Ryusein

Special thanks to Thomas 'Dulcara' Arndt for the assistance in speeding up development of this species!

Basic Species Description

Aquatic primarily, and are birthed on the shores of their home waters. The ryusein feel the need to ensure all the other species are not causing trouble on other planets, as much as they can, in large part due to their own past mistakes. Ryusein (Homo Sidus) From the planet Reanas. They found the foxes that snuck aboard their ships and helped evolve them into the reynix, and as such, some still live in their territories. They also helped humanity on Mars after the hamsagi and vilru nearly wiped them out. Mostly underwater architecture, glass and coral and metal. The ryusein, also known as the Star-People by some, are a race that use comets to disperse their offspring through space, and if there is not one in range they will live and breed on whatever planet they are on, if they can survive on it. They primarily live underground or in icy regions because they hibernate in space without dying, but they cannot handle living in areas that are too hot without some form of cooling protection. Their bodies absorb a lot of radiation in space, but they are able to convert that into magic, which can keep them cool. As such, they may also be found sometimes in radioactive areas, though if they are, they will still be most likely underground. They have Smiting Strikes to expel a charge of radiation and magic from their hands if they desire to kill something that is not properly defended from this attack, though they can only use it two times per day, and are vulnerable for three hours afterward. They may also exude an Invincible Shield which makes them glow a cycle of colors when absorbing radiation.

Their eyes do not move side-to-side as much as that of most creatures, instead moving up and down to a greater degree. They are omnivorous, though they prefer to ingest minerals directly in liquid form when possible. The ryusein do breed exclusively with one partner regardless of species unless the time of seeding arrives, in which case all ryusein have a mass gathering and then send the seeds up to the passing comet.

The heart of a ryusein has five chambers, and will continue to absorb radiation and exude an Invincible Shield or Rapid Regeneration for one last usage unless enchanted to be able to be charged multiple times by keeping the heart still pumping.

History of the Species

The ryusein were responsible for giving slipstream technology to the vilru and lunemires.

Base Species Genetics

The genetics for ryusein are as follows:

(D6) Invincible Shield: +2 Hp General and +2 Ep when any of the irradiation domain is stored per a 1d10/2 Daily Irradiate Domain Absorption. They glow slightly when processing radiation and also generate a natural shield. If having both Invincible Shield and Smiting Strikes per a pure species or one where both genes carry forward, the two 1d10/2 Daily Irradiate Domain Absorption bonuses may be combined into a singular 1d10 Daily Irradiate Domain Absorption bonus.

(D5) Rapid Regeneration: +2 Hp General and +2 Irradiate Domain. Their body processes radiation via a 5th heart valve and they naturally heal quite rapidly.

(D3) Near Immortality: +2d10 Daily Advantage against Death Checks. They are naturally long lived and have many ways of defying death.

(R4) Drone Limbs: Those with this trait gain the 'Drone Limbs' ability. When injured they can turn severed limbs into simplistic drones regrowing the limbs a week later typically.

Drone Limbs Rank I:
(Self, Aura, None)
(Willful, Severance, None)
(Natural, 78% Stability, EP Blowback)
(Flesh[Vim], Vitality[Vim])
(4 FP, 4 Attempts, Courage Check)
This ability allows the user to turn severed limbs into drones which have the scaled prowess of the individual.
Regeneration: Gain the Regeneration Status Effect.
Create a drone with the removed limb size and scaled body's attributes.
Prerequisites: Ryusein species Drone Limbs trait. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

(R3) Smiting Strikes: +2 Fp General and +2 Damage when stored radiation per a 1d10/2 Daily Irradiate Domain Absorption. They can channel radiation through into attacks due to how they produce radiation when healing. If having both Invincible Shield and Smiting Strikes per a pure species or one where both genes carry forward, the two 1d10/2 Daily Irradiate Domain Absorption bonuses may be combined into a singular 1d10 Daily Irradiate Domain Absorption bonus.

Ethnicities

The sahana ryusein are usually mostly salamander orange, with their underbellies grey or tan, with some green splotches mixed in with their orange skin, moderate dominant tentacle length with small spikes on one side of their ends, feathery black and yellow or red and yellow hair, and yellow, blue or black eyes with a protective third eyelid. They are well adapted to extreme heat, radiation and toxins, being able to store toxins to later release them at potential foes, as well as being able to release a burst of heat and chronal energy to affect themselves or another causing a revitalization with interesting potential effects. They usually live in deserts, on around or in volcanoes, or underground near lava sources.

(E-4) Arid Adventurer: Those with this trait gain +2 Ember Domain Adaption and +2 Irradiate Domain Adaption. From exploring and dealing with their natural problem with regulating body heat, this ethnicity adapted and now emit immense heat.

(E-4) Desperate Food: Those with this trait gain +2d10 Daily Toxic Domain Absorption and the 'Toxic Pouch' ability. From scarce food and drink choices they've gained a strong resistance against toxins and ability to not only survive but use them as a biological weapon.

Toxic Pouch Rank I:
(Self, Sphere, None)
(Standard, Halved, Toggle)
(Natural, 80% Stability, EP Blowback)
(Toxin [Strategem], Flesh [Vim])
(4 FP, 2 Attempts, Lung Check)
This ability allows the user to consume and breath toxins safely until toxin pouch is full, and then they may expel them through their pores in a spherical pattern.
Toggle: Store up to (Rank + Dice Pool + Check) * 2 Kg Toxins.
Toggle: Spew up to (Rank + Dice Pool + Check) * 2 Toxin Damage.
Conditions: May deal max of stored toxins only, does not affect the user.
Prerequisites: Ryusein sahana species and ethnic genetics.

(E-4) Fiery Rebirth: Those with this trait have +1 HP and are able to use the ability 'Flames of Life' which may be used as a normal activation or reaction activation after a desperation die is rolled by themselves or another. Due to constant exposure to time and fire they have learned to reverse their own aging or that in another through a burst of flame, or to hasten aging in other individuals as consume them with fire.

Flames of Life Rank I:
(Touch, Aura, None)
(Standard, Halved, Situational)
(Natural, 76% Stability, EP Blowback)
(Ember [Vim], Ember [Phased], Chronal [Vim])
(6 FP, 5 Attempts, WIL Check)
This ability allows the user to burst into flames during desperation for themselves or another.
Living Fire: The individual touched gains Rank EP.
Situation: The user is in a desperation state and uses it on themselves. They become Rank + Dice Pool years old.
Situation: The touched individual is not the user and is in a desperation state. They become Rank + Dice Pool years old if it is younger than their current age.
Situation: The touched individual is not the user and is in a desperation state. They age Rank + Dice Pool months if Rank + Dice Pool years is older than their current age.
Regeneration: Bestow Rank HP to the one touched.
Conditions: User or another must be at or under 20% HP to activate for use on themselves or another similarly harrowed. Does not damage.
Prerequisites: Ryusein sahana species and racial genetics.

The pukai ryusein are usually mostly cerulean, with their underbellies black or purple, with some black splotches mixed in with their cerulean skin, moderate dominant tentacle length with small suction cups on one side of their ends, feathery purple and yellow or green and yellow hair, and red or silver or black eyes with a protective third eyelid. They are well adapted to living in water, radiation and toxins, as well as being able to revert themselves to a younger state. They usually live in lakes, seas, or oceans.

(E-4) Aquatic Denizen: +2 Flow Domain Adaption, +1 Irradiate Domain Adaption and +1 Toxic Domain Adaption. Having grown up under water they are resilient to toxins and radiation while learning how to live and effect the flow of things

(E-4) Adapt Swimmer: They have adapted to natural glide though water, having a Slow (-1) Swim Speed and Slow (-1) Water Breathing compared to their use on land.

(E-4) Biological Reset: Those with this trait have the ability 'Biological Reset' which may be used as a normal activation or reaction activation after a desperation die is rolled by themselves and have learned to reverse their own aging.

Biological Reset Rank I:
(Self, Aura, None)
(Standard, Halved, Depleting)
(Natural, 78% Stability, EP Blowback)
(Flow [Vim], Vitality [Vim], Goo [Vim])
(8 FP, 5 Attempts, WIL Check)
This ability allows the user to draw into themselves and regress their body into a younger state, using excess flesh as additional temporary natural armor.
Fleshy Armor: The individual gains Rank EP for duration.
Depleting: The user is in a desperation state and uses it on themselves. They become Rank + Dice Pool + Check months younger.
Regeneration: Gain Rank HP.
Conditions: User must be at or under 20% HP to activate for use on themselves, and they roll 1d10 on either stopping at adulthood on a 10, or upward to adolescence on a 1, scaling between the two, if the amount would potentially put them younger than adolescence. Does not damage.
Prerequisites: Ryusein pukai species and racial genetics.

The malame ryusein are usually mostly violet, with their underbellies black or white, with some blue splotches mixed in with their violet skin, short dominant tentacle length with a spikes on one side of their ends, feathery black and red or blue and black hair, and orange or black or yellow eyes with a protective third eyelid. They are well adapted to the ravages of time, raised in ships that travel through it in the pursuit of learning information from the past and potential futures in order to try to better guide their cousins from making the same sort of mistakes that led to the rise of the vilru and lunemire threats to the aethrix. Usually they live in ships which travel through time, staying in one time for periods where they feel they might have the most influence, but always wary of causing paradoxes when traveling toward the past, so their ships have been designed to render themselves and their passengers shifted out of phase with their surroundings in order to prevent cataclysmic outcomes.

(E-4) Chronal Engineer: Those with this trait gain +2 Chronal Domain Adaption and +2 Irradiate Domain Adaption. From being raised in time-traveling ships they have adapted to the constant exposure of chronal energy.

(E-4) Second Heart: Those with this trait gain +1 HP and 1 EP, having been born with a second heart allowing stronger vitals.

(E-4) Chronal Rebirth: Those with this trait are able to use the ability 'Chronal Rebirth' which may be used as a normal activation or reaction activation after a desperation die is rolled by themselves or another. Due to constant exposure to chronal energy they have learned to reverse their own aging.

Chronal Rebirth Rank I:
(Self, Aura, None)
(Standard, Halved, Depleting)
(Natural, 80% Stability, EP Blowback)
(Chronal [Vim], Flesh [Vim])
(8 FP, 5 Attempts, WIL Check)
This ability allows the user to release chronal energy to turn back the clock on their body, reversing their aging and refreshing it nearly completely.
Depleting: The user is in a desperation state and uses it on themselves. They become 5 * (Rank + Dice Pool + Check) months younger, as all uses are used at once.
Depleting: Regeneration: The user is in a desperation state and uses it on themselves, gaining Rank HP * 5, as all uses are used at once.
Conditions: User must be at or under 20% HP to activate for use on themselves, and they roll 1d10 on either stopping at adulthood on a 10, or upward to adolescence on a 1, scaling between the two, if the amount would potentially put them younger than adolescence. Does not damage.
Prerequisites: Ryusein malame species and racial genetics.

The hotoken ryusein are usually mostly white, with their underbellies grey or viridian blue, with some black splotches mixed in with their white skin, moderate dominant tentacle length with a suction cups on one side of their ends, longer feathery black and white or teal and white hair, and purple or black or blue eyes with a protective third eyelid. They are well adapted to extreme cold, and radiation, as well as blending in with snow and ice to hide or prepare ambushes, as well as being able to release a burst of blizzard and chronal energy to cocoon themselves before bursting out in a much younger form. They usually live in arctic areas, on around or in high mountains, or in other tundra areas.

(E-4) Winter Home: Those with this trait gain +2 Blizzard Domain Adaption and +2 Irradiate Domain Adaption. Raised in a frigid land they grew accustomed to the harsh environment.

(E-4) Arctic Camo: Those with this trait gain +2 on Camouflage Checks and +2 on Stealth Checks. They are covered in a layer of skin which forms to environments, specially snow and have learned to hide and ambush.

(E-4) Frigid Rebirth: Those with this trait are able to use the ability 'Frigid Rebirth' which may be used as a normal activation or reaction activation after a desperation die is rolled by themselves or another. Due to constant exposure to the cold they have learned to reverse their own aging inside a cocoon of ice.

Frigid Rebirth Rank I:
(Self, Aura, None)
(Standard, Halved, Depleting)
(Natural, 84% Stability, EP Blowback)
(Blizzard [Stratagem], Blizzard [Vim], Flesh [Vim])
(8 FP, 5 Attempts, WIL Check)
This ability allows the user to cocoon themselves in ice for a short while before emerging at a younger age as it breaks off.
Depleting: The user is in a desperation state and uses it on themselves. They become 5*(Rank + Dice Pool + Check) months younger, as all uses are used at once.
Depleting: Ice Cocoon: The user is in a desperation state and creates an ice cocoon around them has Rank HP *5 and Check EP * 5
Depleting: Regeneration: The user is in a desperation state and uses it on themselves to gain Rank HP * 5.
Conditions: User must be at or under 20% HP to activate for use on themselves, and they roll 1d10 on either stopping at adulthood on a 10, or upward to adolescence on a 1, scaling between the two, if the amount would potentially put them younger than adolescence. Does not damage.
Prerequisites: Ryusein hotoken species and racial genetics.

The papanek ryusein are usually mostly a bio-luminescent screamin' green, with their underbellies black or white, with some yellow splotches mixed in with their screamin' green skin, long dominant tentacle length with a spikes and suction cups on one side of their ends, short feathery black and purple or red and white hair, and orchid or white or blue eyes with a protective third eyelid. They are well adapted to radiation, realm-barrier and presence energies, being able to store presence to later release and turn intangible or invisible for a short period, as well as being able to release a burst of presence and chronal energy to affect themselves or another causing a revitalization with interesting potential effects. They usually live in secluded haunted areas, as wandering walking nomads, and in strange unique vessels made for traveling between realms or through The Aether to another aethrix.

(E-4) Aethrix Adventurer: Those with this trait gain +1 Setting Domain Adaption, +1 Presence Domain Adaption and +2 Irradiate Domain Adaption. From exploring the various realms and even outside their aethrix, this ethnicity has adapted to the energies of radiation and the barriers between the realms and energy of The Aether.

(E-4) Desperate Food: Those with this trait gain +1d10 Daily Presence Domain Absorption and the 'Ectoplasm Pouch' ability. From encountering so many spectral entities and passing through The Aether they've gained a strong resistance against presence and ability to not only survive said entities but use them to aid in surviving other dangers or utilize in more creative ways.

Ectoplasm Pouch Rank I:
(Self, Aura, None)
(Lasting, Beneficial, Toggle)
(Natural, 80% Stability, EP Blowback)
(Presence [Phased])
(6 FP, 3 Attempts, Reflex Check)
This ability allows the user to consume ectoplasm safely until ectoplasm pouch is full, and then they may use that to turn invisible or intangible.
Toggle: Gain Dice Pool to Stealth while turning Invisible for as long as the ability is able to last.
Toggle: Gain Dice Pool to Reflex while turning Intangible for as long as the ability is able to last.
Conditions: May last only work as long as there is ectoplasm absorbed, 1 unit per use.
Prerequisites: Ryusein papanek species and ethnic genetics.

(E-4) Frightening Rebirth: Those with this trait have are able to use the ability 'Death's Weakened Grasp' which may be used as a normal activation or reaction activation after a desperation die is rolled by themselves or another. Due to constant exposure to time and ectoplasm they have learned to reverse their own aging or that in another through a burst of ectoplasm, or to temporarily control others raised from the dead.

Death's Weakened Grasp Rank I:
(Touch, Aura, None)
(Instant, Shrugged, Situational)
(Natural, 76% Stability, EP Blowback)
(Presence [Vim], Chronal [Vim])
(8 FP, 4 Attempts, WIL Check)
This ability allows the user to burst forth tendrils of ectoplasm during desperation for themselves or another.
Death Ward: The individual touched gains Rank EP for duration.
Situation: The user is in a desperation state and uses it on themselves. They become Rank + Dice Pool years old.
Situation: The touched individual is not the user and is in a desperation state. They become Rank + Dice Pool months younger than their current age.
Situation: The touched individual is has died but has not passed -13 HP. They gain the Controlled status effect for as long as the ability lasts, as long as they have been revived.
Regeneration: Bestow Rank Hp a turn for duration to the one touched.
Conditions: User must be at or under 20% HP to activate for use on themselves, and on others they must similarly be harrowed. Does not damage.
Prerequisites: Ryusein papanek species and racial genetics. (24 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Sexes

While ryusein do have all six potential sex genes presenting the nine combinations feasible, primarily the intersex and neuter sexes are more common. Those with more masculine traits tend to have more colorful feathering, strong mental defenses and the less height. Those that have feminine traits having duller feather coloring, moderate mental defenses, moderate psionic adaption and thicker tentacles. Those of more neutered traits having the smallest size, modest feather coloring, strong psionic adaption and the thinnest tentacles.

(m1) Those with this sex gene have +2 MA. [Ryusein]

(m2) Those with this sex gene have +1 on Charisma Checks, +1d10/2 Daily Damage Dealt Advantage and +1d10 Daily HP Advantage on rest. [Ryusein]

(f1) Those with this sex gene have +1 MA and +1 Psionic Source Adaption. [Ryusein]

(f2) Those with this sex gene have +2 on Charisma Checks, +1d10/2 Daily Assistance Advantage and +1d10/2 Daily MA Advantage on rest. [Ryusein]

(n1) Those with this sex gene have +2 Psionic Source Adaption. [Ryusein]

(n2) Those with this sex gene have +2 on Crafting Checks, +1d10/2 Daily Sabotage Advantage and +1d10/2 Daily Concealing Advantage on rest. [Ryusein]

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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