Races

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Race
A Character's race is one of the major determinate factors of his or her abilities. Race defines maximum and minimum attributes, natural abilities inherent in all beings of the race, and general cultural and psychological commonalties.

Since the Paradox role-playing system does not limit itself to the Genre/Epic that one can play using it, the game master must determine what races the player can choose from. Below are listed the races available throughout most of the history of the Paradox Universe. If you are curious as to what time periods these races exist, please pick up a copy of Paradox, the eternal struggle. It gives a brief history of the unchangeable events through time in the Paradox Universe.The following is a list of character races and their cost.

Human (Homo Sapiens)(1)
PS parameters: 56 - 110
Bonuses: None
Life Span: 85 avg. / 120 max
Max Stats: (P)100, (M)100, (S)100
Description: Homo Sapiens--
Aggressive and creative, these bipedal creatures tend to look at themselves as superior to all other races, even though this is usually not the case. In fact, Homo Sapiens is about as close to average as you can get when it comes to the diversity of the galaxy. Homo Sapiens' great advantage is the ingenuity and ability to adapt to any situation. Adult Homo Sapiens have a vast diversity of height, weight, intelligence and coloration, but on average stand 1.8 meters in height, weigh 76kgs. Coloration varies in the brown hues from almost black to almost white.

For millennia more advanced races were thankful that the Homo Sapiens of Terra were more worried about killing each other off than they were about exploring the vast universe, but eventually, the Humans developed greater and greater technology and began to expand. Some races foresaw the relentless spread of the Humans and moved far to the outer reaches of the Galaxy. Some races fought futile wars against the highly aggressive humans, with the result of being exterminated or driven off. Some made quasi treaties with the humans. In the end, Homo Sapiens spanned most of the galaxy.

____________________

 

Humans are the... how you say... cockroach of the Universe, no matter how many you exterminate, the more you find hiding in the cracks!

Anonymous Alien General

 

____________________

 

 

 Neo-Human, type 1 (Homo Gravis Arduus)(2)
Heavy Gravity evolutionary step
PS parameters: 59 - 95
Bonuses: +10 PM, PE
Life Span: 90 avg. / 125 max
Max Stats: (P)110, (M)100, (S)100
Description: Neo-Human type 1, or Homo Gravis Arduus, is the result of Homo Sapiens natural evolution on a high gravity world. Generally, members of this species tend to be shorter, heavier, and stronger than their Human cousins, but still retain most of the societal and pigmentation diversity. Homo Gravis Arduus prefer gravity in the range of 1.25 to 1.75 times the gravity of Terra. 

Neo-Human, type 2 (Homo Gravis Abiectus)(2)
Light Gravity evolutionary step
PS parameters: 65 - 110
Bonuses: +10 PR, PD
Life Span: 95 avg. / 130 max
Max Stats: (P)110, (M)100, (S)100
Description: Neo-Human type 2, or Homo Gravis Abiectus, is the result of Homo Sapiens natural evolution on a low gravity world. Generally, members of this species tend to be taller, more lithe, and more agile than their Human cousins, but still retain most of the societal and pigmentation diversity. Homo Gravis Arduus prefer gravity in the range of .25 to .75 times the gravity of Terra. 

Neo-Human, type 3 (Homo Magistrus)(2)
Academic evolutionary step
PS parameters: 69 - 95
Bonuses: +10 MS, MM, MD
Life Span: 110 avg. / 150 max
Max Stats: (P)100, (M)110, (S)100
Description: Neo-Human type 3, or Homo Magistrus, is the result of Homo Sapiens natural on a world where manual labor was not needed and the society grew towards research and knowledge. Generally, members of this species tend to be short, and lithe , but still retain most of the pigmentation diversity. Most Homo Magistrus tend to be pacifistic, unlike their Human Cousins, preferring dialoging to fighting. It is estimated that 25% of the Human Population falls into this category. 

Neo-Human, type 4 (Homo Veneficus)(2)
Spiritual evolutionary step
PS parameters: 68 - 95
Bonuses: +7 SS, SM, SE, SR, SD, SA
Life Span: 120 avg. / 200 max
Max Stats: (P)100, (M)100, (S)110
Description: Neo-Human type 4, or Homo Veneficus , is the result of Homo Sapiens natural evolution on a world rich with spiritual energy. Often times, this species tends to have evolved from colonists on a planet which was inhabited by entities which exhibited spiritual abilities. Exposure to this type of environment stimulated the evolution of this group. Generally, members of this species tend to be short, and lithe, but still retain most of the pigmentation diversity of their human cousins. 

Dwarf (Homo Aliquantulus)(2)
PS parameters: 57 - 73
Bonuses: +7 PM, PE, MD
Thermographic Vision
Toughness
Iron Constitution
Life Span: 150 avg. / 200 max
Max Stats: (P)100, (M)100, (S)100,
(PR)80
Description: Homo Aliquantulus is the result of gene mutations on terra after the urban wars. During this time massive amounts of toxins, radiation and viral influence created a diminutive mutation of Homo Sapiens. The Dwarf, as was dubbed by their human cousins, is significantly shorter, but also stronger, with a better immune system, and vision that extends into the infra red spectrum. The pigmentation of the Homo Aliquantulus tends toward the red-brown end of Human pigmentation, and body hair is more prevalent than in their human cousins. Socially, Homo Aliquantulus tends to be quieter, more technically minded, and highly suspicious of others. 

Elf, type 1 (Astrum Princeps) (2)
Nobility
PS parameters: 72 - 90
Bonuses: +5 PR, PD, SS, SM, SD, SA
Night Vision
Presence
Acute Hearing
Life Span: 200 avg. / 250 max
Max Stats : (P)110, (M)100, (S)100,
(PM)80, (PE)90
Description: Astrum Princeps is the name given the ancient race of interstellar travelers which preceded the existence of Humans by several millennia. The Elf, the name by which they are more commonly known, had a great civilization that explored and interacted with countless worlds during the childhood of Humankind. Some of these travelers actually spent time on earth during the Egyptian Dynasties. No one knows why Astrum Princeps came, but most left for the stars just before the pyramids were built. Some Astrum Princeps were left behind and soon evolved into what is known as Astrum Nemus or Astrum Nox. 

Elf, type 2 (Astrum Nemus)(2)
Wood elf
PS parameters: 77-95
Bonuses: +7 PR, PD; +5 SS, SM, SA
Night Vision
Athletic Ability
Life Span: 180 avg. / 220 max
Max Stats: (P)110, (M)100, (S)100,
(PM)90, (PE)90
Description: Astrum Nemus is the name given the natural evolutionary step of Astrum Princeps. Astrum Nemus is smaller, but more physically capable than their long lost cousins. After the Dark ages, the remnants of this great race, left stranded by their space faring brethren made for hiding places where they would not be found. Most hid in the jungle areas of Africa, Indonesia, and Southern America, until in the early 21st century they had reached the point where they could not hide anymore. It was during this time, when the urban wars produced such new mutations as Goblins and Trolls, that the Wood Elf made his slow but sure integration into the human society. 

Elf, type 3 (Astrum Nox)(2)
Dark elf
PS parameters: 77 - 95
Bonuses: +5 PM, PR, PD; +6 SS, SM, SE, SR, SD, SA;
Night Vision
Acute Hearing
Magical Aptitude
Negatives : Allergic to ultra-violet light (1 Stamina/hr bright sunlight)
Life Span: 225 avg. / 275 max
Max Stats: (P)100, (M)100, (S)110,
(PM)80, (PE)80
Description: Astrum Nox has a history similar to Astrum Nemus, but instead of hiding and evolving in the Jungle areas, Astrum Nox delved into the mountains and created great subterranean lairs. They did not make their presence known to the combined Human/Goblin/Troll/Wood Elf society until the middle of the 21st century. This species is very prejudice against other races and hold dear the secret to their subterranean cities. Their society is based on honor, justice, and valor. They are not warriors so much as mages with great knowledge of the spiritual realm. Astrum Nox is a mysterious creature, his beliefs run parallel to the ancient eastern philosophies, however with many different changes. Most Astrum Nox believe that they were stranded on earth by their brethren for a purpose, and when that purpose is finished, they will take their place as the spiritual leaders of the Astrum species. 

Goblin, type 1 (Homo Turpis Nequam) (2)
Gundie
PS parameters: 23 - 46
Bonuses: +10 PR, PD;
Mark 4 Toxin Bite;
Night Vision
Mechanical Aptitude
Negatives: 75% chance of Psychological disorder
Life Span: 65 avg. / 80 max
Max Stats: (P)150, (M)50, (S)100,
(PM)50, (PE)75
Description: Homo Turpis Nequamis the result of genetic mutations on terra after the urban wars. During this time massive amounts of toxins, radiation and viral influence created a diminutive mutation of Homo Sapiens. Unlike Homo Aliquantulus, however, Homo Turpis Nequam's mutation was less socially accepted. Homo Turpis Nequam was less intelligent, physically repulsive, and downright nasty. Homo Turpis Nequam displayed an increased occurrence of mental illness, specifically Manic Nervosa, Neurosis, Psychopathy, or Sociopathy. 75% of the race suffered from these or other illnesses to include obsessive compulsive disorders. 

Additionally, the mutation produced hygienic disorders in the mouth which made the oral cavity of Homo Turpis Nequam prime habitat for several biologic pathogens. These pathogens cause anyone who was bitten by Homo Turpis Nequam to suffer severe allergic reactions and infection. In severe cases, victims experienced anaphalaptic shock. 

Physically, Homo Turpis Nequam fared very badly. Skin tended to have highly irregular coloration, lesions and growths, as well as thick and thin spots. Additionally, no two Homo Turpis Nequam exhibited the same physical characteristics, except the fact that all were undeniably humanoid. However, no matter how unsightly, none could deny their superior Reflexes and Agility. Homo Turpis Nequam were natural acrobats and climbers, assisted by their claws and sometimes-additional digits. 

In the Mid to Late 21st century, Homo Turpis Nequam was feared as monsters by Homo Sapiens, and therefore hunted down and killed like wild animals. However, they could not be completely exterminated due to their ability to breed. The gestation period for Homo Turpis Nequam is 93 days, and twins and triplets are born 80% of the time. Homo Turpis Nequam females tend to be fertile from the age of 12 to the age of 77. 

Most Homo Turpis Nequam found refuge in the sewers of major cities and relied upon the refuse of other more accepted races. In the end, Homo Turpis Nequam joined Homo Turpis Subtraho, Homo Turpis Bellator, and Homo Turpis Patricius, in the underground, waiting to be led forward against their enemies to freedom. 

Goblin, type 2 (Homo Turpis Subtraho)(2)
Grantz
PS parameters: 48 - 66
Bonuses: +7 PR, PD
Mark 2 Toxin Bite;
Night Vision
Athletic Ability
Life Span: 75 avg. / 90 max
Max Stats: (P)125, (M)75, (S)100,
(PM)75, (PE)100
Description: Homo Turpis Subtraho is also the result of genetic mutations on terra after the urban wars, however, although the race was not accepted by human society, Homo Turpis Subtraho's mutation was not nearly as vile as Homo Turpis Nequam. Homo Turpis Subtraho was significantly more intelligent, and definitely more mentally stable. The genetic mutations which made Homo Turpis Subtraho were similar to Homo Turpis Nequam, however not nearly as detrimental to the health of other animals. Homo Turpis Subtraho was no pretty site to regard, but the risk of disease from close contact with the race was not nearly as pronounced as they're smaller cousins. 

Homo Turpis Subtraho on average did not produce rocket scientists. However, they were highly capable of performing meaningful tasks. Several governments even experimented with using the easily persuaded Homo Turpis Subtraho, as operatives in highly covert operations. While their increased reactions and natural nocturnal abilities, made them naturals for assassinations and covert missions, they're lack of imagination and plain curiosity often landed members of these teams in less than desirable situations. 

Those Homo Turpis Subtraho that were not lucky enough to be used by diabolic world governments suffered the fate of their smaller cousins. The eventually found themselves scraping by in the sewers, waiting for someone to lead them to freedom. 

Goblin, type 3 (Homo Turpis Bellator)(2)
Hobgoblin
PS parameters: 97 - 115
Bonuses: + 15 PS, PM; PE
Night Vision
Toughness
Life Span : 75 avg. / 90 max
Max Stats: (P)115, (M)90, (S)100,
(PR)90
Description: Homo Turpis Bellator is the result of genetic mutations on terra after the urban wars. Like their smaller cousins, Homo Turpis Bellator was feared for they're unfortunate appearance. Unlike their smaller cousins, Homo Turpis Bellator was perfect for menial labor and combat. Bigger, stronger, and only slightly less intelligent on average than Homo Sapiens, people often overlooked Homo Turpis Bellator' repugnance and utilized them as bodyguards and cheap labor. In the end, inequalities drove large numbers of the race underground with their smaller cousins. 

Goblin, type 4 (Homo Turpis Patricius) (3)
Frawpen
PS parameters: 83 - 110
Bonuses: +10 PM, PE, PR, PD, SS, SM, SE, SA
Night Vision
Life Span : 95 avg. / 110 max
Max Stats: (P)110, (M)110, (S)110
Description: Like Homo Turpis Bellator, Homo Turpis Patricius did not suffer nearly as badly as their smaller cousins. Homo Turpis Patricius was actually superior to Homo Sapiens in many ways, and many had natural leadership abilities. Immediately this race, while shunned and feared by the general populace, was brought into the corporate and government service. Still, even though their corporate masters used them in every role where they needed an exceptional individual, humanitarian rights were often non-existent. To some corporations, Homo Turpis Patricius was a double-edged sword. They were smart, fast, strong, and often had links to supernatural powers. A rogue Frawpen was more dangerous than any human employee ever could be. In the early 21st century, Frawpen in the employ of corporations were often fitted with the illegal Cortex Restraint--an euphanism for a hideous device that consisted of a satcom receiver and a small explosive charge that was installed at the base of the subject's Medulla Oblongata.

It was not uncommon for Frawpen to seek freedom from their corporate masters by moving to the underground with their cousins. In the end, one Frawpen, a former U.S. Green Barrette, mustered the masses underground and organized them into the "Goblin Kingdoms." This man's name was Jarred.
 
Troll, type 1
(Homo Prodigium Aque)
(2)
Marsh Troll
PS parameters: 88 - 110
Bonuses: +10 PS, PM, PE,
Heal rate = Hourly
Regenerate body parts
Thermographic Vision
Toughness
Life Span: 150 avg. / 175 max
Max Stats: (P)110, (M)90, (S)100,
(PR)80
Description: No-one knows where trolls came from, not even the trolls themselves. They first appeared on April 1, 2035 in the United Kingdom in the province of Scotland. Some trolls (Homo Prodigium Aque) were more suited to be marsh dwellers, and took to the boggy mires of the Scottish lowlands. These Trolls were first hunted like dangerous animals, and later exploited by corporations due to their significant strength and incredible ability to regenerate. By 2055 Trolls were beginning to integrate into the society, mostly keeping to the company of other trolls and goblins. 

Troll, type 2 (Homo Prodigium Ornus)(3)
Mountain Troll
PS parameters: 98 - 130
Bonuses: +20 PS, PM, PE
Thermographic Vision
Toughness
Stamina
Life Span: 105 avg. / 130 max
Max Stats : (P)120, (M)85, (S)100
Description: Some of the trolls that appeared in Scotland on April 1, 2035 were more suited for Arid Mountains. Their abilities to climb and dig, drew them to the Scottish Highlands. Like their lowland cousins, Homo Prodigium Ornus was hunted and burned until some years later, when corporations began to exploit their natural abilities. 

Troll, type 3 (Homo Prodigium Barathrum) (4)
Dark Troll
PS parameters: 87 - 105
Bonuses : +5 PS, PM, PE; +10 SS, SM, SE, SR, SD, SA
Thermographic Vision
Magical Aptitude
Life Span: 150 avg. / 175 max
Max Stats: (P)110, (M)100, (S)110
Description: Cunning and tough, Homo Prodigium Barathrum moved to the Scottish Highlands and began to create amazing tunneling complexes. At odds with some dwarven minors and a few Corporations, Dark Trolls were forced to defend their right to survive against all manor of enemies. However, their cunning and natural magical abilities allowed them to maintain a steady guerrilla front. So interested in their natural abilities, some corporations even aided the effort with supplies and arms in exchange for gifts and boons from the Dark Troll Council. 

The Casimyrian Eugenics Program
After the Urban Wars, a small company appeared in the Northeastern part of the North American Continent. Casimyr started by building Constructor Frames with Virtual Humanitek designs, beginning a corporate partnership that would stand the test of time. Eventually, Casimyr became the leader in luxury, versatility, durability, and prestige. Whatever they built, they built to amazing levels of durability and reliability—and charged for it. As the commercial says "Casimyr—Because you deserve the best."

In the middle of the 21st Century, Casimyr began a limited breeding program within its archologies. They arranged to pay handsome wage bonuses to any employee who agreed to participate in the program. Selective breeding began, where the corporation often requested a man and woman pair to produce a child. All reproduction was done in a laboratory, artificially, so it was not uncommon for a man and a woman to produce children to be raised by the woman's husband and her. Some promising children were taken away and raised by the corporation.

By the time of the rise of the Colonial Republic, five new human species were developed. AlphaGens, or Eugene's as the street slang often referred to them, were favored by the corporation and jealously kept from the hands of rival corporate recruiters. Free in most terms of the word, some Eugenics did feel trapped at times, but corporate sponsored counseling and medical treatment by the corporation often was able to dissolve those feelings. Some Eugenics, however, did not enjoy the free counseling as much and at first opportunity ran for freedom.

Most Eugenics were very happy with their position in Casimyr. Second generation Eugenics, BetaGens, began to be born soon after FTL travel was discovered. Both AlphaGens and BetaGens took their place in the middle to upper levels of the Casimyrian Corporate structure.

The goal of the Casimyr Breeding Program is "To evolve human physiological, intellectual and spiritual being beyond its natural capabilities through diligence and foresight. To allow the human spirit to flow beyond its current awareness by uplifting the human race to the peak of possible development." In layman's terms, the Casimyrian Breeding Program attempts to breed the human race to perfection through the breeding of Four Casts: the Warrior, Worker, Skilled Worker, and Theological Casts of Casimyr. A fifth Cast, Optimus Cast, is bred from the Four previous. The goal of the project is to continue to breed within the corporation until 100 percent of births produce a member of the Optimus Cast of Casimyr.

AlphaGen, type 1 (Homo Casimyris Bellatoris Alpha)(2)
Warrior 1
PS parameters: 83 - 110
Bonuses: + 7 PS, PM, PE, PR, PD
Toughness
Life Span: 125 avg. / 225 max
Max Stats: (P)110, (M)100, (S)100
Description: Bellatoris Alpha is strong and fast. Larger on average than his human cousin, Bellatoris Alpha was bred to be the first in a line of warriors that would make up the Warrior Cast of Casimyr. 

AlphaGen, type 2 (Homo Casimyris Laboris Alpha) (2)
Worker 1
PS parameters: 82 - 100
Bonuses: + 5 PM, PD, ME, MD
Stamina
Life Span: 125 avg. / 150 max
Max Stats : (P)110, (M)105, (S)100
Description: Bred to be strong, dexterous, and smart, Laboris Alpha is the first in line of the Worker Cast of Casimyr. 

AlphaGen, type 3 (Homo Casimyris Paratus Alpha)(2)
Skilled Worker 1
PS parameters: 82 - 100
Bonuses: +7 PR, PD, MS, MM, MD
Mechanical/Technical Aptitude
Life Span: 125 avg. / 150 max
Max Stats: (P)110, (M)110, (S)100
Description: Bred to be exceptionally dexterous, smart and mechanically adept, Paratus Alpha is the first in the Skilled Worker Cast of Casimyr. 

AlphaGen, type 4 (Homo Casimyris Veneficus Alpha) (2)
Spiritual 1
PS parameters: 77 - 95
Bonuses: +7 SS, SM, SE, SR, SD, SA
Magical Aptitude
Life Span : 125 avg. / 150 max
Max Stats: (P)110, (M)110, (S)110
Description: Bred to be more sensitive to the spiritual realm, Veficus Alpha is the first in the Theological Cast of Casimyr. 

AlphaGen, type 5 (Homo Casimyris Optimus Alpha) (2)
Optimus Alpha
PS parameters: 85-103
Bonuses : +7 PM, PE, PR, PD, MS, MM, MR, MD, MA
Toughness
Presence
Negatives: Ego problems
1-5 psychosis
Life Span: 130 avg. / 150 max
Max Stats: (P)110, (M)110, (S)110
Description: Optimus Alpha is the combination of the four previous casts. Even tough physically and mentally Optimus Alpha is superior to regular humans, and even the other AlphaGens, Optimus Alpha had major problems dealing with his superiority. Most developed severe ego problems, to a fault, and some had major psychosis, the most common being sociopathy. The Optimus Alpha Program was terminated when self proclaimed King Aaron Johnston led a revolt of several score of AlphaGens against the Casimyrian Grand Council. Most of the AlphaGens were killed or disabled in the attack, but King Johnston was able to escape with a small group of AlphaGens. No one knows where he went, but fear of the inevitable resurgence of King Johnston or his offspring keeps the Office of Casimyrian Intelligence (OCI) constantly following leads. 

BetaGen, type 1 (Homo Casimyris Bellatoris Beta) (3)
Warrior II
PS parameters : 89 - 107
Bonuses: +10 PS, PM, PE, PR, PD
Toughness
Athletic Ability
Life Span: 140 avg. / 170 max
Max Stats: (P)120, (M)120, (S)120
Description: Bigger, stronger, and faster than AlphaGen type 1, Bellatoris Beta is the next step in the evolution of the Warrior Cast. BetaGen births were first recorded just after the discovery of FTL Drives. 

BetaGen, type 2 (Homo Casimyris Laboris Beta) (3)
Worker II
PS parameters: 85 - 103
Bonuses : + 7 PM, PD, ME, MD
Stamina
Eye-hand Coordination
Life Span: 140 avg. / 170 max
Max Stats: (P)120, (M)120, (S)110
Description: Stronger and more durable than AlphaGen type 2, Laboris Beta is the next step in the evolution of the Warrior Cast. BetaGen births were first recorded just after the discovery of FTL Drives. 

BetaGen, type 3 (Homo Casimyris Paratus Beta)(3)
Skilled Worker II
PS parameters: 85 - 103
Bonuses: + 10 PR, PD, MS, MM, MD
Mechanical/Technical Aptitude
Eye-hand Coordination
Life Span: 140 avg. / 170 max
Max Stats: (P)120, (M)120, (S)110
Description: More dexterous and mechanically adept than AlphaGen type 2, Laboris Beta is the next step in the evolution of the Warrior Cast. BetaGen births were first recorded just after the discovery of FTL Drives. 

BetaGen, type 4 (Homo Casimyris Veneficus Beta) (4)
Spiritual II
PS parameters: 81 - 90
Bonuses: +15 SS, SM, SE, SR, SD, SA
Magical Aptitude
Presence
Life Span: 140 avg. / 170 max
Max Stats: (P)120, (M)120, (S)120
Description: The mainstay of the Office of Casimyrian Intelligence, Venificus Beta is one of the most interesting races to come from human stock. It is rumored that over half of OCI is staffed with members of the Veneficus Beta Race—a rumor that seems to keep the Godiva busy trying to meddle in Casimyrian politics. Veneficus Betas make exceptional leaders, brilliant tacticians, and superior covert operatives. They are not physically any better than their human predecessors, but their ability to commune with the spiritual realm makes them 100 times more dangerous. 

BetaGen, type 5 (Homo Casimyris Optimus Beta) (5)
Optimus Beta
PS parameters: 81 - 90
Bonuses: + 10 PM, PE, PR, PD, MS, MM, MR, MD, MA, SS, SM, SE, SR, SD, SA
Toughness
Magical Aptitude
Presence
Stamina
Life Span: 150 avg. / 175 max
Max Stats: (P)120, (M)120, (S)120
Description: The second try at creating an Optimus Cast, the Optimus Beta successfully attained all goals set by the program. Stronger, Faster, Smarter, and Spiritually Adept, Optimus Beta will lead the way in the drive to uplift humans to the next level of evolutionary development. 

TierGenTek Replicant Program
TierGenTek is the leader in Genetically Engineered Biorganisms. Alternative cloning techniques were developed by TierGenTek in the early 21st Century which allowed genetic engineers to create DNA strands which, when grown, would produce an organic life form without the need for an egg and a sperm. The TierGenTek Corporation dubbed these organisms replicants, and subsequent development allowed genetic engineers to modify the DNA strands to develop improved organisms.

The first replicants were actually lower life forms: Hard to find exotics and endangered species. TierGenTek sold these replicants as pets and guard animals, however as the technology grew, experimentation soon progressed into human development.

The first human replicants were designed to be stronger, faster, and smarter than humans, however, these replicants were treated about as well as their animal cousins. Human replicants were seen as property—tools to be used for jobs that humans did not want to do. A general feeling of repugnance could be found throughout society. Replicants were given what they needed to survive, however it was late in the 24th Century before they were even given the opportunity to buy themselves out of servitude.

The final stage of Replicant development was the development of Exotics. Exotic Replicants are the product of splicing Replicant DNA with that of a mammal. Due to technological limitations, only mammal genes were suitable for splicing. The products of the Exotic Program were anthropomorphic animals with human intelligence. While the capability exists to create any Replicant mammal anthropromorph (for the right price), only a few Exotic Replicants lines were developed.

The only physical problem with Replicants was a syndrome known as RDS, Rapid Decomposition Syndrome. RDS is the main cause of death for Replicant organisms. RDS is caused by the spontaneous breakdown of the amino acids in the Replicant's body, causing the Replicant to completely decompose in approximately 2 min per Kilogram. RDS is fatal 30 seconds after onset. RDS initially occurred at exactly 3.6037 years after the Replicant was removed from the Growth tank, however research and modification to the DNA strains was able to extend the life span to 10.0071 years. Hundreds of years of research have not been able to extend the life span beyond that.

Replicant, type 1 (Homo Geneticus Ballatorus)(2)
Warrior
PS parameters: 91 - 100
Bonuses: + 30 PM, PE, PR, PD
Toughness
Stamina
Athletic Ability
Character does not physically age.
Negatives: 10-year life span
Life Span : 10
Max Stats: (P)130, (M)100, (S)100
Description: A Replicant designed to be the perfect Warrior.

Replicant, type 2 (Homo Geneticus Laboris)(2)
Skilled Worker
PS parameters: 91 - 100
Bonuses: + 30 PM, PD, ME, MD
Stamina
Mechanical Aptitude
Character does not physically age.
Negatives: 10-year life span
Life Span: 10
Max Stats: (P)110, (M)110, (S)100
Description : A Replicant designed to be the perfect Worker.

Replicant, type 3 (Homo Geneticus Venificus)(3)
Spiritual
PS parameters: 91-100
Bonuses: +20 SS, SM, SE, SR, SD, SA
Character does not physically age.
Magical Ability
Negatives: 10-year life span
Life Span: 10
Max Stats: (P)100, (M)100, (S)110
Description: A Replicant designed to be the perfect Theologian.

Exotics
In order to determine the abilities of an exotic, choose the above listed Replicant type and then add the bonuses and negatives from the below listed Exotic Races.

Replicant, type E1 (Homo Geneticus Exoticus Armadillis)GenoArmadillo (2)
PS parameters: 85 – 90 Bonuses: +15 PM, PE, PR Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PS)90

Replicant, type E2 (Homo Geneticus Exoticus Bovis) GenoTaur (2)
PS parameters: 120 – 135 Bonuses: +15 PS, PM, PE, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PR)80

Replicant, type E3a (Homo Geneticus Exoticus Felis Domesticus)Geno Domestic Cat (2)
PS parameters: 90 – 100 Bonuses: +5 PE, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)100, (S)110, (PM)80

Replicant, type E3b (Homo Geneticus Exoticus Felis Lynx)Geno Wild Cat (2)
PS parameters: 100 – 110 Bonuses: +5 PE, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)95, (S)110, (PM)90

Replicant, type E3c (Homo Geneticus Exoticus Felis Panteros)Geno Panther (2)
PS parameters: 110 – 120 Bonuses: +15 PM, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E3d (Homo Geneticus Exoticus Felis Regalis)Geno Lion/Tiger (2)
PS parameters: 120 – 130 Bonuses: +15 PM, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)80, (S)110, (PE)80

Replicant, type E4a (Homo Geneticus Exoticus Ursus Negro)Geno Black Bear (2)
PS parameters: 110 – 120 Bonuses: +15 PS, PM, PE Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E4b (Homo Geneticus Exoticus Ursus Grande)Geno Kodiak/Grizley (2)
PS parameters: 120 – 130 Bonuses: +25 PS, PM, PE, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E4c (Homo Geneticus Exoticus Ursus Blanco)Geno Polar Bear (2)
PS parameters: 130 – 140 Bonuses: +35 PS, PM, PE, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E5a (Homo Geneticus Exoticus Canis Minoris)Geno Terrier Small Dog (2)
PS parameters: 110 – 120 Bonuses: +10 PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)100, (S)110, (PE)80

Replicant, type E5b (Homo Geneticus Exoticus Canis Majoris)Geno Hound Dog (2)
PS parameters: 110 – 120 Bonuses: +5 PM, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E5c (Homo Geneticus Exoticus Canis Guardis)Geno Guard Dog (2)
PS parameters: 110 – 120 Bonuses: +10 PM, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Replicant, type E5d (Homo Geneticus Exoticus Wild Dogis)Geno Wild Dogis (2)
PS parameters: 110 – 120 Bonuses: +15 PM, PR, PD, Character does not physically age, Toughness, Stamina, Heightened Senses
Negatives: 10 year lifespan
Life Span: 10 Max Stats: (P)150, (M)85, (S)110, (PE)80

Metahumanoid Genetic Transmutations (MGT)
In order to come up with a product line with a more stable duration, TierGenTek began interbreeding humans and Exotics to attempt to defeat the RDS problem. What they found out was that after 10 generations of interbreeding an entirely new race was created which had extended lifespans, superior physical attributes and senses, and was able to breed with others of its race without the fear of RDS. These breeds were called Metahumanoid Genetic Trasmutations, or MGTs.

Man-taur (Homo Bovis)(3)
PS parameters 115 - 130
Bonuses : +30 PS, PE, PM
Toughness
Stamina
Life Span: 55 avg. / 80 max
Max Stats: (P)130, (M)90, (S)100
Description: Created by TierGenTek (TGT) as an exotic servant, Homo Bovis is very similar in most aspects to their replicant cousins. Homo Bovis was created through breeding a Homo Sapiens male with a Homo Geneticus Exoticus Bovis female. Eventually, breeding resulted in stable stock which could breed internally without risk of defects. Even though Homo Bovis did not gain independence from TGT until 2350, a small percentage of the race were legally libertated through the efforts of serveral humanitarian groups in conjunction with philanthropists such as the Great Dragon Losgadh Farraghtagh. 

Fradorian (Tractus Venificus)(3)
PS parameters: 90 - 99
Bonuses: +10 PD, MD; +7 SS, SM, SD, SA
Negatives: Sensitive to ultra-violet light (sunburn easily)
Max Stats : (P)110, (M)100, (S)110
Description: Alien Race indigenous to the Epsilon Omega Star Cluster. These creatures are elven in appearance with one major difference—they have tenticular fingers. Tractus Venificus is a highly advanced civilization which uses similar technologies of interstellar travel to that of the humans, however they have had that technology for about 500 years prior to the humans. Tractus Venificus is a peaceful race, preferring study, research, and spiritual development to the human conquering philosophy. They have limited weapons systems, and when contacted by the Elven Expansion in 2832, they embraced the elves as fellow cousins and joined Tier Tangier.

Note This is not a complete list of Races. If a player finds a race that he or she wants to play, he or she should work out the specifics with the Game master. General rules for determining Race Cost are as follows: Add total for all bonuses (enhanced visions, heal rates, etc. are equal to a bonus of 10), subtract all negatives and divide by 30, round up.

 

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