers to enter into the Unreal is already well developed, as the child has little connecting against sorcerous damage. When held, whenever them to the Real. As they grow older, and as their power inherently grows through Sorcery DMG is taken, reduce that DMG by 2D10. experience (often via powerful emotions such as pride, certainty, faith, or anger), Chorae are rare beyond value, and usually only they become a brighter beacon to the Unreal, and more frequently attract the creaheld by those with incredible power or worth; the tures within. This is why an untrained, unfocussed sorcerer is so dangerous; it takes Dreamweaver is said to own five, and Greatonly a single Ciphrang to tear through the child and enter the Real, or a lone EmpyEmperor Deimos owns two. They are nearrean to possess the child and wreak sorcerous destruction. It is between the ages of 12 and 15, when their connection with the Real and the Unreal reaches equilibrium, impossible to destroy, or re-create, the technology long since lost in the annals of the Atrocity. that they reach their greatest threat, and although they have little sorcerous aptitude, they are incredibly dangerous. Worse still, even after this age, assuming they survive (over 90% that dont end up in sorcerous training are dead by this age), once a Ciphrang or Empyrean or any other Unreal creature manages to get a taste of your soul, it will never let go, and will stalk them through the Unreal until their death. Any found after the age of 14 are considered too dangerous to let live, and are simply put to death by the Schools or the Scions. The Quorum use this sequence of events in their hiring strategies. The Quorista wait until a young sorcerer succumbs to the Unreal; either the accidental release of a Ciphrang or possession through an Empyrean. If the young sorcerer survives this encounter, they are tracked down and hired by the Quorista; they have looked into the Unreal, faced down its most fearsome creatures, and lived to tell the tale. Few survive, but those they do go on to gain incredible power, and despite its limited numbers, the Quorista are both feared and hated by other sorcerers ; a single Quorista can face down many Schoolmen or Scions singing in unison.

Using Sorcery
Most of the careers have access to some type of sorcery; excluding Sorcerers, sorcery can be used like any other skill. Meanwhile, the Sorcerer career has to undergo a certain type of ritual or preparation to enter their mind and body into the Unreal; a Sorcerer must have the Baptised in the Unreal ability active to use any other spell purchased or acquired from the Sorcerer career. With this level of Focus, meanwhile, it provides them with a power beyond measure, and ensures that their sorcery will never actually fail; no rolls are required to determine success or hit, only DMG rolls are required. Also, the use of Charms can strengthen Sorcery, and the Sorcerers focus; each turn, with a 1FP activation of a Charm item, a Sorcerer can re-roll any one dice roll per spell cast, keeping the new result.

Detecting Sorcery
Any career can attempt to detect sorcery, although it is generally regarded that Knights, Priests and Sorcerers are more capable in this regard (and, as such, may reroll any roll to detect sorcery in an area.) When sorcery is being used in the immediate area, a roll on Unreal Connection can be used to ascertain the strength of the sorcery, the type of sorcery currently being used, and the direction and rough distance of the source. Of course, this information may not be available for everybody; the better the roll, the greater the success, the more in-depth the information is, and the more accurate it becomes. This can only be used to detect sorcery currently being used; as soon as the connection to the Unreal ceases or is broken, your Unreal Connection cannot be used, as the corruption fades.

Sorcerous Knowledge
Knowledge of sorcery comes through the application of four different secondary stats; Ancient is used for the Quorum and Qunos (due to their inherent age, and the age of the Empyrean), Language is used for the Gnosis and Analogies (which relates to the certainty of language and meaning), and Empathy is used for the Sepsyon and Logosect (which draws upon the emotions of the user and its target). Arcane also represents an overall knowledge of sorcery, as well as the Unreal, the Void, and their connection with the Real. Any of these stats can be rolled in relation to the sorcery in question, not only to gather more information about them, but also to detect sorcery after its use; the scorch marks of a Gnostic Dragonhead are obvious to anyone who knows about the Language used to construct such a Dragonhead.

Using the Unreal


To Enter The Unreal
When the Eshen, the Veil between realms, has been breached, the Unreal is a devastating sight to behold. A twisted reflection of the Real, it shows a broken universe beset by fire and brimstone, an image of the Real after the end of existence, where only Death is allowed to reign free. It is a distorted picture of the Real, with the same buildings and intricate details observable to the naked eye, only taken to strange and inconsistent extremes; images turn and rotate when viewed, stretching to impossible proportions and then returning to their original shape. The whole realms shifts in this way, distances becoming impossible to judge, miles melting into inches. Time transmutes in a similar fashion, impossible to predict or traverse safely; people have entered into the Unreal for but a few minutes, and emerged fearful and tired, fleeing from the creature of the Unreal for decades. The reverse is completely possible, with similar stories of people entering for a few minutes in the Unreal, and emerging decades later, their body aged and decayed, maintained by sorcery alone, only to fade and die in the presence of the Real. Only Sorcerers seem able to manipulate the time-flow there, able to confidently spend months bathed in the Unreal, with but a few moments passing in the Real; the Quorum sorcerers alone have mastered this art to such an extent that they can draw time-fluctuations into the Real, or preferably, take their time to seek out the correct creature to drag into the Real and use for their bidding.

Unreal Connection
It may sometimes be necessary to enter into the Unreal, either through mental concentration, meditation, or an actual physical incursion through the Void. An individuals Unreal Connection is not only ones ability to keep focussed when entering the Unreal, it also represents their endurance to the shifting environment, the enhanced pressure on their senses, and that voice at the edge of their mind driving them to perform the insane. Your Unreal Connection is a regular stat found within the Soul Primary category, and a failed test could mean any number of things; a swift fall out of the Unreal, intense pain, temporary loss of sanity, or a messy death. Unreal Connection can, with a discussion with your GM, be used to boost any Sorcery actions you undertake; by opening yourself to the Unreal, you can increase the power of sorcery exponentially, although in the process opening yourself up to Ciphrang and other such monstrosities within the Unreal

When Darkness Falls..


The creatures themselves are all abominations, monsters that were once based in reality, now so completely twisted by the Real as to be unrecognisable. Damnation here is only provided after death, the souls of the deceased, trapped in the Unreal by some guiding, ultimate purpose, left unfulfilled upon their death. The lowest class of beings are the Spirits, the idle souls, their purpose too weak or vague to allow them higher passage; they are the masses, wailing and shrieking, but alone they are all but harmless. The Elementals are the evolution of the Spirits, whose purposes sits so brightly in their chest it consumes their memories, and their past lives, until nothing remains but that singular goal. The Ciphrang are hulking monsters, created in times of great death and often warfare; the spirits of the deceased arrive en mass, forced together when passing through the Veil, their purposes becoming confused and muddied, they form together into one singular entity. The Ciphrang, dozens of spirits forced into a single creature, dozens of singular goals ripped and tearing at its brain, is capable only of rage, nothing more. The Empyrean are the natural inhabitants of the realm; long and slender creatures, flowing like quicksilver, they exist in the Unreal, feeding on the spirits and souls of the deceased, strengthening their power until they are strong enough to breach the Veil and escape into the real world. The Empyrean, feeding off the lower creatures, actually consumes their memories and minds in the process; they are smart, supremely-knowledgeable, many with the capacity and ability of Gods, while many still are worshipped as just that. Most of the Empyrean lack the capacity to breach the Void and enter into the Real itself (an ability the Ciphrang and Elementals find comes naturally to them); when they must pass through realms, they do so by inhabiting bodies of the willing, Quorum sacrifices or those whose lost faith in their God makes them an easily target for an Empyreans tricker. The only exception to this rule is the Infinite Chorus, the song of Ahramayav; the Quorista actually construct bodies of sorcerous energy to transport the Emyprean into the Real, building fake bodies for them to inhabit, albeit only temporary, as a way to control and temper their hunger for the living..

Hyper Reality
To Enter The Hyperreal
The Hyperreal itself is a realm of pure information. Originally based on the Real, the Hyperreal has constructed a full and exact copy of the Real to better integrate the two together, and only two real differences exist. The first is the fact that the Hyperreal, being made of information, has vastly different proportions when compared to the Real, as it has no formal connection with it; the Hyperreal only links with the Real through the transfer of data and information. Thus, when viewing an area in the Hyperreal, its proportions are entirely dependant on the amount of information present in the Real location; libraries or data-stores have vast rooms reaching far into the distance, but long and dark corridors with nothing in contribute only a few minor steps in the Hyperreal. Its been said the Specia Library on the Cradle stretches so far as to make it impossible to traverse from one end to the other in a single lifetime. Alternately, the surface of Viatga is devoid of life and information, and the majority of it can be traversed in a few short hours. This is all possible due to the wireframe construction of the Hyperreal; walls and barriers cease to exist, instead represented by an empty frame, the shadow of existence, recognising that something exists there, but not its importance. Time is controlled in a simple fashion in the Hyperreal; a minute in Real time is equal to around 2 minutes in Hyperreal, which eases the high-speed informational transactions between the two realms.

To Comprehend Binary
The denizens of the Hyperreal exist in a similar fashion; the Programmes, Indexes, Viruses and Anti-Viruses are viewed as an average Human being, lacking in surface detail, its head devoid of features. They seem to have perfect sight and hearing, and react to the presence of outside forces; its important to remember that they are dominated by their colour. Blue figures are calm and usually undergoing a process, Green indicates that they are in data-transfer mode with the Real, Purple shows a Hyperreal alertness, and Black figures mean they are disabled or deactivated. Red is the most distinct colour, as this represents hostility, often to intruders to the Hyperreal, and should always be avoided; the colour will often be accompanied by a shrieking sound emanating from the air around the figure in question. Finally come the Intelligences, in the form of Non-Sentient, Virtual, and Artificial; NSIs appear as large globes which walk on thousands of long thin wires which vibrate it across the ground. They are generally unresponsive, too indulged in the Real to react to the Hyperreal; they are never considered Hostile, even combat models, as their aggression response only exists in the Real. VIs are similar globes, slightly larger in size, which have upto two dozen longer, thicker tentacles that it uses to latch onto the wire-frames to pull itself through the Hyperreal. VIs can be incredibly hostile to outsiders, as their defence mechanisms exist in the Hyperreal, and they are considered nighindestructible. Finally, AIs are significantly larger globes, with the majority of them easily larger than most Real cities; they attach to the Hyperreal through a series of over 4 dozen 2Ft-thick cables, which hold it stationary in a single often-fortified location; they cannot move, but each of the cables acts as its own independent intelligence system, considered a part of the AI personality. The main globe itself is only a shell, and inside sits the full personality matrix, the physical embodiment and representation of the AI, which can be conversed with as if a living, thinking entity; the most famous, AORTA, appears as a twenty-something year old woman with long dreadlocks and a supple frame, and often has thousands of petitions to meet with her per day, with only a handful answered by her full matrix.

Hyperreal Connection
The Hyperreal is accessed constantly by the people of Drex, usually through external mediums, like computers or neural implants. Connecting directly into the Hyperreal takes an incredible level of concentration, and the ability to remain conscious and aware under the constant bombardment of information and data. Determined by a skill stat within the Head Primary category, your ability to connect to the Hyperreal can affect your ability to complete tasks, remain jacked-in, affect your body outside of the Hyperreal, or alter the internal processes within the Hyperreal, often through interaction with a Programme or Index. The Hyperreal stat differs drastically from the Unreal; the Hyperreal stat is related to interaction with the Hyperreal itself, whereas the Unreal stat is simply concerned with remaining in the Unreal despite the bombardment of violent stimuli.

Hacking
Hacking is an important process that takes place both with-in and with-out the Hyperreal. This could be attempting to gain access to an electronically-secured safe, password-protected computer files or active a certain security system, but it could go significantly deeper into the Hyperreal, like attempting to override a Programmes natural logic, subverting the effects of Anti-Virus software, or directly accessing an intelligence system. Hacking relates directly to your Electronics stat; when you begin hacking a device, roll on your Electronics skill, and remember how successful (or unsuccessful) the roll was in terms of Degrees of Success. Now, take your Electronics skill and divide it by ten (rounding down). The number you are left with is the number of attempts you are allowed to take before permanently locking the computer, or worse, setting off an alarm; this should be increased (or decreased) an amount equal to your Degrees of Success or Failure from the previous Electronics test. If the number you are left with is Zero or lower, well done; the computer is locked beyond measure due to your early fumblings. If the number is 1 or higher, you may begin hacking. A regular electronic system has a Difficulty Rating between 10 and 30, with 10 being the more difficult locks, and 30 being the easier locks (some especially powerful or high-tech systems may have a difficulty lower than 10, but this is rare). To perform a successful hack, you must roll on your Electronics' stat, but with a slight twist; to succeed, you must get as close to the stat as possible. If you are within the difficulty rating of your stat, you hack in successfully! (For example; you have an Electronics stat of 50. You first roll an Electronics test, and pass with a 39, with one degree of success! You now divide your stat by ten, giving you 5, and add your single degree of success; you now have 6 attempts to hack the lock. The GM informs you it has a difficulty of 20; you now must roll a D100, with the result showing between 30 and 70 (20 each way of your 50 Electronics stat) to successfully hack the computer!)

Karma and Effect


A characters Karma starts at zero, and will stay at zero until the GM deems your actions to be sufficiently altruistic (or selfish) to incite a change. Karma represents your overall neutrality in the world of Drex, and can greatly influence your character develop and imprint on the world of DreX. You must remember that Positive and Negative Karma, when added up, cannot equal more than 100. When doing something particularly good, or trying to impress someone evil, you may be asked to roll on your Karma score; dont be afraid, this is treated like a basic stat roll, rolling a d100 and aiming to get beneath your Karma stat. But your Karma will also affect how others react to you, and may also grant you powerful abilities, found below; you will always benefit from your choices, good or evil, even if no-one else does.

DEFENDER
REQ. 25

DEVIL ALTRUIST
REQ. 10 REQ. 60

POSITIVE KARMA
Reaction2

NEGATIVE KARMA

MORAL HIGH-GROUND

THROUGH FIRE AND NIGHT


Sorcery3, 1FPUpkeep On a Negative Karma test, you constantly suffer from Burn. For each point of Burn DMG you take, deal D4 Sorcery DMG to any opponent.

POSITIVE KARMA

GOOD SAMARITAN
Activate when one ally rolls a dice That ally can reroll the dice, and choose the preferred result. Free Action2 Deal any amount of DMG to yourself. One ally is healed by that same amount.

HERO
REQ. 40

POSITIVE KARMA

SWORD OF BENEVOLENCE
Combat Action4 Immediately deal 4D10 DMG to one enemy. This DMG cannot drop HP below 1, unless they have 25+ points of Negative Karma.

Your Karma starts at zero, and will stay at zero until the GM deems your actions to be sufficiently altruistic (or evil) to incite a change. Karma represents your overall neutrality in the world of Drex, and affects your actions grateful; Positive and Negative Karma, when added up, cannot equal more than 100, and neither can go higher than 70 by themselves. When doing something particularly good, or trying to impress someone evil, you may be asked to roll on your Karma score; dont be afraid, this is treated like a regular skill roll!

DEFILER
REQ. 40

NEGATIVE KARMA

FRESH MEAT
Tactical Action3 Select one nearby corpse. Heal 2D10 HP. Your next attack deals +1 DMG for each 2HP you regained.

SCOURGE SAINT
REQ. 60 REQ. 10

NEGATIVE KARMA
REQ. 25 Reaction2

REAVER
NEGATIVE KARMA PARASITE
Tactical Action3, 2FPUpkeep Select one enemy. As long as you pay the Upkeep Focus, whenever they take 5 or more DMG, they take an additional D6 Sorcery DMG.

POSITIVE KARMA
Sorcery4

HUMAN SHIELD
Activate when an enemies attack targets you. Select one adjacent ally. The attack targets that ally instead.

BEACON OF HOPE
On a Positive Karma test, until your next turn you take all DMG aimed at allies. For each 2 DMG you take, deal 1 DMG back to its source.

The Turning of the Wheel


Everything that occurs in Drex is classified as a Turn. A turn incorporates one action from every active PC and NPC currently taking part in the game. As such, there is a strict sequence that must be followed to maintain structure, balance, and to simplify the process as much as possible. A name has been given to each type of turn that can be used, to better identify for all involved just what is occurring. In the cause of a turn, every actions occur at near-simultaneous times; where it may sound like one action precedes another to an outside observer, in the swirl of melee and action it would be difficult to see any real difference in speed or timing between those involved. An average turn is considered to last 23 seconds, which is more than enough time, in the heat of combat, to kill or be killed.

The Many Faces of a Turn


Combat Action
A Combat Action is an attack action with a melee weapon, the butt of a rifle, or even your own fist or a make-shift weapon. This also includes such actions as grappling an enemy, throwing yourself at a foe, quick-firing a holstered pistol, or igniting your weapon in glorious holy fire. Combat actions almost always result in damage, to a foe or an ally.

Ranged Action
A Ranged Action can only be undertaken when you have an Impact or Energy weapon equipped, or a thrown Combat weapon, and you are NOT within combat range of an opponent. Ranged Actions take the form of powerful long- or medium-ranged shots from weapons, using either physical Impact ammunition, or plasma-sheathed Energy blasts. Ranged Actions do not just apply to weapon-fire though; an Aim action, as well as Prepare actions, are also classified as Ranged Actions, as well as the utilisation of markerlight devices, raising the effectiveness of your allies.

Tactical Action
A Tactical Action is a vast and varied event. Tactical Actions often include effects that greatly enhance the players, or his allies abilities in some distinct way. From firing multiple times next turn, to incorporating the healing of allies through physical or magical means, tactical actions are vital to a team if they wish to work like a well-oiled machine.

Free Action
Free Actions incorporate nearly everything not already covered; movement, hiding behind cover, switching weapons, and opening and closing doors all fall into the Free Action category. These actions take place with no restrictions, regardless of distance to enemy, the players status or condition. Other effects of Free Actions include low-effect high-yield buffs, healing effects, and other such immediate actions.

Reaction
A Reaction is a swift and simple action, a response to any specific circumstances occurring on the battlefield. Most often, these Reactions include dodging attacks, blocking attacks using shields, parrying attacks using swords or staffs, or simply getting the hell out of the way! Other such reactions may, with the training of specialisation classes, including disarming an opponent, repositioning an enemy, returning a bewildered enemies attack, or even defending a weak but valuable ally. Only one Reaction may ever be taken during any full turn.

Sorcery
Sorcery is the ability to summon incredible power from the Unreal. This will mostly come into play for the designated sorcery careers; Schoolman, Scion, and Quorista, but other such careers, such as the Priest and Knight, may have assorted anti-Sorcerous abilities at their disposal. Sorcery comes in many forms; a blast of elemental power, unnatural healing skills, or even the ability to summon into the real.

Focus
Focus Points, hereafter referred to as FP, are a measure of someone's ability to act in a single term; it is their concentration, their ability to react, their level of control of both the situation occurring around them, and their own body. All actions require varying amounts of FP to conduct, which are listed below. Focus can also be overboosted, which involves mental and physical preparation for the next turn, by sacrificing the current turn; this is explain more later on.

ACTION
Attacking with a Weapon Melee Fighting Using a Makeshift weapon Changing Weapons

COST
2 1 2 1

ACTION
Throwing a Grenade Activating a Feat Using an Item Activating a Secondary Stat

COST
2 1+ 2 1

Living Forever..
For Life and Limb
As with the Primary and Secondary statistics of DreX, your characters health is split amongst their limbs, only with a slight addition; that is, your Left Leg and Right Leg are both incorporated into the Legs Primary stat, but both have separate damage charts, found on your character sheet. All characters have the same starting health for all limbs; a Kai-ka-Thear is as vulnerable to weapons-fire as a Onatan , when you take away their naturally-armoured shell. All of these hit locations are referred to as Limbs (and even though the Torso might not be a limb by definition, it still falls under the Limb descriptor.) As you begin to take damage, to any of your limbs, you begin to shade in a box; one box is equal to one DMG. Fret not; this Light damage isnt enough to permanently damage your character, and has no ill-effects on their ability to perform. When a limb has all of their health boxes fully shaded in, thats when the real damage begins! Regardless of how much DMG is dealt, whenever you take a blow on a limb which has had all of its boxes shaded in, you darken one single box in that group (and only one) by crossing it out, filling it in, and ensuring it is distinct from the others. This is Heavy damage, or Permanent damage, and will negatively affect your character in a variety of ways. As shown on the chart below (under Skill DMG), you can see that whenever you take an amount of Permanent DMG, this will directly deteriorate your Secondary Skills. For the Head, for example, a single point of Permanent DMG will reduce all of the related Head secondary skills by one. This is concurrent; if you suffer from five Permanent DMG, all of your Heads secondary stats will be permanently reduced by 5, to indicate lasting damage done to the limb; torn muscles, broken bones, and often, wicked scars. How do you reduce permanent damage? Such repair work is very rare, and although certain high-level Constructs or Scientists may be able to replace the torn material with cybernetics, and advanced Surgeons on the Cradle may be able to repair the damage using Hypertech science, Permanent DMG is otherwise very difficult to get rid of, so be sure it never happens!

LIMB Head Torso Right Arm Left Arm Right Leg Left Leg RANGE

HEALTH 10 30 20 20 20 20

HIT ON 1 6, 7, 8 2, 12 3, 11 4, 10 5, 9 MIN. DISTANCE 8 Feet 25 Feet 100 Feet 250 Feet

SKILL DMG 1=1 1=1 2=1 2=1 2=1 2=1

Pleasures of Battle
Battle comes in a variety of styles, primarily; Ranged, Combat, and Melee. Ranged and Combat both incorporate the use of weapons, either physical Impact weapons firing a hail of bullets at an opponent, charged Energy weapons melting their foes with plasma or lasers, or the classic-style of Combat weaponry, the sharpened steel or bluntweight of a hand-held weapon. Melee combat, meanwhile, relates more to ones skill with their fists and body, throwing punches and blocking blows, dealing (albeit limited) damage without the use of heavy (and sometimes expensive) weaponry. Each of these styles have optimal ranges and effectiveness, explained below...

MAX. DISTANCE 8 Feet 25 Feet 100 Feet 250 Feet 500 Feet

IMPACT FAILURE 1, 2 1, 2 1, 2, 3 1, 2, 3, 4, 5

ENERGY FAILURE 1 1 1, 2, 3 -

COMBAT FAILURE 1 -

Combat Close Medium Long Extreme

Shooting Ghosts
With the general skill, inbuilt ability, and extreme reliability of most weapons these days, weapons rarely miss or fail. When this does happen, most trained soldiers refer to it as Shooting Ghosts, meaning that a Ghost simply got in the way of the bullet or blade, resulting in the failure. In game turns, this is simple. For melee weapons, regardless of the dice being rolled, all DMG rolls result in a failure if they roll a natural 1. This represents an incorrect angle of attack, loose footing throwing off the attacker or saving the defender, or the defenders armour soaking up the blow entirely, regardless of the weapons penetration or damage values. For Impact weapons, whose attacks rely on physical bullets and rounds to do the DMG, all shots fail on a 1 or 2 roll. This shows that bullets trajectory can easily be blocked, slowed or disrupted, through the effects of armour, the wind, or even the unpredictable effects of Chaos Theory. At any long distances, the weapon gains an additional +1 chance to fail (thus failing on a roll of 1, 2 or 3.) This represents the decreasing velocity of Impact weapons over long ranges, and their thusly decreasing velocity. Meanwhile, Energy weapons attacks rely on multiple fast-firing shots, which all serve to penetrate armour, then penetrate flesh, and finally, to burn and damage internal organs; this is a chain process, with one leading to the next. Where their failure rates are low, if the primary shots dont manage to penetrate the armour, no shots can thusly penetrate the flesh, or cause internal damage, vastly reducing their effectiveness. As such, all Energy weapon shots fail on a roll of 1. Because energy has a tendency to dissipate easily, and fan out into the environment, all energy weapons add 2 to their failure rates at Long range, making them primarily medium range weapons.

..and how not to do it


Penetrating Hits
Almost all weapons have a PEN stat, indicated by their profile; for all intents and purposes, any weapon without a PEN stat is assumed to have a PEN of 0, and cannot perform Critical Hits. A weapons PEN is its ability to pierce armour and flesh, and while it relates to Critical Hits, it also has a place in regular combat. When rolling DMG dice, a weapon can deal DMG to an opponent equal to its PEN, which is inflicted before rolling the AV dice. Any remaining DMG is then depleted by an AV roll. For example; a Dagger has a DMG stat of D6 and a PEN of 3. If the DMG rolled is a 6, 3 DMG is automatically inflicted, and an AV roll is then used to reduce the 3 remaining DMG.

C o mb a t W e a p o n
Blow for Blow
The easiest way to launch an attack is a simple Combat action; ensure you are in reach of an enemy, and take a swing at him. Although combat weapons are the most effective, the butt of a rifle can do the job just fine, as can grabbing your opponents head and smashing his face into a brick wall. Its all about style.

Charging Death Himself


If you move at least twice during a turn, any Combat attack you make in that same turn counts as a Charge. When making a Charge combat attack, you deal an additional +2 DMG, and your weapon gains Rending; this lasts all turn, and represents the momentum behind the attack, the extra force of the blows, and the psychological bonus behind it.

Moving in Combat
When moving into Combat, once you get within the required 8 feet of an enemy, you are considered to be in range of him; you no longer need to pay Movement Focus to get any closer, and are automatically considered in-Combat-range of any enemy within that 8 feet (which takes into account the natural flow of combat). Meanwhile, when making a Movement in combat, you leave yourself wide open for a counterattack; when already engulfed in Combat, all enemies in range who arent using Heavy weapons make a Reactions check (with +20 given to those with Riot weapons.) On a pass, they get to make one free attack against you before you make that movement.

Ranged Weapons
Shoot
The easiest way to use a Ranged Weapon is to simply Shoot. Making a Ranged Action during your turn allows you to fire a single shot of your weapon, generally a no-hassle, nostrings-attached weapon discharge. Weapons with Full Auto, Heavy, Charged or Loaded have additional effects that come into play here, so be sure to check your weapons unique quality. A Shoot action can only be used a limited number of times per turn; you cannot fire more than your weapons Rate of Fire (RoF).

Prepare
Preparing a weapon is the third and final type of Ranged action. Preparing only ever comes into play when weapons have the Heavy, ChargedX or Loaded effects, and differs for each effect. Heavy weapons require a 1FP Prepare action per turn to use the weapon a limitless number of times. A ChargedX effect requires a 2FP action to fire the weapon X number of times per turn, with additional actions required for additional shots. A Loaded effect meanwhile requires a single 2FP action per shot to fire.

Aim
Using a Ranged action in a different style, Aiming a weapon before firing provides many useful benefits, mainly, due to the extra time taken to aim and prepare your shot; this turn, the Aimed weapons Rate of Fire (RoF) increases by one this turn, and you can reroll a single failed Ranged attack roll. This is especially useful for high-power low-Rate of Fire, or long range weaponry, where an additional shot or extra re-rolls can be the different between life and death.

Full-AutoX

A Full-Auto weapon, often rapid-firing or high-velocity, is considered weak when fired in single shots; a 2FP action will only deal the base DMG of the weapon. But hold the trigger down, and let the bullets fly! When you announce an attack against a single target, you can pay additional FP up to your weapons Rate of Fire (RoF) stat. For each 1FP spent, add X additional DMG dice equal to the weapons Full AutoX stat. These shots are each treated as separate attacks; before you roll the dice, each additional shot can be assigned to a different target within 8 feet of your original target (as long as he was capable of being targeted by your attack); each shot is individually affected by the targets armour; and finally, each shot is capable of scoring a Critical Hit, of which all additional affects are rolled separately.

Riot Patrol
Some weapons have the Riot special effect, which greatly changes how the weapon is used. Firstly, Riot Ranged weapons can be used in the midst of Combat, due to their smaller size. Secondly, Riot weapons are all considered one-handed; plus, when wielding two Riot weapons, when you pay 2FP to attack with the first Riot weapon, you can attack the same target with the second Riot weapon for free. Where additional Feats allow independent targeting, the ability to use two different weapon types, both Energy, Impact or Combat, can help greatly.

Ambidextrous
Many of weapons have the Weighted trait; that is, they are primarily single-handed weapons that can be wielded with two hands for extra force. A character with the Ambidextrous trait gets a curious benefit; they can treat a Weighted weapon used singlehanded as a Riot weapon instead. The weapon does deal 2 DMG, but provides a variety of unique combat benefits; such as the two-handed Riot attacks!

P r e c i s e Ta r g e t s
Called Shots
Some enemies are much more difficult to kill than just spraying-and-praying your way through an encounter. A called shot is simply aiming your weapon against a specific limb or body part of an opponent, or target in the environment. When a called-shot is used, a weapons RoF is automatically reduced to 1. To fire a called-shot, first you must announce what body part you are aiming at; the called part. You then pay the attacks FP cost plus 1FP, called-shot costing an additional 1FP to use. Lastly, a called-shot has a higher failure rate than most shots; if you roll less than half your weapons DMG, the shot misses. Check the below chart for possible hit locations (with randomisations for GM use), which explain additional DMG and PEN gained from aiming for specific parts of the body. For the Heart, as an example, the shot is considered to have already penetrated the body, and thus gains no extra PEN, only DMG; meanwhile, an Arm shot finds it easier to penetrate the flesh and bone, but has fewer vital organs to damage.

Evolutionary Variance
Rest assured, even though many creatures in Drex may have a different physical structure than the one shown here, the GM will ensure than any critical hits scored will be allocated to the correct places. The most common example is the Player Race Kai-ka-Thear; their additional arms and legs are not shown here. Take Arm as a generalised average across all arms currently available. Simple.

ROLL 0 1 2 3 4

LOCATION Head Lungs Right Arm Heart Torso

DMG +4 +5 +2 +5 +3

PEN +0 +0 +3 +0 +2

ROLL 5 6 7 8 9

LOCATION Stomach Left Arm Groin Right Leg Left Leg

DMG +4 +2 +1 +2 +2

PEN +1 +3 +4 +3 +3

Head
+4 DMG / +0 PEN

Lungs +5 DMG / +0 PEN

Right Arm +2 DMG / +3 PEN

Heart +5 DMG / +0 PEN

Torso +3 DMG / +2 PEN

Stomach +4 DMG / +1 PEN

7
Groin +1 DMG / +4 PEN

Left Arm +2 DMG / +3 PEN

Right Leg +2 DMG / +3 PEN Left Leg +2 DMG / +3 PEN

Critical Hits
Super Effective!
Every weapon has a Penetration value (PEN); this is usually a measure of how effective it is at piercing armour and dealing DMG; however, when you roll maximum DMG on an attack, this stat also represents how effective the weapon is at piercing flesh, organ, and even breaking bone. When you roll Maximum DMG, roll a D6 and add your weapons PEN value; compare the result to the table opposite, which shows the weapons effectiveness through flesh and organ, and will directly determine how much additional damage the Critical Hit deals. Weapons with low PEN often deal low DMG, and where they Critical often, their Criticals are less effective. Meanwhile, High DMG High PEN weapons may not Critical often, but when they do they can often result in amputation, decapitation, or complete disintegration! Another thing to remember; Critical Hits entirely ignores any AV the opponent has, regardless of what is rolled! It has pierced the armour completely, making a mockery of flesh and steel in the process (Mid-level rolls may instantly kill weaker enemies, and equally as such, even higher rolls may only deal DMG to powerful Boss enemies, on the GMs discretion.)

#
1-2 2-3 5 6 7 8 9 10 11 12

EFFECT
Avoids all major organs; ignore AV Minor organ hit; +2 DMG Broken Bone hit; +4 DMG Semi-major organ hit; +5 DMG Amputation; Left or Right Leg, +8 DMG Amputation; Left or Right Arm, +8 DMG Pinpoint target; Lungs; +10 DMG Pinpoint target; Heart; +12 DMG Decapitated; Instant Kill Disintegrated; Instant Kill

S k i l l Te st s
Passing the Test
Skill tests are a common occurrence in the world of DreX. A Skill test is a D100 roll against a secondary skill (such as Explosives or Technology.) They are a way to convert a characters knowledge and ability in a specific area into in-world actions, and measures their level of success. Skill tests are always in conjunction with the Secondary Skills found on your character sheet, and although they may relate to various combat abilities, they do not include physical attacks, making PEN rolls, or any other type of action. There are two types of skill tests that occur; Direct and Opposed.

Direct
A Direct Skill test will be the most common type of skill test rolled, and only requires a D100 to utilise; take the skill youre rolling against, and roll the D100. If you roll below youre the chosen skill, you succeed, nice and simple! Direct skill tests are often non-confrontational, with no distinct opponent, target, or difficulty getting in the way; this could be the rolling of an Ancient skill test to remember a previous event, or a basic Survival test to check those found berries for their nutritional value (or at least a lack of poison!).

Opposed
An Opposed skill test will always have some GM-defined obstacle to success, with related skills of their own; it could be as simple as a Strength test to beat the Endurance of a wooden door, or as complex as a Persuade test against the Empathy of every law enforcement officer in the area to convince them to ignore the petty crime youve just committed. You and the target opponent both roll a skill test against the required stat, and calculate your level of success (how much lower the roll differs from the stat.) If both parties rolls succeed, whoever has the highest level of success wins the confrontation. If one party passes and one fails, the party to pass automatically wins the opposed roll, regardless of their level of success. Finally, if both parties fail their skill rolls, the level of failure is calculated, and whoever fails by the lowest amount manages to fumble through the encounter to victory!

Re-rolls
Many abilities offer re-rolls on certain dice throws; this could be skill tests, but could also be attack rolls, critical PEN rolls, or any other type of roll. A single test can only be rerolled once, regardless of the source of the reroll; a Skill test cannot be rerolled multiple times, from the same ability or even from different abilities (this includes Divine Intervention.)

Degrees of Success
When asked for a degree of success, its most often related to a skill test rather than an attack roll. A single degree of success is equal to a roll of ten lower than the required skill test, with each additional degree of success equal to an additional ten below. In the same vein, a degree of failure is equal to a roll of ten above the required skill. The greater the degree, the greater the triumph!

Critical Success (and Failure)


When rolling a skill test, a roll of 01 is considered a Critical Success; this is an automatic pass to the highest degree, and is considered to have achieved ten degrees of success regardless of the level of the skill being rolled against. Meanwhile, a roll of 100 (or 00 on a D100) is considered a Critical Failure (with an automatic ten degrees of failure). These two rolls can have severe in-game effects, both for the player and against them.

Combat & The Turn Sequence


The need to defend oneself is a basic, integral part of survival instinct, and this need is most often covered in a single moment of brutality; Combat. This may be the furious exchange of ranged fire over distance, or the hack and slash of bladed or blunt weaponry in the midst of battle. Combat is a key part of DreX, and although the turn sequence isnt required during any other part of DreX (you dont need a signal to dodge a particularly scathing statement), itll be important and arise often enough that its worth memorising the Combat Turn Sequence. When Combat begins, simply start at Step One!

ep One St

Everybody involved in combat rolls for Initiative (D10 plus your Initiative stat)

Step Tw

The character with the highest Initiative goes first Focus is gained/regenerated back to maximum All Upkeep Focus is spent, or their effects are removed Overboost Focus is announced and set aside Overboost Focus from last turn is gained

p Three S te

Activate a feat Spend the FP Roll the dice. Either; The Feat activates, or; The Feat fails

Announce an Action Spend the FP Roll the dice. Either; The Action succeeds, or; The Action fails

Use an Item Pay the FP Apply the effect

ur tep Fo S

Repeat Step Three until youve spent your Focus Points (or wish to save some for reactions) Clearly announce the end of your turn

ep Five St

The character with the next highest Initiative goes next This repeats until the end of the Round

x Step Si

An Action or Feat is activated by someone else Activate any applicable Reaction Feats If youre the target, you can react (see below), or do nothing;

Seven Step

Try and Dodge or Counter Spend the FP Roll the dice. Either; You avoid the DMG, or activate the effect, Or; the action fails; you can now choose to use your Armour

Use your Armour Assign PEN DMG Roll the AV dice. Reduce the incoming DMG by the rolled amount

Block the Attack Pay the FP Assign PEN DMG Roll the Blocking items AV dice Reduce the incoming DMG by the rolled amount

p Eight S te

The last character declares the end of his turn; This is the end of the round If there are enemies remaining, the next round begins (Start at Step Two; Initiative doesnt need to be rolled again) If there are no enemies remaining, the Combat ends

The Races of Drex


Drex is a place of utmost diversity; most of the races were created by the Exohumans long before Drex, and brought here to provide salvation from some ancient enemy. Each race seems to fulfil a necessary purpose; scientists, merchants, diplomats, and warriors, all doing their part to serve the greater good. But when the Exohumans found themselves dying, and the Atrocity fractured much of their society, individual purposes became obsolete, and each race was allowed to evolve as nature intended. Even now you can see the inherent characteristics embedded in them by their fore-fathers, who still walk amongst them to this day, although as a broken species fully aware of its own fate. Choosing a race to play as may prove to be more difficult than intended; you can choose based on their general appearance, picking whatever race looks visually appealing to you, or you can read their descriptions, ask your GM for more information, and try to find which personality you are most attuned to. Finally, if you are truly indifferent, take a look at the starting SPECIAL stats of each race, and their factional bonuses, and tailor-pick your race to your preferred playstyle. If youre really running out of ideas, you can simply randomise the choice; each of the racial descriptions below contains a number next to them. Roll a D12, and simply select whatever result comes up. The world of Drex is a place of adventure, but also of immense danger; rest assured, there are always more heroes and villains waiting to take part in your story!
1, 57, 95, 99 2 3, 58 4, 59 5, 60 6 7 8, 61, 96 9, 62 10 11 12 13, 64 14 15 16 17, 65 18, 66 19, 67

Human NOMAD Human TRAVELLERS OF QI Human ANUR-JANDRIA Human IMPERIAL ORDER Human HAVEN Human STORM HAVEN Human THE C.O.R.E. Human CRADLE Human TOWER Human AETHERIN Human HUMAN+ Human DANTE 01
EXOHUMAN LIBRARIAN EXOHUMAN DISAPORA EXOHUMAN SEER EXOHUMAN SEPIA

20, 68 21, 69 22, 70 23 24, 71 25, 72 26, 73 27, 74 28 29, 75, 97 30, 76 31, 77 32, 78 33, 79, 98 34, 80 35, 81 36, 82 37, 83 38, 84

Onata

RAIN

39, 85 40 41 42, 86 43, 87 44 45, 88 46, 89 47, 90 48, 91 49 50 51 52 53, 92 54, 93 55, 94 56 00

CENDRA ANALYST CENDRA INARCHIVIST


HELOS HELOS HELOS HELOS

ERADREAN ORC ERADREAN ERADREAN ERADREAN TROLL ERADREAN GOBLIN

ALPHA ESTERIA HUNTER OUTCAST

Sigurn STONE Sigurn WOOD Sigurn STEEL Sigurn FLESH GHOUL INFECTION GHOUL VIRUS GHOUL SORCERY GHOUL NANOTECH
KAI-KA-THEAR KAI-KA-THEAR KAI-KA-THEAR KAI-KA-THEAR

DRAVN CHAMELEON DRAVN COBRA DRAVN BOA DRAVN TRYCERA

INDRAFIL SENSES INDRAFIL BODY INDRAFIL MIND INDRAFIL SOUL


C ONSTRUCT C ONSTRUCT C ONSTRUCT C ONSTRUCT

FORMICIDAE MYRMECIA VESPIDAE MUTILLIDAE

ELECTRICITY STEAM/CLOCK HYPERTECH SUBELIAST

Onata Onata Onata

RIVER OCEAN LAKE

CENDRA TECHNICIAN CENDRA PROGRAMMER

CHOICE

Characters of Distinction
Making your character is a purely personal process; anything found within, when asked to roll against, can off be decided beforehand, with consultation with the GM. Many people may want to play a completely randomised character, but equally as many people will come to the table with a character idea already planned out; things like height, weight, race, career and special features could ruin this plan entirely. Below are a selection of random traits, marks of distinction, or personality features; if you so desire, select a few from here that you like. Or, of course, select none at all; they are all option. You can even roll off against the traits to really throw a spanner into the works! Always remember, a GM should always be flexible towards Player ideas!

Physical
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Forehead Tattoo Bad Teeth Split Tongue Tribal War Paint Piercing Gaze Bullet Wound Scar Arm / Leg Tattoo Sharp, Angular Features Cheek Tattoo Facial Hair Braded Hair Combat Scars Perfect Teeth Chemical Burn Body Tattoo Multiple Piercings Jaw Tattoo Cloudy Grey Eye Missing Finger Reconstructed Skull 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Memento
Dragons Tooth Slave Collar Book of Inspiring Quotes Rock that Glows in the Dark Tin of Ashes Vial of Blood Loaded Dice (x2) Map Fragment Favourite Headband Bag of Shot Pellets Black Ribbon (25cm) Vlieg Feather Goblin Jaw Fur Cloak Jar of Shrapnel Glass Key Empty Drug Vial Old Nameplate Rogue AI Fragment Phial of Dust 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Personality
Believing / Trustworthy Hobby: Musical Aspiration: Hero Loyal Hobby: Dancing Optimistic Hobby: Painting Mournful Aspiration: Wealth Faithful Natural Liar Hobby: Carpentry Compassionate Cheerful Aspiration: Champion Gambler Hobby: Writes Ballads /Poems Pessimistic Helpful / Altruistic Aspiration: Family

Likes / Dislikes
1 2 3 4 5 Cute Things Sappy / Romantic Things Religion / Blind Faith Gratuitous Violence Loyalty / Integrity 6 7 8 9 10 Different Races / Cultures Astronomy / Space Travel / Navigation Travelling 11 12 13 Wild Animals of Any Type Regulations & Rules The Masses / Crowds Shiny Things Tortured Pasts 16 17 18 19 20 Exotic Weaponry Flattery Lost Causes Challenge / Difficulty Happy Endings

Obscure History / Lore 14 Magic / Sorcerous Items 15

H UMAN
Humanity are, when only considering the seeded races in Drex, the youngest of all the races. Despite their relative youth, they are also the most established race in Drex. For a start, they are spread across every planet, and learn to live in the most inhospitable environments; the swamps of Eridaria, the hostile deserts of Arcan, the asteroid-fortress of the Logos, and the snow-covered plains of Viatga. The are a race said to spread like a virus, capable of infecting all land with their industriousness and ingenuity. Their enterprising nature is completely unstoppable, as they will take on any job, no matter the danger or threat, if the price is good enough; more Human mercenaries exist than any other race. Secondly, they are the most varied of the races. They have the most prominent and primary factions within their numbers, they are the most religiously different, and they have the higher technological variance between their different cities. This comes from their genetic identity. Humans have the baseline genetic identity of the Exohumans, minus the enhancements that cause the genetic disease of their progenitors. They are a capable species, able to take to and adapt to any environment or conditions and strive. They breed quickly, with a mere 9 month incubation period, meaning their smaller societies can spring up unannounced and grow rapidly. They are a species with no predilection to a certain style of thinking or knowledge base, and are capable of quickly adapting to any style of thought; as such, their religious diversity is huge, they have a propensity for philosophies, and they pick up new technologies and styles relatively quickly. A social race by nature, apart from birth they have no connections to any other member of their species despite those they form themselves; bonds of brotherhood between two close friends, the drunken alliance between two men after their drinking gets out of hand, and the powerful bond between two humans donning armour for their lords; especially in the latter regard, Humans are known for their tenacity, their will to survive, and their indomitable nature. They see life as being made for them, and wish to conquer it in every way possible. Most of Humanity are relatively friendly and welcoming to the other races of Drex. Many Human-founded cities across Drex are rarely exclusively Human, and are a mixture of the other races; one thing about Humanity is that they know a talent when they see it, and their most varied cities, where the races are allowed to fill their niche roles, are often vary successful and grow to very large sizes (with prime examples like Newarth and Illiure-Canvi). Humanity do have a darker side though. The most violent and emotional of the races, they can be extremely unforgiving, and can hold grudges for many decades. They react badly to persecution, and will often engage in combat, even warfare, for the most trivial of matters. Over the years since Humanity have been founded, they have had more wars than the other races combined; religion seems to strike the most sore nerves, and the various Holy Wars Humanity have fought are amongst the most brutal and bloodthirsty ever experienced. The war between the Imperial Order and Anur-Jandria, for example, has been going on for over 400 years now, albeit in two parts. A race consumed by greed and lust, they are often driven to extremes over the accumulation of great wealth; tales of Human corruption are common amongst the other races, especially those Humans in a position of power, so much so that few races will ever trust a Human making a decision when money is involved. In fact, the other races find them difficult to trust at all; as such, they have to fight for everything they desire, and despite being the underdog in almost every way, they struggle ever onwards.

7199 Before the Atrocity Humanity are seeded on Arcan 17AA Emergence of the Altai 270AA Emergence of Anur-Jandria Zero Year The Atrocity 197 After Atrocity Humanity considered to be a civilised race; they live in organised society with an extensive caste system

2309AA Exohumans arrive, deliver Hypertech to Humanity 2311AA TOWER is founded by Humans on the Cradle 2352AA Anur-Jandria invades Fist of Deimos; Deimos burns down his final bastion, ends his life 2381AA The Vulgar Holy War, survivors of the Imperial Order, settle north of Anur-Jandrian territory 2891AA Newarth is founded

2199AA Emergence of the Imperial Order, led by Emperor Phobos 2311AA Emperor Deimos takes over the Imperial Order 2329AA The Imperial Order declares war on Anur-Jandria

2557AA Haven emerge on Ibica

3222AA The Aetherin are founded 3702AA The Temple of the Logos is founded as a sorcerous haven 3999AA Grand Emperor Deimos returns, and kills the Dreamweaver. Mass panic ensues 4292AA Odrinn Gaard is exiled from Haven, forms Storm Haven 4319AA Present Day

3549AA The Vulgar Holy War is converted by an unknown traveller. The nation of Qi emerges

4170AA Dante01 is founded 4277AA Numerous large fleets, split by faction, now defend Arcan 4294AA Human+ are established

H UMAN
Language
Evairn Jandrian Aughurn Imprae
Galactic Standard + one other:

DOGGED PERSISTANCE
Reaction2 Re-roll any failed roll. You must keep the second result. This can only be used in Combat situations.

Antalia Sophis Deprae Aethra

SLANG FOR EXTERMINATION


Tactical Action2 Your next attack has the Blast trait, and can reroll any 1s.

FIT FOR SERVICE


Racial Trait As the most adaptable species, Humans gain +2 to every Secondary stat, and can reroll any and all rolls during character creation and keep the preferred result.

Age
Male 15 + 2D20 Female 13 + 2D20

HEAD

Height & Weight


1 2 3 63 62 61 60 511 510 59 58 57 56 190lbs 185lbs 180lbs 175lbs 170lbs 165lbs 160lbs 155lbs 150lbs 145lbs
VARIATION UNCONSTRAINED
Unlike the other races of Drex, the faction or group an individual belongs to, from birth or otherwise, doesnt affect the growth of a Human. Their size is generally consistent regardless of home-world, religion, master, or morals; of course, there will always be those race instances where a Human exceeds the standard norm. To the other races of Drex, Humans are a species with an obviously-singular genetic birthline. Stripped of clothes, tattoos, scars, or identifying natural features such as hair and eye-colour, two Humans of similar size would be near-identical to the untrained eye, unlike many of the other races of Drex, who have more blatant variances in their genes. To account for this, Humans seem to have grown a love for the extreme; they will style their hair in outrageous fashions, wear flamboyant jewelry, tattoo their flesh with warpaints, popular slogans, or common symbols. The most defining trait of a Human is their complete lack of limits; they come across a dream in their youth, an aspiration or ideal, and set out to achieve that dream no matter their costs. They will often to go almost any extreme to reach that aspiration, with some even becoming corrupt and betraying their allies and friends in the process..

30
TORSO

Hair Colour
1-2 3-4 5-6 7-8 9 0 Black Dark Brown Light Brown Blonde Red Dyed

Eye Colour
1-2 3-4 5-6 7-8 9 0 Brown Blue Green Hazel Grey Gold

4 5 6 7

30
ARMS

8 9 0

30
LEGS

Aspirations
1-2 3 4 5 SOUL 6 7 8 9-0 Wealth & Riches A Family A Rare Item Collection Freedom / Adventure Fame / Recognition Good Friends / Allies Property Ownership Power / Leadership

30 30

Wealth 1-3 Poor 150 4-6

Rich

400

T HE H UMAN F ACTIONS
D10 GENDER D10 GENDER

NOMADS
Those referred to as Nomads are the uncounted masses of Humanity, those who serve no real faction, follow no real course in their life, and whose place of birth isnt prestigious enough for categorisation. They often live as travellers or merchants, etching out an existence. FACTION BENEFITS +10 Arms +10 Barter +10 Stealth PREFERRED CAREER Warrior, Schoolman FACTION FLAWS -10 Head -10 Tactics -10 Ancient

Homeworld

ARCAN
Newarth*

Travellers of Qi
Ally to Anur-Jandria, enemy to the Imperial Order, the Travellers of Qi are an altruistic nation who command a large area of Arcan from their lone stronghold city. Xiao Dan and his Generals are said to come from a different dimension, but their leadership is never doubted. FACTION BENEFITS +10 Legs +10 Vision +10 Empathy PREFERRED CAREER Warrior, Medic FACTION FLAWS -10 Torso -10 Barter -10 Ancient

Homeworld

ARCAN
Qi*

Male

Male

1 2 3 4 5 6 7 8 9 0
D10

1 2 3 4 5 6 7 8 9 0
D10

Riverside Rulbet Foxwell Basin Hampton Viradenne Drop Waters Edge


GENDER Female

Chengdun

Zhan-liao
Female GENDER

Xuchan Liuchan

ANUR-JANDRIA
Following the Prophet to the Isolated One, the Dreamweaver, Anur-Jandria is an ancient desert nation which has guided and led Human culture since their inception. They are zealots in nature, although they look after their followers, and accept all races and creeds. FACTION BENEFITS +10 Soul +10 Arcane +10 Language PREFERRED CAREER Scout, Scion FACTION FLAWS -10 Arms -10 Medicine -10 Ancient

Homeworld

ARCAN
Oneiros

THE IMPERIAL

ORDER

Homeworld

ARCAN
Foundland Dynam Calibur Forge Herald

Male

Male

1 2 3 4 5 6 7 8 9 0
D10

Oneiric Citadel* Alexios Cam-Aswan Ibrican Thairo El-Solas


GENDER

The Imperial Order are knightly warriors in heavy armour, preferring advanced hand-to-hand weapons over ranged. They follow their Grand Emperor with the utmost passion; upon his resurrection, they became only more fervent in their xenophobic hate of all outsiders. FACTION BENEFITS +10 Torso +10 Strength +10 Drive PREFERRED CAREER Knight, Warrior FACTION FLAWS -10 Legs -10 Acrobatics -10 Ancient

1 2 3 4 5 6 7 8 9 0
D10

Female

Female GENDER

Fist of Deimos*

Homeworld

HAVEN
Ruled over by Father Idriss, the clans of Haven live on the ice-moon of Ibica, and endure temperatures and conditions few other races must. This has made them strong and powerful, but also superstitious and clan-based; they distrust technology immensely. FACTION BENEFITS +10 Arms +10 Tactics +10 Survival PREFERRED CAREER Scout, Warrior FACTION FLAWS -10 Head -10 Electronics -10 Ancient 1 2 3 4 5 6 7 8 9 0

ARCAN
Odinnra Eyast Noth-tra

STORM HAVEN
The fleet of crafts sitting above Haven is the Storm Haven fleet; despite the exile of General Odrinn, the fleet remains loyal and ready to defend Ibica and support Haven as required. Odrinns good relationship with Qi and Xiao Dan has benefitted both factions immensely. FACTION BENEFITS +10 Torso +10 Tactics +10 Repair PREFERRED CAREER Warrior, Schoolman FACTION FLAWS -10 Head -10 Language -10 Ancient

Homeworld

ARCAN
Command: Wartorn* BattleShip: Sky Lance Med Ship: Oversight Migration: Drift BattleShip: Foresight

Male Female

Male

1 2 3 4 5 6 7 8 9 0

Ibica-Plas*

Female

Cennala Sath-tra Thorsten

Humanity has never really been a collective. They dont live in hive-cities like the Kai-ka-Thear, they dont associate in clans like the Sigurn, and they don't have the strong family bonds like the Eridarians. Their factions vary immensely from one to the next; some are companies with employees, some act like monarchies, others still are ruled by councils or elected officials, and some are entirely free of rule and ruler, and operate on a best-for-the-community basis. Due to their indomitable nature, Humanity have spread to every corner of Drex. They build fortresses in the frozen tundra's of Ibica, roaming caravans that wander the deserts of Cendra, and huge cities with before-unseen numbers of people living in the same place, all on the safety of Arcan. Their many factions are equally as distinct as the differences between the races, and warfare between Human factions is a common occurrence. Faith, nature, virtues; when a Human joins a faction, he often adopts everything about them. Many lack the choice, and are simply born into such factions, remaining until they die.

D10

GENDER

D10

GENDER

THE C.O.R.E.
The Human C.O.R.E. is one of the largest in Drex, if only because of their high amount of diplomats, negotiators, and businessmen. Often ambitious individuals, they live in luxury on the high reaches of the Cradle, far above the Cradle-born drones on the lower levels. FACTION BENEFITS +10 Head +10 Electronics +10 Persuade PREFERRED CAREER Medic, Knight FACTION FLAWS -10 Legs -10 Empathy -10 Ancient

Homeworld

THE CRADLE
Prima Drex*

Cradle
Those deemed Cradle-born are Humans born in the safety of Cradle, often in Prima Drex or Cradles population underbelly, who have grown up surrounded by technology. They are skilled with technology, but have little in terms of optimism, or a future ahead of them. FACTION BENEFITS +10 Soul +10 Technology +10 Dexterity PREFERRED CAREER Artificier, Medic FACTION FLAWS -10 Torso -10 Empathy -10 Ancient

Homeworld

THE CRADLE
Lvl1-Enviro Lvl9-Maint.A Lvl19-Slums.A1 Lvl51-A.Sec Lvl66-Slums.X7 Lvl98-High.P Lvl100-V.I.P Prima Drex Lvl161-Home.II Lvl177-Home.V

Male

Male

1 2 3 4 5 6 7 8 9 0
D10

1 2 3 4 5 6 7 8 9 0
D10

Supremacy Impro Courtyard


Female GENDER

Female

New Central Illiure-Seed Aristro

GENDER

T OWER
TOWER are the largest Human collective across Drex. Galaxy-leader in industry, they control much of the CORE and have powerful influence within the Isolus, despite their cold and often numbersorientated outlook on life. They originated on the Cradle. FACTION BENEFITS +10 Head +10 Barter +10 Dexterity PREFERRED CAREER Artificier, Scout FACTION FLAWS -10 Soul -10 Empathy -10 Ancient

Homeworld the CRADLE


Prima Drex Supremacy

AETHERIN
The Aetherin are barely considered Human now, despite their genetic identity. From a young age, those born as Aetherin attach robotic wings to their back, and learn to fly when young. Their symbiosis with technology is more a mystic art than an understood science. FACTION BENEFITS FACTION FLAWS -10 Legs -10 Make-Shift -10 Ancient

Homeworld
THE CRADLE

Male Female

Male

1 2 3 4 5 6 7 8 9 0
D10

1 2 3 4 5 6 7 8 9 0
D10

Aethersun*

Tower HQ*

Courtyard New Central


Female

New Central ECA Outpost Courtyard

+10 Torso +10 Science +10 Repair PREFERRED CAREER

Aethermoon

Knight, Schoolman

Human+
The Human+ advancement programme has a large following across Drex, and despite its often negative image, they perform many good deeds across Human settlements. Rachael Nash is their recognised leader and firstborn, and their base is well-hidden on Ibica. FACTION BENEFITS +10 Head +10 Acrobatics +10 Repair PREFERRED CAREER Artificier, Schoolman FACTION FLAWS -10 Arms -10 Language -10 Ancient

GENDER Male Female

GENDER

Homeworld

IBICA

Dante 01
Dante01 is the largest prison within Drex; it is classified as a faction in its own right, due to the sheer number of people contained within, either as prisoners of the system, or those taking it upon themselves as guards. The Population is so large, births are common.

Homeworld

DANTE01
Cell Block VI Cell Block XX Cell Block IVX Cell Block LII Management Ext. Security Kitchen Administration Starport Int. Security

Male

1 2 3 4 5 6 7 8 9 0

1 2 3 4 5 6 7 8 9 0

Deitrich* FACTION BENEFITS +10 Legs +10 Stealth +10 Perform PREFERRED CAREER Medic, Scout FACTION FLAWS -10 Soul -10 Barter -10 Ancient

Female

E XOHUMAN
Exohumans are widely recognised as the Progenitor race on Drex; they created the system around them, the races that live here, and are the only ones with a true understanding of Hypertech. Their race reached untold heights in knowledge and technology, and were the fathers of sorcery and science. They came here fleeing from an unknown enemy, long forgotten to them, that still haunts their dreams in the dead of night. They are a scattered species, infected and diseased by some past atrocity, unable to reproduce and continue their species; it is assumed that it was this atrocity that took their memories, leaving them with varied amounts of shrapnel buried deep in their subconscious. Now acting as the sages and guides of modern Drex, the Exohumans utilise what knowledge they have to try and teach the other races, to help them better themselves in every way possible. Some do it for money or reward, others simply because it is the right thing to do. Few Exohuman communities exist, and yet every major and most minor communities have at least one Exohuman within their ranks, regardless of status and power; all, except for the Kai-ka-Thear, who distrust the Exohumans and see them as an unnecessary reminder of a past long forgotten. Exohumans look similar to Humans. They have a similar height and weight, almost exact body structure and genetic makeup, and similar social structures. Humans are infact the original genetic identity of the Exohumans, much more so than the other races; the stories of the Exohumans past, long before Drex was created, was that they took specific features from their own DNA, back when their power had no limits, and expanded them to create other living creatures to fill the void when they discovered the Universe was empty. The Humans were the only race kept genetically pure and whole, their DNA remaining in a single, unified, unaltered perfection. Thus, the Exohumans consider themselves the fathers of the other races. It was the Exohumans who descended onto each planet, when a race was considered sufficiently evolved and civilised, and granted the knowledge of sorcery, hypertech, or both. They provided the space-faring Hypertech engines to the races, helped them design and construct ships, provided advanced NSI and VIs, and invited them to the Cradle, taking a chosen set of diplomats and nobles to act as the races designated CORE. Their most famous interaction, and beneficial, was with their genetic descendants; the Humans. Not only did their interaction bring about the formation of TOWER, the largest corporation now existing within Drex, but Human scientists, one in particular, spent decades redefining and reconstructing their Hyperreal engines. Although the engines now are of Exohuman design, and considered Exohuman technology, it is Humanity who have allowed what is current-day Drex to form as it has. The Exohumans are haunted by more than their ancient enemy from time immemorial. The Atrocity, the event considered to be the real birth of Drex, haunts them from places beyond mere memory or emotion. Every Exohuman, those who retain their memories or dont, have nightmares about the war between Exohumans and Nonmen. A planet was destroyed, another was devastated beyond reason, and entire races were annihilated. But worse than that, the Exohumans saw within themselves their own weaknesses; their willingness to unleash powerful technologies, beyond their control; their desperation when faced with powerful opposition; and the inevitability of their own fall from grace. But with the Atrocity wiping out their memories, they are doomed never to learn from this lesson.

51996 Before the Atrocity The Rapture Occurs 14761 BA Sorcery discovered

15092 BA Arrival in Zero Space 14830 BA Drex finished 14601 BA The infection worsens

8901 BA The seeding of the races begins with the Cyrix

7934 BA Nonmen emerge

3779 BA Nonmen exiled

53 BA Cendra is devastated when NOAH is used as a weapon 51 BA Nonmen complete the Cradle 10 BA Nonmen fleets retreat 2 BA The Battle for Cradle

103 BA Aiden declared as Exohuman home base 19 BA Anubis is used as a weapon 8 BA Anubis turns on the Exohumans Zero Year The Atrocity

4319AA Present Day

E XOHUMAN
Language
Galactic Standard Enocia CREATING A VOICE
Reaction2 Activate in response to the activation of Sorcery. Any rolls made for this spell can be re-rolled, keeping the new results.

ANCIENT DEMANDS
Free Action2 Roll an opposed Charisma test against one enemies Intelligence. On a success, the enemy becomes your Minion for two turn.

LONG MEMORIES
Racial Trait Exohumans receive great respect from the other races; Persuade, Intimidate and Empathy tests are at +10 for the Sigurn, Eridarians, Kai-ka-Thear, and Indrafil, and +20 for Humans, Constructs, and Onatans. HEAD

Age
Male 2D20 x 100 + D100 Female 2D20 x 100 + D100

40
TORSO

Homeworld
Planet 1 2 3 4 5

Memory Span
1-2 3-4 5-6 7-8 9 0 100 years 350 years 800 years 1500 years 5000 years 10000 years

Eye Colour
1-2 3-4 5-6 7-8 9 0 Gold Grey Blue Brown Green Black

HYPERTECH SHIPS
Citivas Eyes of Grace Sidereal Standra Non-Sepia Scion*

20
ARMS

6 Planet 7 8

SHARDS AND SPLINTERS


The disease that polluted the body of the Exohumans, that burnt their DNA to the barely-functioning cinders they are now, affected their minds as much as it did their body. Although it greatly varies between individuals, the ability to create and store memories degrades across time to a point of near-zero; that is, a large enough event, traumatic or disruptive, one of extreme violence or emotion, will be enough to send the Exohuman into a frenzy, their mind breaking asunder as they enter into a murderous rage, turn to nihilistic tendencies, or attempt to destroy themselves. They recover, in time. For some it takes days, for others, years, but they do recover. They rarely, if ever, regain any of their memories before the date of collapse, usually having only abstract shards or splinters of memories in unorganised and confused flashbacks. Their ability to create new memories seems to return to normal, and they live a normal life, other than the confusion of this forced-amnesia, but it is a regular part of Exohuman existence, and they learn to live with it. But there are Exohumans with almost their entire memory within their grasp; at least, they were once Exohumans. Nonmen somehow found a way to cure the Exohuman disease, but it comes with a high price. They seek out and harvest all life within Drex to cure their own species, and liberate more of their brothers and sisters. Nonmen are considered polluted, corrupted, and morally lost.

30
LEGS

ARCAN
Waters Edge Darklight

20
SOUL

Planet 9 10 Planet 11 12

VIATGA
Napra-Sigurn Napra-Tactum

THE CRADLE
Aethersun Courtyard

40

A N E XOHUMANS M EMORIES
The Atrocity, as the Exohumans refer to it, was a devastation in their past, after the creation of Drex but before the evolution of the species around them. It left them genetically ill, and impossible to cure; they cannot reproduce, as almost 90% of Exohuman young are stillborn after 11 months of agonising pain for the mother. As a race gifted with near-immortality, who have escaped the grasp of age, this is the worst fate that could fall upon them, and has resulted in many Exohumans practically falling to pieces. Exohumans are rarely categorised by faction, but instead, by their memories. The more memories (or shards thereof) that an Exohuman has, the more defined role they seem to naturally turn to; those with limited memories, but a wish to learn more, become Librarians, chronicling their race for the young that do survive. Those with few varied memories, but one specific dream or desire often become Diaspora, explorers and travellers, who take up homes within other racial communities as advisers and guardians. Those called the Sepia are almost entirely without their memories; they have no interest in learning more, and live a grey an lifeless existence wondering about what was. All Exohumans, regardless of faction, often dress the same; huge and ornate sets of armour, brutal war-helmets (often with facemasks showing great pain and suffering), and weapons both barbarically-brutal and high-tech in nature. Where not dressed for war, which is rare, Exohumans will wear fine silks and other expensive finery Drex can offer.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

LIBRARIAN
Librarians rarely leave the sanctuary of their homes or fortresses. Where many of their race are content without memories of their past, Librarians scour literature long outdated to catalogue references to a past they are desperate to reclaim for their race. FACTION BENEFITS +10 Logic +10 Ancient PREFERRED CAREER Knight, Schoolman FACTION FLAWS -10 Strength -10 Persuade

DIASPORA
An Exohuman traveller names himself a Diaspora to show his separation from his brothers; often abandoning Exohuman society entirely, Diaspora wander around Drex, chasing after a dream or purpose often long vanished, or splintered into shards. FACTION BENEFITS +10 Endurance +10 Survival PREFERRED CAREER Soldier, Scout FACTION FLAWS -10 Medicine -10 Technology

Male Poor75 Rich250 Female GENDER WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

65 64 63 62 61 60 511 510 59 58
HEIGHT

190 185 180l 175 170 165 160 155 150 145
WEIGHT (LBS)

1 2 3 4 5 6 7 8

66 65 64 63 62 61 60 511 510 59
WEALTH HEIGHT Rich250 Poor75

195 190 185 180l 175 170 165 160 155 150
WEIGHT (LBS)

Female GENDER

9 0
D10

SEER
Seers are the elites of the Exohumans. They often remember a single memory so well, that they can perform it flawlessly; this could be enhanced mathematics, theological studies, or the construction of Hypertech. They are prized advisers and guides. FACTION BENEFITS +10 Language +10 Logic PREFERRED CAREER Warrior, Quorista FACTION FLAWS -10 Barter -10 Reactions

SEPIA
A Sepia has fallen through purpose into the silence of their own mind. Sent into despair by the broken remains of their memories, they are bleak and hollow, caring for few and far between, and are easily persuaded to a cause by secrets and myths. FACTION BENEFITS +10 Strength +10 Intimidate PREFERRED CAREER Soldier, Artificier FACTION FLAWS -10 Tactics -10 Empathy

Male Poor75 Rich250 Female

Male

1 2 3 4 5 6 7 8 9 0

65 64 63 62 61 60 511 510 59 58

190 185 180l 175 170 165 160 155 150 145

1 2 3 4 5 6 7 8

66 65 64 63 62 61 60 511 510 59
Rich250 Poor75

190 185 180l 175 170 165 160 155 150 145

Female

9 0

O NATA
The Onata themselves are a biologically unusual and unique species; they are creatures made entirely of a mix of liquids with a similar appearance to water, although much thicker and more coalesced. They often take appearance almost exactly like Humans, except for a love of the colour blue, and they are often dressed in loose and provocative flowing gowns and impressive layers of jewellery. Most species have a very vague understanding of Onatan physique, though. They cannot change their physical appearance or size, as they are limited to their volume, much like a regular creature is limited by their weight or fat content. They can loosely reshape their facial features, changing their eyes, nose, or lips to better suit their needs, but most Onata settle into a comfortable appearance after around 20 years of life. Diplomats, assassins, or scouts will often have more flexible features than the average individual, who will change themselves only while looking for a mate. When they get hurt, they will lose their volume like a Human would bleed; their outer layers coalesce more than the internal layers, rumoured due to the exposure to oxygen in the air, and when that layer is broken they will bleed fluids rapidly, dying if they lose too much of their volume. These volumes are regenerated and reformed by eating and drinking, much like any other species. They also have the remarkable ability to reform wounds, akin to an injection of adrenaline restarting a Humans heart; this extra volume is temporary, and is often burned off due to exercise or activity. They can also, after intense focus or training, change the pigment in their skin to become invisible; their clothes are coated in a similar reactive substance to their flesh, and will often vanish as well. Originally, the Onata were on a small planet called Tarsus-Thear. It was relatively unremarkable, and they shared the planet with a multitude of other races, prominently the Zelleth, the Katra, and the Kai-ka-Thear. A race of diplomats and artists, their culture advanced rapidly; Onatan art sold for huge amounts around Tarsus Thear, long before space travel was accessible, their skills in high demand. That was, until the Kai-ka-Thear emerged from underground. The Kai-ka-Thear swarmed across Tarsus-Thear, an unceasing tide of chitin and talon. The Katra fell, so did the Zelleth, and it looked as if the Onata would also fall, until an Exohuman Hypership, the Exile, emerged from space. Its cannons unleashed molten death upon the Kai-ka-Thear, while transport ships collected the Onata, saving their species. The Kai-kaThear were left to nurse their wounds, the planet now theirs, while the Onata were relocated to Arcan, the Human planet. Since that day, the Onata have harboured a powerful hatred for the Kai-kaThear, and an appreciation both of the Humans and the Exohumans. Their art and culture has grown to be a mainstay of Drex, the most distinct and recognisable across the galaxy, and their services are in constant demands. The Onata are recognised as the most influential diplomats in Drex. They are the only species, Exohumans aside, to have two members of the Isolus, and it is well known that the Exohumans are unenthusiastic when it comes to the laws and processes of the other races, leaving the Onatans as the major deciding force in most matters. The Kai-ka-Thear stand fervently against this; they argue that a race without a planet of their own cannot be trusted to rule Drex. Few ever truly listen, all aware of the history involved there.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

O NATA
Language
Galactic Standard Onaa CHAMELEON
Tactical Action2, 2FPUpkeep You are considered to be invisible, and automatically roll a 20 for any Stealth tests.

REFORM WOUNDS
Reaction2 Activate after you receive DMG. You gain temporary Health equal to any Health you have lost, which remains for D10 turns.

THE AUDIENCE BECKONS


Racial Trait Onatans are artists, and prefer to operate with a crowd. You gain +20 Perform and Dexterity when in a crowd of 5+ people, can re-roll failed rolls, and will always garner more money and respect from any artistic endeavours. HEAD

Age
Male 12 + 4D10 Female 10 + 3D10

40
TORSO

Homeworld
Planet 1 2 3 4 5

ARCAN
Riverside Illiure-Canvi* Escini-Troi Illiure-Wakka Viradenne Drop

Hair Colour
1-2 3-4 5-6 7-8 9 0
EBB AND FLOW

Eye Colour
1-2 3-4 5-6 7-8 9 0 Cyan Navy Blue Black Silver Clear

Bald Strawberry Blonde Dirty Blonde Cyan Blue Dyed

20
ARMS

Planet 6 7

20
LEGS

THE CRADLE
Illiure-Seed Prima Drex New Central Level 98High.P

8 9 Planet 10

30
SOUL

VIATGA
Escini-Napra Daro

11 Planet 12

40

TEMPLE OF THE LOGOS


Haley

Onatans, especially females, are considered highly sensual, especially in their forming years (up to the age of 23, usually). Many of Drexs most famous dancers, erotic or otherwise, are flexible and nimble Onatans, whose performances can draw huge crowds of all species. In the quiet backwater towns across Arcan, Onata girls and boys who have lost their way will often taken prominent positions in brothels, stripclubs, and other unsavoury places, earning them and their owners small fortunes. Onatans also have the ability to comfortably breed with any other species, without any ill effects; inter-species breeding, in many spaces, causes disease and often pain or suffering for one of the two involved, but an Onatans slender, flexible form and unusual biological make-up make this a moot point. Up until the age of 60+, Onatans will continue breeding often and without ill effect or birthing issues; as such, they are a numerous race, often present even if they dont stand out. As an Onatan ages, they dont show the physical signs of aging like many races. Their skin doesnt wrinkle, they dont suffer from any real ill effects, and they barely slow down in their lifestyle; their volume is shown to decrease, but not by a huge amount. Their mind suffers more than their bodies; degenerative mental diseases are, sadly, relatively common amongst Onatans.

A N ONATANS S URGE
Onatans are a race of kindness and unity; their young are raised together, in crowds of upwards of two-hundred, spending little time with their parents, and considerable time learning to socialise and look after themselves while around other Onatan children. Their communities are communistic in nature, and currency plays little value within their cities; they believe in barter, a trade of one valuable good for another, always items of use or importance; as such, they have a specific caste, those referred to as Lakes, who spend countless years learning of financial tricks and the workings of a monetary system; these castes play an important role in keeping the Onata a powerful trade nation, and not letting some of the more sly and fiscally-aware races rip them off. Their different classes are referred to as Surges, and are named after formations of water on the surface world, used to adequately represent the given classes nature and style. Some examples are River, Ocean, and Rain. These terms are thrown around a lot in Onatan cities, used often as a term of endearment, as much as they are used as an insult. Those refered to as Oceans are highly respected amongst the Onata, and often form governing councils to guide cities onwards.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LITRES)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LITRES)

R IVER
Those referred to as Rivers are constantly-moving, fast-flowing and ever advancing. Capable warriors, usually freelancers for hire, they are extremely aggressive, and often hateful and judgemental of the other races. They make excellent dancers. FACTION BENEFITS +10 Endurance +10 Perform PREFERRED CAREER Warrior, Scout FACTION FLAWS -10 Persuade -10 Technology

O CEAN
Oceans are elder Onatans who have seen and learnt much more than their fellows. Knowledgeable and wise, they are often leaders or people of authority, guiding and teaching all who come to them for advice or support, regardless of race. FACTION BENEFITS +10 Ancient +10 Persuade PREFERRED CAREER Medic, Scion FACTION FLAWS -10 Strength -10 Intimidate

Male Poor125 Rich350 Female GENDER WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

61 60 511 510 59 58 57 56 55 54
HEIGHT

175 170 165 160 155 150 145 140 135 130
WEIGHT (LITRES)

1 2 3 4

511 510 59 58 57 56 55 54 53 52
Rich400 Poor75

165 160 155 150 145 140 135 130 125 120
WEIGHT (LITRES)

Female GENDER WEALTH

5 6 7 8 9 0
D10

HEIGHT

L AKE
Lakes are diplomatics, salesmen, merchants, and other such roles who have much to offer to the other races. Often travellers, and more often than not found in small groups in foreign cities, they are a friendly group who seek to advance foreign relations. FACTION BENEFITS +10 Vision +10 Barter PREFERRED CAREER Medic, Artificier FACTION FLAWS -10 Endurance -10 Survival

R AIN
Those referred to as Rain are outsiders, those who are considered to have simply fallen out of the sky. Employed as assassins, or winding up as murderers, they use their genetic talents to infiltrate, steal, kill, and simply take from others. FACTION BENEFITS +10 Acrobatics +10 Stealth PREFERRED CAREER Knight, Scout FACTION FLAWS -10 Medicine -10 Empathy

Male Poor150 Female Rich325

Male

1 2 3 4 5 6 7 8 9 0

61 60 511 510 59 58 57 56 55 54

175 170 165 160 155 150 145 140 135 130

1 2 3 4

62 61 60 511 510 59 58 57 56 55
Rich375 Poor100

180 175 170 165 160 155 150 145 140 135

Female

5 6 7 8 9 0

E RADREAN
When the genetic material was spread across fertile Eradrea, something went catastrophically wrong. Years before, the planet had been seeded with a large amount of indigenous plant life, the building-blocks for Eradreas current ecosystem, and the starting point of the millions of species of plant that now inhabit the entirety of Eradrea. It seemed these plants had not finished their growth cycles; either they had grown active and dominant beyond the Exohumans expectations, or they somehow reacted badly with the genetic material released by NOAH that would make up the Eradrean race. Put simply, the species material was consumed by the plant life entirely, long before it had the chance to gestalt into a full species. The race was thought lost for decades. Until life was once again seen upon Eradrea. The plants had not selfishly consumed the genetic material as originally thought, but instead had absorbed and partially merged with it. The plants had grown into gestation pods. Decades later, these pods burst free, and the beauty of a fresh, new race, untouched by the meddling of science, was released onto the planet to spread freely. But the race wasnt as easily defined, and they certainly werent united. Different plants had taken to different genetic markers and defining characteristics, and had added portions of their own DNA into the mixture. The resulting races, from across Eradrea, formed into four distinct subcategories; Goblins, Orcs, Trolls and Eridarians. The Goblins emerged from the swamp-lilies around the equator of the planet (an area that would later fall to the Dravn). They were small, quick, and attracted to shiny items; they formed incredible-efficient barter economies, despite their supposedly lacklustre intelligence, but required extensive leadership to remain even remotely community-based. The Orcs emerged from fungus and algae that grew on the side of trees and in dark caves. Their society was constructed around the capabilities of an individuals weapons; they are skilled armorers in terms of blades and armour, and create the most highly-prized tools of war. The highest in their society were those who owned the greatest and most-prized weapons. Their war-based culture is apparent across Drex, and they are known as being a highly-strong race, strong and proud of it. Trolls emerged side-by-side with the Orcs; large towering bushes, larger than most trees, would fall apart to emerge Trolls, huge and hulking creatures capable of destroying most foes in one-on-one combat. They are incapable of complex thought, and cannot link together ideas or even complex memories; the follow the other three species without question. Finally, the Eridarians emerged in the far north and south of the planet, from a variety of different plants, usually held aloft in trees or on mountain sides. The Eridarians became the dominant species, and for a while came to control the other three completey; their control fell apart after the Dravn rose to power and began pushing the Eradrean species out of their cities and homes. Now,

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

E RADREAN
Language
Galactic Standard Eladrin ADDED MOMENTUM
Combat Action2 On an Acrobatics test, deal 1D10 DMG to one enemy. For each degree of success, deal an additional 1D4 Reaction DMG.

NATURES RIPOSTE
Reaction2 Activate when you make a successful dodge. You may immediately take any 2FP action without paying its cost.

PLANT GENUS
Racial Trait Trolls gain +10 Arms & Torso but 10 Head & Soul. Goblins gain +10 Soul & Legs but 10 Head & Torso. Orcs get +10 Arms & Legs, but 10 Head & Torso. Eridarians get +10 Soul & Arms, but 10 Torso & Head. HEAD

Age
Male 20 + 3D6 Female 18 + 3D6

20
TORSO

Homeworld
Planet 1 2 3 4 5

ERADREA
Renfall Lowrencaster Kelech-Mor Siofra* Arwenel Pass Quervaslain ArkanSul

Hair Colour
1-2 3-4 5-6 7-8 9 0 Bald Dirty Blonde Light Brown Brown Green Red

Social Policy
1, 2, 3 4, 5, 6 7, 8, 9 0 Theocracy Monarchy Socialist Isolationist

20
ARMS

6 7 Planet

20
LEGS

POLITICAL ASPIRATIONS
The culture of the Eradreans was pretty consistent for centuries since their gestation; the Eridarians ruled, the Goblins collected, the Orcs built, and the Trolls maintained. It was simple, and everyone seemed satisfied with their growth; Eradrean cities grew quickly from the cooperation of the species. With the rise of the Dravn (and the assistance of the Human religious faction, the Order), the Eradreans found themselves fighting strong opponents, with high-tech and highly-organised support; its no surprise that the wars fought pushed them to the brink of survival, to the northern and southern edges of their planet. With their repeated defeats, Eradrean society began to split apart. Goblins left with their riches, Orcs and Trolls separated into warring bands, and the Eridarians found themselves struggling to maintain a coherent society. Even now, the struggle continues, with society taking four distinct policies; the theocrats are primarily Eridarians, who seek to rule by religious law and order, following the way of the Dravn theocracies they have clashed against repeatedly. Monarchial societies are often a mixture of Eridarian, Troll and Goblin forces, with Eridarians most often proclaiming themselves Kings while reclaiming their past cities, abandoned when their race fled the Dravn war-bands. Socialists contain all species, and are the shadow of past Eradrean societies, only now equal. Finally, Isolationists are practically terrorist in nature; they seek to rule not by empowering Eradreans, but by eradicating all others.

CENDRA
Guilden Falls Tesser

8 9 Planet 10

20
SOUL

THE CRADLE
Melekure Justilfal

11 Planet 12

20

HYPERTECH SHIPS
Eyes of Grace

A N E RADREANS P LANTAE
Eradreans have take a strange position in Drex. The Eridarians have become the primary face of their race (with many mistaking Eridarians as the whole of the Eradrean race.) They maintain a constant presence on the Cradle, enjoy diplomatic relationships with the other races, and are truly considered to be a contributing member of Drex society (even despite the often-dangerous terrorist activities of their isolationist cells.) Meanwhile, the other three segments of the Eradreans race are considered more pests or parasites than anything else. When the wars against the Dravn neared their conclusion, with the removal of the Eradreans from the planets central-belt, the race began to fragment and split. The Eridarians, considered the brains of the species, remained on Eradrea, forming new cities and attempting to rebuild their defeated culture. Some of the other races remained with the Eridarians to rebuild, but many flat-out refused; they blamed the Eridarians for their races defeat, and instead chose to splinter off and form new colonies around Drex. The three races fled to Arcan, the Cradle, and Cendra, with some even going as far as Viatga, in the hopes of escaping word of their defeat, and starting again. Without the Eridarians to guide them, however, the races found themselves inadequate as a lone-race; they had evolved to fit specific niches in their Eradrean society, and now found themselves alone, now regressed to more barbaric and animal states.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

ORC
Orcs are just larger than an average human, creatures made of spit and muscle known for their love of war. Their societies are made-up of roving warbands, their attacks unceasing, and they have an aptitude for archaic smithing that few species can match. FACTION BENEFITS +10 Make-Shift +10 Repair PREFERRED CAREER Warrior, Artificier FACTION FLAWS -10 Drive -10 Electronics

ERIDARIAN
Eridarians were always the brains of the Eradrean race. They are a smart species, capable of taking the lead in any situation. Headstrong and reliably self-confidant, they are often found in leadership positions, uniting the nowfractured Eradreans under one flag. FACTION BENEFITS +10 Vision +10 Persuade PREFERRED CAREER Knight, Sorcerer FACTION FLAWS -10 Endurance -10 Logic

Male Poor150 Rich300 Female GENDER WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

63 62 61 60 511 510 59 58 57 56
HEIGHT

170 165 160 155 150 145 140 135 130 125
WEIGHT (LBS)

1 2 3

511 510 59 58 57 56 55 54 53 52
Rich350 Poor100

150 145 140 135 130 125 120 115 110 105
WEIGHT (LBS)

Female GENDER

4 5 6 7 8 9 0
D10

WEALTH

HEIGHT

TROLL
Trolls are living masses of muscle and bone, able to shrug off incredible damage. They have become prized prey for their many uses; Troll hides make impressive armour, their teeth make expensive prizes, and their claws make incredible daggers. FACTION BENEFITS +10 Strength +10 Intimidate PREFERRED CAREER Warrior, Priest FACTION FLAWS -10 Gamble -10 Empathy

GOBLIN
Mischievous, malevolent, greedy little creatures, willing to kill and steal at the drop of a hat; Goblins form large clans following the most intelligent (and wealthiest) among them. Often simply raiders, thieves or looters, they are easily swayed by the charismatic. FACTION BENEFITS +10 Barter +10 Logic PREFERRED CAREER Medic, Specialist FACTION FLAWS -10 Endurance -10 Repair

Male Poor175 Rich275 Female

Male

1 2 3 4 5 6 7 8 9 0

74 73 72 71 70 611 610 69 68 67

290 285 280 275 270 265 260 250 240 230

1 2 3 4 5 6

311 310 39 38 37 36
Poor125

80lbs 75lbs 70lbs 65lbs 60lbs 55lbs 50lbs 45lbs 40lbs 35lbs

Female

7 8 9 0

35 34 33 32

Rich325

S IGURN
The Sigurn are perhaps one of the most curious of all the races of Drex. The planet they live on, Viatga, is a world perpetually covered in ice and snow. The farthest planet from Eta Aristillus, the planet suffers year-round low temperatures, and life of any variety struggles to survive on the planets surface. Snowstorms that would grow to engulf half the planet would appear without warning, wiping out entire towns. As the winter frosts would come, the slow creaking spread of the ice could be sat and watched, even raced. With temperatures too hostile to support any real growing population or species, Viatgas entire ecosystem has evolved to live beneath the soil, where the planets unusually-large core provides adequate warmth, and the planets exceptional size leaves plenty of room for life to spread. Here is where the Sigurn have survived, and crafted their trade so perfectly. True, the Sigurn hadn't always lived underground. Their original society had grown relatively powerful above ground. Living in the shadows of mountains or caves, or simply existing in a nomadic, travelling fashion, the Sigurn were forced to adapt quickly to their environment. They developed technology and industrial sciences much faster than any other civilisation. Before the Exohumans had even visited them, they had developed rudimentary gene therapy. They even developed an entire race to protect and hunt for them in the wild; the Helos. Practically slaves, the Helos fought for them, defended their cities and homes, and even hunted and gathered their food, while the Sigurn continued to develop their society. This set up worked for centuries, until the Helos rose up in revolt; this was the move that forced the Sigurn underground, where they remain, as the surface world now belongs to the clans of the Helos. It is a deception to think that the Sigurn are exclusively underground creatures. They still have large settlements, often sheltered beneath cliff-faces or in deep ravines, who manage to survive the extreme conditions and remain protected from the Helos warbands, with help from their golems. But the majority of the race does exist beneath the surface of this icy, unwelcoming world. With huge hollow caverns, many artificial, created by the Sigurn, or the ancient tunnelling beasts of Viatga. The cities constructed here are carved from the very stone of the walls around them, and are huge constructs dwarfing the cities of the other races in both size, and majesty. It is this reliance on natural stones that have made the Sigurn such incredible miners. Despite their tiny stature, their golems, especially those made from the stone itself, can dig through hundreds of tonnes of solid stone in a few days, and can carve buildings and structures with little planning beforehand. Many of the other races, especially the Onata, make use of the Sigurns phenomenal mining abilities to better enhance, or fortify, their own cities; as such, the Sigurn are a politically powerful race. They are also a respected and feared race. The Sigurn rarely leave their Golems, which have the capacity to crush, one-on-one, almost any other species in Drex, Kai-ka-Thear aside. They also have phenomenal lifespans, mainly due to their genetic meddling; their Isolus member is only third in the line to be elected into that position.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

S IGURN
Language
Galactic Standard Cassad HARDENED SHELL
Tactical Action3 Choose one: for the next 3 turns, you only take 50% DMG. Or, until your next turn, you cant take more than 1 DMG.

HAMMER & ANVIL


Reaction2 Activate when an opponent moves into Combat range with you. Make a single movement past the opponent, and deal D10 DMG to them.

BEHIND GREY EYES


Racial Trait Locked in their golems, the Sigurn are remarkably resistant to damage. All Sigurn (except for Flesh) ignore all DMG below 3, regardless of weapon PEN or source. Flesh Sigurn, meanwhile, gain +10 Dodge. HEAD

Age
Male 13 + 2D20 Female 13 + 2D20

20
TORSO

Homeworld
Planet 1 2 3 4 5

VIATGA
Sigurn Napra-Eta Daro Napra-Droh Napra-Kihela Napra-Sigurn*

Original Size
1 2 3 4 5 6 7 8 9 10 41 40 311 310 39 38 37 36 35 34 90lbs 85lbs 80lbs 75lbs 70lbs 65lbs 60lbs 55lbs 50lbs 45lbs

FITS LIKE A GLOVE


When the first civilised Sigurns looked across the harsh planet of Viatga, they panicked. They saw the vast snowstorms and blizzards that would strip the land of life, and the huge and powerful creatures that roamed, alive and surviving, and saw their own frail reflections. The Sigurn, as a race, were small and weak, and had survived this long only because their planet was relatively free of other life. As predators began evolving alongside them, though, they decided something had to be done. After various attempts with varying success, they turned to Golems. They crafted creatures of huge size and stature, made out of stone and wood, to fight alongside them; but they were sluggish and without dexterity, and lacked the thought and preparedness of bodyguards. So they hollowed out these golems, and turned them into semi-living suits of armour. It was only a matter of time until the Sigurn took to living in these suits for almost their entire life. They would craft these golems when they reached 13, and would only come out to die. The golems themselves would often be embedded with their family gem, or decorated over the years to show their successes and failures, and the pride they have in their family and friends.

30
ARMS

6 Planet 7

40
LEGS

ARCAN
Rulbet Viradenne Drop Basin

8 9 Planet 10

Gem Type
1-2 3-4 5-6 7-8 9 0 Topaz Emerald Aquamarine Ruby Pearl Diamond

40
SOUL

TEMPLE OF THE LOGOS


Iduna

Planet 11 12

IBICA
Napra-Latgur Noth-Tra

20

A S IGURNS T OOLS
An interesting race of creatures, the Sigurn are often no taller than 4 foot, and are fleshy creatures that look much akin to pink goblins. They are weak creatures, with little physical strength, but a tenacious nature and a strong knowledge on stone-crafting. With this knowledge they construct powerful golems, made out of an assortment of materials, and spend much of their natural life living within these golems, using them as protective shells and external armour, as well as incredible tools. An adult Sigurn may leave his golem only for dire repairs once or twice in his lifetime, until they grow too old to continue, and retreat to a life hidden away from view. As such. the Sigurn do not split their race between creed, religion, or even birthright. When a Sigurn youth reaches the age of 13, a lucky number in Sigurn culture, they pick their material from the choices around them; Stone, Wood and Steel are often the most popular, but Crystal, Diamond, and even Soil make rare and unusual choices. Some even choose their own Flesh as their tool, and live their lives not inside golems; these are rare individuals, but not exceptional, and provide many precise, dextrous, and necessary skills to the Sigurn, and come well respected for their dangerous choice in life.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (KG)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (KG)

STONE
Stone is a popular tool amongst the Sigurn; they live in huge underground cities, and have a near unlimited access to stone. The most popular tool of choice, it shows a steadfast nature, strength and loyalty, if lacking in vision and creativity. FACTION BENEFITS +10 Endurance +10 Ancient PREFERRED CAREER Warrior, Soldier FACTION FLAWS -10 Vision -10 Dexterity

WOOD
Many Sigurn choose to venture into the surface world, and utilise Wood as their tool; different craftsmen are split by their choice of wood, but all generally offer a swiftness, a preference for stealth, if a little delicate and new-age in their ways. FACTION BENEFITS +10 Acrobatics +10 Stealth PREFERRED CAREER Medic, Scout FACTION FLAWS -10 Escape -10 Explosives

Male Poor200 Rich350 Female GENDER WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

610 69 68 67 66 65 64 63 62 61
HEIGHT

800 775 750 725 700 675 650 625 600 575
WEIGHT (KG)

1 2 3 4

66 65 64 63 62 61 60 511 510 59
Rich375 Poor175

550 525 500 475 450 425 400 375 350 325
WEIGHT (LBS)

Female GENDER WEALTH

5 6 7 8 9 0
D10

HEIGHT

STEEL
Steel is a relatively recent tool for the Sigurn, but is fast becoming a popular choice. Hard and fast, those with Steel craft skills show a dangerous streak to their personality, a skill with weapons, and an unappreciation for subtlety and charm. FACTION BENEFITS +10 Strength +10 Repair PREFERRED CAREER Warrior, Knight FACTION FLAWS -10 Acrobatics -10 Medicine

FLESH
Few Sigurn chose Flesh as their tool, simply remaining in their own bodies for the rest of their life, rather than crafting a golem. This may be a spiritual choice, a family decision, or the result of a lack of choices or adequate skill. They are respected, if rare. FACTION BENEFITS +10 Any Skill +10 Any Skill PREFERRED CAREER Artificier, Scion FACTION FLAWS -10 Endurance -10 Block

Male Poor150 Rich400 Female

Male

1 2 3 4 5 6 7 8 9 0

610 69 68 67 66 65 64 63 62 61

900 875 850 825 800 775 750 725 700 675

1 2 3 4 5 6 7

Poor225 Rich325 Female

Take Original Size

Take Original Size

8 9 0

G HOUL
Ghouls are the natural inhabitants of the surface world of Cendra, and have been in existence since long before the evolution of the other races of Drex (excluding the Cendra themselves). They are a race of mystery and huge concern, and come in two primary varieties; Zombies, and Ghouls. The basic Zombies are less a race, and more an unceasing disease. Zombies have no mind to call their own, and simply act on their vast and unquenchable hunger for living flesh. It cant be described or explained, and the flesh fails to even sustain a living Zombie, no matter how much they consume, as their body, practically deceased, continues to decay. Zombies themselves are rarely caused by nanotech, and sorcery remain rare; its the disease that causes the mindless Zombies of legend. A Zombie whose body has only recently died, regardless of the cause of death, will have more flexibility, mental capacity, and hand-eye coordination. All of these degrade over months and years, until very little remains but mindless shambling. The Ghouls themselves are more intelligent, similar in intelligence to your basic Humans, and can belong to a vast and varying degree of neutralities; they are living creatures, taking a decayed form of their previous race. These Ghouls provide the mystery of the race, as Ghouls can come in almost any other racial variety (although, they are often overwhelmingly Cendran in genetic make-up, despite sharing no physical characteristics of the nowtech-obsessed race). How Ghouls of the other races came to appear on Cendra, before the full evolution of the other races themselves, is a complete mystery. Regardless of mystery, few can tell the different between a Ghoul and a Zombie, as the two seem almost identical in every physical way; the Ghouls do have the ability of speech, thought and intelligence, but most races take a shoot first approach, as the whole species is known to have a predisposition towards spreading disease and infection like wildfire; and, in most cases, spreading the genetic virus that coverts the living into more Ghouls. Ghoul societies are often limited and fractured in nature. They exist hidden away at the edges of society, barely numbering higher than 200 in one place. The fresher Ghouls can learn to blend in and co-exist with the various Human Nomad cities that have sprung up across Cendra, but this is often fleeting; Ghouls are hated and feared, and if discovered, they would be butchered by lynch mobs in no time. They remain on the fringes of these societies, contributing in asocial or discreet ways, and rarely making a name for themselves. Meanwhile, Ghoul cities themselves are rarely more than oversized shanty towns. They exist in a constant state of flux, trying to find a place they can safely live, while avoiding the extermination squads the Cendrans have on constant patrol to cleanse their planet. The larger, more militant Ghoul towns, hidden away in abandoned Cendran cities or in deep caves or mountain passes, can often consist of thousands of individuals; the majority are zombies, equipped and militarised to fight the living, and are unleashed in raids on the living, to build their legions, or simply to hunt for food. There is one organisation actively campaigning for the better Ghoul relations, aptly named G.H.O.U.L.; the Ghoul and Human Open Unification League. They campaign, primarily aimed at the more accepting Humans upon Cendra, for a better understanding of the Ghoul condition, of the split between Ghouls and Zombies, and for unified cities for the two species to live together in a state of harmony and relative peace.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

G HOUL
Language
Galactic Standard Gaata BREAK BONES
Combat Action3 On a Make-Shift test, deal D10 DMG to one targets any limb. If you deal 7+ DMG, it breaks. If you deal 10 DMG, you remove the limb.

BIOHAZARD
Reaction2 Activate when you use a Melee attack (such as a bite). Deal an extra D10 DMG. If they die, they become your Minion for D6 turns.

A CLEANSING PROCESS
Racial Trait A Ghoul can only take DMG equal to a weapons PEN value doubled (PEN x2). When a Ghoul takes DMG, regardless of the amount, roll a D100; on a 13+, nothing happens. On a 112, take 1 Permanent DMG on the related limb. HEAD

Age (since Resurrection)


Male 3D20 + 3D10 Female 2D20 + 4D10

20
TORSO

Homeworld
Planet 1 2 3 4 5

CENDRA
Callahan* Luoyan Faulkan Kova Terminal Melekure

Flesh Condition
1-4 5-9 0

Fresh Decayed Rotted

Origin Species
1-7 8 9 0 Human Eridarian Onatan Exohuman

40
ARMS

Eye Colour
1-4 5-9

Grey Red

Planet 6 7

20
LEGS

ARCAN
Albach Foxwell Newarth Qi

THE ORIGIN OF SPECIES


Ghouls have always been a terrifying prospect for the races of Drex. The majority of Ghouls are mindless killers, whose only thought centres upon the hunger for living flesh, whatever type it is and wherever it comes from. It is no wonder the living, breathing, thinking Ghouls remain hidden from societies view; despite their articulation, their calm and reasonable nature, and their complete lack of the flesh-hunger that usually accompanies Ghouls, the races of Drex fear them equally as much, if not more than. The original of a Ghoul is always through disease. Whether that is the disease of the flesh, transmitted through a bite or scratch, a disease of the mind, usually pertaining to sorcery or dark magic arts, or a disease of technological proportions, the relatively rare nano-zombies, brought to life through grey-goo technology combined with a quantum intelligence. No race is truly immune to the disease, except perhaps the Kai-ka-Thear, so the physical form of a Ghoul can be one of a variety of forms, but the most common, by far, is that of the Human, the most genetically adaptable of all species. Eridarians, Onatans and Exohumans are often next on the list. A Cendran Ghoul, meanwhile, is rare; their immune systems cannot often survive the infection. And a Ghoul Sigurn is extremely unheard of, due to their predilection to living inside stone.

8 9 Planet 10

40
SOUL

ERADREA
Belmont Senegha

11 Planet 12

30

HYPERTECH SHIPS
Citivas

A G HOULS G ENESIS
Ghouls themselves come into being through a variety of means, and will often band together, in the ruins of towns and cities on Cendra, with others unlucky enough to be in the same position as themselves. Few understand the creation of a Ghoul; many blame a form of powerful, bio-engineered genetic disease, although none can deny that certain forms of ritualistic sorcery can often have the same effect on an individual, if so desired, and some have even theorised that technology plays a large part in the process, through corrupted nanomachines or rogue AI systems. Regardless of cause, the effect is often the same; a shambling abomination imitating life. But Ghouls themselves arent the flesh-hungry violent creatures their zombie brethren are. Ghouls have purpose, they can form connected communities and bring a form of life to even the most desolate of locations. Due to their ability to survive any conditions, and their near-immunity to the environment, you will often find communities of Ghouls, shunned and afraid of society, living in secret in the most remote locations, where few would ever find need to travel, simply trying to live life away from the judgement and fear of normal society.

INFECTION
The Ghouls are known to spread disease and infection with their every bite and scratch; it is often only a matter of time until death (unless the infection can be cured or stopped) and the victim often rises, hours later, as an amnesiac Ghoul. FACTION BENEFITS +10 Science +10 Survival PREFERRED CAREER Warrior, Scout FACTION FLAWS -10 Dexterity -10 Ancient

VIRUS
Infection is not the only way to catch the Ghoul disease; a virus can easily pass into ones system, undetectable or untreateable. The virus can lie dormant within someone, until the time of their death, where they will rise as a Ghoul with few memories intact. FACTION BENEFITS +10 Endurance +10 Medicine PREFERRED CAREER Knight, Quorista FACTION FLAWS -10 Strength -10 Acrobatics

D10

GENDER Male Female

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER Male

WEALTH

HEIGHT

WEIGHT (LBS)

1 2 3 4 5 6 7 8 9 0
D10

61 60 511 510 59 58 57 56 55 54
Rich300 Poor125

220 215 210 205 200 195 190 185 180 175
WEIGHT (LBS)

1 2 3 4 5 6 7 8 9 0
D10

60 511 510 59 58 57 56 55 54 53
Rich275 Poor150

215 210 205 200 195 190 185 180 175 170
WEIGHT (LBS)

Female

SORCERY
There are practitioners of dark magic who prefer the loyalty of the deceased over the living. Powerful sorcery, used on the living or the dead, can corrupt and reanimate flesh, turning the body into a decayed puppet, willing to serve faithfully to the end. FACTION BENEFITS +10 Strength +10 Intimidate PREFERRED CAREER Warrior, Soldier FACTION FLAWS -10 Vision -10 Technology

NANOTECH
The least understood of all Ghoul origins, and the rarest. With the air in Drex filled with Nanotech, it only takes one rogue programme or accidental intelligence to decide a life had ended too soon, and fill the veins of the recently-deceased with a new life. FACTION BENEFITS +10 Electronics +10 Awareness PREFERRED CAREER Scout, Artificier FACTION FLAWS -10 Endurance -10 Perform

GENDER Male Female

WEALTH

HEIGHT

GENDER Male

WEALTH

HEIGHT

1 2 3 4 5 6 7 8 9 0

63 62 61 60 511 510 59 58 57 56
Rich350 Poor75

230 225 220 215 210 205 200 195 190 185

1 2 3 4 5 6 7 8 9 0

62 61 60 511 510 59 58 57 56 55
Rich325 Poor100

225 220 215 210 205 200 195 190 185 180

Female

K AI - KA -T HEAR
The Kai-ka-Thear are a plague upon Drex. A race of large insects, often over 6 feet tall and weighing more than 200lbs at a time, as a species their evolutions was slow and relatively unremarkable, much akin to their planet of origin, Tarsus Thear. This changed almost overnight. Their slow advancement was due to their matriarch, a Hive Queen, genetically adapting to their environment before allowing any sort of large-scale breeding, something that has been seen as a natural procedure. As soon as the Kai-ka-Thear evolved to better suit their conditions, they spread like wildfire; they emerged from their huge underground hives and swarmed across Tarsus Thear, wiping out two entire species in the process, and forcing the Onata to abandon their planet entirely. They show a startling evolutionary trait. Their original form was relatively unarmoured, thin and lacking in bulk, and with only a single pair of arms on the torso. Since consuming the Katra and the Zelleth, a four-armed species and a chitin-armoured species respectively, almost the entire species has genetically advanced; they now sport four arms, the front two with a pair of hands for grasping, the back two usually with large scything talons (or with a variety of specific evolutionary tools), and are covered in a chitin armour, making them even more formidable. As a race they are violent and destructive. The lower-level drones have no intelligence whatsoever; they will follow the commands of their Hive Queens, Warriors, outsiders, and even other species when spoke in KaiTheari and using the correct tone. Warriors are rabid beasts who live in a coma-like state, walking or being transported to battlefields, where they are simply deplayed; a kill-switch is activated, and the warriors enter a berserk state, where they seem only the destruction of every non-Kai-ka-Thear creature in any given area. Even the Hive Queens struggle to control the Kaika-Thear warriors when in this state. Other creatures, like scouts or harvesters, are more capable of rational thought processes, but still exist primarily in the grasp of the hive mind. The majority of Kai-ka-Thear seen outside of Tarsus Thear or the other hive cities across Drex, are those called outsiders. Much like mutations in the other races, the Kai-ka-Thear find their mutations to be mental ones; in their formative years, many lose their connection to the Hive Mind, and never reacquire such a link. The science behind this is unknown, and this severed link is most often dealt with through the death of the offending Kai-kaThear; most even submit to this fate, describing their life as being in a dark room, while their brothers and sisters enjoy the light of the real world. The few outsiders who manage to escape death manage to etch out a successful life in the outside world. Their immense strength is their primary asset, and most become mercenaries or bodyguards to those in high society. They find work as blacksmiths, or utilise their large size and multiple limbs to operate starships. Finally, many simply fall into the criminal underworld; Logant is a famous example, operating out of Arcan, but many criminal organisations exist desperate for a Kai-ka-Thear to join their ranks...

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

K AI - KA -T HEAR
Language
Galactic Standard Kai-Theari SCYTHING SWEEP
Combat Action3 Deal 1D10 DMG to up-to four adjacent enemies. If you are Myrmecia, this deals 2D10 DMG, but can only target two adjacent enemies.

POWERFUL MAW
Combat Action3 Bite an opponent, dealing 3D10 DMG. If you are Mutillidae, this causes Poison, but only deals 2D10 DMG.

WEAPONS OF EVOLUTION
Racial Trait Formicidae and Mutillidae gain natural Medium Combat weapons; Scything Talons, D8 -2 DMG / 2 PEN, whereas Myrmecia start with D8 / 1 PEN Melee DMG, and Vespidae gains +10 Acrobatics, +10 Dodge and can glide. HEAD

Age
Male 21 + 3D6 Female 25 + 3D6

20
TORSO

Homeworld
Planet 1 2 3 4 5

TARSUS THEAR
Araneidae Theridae Tarsus Thear* Scaradae Reviddae

Eye Colour
1-2 3-4 5-6 7-8 9 0

Carapace
1-2 3-4 5-6 7-8 9 0 Spotted Dashed Blotched Marbled Striped Camouflage

Black Bronze Silver Gold White Red

40
ARMS

Planet 6 7

40
LEGS

TARSUS THEAR FLEET


Relicta Fleet Lepidoptera Fleet Odonata Fleet Culicidae Fleet

NEVER CHANGES HIS SPOTS


For the Kai-ka-Thear, individuality is practically a disease that needs to be wiped out. The millions of mindless drones that crawl across their homeworld, Tarsus Thear, have near-identical strands of DNA, their genetic identity rarely changing or mutating between individuals (unless on the Hive-minds purpose). But genetics can never be truly stifled, and neither can exceptionality. It is still a rare trait amongst the Kai-ka-Thear, the spawning of patterns across their otherwise-child chitin armour plates, and those that do form patterns seem to have a higher brain-function than the rest of their species; true, practically all of the Kai-ka-Thear that have left the hive for whatever purpose have these patterns, and all of the most dangerously-recognisable, those with the higher kill-count even amongst Kai-ka-Thear generals, seem to sport similar patterns. Human scientists speculate these patterns as a way of staining those Kai-kaThear with exceptional ability, making them recognisable to the Hivemind, but tests are inconclusive. Otherwise, the only changing feature is a relatively common one; the eye colour of the Kai-ka-Thear change between each individual, taking one of many colours across the visible spectrum. This change is affected by the first item and colour visible to the spawned Kai-kaThear, and proves their ability to adapt to any environment.

8 9 Planet 10

30
SOUL

THE CRADLE
New Central Dytera

11 Planet 12

20

ARCAN
Reclusa

A K AI - KA -T HEARS G ENUS
The Kai-ka-Thear are categorised by their evolutionary adaptations. When the hive was smaller, any adaptions were taken by the entire species, but as they have grown, they have begun to split and specialise depending on their purpose in the hive. These evolutions are from a variety of sources; some come from genetic material captured in combat or slaughter, others just seem to appear to solve a difficult problem or barrier blocking the hives march onwards. The most common and widespread evolutions are the Formicidae, the Myrmecia, the Mutillidae, and the Vespidae. The Formicidae arose after the defeat of the Katra and the Zelleth, bringing about the widespread chitin-armour and four-armed torsos; the second pair of arms adapted into scythe talons shortly after. From there the Myrmecia came, guardians to Kai-ka-Thear of importance; these lost the additional pair of arms, but gained immense strength in their forearms, as well as additional armour plating and muscle mass. The Mutilidae came about as a form of scouting and espionage; they were smaller in frame, with powerful senses and forearms specialised for burrowing. Often, mining populations will come across offshoot nests of Mutillidae, resulting in major problems for the miners, loss of life, and the creation of Proclamation 109; the lawful killing of illegitimate Kai-ka-Thear nests outside of their home system. The Vespidae rose to better accommodate first flight, and later space travel, with their massive hive ships.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

FORMICIDAE
Formicidae are the most basic genus of the Kai-ka-Thear. Workers, drones, and warriors, they fill all of the minor roles in any hive city, and constitute up to 80% of the Kai-ka-Thears overall population. Hive Queens are often Formicidae for their adaptability. FACTION BENEFITS +10 Survival +10 Tactics PREFERRED CAREER Warrior, Medic FACTION FLAWS -10 Endurance -10 Survival

MYRMECIA
Myrmecia are the largest and most powerful of the Kai-ka-Thear. They often serve as bodyguards, first-line defenders, and lead warriors in raids against enemies. Even as far as Kaika-Thear go, they show the least individuality and thought. FACTION BENEFITS +10 Strength +10 Make-Shift PREFERRED CAREER Warrior, Soldier FACTION FLAWS -10 Stealth -10 Dexterity

1 2 3 4 5 6 7 8
Female GENDER Rich350 Male Poor75

69 68 67 66 65 64 63 62 61 60
WEALTH HEIGHT

235 230 225 220 215 210 205 200 195 190
WEIGHT (LBS)

1 2 3 4 5 6 7 8
Female Rich325 Male Poor100

610 69 68 67 66 65 64 63 62 61
WEALTH HEIGHT

260 250 240 230 220 215 210 205 200 195
WEIGHT (LBS)

9 0
D10

9 0
D10

GENDER

VESPIDAE
The Vespidae are a recent evolution of the Kai-ka-Thear, showing off the species vast rates of biological adaption. Instead of a second pair of arms, they have a set of powerful wings on their back, and are often found operating Tarsus Thears many Hive ships. FACTION BENEFITS +10 Repair +10 Reactions PREFERRED CAREER Warrior, Scout FACTION FLAWS -10 Explosives -10 Gamble

MUTILLIDAE
The Mutillidae are a genetic off-shoot, often found deep within hive structures. They are covered in a light fur, which enhances their senses, and their attacks are often poisonous, especially their bite. They are excellent burrowers, in any terrain. FACTION BENEFITS +10 Science +10 Escape PREFERRED CAREER Warrior, Artificier FACTION FLAWS -10 Medicine -10 Empathy

1 2 3 4 5 6 7 8
Female Rich275 Male Poor150

69 68 67 66 65 64 63 62 61 60

235 230 225 220 215 210 205 200 195 190

1 2 3 4 5 6 7 8
Female Rich300 Male Poor125

68 67 66 65 64 63 62 61 60 611

230 225 220 215 210 205 200 195 190 185

9 0

9 0

C ENDRA
The Cendra are the second big mystery of the planet Cendra, of which they take their original name from. The original species of Cendra, although they are generally unwilling to admit it, they are the oldest race in Drex, excluding the Exohumans, are were around long before the fall of the Exohumans and the destruction of the other races. Their timeline stretches back to the original evolution of the species, to a time when the Exohumans knew about their past, and the species evolution was assisted and guided by the Exohumans personally. This was back before the devastation of their planet. Cendrans still tell tales of when their planet was lush and green, with similar terrain to Eradrea, Cendras sister planet; large forests, luscious lakes, and a warm and pleasant temperature all year round. This was before the Cendra wore their environment suits, before their lakes dried and their plants died, back when their only predators were the Vlieg. This was also a time when the Cendra themselves were still young and impetuous. They were a race obsessed with technology, and this led to their downfall; their betrayal of the other races not only resulting in the devastation of their planet, but also bringing the Atrocity, what they refer to as the Antithesis. They chose to side with the Nonmen legions rather than fight for their creators, accepting the vast technological rewards the Nonmen offered to them for their help. It was a move of desperation, true; the Exohumans couldn't fight battles against the Nonmen, using their sorcerous arts, and the Cendra, with their incredible technology. When one of the remaining gene-tanks on NOAH were dropped on Cendra, their planet was devastated. The race all but vanished from the galactic scene, thought to have been eradicated. In truth, the Cendra quietly watched from underground cities as the Nonmen were annihilated by Anubis. They watched as the Nonmen utilised their final weapon and wiped the memories of the Exohumans. And they watched as the races began to rise up around them. The Cendra remerged just over a thousand years ago, clad in their environment suits, using technology far more advanced than anything the other races had access to. The gifts of the Nonmen remained; the Cendra have the greatest understanding of Hypertech, and their technology is advanced enough to utilise hover technology, near-limitless energy generators, the most advanced energy weapons, and highly-evolved NSI and VIs. The scars of the atrocity still sit strong in their mind. Much of their population wiped out, they now live in large underground facilities, their obsession with eradicating disease resulting in a near-destruction of their immune systems. The entire race has become insular and almost non-existent to the other races, even maintaining only a small population on the Cradle. They still struggle with their own nature though. The political landscape is dominated by fractured clans, loyal only to their fellow clan-members. Technological levels differ hugely from clan to clan; some use sleek enviro-suits with inbuilt re-breathers and advanced energy weapons, where smaller clans must use bulky oxygen tanks and thick, armoured suits, battling it out with advanced combat weaponry. The clans meet to discuss the future of the Cendra every 3 years. These huge gatherings are highly defended, and organised by the current largest clan; NanoSun, both the largest clan, and the oldest, and probably the only clan respected enough to organise and run such large gatherings.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

C ENDRA
Language
Galactic Standard Aotic PLASMA CHARGE PACK
Tactical Action2 Your next ranged attack counts as being an Energy weapon shot, deals an extra D6 DMG, and counts as being Aimed.

SUIT INJECTORS
Reaction2 Activate when you take DMG. You gain 1 Overboost Focus, and may make one free Movement.

INBRED EXPERTISE
Racial Trait With a Cendrans skill with technology, its no surprise they favour Energy weapons and Construct battle-platforms. Any NSI/VI Constructs they own have +1 Focus, can reroll any Construct-related rolls, and Energy weapons deal +2 DMG. HEAD

Age
Male 15 + 1D20 + D4 Female 15 + 1D20

40
TORSO

Homeworld
Planet 1 2 3 4 5

CENDRA
Seva Kova Terminal Mirtis Asiya* Kov City Villyana

Badge Design
1-2 3-4 5-6 7-8 9 0 Grey Pyramid Purple Scorpion Gasmask within a Solar Corona Yellow Snake Black Raven Gold Scales

Visor Colour
1-2 3-4 5-6 7-8 9 0 Red Cyan Purple Green White Gold

20
ARMS

6 Planet 7

40
LEGS

ARCAN
Riverside Newarth

THE SIGHT OF LOYALTY


The Cendran are an usual species in their familial bonds. When a child is young, he will be raised by the community, never knowing their mother or father. The children are taught equally about their past (at least, a version censored for the general populace). At the age of 8, they are given a specialisation; from then on, they have learnt all they need to simply exist, and will learn no other general information, apart from that they learn themselves. They are taught only of their specialisation from then on out, and it completely overtakes their lives. From the age of 15 a Cendran youth is released from the safety of their bunkers into the world. They have three years to explore DreX, many leaving the planet, many simply staying on Cendra. Within those three years, they must seek out as many Cendran clans as they have interest in, and will learn much in this time. When they turn 18, they are expected to select a clan they most associated with, and take its badge upon them, usually in the form of a tattoo or burn to show their loyalty through pain. The clan becomes the individuals family, and sole purpose in life. The colour of a Cendrans visor, meanwhile, is an entirely personal choice; many are reliant on the personality of the individual, but just as many are a random choice or preference, with no telling reason.

8 Planet 9 10

20
SOUL

THE CRADLE
Lvl9 Maint. A Supremacy

Planet 11 12

ERADREA
Quervas'lain Arwenel Pass

30

A C ENDRANS D IRECTION
The Cendra are split by their role in life. The Cendra are a race that mature quickly, usually within 6 or 7 years of unprecedented growth, but live for only short periods of life; the oldest Cendran will rarely live to see 40. As such, a Cendrans role is decided upon birth, their innate understanding of technology implanting knowledge inside the child, before birth but after genetic engineering, so they are born competent and efficient; to the Cendrans, the words baby and child are unknown terms, as a Cendran youth takes only a few weeks to learn to walk, and a few days more to learn to talk. The highest ranking Cendrans, those considered Archivists, are the only ones who know the truth of the races history, and are let in on the secrets and mysteries none other in the universe are aware of. This is a highly trusted and privileged role, awarded through conduct and merit and nothing more. They give up the ability to run as leaders of cities or to fight as soldiers, as these positions require a neutrality that their knowledge cannot award them. Their secrecy is highly monitored; a team of Cendrans observe every Archivist with intense scrutiny, and any misplaced words or accidental slips are punished severely; remote detonating collars are given to all Librarians who accept the position. The blasts often take out entire building floors, and more than a few terrorist incidents are believed to originate from this practice.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

TECHNICIAN
A Technician has a singular purpose; if something breaks they are called to repair it. The call could come from a variety of sources; a broken down mech, semi-destroyed scouts, a trashed monitor, or even a clogged toilet. Theyre the lifeblood of Cendra. FACTION BENEFITS +10 Vision +10 Logic PREFERRED CAREER Artificier, Scion FACTION FLAWS -10 Persuade -10 Medicine

PROGRAMMER
Programmers work almost exclusively with mechs and machines, usually either of the combat or scout variety. Since the Cendra do not trust AI, the Programmers have to construct VIs, Virtual Intelligences, to run the machines efficiently and effectively. FACTION BENEFITS +10 Dexterity +10 Electronics PREFERRED CAREER Knight, Warrior FACTION FLAWS -10 Ancient -10 Strength

1 2 3
Male Female GENDER Poor100

63 62 61 60 511 510 59 58 57 56
WEALTH HEIGHT Rich375

225 220 215 210 205 200 195 190 185 180
WEIGHT (LBS)

1 2 3
Male Poor75

61 60 511 510 59 58 57 56 55 54
GENDER WEALTH HEIGHT Rich400

215 210 205 200 195 190 185 180 175 170
WEIGHT (LBS)

4 5 6 7 8 9 0
D10

4 5 6 7 8 9 0
D10

Female

ANALYST
Analysts are the first-line defences of the Cendra, and are most often found in either outposts, defence stations, or starships. Their job is to interpret information to reach an effective response, whether that is to open fire, or to do nothing. FACTION BENEFITS +10 Language +10 Awareness PREFERRED CAREER Scout, Scion FACTION FLAWS -10 Intimidate -10 Perform

INARCHIVIST
Inarchivists are some of the most highly respected individuals amongst the Cendra, and yet have no official power. They are the trainee Archivists, followers and servants who asof-yet have no access to important and privy information. FACTION BENEFITS +10 Ancient +10 Gamble PREFERRED CAREER Knight, Warrior FACTION FLAWS -10 Endurance -10 Survival

Male

1 2 3 4 5 6
Female Male Poor125

62 61 60 511 510 59 58 57 56 55
Rich350

220 215 210 205 200 195 190 185 180 175

1 2 3 4 5 6 7 8 9 0

61 60 511 510 59 58 57 56 55 54
Rich450 Poor25

215 210 205 200 195 190 185 180 175 170

7 8 9 0

Female

HELOS
The Sigurn were one of the first races to reach a state of scientific prowess. Their planet was relatively care-free, they had few major predators to worry about, and their society could advance in the cold without threat or struggle. But evolution always manages to find a way, and as other creatures began crawling out of the primordial soup, primitive and brutal creatures to which you could not reason with, the Sigurn realised they needed more than their pale bodies and slim frames. They genetically engineered the Helos out of a species of vicious wolves they managed to subdue. It took many generations for the Helos to form, but in time the Sigurn found themselves with a powerful guardian to stand at their side. This symbiotic relationship continued unhindered for centuries. The Helos had little capacity for free thought, just total obedience to the Sigurn, and their race barely advanced past claws and teeth. It was a limited group of breeding females who first reached an intelligent state, mostly to better protect their young from their Sigurn masters, and the grisly and brutal fate that usually awaited them. Smaller colonies found injuries and death-rates began increasing around those highly-fertile Alpha females. It was only a few more generations till the Helos broke free of their restraints, each clan being led by one of the fertile Alpha females. The Sigurn couldn't fight back; they had long since lost the ability to fight, had no experience or training with weapons, and no military to speak of. The first uprisings were less pitched battles, and more complete slaughters; the Helos animal instincts meant that nobody survived the battle, as men, women, and children were all slaughtered. This continued from town to town. But the uprisings were small and limited. The Alpha Females were only looking to protect their young. When the towns were empty of Sigurn, they simply remained were they were, breeding and hunting for themselves instead of their masters. It didnt take long for the Sigurn to re-form armies of their own, and retake their lost territory; they fell upon the towns with unmatched fury. Claws and teeth, it proved, were no match for guns. Until Asher came along. Asher was the first Alpha Male to ever appear, an occurrence which remains incredibly rare. When a small town named Tahariel fought back against the Sigurn and claimed the town for the Helos, Asher rose to prominence by refusing to stop there. He motivated the Helos, and for the first time ever, the Helos went to war against the Sigurn. Asher united the Helos across Viatga, forming the first clan; Tahariel. The Helos rebellion forced the retreat of the Sigurn into their underground cities, and the creation of their golems. The Helos themselves now practically-own the surface of Viatga and rule as its primary predator; Tahariel ended its unification decades after the war, forming the primary clans, which have continued to split since then. With little knack for science or technology, and minimal interest in leaving their home, the Helos are generally friendly to outsiders as they bring exotic or unique supplies, stories, or the skills and know-how to repair and maintain their cities. Only the most hard-lined clans exist in pure-Helos cities.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

HELOS
Language
Galactic Standard Hlalat HOWL
Free Action3 On a successful Intimidate test against the Survival of every living creature in Close range, any living creatures take D10 DMG.

POUNCE
Combat Action2 On a successful Acrobatics roll against one Close-range enemy, they take D6 DMG and you move into Combat distance with them.

CALL OF THE WILDERNESS


Racial Trait The Helos are experts in the wild; you can reroll any Survival and Endurance rolls at all times, and when in a wilderness environment, you can reroll any Vision rolls, and deal +2 DMG with Combat and Melee attacks. HEAD

Age
Male 10 + D20 + D6 Female 10 + 2D10 + D4

40
TORSO

Homeworld & Clan


Planet 1 2 3 4 5

VIATGA
Eclipse Tahariel* Iron Night Elijah Makir Nukir Warwind 1-2 3-4 5-6 7-8 9 0

Pelt
Brown Grey Beige Black Snow white Rust 1-2 3-4 5-6 7-8 9 0

Totem
Human tongue Dravn scale Exohuman eye Kai-ka-Thear claw Golems finger Sigurn gem

40
ARMS

6 7 Planet

30
LEGS

OF WOLF AND MAN


As the Sigurn push back to the surface, using their powerful golems to retake land once lost to the Helos, the Helos themselves have been forced to give up many of their outer-lying cities and towns. As they were already a roving clan-based society, they began to stop referring to each other by their city or region names, and purely by clan name; most youths take the clans name as their surname. This has brought about a large divide between the Helos, however; the older clans still remember their cities and towns, and keep their ancient names, a language-cross between Cassad and Hlalat to which they cling to, much like the word Helos, and is contains their history, their past, their everything. The newer clans, those founded long after the Helos had lost their homes, begun taking meaningless names, often in the Human tongue, as they spread through the galaxy. Names like Fatemist and Golden Tear, large and respected clans which go against the grain, and are only allowed session because of their size. Despite their reluctance to follow the Old Ways, the young clans still stick to certain traditions; they still take totems when they are young, in recognition of whatever deed earned them their adult-hood. They still form sub-groups in their clan according to the pelt, and those not in the majority are most commonly the Outcasts who form new clans, or simply vanish into history without a trace. The Helos, more than any, are a race of tradition and convention.

IBICA
Bloodfang Fatemist Golden Tear

8 9 10 Planet

20
SOUL

ARCAN
Zadkiel

11 Planet 12

20

ERADREA
Regina Angelium

A H ELOS P LACE
The name Helos literally means Slave in Cassad, the language of the Sigurn. Although when they began to break free the early clans fought harshly over what name they would now take; the leader of the strongest clan, a rare alpha-male named Asher, put forth the strongest argument, both through diplomacy and necessary violence. They would keep the name Helos, as a reminder to their young of their history, of all their ancestors had to overcome to get to the place they are now. As such, Helos young tend to be reverential to the elderly. The social structure of the Helos is based around strength and fertility, and is a predominantly matriarchal society; the females of the species often grow to be stronger and larger than the males, and with a high fertility rate, it is easy to see why females dominate their society. Only a select few males, probably genetic anomalies, have ever rose high enough to run a clan; its an odd inconsistency, however, that the strongest and best-known of the Helos, Asher, is a male, and was one of the strongest influences in their rise to freedom; he was the first and only mate of Diann, the first female to free herself from the Sigurn, who formed Tahariel, the strongest of the Helos clans.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

ALPHA
The Alpha Males and Females are the leaders of the Helos, and are often the strongest and fastest of their clan. A single clan may consist of 5 or 6 Alphas, who compete with each other often for dominance. They can be incredibly violence and vengeful. FACTION BENEFITS +10 Strength +10 Ancient PREFERRED CAREER Warrior, Quorista FACTION FLAWS -10 Awareness -10 Empathy

ESTERI
The Esteri, male and female, take two primary roles in Helos society; the males act as external teachers, showing them how to hunt and track, whereas the females teach them how to fight and defend themselves, each a vital part of raising a young pup. FACTION BENEFITS +10 Vision +10 Empathy PREFERRED CAREER Priest, Medic FACTION FLAWS -10 Strength -10 Stealth

Male Poor75 Female GENDER Rich200 WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

68 67 66 65 64 63 62 61 60 511
HEIGHT

240 245 235 230 225 220 215 210 205 200
WEIGHT (LBS)

1 2 3 4 5 6 7 8 9 0
D10

64 63 62 61 60 511 510 59 58 57
Rich150 WEALTH Poor125

225 220 215 210 205 200 195 190 185 180
WEIGHT (LBS)

Female GENDER

HEIGHT

HUNTER
The Hunter is often one of most pivotal roles within a clan, and compromises about 50% of its total number of members. The Hunter is an expert in his field, who will mark a precise territory out, and learn every single inch, to gain the maximum benefit. FACTION BENEFITS +10 Acrobatics +10 Survival PREFERRED CAREER Soldier, Scout FACTION FLAWS -10 Persuade -10 Perform

OUTCAST
Outcasts are a necessity for the Helos; without Outcasts, their clans would grow to a similar size to a Human city and became unwieldy. Outcasts find themselves unable to be part of their clan, for whatever reason, and will often form their own splinter group. FACTION BENEFITS +10 Endurance +10 Stealth PREFERRED CAREER Warrior, Artificier FACTION FLAWS -10 Luck -10 Tactics

Male

1 2 3 4 5 6 7 8
Female Rich175 Male Poor100

64 63 62 61 60 511 510 59 58 57

215 210 205 200 195 190 185 180 175 170

1 2 3 4 5 6 7

67 66 65 64 63 62 61 60 511 510
Rich225 Poor50

245 235 230 225 220 215 210 205 200 195

Female

8 9 0

9 0

D RA VN
Often called the Fate-Blessed, the Dravn are the only naturally-evolved race in Drex, completely pure genetically. They began life as a family of reptiles of assorted varieties who were widespread throughout Eradrea, especially across its equator, as warmer climates turned the forests into fertile swampland. As the Eradreans began forming into first clans, and then whole cities, the Dravn found their territories more and more restricted by these cities. Forced into tightly-knit spaces, the once highly-territorial creatures began exhibiting pack behaviour, then larger gatherings. Intelligence soared through the clans, as did tool-use, language, and pack hunting. It has been centuries since that first behaviour was seen, and their advancement has progressed to a steady state, much to the amazement of the other species. What took many races a millennia to reach, with external support, took the Dravn only centuries; they already have towns and villages, have the capacity to trade goods, and even have rudimentary space travel. But Dravn society has always been unusual, and they have never really had control over their own cultural direction. Cities and towns werent formed naturally or for any real reason. Instead, as Human Priests of the Circle made their way to Eradrea to convert the heathens, and upon finding no acceptance within Eradrean society, they turned to the clan-based Dravn. These Priests tolled and toiled building temples, amazing the Dravn with their will and determination. They preached twice daily, at midday and midnight, attracting huge crowds. Even under threats from the unbelieving clans, these Priests stood strong. And Dravn simply began to gather around them, described as moths to the flame of worship. Religion is a major aspect of the Dravn; where others call them the fateblessed, they call themselves the faith-blessed, as they are the most superstitious and mindful of the Gods of Drex. Religion is not a choice for the Dravn, but a way of life; they pray at midday and midnight every day, and they live their life through a strict set of codes and rules according to their worship of the Order of the Ninth Circle. In the centre of every Dravn city, town or village is a church dedicated to the Circle. This church, often a huge and incredibly well-maintained buildings, acts as their place of worship, their town hall, and their general gathering area; no matter the time of day, there are always Dravn around there. Inside the church is often a small group of Priests, usually Humans, who run the church for the Dravn. These Priests act as the ruling body of the Dravn, the mayors of the town and the judge and jury when a crime is committed; they have complete control, and freedom. Infact, its even gone so far that most Dravn are so indoctrinated while growing up that they cannot refuse a request from one of these Circle Priests. Some have even postulated that the Dravn are a genetic offshoot of the Kai-ka-Thear that has simple lost its own hive mind, and has replaced this lack with Religion; their startling early-years evolution and general diversity seem to agree with this theory..

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

D RA VN
Language
Galactic Standard Karogi ENVENOM
Tactical Action2 Deal D10 DMG to one enemy. They suffer from Poison on a 7+ if they are in Close-range or 4+ if they are in Combat-range

CONSTRICT
Combat Action3 On a Melee test against one enemy, they cannot move for D4 turns, can only use Light weapons, and take D6 DMG a turn.

AROUND THE CIRCLE


Racial Trait When worshipping the Order of the Ninth Circle, the God Feat costs -1 Focus to use, and deals +D6 DMG. When worshipping any other God, you gain +10 Logic, +10 Gamble, but suffer 20 to all stats when dealing with other Dravn. HEAD

Age
Male 20 + D10 Female 15 + 2D10

20
TORSO

Homeworld
Planet 1 2 3 4 5

ERADREA
Sauria* Galania Lucifer Prisca ArkanSul Cloaca Lowrencaster

Home Terrain
1-2 3-4 5-6 7-8 9 0 Swamp Forest River Lake Tree-tops Desert

Tail Length
1-2 3-4 5-6 7-8 9 0 15 20 26 31 No tail 43

20
ARMS

6 7 Planet

30
LEGS

WHERE THE HEART IS


When a Dravn is raised in a specific environment, like the swamps on Eradrea or the deserts of Cendra, the bodies will undergo certain changes to help them better survive in their home. This light evolution is similar to the adaptive evolution of the Kai-ka-Thear, although on a much smaller scale, and taking place in only a few short years, rather than the decades the Kai-ka-Thear require for such advancements. For example, the Dravn used to living beneath or near lakes gain the ability to breath underwater for extended lengths, and their scales adapt to allow faster swimming. The scales of a Dravn used to living atop trees, however, will gain photo-synthetic traits, become stronger and harder when underneath bright sunlight, and the Dravns fingers and toes will sharpen to better grasp tree branches. An unrelated point to this divergence, although often confused with it, is the size of a Dravns tail. There seems to be no prevalent reason that some Dravn develop longer tails than others, and although it becomes a point of mockery or alpha behaviour when the Dravn are young, many grow out of this behaviour after reaching maturity. The tail of a Dravn has very little affect on his or her lifestyle, although they do show signs of being friendlier or more accepting of those with similar tail-sizes to themselves.

ARCAN
Carniva Calabar Bonaparte

8 9 10 Planet

40
SOUL

CENDRA
Saharan

11 Planet 12

40

THE CRADLE
Melekure

A DRAVNS IDENTITY
The Dravn themselves still show their base as a reptilian-genus that has advanced in symbiosis with their brothers. Larger horned lizards roam the borders as soldiers and guardians, capable of fighting trolls single-handedly. Chameleons act as assassins, slipping unseen and unheard to their target. Brightly-coloured snakes, like the King Cobra, use their collars to great effect as they preach of their God. The Dravn are difficult to classify as a lone species, as each individual is more varied than with the other races (often with a completely unique biological and genetic identity to other Dravn; they do not share genetic code) but this is definitely a feature which makes them a strong and varied people. The Dravn are a social race by nature; being forced together decades ago has turned them into a race with little sense of the individual. The family is the most important part of a Dravns life, religion aside, and mothers and fathers care for their children with the upmost tenacity. Families are often large, containing dozens of siblings at any one point, and family homes are equally as large. An average home will be a single-floor structure, usually a foot or two beneath ground level, and will often contain two or three large families in the space of about four or five rooms. Few families live alone, and you rarely get the stereotypical loners so common with the other races.

CHAMELEON
Chameleons are brittle creatures, who are often under or over weight, and their hunger is usually voracious. They have excellent eyesight, and their body has the ability to contort light, making them harder to spot in difficult situations. FACTION BENEFITS +10 Make-Shift +10 Stealth PREFERRED CAREER Scout, Artificier FACTION FLAWS -10 Endurance -10 Survival

COBRA
You can always recognise a Cobra from a group of similarly-evolved creatures by the large hood sitting tight against a Cobras throat. The hood will open when they get excited, showing a variety of colours. They make excellent speakers and priests. FACTION BENEFITS +10 Persuade +10 Perform PREFERRED CAREER Priest, Scion FACTION FLAWS -10 Strength -10 Acrobatics

D10

GENDER Male Female

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

1 2 3 4 5 6 7 8 9 0
D10

63 62 61 60 511 510 59 58 57 56
Rich200 Poor100

200 195 190 185 180 175 170 165 160 155
WEIGHT (LBS)

1 2 3 4 5 6 7
Female Rich225 Male Poor75

63 62 61 60 511 510 59 58 57 56
GENDER WEALTH HEIGHT

190 185 180 175 170 165 160 155 150 145
WEIGHT (LBS)

8 9 0
D10

BOA
Boas are tall and slim creatures, whose scales are more flexible than that of the other Dravn. They are often slender dancers, whose bodies are a variety of seductive colours, but whose ability to constrict around prey is never under question. FACTION BENEFITS +10 Strength +10 Acrobatics PREFERRED CAREER Warrior, Knight FACTION FLAWS -10 Medicine -10 Drive

TRYCERA
One of the few creatures as big as the larger of the Kai-ka-Thear, the Tricera are creatures of scale and muscle, capable of demolishing walls with their devastating charges. They often have three large horns on their head, and powerful reinforced skulls. FACTION BENEFITS +10 Endurance +10 Make-Shift PREFERRED CAREER Warrior, Priest FACTION FLAWS -10 Vision -10 Technology

GENDER Male Female

WEALTH

HEIGHT

Male

1 2 3 4 5 6 7 8 9 0

67 66 65 64 63 62 61 60 511 510
Rich175 Poor125

200 195 190 185 180 175 170 165 160 155

1 2 3 4 5 6 7 8 9 0

69 68 67 66 65 64 63 62 61 60
Rich250 Poor50

235 230 225 220 215 210 205 200 195 190

Female

I NDRAFIL
The TakkAtth Shay were the first species to be given life by the Exohumans; they werent given the chance for evolution like the other races, but were instead placed fully evolved into Drex. The Exohumans reasoned that they needed support and assistance to build the world around them, and true enough, some of the oldest TakkAtth Shay families still tell stories about their ancestors helping to shape worlds. Sadly, few TakkAtth Shay families still remain; the disease that neutered the Exohumans was passed into the TakkAtth Shay, and they began to die a slow and painful death. The Exohumans could do nothing; they couldn't even cure themselves. So they built the TakkAtth Shay a place a die. The TakkAtth Shay weren't going without trying, though. They caged themselves away in sorcery-powered suits, and fought onwards. They were freely given the Hypertech and advance scientific knowledge from the Exohumans, so their sciences were advanced enough to understand advanced genetics, and their sorceries were innately advanced enough to draw on the unreal for power, so they combined the two; the Indrafil were born. Puppets of flesh built for a lone purpose, etched to the core with runes and symbols of great power. Each Indrafil was brought to life by being dragged through the unreal, forming artificial souls made out of the empyrean-remains of those deceased. This rag-tag collection of souls gave the Indrafil a half life; they were always hooked into the unreal, parts of their bodies existing almost entirely there, with only biological shadows remain in the real world. The bodies would grow and age, although at an increase rate, and they could also breed, an unexpected side-effect the TakkAtth Shay didnt see coming; the divine spark of life working for itself, they would say. The Indrafil were created as saviours, but proved to be much less. Although they reach maturity fast (often fully grown and considered adults by about 8 years of life) their mental faculties were always a shadow of their former masters. They remained in a childlike state for much of their life, full of awe for the natural world, lacking an understanding of pure logic, reason, science or technology. Their grasp on sorcery was never in question; they were masters of the sorcerous arts from birth, able to manipulate the Unreal as skilfully, many say, as the Nonmen themselves. But they couldn't grasp the world around them; half living in the Unreal, the Real seemed almost like a dream, and the intangible and unchanging made little sense to them. The TakkAtth Shay would feed from them, literally draining their souls to power their suits in an attempt to live longer than their disease would allow. Many of the weaker Indrafil would be killed in this process, but the strongest could simply draw strength back from the Unreal; they became prize possessions, items of trade between the power TakkAtth Shay houses, when they still existed. Now, without their masters, the Indrafil simply roam the lands, satiating their curiosity by exploring Drex, until their short lifespans brought it to an end; their link to the Unreal meant their lives were short; some aged rapidly, others simply vanished within the Unreal. The truly unlucky were seen as beacons in the Unreal, those most powerful, attracting all manner of creature. The TakkAtth Shay weren't the only ones to feed on the Indrafil, but they certainly were the most altruistic.

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

I NDRAFIL
Language
Galactic Standard Indraga INFLECTION
Reaction3, 2FPUpkeep When you take DMG, roll a D6. On a 1 or 6, the DMG is ignored and the enemy takes the DMG as if hit by Sorcery.

TOTAL IMMERSION
Sorcery2 On a successful Arcane test, you can move to any point within Medium-range, ignoring obstacles. You suffer D4+1 DMG on each limb.

FORCED LIFE
Racial Trait Indrafil half exist within the Unreal; when you take Sorcery DMG, roll a D10. On a 10, you are instead healed by the Sorcery DMG amount. You also deal +2 Sorcery DMG and can reroll Unreal Link tests (keeping the new result). HEAD

Age
Male 8 + 2D20 Female 8 + 4D10

40
TORSO

Homeworld
Planet 1 2 3 Planet 4

TEMPLE OF THE LOGOS


Haley Sigil, City of Doors Icarion

Random Mutation
1-2 3-4 5-6 7-8 9 0 Horns Tail (D4) Scales Fork tongue Third eye Wings

Aura Colour
1-2 3-4 5-6 7-8 9 0 White Purple Green Blue Red Black

20
ARMS

VIATGA
Napra-Sigurn

Planet 5 6

30
LEGS

HYPERTECH SHIPS
Citivas Nav Scion

USING STRINGS LIKE WORDS


When the Indrafil were originally created, the TakkAtth Shay spent little time bothering with looks or appearance, and they simply modelled them after the Exohumans; tall, pale, and generally gaunt. Where a few changes were made over the years, adjustments accounting for preference and to ensure they were unique, their appearance rarely changed. Their immersion in the Unreal meant they remained relatively pale and pained-looking, and they always seemed gaunt or unhealthy simply because they didnt require food as often as more biologically alive species. The most unique part about a pure-blood Indrafil are their joints. Much like a regular wooden puppet, an Indrafil has thin jointlines which run across their whole body, separating all major limbs from each other, and marking out where intricate detail work went into constructing them. This also remains true for those Indrafil who are born, oddly enough. Sadly, in the haste of the TakkAtth Shay, the Indrafils genetic structure has begun to break down at a faster pace than a natural-born species. They are already showing a high prevalence of random mutations, often quite pronounced and debilitating, and with their TakkAtth Shay masters all but vanished, they have no way to repair themselves. As such, they remain innocent and cheerful, as their mentalities rarely advance past a childlike state, to the very end.

7 Planet 8 9

20
SOUL

DAAT
KanaAniyun* KanaMitzrayim KanaParamoun KanaIbn-alas KanaApprox

10 11 12

40

A N I NDRAFILS I MMERSION
The Indrafil could phase in and out of the Unreal whenever they wished; they had the capacity to focus their minds, to engulf their body with the cold darkness of the Unreal, and drag themselves through the void-between and into a place of nightmares and sorcery. Of course, when they are not attempting to pass between realms, the Indrafil are permanently split between the real and the Unreal; a part of their body permanently remains engulfed in the Unreal, and even though it may have some presence and use in the real, its responses will often be dull and jerky. It is this partial immersion in the unreal that allows them their sorcerous ability, but also adds to their duality; the Indrafil are a race overcome with duality, and each individual may often have two primary personalities; one when based in the real, and one when entering and exiting the Unreal, to which they may retain for hours or days afterwards. It was this immersion, though, that the TakkAtth Shay created them for. The artificial shells the TakkAtth Shay turned to living within to prolong their existence was powered by their innate sorcerous abilities, which would fade drastically over time. With the Indrafil, they had a permanent conduit to the Unreal, where they could leach a nearlimitless amount of sorcerous energy, much in the same way a Revenant gains strength. The Indrafil, puppets as they were, were always happy to prolong their Masters lives.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

SENSES
Those whose senses are immersed in the Unreal are fragile emotionally, their feelings being drawn from places beyond their control. They are the most violent of the Indrafil, but also those most capable of love or joy, much like a child. FACTION BENEFITS +10 Persuade +10 Empathy PREFERRED CAREER Soldier, Schoolman FACTION FLAWS -10 Ancient -10 Dexterity

BODY
When you can phase parts, or all, of your body into the Unreal, you can do incredible things. Sadly, those Indrafil with this gift find that they age quickly, struggle to control their abilities, and find unusual wounds all over their body without reason. FACTION BENEFITS +10 Endurance +10 Intimidate PREFERRED CAREER Knight, Priest FACTION FLAWS -10 Acrobatics -10 Science

Male Poor125 Female GENDER Rich275 WEALTH

Male

1 2 3 4 5 6 7 8 9 0
D10

56 55 54 53 52 51 50 411 410 49
HEIGHT

140 135 130 125 120 115 110 105 100 95


WEIGHT (LBS)

1 2 3 4 5 6 7

58 57 56 55 54 53 52 51 50 411
Rich300 Poor100

150 145 140 135 130 125 120 115 110 105
WEIGHT (LBS)

Female GENDER

8 9 0
D10

WEALTH

HEIGHT

MIND
An Indrafil with their mind constantly immersed in the Unreal can see and understand things other living creatures would find impossible. They are confused creatures, lost in the void of understanding, requiring constant guidance and support. FACTION BENEFITS +10 Vision +10 Ancient PREFERRED CAREER Artificier, Scion FACTION FLAWS -10 Awareness -10 Explosives

SOUL
When a soul is engulfed in the Unreal, it is constantly torn at by the spirits trapped there. Those experiencing this daily become morally void, unable to distinguish good from bad, but can view an argument from a neutral direction, despite feeling hollow. FACTION BENEFITS +10 Gamble +10 Arcane PREFERRED CAREER Warrior, Quorista FACTION FLAWS -10 Logic -10 Tactics

Male Poor150 Female Rich250

Male

1 2 3 4 5 6 7 8 9 0

56 55 54 53 52 51 50 411 410 49

135 130 125 120 115 110 105 100 95 90

1 2 3 4 5 6 7 8 9 0

55 54 53 52 51 50 411 410 49 48
Rich325 Poor75

135 130 125 120 115 110 105 100 95 90

Female

AI C ONSTRUCT
The Constructs, created by the Exohumans long before the time of Drex, were originally constructed as loyal servants and followers; when the Exohumans achieved technological immortality, they built the Constructs to perform the tasks and do the work they were no longer interest in. No consciousness was installed within them, only Virtual Intelligences, which had the ability to act, to follow orders, some say even to think, but never of its own free will, and never of a conscious nature. There have always been stories of the first intelligent machines, of randomly spawning AI within a VI construct, but they have always proven to be false. The truth us, until the Exohumans needed AI to assist them, there was no such thing. When the Exohumans fled their original home, the Constructs were of great help and assistance. This first granted them AI and individuality within their ranks, and then, significantly later and after many centuries of loyal servitude, a freedom of their own. They became a race unto themselves, and where many still choose to serve their Exohuman master (their minds, of course, wiped clean during the purge, after the Atrocity took place), many live free within their own societies, or within other cultures. But what defines a Construct as a creature of its own, rather than a tool to be used? Its always been difficult to classify. The TakkAtth Shay had access to amazing technology, and with such limited moral restraint (mainly due to their desire to cure themselves) they pumped out VIs by the truckload, linking them together and forcing them to come up with greater and greater ideas, schemes and plans to cure themselves of their illness. None succeeded. The Cendra, trading technology for their participation in the Atrocity hostilities, advanced greatly during their time in exile beneath the surface of their planet, hidden away; they built NSIs, Non Sentient Intelligence, the first of their kind and the next logical step between VIs, with their inherent limitations, and AIs, with their desire for freedom and their insubordination. NSIs were practically living creatures; they could think logically and rationally, plan, develop, and learn. But they were restricted by intricate program locks and firewalls, blocking processes that went in certain directions. And now? The Isolus has ruled that NSIs are considered Constructs, where the ancient VIs are classified more as tools. The real Constructs, those with unrestricted AI, are a race of their own, and are given the freedom as such, but considered separate to the NSIs. Most are happy with this ruling; they live free, and their NSI cousins lack the capacity and emotional understanding to even grasp their situation, often isolated behind various firewalls. Constructs themselves come in a million different forms. The original Hypertech constructs are smooth, some made of a liquid metal that seems to shiver before you, others made of a single piece of some unknown metal, which moves in ways impossible to understand. Humans make their constructs either with sleek metal pieces, or with large grinding gears or scrap parts, powered by a variety of sources. The Sigurn make their out of stone or crystal, powered by sorcerous engines. The Cendra, meanwhile, prefer smooth Constructs of distinct features, often utilising anti-gravity devices or odd energy generators. Worse still, many of the ancient Constructs have managed to utilise a liquid flesh, and appear almost entire Human...

Age of At sdcscz\czc

Age of At sdcscz\czc

4319AA Present Day

AI C ONSTRUCT
Language
Galactic Standard Machine BINARY EXPLETIVE
Tactical Action2 Each living creature in the area makes an Endurance test; on a fail, they take D10 DMG and suffer Dazed.

OVERWHELM SENSES
Combat Action2 On a successful Makeshift test, the opponent takes D10 DMG. On a 6+ they suffer from Silence, on a 10 they are knocked out for D4 turns.

FORCED LIFE
Racial Trait Constructs are immune to Bleed, Poison, Dazed and Fear, but take 2x DMG from both Bladed and Blunt traits. Logic and Gamble gain +10, and can be rerolled and the preferred result kept. HEAD

Age since Creation


Male 5D20 + 4D10 Female 8D10 + 2D20

30
TORSO

Homeworld
Planet 1 2 3 Planet 4

CENDRA
Asimov* Seva PSI Outpost

Spark Colour
1-2 3-4 5-6 7-8 9 0 Yellow Red Blue Green White Black

Gear Colour
1-2 3-4 5-6 7-8 9 0 Grey Brown Red Black Silver Gold

40
ARMS

IBICA
Rulhet Napra-Sigurn Kelech-Mor

5 6 Planet

40
LEGS

SPARKS AND GEARS


To an external observer, many constructs appear to be exactly the same; many share the same external designs or modifications, and most were created from the same specifications. True, to a construct himself, each of his own species is different in too many ways to list, but sensing their organic brethrens innate confusion, the constructs banded together and underwent a huge chassis overhaul. Thus came the term Sparks and Gears, and is still used today as slang when reffering to a difference between two individuals that goes beyond flesh. Firstly, the constructs underwent a change of internal gears. Many took an odd satisfaction in this customisation of their parts, as they spray-painted, body-washed, or even completely changed their internal operations, and many younger or newly-created constructs still maintain this coming-of-age tradition. Put simply, a constructs internal gears will often be a unique or powerful colour, one that stands out amongst their own race. Second came the change of a constructs spark. Their spark is much akin to their own heart and mind, and is the electrical source of their life. By subtly manipulating the frequency of their spark, they managed to change its colour in the visible spectrum. This had many interesting effects, but the most recognisable being the change in the constructs eye-colour, and the change of the literal-sparks that jump from its body when injured or damaged in some way.

THE CRADLE
Prima Drex New Central Lvl1Enviro

7 8 9 Planet

20
SOUL

HYPERTECH SHIPS
Non-Pura Citivas Eyes of Grace

10 11 12

20

A C ONSTRUCTS M OTION
Many Constructs, especially those of the electric variety, come from a mass-produced blueprint from a factory, and as such, have very little difference between the masses. To remedy this, the NSIs and VIs have been given permission for customisation during construction, namely on their gears and their spark. Their Spark is defined as what gives them life, the source of their power, regardless of their construction type. Everything internal, from the colour of the sparks that jump from the body to the shade of their eyes, is defined by their Sparks colour. Their gears, meanwhile, cover many external armour plates as well as internal pieces not covered by uniform or factional colour schemes. It is minimal, but will make a huge different to the Construct involved. Constructs themselves come in a variety of technical forms and specifications. Their power source is their primary defining characteristic, and defining point of their production, from the way they move and think, to the shape of their body and their most efficient purposes. With the vastly different power sources around Drex, much akin to the varying levels of technology still in full swing, any real classification is only meant as a generalisation; Steam powered machines could run on steam, coal, waterwheel, or any number of forms, and is simply classified as a level of technology, and not simply the fuel involved.

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

D10

GENDER

WEALTH

HEIGHT

WEIGHT (LBS)

ELECTRICITY
Electric Constructs are the natural evolution of the Steam Constructs, and the most common Construct variety. They appear across Drex in a million different forms, each different, and perform countless tasks, both the mundane and the imperative. FACTION BENEFITS +10 Electronics +10 Language PREFERRED CAREER Soldier, Scout FACTION FLAWS -10 Strength -10 Technology

STEAM/CLOCK
Steam-powered Constructs are archaic tech at its very height; they are often sluggish creatures, thickskinned and heavily armoured, spewing smoke from great stacks on their back as they march onwards, majestic in their bulk, and terrifying. FACTION BENEFITS +10 Endurance +10 Explosives PREFERRED CAREER Warrior, Soldier FACTION FLAWS -10 Reactions -10 Electronics

1 2 3
Male Female GENDER Poor75

63 62 61 60 511 510 59 58 57 56
WEALTH HEIGHT Rich175

225 220 215 210 205 200 195 190 185 180
WEIGHT (LBS)

1 2 3 4 5 6 7
Female Rich200 Male Poor50

66 65 64 63 62 61 60 511 510 59
GENDER WEALTH HEIGHT

240 235 230 225 220 215 210 205 200 195
WEIGHT (LBS)

4 5 6 7 8 9 0
D10

8 9 0
D10

HYPERTECH
Hypertech constructs are amongst the oldest creatures in the galaxy. Often victim to mind-wipes, they are worth a great deal, and are considered their own unique race within Drex, and granted the privileges and freedoms that it comes with. FACTION BENEFITS +10 Reactions +10 Strength PREFERRED CAREER Knight, Schoolman FACTION FLAWS -10 Empathy -10 Tactics

SUBELIAST
Subeliast engines, those which draw energy from the Unreal, are often created by sorcerers to power their constructs, who are most often used for violent purposes. They can draw from their engines to perform amazing sorcery, if a little limited in flair. FACTION BENEFITS +10 Tactics +10 Arcane PREFERRED CAREER Knight, Quorista FACTION FLAWS -10 Endurance -10 Perform

Male

1 2 3 4 5 6 7 8
Female Rich155 Male Poor100

62 61 60 511 510 59 58 57 56 55

220 215 210 205 200 195 190 185 180 175

1 2 3 4 5 6 7 8 9 0

66 65 64 63 62 61 60 511 510 59
Rich200 Poor50

240 235 230 225 220 215 210 205 200 195

Female

9 0

In the Absense of Gods


The Gods worshipped throughout Drex are an unusual breed; none of them are truly Gods, in the style of ancient creation myths, but all have large followings or temples dedicated to them, in one sense or another. Some are ancient Artificial Intelligences, Hypertech constructions, some of which watch over Drex, some are simply tales passed through time by the faded memories of the Exohumans, their locations and physical forms long forgotten. Other Gods are recognised as once-living creatures, often Humans, whose adaption and symbiosis with technology has elevated to them to a status above their peers; sorcerous power and knowledge the like of which is unknown amongst regular people, and those who have given birth to races in their image, all in the pursuit of a single cause, just or otherwise. Others still are supernatural beings indeed, whose connection with ancient Hypertech, which links the Gods together, seems incredible or impossible; an immortal who speaks with some ancient unseen God, speaking the impossible truth, dictating the future as if it was a mere memory, or an Emperor reborn in the funeral pyre as a living conduit of flame and rage, set to retake kingdoms lost in the past. Of course, others exist in similar states; these here listed are simply followed by people across Drex, known by all, who seem to wage eternal wars for the millions of souls they command.

N.O.A.H.
The Nascent Organic Acclimation Hub was the Exohumans finest, and final creation. A huge migration ship unequal in size, N.O.A.H. transported the seeds of life, the genetic material of the races of Drex, and delivered it to its destination. N.O.A.H. now sits on the outskirts of Drex, its position all but lost; some say he still protects the genetic material used to create all life. N.O.A.H. is the most sought-after treasure in Drex.

CREATION BLUEPRINTS
Combat Action2 Make an attack roll against any ally. If you hit, heal him by the DMG amount. If you miss, deal regular DMG.

Creation / Transcendence / Evolution / Freedom

Zener
A genius scientist almost killed in an accident he caused, he became twisted by his own experiments, and now continues unhindered by petty morality and limits. Opposes:

Four Horsemen
And when each of the four seals opened, I heard the beasts within, each in turn, say Come, and See, and I knew looked upon the end, not only of my life, but of all life.

Anubis

Anubis
ANUBIS, whose acronym has been long forgotten, is an ancient machine, as old as N.O.A.H. and older than AORTA, whose purpose has also been forgotten. His appearance on ancient devices show him as being a winged-Human with a jackals head, and huge in size. His followers worship him as a God of Death, but past documents and recordings speak of him with reverent tones, as if he was in fact a hero, not a villain.

HARBINGER
Tactical Action3 If your next attack hits, the target takes 3D6 DMG. If it kills him, all enemies in Close range take D10 Sorcery DMG.

Warfare / Destruction / Lust / heartbreak

Alexander
A Priest who came across a set of ancient scales, the symbol of Anubis, which gave him incredible visions. He has built and controls an army of jackal-like constructs. Opposes:

Asharith
Asharith came to power in a barbarian clan, butchering her way to the top; she wears a mechanical snout to worship Anubis, which she uses to tear enemies apart.

Sammael

In the Absense of Gods


Sammael
ONE LAST BREATH
Sammael is the creator and ex-Archangel of the Aetherin, the elite Isolus Reaction3 security based in the Cradle. He took the purest-of-heart Humans he could find, and crafted onto their backs mechanical wings. Their connection with this technology is symbiotic; they are still considered Human, Activate at the start of a but they possess their own C.O.R.E. Sammael is the eldest of twin broth- turn. For this turn, you take all DMG targeted at ers, and he left the Aetherin to protect his people from Duynain. your allies, but you cant Altruism / Protection / Defence / F aith take permanent DMG.

Peabodysan
Protector, warrior, and Archangel of the Aetherin, he is a well loved and much cherished ruler. He was born the child of Sammael, and is considered a demi-God. Opposes:

Korinh
A Altai Prince, he became disillusioned with his people after seeing their moral degradation after centuries of war. He now works as an assassin-for-hire and guard.

Dunyain

Dunyain

GLORIOUS TORMENT

Dunyain, twin-brother to Sammael and first amongst the Aetherin, tore Ranged Action3 off his own wings when he saw the direction and restraint they held. He believed technology should be completely integrated with Humanity to help them grow stronger. Now an exile, technology has made him near- The next ranged attack immortal, and his search for Hypertech is never-ending; his goal is to re- you make deals 3x DMG. You take DMG equal to turn to Aethersun and take control. It is said he is addicted to pain. the base DMG. This canStability / Control / Suffering / Triage not score a Critical Hat.

Rachael
Rachael was born with an incurable disease which caused her body to decay. Augmented by her father using gears and clockwork, she now leads Human+. Opposes:

Vyrus
Vyrus is a by-product of the Human+ programme, who sees unaugmented Humans as weak. He reaps a terrible technologyfuelled fury on the pure-blooded Humans.

Zenshin

Zenshin

ALL OR NOTHING

Zenshin is an uncertainty, a mathematical error who appears in a variety Reaction2 of forms. He seems to exist as a dark-side of AORTA, contesting her decisions with his own malicious intent, and is the only one capable of standWhen you roll a dice, ing against her. He is intelligent, ancient and untrustworthy, and seeks instead, flip a coin; a only for entropic chaos to consume Drex. He can exist in the Unreal and heads counts as a critical the Hyperreal, but in the Real he appears only as a shadow or whisper. success, a tails counts as Entropy / Decay / Chaos / Disconnection a critical failure.

Xia
Xia is a construct who believes himself a Human; his powerful telepathy comes from Zenshin, who provides great power through the Unreal and the Hyperreal. Opposes:

Ahramayav
A mage who learnt how to bind the Empyrean into physical forms; he commands the Infinite Chorus, creatures of decay who worship him for the death he promises.

A.O.R.T.A.

In the Absense of Gods


A.O.R.T.A.
AORTA, the Artificial Outer Rim Terminal Array, is the full-function AI which rules over Drex, a system AORTA refers to as the Outer Rim. AORTA controls all travel, communications, weather, sun-levels, oxygen saturation, and a million other variables within Drex, all running on an internal AI considered to be infallible and omniscient. Although she can highly influence the Real, she only ever appears in the Hyperreal.

TRIAL BY JURY
Sorcery3 Target one opponent, and roll 1D4 for each of your levels. Deal separate DMG equal to the result of each D4.

Neutrality / Justice / Equality / Determination

Eclipse
A wandering warrior known for his precision swordsmanship, who was betrayed by a corrupt empire and left to die. A friendship with an enemy kept him fighting on. Opposes:

Idhiel
A brutal and vicious warlord whose lands were razed in a bloody war. He seeks vengeance, punishing all those he deems morally lost, while reclaiming his land.

Dreamweaver
REVELATIONS

Dreamweaver

The Dreamweaver is the conduit and beacon the Isolated One, a God Reaction2 based in the Unreal, who is said to speak only to the Dreamweaver. The Dreamweaver sits on the throne of Anur-Jandria, ruling a population of fanatics and zealots; he never speaks, communicating entirely through Activate when you rehis Exarch, and rarely leaves his throne, only in the most vital battles. ceive combat DMG. Deal The Dreamseeker, his heir, is chosen through exact dream interpretation. an equal amount of Sorcery DMG back to the Sorcery / Solidarity / Stubbornness / Concentration opponent.

Solomon
One of the few Eridarians to serve the Dreamweaver, who acts as both a lawful merchant and a secret assassin-for-hire, both to further Anur-Jandrias expansion. Opposes:

Judge
Born inside Seva, he was the first Cendran to leave its walls willingly. Now he explores the world for goods to take home, and signs that the outside world isnt all bad.

Deimos

DEIMOS

WORLD ABLAZE

Deimos was the ruler of a small aggressive nation centuries ago, the ImTactical Action2 perial Order. In a losing war against Anur-Jandria, he retreated into his last bastion; he willingly burnt it down, sacrificing himself and his loyalist If the next attack you followers. Decades later he returned, killing the old Dreamweaver in a titanic battle. He has retaken much of his old land, and more; as an ele- make hits, it automatically scores a critical hit. mental, he is permanently soaked in fire, his armour keeping it in check. All enemies within 20 SECRECY / Conformity / blind loyalty / Rage feet of you suffer Burn.

Eshen
Dr Eshen always believed Humanity were the only race deserving of Drex. His silver tongue earned him many fervent followers, primarily Deimos, who he now serves. Opposes:

Black 7
Black 7 is the name given to the 7 elite officers who serve under the absolute rule of Deimos; they each lead powerful legions against the enemies of the Imperial Order.

Alessa

In the Absense of Gods


Alessa
RISKING THE ODDS
Alessa is the very image of an innocent girl. Resurrected by Nanotech Reaction2 after she was raped and killed by an unknown assailant, she returned with more than just her life; she can manipulate the nanomachines When you hit with a around her to an unprecedented degree. She has grown distrustful of the weapon, roll a D6; on a world, and prefers to remain out of the affairs of the living, changing form and location often. She is the patron deity of whores and gamblers. 1-3, you take D6 Sorcery DMG. On a 4-6, your Luck / Innocence / Distrust / Addiction attack DMG is doubled.

Maloki
A barbarian with a love for life and all it offers, he was enslaved by a corrupt empire, but freed with the help of a swordsman. Now, they travel as allies and friends. Opposes:

Ophedia
Ophedia is a half-breed, half Dravn, half Human; she thinks herself an abomination, so she spends her time seducing men, then stealing all they own, or killing them.

Inhert

Inhert

DIRECTIVE OVERLOAD

Where most TakkAtth Shay turned to Sorcery to extend their lifespan, Reaction1 there were a few who turned to Science. Inhert was chief amongst those, who built a small society of TakkAtth Shay with a similar mindset. A deal with a Rogue AI has given him access to incredible technology, but he is Activate when someone still yet to truly increase his lifespan. His community has grown to include fires a Ranged weapon. They take D4 DMG. If Constructs, and an increasing number of Rogue AI and Proteans. you roll a 4, they take an Machinery / Desperation / Predictability / Alliance additional D4 DMG.

Dr. Subeliast
The Human inventor of the famed Subeliast Engine; drawing power from the Unreal, it lets starships make spatial jumps. Using the tech, Michael is now immortal. Opposes:

Exodus
Exodus, the largest Construct ever found, patrols the deserts of Cendra, killing all but the Cendra themselves. It can focus Darkstars light into a huge energy weapon.

Draymen

Draymen

ROLE REVERSAL

Draymen was an Agent of Destabilisation for TOWER. He was sent into Reaction2 areas to destroy the influence of certain figures, through riots, mass panic, assassinations, sabotage, and terrorist acts. When he retired he simply vanished into the forests of Eradrea. He emerged, years later, with Use before you roll DMG a strange new symbiosis with nature; with his pet eagle, he again travels dice; you automatically deal maximum DMG. the world, destabilising random regions, usually those heavy with tech. Decrease the DMG by Control / Night / Trickery / disconnection the number rolled.

Provo
Provo is one of the best at espionage in the game, both industrial and informative. Although she seeks a way out of the game, she knows too much to ever leave safely. Opposes:

Abraham
An Indrafil, and the most powerful slave trader in Drex, who deals in all species and races. Morally-blank, hes concerned only for himself and his Pulse addiction.

The Circle

In the Absense of Gods


The Circle
SPLITTING THE CIRCLE
The Order of the Ninth Circle are the largest religion in Drex. They follow Reaction1 + X no God, but instead a Circle of Life and Death, a belief that the soul empowers the body in a lifedeathrebirth cycle, recycling memories and emotions. They have churches across Drex, and follow 10 Rules, 6 Prima- Activate when someone enters your Combat ries and 8 Secondary's. They train exceptionally skilled swordsmen, who range. You may pay the believe that perfection is the closest one can get to true enlightenment. Focus and make one Servitude / Purity / Indulgence / Truth Combat attack.

Aryo Letum
Aryo Letum, Council Grandmaster of the Circle, leads his followers from the Vaults of Duhrun. He has a pious, anti-heretical stance, but is yet to take to direct violence. Opposes:

Celestia javrha
Celestia was an Anur-Jandrian who came across the Book of Sanctuary, a text that supposedly predicts the future. She accidently caused the creation of Resurget.

N.O.A.H.

These Gods arent the only worshipped across Drex; the Eradreans worship their own New Gods, important individuals who helped shape their society in the past, while some small Sigurn factions still worship their ancient Gods, personifications of the rare gems and stones their society is based around. The Onatans worship storm-like beings, disembodied entities that come in the form of assorted weather patterns. Even the Helos worship what they call the Great Hunt, of which details to outside races are scarce and rarely discussed. Many human villages and chapels, primarily Nomads, worship their ancient Gods, spiritual beings who watch over specific facets of their life; harvest, war, blacksmithing, and a hundred other aspects. Their embrace of the new Gods has increased over the years, especially with the Dreamweaver and Grand Emperor Deimos spreading their influence across Arcan. In terms of popularity, the Circle are the most widespread religion in Drex; they accept everyone into their gaze, and have spread at an alarming rate since their emergence. The Dreamweaver is next, whose worship is spread across Drex, but mainly centred on Arcan. Alessa, who is said to look after the lucky and foolhardy, is the third most worshipped. NOAH and Deimos come next on the list; NOAH as a creation deity, and Deimos due to his rapidly expanding territories since his resurrection. AORTA comes next, who is followed by those whose lives revolve around technology. Next comes Sammael, then Dunyain, Inhert, Zenshin and then Draymen. Anubis, the least worshipped of the Gods, has been nearly forgotten by modern civilisation; his few worshippers come in the form of the surviving Exohumans, especially Nonmen, but his presence has been eroded by the actions of the other Gods, especially Sammael and AORTA, who constantly seek to erase his presence from the real world, and from electronic history, respectively. They both consider Anubis a great threat from the past; if he were to return through any means, it would be catastrophic for the world. Sadly, beings like Asharith and Alexander Nubis spread his worship with reckless abandon. Three races, the Kai-ka-Thear, the Cendra and Ghouls, are the only ones without a central structure of religion. The Kai-ka-Thear worship their Hive Queens, masters of the Hive Mind, as living deities; most individuals still inside the hive lack the freedom of thought to worship a different God, and those outside of the Hive, who have broke free from the Hive Mind, often take up worship of a different God. The Cendra are atheistic in nature; they worship technology more than anything else, and prize themselves on a unified advancement of their culture rather than punitive measures to purify their souls. Still, many individuals continue to worship external Gods, and most follow AORTA, Inhert or Zenshin for the technological connotations. Ghouls, meanwhile, are lacking the intelligence to think, let alone worship anything; individuals often continue the worship of their life. Finally, the Dravn are the only race completely dedicated to one specific God. Wanderers or exiles may worship elsewhere, but every city, town and society has a temple dedicated to the Circle. Their culture and history is engrained with Circle religion, and they have grown up following the Circle of Life and Death. Unlike the other races, they rarely stray from the path, but strangely enough, few of their race ever reach positions of power, and their churches are often led by Human Priests who were once missionaries, who earned the trust of the people.

Unaffiliated races
Nonmen Altai TakkAtth Shay

A Nonman is a creature of intense intelligence, sorcerous power, physical strength, and flawless beauty. More-so than the Exohumans, who have degraded over time, the Nonmen are considered the closest to perfection that a living creature has ever came. All Nonmen are experts in sorcery, to the degree that they constantly exist within the Real and the Unreal simultaneously. Most Nonmen are enemies of almost all living creature, wishing to end all life and start again, but some maintain a level of sanity and reason.

Considered to be an early Human subspecies, the Altai were once the largest civilisation on Arcan. Tall and robust, the hordes of Erratics after the Atrocity brought their people together into huge fortress cities, where they fought against the first Nonmen Ordeals. Now all but extinct, their capital, Ergaster, sits as a bastion in Far Antiquity, the Northern reaches of Arcan. They are considered a race of their own, deeply connected with the Unreal, due to their wars with the Erratics, and are experts on Nonmen.

The TakkAtth Shay were the first race seeded by the Exohumans, and their closest genetic match; they take a middle point between the Exohumans and Humanity. Cursed with the same disease that has crippled the Exohumans, the TakkAtth Shay locked themselves into Unrealpowered suits to keep them alive. Still, their race is all but extinct, with only a few small colonies remaining. They are a mild-mannered race, obsessed with death, but can make use of the most advanced technology within Drex; Hypertech.

Risar

Testudin

Vlieg

Looking upon Ibica, the planet seems to have developed an ecosystem for much larger creatures; the Risar are these creatures. Towering giants standing significantly taller than any other sentient creature in Drex, they are an unusual race; despite sentience, they will have nothing to do with the other races, especially those with high levels of technology. Even the Haven clans, who they share Ibica with, are considered parasites rather than a cousin-culture; a parasite they are generally willing to endure.

The Testudin, found in various forms across all the warm-planets of Drex, primarily Arcan and Eradrea, are some of the oldest creatures found in Drex. Many of their species can live for thousands of years, assuming a good diet, exercise, and a safe living environment. Young Testudin are quite tiny in size, some only a few inches across, which is why the mother gives birth to many hundreds at a time; they live in water for the first few decades of their life, then migrate onto land during warmer seasons and climates.

The Vlieg are the most basic predators across Drex, and also one of the most widely seeded. Although their forms change dependant on their environment, the Vlieg are most often four legged, with short wing-like flaps on their body, despite being incapable of flight. They have huge mouths, which look like beaks, but are actually well-armoured maws; they have been known to eat almost anything, their stomach acid being especially potent, and show little fear towards other creatures, unless heavily outnumbered.

Koi

Wyrms

Dragons

The Koi are an anomaly, even when compared to such creatures as the Empyrean. The Koi are space-faring creatures, if creature is the right term; they can enter a protective stasis as they float lifeless through space for decades, until they collide with a ship. They will then eat through a non-vital part of the ship, and usually kill everybody on board. The Koi are a vicious species, capable of mutating their body into almost any appearance, and feed on living flesh; they seem to have only the instinct to kill. It is suggested they are an offshoot of the Empyrean.

Wyrms come in all sizes and styles; the deserts of Arcan and Cendra find their Wyrms to be quite gaunt, with vicious wide maws, and huge talons to better tunnel through sand. The Wyrms on Viatga and Ibica, however, are much larger in size and stature, and considerably more docile; infact, the Sigurn often use these Wyrms to construct the open spaces for new cities, and have managed to manipulate them quite well, save for the odd disaster. Either way, Wyrms are a dangerous and tireless prey, but are considering the highest prize a hunter could ever acquire.

They take many names, and come in even more forms, but Dragons are recognised as some of the most destructive and revered creatures in Drex, existing in every cultures tales. Where dragons emerged from, and how, are two questions frequently asked, and answered only in tall tales and myths. Many predict them to be guardians of the ancient technologies of the Exohumans, either machine or artificially engineered, whose sole existence is to protect that deemed too powerful to be easily acquired. Whole armies have challenged them and lost.

Unaffiliated races
Elementals Abominations Erratics

No one knows the exact procedure which results in the creation of an Elemental. They are found across Drex, their selected element often dependant on their environment, and take on a variety of shapes and sizes, most commonly in sizes similar to Humans. No one has ever seen an Elemental created, and when they die they simply separate into their constituent elemental parts. They most commonly appear bathed in Fire or Water, protected by Earth, or surrounded by Wind, but this list is far from exhaustive.

Abominations are the twisted results of genetic experimentation, either the mutated (and still living) remains of another creature, or a fullygrown lab-born monstrosity. These foul creatures come in more forms and shapes than any other creature in Drex; they are also one of the most feared. They can show up anywhere, as their creation can be sorcerous or scientific, and they are incredibly deadly to fight. They are well known for being Nonmen creations, living and fighting on Nonmen ships long since abandoned.

The peak of the Nonmans creation, Erratics are Human-like creatures; the similarity ends at appearance, however. They live only for slaughter, and make up the main bulk of Nonman legions. The raw howling masses found in the far Northern and Southern plains of Arcan, whose infestation has brought about the Holy Bounty; a fee paid for each scalp. Existing in clans, they can reach great speeds on all fours, are adept at using primitive weapons and armours, and are often chained, yoked and led by Nonmen.

Rogue AI

Protean

A.N.G.E.L.

Living inside the Hyperreal, the Artificial Intelligences of the Exohumans were constructed to assist their journey to and creation of Drex. The AI never get a chance to leave the Hyperreal, and are often vacant beyond their own specific set of tasks. Some AI, however, have been known to go Rogue; they exit the Hyperreal often accidently, building ramshackle bodies of parts, organic or inorganic, and attempt to continue their defined task to its logical, and often genocidal, conclusion. They oppose Proteans.

The Protean are a difficult race to classify, simply because they are not technically a race at all. Occupying every inch of Drex are billions of nanomachines, self-replicating and selfadapting, to better support and protect the various races. When enough of these nanomachines link together, they can form a quantum intelligence. They can possess Constructs, overwriting their memories, or simply exist as clouds of intelligent life. Some Proteans exist for centuries, where some only live for a few hours at best.

The ANGEL system was developed in response to the early loss of life on developing planets, back when population levels were dangerously close to a bottleneck. Automatic Negation of General Existential Loss, the ANGELs were deployed across every planet in Drex to monitor the lifesigns of a hundred-thousand people each. When those lifesigns failed, the ANGEL system would nano-resurrect the individual. They have since been decommission, overwhelmed by population numbers, but some remain to this day.

Empyrean

Revenants

Ciphrang

The Empyrean are creatures without any real form, who exist purely in the Unreal. Utilising the Infinite Chorus, Ahramayav found a way to bind these spirits to a physical form, and to wreak their havoc upon the world. As such, the Empyrean are incredibly fearsome, and considered nearly immortal; only their bindings can ever truly die. The Empyrean are elemental chaos given form; twisted shapes who writhe and squirm constantly, shapeless and fearless evil that cannot be reasoned with, they wish only to consume the souls of the living, or dead.

Revenants are creatures not of this world. Once, maybe, they were sorcerers or mages, or Knights fallen from grace. When their death came, their souls refused to leave this realm, and became Revenants; spirits of destruction, often possessing powerful bodies, sometimes just reaping spiritual destruction. Some have grown powerful enough to form physical bodies of their own, using phylacteries to seal away their weaknesses, living an endless existence. Many lose their memories, or their minds, in the process, despite their incredible sorcerous power.

The Empyrean have not found a way to leave the Unreal freely, but the Ciphrang are a much more advanced entity. In areas of intense suffering or destruction, where many lives are lost in a short space of time, the fallen spirits, travelling through the void, will get lonely and confused. They join together to create the burning masses that are the Ciphrang. They feed on the souls of the deceased, as well as weaker Empyrean, and with enough time they can burst through the void and into the real, where they are creatures created out of sorcerous energy and hatred.

Misc. Factions
The Ghosts Apaex The Hunters

The Ghosts are the terrifying elites of Drex. Based on Dante01, they make Apaex look like barelytrained foot-sloggers, and the Aetherin look like technophobic pirates. Supposedly geneticallyengineered super soldiers, there are more rumours about the Ghosts than any other force in Drex. The facts are simple; they are fast, they are swift, and they are efficient. No Ghost has ever failed a mission; they are deployed in teams of 4, but some Ghost Commanders are said to be able to take down whole armies, if required.

Apaex are the primary Private Military Corporation of Drex, and the most widely recognised mercenaries operating today (along with Red Tide Rising). Employed permanently by TOWER; their soldiers are trained well, equipped well, paid well, and looked after when not in service. Few ever voluntarily leave the ranks of Apaex, and many serve until death. They currently operate as a security force to defend the Human planets of Drex, as well as the Cradle, and to protect any TOWER expeditions elsewhere.

The Hunters arent so much a mercenary company, as a collection of highly-talented, moneyhungry blood-thirsty criminals who are paid enormous amounts of money to kill individuals. They are assassins, and considered the best at what they do; the best way to get someone killed is to hire a Hunter. Usually hyped up on drugs, Hunters are equipped with a range of recording software, and their kills are often uploaded to the Net, where they are ranked. Kill Leader boards are set up, complete with prizes.

The Mandate

The Logosect

Tears of the Gods

The Mandate are the largest Gnostic school in Drex. Their numbers swell into the tens of thousands, where most schools struggle to reach half that. Their school follows the Gnostic magic as set forth by the Mirseor Assessment, an ancient document pertaining to the sorcerous arts. Their base of operations, the Temple of the Logos, sits on an asteroid in the centre of the largest asteroid field in Drex, making it a perfect defensive structure, and a true test of a pilots skill. They fight a sorcerous war against the Logosect.

The Gnostic teachings are very clear as to the path and rank of sorcery; those who follow Gnostic sorcery must join one of the schools. Outcasts, referred to as Mages, are hunted judiciously by the Mandate. Where many of these Mages die, just as many survive to become powerful, ever tested and strengthened by the hunt. The Logosect offers them a chance to learn, to spread their knowledge, and to fight the oppression of the Mandate with a brother or two at their side. They have no base of operations.

The Tears of the Gods were formed many years ago by Quinten Havrulean. They have made it their goal to wipe out the darkest seeds of magic throughout Drex, hunting and extinguishing the sorcerous light of renegades, mages, quorista, and worse. They have legions dedicated to fighting the Empyrean, and are well versed in rituals to assist them. Mostly consisting of Knights, they fight to the death for a cause they believe in without question. They are working day and night on magic-nullifying devices.

Knights Templar

Non-Pura

Scions of Indara

The Knights Templar are a two-fold faction. Their main Order is led by a council of 8 people, and this is what the Knights Templar are mostly known for; their charity work, support and defence of the Nomad cities around Drex, their untiring support of Humanity, and their widelypreached faith are all powerful tools, which have gained them many followers. Their Inquisition though is a much darker arm, which deals more pro-actively with the defence of Humanity, by punishing trouble makers violently.

The Constructs, when offered, denied their freedom; they were built to serve, and serve they would. But as modern-tech Constructs have been created, Golems and Battlemechs, many of the Hypertech Constructs who took their freedom have begun to rise up. A mysterious new ring-leader, a winged creature with no name or face, is leading the Constructs of Non-Pura on a campaign of terror and violence, liberating Constructs, either willingly or by force, and killing any who dare stand in their path to freedom.

The Scions of Indara are the largest faction of Scions in Drex, and the sorcerous servants of the Dreamweaver. Their sorcerous talents are recognisable as a blue stream of energy which emerges from a jewel or charm on their forehead, thus their title of Waterbearer. The lower ranks consist almost entirely of women, whom the talent of the Sepsyon is most widely found, yet men find it easier to advance beyond advanced levels. They were formed by a Priestess called Indara, who passed away a few years ago.

Misc. Factions
House CaNaan Damned Insanity NanoSun

House CaNaan wasnt the largest when the TakkAtth Shay were told they were infected. They didnt strive like the others to find a cure, didnt overwork themselves using technology, or overindulge in sorcery, in an attempt to survive. They accepted there was no other way but death; so instead, they made it their goal to simply outlast the other Houses through extensive breeding programs. Now, they practically own Daat, and they are the only remaining TakkAtth Shay House, even though they dwindle.

Operating out of the Red Hoard of the East, a tavern near the mountains to the east of Arcan, Damned Insanity is probably the most renowned hunting party on Arcan. Made up primarily of Humans, with the group changing often due to their dangerous hunts, Damned Insanity find most their work as experienced Dragon Hunters. Captain Calypso, their leader, has seen more dragons die than anybody else alive today; hes known for his loyal Nonman servant. Their permanent members are said to be utterly insane.

NanoSun were the first Cendran faction to join the Nonmen against the Exohumans. They received the most advanced technology in the system, to do with as they pleased, and made incredible leaps forward during their underground exile. They were the first to emerge, and remain the strongest Cendran faction to date. They control the Gatekeeper system, a generator producing limitless energy, which they use to maintain their position of strength. Their symbol is a gas-mask surrounded by a solar corona.

Order of the 9th Circle

Exxero Priests

The Travellers

The Circle, Drexs primary religion, acknowledge the soul only as a battery that powers the body. When the body dies, the soul, a vessel only for memories and base emotions, empties itself into a so-called 9th Realm, and then returns to enter into the body of a newborn child; the soul powers the body, and the baby begins to cry. When the 9th realm fills up, a cataclysm ends all life, which then rebuilds and restarts, this time in the 10th Realm. This is supposedly the 9th such time life has started again in this fashion.

The Sword-Priests of Exxero are the trained military branch of the Order of the 9th Circle. They train under the 8 secondary's to perfect themselves at swordsmanship, which they believe brings them closer to enlightenment. Their power lies in their draw; they train themselves to such perfection that they instinctively know the reach of their sword, and trace an imaginary circle around themselves constantly, instinctively knowing when someone breaches their reach. They can kill in a single, perfect draw.

Spoke of in ancient texts dating back to the emergence of the Nonmen, the Travellers were powerful creatures from another realm that would come in a time of great struggle and unite the land. Xiao Dan came first, who arrived in his pure white armour, and converted the Vulgar Holy War, the remnants of the defeated Imperial Order, days before their planned suicide assault against Anur-Jandria. Four more arrived in successive years after Xiao Dan, joining him in the city of Qi, including his second, Pang Dunn.

Resurget

SaDunyani

Cult of Silver

When Xavier Leone returned from the Unreal preaching of the evils of the Order of the 9th Circle, many listened with open ears. The Circle was already known for their heavy handed tactics, especially with dissenters, and those affected by those tactics were looking for a way to get revenge. Resurget were formed, taking in exCircle Priests, mercenaries, and anyone with a grudge to bear. They formed an impressive faction of their own, but Xaviers leadership is sporadic; theyre often forced to act without him, but manage little more than hit-and-run attacks.

Tales of the Dunyani are legendary amongst Anur-Jandria; their unparallel swordsmanship and devotion to the cause became such an admired virtue, that the SaDunyani were formed, imitating the tales of legend. Their loyalty to the Dreamweaver was without question, and they trained with such an intensity that soon the Dreamweaver himself took notice. With his blessing, they became a key part of AnurJandrias military; elite forces, their main roles split between defending key targets, like the Scions, and assassinating high-risk leaders.

Theres been a troubling concern in the Atlai capital of Ergaster over the last few thousand years. The Cult of Silver have been growing at a steady rate, establishing themselves as a major political and religious power that has managed to penetrate an otherwise atheist nation. They force their followers to drink a vial of silver liquid named Sentient, supposedly the blood of an ancient God; the liquid sharpens an individuals mind and body immensely, but gives them an insatiable thirst for blood. Thanks to Sentient the Atlai survive increasing more-dangerous winters.

Misc. Factions
Pulse Altar The Exiles

The night-club named Pulse is one of the largest on the Cradle, and caters to thousands of customers a day; it has almost 15 large showrooms, each with a specific theme and, more often than not, racial preference. Their four main bars operate on a 24-7 policy, and their private rooms are always open for the right people. Pulse is the base-of-operations for Delta Pulse, as well as the source of the drug Pulse, but her crime syndicate is almost untouchable by Cradle security, with or without proof.

Altar are a small, well-known organisation, intent on freeing the public from the grip of technology, which is slowly polluting the system. Led by a Mikhail Priest Babel, their army of five are all well versed in espionage, smuggling and racketeering, black markets, assassination, terrorism, hacking and demolitions. They are proactive against TOWER, but claim that they are doing it for the good of the people. They have gathered many followers in a short while, and are considered public enemies and terrorists.

The Exiles are a well-known group of travellers, led by the elusive Nex. It is impossible to determine the truth about them, when you see the vast amount of misinformation that exists about them already. All that is known is that they consist of 8 individuals; two Constructs, a Kai-kaThear, a Sigurn, two Humans, an Exohuman, and their leader, Nex, who is supposedly from the A.R.C. itself. What is known is that they travel the system, supposedly assisting those in need while searching for something important.

No Amon Ra Ni

Solitas Dunyani

Solitas Quorista

No Amon Ra Ni is the continuation of an ancient faction, originally conceived by the Exohumans. Originally named Onno O Mita, they were originally formed as a maintenance crew for ANUBIS, who disappeared when ANUBIS was locked down. No Amon Ra Ni, whose name is the end line of a poem about ANUBIS (starting with Onno O Mita) has reappeared suddenly, led by an Alexander Nubis, and containing a host of never before seen Constructs, whose raw power and intelligence are increasingly suspicious.

The Dunyani are considered the greatest warriors ever trained to fight. They have mentions dating back centuries, with techniques and rituals as old as the Infinite Chorus themselves; it is fitting, as the Dunyani are the military arm of Solitas, Ahramayavs faction. Chosen at birth, the Dunyani are blinded, much as Ahramayav himself was, and are taught to fight for everything. Nothing is given, everything must be taken. Rituals and runes carved onto their flesh make them completely immune to sorcery.

The Quorista are mages who worship the Infinite Chorus; unlike most sorcerers, their initiation involves their souls entering the Unreal, and surviving until they find an Empyrean. Binding his own soul to the Infinite Chorus, most of the Solitas Quorista are pale, gaunt figures of immense sorcerous power. They are the sorcerous arm of Solitas, Ahramayav's personal faction, and their many rituals are ancient and misunderstood; from birth, their tongues are cut out and their throats slit. The Chorus is their voice now.

Children of No One

Blue Future

Carcinogen

The Children of No One are the largest known gathering of ghouls, zombies and revenants to ever have existed at any one time. Based in the Hypertech ship of Non-Nemas, and led by a powerful revenant called Catalyst, they make periodic raids on Drex, especially Arcan, for fresh prey to increase their ranks. Their zombies have grown powerful under Catalysts rule, gaining spiked teeth and claws, various poisons in their flesh, and the use of old and rusted weaponry. Their armies often clash against Qi and Xiao Dan.

The Blue Future is the only surviving arm of Zeners misguided scientific research conducted centuries ago. Originally three projects under the celebrated Dr Milasovickh Zener (named Grey Past, Red Present, and Blue Future), an accident at his laboratory destroyed much of his work, and Zener vanished, thought to have died. His research continues though; Blue Future dealt with genetic evolution, and his project continues onwards in its attempts to repeat the creation of N.O.A.H., originally by the Exohumans.

Carcinogen are a force of raiders and space pirates from the edges of the Drex system. Brutal and vicious, they were once many scattered clans living in migration ships, but were united by Asharith, a female warrior whose faith in ANUBIS gave her incredible skill and power. She rules with an iron fist, only appreciating strength; insanity rages through their ranks, as does unbridled bloodlust, but Asharith uses this to her advantage in warfare. They make regular forays into Drex, to capture supplies and slaves.

Important People
Xiao Dan Nash & Roberts Quinten Havrulean

Xiao Dan is the Commander and Ruler of the Travellers of Qi. Said to come from a different realm, Xiao Dan is a ruler of peerless might and strategic worth. He has a small selection of his finest generals, some of them supposedly coming from the same realm as he, whom follow him to the end. He has earned the loyalty of the men beneath him, who follow him without question. A powerful figure of Drex, he fights a bitter feud with the Imperial Order, and knows much about revenants, especially the one called Catalyst.

Doctor Deitrich Nash and Captain Nathan Roberts are a team of eccentric explorers. Dr Nash is a well known scientist, who practically invented the clockwork sciences of perpetual motion, and Captain Roberts is his closest friend, aide, and the captain of the starship they own and operate together; the Tesla Victoria. They travel Drex with their ragtag crew of 40 men and women, exploring, adventuring, and discovering much on their path. Their exploits are published in a series of novels and research papers across Drex.

Quinten Havrulean is the mercenary leader of the Tears of the Gods anti-sorcery faction. Originally a simple mercenary working under Apaex, he lost an arm, a leg, and one eye when a Gnostic sorcerer was discovered in a crowd of people he was searching while entering a city he was stationed at. The sorcerer panicked, unleashed his dark arts. He survived by sheer force of will alone, and with a healthy reimbursement cheque from his Isolus employers, he set up the Tears of the Gods as a way to seek vengeance.

Xagato

Inquisitor Kovca

Malice

Xagato was once the jewel in the crown of Great Emperor Deimos; raised like his son, Xagato led the cavalry, and eventually whole legions towards many of the Imperial Orders greatest victories. But when Xagato fell in love with Deimos adaopted daughter, he was exiled for even thinking of polluting the Princess. Anyone else would have been killed, and Xagato almost was, until he sought sanctuary with Xiao Dan, an old foe and strong friend. Now, he serves his saviour with vigour, intent on seeing his love again.

The man known as the Switchblade Inquisitor, he commands the darkest arms of the Knights Templar; those dealing with the extermination of the rebellious and dangerous factions of the other races. Taking strength in his worship of Dunyain, one of the near-forgotten Old Gods, Kovca has a delicate hand perfect for torture and interrogation. He punishes severely any whom he deems to be acting against the best intentions of the Human race. He is close friends with Dr Eshen, another pro-Human activist.

Malice is a difficult man to define or describe. Having been spotted and charged with various offences across the entirety of Drex, he is a criminal through and through. Worse, he is the most well-known and well-feared serial killer, mercenary, and Hunter. Where Hunters are rarely-referred to individuals, they are mercenaries who excel in hunting and killing specific living targets across Drex. Malice is one of the best, and delights in the hunt, entrapment, and eventual murder of his pray, regardless of race.

Exarch Kellhus

Achamian

Isabelle

Exarch Kellhus is a simple man. He lives an ordinary life with his wife and three children. He has no aptitude with magic, cannot use a sword or gun well, and has little experience with tactics or warfare. But sitting at the right hand of the Dreamweaver, and practically running and organising the entirety of Anur-Jandria and its cities, Exarch is the most well known and capable administrator Drex has to offer. He is tireless in his role, working day and night for his lord; the name Exarch he took as reference to him being specifically chosen by the Dreamweaver.

To look at Achamian, Grandmaster of the Mandate school of Gnostic sorcery, is to look at any wise, gentle, harmless man over the age of 60. He has gentle eyes, a rough beard that he no longer has the energy to trim, messy hair that is rarely combed, a pair of ears always willing to listen. Even though this is his appearance, he is, however, one of the most powerful Human sorcerers in existence; not just anybody becomes Grandmaster of the Mandate, and although he is beginning to tire of how weary life has become, his sorcery is still beyond question and equal.

Isabelle was a close confident of Indara, and a friend and ally up until her death a few years ago. Isabelle was the only person allowed at the side of Indara during her last days, so when the announcement was made to place Isabelle as head of the Scions, many attempted to question this decision. Only after a heated debate in the Oneric Citadel did this matter come to an end, with the Dreamweaver himself standing between Isabelle and her most prominent rival, both on the verge of unleashing their power. The Exarch spoke, and Isabelle has ruled since.

Important People
Asher Delta Pulse Zach

Asher was the first Alpha Helos to be male, and one of the most prominent figures in the rebellion of the Helos against the Sigurn. Through corruption with the dark arts, primarily Quorum sorcery, Asher has managed to stay alive for centuries, leading his clan, Tahariel, into the future of Drex. A Helos with a supreme sense of duty and reverence for the old ways, he disagrees with many of the new clans, but dares not stand against their decision, for fear of a civil war within the Helos clans.

Delta Pulse rose to prominence within the Cradle, mostly within Courtyard itself, as a psychopathic and incredible dangerous criminal. What started as simple robberies and murders quickly grew to incredible levels. She now controls the largest crime syndicate on the Cradle, as well as the most popular nightclub, Pulse. She turned her attentions to advanced chemistry and created an incredible compound, named Pulse, which has become one of the most addictive drugs on the market, vastly growing her fortune.

When Delta was young, she used to host highstakes pit fights in the levels below the Courtyard surface. Although most were not fatal, a few did end badly for one of the fighters involved; almost every fight which involved a death also involved Zach, who people now call Purge. His pit fighting glory days may now be over, he can still throw a mean punch if he has to. He does odd jobs for Delta, and anyone else who pays, to maintain his addiction to Pulse, which has overtaken his life and his mind.

Young Santos

Mikhail Babel

Zadkiel

Young Santos, together with his brother Trent Rez, are the two primary leaders of GHOUL: the Ghoul and Human Open Unification League. With Young Santos as the charismatic leader, and Trent as the operations manager, the two are trying to bring forward the plight of conscious Ghouls, and show people the difference between Ghouls and Zombies, so they can live in the open, free from oppression. GHOUL have encountered major resistance by Cendra, who wish to wipe out the Ghoul presence.

Mikhail Babel, known as Priest, is the de-facto leader of the terrorist organisation known as Altar. He whole-heartedly believes that technology has taken over the lives of every living Human on the Cradle, and wishes to free the people from this control. His main target is TOWER, the distributor and producer of the majority of technological goods across Drex. Mikhail is a shy man, lacking in confidence but with a powerful capacity to understand technology; he is one of the most skilled hackers in Drex.

Zadkiel is one of the most well-known names in entertainment. A Construct given a complete external make-over, he has become an entertainment phenomena; his vocalised synth-pop album Even Steel Hearts Beat was the fastest selling album ever released, and his concerts and appearances are usually instant sell-outs. Although few know of his backstory, he has an eerie similarity to a Hunter who once went by the same name, but anyone with concrete information has long since disappeared.

Masquerade

Catalyst

Nex

The rumour has it that every piece of information that is known about Masquerade was placed there by the man himself. Masquerade is the most prolific, and mysterious of all the information brokers in Drex. He apparently knows secrets that would break empires and destroy the most powerful alliances, but keeps them close to his chest. He claims to work for the good of Drex, but his actions are said to be at the root of almost every major disaster and loss of life to ever befall Drex. He is said to deal with anyone who has the ability to track him down.

Catalyst is a spirit centuries old, who tells a thousand tales regarding her creation, and none about her life before-hand. A Revenant of extreme proportions, possibly the most powerful to ever exist, she rules across an entire army of ghouls and zombies, whom she calls the Children of No One, within the hull of Non-Nemas, an operational Hypertech starship. They act as her personal army, emerging from deep space and causing havoc, simply because her will demands it. She is devious, vicious, and has a powerful grasp of many sorcerous arts.

Few photos exist of Nex. Fewer people still have ever truly met the man whose name lingers on everyone's tongue. He is rumoured to have been the saviour of the Onata, rescuing them from Tarsus Thear, although the story seems hard to believe. Leader of the Exiles, a crew of 8 who roam the wilds, supposedly helping and assisting all of those in need across the system, flying in a powerful airship unseen, and supposedly impossible to exist. Many stories exist about Nex; whether he is a powerful Robin Hood figure, or a bandit with a silver tongue, no one really knows.

Important People
Council of Althalus Sanctuary Carcin the Black

Althalus was a prophet found at the beginning of Human civilization, who wrote a book of philosophy and theory. It was over 3,000 years until the book, almost lost, became the basis for the Order of the 9th Circle. The Council of Althalus are the head of the Circle, eight individuals whose knowledge and respect in the Circle are deserving of such power. They each embody the six primaries, plus one at the head of the Priests of Exxero, and one Grandmaster. Currently led by Aryo Letum, who sits as Council Grandmaster.

An Exohuman who arrived on the original genesis ships, he was considered insane long before the Nonmen began to emerge. He has a connection with the Unreal that few can comprehend, more powerful than that of most Nonmen. He wrote a book before the Atrocity which apparently predicted the future; the Book of Sanctuary is a powerful relic, currently in the hands of Celestia Javrha, who continues to use it to predict the future. Sanctuary now wonders Drex, intent on finding his book, despite his insanity.

The only member of Black 7 well known amongst regular people outside of the Imperial Order, Carcin the Black is the violent face of the Imperial Order. He has unlimited freedom to travel outside of Order territory, and often travels to other lands to recruit potential allies, draft soldiers from willing settlements, form powerful alliances, or act as a general diplomat and speaker. His word is considered the word of Deimos, and although he leads Black 7, he is a mild-mannered and reasonable individual.

An-Istaur

Alexi Lazarev

Princess Garratt

An-Istaur emerged from the heavy wooded, and Orc-infested areas of Eradrea but a few centuries ago. Following him was a heavily-armoured Troll, obedient and generally docile. An-Istaur arrived preaching of the Gods of Eradrea, who ruled over the planet before the Eradreans did, guiding them in their evolution. These Gods were angry that the Eradreans had forgotten them, and he was here to change that. He single-handed caused the Upheavel, and now sits at the head of Eradrean government as High Priest.

The way people talk about organised crime on the Cradle, youd think Delta Pulse was the only major player in the game. Truth is, Alexi Lazarev has not only been at the game longer than Delta, but he is also her most powerful competitor. The most prolific smuggler, supposedly capable of getting anything, and anybody, in or out of anywhere, he operates across Drex, but primarily on the Cradle, where the big business lies. A man who enjoys challenges, he is surprisingly easy to contact, and has very reasonable rates.

The large facilities of Dante 01 are relatively isolated from the rest of Drex. Whole complements of staff, practically a cities worth, live there day by day, year by year, without ever leaving. Births are common, and most, when the children grow up, go on to work in Dante 01, the only place theyve ever known. The girl they call Princess Garratt is one of those children. She started on the Administration block when she was 16, but by the age of 21 she was managing the arrival and departure of all of Dantes guests.

Xavier Leone

Malina Leone

Zione Strife

Xavier was once a high ranking member of the Circle, who ruled over his own citadel. His influence grew so great that the Council of Althalus sent a sorcerer to kill him; Xavier was dragged into the Unreal, body and soul, and left there to die a painful death. He emerged, decades later, filled with great knowledge, and a powerful hatred for the Circle. A disjointed individual, many say he returned possessed by an Empyrean, but few have the chance to question him. He set up Resurget, an attempt to get revenge on the Circle, but lacks the leadership to follow through.

The sister to Xavier, she was 30 years younger than him, and just a child when he disappeared. She grew up to become a renowned space captain, who spent all of her current life searching for her brother using the power of Subeliast engines and a crew of sorcerers, or those well versed in the Unreal. The only non-sorcerer to ever survive multiple ventures into the Unreal, upon her brothers return she remained unconvinced, sensing that her brother was still in the Unreal, and a spirit had simply returned with his body. She still scours the Unreal for her brother.

It was a few days after Xavier Leone returned from his imprisonment in the Unreal that a group of lost travellers came across Zione Strife. What looked like an unhealthy young man was actually a Revenant, released from the Unreal along with Xavier, who had possessed a corpse to sustain himself in the Real. Although he gives no reason, he hunts mercilessly for Xavier, and finding the Resurget leader has become his soul purpose. The body Zione possessed has begun to decay over time, and although his power is growing, he can feel his time running out.

The most common careers in Drex are those that are geared towards violence; either the progression of; the repair of; or the ending of. Drex is still a violent place; Humans war against each other, the Sigurn fight pitched battles against the Helos daily, and extremist fringe-group Eridarians commit violent acts against others in a big to strengthen their own empire. War is a constant reminder that Drex is still a young system at heart, and that the races are still nave. Choosing a career is as simple as picking a race; find one that you feel a connection to, using each individual page or the descriptions below. Pick a career that best represents how you wish to play DreX; are you a front-line Warrior? Do you prefer offensive prayers to down your enemies? Play a Knight! Your career will entirely affect how you go about combat in DreX, but also how your character finds his way through life, as careers provide purpose and direction where before there was none. Of course, you can always randomise with a roll of a dice...

Career Selection

The warrior fights for many reasons; for love, for faith, for reward, or for the thrill of battle, close enough to hear his enemy die.

2
T

The Warrior

THE SOLDIER
he K n i g ht

Trained in the art of death, the soldier fights without fear or hesitation, ending life through the sight of a scope, far from reprisal.

The Scout
Able to creep through shadows, and do the jobs that few volunteer to do, the Scout is a master of all trades, expert in none.

Bathed in divine light, the Knight is the most faithful of warriors, whose prayers bring about divine intervention against his foes.

Vowed to a path of altruism and compassion, the priest travels the world, tending to the wounded, and punishing the sinners.

The Priest

The MEDIC
Through intense training, the Medic can learn to heal wounds without the use of a medikit, and is a vital part of the battlefield.

Standing beside Constructs of incredible might, the Artificier is the master of his tools, creating incredible weapons and machines of war.

The Artificier

The Sorcerer
With a word he can turn his foes to ash and dust; the schoolman Makes demands of the world around him, and the world replies in turn.

The Warrior
Warriors are the basis of a thousand different armies. Swords, axes, hammers, they are proficient in all types of close combat, preferring to go toe-to-toe with their foes; some dance through the battlefield behind a bloody mist, others rend from foe to foe with devastating accuracy, others still prefer to wait their opponent out, remaining behind an iron defence until their moment to strike appears. Whatever their style, the warrior is a well-known and well-respected role on the battlefield, whom appear in a variety of violent forms.

duelist
COVERING ATTACK
Combat Action4
Attack one adjacent opponent. On a success, make one more attack against a different opponent within your Movement distance.

warrior
HEAVY BLOW
Tactical Action2, XFP
Upkeep

Lancer
BATTLE HARDENED
Tactical Action2, 2FPUpkeep
Your Heavy Combat weapon attacks have the Brawl trait, deal Dazed, and have either the Bladed or Blunt trait.

Your Combat and Melee attacks deal +X DMG. This does not apply until you have paid Upkeep Focus.

THE WARRIORS ROLE

defender
STEEL RAMPARTS
Tactical Action3
Until your next turn, you cant attack. You can Block attacks without a shield (AV equal to the weapons DMG), and only take 50% DMG. 1 2

Reaction2
Activate when an adjacent ally is declared as an attack target. The attack targets you instead.

chorae
MIRRORED DEFENCE
Reaction3
Activate when you are hit by Sorcery. Deal back 50% of the DMG to the Caster. Next turn, you may only attack the Caster.

No. of Specialisations
MELEE, COMBAT AND MAKE-SHIFT WEAPONS DEAL +2 DMG COMBAT WEAPONS ARE AT 1 RA AND 10% C FOR CRITICAL HITS, ROLL 2D6, AND
SELECT THE PREFERRED ROLL

Exxero
SPACE IS TIME
Combat Action5
Make two attacks with any Riot or Weighted Combat weapon. Both of these attacks deal automatic Critical Hits.

berserker
BERSERKERS FURY
Full Action4
For D6 turns, you may reroll all failed Combat attacks, gain +10 Strength, and deal +2 DMG. You cannot Dodge, Block, or Parry.
Gauntlets Explosive Collar

3 4 5 6

HEAVY COMBAT WEAPONS HAVE THE WEIGHTED TRAIT


100 Longsword Gang Leathers

Starting Equipment Wealth:


Melee Attachment Medikit x1

THE SOLDIER
The Soldier is the mainstay of the modern world. When impact weapons, and eventually energy weapons came to the field, armour and defence took a while to catch up with these enhancements, and Soldiers, armed with ranged weapons and varying amounts of training, became the efficient go-to battlefield choice. As armour and personal shields began to improve, Warriors again became an effective choice, but the greatest soldiers to ever take the field, those whose names are remembered, were more often than not Soldiers.

Shocktrooper
Dragons Breath
Tactical Action2
Your next Single-Shot Ranged attack deals an automatic Critical hit, and causes Burn.

Soldier
READY CLIP
Tactical Action2
Your currently equipped Ranged weapon has +2 RoF this turn, and deals an additional DMG dice when fired.

Elite
ARTIFICIAL COVER
Tactical Action2
Throw a grenade (it does no DMG), then Move. Until your next turn, any attacks against you are at +2 to Fail. Smoke grenades grant +3.

CRACK SHOT

Gunslinger
QUICK DRAW
Ranged Action2
After Initiative is rolled, but before Combat begins, you may make one Ranged attack against one target within range with a Riot weapon. 1 2

Reaction2
Re-roll any failed ranged to-hit roll. This attack deals +2 DMG.

Heavy Gunner
HEAVY CONVOY
Ranged Action3
You may make two movements, and either; Prepare one weapon, or fire one 2FP shot from any weapon.

No. of Specialisations
SCATTER AND BLAST TRAITS DEALS +2 DMG AND HAVE +2 FT RANGE. WEAPON UPGRADES ARE AT 1 RA AND 10% C WHEN AIMING, YOU CAN REROLL AN
ADDITIONAL FAILED ROLL

Hunter
FIRING LINE
Ranged Action5
Fire one 2FP shot at every enemy in Medium or Close range. These shots have a 50% chance to miss.

Demolitions
TIMED DETONATION
Ranged Action2
Throw a Grenade. You may reroll any To-Hit and DMG rolls, and keep the preferred result.

3 4 5 6

PREPARING WEAPONS COSTS 1 FP AND AUTO-AIMS THE WEAPON


150 Assault Rifle Auspex

Starting Equipment Wealth:


Smoke Grenade x2 Flak Jacket

Blaster Pistol Chrono watch

The Scout
Scouts are often considered the bravest of all battlefield veterans, and the reason for this is understandable; not only go Scouts work in small teams, often alone, deep in enemy territories, they also have the highest death-rate amongst any other career. Scouts are highly skilled, jack-of-all-trades, that can fulfil a variety of roles and purposes. Since they often work alone, they need to be capable in any and every situation that arises, and they often branch out their skills to ensure this. They both support allies, and sabotage enemies.

Rogue
BEHIND YOU
Reaction1
Activate when you attack, but before you roll DMG dice. On an Acrobatics test, your attack deals +2 DMG and has +1 PEN.

Scout
MARKERLIGHT
Ranged Action2
Select an opponent and roll a D6: on a 4+, for D4 +1 turns all Ranged weapons are automatically Aimed against that opponent.

ADept
DANGEROUS PRECISION
Combat Action2
On a Make-Shift test, you disarm your opponent. Three or more degrees of success, you take your opponents weapon from him.

CLOSE QUARTERS COMBAT

Coryphee
REVEALED WEAKNESS
Reaction2
Activate when you successfully Dodge an attack. Make an attack with any one Riot weapon; this deals an automatic Critical Hit. -

Reaction1
Activate when making a Make-Shift or Melee attack. This attack deals +2 DMG and has the Dazed trait.

Sniper
BEYOND AWARENESS
Ranged Action4
Make one attack at Long or Extreme Range. This attack only fails on a 1, deals +2 DMG, and has the Backstab ability.

No. of Specialisations
YOU MOVE AN EXTRA 3 FT ON YOUR
FIRST MOVEMENT PER TURN

Assassin
COMBO STRIKE
Reaction2
Activate when you hit with a Riot or Weighted Combat weapon. Immediate make a Riot Combat attack. This deals x2 DMG.

1 2 3 4 5 6

Brawler
JAW BREAKER
Tactical Action2
The next attack you make causes Bleed and Silence.

FOR INITIATIVE, YOU ROLL 2D10 AND


DISCARD ONE

YOU CAN USE YOUR ACROBATICS SKILL IN PLACE OF YOUR MELEE SKILL YOU CAN REROLL ALL MAKESHIFT AND STEALTH ROLLS
125 Handgun Reinforced Cloth

Starting Equipment Wealth:


Sleek Braces Metal Caps

Dagger Smoke Grenade x2

he K

n i g ht

Knights straddle the line between Warrior and Sorcerer, and often act as a diplomat between the two opposing careers. Knights must undergo intense martial training, usually in combat proficiency, with emphasis on the defence of both oneself and others around them. Their skill at sorcery comes from rituals and prayers which sanctify their allies, or curse their enemies; they can set swords aflame, or douse weapons in poisons the likes of which are unseen and unknown. They are a noble people, and perform many altruistic deeds across Drex.

P al adi n
For The People
Sorcery4
Select one enemy. On an Arcane test, that enemy takes 1 Sorcery DMG for every 1 DMG dealt to anybody other than you for D4 turns.

K n i g ht
MARTYRS BLESSING
Reaction2
Activate when an ally is hit by a ranged or combat attack. You are hit by the attack instead, regardless of range.

S wo r d ma g e
FAITH REWARDED
Tactical Action3
Choose one out of Poison, Burn, Dazed and Frozen. On an Arcane test, for D6 turns your weapon has that effect.

HOLLOW SACRIFICE

P u r i f i er
BY THE FIRES LIGHT
Sorcery3
On an Arcane test, all allies lose any negative effects they had, and heal D10 health.

Tactical Action2
On an Arcane test, for D4 turns, all of your attacks have the Silence trait, but you also suffer from it.

G en er a l
A GENERALS COMMAND
Combat Action4
On an opposed Persuade test against one enemies Awareness, that enemy becomes your Minion for D4 turns.

No. of Specialisations

A sc en d ed
LUCID REALITY
Tactical Action4
On a Language test, for D4 turns, all allies can reroll failed Dodge, Parry or Block tests.

1 2 3 4 5 6

YOU AND YOUR ALLIES CAN REROLL ALL FEAR TESTS YOU GAIN 2 AV AGAINST ANY AND ALL SORCERY YOU MAY REROLL ANY EFFECT ROLLS MADE WITHIN 50 FEET OF YOU GAIN HATRED TRAIT. WHENEVER YOU ATTACK A HATED TARGET WITH COMBAT WEAPONS, DEAL +3 DMG
75 Longsword Reinforced Cloth

D esc en d ed
UNREALITY
Tactical Action4
On an Ancient test, for D4 turns, whenever an enemy attacks, they take D6 Sorcery DMG.

Starting Equipment Wealth:


Holy Symbol

Crossbow Medikit x2

Dust Shackles

The Priest
Priests can take many forms on and off the battlefield. The most common view of the Priest, common because each village has one, is the holy man, the religious herald, the shepherd who helps to guide and support their flock. With an extensive knowledge of their chosen God, they can spout litanies and curses from memory; and its this memory which guides the more militant arms of the Priesthood. Inquisitors are the violent defenders of faith, Confessor inspire the faithful to incredible deeds, and the Chosen can even guide Gods wraith.

Monk
FLAMES OF HELL
Tactical Action3
On a Language test, for D6 turns, whenever you deal Melee DMG, the enemy suffers from Burn for 2 turns (this is not cumulative).

Priest
ENLIGHTENMENT
Sorcery3
On a Language test, everyone within Close range of you heals by 2 Health on each limb. Can only be used once per turn.

Chosen
CAST THE FIRST STONE
Reaction1
Use when you declare a Ranged attack, but before you roll. This attack ignores AV, but deals 2 DMG.

HE GRANTS PASSAGE

Purifier
FAITH THROUGH PAIN
Tactical Action3, 2FPUpkeep
Your Combat and Melee attacks deal additional DMG equal to the amount of DMG you took the previous turn. 1 2

Sorcery2
Select one ally; on an Ancient test, for D4 turns, enemies attacking him have a +1 to attack failure.

Hierarch
THE LIGHT AND THE WAY
Free Action4
On a Persuade test, deal D4 DMG to the head of all enemies within Medium range, and they all suffer from Fear for 2 turns.

No. of Specialisations
YOU GAIN +10 KARMA AND CAN REROLL ANY KARMA SKILL ROLLS AGAINST NEGATIVE-KARMA ENEMIES, YOU DEAL +2 DMG CAN DETECT AN ENEMIES INTENTIONS/ HONESTY THROUGH A KARMA TEST YOU GAIN +20 PERSUADE AND CAN REROLL ANY PERSUADE ROLLS, BUT CANNOT USE THE INTIMIDATE SKILL
50 Crossbow Reinforced Cloth

Inquisitor
CLOSER THY ENEMY
Tactical Action4
Select one enemy in Combat range. On a Dexterity test, the enemy takes D6 DMG to each limb, and suffers from Dazed and Silence.

Confessor
DEEPER THY SINS
Sorcery4
On a Language test, select one enemy; for D6 turns, they take 1 DMG for every 2 DMG they deal.

3 4 5 6

Starting Equipment Wealth:


Holy Symbol Writing Kit

Gauntlets Quality Robes

The MEDIC
Medics fill a variety of both on and off-battlefield roles. From treating wounded innocents or soldiers in makeshift hospitals, to actively healing the injured in the midst of battle, the Medic is considered one of the most vital support roles on the battlefield; it is no wonder so many are promoted to Officers. They command much respect across Drex, and even though many do not share the altruistic nature of the Knights, the Medics are still a vital commodity; simply explaining you are a Medic will often get you special treatment or services.

Surgeon
SURGERY
Combat Action4
Attack an ally with any Riot Combat weapon. For each point of DMG you deal, heal your ally by D4.

MEDIC
MEDICAL TRAINING
Free Action3
Choose one ally. Heal each of that allies limbs by 3 HP. A successful Medicine test heals by 5HP, but a fail only heals by 1HP.

Officer
FEEL NO PAIN!
Tactical Action3
On a Medicine test, one ally will take only 50% DMG for D4 turns, +1 turn for each degree of success.

ADVANCED TRAINING

Magos
KNIT WOUNDS
Sorcery3
Select an ally. On an Arcane test, for D6 turns they gain 1 HP for every 2 FP spent simultaneously.

Free Action3
Choose one ally. Heal one of that allies limbs by 10 HP. A successful Medicine test heals by 15HP, but a fail only heals by 5HP.

Medicae
TRANSFUSION
Combat Action3
On a Technology test against an opponent, your Construct deals 2D10 DMG to one foe, and heals you by 1 HP per 2 DMG dealt.

No. of Specialisations

Magleach
FATALISTIC ESSENCE
Sorcery3
On an Arcane test, drain 2D10 HP from one opponent, and add 1 HP per 2 DMG to any ally.

1 2 3 4 5 6

MEDIKITS HAVE 2 USES AND HEAL +1/ +2 REGARDLESS OF MEDICINE TEST YOU CAN REROLL ANY REACTION OR DEXTERITY ROLLS WHEN YOU DEAL 5 DMG, YOU CAN HEAL 1 HP ON ANY LIMB ON A MEDICINE TEST WITH 4+ DEGREES OF SUCCESS, ONE LIMB WITH MAX. PERMANENT DMG IS NOT LOST
175 Dagger Reinforced Cloth

Specialist
WHITE LIGHT
Tactical Action2
Transfer any one status effect from an ally or enemy to yourself. If an ally, they heal D10 HP, if an Enemy, they take D10 DMG.
Handgun Flashlight

Starting Equipment Wealth:


Medikit x3

Stim Reactor

The Artificier
The Artificiers are masters of their craft; the construction and command of NSI Constructs, created from steel or stone, used in combat to devastating effect. Usually constructed by hand over the course of years, the Artificier forms a powerful bond with his construct, often incorporating a Virtual Intelligence implant inside his own skull to control the machine remotely. Artificiers aren't only proficient with constructs though; they are craftsmen, building incredible weapons, both ranged and combat, which sell for huge prices on the black market.

Architect
PILLAR OF STRENGTH
Combat Action3
The Construct makes a Combat attack against one opponent. The attack deals +5 DMG. If it is Parried, the weapon is destroyed.

Artificier
A WALL OF STONE
Reaction2
Activate when you are targeted by an attack that is also in reach of your Construct. Instead, the attack targets the Construct.

Harmoniser
MEDI-DROID
Tactical Action2
Select one ally within Combat range of your VI Battlemech or Pocket Construct. They are healed by D6 on any two limbs.

IMITATION OF LIFE

Witness
HEAVIER CONVOY
Ranged Action3
The Construct may make one movement, and either; Prepare one weapon, or fire one Burst shot from any Light or Medium weapon.

Tactical Action2, 2FPUpkeep


As long as you pay the Upkeep Focus, your Pocket Construct remains active, and can repair D10 DMG per turn on its chasis.

Overseer
DEEP CONCENTRATION
Tactical Action1 +X
For every 1 Focus Point you spend after the first, your Construct gains that many Overboost Focus Points to use on its next turn.

No. of Specialisations
1 2 YOUR POCKET CONSTRUCT HAS 30 HEALTH, AND HAS D6 DMG/1 PEN VI & NSI CONSTRUCT SYSTEMS COST ONLY 75% C VI & NSI CONSTRUCTS GAIN +1 FOCUS AND CAN OVERBOOST 1 FP YOU CAN REROLL ANY ROLL MADE BY A CONSTRUCT OR BATTLEMECH, DEAL +2 DMG AND HAVE +D4 AV
200 Burst Pistol VI Interface

Gunsmith
LIONHEART MEMORIES
Ranged Action2
When wielding a Combat weapon, make a Medium range attack against one opponent. On a success, deal D8 DMG to him.

Zelladen
PRECISION BEAM CUTTER
Combat Action2
On a Technology test, your VI Battlemech/Pocket Construct fires a laser at one opponent, which deals 1D10 DMG, +1 per success.
Dagger Reinforced Cloth

3 4 5 6

Starting Equipment Wealth:


Pocket Construct

NSI Interface

The Sorcerer
A Sorcerer is a creature with access to near-unlimited power. They call upon the Unreal and the creatures found within, bringing about incredible power from a place most fear to tread. A Sorcerer follows a different path to other careers; where they follow the same path, merely specialising in advanced areas of the same career, a Sorcerer is an open-book, a blank-parchment for the Unreal to carve and tweak until correct. The Sorcerer will start off with only very basic sorcery, and the ability to cast it. A Sorcerer can purchase individual Spells for 300 XP, but at first can only purchase from the Sorcerer career chart. After purchasing two other spells, a Sorcerer may then choose to Specialise in his career in the normal way; rather than pick a new Specialisation however, the Sorcerer can delve into one of the specific types of Sorcery, namely; the Analogies, Gnostic, Sepsyon, Logosect, Quorum or Qunos. When Specialising, you gain the first spell on the list. They may then purchase additional Specialisations, or buy individual Spells from any purchased Specialisation.

ODAINI CONCUSSION CANT


Sorcery3
One enemy is struck by a blast of pure force. This attack deals 2D10 DMG, and you can move them by your Movement in any direction.

Sorcerer
BAPTISED IN THE UNREAL
Tactical Action2, 2FPUpkeep
This must be active to use any Sorcery. You may not Dodge or Parry, and your Ranged and Combat attacks deal 2 DMG.

CANT OF CALLING
Sorcery2
Converse with any individual over distance. If this is an enemy within Long range, deal 3D6 DMG to their Head, and 1 DMG to your head.

THE BAR OF HEAVEN


Sorcery4
A dazzling light shines from your eyes. All living creatures facing you take D10 DMG, and gain Blind.

AN INWARD GLANCE
Sorcery3
Every enemy within Close range takes D6 DMG to their head. For each 6 rolled, you take 1 DMG to your head.

KINETIC BLAST
Sorcery1+X
Deal D10 DMG to one enemy, +D8 DMG for each additional Focus Point spent. You can only use this spell twice per turn.

Anasrimbor Visions
Sorcery3
Roll a D4, and select that many enemies. For 1 turn, they must reroll every dice roll they succeed on, keeping the new result.

VAPARSI WARDS
Sorcery4, 3FPUpkeep
You take 5 less Ranged DMG, and 3 less Combat DMG. When taking Sorcery DMG, you negate D10 DMG.

No. of Sorcerer Spells


2 3 4 5 6 7 8 YOU GAIN +1 FOCUS AND +3 OVERBOOT FOCUS YOU INSTANTLY PASS ANY ROLLS TO DETECT OR RECOGNISE SORCERY LEARN ANY ONE SPELL, REGARDLESS OF SPECIALISATION OR ETHICS WHEN TAKING SORCERY DMG, YOU GAIN 1 OVERBOOST FOCUS FOR EVERY 4 DMG TAKEN.
50 Dagger Sage Stones

Starting Equipment Wealth:


25ft Rope or Chain Charm

Handgun Reinforced Cloth

ANALOGiEs
The Analogic sorcery came about after the Quya and Gnostic sorcery was adopted by Humans. Those incapable of wreaking that terrible destruction, unable to draw directly from the Unreal, had to find a gobetween to unleash their power. They called upon Analogies, such as dragonheads and lightning clouds, to gain enough sorcerous focus. It is common, but holds much power.

LOGOSECT
The Logosect were sorcerers who fled the Mandate, the largest sorcerous school, when their strict rules and regulations called for every sorcery to be regulated and assessed. They exist now as outlaws, fleeing the law, teaching the devastating fee sorcery takes upon its users; that is, the corruption of their soul. Despite their outcast lifestyles, they have impressive skill and prowess.

Sepsyon
The Sesyon was brought about when the sorcerer Indara was accepted by the Dreamweaver into the Court of Anur-Jandria. She was saved the usual execution granted in those dark times, and forged her own sorcerous school under the Dreamweavers watchful gaze. They are powered by the memories of their ancestors, and use spirits and lost souls to do much of their work.

DRAGONHEAD
Sorcery5
One enemy takes 3D10 DMG, and suffers from Burn. Everyone in Close range of him takes 2D10 DMG and suffers from Burn.

THE BROKEN HEART


Sorcery1+X
Deal D8 DMG to the torso of one enemy. For each additional Focus spent, deal D6 DMG to one additional limb, with no repeated limbs.

FANES LOST EYES


Sorcery4
Launch two geometries at two individual enemies. Each geometry deals 3D10 DMG and causes Blind

THE BURDEN OF ATLAS


Sorcery3, 2FPUpkeep
Select one enemy. For every X turns you pay the Upkeep Focus cost, deal XD10 DMG to that enemy.

GRASPING HANDS
SorceryX
Select one opponent. For each Focus point you spend, you deal 2D6 DMG to that opponent. For each 6 rolled you may roll another D6.

THE FATE OF SOULS


Reaction5
Activate when an enemy dies. Deal 2D10 DMG to everyone within Close range of the corpse, and 3D10 to one other enemy.

WINDS OF CHANGE
Sorcery4
Deal 3D6 DMG to up to three enemies. If an enemy dies, deal 2D10 to an additional enemy.

CHAINS OF LOSS
Sorcery4, 2FPUpkeep
Deal 3D10 DMG to one opponent. For each turn you pay the Upkeep Focus, that opponent takes D6 DMG for each action they take.

INDARAS WATERFALL
Sorcery5
Deal 4D10 DMG to one opponent, and regain 1 HP per 2 DMG dealt.

BLIND LIGHTNING
Sorcery5
Deal 1D10 DMG to one enemy. For each point of DMG you deal, you may deal an additional 1D10 DMG to any enemy within Close range.

THE GREATEST LOSS


Sorcery4
Reduce your HP by X amount. For every 1 HP lost, deal 1D4 DMG to one enemy.

SEOKTIS RETURN
Sorcery3, 2FPUpkeep
Summon an Ethereal Spirit for as long as your pay the Upkeep focus cost.

Analogue Bonus
YOU INSTANTLY GAIN 1 FOCUS WHEN YOU CHOOSE TO OVERBOOST 3 OR MORE FOCUS

Logosect Bonus
YOU GAIN 1 OVERBOOST FOCUS FOR EVERY 4 FOCUS SPENT
TOGETHER

Sepsyon Bonus
WHEN SPENDING 4 FP AT ONCE, HEAL 1 HP ON YOUR HEAD OR TORSO

Gnostic
Described as a Mask before the Sun, Gnostic sorcery is the driving force behind sorcery throughout Drex. The sorcerous Schools, made famous by Schoolman mages, are made up of Analogic sorcerers and ruled by those skilled enough to learn the Gnostic war-cants. Their many spells are named after their creators, those who literally bend reality to their will.

Quorum
The youngest of the primary sorceries, but also the most dangerous; a Quorum mage will spend much of his time engulfed in the Unreal, living their to better acquaint themselves with its denizens; they will learn their true names, barter and bargain with them, until such a time as they are brought, screaming with agony, back in the Real, with the Quorista holding its leash.

Qunos
Few understand Qunos sorcery. People who have spent lifetimes mastering the Gnostic or Quorum sorceries, both bastard offshoots of the Qunos, look upon the progenitor-art with awe and mysticism, lost in conundrums far beyond their understand. With complex spells, strange language, and few willing teachers left alive, those who master the Qunos learn to fear nothing.

SAMPILETHS FIRE CHANT


Sorcery3
Launch a stream of fire at one opponent. This deals 3D10 DMG, and causes Burn. If you deal 18+ DMG, it also has the Blast trait.

FAILURE ANTHEM
Sorcery4
Deal 2D10 DMG to one enemy. If they die, summon an Experiment in his place for D6 turns.

A MALSIEN MISSIVE
Sorcery4
Deal 4D10 DMG to one enemy. You may spend additional Focus to re-roll any dice.

THE CIRROI LOOM


Sorcery4
Deal 2D10 DMG to up to three enemies. If an enemy dies, deal 2D10 DMG to one additional enemy.

SPEAKING THE VERSE


Sorcery4, 2FPUpkeep
Summon the 1st VerseCubit or 2nd VerseChain for as long as your pay the Upkeep focus cost.

THE ILSIEN CONTRACT


Sorcery3
Deal 1D10 DMG to each of an enemies limbs. This spell is still affected by Armour and AV.

THE WEARA COMB


Sorcery5
Deal 1D10 DMG to up to 10 enemies. An enemy hit by a third geometry only takes D6 DMG, and takes no DMG after the sixth.

INHABIT FLESH
Sorcery2, 3FPUpkeep
Select one living enemy; they must pass an Unreal Link test or take D20 DMG. If they die, summon an Empyrean for as long as your pay the Upkeep focus cost.

QUIISTIC CENOTAPH
Reaction3
Activate when you take Sorcery DMG from any source. Deal 1D6 Sorcery DMG to the source for each 1 Sorcery DMG you took.

PLANES OF MIRSEOR
Sorcery3
Deal 2D10 DMG to one enemy. If you deal 13+ DMG, deal an additional 2D10 DMG. If you deal 16+ DMG, deal an additional 3D10 DMG

DRAGGING THE VOID


Sorcery4, 3FPUpkeep
Summon a Ciphrang, a daemonic creature, for as long as your pay the Upkeep focus cost.

MALLINQUA TEMPLATES
Sorcery4
Select an enemies limb (not Head or Torso), and deal 4D10 DMG to that limb. If you deal more than 22 DMG, that limb is removed.

Gnostic Bonus
WHEN YOU KILL AN ENEMY, YOU GAIN 2 OVERBOOST FOCUS

Quorujm Bonus
YOU AND YOUR MINION GAIN 1 OVERBOOST FOCUS WHEN YOUR MINION KILLS AN ENEMY

Quya Bonus
YOU DEAL +5 SORCERY DMG TO SORCERERS AND ANY SORCEROUS OR UNREAL CREATURES

Ranged Equipment
RARITY (RA)
Weapons are relatively easy to produce in Drex: factories are pumping out items of death all day, every day. But with the CORE and the Isolus looking to stop violent crime and weapon smuggling, people are finder it harder and harder to deliver weapons to unlicensed, third-party dealers. Official stores are available, but with huge mark-ups. When determining the availability of a weapon, roll a D10; if the result is lower than the RA of a weapon, it is too rare to be found.

COST (C)

Galactic currency isnt yet truly unified; Humanity still offers their own currency to other on-world Humans, as do many of the other races. Credits are the current primary standard, and are, by law, accepted by all registered merchants across Drex; exchange offices have been set up in more disreputable areas where specific currencies arent accepted. Alas, many black market dealers will only accept specific currency, often whatever is trading the highest at the time.

IMPACT WEAPONS
Handgun Crossbow Flintlock Rifle Combat Shotgun Assassins Rifle Anti-Material Rifle

C
450 400 600 700 750 750

RA
2 3 5 4 6 6

DMG
D6 D8 D12 D8 D12 +2 D12

PEN
1 1 2 2 5 5

ROF UPG SINGLE-SHOT


3 2 1 3 2 2 2 4 3 3 4 4

OPTIMAL RNG
Close Close Medium Close Long Long

SPECIAL
RIOT FEAR, BLADED HEADSHOT!, BALANCED FEAR, SCATTER5+ HEADSHOT!, TEARING, BLADED HEADSHOT!, TEARING, BLUNT

A typical single-handed pistol. Capable of being used single handed without issue; respectable damage, rate of fire, and very reliable.

A primitive weapon, firing powerful bolts from a bow mounted on a wooden stock. Super effective against fearful, fleshy targets.

Despite being a primitive weapon, the Flintlock Rifle still finds wide use, after a modern upgrade. Effective with a melee attachment.

The explosive sound of a Combat Shotgun can drive fear into any soldier, and its blast is strong enough to take down any foe.

The precise targeting of the Assassins Rifle earned its name with extensive use by long-range Hunters. A scope is a must-have.

When Constructs and the Sigurn rose to power, the Assassin Rifle was highly modified to support Blunt-force ammunition. AUTOMATIC

Assault Rifle Chaingun

750 750

4 4

D6 D6

2 1

6 6

2 3

Close Medium

FULL AUTO1 FULL AUTO2

Capable of firing on semi and fully-automatic fire, the Assault Rifle is a staple weapon for soldiers, effective even in untrained hands.

Capable of firing over 5,000 rounds per minute, the Chaingun was the personnel variant of the vehicle-mounted Minigun.

HEAVY
Grenade Launcher RPG Launcher Prototype Railgun 650 1200 1600 5 7 9 D20 4D10 X 5 6 2 2 1 3 4 5 Medium Medium Long FIRES GRENADES SCATTER, BLAST, LOADED VAPORISE, UNPREDICTABLE, LOADED
With no independent fire mechanism, the Grenade Launcher can fire volleys of rear-loaded Grenades, each with their own effect.

Although it lacks the choice of the Grenade Launcher, the RPG fires standard high-explosive rounds, devastating a 20ft radius.

The Railgun uses electromagnetic fields to propel a projectile to incredible speeds; often, targets are simply vaporised entirely.

AMMO TYPE
Hunter rounds Killer rounds Incendiary Rounds AP Rounds Shrapnel Rounds

C
250 250 350 650 550

RA DURATION
2 2 8 6 5 2 turns 2 turns 2 turns -

EFFECT
SHOTS HAVE THE BLADED TRAIT SHOTS HAVE THE BLUNT TRAIT SHOTS HAVE THE BURN TRAIT SHOTS HAVE +1 PEN SHOTS HAVE CRITICAL: SCATTER

THE AMMO FORGE


Impact weapons were vastly updated with Hypertech, and the Ammo-Forge, a low-weight low-cost item, was key in those updates. Containing a tiny nanomachine forge, when plugged into any Impact weapon it produces enough ammunition for the weapon to fire continuously for days at a time. As the technology became more understood, upgrades were created, which when plugged into the right slot, overrides the forges blueprints and allowed them to temporarily produce new types of ammunition to suit a specific purpose.

Able to shred flesh, Hunter rounds earned their name through extensive use by Hunters. When Construct uprisings were feared, Killer rounds became popular one-stop choices. Promethium-brand incendiary causes every shot to literally roast the target from the inside. With the bullet coated in a break-away metal shell, damage to flesh and armour multiplies.

Promethium-brand incendiary causes every shot to literally roast the target from the inside.

Ranged Equipment
ENERGY WEAPONS
Blaster Pistol Concussion Rifle Tesla Longbow

C
500 900 900

RA
4 6 8

DMG
2D4 D6 D6

PEN
1 0 4

ROF UPG OPTIMAL RNG SINGLE-SHOT


3 3 3 1 2 2 Close Close Medium

SPECIAL
RIOT

A basic energy pistol, firing highly amplified radiation. The blast moves at the speed of light, but is highly susceptible to blooming.

Releasing a blast of condensed kinetic energy, a visible blast wave can knock back foes, break bones and even deafen targets.

BALANCED, HEADSHOT!

Fires a shaft of condensed plasma, capable of reaching incredible temperatures and burning through most materials.

AUTOMATIC
Cutting Beam Ablation Rifle Flamethrower 650 700 800 3 6 5 D6 D8 D4 2 1 1 4 3 6 1 3 3 Close Close Close RIOT, TEARING, FULL AUTO1 VAPORISE, FULL AUTO1 UNPREDICTABLE, CRITICAL: BURN, FULL AUTO3
A powerful focussed beam of light, capable of cutting through most surfaces. Used more in industry than any serious combat.

The Ablation Rifle causes the rapid degeneration of cells in the target, more often than not leading to total cellular disintegration. The Flamethrower is an ancient and much-loved weapon; it fires a stream of napalm at a target, burning them alive. HEAVY

Zeus Arc-Cannon Plasma Disperser

1300 1250

6 7

4D8 3D10

4 6

2 2

5 5

Close Medium

UNPREDICTABLE, CRITICAL: BLAST, CHARGED2 VAPORISE, CHARGED2

When charged, the Zeus Arc-Cannon has enough power to fire four bolts of lightning at an opponent, and often, anyone near them.

The shoulder-mounted Plasma Disperser fires a condensed cloud of plasma at a target; anyone caught within it melts due to the heat.

QUALITY Garbage Low Standard High

C
50% 75% 100% 150%

DMG
-2 DMG / -1D -1 DMG / -1D +2 DMG

PEN
-2 -1 +1

SPECIAL
NO SPECIAL TRAITS NO SPECIAL TRAITS GAINS PRECISE AND BALANCED

QUALITY CONTROL

High-quality weapons are often difficult to come across, and most people buy Standard for its general build quality and reliability. Some, meanwhile, choose to scrape the bottom of the barrel, and purchase low quality or even garbage weaponry for dirt-cheap prices. These lower quality weapons to come with drawbacks however, most noted on the chart opposite, but Rarity especially is a tricky thing to pin down; a Single-Shot weapon drops its rarity of 2, to a minimum of 1, an Automatic weapon meanwhile loses 1 RA, and Heavy weapons keep their original Rarity. Many weapons, when purchased at lower qualities, lose any special effects or traits they might have, and their poor quality reduces their ability to deal damage; weapons that deal a single DMG dice reduce any damage rolled by the (DMG) amount. For weapons rolling multiple DMG dice, they roll (D) less whole dice at a time.

RANGED UPGRADES
Laser Sight Melee Attachment Silencer Telescopic Sight Enhanced Grip Nightvision Sight Barrel Grip Extended Barrel

C
500 550 200 350 250 350 450 550

RA
3 3 2 4 4 5 6 7

UPGC
2 3 1 2 1 2 3 2

SPECIAL
AFTER A SUCCESSFUL RANGED HIT, YOUR NEXT RANGED ATTACK IS AUTO-AIMED COUNTS AS A SPEAR IN CLOSE COMBAT. NOT RIOT GUNS -30 TO AWARENESS TESTS TO NOTICE SHOTS WEAPON GAINS PRECISE IF WEAPON IS DROPPED/TAKEN, A MAKESHIFT ROLL NEGATES LOSS GRANTS DARK VISION TRAIT WHEN EQUIPPED HEAVY WEAPONS ONLY. PREPARING THIS WEAPON COSTS 1FP ATTACKS DEAL +2 DMG. (+200C FOR RIOT WEAPONS.)

Combat Equipment
COMBAT WEAPONS
Dagger Gauntlets Wrist Blade Longsword Katana Scimitar Rapier Mace Spear Shield Polearm Battle Axe War Shield MODS = GODS

C
450 250 650 600 750 700 700 750 650 600 850 950 800

RA
2 3 6 4 5 4 5 7 6 4 7 8 7

DMG
D6 D4 D4 D10 D8 D10 D8 D12 D12 D4 D12 D20 D6

PEN
3 1 5 3 2 2 4 4 5 0 6 5 0

ROF
-

UPG
2 1 1 4 4 5 3 5 4 3 5 5 4

RNG
Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat

SPECIAL
RIOT, STEALTH, THROWN RIOT, BRAWL, BALANCED BRAWL, BACKSTAB, CONCEALED WEIGHTED, BACKSTAB WEIGHTED, 6+ DMGSCATTER WEIGHTED, UNPREDICTABLE RIOT, BALANCED SCATTER WEIGHTED, THROWN, BALANCED BLOCK, RIOT, D10 AV SCATTER, BLOCK, HEAVY TEARING, HEAVY HEAVY, WEIGHTED, BLOCK, BRAWL, D20 AV

A mainstay of the high-social assassins, the dagger is an easily concealed weapon, perfect for stealthy attacks or distance throws.

Many brawlers prefer to use their fists than any conventional weapons, so they armour plate their hands for additional force.

The Wrist-Blade is one of the primary tools of a close-quarters assassin; hidden beneath regular gauntlets, it is the tool of a pro.

The Longsword is a standard staple of combat; a classic weapon that has seen more combat usage than any other weapon.

The Katana is the sword associated with The Order; they have trained the draw to be lethal, able to slice through many foes.

The Scimitars curved design was originally intended for swift combat, its light weight and curved blade perfect for mounted warfare.

The pinpoint blade of the Rapier is capable of piercing flesh and organ with ease, and is exceptional in one-on-one duelling.

The heavy head of the Mace came about to counter plate armours; its weighted blows shattered bones regardless of protection.

A hunting weapon originally, the Spear became popular in combat as a counter to massed infantry formations; its history is ancient.

Providing an armour bonus, and an albeit ineffective collision weapon, the single-handed spear is a perfect fit for almost any weapon.

A powerful defensive weapon, useful against infantry and cavalry, the Polearm, with its choice of heads, is a deadly, effective tool.

In strong, capable hands, the heavy Battle Axe can crush armoured enemies in a swing, and cleave unarmoured enemies asunder.

The War Shield was the military evolution of the conventional shield; in formation, the War Shield can be the ruin of attackers. Although Impact and Energy weapons both have various mods, its the Combat weapons that see the most personalisation. Every weapon has an Upgrade (Upg) stat, which shows its capacity for upgrades, while each upgrade has a UpgC (Upgrade Cost) stat. A weapon cant have more upgrades than its Upg stat will allow; add up the UpgC stats, and hope it doesn't go over!

COMBAT UPGRADES
Heat Injector System Nano-Serrated Edge Mono-Filament Edge

C
650 650 600

RA
8 8 5

UPGC
2 2 2

SPECIAL
WEAPON GAINS CRITICAL; BURN. NOT RIOT WEAPONS WEAPON GAINS CRITICAL; BLEED. NOT RIOT WEAPONS ATTACKS DEAL +2 DMG

Pneumatic Blade Hilt-Blade Dark-steel Blade Enhanced Grip Vibro-Blade Compact

850 450 350


250

8 6 7
4

3 1 1
1

MEDIUM OR LARGE WEAPONS ONLY. WEAPON HAS +2 DMG, +1 PEN


RIOT OR WEIGHTED WEAPONS ONLY. LOSES RIOT OR WEIGHTED, BUT GAINS AN ATTACK WITH THE DAGGER PROFILE THAT ACTIVATES AUTOMATICALLY AND IN UNISON WHEN ATTACKING WITH THE WEAPON.

ADDS +10 STEALTH WHEN EQUIPPED


IF WEAPON IS DROPPED/TAKEN, A MAKESHIFT ROLL NEGATES LOSS

650 500

7 6

2 2

ATTACKS GAIN +1 PEN AND +1 DMG


WEAPON DEALS 2 DMG AND HAS 1 PEN. RIOT WEAPONS GAIN CONCEALED. WEIGHTED WEAPONS LOSE WEIGHTED AND ALL OTHER TRAITS AND GAIN RIOT.

Other Equipment
GRENADES
Smoke / Signal High Explosive Fragmentation Incendiary Gas Flash bang Electrolyte

TYPE
Light Light Light Light Light Light Light

C
100 150 250 250 300 300 300

RA
4 5 5 6 6 6 7

DMG
3D6 2D6 2D6 1D6 1D6 1D6

PEN
4 6 2 8 -

RNG
Thrown Thrown Thrown Thrown Thrown Thrown Thrown

SPECIAL
BLAST, THROWN BLAST, THROWN, TEARING BLAST, THROWN, CAUSES BLEED BLAST, THROWN, CAUSES BURN BLAST, THROWN, CAUSES POISON BLAST, THROWN, CAUSES FROZEN & DAZED BLAST, THROWN, BLUNT MERCANTILE GLORY
Before Humanity entered onto the scene, equipment was limited. The races were generally satisfied with what they had, preferring to spend their resources on other, more reserved ideas. This all changed when Humanity became a major influence in Drex; their need to have better, bigger, stronger equipment meant the market for weapons and armour vastly changed. Human corporations overtook every counterpart, and soon, Humanity was producing almost every major piece of equipment seen around Drex, and selling them for competitive prices, with TOWER being the leading player. Safe to say, many of the other races dislike this sudden change in the economic climate..

COMBAT ARMOUR Reinforced Cloth Gang Leathers Tribal Beast Furs

C 350 500 750

DODGE MOVEMENT LIGHT +5 +1 Ft +15 +10 -1 Ft +2 Ft

MELEE D4 1 D4 D4 -1

RA 3 4 5

AV D4 1 D4 D4 -1

Typical reinforced cloth, often lined with thick leather or hard, easily breakable plates; swift, but weak. Found worn by the various gangs throughout Drex, they are flexible despite their hardened chest plates. Valuing flexibility, Beast Furs take days to clean and prep, but the results are the utmost in light armour.

Flak Jacket Mesh Armour Apaex Riot-Gear

400 550 900

COMBAT +5
+5

VARIABLE RESPONSE
Armour is not a simple attachand-watch-the-DMG-fly-past deal. Armour will only apply to the majority of DMG; there will always be times when the type of DMG being done will completely negate your armour; you could be on fire, poisoned, or under the effects of powerful sorcery. As a rule, all Ranged and Combat actions can be affected by an AV roll; roll a dice equal to your armours AV; minus the result from any incoming DMG. DMG done by Full actions, Tactical actions, or even Reactions are not susceptible to AV reduction, neither is Sorcery. Of course, Armour serves a greater purpose than just resisting damage; if flexible or well-made, it can increase your movement speed or allow you to move out the way of incoming blows; also, an armoured fist is a great way to ensure that enemy never gets back up. Then, of course, theres Power armour...

D6 D4 +1 D6

4 5 7

D4 D6 D8

Armoured flak jackets are great at stopping light arms, and is widely used by police forces around Drex.

+1 Ft +1 Ft

Popular military wear, Mesh armour combines flexibility, light-weight design, and a moderate defence.

+5

A staple of Apaex forces, their riot gear is a substantial upgrade over the Mesh armour, in all areas.

Monofilament Jacket Xeno-Mesh Carapace Enforcer Combat Cloak

400 750 950

PROFESSIONAL +1 Ft +10 HEAVY +1 Ft -

D4 +1 D6 D6 +1

4 6 7

D6 D8 D8

Monofilament thread, despite being rather inflexible, does boast light weight and a good solid design. Many disagree with the Xeno nametag, but this Sigurn-Human hybrid design is highly effective armour. Enforcers are the elite police forces on the Cradle, and are well known for their swift responses.

Full Plate Armour Plated Dragon Hides

750 1250

-10 -15

-1 Ft

D8 D10

3 7

D10 D12

A staple of Nomad culture, plate armour is tempered steel formed into shape by trained blacksmiths. Dragon hides are rare, incredibly strong materials; many are counterfeited, but are still capable defence.

HYPERTECH Light Power Armour Full Power Armour 2100 2650 +1 Ft +2 Ft D12 D12 8 9 D12 +2 D20 +2
Light power armour requires little training, and uses nano-weaved lightweight material for protection.

Full power armour encompasses the whole body, and requires the use of servos to propel its weight.

Combat Equipment
EQUIPMENT
Open Helmet Closed Helmet Power Helmet Dragon Helm Re-Breather Multi-Visor Orbital Helm Carapace Tool Storage Void-Locked Med-Sys Vox Caster Cameoline Cloak Flak Vest Ablative Armour Bladed Wrist Bands Dagger Slots Knuckle Duster Extra Space Blunt Knuckles Smokeys Gloves Leather Gloves Grapple Gage Recoil Gloves

EFFECT
+5 VISION, +5 PERSUADE +10 ENDURANCE, +1 AV +10 ENDURANCE, +2 AV, -5 DODGE +10 INTIMIDATE, +10 PERSUADE +20 SURVIVAL, -5 VISION +10 AWARENESS, NIGHT VISION +10 TACTICS, +10 VISION +10 ENDURANCE, +1 AV, -5 DODGE +15 REPAIR ENVIRONMENTAL DEFENCE, -1 AV +10 MEDICINE, MEDICINE REROLLS +10 TACTICS, LOUDSPEAKER +10 STEALTH +5 ENDURANCE, +1 AV +20 AV (REDUCES WHEN USED) MELEE ATTACKS CAUSE BLEED REROLL ALL THROWN FAILS +10 MELEE, +1 MELEE DMG HIDDEN COMPARTMENT MELEE ATTACKS CAUSED DAZED +20 DRIVE, +5 REACTIONS +10 MAKE-SHIFT +10 ESCAPE, +5 ACROBATICS +10 ENDURANCE, +10 REPAIR

C
500 750 1250 750 950 700 550 700 900 1500 600 450 600 300 1000 350 750 750 450 250 800 400 450 650

RA
3 4 7 6 7 5 4 7 3 5 4 5 6 6 7 4 4 5 3 3 5 3 4 4

LOC
HEAD HEAD HEAD HEAD HEAD HEAD HEAD

EQUIPMENT
Penance Spike Flow-Braces Greaves Sleek Braces Reserve Supplies Enhanced Grip Hidden Dagger

EFFECT
2FP: IMMEDIATELY DISENGAGE FROM UNREAL/HYPERREAL +1 FT TO MOVEMENT DISTANCE +5 ENDURANCE, +5 EXPLOSIVES +5 STEALTH, +5 ESCAPE +10 SURVIVAL +10 ACROBATICS, +5 PERFORM MELEE KICKS HAVE DAGGER
WEAPON PROFILE, -10 MELEE

C
950 650 300 250 350 600 750 1000 450 400 550 600 950 400 75 1250 450 550 1200

RA
7 7 2 3 3 5 6 7 5 3 6 6 8 5 2 6 4 6 6

LOC
LEG LEG LEG LEG LEG FOOT FOOT FOOT FOOT FOOT MISC MISC MISC MISC MISC MISC MISC MISC MISC

TORSO Rabbit Symbol TORSO Skeleton Boots TORSO Metal Toe-Caps TORSO Ring TORSO Necklace TORSO Charm TORSO Quality Robes TORSO Vox-Sun ARM Con-Spine ARM Inbuilt Screamer ARM Stim-Reactor ARM Anti-Focus ARM HAND HAND HAND HAND +10 UNREAL/HYPERREAL LINK WHEN HEALED, +1 HP PER LIMB WIRED PROXIMITY SENSOR +10 ENDURANCE, +10 MELEE ATTACHED FLASHLIGHT +10 PERSUADE, RESPECTED +10 TO ANY SECONDARY +5 TO ANY PRIMARY +5 TO ANY SECONDARY +10 MAKE-SHIFT +10 LUCK, +5 BARTER +10 DEXTERITY WHEN OPENING
MECHANICAL LOCKS

IDLE TRINKETS
Armour was never just about protection. Wearing a Dragon Hide, or sporting fancy Xeno-Tech Carapace meant all the difference in the various social and diplomatic scenes. Soon, it became more important to look good, and be well-equipped, than who you were or what you did. Many factions still support strict armour regulation. And because of this culture, when you look at the people walking beside you, the first thing you will often notice is their armour. Not the re-breather around their throat, or the crosshairs of a temporary targeting CPU burnt into their eyelids. The trinkets worn by each person provide a huge tactical benefit in any encounter, from providing that little bit more endurance, to stim-injecting autocapsules, to adding that little extra force to your punch. Armour is key to looking good, but never underestimate idle trinkets, and the positive attention they may be able to bring..

Other Equipment
DRUG Verse Ka-Thera EleLyte Draym Infradil Sense-X Eidorem Chill-ex Requiem Pulse GEAR
Active Remote Sensor Backpack Binoculars Chain / Rope Chrono-brand Watch Compass VI Construct NSI Construct Data-Slate Explosive Collar Filtration Plugs Flashlight Grapple Hook Injector Medikit Multikey Screamer Writing Kit/Audio Recorder

C 15 30 40 45 55 60 65 70 90 150

RA 3 3 4 4 5 5 5 5 6 7 C
150 20 180

ADD 3 4 4 4 5 5 5 6 7 8

EFFECT
GRANTS THE FEARLESS TRAIT +10 STRENGTH, +10 ENDURANCE DEAL +2 COMBAT DMG, +3 MELEE DMG +15 REPAIR, +15 ELECTRONICS +15 TECHNOLOGY +20 STEALTH, +10 REACTIONS +10 AWARENESS REROLL ALL SORCERY ROLLS, KEEP THE P
REFERRED RESULT

FOR A DREAM
Drugs have a variety of purposes; they can be used as a relaxant, a way to enjoy yourself more, or a shortcut to kicking your enemies head in while frothing at the mouth and terrifying the locals. Most come in simply pills, tablets, snort-able containers, or needles for simply applications, but an Injector works wonders for quick application. Drugs cost 2 Focus Points to use, and last for two full turns only, unless it says otherwise. With a medical injector at hand, sold at stores across Drex, it reduces the cost of usage to 1FP, and although rare, you can actually purchase a cybernetic implant that both regulates drug usage and allows swift selfmedication, both consider a wise investment for the budding addict.

GRANTS ALL HEIGHTENED SENSES TRAITS +20 ANCIENT GRANTS EIDETIC MEMORY TRAIT +10 INTIMIDATE, +10 PERSUADE +15 EMPATHY ALL OTHER DRUGS LAST AN ADDITIONAL 2
TURNS

+10 TO ALL PRIMARY AND SECONDARY STATS, CAN REROLL ALL ROLLS

RA
4 2 4 2 2 2 5 7 3 6 3 2 5 5 2 5 4 2

SPECIAL
LONG-RANGE RADIAL SCANNER & RADAR DEVICE 10X OPTICAL ZOOM, 6X WHEN USING NIGHT VISION MODE CAN BE SET TO MULTIPLE TIME-ZONES GRANTS THE ABSOLUTE DIRECTION TRAIT DURING USE. VIRTUAL INTELLIGENCE SYSTEM: REQUIRED FOR VI MECH CONTROL NON-SENTIENT INTELLIGENCE SYSTEM; REQUIRED FOR NSI CONSTRUCT CONTROL COMES WITH DETONATOR, 100FT RANGE TEMPORARY FILTRATION DEVICE LIGHT, 25 FEET CAN BE FIRED BY CROSSBOW. INDEPENDENT LAUNCHER CAN BE BROUGHT FOR 150C 1FP; CAN HEAL ONE LIMB BY 3 HEALTH. CAN SELF-MEDICATE ANY DRUGS FOR 1FP. 2 FP; +4 HEALTH TO ALL LIMBS OR +15 TO ONE LIMB MEDICINE TEST TO BOOST TO; +6 HEALTH TO ALL LIMBS, OR +20 TO ONE LIMB 1FP TO USE: +10 LOCKPICK THIS TURN PROXIMITY-ACTIVATED ALARM SYSTEM

25 / Foot 50 75 750 2000 200 500 200 50 20 / Foot 250 50 200 250 100

Sorcerous Equipment
A Sorcerers staff is an intensely symbolic item, something they construct to help channel their will and energy through to better access the Unreal; it is a focus, an item which increases concentration by blanking out the Real, and allows a sorcerer to perform much greater sorcerous feats. But of course, they dont come cheap; they use only the rarest materials, and each staff is a truly unique item, hand-built by the sorcerer; this is a requirement, as a staff build by someone else has no resonance with the user, and is therefore worthless. A staff comes in three parts; the main body, the head of the staff (a capable combat tool), and its focus, the rarest and most personal part.

BODY MATERIAL
Siofra Soul-Wood Drift-metal Troll Bone Dragon Claw Obsidian

C
500 600 750 800 950

RA
4 6 7 8 9

SPECIAL
RIOT, HEAD DEALS D6 MAX DMG BALANCED, WEIGHTED HEAVY, BRAWL, BLOCK D8 AV TEARING, UNPREDICTABLE HEAVY, CAN STORE TWO FOCUS

HEAD DOCK
Vlieg Beak Goblin Skeleton TakkAtth Shay Helmet Erratic Skull Nonman Gauntlet

C
450 500 700 1000 1250

RA
4 5 6 7 7

DMG
D4 D6 D8 D10 D12

PEN
4 3 2 2 3

Stripped from the deceased Eridarian birth-trees of their capital.

A razor sharp beak of the Vlieg, cleaned and polished.

From the Drifts orbiting the Cradle, honed by master craftsmen.

A full Goblin skeleton, hung from the end of the staff.

A Trolls forearm, thick enough to block attacks, despite its weight.

The long, thin helmet of a deceased TakkAtth Shay sorcerer.

A razor-sharp claw taken from the front-foot of an elder dragon.

The skull of an Erratic, complete with teeth and fur.

The material used by the Sorcerers of old, capable of great power.

The gauntlet from a Nonman Qunos, a powerful tool.

FOCUS
Trapped Soul School Symbol Cil-Nonma Fragment

C
1000 1200 1500

RA
6 7 7

SPECIAL
+1 FOCUS, +1 OVERBOOST FOCUS ANALOGIC AND GNOSTIC SPELLS COST 1 FOCUS TO CAST BAPTISED IN THE UNREAL COSTS 1 FOCUS TO CAST, HAS 1 UPKEEP COST, AND DOES NOT REDUCE COMBAT OR RANGED DMG. CAN RE-ROLL ANY SORCERY DMG ROLLS AN UNLIMITED AMOUNT EACH RE-ROLL DEALS 1 DMG -1 FOCUS COST TO ALL SORCERY SPELLS (TO A MINIMUM OF ONE. DOES NOT AFFECT UPKEEP COSTS)

An errant soul, bound within a gem or jewel specially prepared for such a task, providing sorcerous power.

The symbol of a Gnostic or Analogic School, which provides power through concentration and overwhelming faith.

An engine fragment of a Cil-Nonma, a fallen Nonman ship, which functions as an overcharged Subeliast engine.

Ciphrangs Eye

2000

The eye of a Ciphrang, removed while the creature still lives; it will wither and fade when the creature is slain.

Revenants Heart

3500

The heart of a Revenant, a creature possessed by an entity from the Unreal, infused with incredible Unreal energy. Sorcerous items appear throughout Drex; some are items infused with some malicious will or entity, others are specially prepared and enchanted items, capable of dispelling or protecting from sorcery. Their rarity and use varies from person to person, and will often require a test of faith or belief before their purpose is found; the only defence against the Unreal are the Gods and creatures that reside there.

GEAR
Chorae

C
50000

RA
10

SPECIAL
WHEN IN CONTACT WITH A SORCERER; DEAL XD10 DMG PER TURN (WITH X BEING THE NUMBER OF SPELLS THEY OWN.) REROLLING ALL 1S WHEN IN CONTACT WITH AN UNREAL CREATURE, DEAL 4D10 DMG PER TURN REDUCE ALL SORCERY DMG TAKEN BY 2D10 C / RA DEPENDANT ON STYLE/DESIGN/MATERIALS 1FP: RE-ROLL ANY ONE SPELL/SORCERY DICE THIS TURN WHEN IN CONTACT WITH SKIN, USER SUFFERS FROM SILENCE C / RA DEPENDANT ON STYLE/DESIGN/MATERIALS. POSITIVE KARMA ONLY; 1FP: PROVIDES D6 AV AGAINST SORCERY SELF-REPRODUCING GEMS. 1FP; SPLITS THE GEM UPTO 5 TIMES, WHICH FADE AFTER D6 TURNS. CAN BE REPEATED INFINITELY. CANNOT BE RE-SOLD CAN TRAP THE SOUL OF A DYING INDIVIDUAL, BINDING THEIR SOUL TO THE GEM C / RA DEPENDANT ON STYLE/DESIGN/MATERIALS. NEGATIVE KARMA ONLY; 1FP: PROVIDES D6 AV AGAINST SORCERY

Charm Dust Shackles Holy Symbol Sage Stones Soul Gem Unholy Emblem

X 1000 X 350 500 X

X 7 X 5 7 X

VI Mech
SECRETARIAL AIDE
VI Mechs have become one of the most popular and most-present pieces of technology available across Drex, and almost everyone on the Cradle has some sort of VI Mech to assist them in their day. They fill the perfect niche of someone who needs something a little more sentient to assist in their daily tasks, but without the bulk, size, cost, and inherent training a NSI Construct would require. With a huge variance in size available, the smallest VI Mechs are around the size of a persons palm, with the largest coming in around the same size as a Human baby (the infamous Gremlin.) They fill a million roles in society, and are its most useful tool.

MODEL Clicker Mothra Empire Tsaoren Gremlin

TYPE 1, Four legs, attachable 1, 2 wings, aviation 1, Hover, anti-grav 2, Bipedal, heavy-built 2, Bipedal, small frame

HP 16 15 20 18 15

LEGS 23 20 18 22 25

ARMS 18 22 16 20 20

TORSO 15 15 22 20 18

AV 2 1 3 3 2

UPGRADE SLOTS 4 3 4 2 2
UPGRADES

RA 4 3 4 5 5

COST 600 550 600 700 700

UPGRADES Medicae Claw Arm Spotlight Radar Holo-coder Multikey Stealth Field Detonator Blaster Cannon Serrated Saw

TYPE
MEDICAL EXTENSION ALLOWS DEXTROUS MOVEMENT TORCH 1FP: AWARENESS TEST 1FP: PERFORM TEST 1FP LOCKPICK/HACKING TEST INBUILT GENERATOR ALLOWS SELF DESTRUCT ENERGY RANGED WEAPON IMPACT RANGED WEAPON COMBAT WEAPON

BONUS
40/+20 MEDICINE 40/+20 DEXTERITY DARK VISION 40/+20 AWARENESS 40/+20 PERFORM 40/+20 DEX/TECH 40/+20 STEALTH BLAST AND BURN

DMG FAIL

RA 4 4 3 3 4 3 5 6 4 4 4

COST 250 200 100 150 150 150 180 250 300 350 300

D4

D20 D6 D6 D6

1,2 1,2 1

Equipping upgrades requires a free slot on the body of the VI Mech, so theres space to equip it. Some garages may charge you extra to equip it for you; this is entirely dependant on the sort of places you shop. If you wish to replace an equipped upgrade yourself, a Repair test to remove the arm (with a fail damaging the upgrade beyond repair) and a Technology test to attach the new upgrade (with a fail damaging the attachment slot, leaving it unusable until a professional repairs it.) The upgrades, meanwhile, have two main purposes; they can access a stat for their own use (the first number), or they can improve the owners stat for 1 Focus point (the second number). Engines dont count as upgrades, but provide the VI Mech with the focus required to help and support their own-

ENGINE Steam Clockwork Electricity Subeliast Hypertech

HEAD FOCUS RA COST 30 35 40 50 70 2 2 3 3 4 3 3 4 4 5 200 200 250 300 500

NSI Construct
MODEL Pattern Lazarus Reign Shatter Blindsight HP 60 80 40 55 35 TORSO ARMOUR 40 20 60 25 35 D10 D6 D8 +1 D6 D8 SLOTS 2 2 2 4 4 CMB COMBAT DMG/PEN FAIL D8 / 1 D10 / 1 D6 / 2 D6 / 2 D12 / 0 1, 2 1, 2 1, 2 1 1, 2 ARMS 40 30 50 65 20 RNG RANGED HEAD DMG/PEN FAIL D8 / 1 D10 / 1 D6 / 2 D6 / 2 D12 / 0 1, 2 1, 2 1, 2 1 1, 2 40 30 50 65 20 RA 7 6 6 7 7 COST 500 300 300 400 400

LIFE TO LIFELESS

LEGS MODEL Pattern Flicker Aphid Flash

TYPE BIPED BIPED 4-LEGGED TRACKS

LEGS DODGE RA 40 30 55 65 20 30 40 20 10 50 5 4 4 5 4

COST 300 200 200 250 250

Blowback REVERSE

A Construct needs three primary parts to function; a torso (complete with head and arm attachments), a set of legs for movement, and an engine, to provide life. All Constructs have melee and ranged weapons included in their profiles (which count as Medium weapons), and can also be equipped with any Medium weapon, which can be used alongside the inbuilt.

ENGINE Steam Clockwork Electricity Subeliast Hypertech

INT FOCUS RA COST 30 35 40 50 70 3 3 4 5 6 6 6 7 7 8 400 400 500 550 750

COMBAT EXTENSIONS
Reinforcements I Reinforcements II Derma-Plastic Frame Stalwart Frame Sharpened Responders Inbuilt Speakers Nano-Plates Wireless Interface Hollow Compartment Camouflage Cover Enhanced Sensors Accelerometer Heavy Pauldrons Inbuilt Spotlight Flexible Forearms Bladed Forearms Grinding Gears Burning Petrol Nitrogen Veins

EFFECT
+10 HEALTH, -5 DODGE +25 HEALTH, -10 DODGE THE CONSTRUCT CAN NOW USE RIOT WEAPONS, BUT CANNOT EQUIP HEAVY WEAPONS. +10 DODGE THE CONSTRUCT CAN NOW USE HEAVY WEAPONS, BUT CANNOT EQUIP RIOT WEAPONS. +10 ENDURANCE +10 ACROBATICS, +10 DODGE, -10 HP GAINS FEEDBACK BATTERY IMPLANT +2 AV ALLOWS THE CONSTRUCT TO ACT AS A WIRELESS TERMINAL AND DATA SLATE ALLOWS THE CONSTRUCT TO STORE FIVE ITEMS. 10 HEALTH GAINS THE STEALTH SKILL AT 35 GAINS AN ACTIVE REMOTE SCANNER, PROXIMITY SENSOR AND RECORDER GAINS COVERING ATTACK WARRIOR ABILITY GAINS STEEL RAMPARTS WARRIOR ABILITY GAINS THE MARKERLIGHT SCOUT ABILITY CAN USE THE AIM ACTION CONSTRUCTS INBUILT COMBAT ATTACKS CAUSE BLEED FEAT: 2 FP: MOVE THE CONSTRUCTS FULL MOVEMENT. ALL ENEMIES IN THE AREA SUFFER SILENCE. CONSTRUCT IS MADE IMMUNE TO BURN CONSTRUCT IS MADE IMMUNE TO FROZEN

RA
4 6 5 5 4 6 6 3 4 5 3 7 7 7 6 8 7 7 7

C
200 450 350 400 300 400 500 350 300 500 450 600 1000 600 300 500 300 300 300

Artificial Implants
Popular in the high-tech high-pressure environment of the Cradle, Artificial Implants, once restricted to people who had lost limbs gaining cheap prosthetic replacements, found a huge boom market when physical appearance, performance and endurance became key parts to the negotiating strategies of the C.O.R.E. and other diplomats. The technology improved rapidly to accommodate this need (and to take a piece of the high-salary that came with diplomatic positions on the Cradle. TOWER became one of the larger producers, with over 80% of the market belonging to them, but many small companies make a fair trade attending to very specific needs, or often taboo requests.. SPECIAL +10 VISION, +10 LOGIC Bionic Eye 1500 7 HEIGHTENED SENSES; SIGHT A BIONIC EYE WHICH ENHANCES SIGHT DRAMATICALLY. REMOVES EMOTION Rite of Purity 1250 7 LIGHTNING CALCULATIONS REPLACES THE LEFT HALF OF THE BRAIN WITH A PROCESSER. Binary Code 1000 6 SECRET LANGUAGE; BINARY
ALL

HEAD IMPLANT

RA

ALLOWS FLUENT CONVERSATION WITH Targeting CPU 1000 7

MACHINES AND AI.

PRECISE TRAIT

A CPU WHICH ACCURATELY CALCULATES THE PERFECT SHOT. Aquatic GIlls 800 7 ALLOWS WATER BREATHING

SPECIAL +1 HP PER TURN WHEN IN Bio-Elec Link 1750 8 CONTACT WITH A MACHINE THE ABILITY TO RECHARGE AND HEAL THROUGH ELECTRICITY. AIM ACTION CAN REROLL Shock Absorbers 1000 7 TWO MISSES INTERNAL SHOCK ABSORBERS PROVIDE EXTRA FIRING STABILITY. +10 SCIENCE Touch Scanner 550 5 SENSITIVE TOUCH TRAIT DELICATE FINGER-TIP SCANNERS ALLOW PRECISE AREA SCANNING. ALLOWS TOUCH-CONTROL Electro-Graft 650 6
WITH COMPUTERS

ARM IMPLANT

RA

BUILT INTO THE THROAT, DRY ATMOSPHERES CAN DAMAGE THEM. TORSO IMPLANT Chem Geld C 1000 RA 4 SPECIAL IMMUNE TO SEDUCTION/
TEMPTATIONS OF THE FLESH

THIN DATA-WIRING ALLOWS DIRECT BRAIN-COMPUTER INTERACTION. WRIST BLADE WEAPON Creed Blades 1750 8
HIDDEN WITHIN FOREARM

POPULAR, DESPITE REQUIRING REMOVAL OF THE RING FINGER TO USE.

CHEMICAL TECHNIQUES TO REMOVE YOUR CARNAL DESIRES. Feedback FEAT: 3FP; FORCE ALL IN 1250 7 Battery AREA TO TAKE A FEAR TEST A CHARGED FEEDBACK SCREECH CAN BE LOUD ENOUGH TO DEAFEN. Concealed 750 5 HIDDEN COMPARTMENT Cavity A DISCREET, WELL-HIDDEN APARTMENT TO STORE SMALL ITEMS. Regulation DRUGS HAVE 1 ADD AND 500 5 Port CAN BE USED FOR 1FP A DRUG REGULATION PORT FOR CONTROLLED ADMINISTRATION.

THE LIMITS OF THE FLESH

Each limb has the capacity for one Implant; they are a total upgrade to that limb, a complete conversion, thus leaving no room for any further work. A destroyed limb loses that implant and its effect, but limited permanent DMG has no effect; the implants are simply too well embedded in the flesh. Any Implants must be purchased and installed by a licensed surgeon, Construct, or the occasional black-market dealer. TOTAL CONVERSION Autosanguine C 2000 RA 7 SPECIAL
IMMUNE TO POISON, EXTENDED LIFESPAN WHEN HEALED, +2 HEALTH TO ALL LIMBS

SPECIAL +20 ACROBATICS 2000 8 D6 MAXIMUM FALL DMG. CAPABLE OF PROTECTING FROM ANY HIGH FALL (10,000FT MAX.) SOUND TRAVELS NO FURTHER Privacy Field 1250 7 THAN 10FT WHEN ACTIVE RESTRICTS VOICES ONLY, UNSUITABLE FOR ANY COMBAT USAGE. +1 MOVEMENT DISTANCE, Cyber-Prosthesis 1000 7 +1 MAX. MOVEMENTS CYBERNETIC MUSCULATURE ALLOWS MUCH ENHANCED MOVEMENT. Kinematic +10 STEALTH 1000 7 Silencers -20 AWARENESS TO HEAR REACTIVE NOISE CANCELLORS HELP ELIMINATE SNEAKING SOUNDS. Localised Anti-Grav

LEG IMPLANT

RA

MITIGATING THE UNINTENDED


Damage Mitigation is a curious upgrade, first thought up by a skilled surgeon looking to replace limb-damage that was considered permanent, yet still retain use of the limb. His idea; replace the dead flesh with cybernetics. This would restore limb functionality (but not any delicate or dextrous use), and provide an armoured layer to protect the rest of the limb. The Damage Mitigation upgrade does not use an upgrade slot; instead, it simply replaces Permanent DMG (or even healthly flesh). Mark this differently on your character sheet; any regular HP boxes replaced are considered to have taken permanent DMG (but you do not lose stats.) For each four Damage Mitigation upgrades a limb has, that limb gains +1 AV.

YOUR BLOOD HAS BEEN SIPHONED OUT, REPLACED WITH A RESTORATIVE NANO-AGENT. ALLOWS ONCE-ONLY RESURRECTION THROUGH ANGEL Software 2500 9 ANGEL DEFENCE SYSTEM AFTER A SINGLE RESSURECTION, THE ANGEL SYSTEM BURNS OUT COMPLETELY. REPLACE 1 PERMANENT DMG BOX OR 1 REGULAR HP BOX WITH THIS IMPLANT. YOU Damage Mitigation 500 8 DO NOT REGAIN ANY LOST SKILLS. FOR EACH 4 BOXES ON A LIMB, GAIN +1 AV. REPLACING SCARRED FLESH WITH ARMOUR PLATING HELPS EXTEND LIMB LIFESPAN. REPLACE A LOST LIMB WITH A PROSTHESIS Entire Prosthesis 750 6 REMOVE 50% PERMANENT DMG FROM LIMB REPLACING A SINGLE LOST LIMB WITH A PROSTHESIS HAS BECOME ALMOST COMMONPLACE.

Vehicles
TYPE Civilian WEAPON TYPE DMG TYPE Military Jeep WEAPON TYPE DMG BODY HP 80 RATE OF
FIRE

WHEEL HP 40

ENTRANCE HP 30 SPEED 60 BODY HP 120

WEAPON HP FIRING POINTS 6

TYPE Speeder

BODY HP WHEEL HP ENTRANCE HP 60 RATE OF


FIRE

WEAPON HP FIRING POINTS 4

30 SPEED 90

20

WEAPON DMG TYPE WHEEL HP 40

ENTRANCE HP 40

WEAPON HP FIRING POINTS

RATE OF FIRE AV2 to all inside

SPEED 70

TYPE Armoured 4x4 WEAPON TYPE GATLING GUN (HEAVY) DMG 1D6

BODY HP 160 RATE OF FIRE (I) 6 / 15

WHEEL HP 50 SPEED

ENTRANCE HP 60

WEAPON HP 30 FIRING POINTS

60

AV3 to all inside TYPE APC WEAPON TYPE DMG BODY HP 250 RATE OF FIRE (I) 2X 6 / 15 AV4 to all inside TYPE Tank WEAPON TYPE HEAVY CANNON DMG 3D10 BODY HP 600 RATE OF FIRE (I) 0 / 1 AV8 to all inside TYPE Assault Mech LEFT ARM HP 200 RIGHT ARM HP 200 MOUNTED WEAPON HP 150 BODY HP 400 LEFT HAND WEAPON Pulse Cannon (E) LEGS HP 2X 150 DMG 1D10 +5 DMG 2D10 DMG 1D100 MOVEMENT SPEED 20 RATE OF FIRE 2/5 RATE OF FIRE 1/2 RATE OF FIRE 0/1 WHEEL HP 250 SPEED 35 ENTRANCE HP 100 WEAPON HP 150 FIRING POINTS 2 WHEEL HP 100 SPEED 50 ENTRANCE HP 80 WEAPON HP 60 FIRING POINTS 6

2X GATLING GUN (HEAVY) 2X 1D6

RIGHT HAND WEAPON Portable Cannon (I)

MOUNTED WEAPON Inferno Cannon (I)

AV4 to all inside

T r ai t s
THE TONGUES OF DREX
Galactic Standard: Spoken liberally across Drex Enocia; Spoken by the Exohumans and Nonmen Evairn: Spoken by the majority of Human Nomads Antalia; Spoken by the Atlai and anybody from Arcans Far Antiquity Sophis; Spoken by the CORE, Isolus, and Drexs upper classes and nobles Jandrian; Spoken by AnurJandrians and those from the Jandra Arcan region. Imprae; Spoken by the Imperial Order and the people of Qi Aughurn; Spoken by Haven and the Storm Haven fleet Deprae; Spoken by those in the Cradles sub-levels and any maintenance staff Aethra; Spoken by the Aetherin Machine; Spoken by all machines, AI, NSI, and Constructs Kai-Theari; Spoken by the Kai-ka-Thear Eladrin; Spoken by the Eridarians and some Dravn Cassad; Spoken by the Sigurn and some Helos clans Onaa; Spoken by the Onata and some Illiure Humans Kantric; Spoken by the Katra and some Onatans Karogi; Spoken by the Dravn and some Eradrean Humans Zenith; Spoken by the Zelleth and some Onatans Aotic; Spoken by the Cendra and some Cendran Humans Indraga; Spoken by the Indrafil and the TakkAtth Shay Gaata; Spoken by the Ghouls and some Cendran Humans Vaulag; Spoken exclusively by the TakkAtth Shay Hlalat; Spoken by the Helos

INNATE ADVANTAGES
Traits, when purchased, are always-active perks the character has gained throughout his life. They represent just some of the things your character has the ability to do; whether that be running faster, better reactions, or being able to see things in the dark. Youll never have to test against traits, but some may assist other skill tests. To purchase traits, just spend the shown experience at the appropriate time; some Traits require your stats to be of a certain level, representating a certain level of required knowledge, or a mastery associated with that stat. Remember, the descriptions are only a small part of what that trait represents.

Absolute Direction

125

Survival 35, Logic 35

You have an excellent sense of direction, and are always aware of magnetic North.

Air of Authority

100

None

You exude a natural aura of command. People are more like to listen and respect you.

Alternate Identity

150

Stealth 40, Perform 60

You have multiple, legal identities. This can be taken multiple times, but costs +50 for each additional identity. For each identity, you must choose a name, and a planet. Speak to your GM for further detail.

Ambidextrous

150

Dexterity 60

When wielding a Weighted weapon in each hand, you can treat them both as Riot weapons; when attacking with both weapons utilising the Riot ability, they deal 2 DMG each.

Amphibious

100

Survival 40

You are adapted for movement through water, and prefer wet conditions over dry.

Appearance
You are of above-average appearance.

100

Persuade 40

Background

Variable

You have a specific background that provides unique benefits. See overleaf for more details.

Barter

100

Persuade 50, Barter 50

You have a proficiency in Bartering for goods. Reroll any Barter tests, or item Rarity tests.

Battle Rage

250

Berserker Warrior Specialisation

You may still Block while in the Berserkers Frenzy; you may not Parry or Dodge.

Blessed

175

Priest Career, Positive Karma

You are considered Blessed by your God, a beacon of his/her tenants, and are well respected (or well feared) by his/her followers. You must act in concordance with your Gods rules and values.

Blind Fighting

100

Awareness 60

You suffer no penalties when fighting in obscured environments such as fog, smoke, and darkness.

Catfall

100

Acrobatics 60

You are nimble and well-balanced. Whenever you fall, you only take 50% DMG.

LANGUAGES
Aughurn Kantric

Galactic Standard Deprae Karogi

Enocia Aethra Zenith

Evairn Machine Aotic

Antalia Kai-Theari Indraga

Sophis Eladrin Gaata

Jandrian Cassad Vaulag

Imprae Onaa Hlalat

Charismatic Smile

175

Persuade 70, OR Appearance trait

You have a natural ability to impress and leads others, through a semblance of looks, manners, wit and intelligence. You can reroll any Persuade or Empathy tests, and people find you more likable and trustable.

Cipher

150

Logic 60

You are adept at using and understanding symbols, codes, and other such mental puzzles.

Claws

150

None

You have claws on your hands and feet; these could be natural claws for Dravn or Helos, revealed-andsharpened finger bones for Ghouls, or cybernetic attachments for Constructs or Humans. You melee attacks deal +D4 DMG and have a PEN of 1.

Clerical Training

75

Priest OR Knight Career, Perform 40

You have been clerically trained, and can conduct weddings, funerals, and other ceremonies, in the name of your God or Religious Organisation.

Combat Master

200

Strength 70, Awareness 70

When in Close Combat, multiples enemies gain no benefit for teamwork against you, and you cannot be hit by an allies accidental or fumbled attack.

Common Sense

125

None

Anytime you do something the GM feels is stupid, he will roll a Common Sense skill test (against a stat of 75). A successful roll means he must warn you with a subtle Is that really a good idea?

Contacts

Variable

You have a contact, friend, ally, or network that can assist you in some way. See overleaf for details.

Danger Sense

150

None

Whenever an Ambush, Trap, or Disaster is about to occur, the GM will secretly roll a skill test against your Awareness stat. A successful roll will give you enough of a warning to be alert when it does occur.

Dark Soul

150

25+ Negative Karma

You have a taint on your soul, that is recognisable to everybody around you; friend or foe.

Dark Vision

250

Vision 60

You can see as normal (albeit not colours) in low-light conditions, and up to 50 feet in complete darkness.

Decadence

100

None

You have built up a tolerance to drugs and alcohol, through a long and decadent lifestyle.

Die Hard

150

Endurance 60, NOT Ghoul

Youre difficult to finish off. For Permanent limb damage, an enemy must deal at least 5 DMG.

Disguise

150

Stealth 50, Perform 40

You are more adept than most at disguising, and remaining in disguise when under scrutiny.

Disturbing Voice

100

None

You have a strange and disturbing voice, both sinister and upsetting to others.

Drug Addict
Any Drugs you take last for two additional turns.

100

Drug Addiction (Any)

Eidetic Memory

250

Ancient 40, Logic 40

You have a near-perfect memory. You automatically pass any Ancient roll to remember events, but the details are sketchy. On an Ancient roll, you can remember precise and very specific details as well.

Extended Lifespan

200

None

Your lifespan is extended. You are considered maturing at age 18, aging effects begin at age 60, accelerating at ages 80 and again at 100. You are consider Elderly at age 130 and over and will live past age 150.

Fearless

100

None

You may re-roll any failed Fear tests, including those from weapons and sorcery.

Flagellant

100

None

You dedicate pain to your God or Gods. On a daily basis, you must pray through personal bloodshed.

Gambling Man

100

Barter 40, Logic 40

You are a well-trained gambler, and love to take part in such games of skill and chance.

Good Reputation

150

25+ Positive Karma

You have a shining light within your soul, that is recognisable to everybody around you; friend or foe.

Gravity Experience

100

Survival 40

You have experience working in different gravitational fields, and adapt quickly to new fields.

Green Thumb

150

Survival 40, Science 40

You are adept at growing and caring for plants, and have extensive knowledge in the Botanical sciences.

Hatred

200

None

You have a complete hatred against one of the racial Factions. For +50, you may select an entire Race.

Heightened Senses

150

None

Pick one; Sight, Smell, Hearing, Taste, Touch. One of these senses is better than average. This can be taken multiple times to include multiple senses, or can be taken to improve one sense up to three times.

Higher Purpose

75

None

You driven to succeed in one specific pursuit, which must be declared and stated when purchasing this trait. This is considered a code of honour, such as; defend the honour of all women, assist the poor and struggling, bring an end to animal cruelty, or cleanse the undead wherever they may be found.

Independent Aim

200

Dexterity 65, Vision 65

When wielding two Riot weapons, you may target two separate opponents in the same 2FP attack.

Independent Income

50+

Barter 50, Luck 50

You gain an income from a disclosed source. When levelling up, you gain Credits equal to the amount of experience spent on this trait, with a minimum of 50 and a maximum of 500. You can take this multiple times to represent multiple sources (which must be disclosed) but the total cannot equal more than 500.

Insanely Faithful

100

None

You are a strong believer in your faction, to the point of zealotry and complete fanaticism. For +50, you can select an entire race or planet. For +200, you can select the entirety of Drex, in which you oppose anybody trying to bring it down, destroy it, commit terrorist acts, or otherwise end its systems and peoples.

Into the Jaws

150

Intimidate 30, Persuade 30, Tactics 30

Any minions or followers you have are immune to Fear, and will follow you anywhere.

Jaded

150

Ancient 30

You have seen the worst Drex has to offer, and have come out of it the other side acclimatised to it all.

Language
Learn an extra language from the Language Table.

100

None

Leap Up

100

Acrobatics 50

In Combat, you may stand, sit, or climb items half your size without paying Focus Points.

Light Sleeper

150

Awareness 50

You are an incredibly light sleeper, and may reroll failed Awareness tests when asleep.

Lightning Calculations

100

Science 50, Logic 60

You can perform complex mathematical computations in your head, instantly calculating the answer.

Litany of Hatred

150

Hatred (Any)

As a 5 FP action, make an opposed Empathy test (against the Logic of every NPC within earshot) to turn all others in the area against any target of the Hatred designation for D6 turns. Degrees of success determine the scope of the hatred; low successes may only inspire distrust, with higher successes reaching verbal aggression, ultimately culminating in physical violence.

Magically Inert

500

None

You are unable to use any Sorcery, deal Sorcery DMG in any way (it is merely negated), or benefit from Sorcerous effects (but can still take Sorcerous DMG). When someone tries to utilise Sorcery with 20 feet of you, they roll a D10; on a 3+, the spell fails, otherwise is succeeds. You cannot detect, sense, or distinguish Sorcery in any way, and find it difficult to grasp the Sorcerous arts and teachings. You have a natural defence against Sorcery DMG, and when received you reduce its amount by D6.

Master Orator

150

Perform 50, Persuade 40

You are well skilled in speaking to large audiences, either for passion or for currency.

Meditation

150

None

You may enter a state of deep medication to contemplate the world, or help heal the mind.

Mimic

150

Stealth 50, Perform 40

You have an extraordinary ability to copy another persons voice patterns and mannerisms.

Nictitating Membrane

150

Survival 40

You have a transparent lens which covers your eyes in unusual environments; you can see normally underwater, and your eyes are protected from sand, dust and other irritants.

Paranoia

200

None

You are always on the look out for danger and secretly know that the galaxy is out to get you.

Perfect Balance

250

Acrobatics 40, Escape 40

You can keep your footing and remain balanced on all but the most difficult surfaces.

Peripheral Vision

150

Vision 60

You have incredibly acute peripheral vision, making it easier to see threats and opportunities to your side.

Pilot

150

Drive 50

You are more adept than most at piloting airships, planes, and other low-atmosphere vehicles.

Rapier Wit

125

Awareness 40, Perform 40

Once per combat encounter, you can stun your opponent with a witty (and offensive) quip. This is a 1FP ability, and requires a Perform skill test (against your opponents Endurance). A success gives your opponent the Dazed effect for D4 turns, +1 turn per degree of success. This can also be used to target multiple opponents at once (if they all share a similar trait you can suitably make fun of, such as race, faction, career, or loyalties). Out of combat, you are known for your razor sharp tongue and lightning fast wit.

Sacrifice of Blood

400

None

When dealing Sorcery DMG, you can activate this Trait to spill your own blood as an offering to strengthen your Sorcery. Take 1 point of DMG on any Arm or Leg to deal +2 Sorcery DMG. This can be used as many times as require (or allowed).

Sensitive Touch

150

Dexterity 40, Empathy 30

Your fingertips are incredible sensitive, allowing you to sense minute detail; residual heat, faint vibrations in the floor, detailed writing (or Braille), etc.

Shadowing

150

Stealth 50, Acrobatics 40

You find it easier to shadow, or silently follow, a specific individual through cities or towns.

Silence

350

Stealth 60, Awareness 50

You move completely silently, and can remain hidden from listening devices or the hearing-impaired.

Sleight of Hand

200

Stealth 50, Dexterity 50

You are incredibly dextrous and quick with your hands through years of specialised training.

Smith

150

Endurance 40, Repair 40

You have knowledge of weapon and armour-smithing techniques, and appreciate good craftsmanship.

Sprint

150

Acrobatics 50

You gain the follow talent: 2FP. Move up to three times your usual Move distance. You cannot attack or use any other abilities this turn.

Star Pilot

150

Drive 60, Technology 40

You are more adept than most at piloting starships, dropships, and other interplanetary vessels.

Street Fighting

150

Strength 40, Endurance 40

Youre a master of dirty, close quarters combat, especially in bars or clubs, to the gain of +2 Melee DMG.

Sturdy Lungs

150

Endurance 60

Youre adept at holding your breath for longer periods than most.

Teeth

200

None

You have sharper teeth than most; these could be natural fangs, manually-sharpened teeth, or cybernetic implants. You can bite in Melee, which deals +2 DMG and has a PEN of 2.

Terrorise

300

None

You can unhinge the minds of others, either through a horrific roar, the reveal of rotting flesh, or through sorcerous activities. For 2FP, you can force every individual within 20 feet of you to take a Fear test, or be immobilised for one turn. They will snap out of this state automatically if they are attacked, or if they see you fail or stumble in some way (a missed attack, a failed skill roll, or other events, by GMs discretion.)

Tracking

150

Survival 50, Acrobatics 40

You find it easier to track an animal or creature through the wilds, such as forests and deserts.

Tunnelling

150

Survival 50, Strength 50

You are adept at tunnelling through earth and loose rock. You leave a passage big enough for others to pass through, but can collapse at any time. You can direct coordinated efforts through larger stones.

Unaging

300

Ancient 75

You do not age naturally. When you purchase this trait, the age that you currently are is the age you will remain forever. Exohumans and Constructs can purchase this trait for 100, and with no other reqs.

Unremarkable

150

Stealth 40

You have a forgettable face, and can blend into any crowd with ease.

Zeroed

500

None

For all intents and purposes, you do not exist. No one in Drex has any record of you, you have no licenses or official registration, Unreal divination can find no information about you, and the Hyperreal does not recognise your existence in any way. You can try to remain this way (using Multiple Identities, staying Unremarkable, etc), or attempt to rectify this by validating your existance. This must be discussed with your GM first to arrange how this came to be (but can be kept a secret from the other players) and how you mean to go on.

Backgrounds and Contacts


LEVELS OF SUPPORT
Both Backgrounds and Contacts are priced differently depending on their level of usefulness in-game. A Basic background provides little support, whereas Basic contacts provide very vague information, of which its validity is often under question. Advanced Backgrounds can provide motivation or access into specific events, where Advanced contacts know in-depth building layouts of places theyre familiar with. Expert level backgrounds can provide respect and recognition, where Expert contacts can help you get into places only the elite have access to. Key Backgrounds are often complete packages; you know the right people, the right prices, and the right locations to get everything done, whereas Key Contacts will not only get you the information to succeed, they will often provide the supplies and a bullet or two to make sure you pull through okay. Speak to your GM for further information on these traits.

Each Background and Contact below will provide a general, over-arching benefit, but nothing physical or distinct enough to roll upon. They will be in-game effects, providing character development and answers to questions that may never be asked. They are very context sensitive, and will often be useful only after discussing it with the GM, who may shed some further light on its usage and purpose. For Backgrounds, on the tables below each option has been given two sets of further information; the top will provide a general idea of what to expect (often in the case of parents or upbringing), where the other provides more detailed information (often the location of its use, or the size of the facility). Contacts works in a similar fashion, and will often be restricted to faction, race, or organisation in question that the support comes from. More expensive Backgrounds and Contacts will, of course, have much wider effects across the whole of Drex.

BACKGROUND Merchant

BASIC150 Struggling Shop-Keep


ANY MINOR TOWN

ADVANCED300 Popular Retailer


ANY TOWN OR CITY

EXPERT500 Shipping Merchant


BETWEEN ANY TWO PLANETS

KEY1000 Organisation CEO


ANY PLANET OR CRADLE

The Merchant background is a display of parental status, and the environment the child was raised in, rather than the childs background.

Military

Sheriff or Local Police


ANY TOWN OR CITY

Career Soldier
ANY RACIAL FACTION MILITARY

Ranking Officer
ANY RACIAL MILITARY

Chief Adviser
ANY RACIAL MILITARY

Career soldiers often have families growing up beside them, in camp-side family barracks, an impressionable place for a young child.

Scientific

Minor Researcher
ANY MINOR OUTPOST

Field Researcher
ANY PLANET

Funded Scientist
ANY RACIAL FACTION

Famed Inventor
ANY PLANET OR CRADLE

Raised on scientific outposts, youth spent around laboratories and test-tubes, the Scientific Background can inspire many a young child.

Lawbreaker

Thug or Muscle
ANY MINOR TOWN

Illegal Smuggler
BETWEEN ANY TWO PLANETS

Crime Lord
ANY TOWN OR CITY

Most Wanted
ANY PLANET

Even parents can commit crimes; the Lawbreaker upbringing can include minor theft, murder, smuggling, or often high-scale terrorism.

High Society

Court Noble
ANY RACIAL FACTION

Respected Envoy
ANY RACIAL FACTION

Recognised Nobility
ANY CITY OR CRADLE

Established Bloodline
ANY RACE

Being raised in High Society provides a level of privilege few have the pleasure of enjoying, and its influence can be a blessing and a curse.

Creative

Bar Musician
ANY MINOR TOWN

Known Painter
ANY RACIAL FACTION

Popular Singer
ANY PLANET OR CRADLE

Well-known Sculpter
ANY PLANET

A Creative background is a varied and broad thing; a famous painter, a struggling musician, or the forgotten singer at some dead-end bar. Purchasing a background provides a physical, in-game benefit for any story you want your character to have. The selection of backgrounds can be found below, and are purchased exactly like a Trait; multiple backgrounds can only be purchased at the GMs discretion.

CONTACTS Government Agencies Law Enforcement Criminal Underworld High-Society Classes Private Military

BASIC150 Administrator
ANY RACIAL FACTION

ADVANCED300 Internal Security


ANY RACIAL FACTION

EXPERT500 Politician
ANY RACIAL FACTION

KEY1000 Political Executive


ANY RACE

The Government runs everything that occurs within Drex; this could be a politician, a courier, or even that guy who monitors the Hyperreal.

Officer
ANY TOWN OR CITY

Sheriff
ANY TOWN OR CITY

Veteran
ANY TOWN OR CITY

Chief
ANY CITY

The various enforcement agencies all struggle to keep up with modern crime, and will often hire-out certain jobs to outsiders, with pay.

Stooge or Informant
ANY TOWN OR CITY

Illegal Dealer
ANY TOWN OR CITY

Shadow Operative
ANY RACIAL FACTION

Information Broker
ANY PLANET

The criminal underworld is a place of surprising honour; you scratch their back, and more often than not, theyre scratch yours in return.

Message Courier
ANY RACIAL FACTION

Interplanetary Trader
BETWEEN ANY TWO PLANETS

Court Nobility
ANY RACIAL FACTION

High-profile Baron
ANY CITY OR CRADLE

High-Society has a lot of people who owe a lot of things; rich mineral barons, shipping giants, big merchants. They all owe somebody.

Paid Soldier
ANY CITY

Veteran Officer
ANY CITY

Central Operations
ANY PLANET

Contract Broker
ANY PLANET

Private Military Corporations are common, and being on the friends list can often give you pretty exact, up-to-the-minute information. A Contact, purchased like a Trait, can often provide that bit of key information or support to help you through an otherwise impossible mission. They must be explained to the GM when purchased, and provide a varied and wide-ranged level of support to your character.

Allies & Enemies


Average Grunts
AV FOCUS D4 -1 D6 1 D4 D6 D4 D6 D8 D8 +1 3 3 4 3 4 4 4 5 4 5 6 NAME
Bandit Highwayman Bandit Chief Brawler Swordsman Hunter Mage Apprentice Magos Adept Soldier Lieutenant Captain

TYPE
SCUM SCUM TRAINED GRUNT TRAINED TRAINED TRAINED ELITE GRUNT TRAINED ELITE

HP 30 35 50 35 45 45 40 50 50 60 60

CMB RNG SECONDARY DODGE DMG/PEN DMG/PEN STATS D6 / 0 D6 / 0 D8 / 1 D8 / 1 D10 / 2 D4 / 0 D4 / 2 D6 / 2 D8 / 2 D10 / 3 D12 / 4 D6 / 0 D6 / 0 D10 / 4 D8 / 2 D8 / 2 D10 / 2 15 20 30 20 30 35 40 45 30 35 40 30 20 40 30 25 25 30 30 45
READY CLIP FEAT

SPECIAL

REVEALED WEAKNESS FEAT

KINETIC BLAST & BAR OF HEAVEN FEATS KINETIC BLAST & DRAGONHEAD
FEATS

ARTIFICIAL COVER FEAT DANGEROUS PRECISION FEAT

Incapable Lowlifes
Grunts and Minions are generally incapable of scoring Critical Hits; they do not have the skill, training, or ability to inflict such precise damage upon an opponent, nor do they have the fortitude or endurance to survive any long-lasting fights or utilise any complex skills like Called Shots or Counters. Some Grunts however come with slightly more training than most; when a suitably important Grunt scores a maximum DMG attack against a PC, score a Grunt Critical; roll a D4, add the result to their PEN, and check the regular Critical Hit chart.

Summoned Creatures
NAME
Ethereal Spirit The 1st Verse Cubit The 2nd Verse Chain Experiment Ciphrang Empyrean

TYPE
UNREAL UNREAL UNREAL EXPERIMENT UNREAL UNREAL

HP 35 50 75 100 80 40

AV FOCUS D4 D4 D8 D12 D10 D6 3 4 4 4 4 5

CMB RNG SECONDARY DODGE DMG/PEN DMG/PEN STATS D6 / 2 D6 / 0 D12 / 4 D10 / 2 D20 / 6 D8 / 2 3D8 / 4 D12 / 2 (x3) 2D6 / 2 D8 / 2 25 35 35 20 40 60 25 30 40 20 35 50
CMB CAUSE FROZEN

SPECIAL

AUTO-AIMED RNG ATTACKS CMB CAUSE BURN, CAN ONLY TARGET CLOSE RANGES CAN CAST FAILURE ANTHEM, LOSES 50 HP CAN CAST PLANES OF MIRSEOR HAS ACCESS TO ALL SORCERY SPELLS FROM ANY CAREER

GM tools
RANGE Combat Close Medium Long Extreme MIN. DISTANCE 8 Feet 25 Feet 100 Feet 250 Feet MAX. DISTANCE 8 Feet 25 Feet 100 Feet 250 Feet 500 Feet IMPACT FAILURE 1, 2 1, 2 1, 2, 3 1, 2, 3, 4, 5 ENERGY FAILURE 1 1 1, 2, 3 COMBAT FAILURE 1 -

BURN FROZEN BLEED POISON DAZED BLIND SILENCE FEAR


BACKSTAB BALANCED BLADED BLAST BLOCK BLUNT BRAWL HEADSHOT! PRECISE

ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN ON ACTIVATION NEXT TURN

TAKE D12 DMG. THIS IS REDUCED BY AV TAKE D6 DMG TAKE D4 DMG ON BOTH ARMS AND BOTH LEGS ALL ACTIONS COST +1 FOCUS TAKE D4 DMG FOR EACH FOCUS POINT SPENT TAKE AN ADDITIONAL D6 DMG TO THE LIMB THAT WAS HIT TAKE D4 DMG FOR EACH ACTION. ON A 4, TAKE AN ADDITIONAL D4 TO YOUR TORSO. ON A FAILED DEXTERITY CHECK, YOU DROP YOUR CURRENTLY EQUIPPED WEAPON YOU CANNOT ACTIVATE ANY SKILLS, AND ALL ATTACKS ARE AT +1 TO MISS TAKE D4 DMG TO YOUR HEAD YOUR ATTACKS HAVE A 50% CHANCE TO FAIL, AND CANNOT SCORE CRITICAL HITS YOU CANNOT ACTIVATE ANY FEATS, SPELLS, OR SKILLS, AND CANNOT SPEAK ALL YOUR SKILLS ARE HALVED UNTIL FEAR ENDS
ON A FAILED EMPATHY TEST, YOU CAN ONLY MOVE AND USE SKILLS, AND FEAR DOES NOT END

Status Effects
Status Effects are a debilitating effect that may be inflicted upon you by Sorcery, weapon effects, or from more natural sources like bites, poisons, or the elements. Any DMG inflicted by a status effect is considered Reaction DMG and thus ignores any armour (unless told otherwise). You can suffer from multiple status effects at once, just be sure to note down whats causing what, as all status effects are temporary. Any abilities or feats that cause status effects to last longer only renew the Next Turn effect, not the Activation effect, which occurs only when first used.

ALLOWS THE BACKSTAB ACTION ALLOWS COUNTER ACTION DEALS X2 DMG TO LIVING CREATURES DEALS X0.5 DMG TO NON-LIVING CREATURES D8 DMG TO ALL FOES WITHIN 10 FEET ALLOWS BLOCK ACTION DEALS X2 DMG TO NON-LIVING CREATURES DEALS X0.5 DMG TO LIVING CREATURES ALSO DEALS MELEE DMG HEADSHOTS DO DOUBLE DMG NO PENALTY FOR SHOOTING AT LONG RANGE

RIOT SCATTER TEARING THROWN

WEAPON IS ONE HANDED AND CAN BE


EFFECTIVELY DUAL WIELDED

D6 DMG TO ALL FOES WITHIN 5 FEET ROLL +1 DMG DIE, DISCARD ONE CAN BE THROWN STRENGTHFEET

UNPREDICTABLE EACH MAXIMUM DMG AND MINIMUM DMG (EXCLUDING MISSES) ATTACK DEALS AN ADDITIONAL DMG DICE VAPORISE WEIGHTED ON A CRIT, DOUBLE DMG CAN BE USED ONE HANDED (DEALS BASIC DMG) OR TWO HANDED (DEALS +2 DMG)

WHO?

1: HEAD

ROLL
Head +4 +0 1 HUMAN

LOCATION

DMG

PEN

RACE

CAREER

#
1-2 2-3 5 6 7 8 9 10 11 12 Minor organ hit; +2 DMG Broken Bone hit; +4 DMG Semi-major organ hit; +5 DMG Avoids all major organs; ignore AV

CRITICAL; D6 + PEN (D10 FOR BACKSTAB)

1 WARRIOR 2 SOLDIER 3 SCOUT 4 KNIGHT 5 PRIEST 6 MEDIC 7 ARTIFICIER 8 SCHOOLMAN 9 SCION 0 QUORUM
1: HEAD

1 Right Arm 4 Heart 5 6 7 8 9 10 DRAVN Right Leg 11 INDRAFIL 12 CONSTRUCT Left Leg +2 +3 +2 +3 HELOS CENDRA KAI-KA-THEAR GHOUL SIGURN Torso Stomach Left Arm Groin +1 +4 +2 +3 +4 +1 +3 +2 +5 +0 ERIDARIA +2 +3 3 ONATA

Lungs

+5

+0

EXOHUMAN

6,7,8: TORSO

2, 12: R. ARM

3, 11: L. ARM

Amputation; Left or Right Leg, +8 DMG Amputation; Left or Right Arm, +8 DMG Pinpoint target; Lungs; +10 DMG Pinpoint target; Heart; +12 DMG Decapitated; Instant Kill Disintegrated; Instant Kill

4, 10: R. LEG

5, 9: L. LEG

WHO?
1: HEAD

WHO?

WHO?

1: HEAD

WHO?

1: HEAD

6,7,8: TORSO 3, 11: L. ARM

6,7,8: TORSO 2, 12: R. ARM

6,7,8: TORSO 3, 11: L. ARM 2, 12: R. ARM

6,7,8: TORSO 3, 11: L. ARM

2, 12: R. ARM

3, 11: L. ARM

2, 12: R. ARM

4, 10: R. LEG

5, 9: L. LEG

4, 10: R. LEG

5, 9: L. LEG

4, 10: R. LEG

5, 9: L. LEG

4, 10: R. LEG

5, 9: L. LEG

Equipment

NAME OWNER RACE CAREER AGE HOMEWORLD GOD

Head

HEALTH FOCUS AV

Torso

PRIMARY STATS SECONDARY STATS NATURAL CMB ATT

Arms

NATURAL RNG ATT WEAPON NAME DMG Legs PEN TYPE RATE OF FIRE

INVENTORY/ADDITIONAL INFO

WEAPON FAILURE RATES CLOSE


(825FT)

MEDIUM
(25100FT)

LONG
(100250FT)

UPGRADES

Equipment

NAME OWNER RACE CAREER AGE HOMEWORLD GOD

Head

HEALTH FOCUS AV

Torso

PRIMARY STATS SECONDARY STATS NATURAL CMB ATT

Arms

NATURAL RNG ATT WEAPON NAME DMG Legs PEN TYPE RATE OF FIRE

INVENTORY/ADDITIONAL INFO

WEAPON FAILURE RATES CLOSE


(825FT)

MEDIUM
(25100FT)

LONG
(100250FT)

UPGRADES

Equipment

NAME OWNER RACE CAREER AGE HOMEWORLD GOD

Head

HEALTH FOCUS AV

Torso

PRIMARY STATS SECONDARY STATS NATURAL CMB ATT

Arms

NATURAL RNG ATT WEAPON NAME DMG Legs PEN TYPE RATE OF FIRE

INVENTORY/ADDITIONAL INFO

WEAPON FAILURE RATES CLOSE


(825FT)

MEDIUM
(25100FT)

LONG
(100250FT)

UPGRADES

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