Playable Genotypes (rules)

The world has changed drastically since the time of the Final War. Mutations, Nanite Recombinations, and other things wander the wastes. The Final War touched everything, humans, animals, vegetation and changed them. The appearance of otherworlders is also problematic, but most believe they are indeed just radically mutated humans or animals.

Geneotypes are the first stage of character creation as well. Of course if someone is exposed to a mutating power they may change, but in the beginning the character has to fall within a certain range. There are no “playable” mutated vegetation, although there is talk that there are sentient plants.

There are also creatures that are not playable, but those don’t fall into the categories below and have their own restrictions that will be handled on their respective bestiary entries.

PURE STRAIN HUMANS

Advantages:

  • High TL +2
  • Pure Strain DNA
  • +2 Robot Recognition
  • Social Status +2

Disadvantages/Restrictions:

  • May only select advantages or disadvantages that are mundane (no exotic or supernatural)
  • Life Span does not exceed approximately 100 years.
  • Distrusted by many races.

An excerpt from “History of Omega Terra” written by Tnisha Saloom, Squamata historian:

Pure strain humans are the self-named ultimate survivors of the Final War. Whether this is true or not, they are the remnants of the hardiest of homo sapients. True men as they call themselves, rarely have any physical defects. 

Even such things as nearsightedness and crooked teeth are rare in their genetics. They tend to have an intolerance of defects, even with their own people, but still tend to be sympathetic to those “altered” humans and the other races.

True men tend to have a high resistance to disease, poison, radiation and nanite infection. Their societies usually value intelligence, or strength depending on the culture. Their tendency for a higher intellect is thought by many other races to not actually be real, but rather a manufactured belief.

What humans do not seem to realize is that their control of Omega Terra is winding down. This is the new age, the age of others. True men tend to resist the idea that their world is permanently changed, and perhaps they are right. They will not exist in the future, they will fade away like other races as they cannot accept our realities as it is now.

 

ALTERED HUMANS

Advantages:

  • May purchase exotic or supernatural advantages (up to 100pts).

Disadvantages/Restrictions:

  • Must take at least 50pts in exotic and supernatural disadvantages.
  • LOW TL -2
  • -2 Robot Recognition

An excerpt from “History of Omega Terra” written by Tnisha Saloom, Squamata historian:

Altered humans are the direct evolution of Pure Strain Humans. The Squamata call them the unlucky ones. Each carries their own extraordinary mutations. Whether this is the power of fire, telekinesis, multiple arms, etc, that would distinguish them from Pure Strain.

They also tend to carry disadvantageous mutations as well. Less than half of Altered Humans live past the age of 5 because of this.

As this new race grows and they may become the new dominate humans. They can only do this if they make peace with the animals, plants and otherworlders that now live on Omega Terra.

 

ALTERED ANIMALS

There will be example altered animal packages coming. This is general references, the altered animals (including their packages) will be in the bestiary.

Advantages:

  • May purchase exotic or supernatural advantages (up to 100pts).

Disadvantages/Restrictions:

  • Must take at least 20pts in exotic disadvantages.
  • -6 Robot Recognition
  • LOW TL – 2

An excerpt from “History of Omega Terra” written by Tnisha Saloom, Squamata historian:

During the Final War, it wasn’t only the humans that were affected by the radiation, nanite and compression waves. Many animal races, even our forbears were tampered with by the changes. Many new species of animals have appeared since then, and many animals that existed in the time before the Final War were mutated as well. Like altered humans we have changes that have occurred, giving us what pure strain humans think are fabulous and sad mutations.

Our race and a few others were fortunate and we evolved into something greater and more stable then our animal forbears. Our cultures have evolved and we are equal to any human no matter what they think. The surprise of the initial pure strains that found others they considered animals could actually use most of their current weapons.

 

OTHERWORLDERS

There will be example altered animal packages coming. This is general references, the altered animals (including their packages) will be in the bestiary.

Advantages:

  • Varies by subrace, but can choose exotic or supernatural advantages

Disadvantages/Restrictions:

  • Must take at least 20pts in exotic disadvantages.
  • -6 Robot Recognition
  • LOW TL – 2

An excerpt from “History of Omega Terra” written by Tnisha Saloom, Squamata historian:

No one knows where the Otherworlders came from during the Final War. The Squamata archives have no record of their existence before the Final War, although some of the otherworlders claim they were always here.

They comprise of many sub-races, various outlooks and cultures and seem on part in general with the natural races here. There are rumors they come from someplace else, or that they are created in whole by the nanite swarms, preprogrammed with their “cultures” already in them.

Their appearance is as much of a mystery as the Final War itself. No matter where they come from, they exert a considerable influence in our world, in at least their territories. 

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Character Creation (rules)

CAMPAIGN NAME: End of the Storm

Starting year: 441 AFW (After Final War)

Rate game time passes: This varies depending on the action in the game.

Genre: Realistic or cinematic.

  • The action tends to be cinematic, large explosions, crazy situations, etc. However, the game becomes realistic with death and relationships..

General theme of campaign:

  • The campaign will focus on the PC exploring the new world as a scout for his community.

 

CAMPAIGN BACKGROUND

Campaign’s base city, nation, empire, or planet:

  • The campaign will start in Cold Steel, but will move out as the storyline progresses to the surrounding areas further and further.

Society/government type:

  • A post apocalyptic setting means there are various types of government and in many cases no government at all.

Tech level:TL 8. There are elements of TL 10 that do exist in scattered amounts, but most technology hovers at TL 6

Transportation: TL 6, horses and carts are mostly used, but there are vehicles from the final war and limited production of “mad max” style vehicles now.

Weapons and Armor: Most weapons and armor end at TL 6, however some societies fit up to TL 10. PC Weapons/Armor is TL 10 cap at beginning.

Power: TL 6/7 power is most common, but other higher tech items do use up to TL 12 or “superscience” power.

Biotechnology/Medicine:TL 6 most common, however TL 10 does exist, just as a rarer thing. 

 

INFORMATION FOR THE PCs

Starting point value allowed for PCs: 200pts

Disadvantage limit: 75pts

Especially useful/useless character types: Combat, driving/piloting, science

Especially appropriate/inappropriate professions: Must be useful in combat situations and/or exploration.

PC races/restrictions (genotypes) allowed: See the genotype writeup here: GENOTYPES

Starting wealth: 1,000 Credits

Starting Wealth levels allowed: For now no limit.

Starting Status levels allowed: For now no limit

TL Capability: TL 8 without needing permission. Please note that this means Pure Strain Humans can use TL 10 (with the +2) and everyone else can use TL 6 or less (due to their restrictions in the genotype page). This is not necessarily the tech you start with on character, just what you can access after the game starts.

Languages available: All of them (origination in a trading town gives you access as long as you can explain it in your character history).

Cultural Familiarities available: Same as languages.

Appropriate Patrons (and base value): Any

Appropriate Enemies (and base value): Any (GM permission ahead of time)

Exotic/supernatural traits: All but unkillable allowed for now.

Cinematic skills: All, with GM permission.

Are PC mages allowed? Yes but it exhibits for the most part os Psionics

General mana/psi intereference level:  Varies on location.

Do areas of higher/lower mana or psi intereference exist? Yes

Are any of the spells from Chapter 5 off limits? None at this time, but please run by GM before finalizing.

Are PC psionics allowed? Are any of the powers from Chapter 6 off limits? None at this time, but please run by GM before finalizing.

Are PC gadgeteers allowed? Are there special limits on gadgeteering? None at this time, but please run by GM before finalizing.

Legal or social restrictions on these abilities: Different societies have restrictions on psionic/social or other legal things. 

Other Notes: This is in a constant state of change. If you have any questions just let us know.