Reynix

Basic Species Description

No one on Lenida is quite certain how the reynix species came into being, merely that they are most definitely genetically related to several of the Canidae family of animals, in particular the genus Vulpes. Part of the dubious knowledge of their origins is that they came through a rift from another place in the primary realm, and that their nature as playful tricksters made many initial interviews and legends have huge variation. For those who wish to dig deeper, their history is discussed further down, and here is more postulation by those living on Lenida. Some theorize that as the sevix mutations—which give reynix young one to four extra tails and psionic potential—thrive in polluted areas that perhaps the genetic link to their distant ancestors was caused by some form of radiation or other chemical creating a line of kits whose cranial capacity was superior to their kin, and with enough continued exposure to this catalyst the species diverted from the rest of their ancestors vastly enough to develop into a sentient species. Others argue that the kithsyn mutations—which give reynix young five to eight extra tails and a strong link to wild magic—that either they were evolved by a more developed species, or they developed in an area with both ample pollution and strong magical leylines. Regardless of their origins, the reynix have found ways of traversing great distances through magic and science across the realms through rituals and gateway devices, as well as having constructed simplistic appearing but complex vessels for space travel. These are said to have been taught to them by a species who long ago visited Lenida, with most of the reynix population at the time stowing away on their spacefarring vessels, and after being found, their evolution accelerated. Despite their opportunistic nature, or perhaps because of it, the reynix are a very patient, calm and cunning species, most of its cultures being very spiritual. However, outsiders should be wary that though they are mostly benevolent unless angered, reynix do have a rather complex sense of humor, enjoying tricking other individuals, pranks and tricks making them well known in distorted legend as annoying, being a great boon when needed, or both.

Reynix reproduce with other species commonly enough, though most of the time this is done when the individual has great renown and respect with the culture the reynix individual is from, or it is done through trickery on the part of the reynix, typically involving some sort of mental or magical illusion if they are seeking to cause a scandal. Reynix tend to be monogamous during their two-month heat during the last two months of the winter season, but aside from that rarely settle down, changing partners from year to year. Most reynix tend to be born a tod or vixen, in litters of two to five, though sometimes solo or in greater numbers. Reynix children are rarely raised away from the reynix populations due to most of their cultures having the children of one season all raised together, though those born out of season may be part of some grand trick and allowed to be raised by the other parent and their culture alone, unless part of the trick involves the reynix parent having part in raising them as well, or if the reynix has truly fell in love with said individual. This is rare, as most reynix may be very calm unless pushed to the point of showing their beastly nature in rage, but they are well guarded culturally from assuming that anything any other individual does is indeed not a trick, and additionally when it is the mating season they have a hard time not going to the first partner that is physically attractive to them, has a scent that draws them in, and has shown a great proclivity for pranks that has impressed them. Due to how playfully reynix children are, many species think at first they will enjoy raising them, but as even without their cultural upbringing they are mischievous by nature, as well as insatiably curious. While Reynix hybrids may be rare, they do tend to retain the reynix parent's coloration beauty, charisma, speed and mischievous nature, as well as being more likely to retain some psionic or wild magic ability if their reynix parent was a sevix or kithsyn, though some do retain other traits as well. Most reynix cultures have a love of the exotic and beautiful things, though they do tend to still prank them. Reynix usually have a name befitting foxes and reynix of legend or names of other famous comedians, pranksters, tricksters, or wordplay in their language. They also gain a personal name bestowed upon them at their rite of passage performing a prank that the local ruler deems is worthy of a name related to it. On rare occasion they may also have a third name as part of their particular culture, or if born outside a reynix culture and not given a reynix name at birth they may have one or more names befitting the culture to which they were born. Reynix have the potential to live up to ninety years without rejuvenation methods, but many live far less as they escalate their pranks and have a higher chance of potential retaliation becoming more and more dangerous. They reach full maturity at ten, but are sometimes considered adult at age eight if they have taken their rite of passage and succeeded. Some live longer, but this is typically due to mutation or assistance from science or magic, and some develop faster as a result of this as well. If a reynix fails their rite of passage still by age fourteen, they are usually considered slow-witted and mocked, as well as being the brunt of pranks from most in the local reynix population. Due to the raising of reynix together regardless of sex, there are few orphans for long as most reynix would adopt the orphaned young.

Some reynix have battle scars or other disfigurements from accidents or retaliations from pranks or battles, but they are still usually more beautiful than many other species, as well as typically minimizing the size of scars (though the fur rarely grows back properly were the scars are), and have luxurious fur and striping along their spine. Most reynix adults range from 1.5 to 2.1 meters, though some are as short as 1.3 meters and 2.5 meters tall. Reynix have moderate lifting and carrying capacity, though some races have more than others. On average they are able to lift 12 kilograms even with 0 STR unencumbered, and another 2 kg with only -1 in speed, scaling upward with more strength. Reynix and felinae tend to alternate between friendly relations and war culturally through the years, but rarely do any populations of either have a decade or longer grudge, finding more in common with each other than other species, despite their differences. Reynix and pixies have a strong rivalry when it comes to pranking other species, however, which sometimes is playful between the two species and sometimes spiteful, but typically it is other species that bear the brunt of this rivalry and not the reynix and pixie cultures. Most reynix dislike gitwergs for their past reactions to pranks ranging from being ignored to drawing the wrath of the gitwerg populations as the pranks escalated. Naiads and reynix tend to get along fine due to their mutual respect, and most naiads tending to have a decent sense of humor without being a pranking rival like the pixies. Reynix tend to make good Psions and Sorcerers typically, especially if they are a sevix or kithsyn, but they also tend to make good Rogues for their cunning, as well as working to be other pre-build classes if one chooses to use a starter pre-build instead of making their own configuration of abilities.
While reynix do appreciate nature itself having pranks of its own, they have difficulty with strong gusts of wind and storms causing problems not only with their pranks, but blowing their scent upwind to those they may be following, severely diminishing their stealth as the scent of many chemicals, especially gunpowder, are upon them commonly, making it difficult to simply cover them up for long. Reynix usually rely more on speed and stealth than strength or endurance, and as such are weaker against those with high defense or strength of moderate speed. Additionally, most reynix are allergic to many common fungal spores, as well as being very susceptible to diseases that rot from the inside out.
Reynix live in all lands in sizable quantities, save the polar regions, though typically their populations live in one location for only a decade before moving fifteen kilometers or further away, ensuring that their former cities are properly seeded for nature to reclaim them if they are the majority of the population. Reynix tend to settle near rivers and lakes, but typically diverting some of the water to a smaller lake or several ponds rather than directly next to the larger body of water. Many early reynix civilizations left with the Naiads and have returned with them, as well as populating other planets, but the majority remained on Lenida, working to master the creation of travel nexuses which they and other species utilize for migration on the planet and to others as well. All reynix races have wild variation in eye color, save none having blue, purple or pink eyes except mutations, and eye color tends to be more commonly dark than light.

History of the Species

The reynix species was originally born on Lenida as mutated foxes of greater intelligence than their cousins, eventually taking on stooping gorilla-like posture when not running on all fours. Some remained on Lenida and eventually evolved further, leaving behind relics and ruins, but these mostly went extinct. Instead, the living majority came from a tribe that came across a ryusein starship whose pilots were studying the planet and its various populations of dragons and humans, having visited long before the creation of the dragonis dragon-kin. Upon cunningly working out how to enter the ship and playfully exploring it, their curiosity driving them to open several of the storage units and become stuck inside as the doors shut behind and a stasis field was engaged. It was not until the ryusein had returned to their homeworld of Reanas that these chambers were opened again, surprising both the primitive reynix and ryusein alike upon the realization of what had happened. Though the ryusein people made several attempts to send out expeditions to collect and return the reynix to Lenida, the playful trickery of the reynix allowed them to escape or sabotage the crafts meant to take them home. Eventually, they became an even greater curiosity to the ryusein rather than being considered a primitive pest, as they had worked out not only the guile to affect their highly advanced technology, but upon exposure to the conditions of Reanas, they grew in population and mutated a few different ways consistently, as well as showing psionic and magical potential. This led the ryusein to study them more and perform experiments to further evolve them, watching their primitive tribes start developing a civilization. The reynix, in turn, took some observations of the ryusein toward inspiring some of how they developed, but rebuffing any attempt to 'civilize' them to the extent that the ryusein considered themselves to be. As they developed and evolved, the reynix developed language separate from the ryusein but learned how to communicate with them and eventually learned enough about their culture and history to have myths about the vilru and lunemires interwoven into their own culture, and eventually, their wanderlust and curiosity drove the reynix to create the henge networks. Having gone through a rift on Reanas that deposited a few brave reynix wanderers onto another world, they mimicked the ryusein gate network but with their own twist, and found a means to open a rift back to Reanas, as well as a means to stabilize the rift to that world and connect it to their first henge on the other side. Through the creation of rifts slowly over time, the reynix created a vast network of henges that they could travel through, some tribes remaining on Reanas, but the vast majority spreading out to other planets and even becoming nomadic in their pursuit of curiosity. Eventually, enough henges were made to create a rift to the world of their birth, Lenida, almost three thousand years after they had left it. At the time, however, they had been fleeing pursuit of vilru on the particular planet they were on, and in order to stop the terrifying threat from following, they closed the rift behind them and vowed not to open a rift back to that world. In the process of their escape, much of the culture of those tribes were lost, the storytellers of their tribes cut down and those who were more skilled with working the henge networks. As their apprentices survived, as did some of their texts, their culture and henge technology was not lost, but the henges they created thence after were linked solely on Lenida itself and to places they explored afterward, having lost the knowledge of the combination of symbols used to link to previous planets that they had migrated across.

Base Species Genetics

The genetics for a reynix are as follows:

(D7) Tails: Roll 1d10. If six or lower, +2 on Reflex Checks, +1 on Agility Checks and +1 on Balance Checks. If seven or higher, bonus tails. Roll 1d10 again. If 1, 2, 3 or 4, that number of bonus tails with a Sevix Mutation. If 5, 6, 7, or 8, that number of bonus tails with a Kithsyn Mutation. If 9 or 10, +2 FP, rare currently unnamed mutation. If Sevix Mutation, +1 GM rolled Psionic Ability evaluated at 2, +1 FP. If Kithsyn Mutation, +1 GM rolled Magic Ability evaluated at 2, +1 FP.

Sevix Mutation:
Roll Result: 1

Self Psionic Teleportation Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Psionic, 80% Stability, SP Blowback)
(Position [Redirection])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to move to any location in their offensive sphere at will.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 2

Pyrokinesis Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 78% Stability, SP Blowback)
(Ember [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range on fire.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 3

Blinding Glow Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 82% Stability, SP Blowback)
(Illuminate [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to illuminate a target in their offensive range, blinding them, as well as making them glow until the end of the round.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 4

Blinding Darkness Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 80% Stability, SP Blowback)
(Umbral [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to envelope a target in their offensive range in shadow, blinding them, as well as potentially making them harder to locate.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 5

Charged Flesh Rank I:
(Target, Aura, None)
(Lasting, Beneficial)
(Psionic, 80% Stability, SP Blowback)
(Flesh [Vim])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range and bestow the Charged Status Effect to them.
Prerequisites: Reynix species 'Tail: Sevix' gene. (12 points from cost, 1 point per FP for up to 20, 12 points necessary for Charged)

Roll Result: 6

Targeted Regeneration Rank I:
(Target, Aura, None)
(Lasting, Beneficial)
(Psionic, 78% Stability, SP Blowback)
(Vitality [Vim])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range and bestow the Regeneration Status Effect to them.
Prerequisites: Reynix species 'Tail: Sevix' gene. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Charged)

Roll Result: 7

Targeted Reflection Rank I:
(Target, Aura, None)
(Lasting, Beneficial)
(Psionic, 78% Stability, SP Blowback)
(Instinct [Fluctuation])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range and bestow the Reflecting Status Effect to them.
Prerequisites: Reynix species 'Tail: Sevix' gene. (12 points from cost, 1 point per FP for up to 20, 17 points necessary for Reflection)

Roll Result: 8

Cryokinesis Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 82% Stability, SP Blowback)
(Blizzard [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to deal a target in their offensive range in frost damage.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 9

Silent Movement Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Psionic, 80% Stability, SP Blowback)
(Breath [Stratagem])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to cease all sound in their defensive sphere until their focus is dropped.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Roll Result: 0

Return from Exile Rank I:
(Self, Aura, None)
(Willful, Severance)
(Psionic, 37% Stability, SP Blowback)
(Setting [Redirection])
(4 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.
Prerequisites: Reynix species 'Tail: Sevix' gene.

Kithsyn Mutation:
Roll Result: 1

Primal Request Rank I:
(Target, Aura, None)
(Swift, None)
(Primal Magic, 0% Stability, HP Blowback)
(Casting Call [Redirection])
(4 FP, 3 Attempts, Reaction Check)
This ability allows the user to summon an uncontested item within their defensive range they can lift into their hand as a quick action.
Prerequisites: Reynix species 'Tail: Kithsyn' gene.

Roll Result: 2

Blazing Aura Rank I:
(Touch, Aura, None)
(Willful, Severance)
(Spore Magic, 8% Stability, SP Blowback)
(Ember [Legacy])
(4 FP, 4 Attempts, Willpower Check)
This ability allows the user to touch an entity and bestow a blazing aura around them, dealing rank + dice pool + WIL damage to those who in melee are hit by or hit the individual touched.
Prerequisites: Reynix species 'Tail: Kithsyn' gene.

Roll Result: 3

Foxfire Aura Rank I:
(Self, Aura, None)
(Willful, Severance)
(Wild Magic, 61% Stability, MP Blowback)
(Rot [Legacy], Illuminate [Perception])
(4 FP, 4 Attempts, Intelligence Check)
This ability allows the user to to glow and grow a trail of edible glowing fungi where they walk, however, the trail will wither away when their focus is intentionally or forcibly dropped.
Prerequisites: Reynix species 'Tail: Kithsyn' gene.

Roll Result: 4

Electric Chaining Aura I:
(Self, Aura, Chain)
(Standard, Halved)
(Leech Magic, 30% Stability, HP Blowback)
(Electricity [Legacy])
(4 FP, 5 Attempts, Willpower Check)
This ability allows the user to create an aura of electricity around themselves, dealing rank + dice pool + WIL damage to those who in melee are hit by or hit the individual touched, and chaining to others nearby.
Prerequisites: Reynix species 'Tail: Kithsyn' gene.

Roll Result: 5

Healing Touch Aura I:
(Touch, Aura, None)
(Willful, Severance)
(Soul Magic, 48% Stability, MP Blowback)
(Vitality [Legacy])
(4 FP, 4 Attempts, Wisdom Check)
This ability allows the user to create an aura around those they touch, bestowing the Regeneration Status Effect to them.
Prerequisites: Reynix species 'Tail: Kithsyn' gene. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Roll Result: 6

Petrifying Goo Aura I:
(Touch, Aura, None)
(Willful, Severance)
(Foci Magic, 60% Stability, EP Blowback)
(Goo [Legacy])
(4 FP, 4 Attempts, Wisdom Check)
This ability allows the user to touch an individual and bestow the Petrified Status Effect to them as they create a goo-like substance around them.
Prerequisites: Reynix species 'Tail: Kithsyn' gene. (12 points from cost, 1 point per FP for up to 20, 10 points necessary for Petrified)

Roll Result: 7

Spectral Aura Rank I:
(Self, Aura, None)
(Willful, Severance)
(Foci Magic, 57% Stability, MP Blowback)
(Presence [Legacy])
(4 FP, 4 Attempts, Intelligence Check)
This ability allows the user to bestow the Phased Status Effect to themselves.
Prerequisites: Reynix species 'Tail: Kithsyn' gene. (12 points from cost, 1 point per FP for up to 20, 10 points necessary for Phased)

Roll Result: 8

Charged Instinct Rank I:
(Touch, Aura, None)
(Willful, Severance)
(Leech Magic, 27% Stability, HP Blowback)
(Instinct [Legacy])
(4 FP, 4 Attempts, Reaction Check)
This ability allows the user to to touch and bestow the Charged Status Effect to whatever they touch.
Prerequisites: Reynix species 'Tail: Kithsyn' gene. (12 points from cost, 1 point per FP for up to 20, 12 points necessary for Charged)

Roll Result: 9

Mutating Touch Rank I:
(Touch, Aura, None)
(Swift, None)
(Spore Magic, 8% Stability, HP Blowback)
(Irradiate [Gestalt])
(4 FP, 3 Attempts, Reaction Check)
This ability allows the user to touch and try to mutate an entity with Spore Magic, dealing Reaction + Dice Pool Irradiate damage and have a Rank boost to their chances of being mutated as per the current environmental dangers.
Prerequisites: Reynix species 'Tail: Kithsyn' gene.

Roll Result: 0

Targeted Nullifying Aura Rank I:
(Target, Aura, None)
(Swift, None)
(Spore Magic, 8% Stability, HP Blowback)
(Vitality [Vim])
(4 FP, 3 Attempts, Reaction Check)
This ability allows the user to target an individual and apply the Null Status Effect to them. With allies this will aid in protecting them from other status effects and some damage, as well as being able to remove status effects from foes, but at the risk of lessening damage done to them by other attacks.
Prerequisites: Reynix species 'Tail: Kithsyn' gene. (12 points from cost, 1 point per FP for up to 20, 16 points necessary for Null)

(D5) Trickster: +1 on bluff checks, +1 GM rolled Illusion Ability evaluated at 2.

Roll Result: 1, 2, 3

Wild Camouflage Rank I:
(Touch, Aura, None)
(Willful, Severance)
(Wild Magic, 17% Stability, EP Blowback)
(Instinct [Perception])
(4 FP, 3 Attempts, Wisdom Check)
This ability allows the user to camouflage themselves or another individual touched with wild magic.
Prerequisites: Reynix species 'Trickster' gene.

Roll Result: 4, 5

Imposing Illusion Rank I:
(Self, Aura, Limiting)
(Willful, Severance)
(Spore Magic, 9% Stability, HP Blowback)
(Tension [Perception])
(4 FP, 4 Attempts, Willpower Check)
This ability allows the user to surround themselves with an imposing illusory aura, which will add the Panic Status Effect to any they hit or who tries to hit them with melee combat that fails a courage check.
Prerequisites: Reynix species 'Trickster' gene. (12 points from cost, 1 point per FP for up to 20, 8 points necessary for Panic)

Roll Result: 6, 7, 8

Alluring Illusion Rank I:
(Touch, Cuboid, None)
(Willful, Severance)
(Foci Magic, 59% Stability, MP Blowback)
(Lechery [Perception])
(4 FP, 2 Attempts, Intelligence Check)
This ability allows the user to touch themselves or another individual and create an alluring illusion that makes other individuals perceive them as more attractive than normal, bestowing the charmed status effect to those within a cuboid range that look upon them.
Prerequisites: Reynix species 'Trickster' gene. (12 points from cost, 1 point per FP for up to 20, 13 points necessary for Charmed)

Roll Result: 9, 0

Swarm Sphere Illusion Rank I:
(Touch, Sphere, None)
(Willful, Severance, Situational)
(Wild Magic, 17% Stability, EP Blowback)
(Swarm [Perception])
(4 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create an arrangement in a spherical radius of illusions of insects or migrating species which will add the Panic Status Effect to any they touch if are afraid of them.
Condition: The individual must be afraid of at least one migrating species for it to take effect.
Prerequisites: Reynix species 'Trickster' gene. (12 points from cost, 1 point per FP for up to 20, 8 points necessary for Panic)

(D4) Charming and Sneaky: +2 on Charisma and Stealth checks.

(R4) Speed: +2 MP.

(R3) Steady Claws: +1 bare-handed attack, +1 climbing or digging. (5 for situational boost plus standard flavor, 2 for the +1 on 2 checks.)

Ethnicities

The fes reynix are the most commonly known race, living almost everywhere save desert regions and the polar regions, having red coats, more intelligence, wisdom and will than other reynix races.

(E-4) Wise Eyes: +1 to Cunning Checks, +1 to Observation Checks, +1 to Wit Checks, and +1 to Tracking Checks. [Fes Reynix]
(E-4) Reasonable Memory: +1 to Memory Checks, +1 to Reason Checks, and +1d10 Daily Foraging Advantage. [Fes Reynix]
(E-4) Willful Fools: +1 to Courage Checks, +1 to Morale Checks, +1 to Bluff Checks, and +1 to Survivalism Checks. [Fes Reynix]

The lagohled reynix tend to live in mountainous and frigid areas primarily, few living in the polar regions due to the limited resources available, but still preferring the cold to high humidity and heat. They tend to have white and light gray coats, having more resistance to the cold, more strength and speed, as well as being more savage.

(E-4) Arctic Adaption: +2 Blizzard Domain Adaption, and +1d10 Daily Blizzard Advantage. [Lagohled Reynix]
(E-4) Mighty Savages: +2 to Might Checks, and +1d10 Daily Strength Advantage. [Lagohled Reynix]
(E-4) Speedy Courage: +1 MP and +2 to Courage Checks. [Lagohled Reynix]

The latpini reynix tend to live in arid regions, steppes, deserts and badlands typically, having a tan and gray coat or a gray with white and black coat typically. They usually are far taller, have more endurance, more finesse and more strength than other reynix races.

(E-4) Enduring Accuracy: +1 EP and +2 on Accuracy Checks. [Latpini Reynix]
(E-4) The Roguish Charm: +2 to Charisma Checks, +1 to Charming Checks and +1 to Stealth Checks. [Latpini Reynix]
(E-4) Mighty Leaping: +2 to Might Checks and +2 to Leaping Checks. [Latpini Reynix]

The zerdox reynix have larger and broader ears, are more reactive, far faster and more wise, but are of smaller stature than other reynix races.

(E-6) Reactive: +1 to Agility Checks, +1 to Balance Checks, +1 to Reflex Checks, and +1 to Acrobatics Checks. [Zerdox Reynix]
(E-4) The Brave Trials: +2 to Climb Checks and +2 to Parkour Checks. [Zerdox Reynix]
(E-4) Quick Leaping: +1 MP and +2 to Leaping Checks. [Zerdox Reynix]

Reynix have their own languages, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and many also know the closest pixie court language due to their friendly rivalries. 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 reynix were considered of lower, mercantile and middle class after their return to Lenida, some reynix have 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, however most are still fairly nomadic.

Sexes

Reynix are typically born male (known as a tod) or female (known as a vixen), but some are both (and are known as regra). Tods have more finesse but less focus. A vixen has more reaction and will, but less endurance. Regra have more focus and strength, but less finesse. Other rare reynix gender possibilities, which are much more common in hybrids than pure reynix, have no bonus or penalty.

(m1) Those with this sex gene have +2 on Stealth Checks and +2 on Accuracy Checks. [Reynix]

(m2) Those with this sex gene have +1 FP, +1 on Charisma Checks and +1 on Might Checks. [Reynix]

(f1) Those with this sex gene have +2 on Agility Checks, +1 on Balance Checks, and +1 on Learning Checks. [Reynix]

(f2) Those with this sex gene have +1 FP, +1 on Courage Checks, and +1 on Reflex Checks. [Reynix]

(n1) Those with this sex gene have +2 on Grip Checks and +2 on Might Checks. [Reynix]

(n2) Those with this sex gene +1 FP, +1 on Lung Checks and +1 on Escape Checks. [Reynix]

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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