Numonsi

Basic Species Description

Numonsi were humans, but now have slightly thicker skin with a light amount of ridging and cell-buildup on their backs and shoulders which acts like solar panels, much like the Oriental Hornet, though brownish green colored skin. They also have larger skulls, and have a higher chance of psionic mutations than humans on Lenida or Earth, and always having at least one psionic gift. Numonsi are primarily is concerned with helping nature prosper on Reanas because they don't adapt as well to the planet as other species.

History of the Species

Numonsi were once part of humanity, specifically from Mars, prior to the colonization of Earth. Unfortunately, after the Hamsagi tried to make contact to warn of the incoming Vilru invasion, the majority of the Martian Human settlement was wiped out due to their inability to survive how potent the ambient Hamsagi psionic mental fields were. Those that we healthy but could not use psionics were moved to the recently terraformed Earth colony with the aid of the Hamsagi and Ryusein in order to hide them from the incoming Vilru fleet. Their massive loss of technology quickly sending humanity into the stone ages, forced to relearn the most rudimentary of survival tactics while they waited for help that would never come. The Vilru wiped out the remaining humans on Mars and set up their own outpost there and within Venus, which the Hamsagi and Ryusein were able to detect, but not able to stop them from sounding the alarm or fleeing back to the main fleet if ever their own ships were to return. Instead, humanity on Earth spent millions of years gaining their technological might back, their history largely forgetting their past on Mars, let alone in the aethrix before the Anelokah Aethrix. Meanwhile, the surviving portion of humanity that not only had psionic resistance to the Hamsagi but had psionic abilities of their own had to remain on Reanas and adapt. Slowly with the help of the Hamsagi and Ryusein, they manipulated their own genetics to further evolve their species to survive the harsh conditions of the planet and have long worked to dig into their own past, and that of the Vilru, in order that they might one day be able to thwart the intergalactic menace and bring their cousins back to the stars…

Base Species Genetics

The genetics for a numonsi are as follows:

(D5) Solar Recovery: +1 MP, Normal Solar Health Recovery for regaining HP even when not resting or meditating at full rate if absorbing solar radiation from their back and shoulders, and +1 Die Daily Irradiate Domain Absorption. [Numonsi, 11]

(D5) Highly Psionic: +2 GM rolled Psionic Ability evaluated at 3 cost from the list further below. Reroll 2nd selection if the same as 1st selection. [Numonsi, 5]

(D3) Coordinated Reflex: 2 Daily 1/2 Die Advantage when assisting an ally, companion or mercenary, or being assisted by them, +1 on Reflex Checks and +1 on Stealth Checks. [Numonsi, 4]

(R4) High Adaptive Speed: +4 Selected Domain Adaptions, and +1d10/2 Daily MP Advantage. [Numonsi, 6]

(R3) Determined Psions: +2 on Courage Checks, +1 on Morale Checks, and +1/2 Die Daily Psionic Advantage. [Numonsi 4]

Highly Psionic Rolls:

Roll Result: 1

Targeted Psionic Teleportation Rank I:
(Target, Sphere, None)
(Willful, Severance)
(Psionic, 40% Stability, SP Blowback)
(Position [Redirection])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to move a selected target to any location in their offensive sphere at will.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 2

Pyrokinesis Rank I:
(Target, Aura, Blast)
(Swift, None)
(Psionic, 38% Stability, SP Blowback)
(Ember [Legacy])
(6 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range on fire, and then cause it to blast out fire damage up to 1/2 the remaining range from the user.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 3

Empathy Reassurance Rank I:
(Target, Aura, None)
(Willful, Severance)
(Psionic, 41% Stability, SP Blowback)
(Grit [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to try to constantly push patience and courage into a particular target, the better to help sooth their nerves and applies the Null Status Effect, which reduces damage dealt to them as well as reducing the rank of all active status effects until the focus is dropped.
Prerequisites: Numonsi species 'Highly Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 16 points necessary for Null)

Roll Result: 4

Lecherous Manipulation Rank I:
(Target, Aura, None)
(Willful, Severance)
(Psionic, 43% Stability, SP Blowback)
(Lechery [Legacy], Script [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to chose a target whom they attempt to alter the memories of to make them desire the user, bestowing the Controlled Status Effect on them while focus is held, and altering memory every turn it remains held to further accentuate the alteration of memory and implanted desire even if focus were to be dropped rather than severed.
Prerequisites: Numonsi species 'Highly Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Roll Result: 5

Cryokinesis Rank I:
(Target, Aura, Blast)
(Swift, None)
(Psionic, 42% Stability, SP Blowback)
(Blizzard [Legacy])
(6 FP, 3 Attempts, Intelligence Check)
This ability allows the user to deal a target in their offensive range in frost damage, and then cause it to blast out frost damage up to 1/2 the remaining range from the user.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 6

Targeted Telepathy Rank I:
(Target, Aura, Situational)
(Willful, Severance)
(Psionic, 42% Stability, SP Blowback)
(Script [Redirection])
(6 FP, 4 Attemps, Intelligence Check)
This ability allows the user to read the surface thoughts and may transmit their own thoughts to a particular target for as long as they hold their focus, if they pass the resistance of the target.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 7

Imprecise Situational Telekinesis Rank I:
(Touch, Sphere, Situational)
(Willful, Severance)
(Psionic, 40% Stability, SP Blowback)
(Position [Redirection])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to use telekinesis to manipulate things they have touched for as long as they can hold their focus, up to rank number of items weighing a total of dice pool + INT kg, with their own unaltered Accuracy.
Situational: The user is fearful, and pulls said things to form a barrier between them and another foe with Rank Toughness + Dice Pool EP.
Situational: The user is angry, and pulls said things to launch at a foe, dealing Rank + Dice Pool + INT Check Position Damage.
Situational: The user is unable to reach an area up ahead or needs to solve a puzzle, and pulls said things to create a platform or otherwise aid in assisting with solving the puzzle.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 8

Delayed Blinding Glow Rank I:
(Target, Aura, Delay)
(Swift, None)
(Psionic, 42% Stability, SP Blowback)
(Illuminate [Legacy])
(6 FP, 3 Attempts, Intelligence Check)
This ability allows the user to mark a target in their offensive range, and later releasing the effect of the ability, using illuminate to blind them, as well as making them glow until the end of the round.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Roll Result: 9

Delayed Targeted Regeneration Rank I:
(Target, Aura, Delay)
(Lasting, Beneficial)
(Psionic, 38% Stability, SP Blowback)
(Vitality [Vim])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to mark a target in their offensive range and bestow the Regeneration Status Effect to them starting at a later point when activated.
Prerequisites: Numonsi species 'Highly Psionic' gene. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Roll Result: 0

Blasting Return from Exile Rank I:
(Self, Aura, Blast)
(Willful, Severance)
(Psionic, 37% Stability, SP Blowback)
(Setting [Redirection])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to travel to the previous realm that they had been in, exiting where they had last entered into the current realm they are within, blasting and taking anything in their defensive range along with them.
Prerequisites: Numonsi species 'Highly Psionic' gene.

Ethnicities

Numonsi sevao have pale milky skin, mostly blonde or brown hair, red or yellow irises, black sclera and black pupils, and a general submissive disposition unless angered, usually living as slaves or servants of other numonsi or other species that lay claim to them.

(E-4) Weak Reproduction, Moderate Cloning: -2 on all attempts to reproduce through natural means, and -2 on natural birth survivability, -1 on clone survivability. [Numonsi Sevao]
(E-4) Weak Willed, Fast Learners: -2 on Courage Checks, -2 on Morale Checks, +3 on all Learning Checks. [Numonsi Sevao]
(E-4) Mighty Grip: +2 on Might Checks, and +2 on Grip Checks. [Numonsi Sevao]

Numonsi abalok are darker-skinned with white or brown hair, brown or orange irises, black sclera and black pupils, the majority living in mostly nomadic fashion. They tend to be 25 cm or taller and more muscular on average than other numonsi.

(E-4) Mighty Lungs: +2 on Might Checks, and +2 on Lung Checks. [Numonsi Abalok]
(E-4) Nomadic Advantage: +1d10/2 Flow, +1d10/2 Harvest, +1d10/2 Vitality, and +1d10/2 Instinct Daily Advantage. [Numonsi Abalok]
(E-4) Mighty Grip: +2 on Might Checks, and +2 on Grip Checks. [Numonsi Abalok]

Numonsi gralna have pale lightly sandy skin, almond-shaped eyes, and light freckling in some, red or black hair, green or irises irises, black sclera and black pupils. On average their beauty is a little higher than average, though their height is usually at least 10 cm or shorter on average than other numonsi. They mostly tend to live by, on, or in bodies of water.

(E-4) Normal Amphibious Lungs: Able to breath in water. [Numonsi Gralna]
(E-4) Beautiful Focus: +1 FP, and +2 Beauty. [Numonsi Gralna]
(E-4) Swimming Strength: +2 on Swimming Strength Checks. [Numonsi Gralna]

Numonsi have their own language, as well as most knowing the language of whatever ryusein culture is closest to them, as well as whatever other cultural language is most present. This is in large part due to the ryusein having been most influential in helping them evolve to their present state. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While numonsi were considered of lower, and mercantile class after evolving from humanity, many have since raised themselves up to higher classes in other cultures, using their wealth and status to help others of their kind in the region and others who are business partners, founding academies of the science, and traveling to the stars.

Sexes

Over all, the different sexes of numonsi are similar internally save reproductive functions, having significant differences there and with regard to breasts and genitalia, as well as some differences in muscular fiber and adipose cluster densities.

(m1) Those with this sex gene have +1 EP, and +1 MP. [Numonsi]

(m2) Those with this sex gene have +1 on Stealth Checks, +1 on Courage Checks, +1 on Reflex Checks, and +1 on Wit Checks. [Numonsi]

(f1) Those with this sex gene have +1 MA, and +1 FP. [Numonsi]

(f2) Those with this sex gene have +1 on Charisma Checks, +1 on Learning Checks, +1 on Agility Checks, and +1 on Cunning Checks. [Numonsi]

(n1) Those with this sex gene have +1 SP and +1 HP. [Numonsi]

(n2) Those with this sex gene have +1 on Accuracy Checks, +1 on Morale Checks, +1 on Balance Checks, and +1 on Observation Checks. [Numonsi]

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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