Variants
Culture and Mutation
The movements of the sun and the powers of the new spectrum shape the flesh of many humans born on Scorched Earth. Character personality is significantly more dependent on the culture to which they were raised then the mutation they have. Obviously their upbringing will have been influenced by these abilities and people's reactions to them. The skills they learn and develop will guide aspects of their life. But there is never a time when one needs to ask “What would a Titan do in this situation” because there is no overriding culture or dominating mental tendency caused by mutation.
Brazen
(July: Warp Orange)
The Brazen were one of the earliest and most disruptive mutant forms to develop after the Solar Apocalypse. They were first noted in the deserts or the Arabian peninsula and the vast wastes of the Gobi. Brazen are a lean, hard people, many have long swept back ears and sharp features while others have some kind of metallic melanin that often leaves their skin gold or bronze in color. They seem able to withstand, redirect and even harness heat and fire without suffering harm. Some are even notably impossible to burn. Their bodies often make excellent use of fluids and other trace nutrients. One of the universal and most interesting aspects of their Variant is the ability to shift gender over time. This is rarely under conscious control but seems to change depending on the Brazen's place in life and society. They were persecuted early on due to a perceived but only superficial connection to mythological demons, or the Ifriti of Arabian myth and now many of them live in the deep badland deserts away from civilization.
Base Variant Skill: Dodge
Variant Expressions
Water of Life: Some Brazen bodies are adapted to retain all the fluids that they consume, as opposed to the "water-bleeders" around them. They receive double the Willpower and Vitality healing provided by ingested brews (which provide Willpower or Vitality healing). Brazen take no negative effects from non-damaging environmental heat conditions.
Bonus Skill: Brewing
Scathed: Those Brazen adapted to the baleful heat of the sun’s gaze can channel pyrokinetic forces with ease. Once per Mids, they can sheath themselves in flame for 3 minutes. This flame does not harm them or their items but does great harm to their foes. They deal +1 damage with all Fisticuffs and Melee strikes during this time. While this power is active, anyone they Grapple or are Grappled by takes 5 Fire Dmg. Per ten seconds of maintaining a Grapple or Pin. This is a Psychic effect.
Bonus Skill: Grapple
Sirocco: Those adapted to fierce desert winds can psychically draw upon that connection and disperse their body into a particulate form. Once per Mids they may assume the Gaseous property for 1 minute. While in this form they move at full speed. Gaseous creatures are not harmed by physical weapons, fly at their normal speed, and may enter any space that is not airtight. Flying creatures may declare themselves in the air and are not subject to non-ranged attacks. When using this power, the player must place both hands in front of them, fingers spread and wiggle their fingers representing a gas or wind. This is a Sidereal effect.
Bonus Skill: Evade
Born of Flame: Some Brazen are infused with mystic fire which rages, barely contained within them. These Brazen get DR/10 versus Fire damage and take no negative effects from non-damaging environmental heat or cold conditions.
Bonus Skill: Forging
Disadvantage: A Brazen’s body processes fluids more efficiently. This makes them more susceptible to certain dehydrating effects. Every Brazen adds +2 Intoxication from any brew that has an intox rating more than 0.
Variants and Costuming: Brazen players may costume with long pointed ears, gold and brass skin patterns, or red striped flesh. It is not required but Brazen players often find that using desert style clothing, sandy worn looking gear, hydration masks, and scarves conveys their theme and Variant nature well. The ‘Dune’ film showcases the ‘Fremen’ whose costuming is a good example of what can be done for Brazen.
Caliban
(February: Mirror Light)
The Caliban are often considered the worst curse a Variant can cause a human and while it is true that it causes its subjects to take on disturbing and deeply inhuman forms, it's members often claim that with that comes greater understanding of the new world and the skills to make use of it. Caliban often are misshapen with limbs of different lengths, hunched backs, purple and green splotching in the skin as if deeply bruised or poisoned, but they can also just as often have insectoid features like antenna, mandibles or chitinous flesh. They often exhibit incredible intellect and technical acumen, while many show a kind of pharmacological paradox adaptation that renders them immune to most toxins and radiation. Much like Revenants they are rarely seen in normal human society choosing sewer systems, cave complexes, or just deeply remote enclaves as their homes. The ones who live in human society have thick skin and a whole lot of grit as people can be incredibly cruel to those who are different.
Base Variant Skill: Cover
Variant Expressions
Capable Technologist: These Caliban gain 10 Crafting Points in both the Trapmaking and Technology skills. This is in addition to any Crafting Points they gain from purchase of those skills. This means they can always assist on projects using those skills even if they have no levels in them.
Bonus Skill: Technology Training
Librarian: Some Caliban have adapted incredible memory and data processing ability. They are skilled researchers and excellent at data organization. When using the Educated skill to research Lores and plot information they need only spend 20 minutes (instead of 45 min). They may always ask the storyteller to repeat any information given to them in the plot and to remind them if they are missing any detail that has already been revealed.
Bonus Skill: Lore (Any single Tier 1 or Tier 2 Lore Listed in this Book)
Bizarre Anatomy: These Caliban’s biology is a mystery to most medical scientists. Caliban express this in a form of advantageous pharmacological paradox. Caliban are immune to all Poison effects and take half damage from all physical attacks that carry the ‘Poison’ descriptor. They still gain all beneficial effects from distilled items and intoxicants (Including Intoxication).
Bonus Skill: Escape Artist
Keen Senses: Some Caliban don’t rely on sight the way that other humans do. Twice per Mids, this Caliban may use Perception on any stealthed or hidden creature. This use does not cost Willpower and does not require that the Caliban have the Perception skill. These Caliban do not suffer Obscurity penalties for darkness.
Bonus Skill: Blind-Fighting
Disadvantage: Social Interactions with the rest of human society are difficult for Caliban. They must pay 5 Willpower to utilize any influence action.
Variants and Costuming: Caliban players may costume their Variants with heavy skin splotching using purple and green to appear poisoned or full of toxins, insectoid/ bug like features which must include antenna at a min., or small stunted bat wings on the back. It is not required but Caliban players often find that using technical items as scrap pieces for costumes, jumpsuits, lab coats, and or truly ragged and heavily distressed clothing that feels like a technician or underground dweller often conveys their theme and Variant nature well.
*Caliban malformations are not a disability by nature, and are not intended to convey that or mock the disabled. They are functional by design, though your choices for roleplay regarding disability lifestyles is your own.
Feral
(April: Copper Parallax)
The Ferals, hunters and wild folk mutated to bear the mark of the most fearsome predators the world had ever seen. Often compared to lycanthropes, or the Skinwalkers of native myth there is no doubt that they are a terrifying Variant type. Despite their frightening appearance and predatory features such as brutal claws and thick body covering hair and tails, the Ferals have little mental changes from a normal human besides a heightened survival instinct and the ability to process complex olfactory information. Many make a concerted effort to maintain a highly civilized veneer to put humans at ease, while others fully embrace the beast and the freedom from societal norms that comes with it. They are often the hunters and ranging guards for their enclaves dividing their lives between human connection and the visceral call of the hunt.
Base Variant Skill: Perception
Variant Expressions
Talons: At will some Ferals can transform their hands into brutal talons. These Ferals do an additional point of damage with Fisticuffs and Cestus attacks. They may always spend 1 Willpower point to escape the Rope Work ability if used to bind them. In addition, these Ferals lower the cost of any climbing action using the ‘Scaling’ skill to 1 Willpower and do not need climbing gear or the ‘Rope Work’ skill to make more extensive climbing actions in mods. These Talons are considered to have the #Edged and #Piercing qualities.
Bonus Skill: Scaling
Heightened Scent: Many Ferals have a heightened sense of smell like the predators they emulate and can detect both trails and pheromones. They pay 2 less Willpower for all uses of Track, Sense Motives, and Perception skills. These Ferals ignore physical movement modes When using the ‘Track’ skill allowing them to track flying creatures or those who cross running water. They still cannot track underwater, or beings who leave this reality or teleport.
Bonus Skill: Track
Stalker: While using the ‘Cover’ skill, Ferals with this adaptation may move at a slow walk without breaking the skill. This Bonus ability overrides the normal timer between covers and the Ferals can continue in stealth indefinitely. This is a Sidereal effect.
Bonus Skill: Cover
Scent of the Unnatural: Some Ferals can “smell” Sidereal power and Psychic energy and they are always prepared for them. They pay 2 less Willpower (to a minimum of 1) to resist all Psychic and Sidereal effects. They can use the Tracking skill on anyone who possesses Psychic or Sidereal abilities or has the ability to alter time in any way (Including the Veda Adv.). This tracking works even if the target is flying, swimming, or shifts to the Astral plane. They may use the ‘Tracking’ skill within 5 feet of a target to determine if any specific object is #Sidereal or #Imbued or if an individual has Psychic or Sidereal abilities.
Bonus Skill: Lore: Psychic or Sidereal (Player Choice)
Disadvantage: Ferals have strong instincts which help guide them but can also provoke strong reactions to certain stimuli. They pay 5 additional Willpower to resist all #Fear effects.
Variants and Costuming: Feral players may costume with a decidedly predatory or beast-like visage, animal-like features, a tail, claws, animal eye contacts, or werewolf motif costuming. It is not required but Feral players often find that using hunting clothing, raw or split leather garments, and hanging trophies and other mementos on their costumes often conveys their theme and Variant nature well.
*Feral costuming should never be cute or playful in nature. They are mutated to convey fear and predatory prowess.
Fortuna
(June: Vertex Yellow)
The Fortuna are only recently in the last twenty years being noticed as a real Variant at all. Having yellow eyes, slight jaundice, or pure white hair seems like a superficial Variant at best, even aesthetically pleasing to many. The reality however is that the Fortuna's Variant is very real but incredibly hard for most people to understand. They are very lucky, at least in certain areas. They seem to come into money easily, have success in business, and find any clothes they might need lying around... Though for some reason they only ever find garments that fit them in shades of yellow. Others are excellent with empathy and animals, while still others have bizarre markings on their face that seems to weaken those that look upon them. The connection between these traits is not truly understood but the Fortuna find them a logical set. It is said that people seem to be very different after their Variant often making drastic changes in career and relationships in a way other Variants do not. Despite this the Fortuna maintain a positive reputation with humanity as a whole as they are often pleasant to be around and an economic boon to their enclaves. Many Fortuna have come together to form alliances that often resemble the aristocratic houses of old, or royal clans. These unified groups of the lucky ones often have an outsized impact on their enclaves' political landscape.
Base Variant Skill: Beguile
Variant Expressions
Yellow Luck: The opportunistic instincts and unnatural luck of the Fortuna provide for wealth and success in business. As such they always have some money coming in. A Fortuna is treated as having a Wealth score 1 level higher than what they have purchased.
Bonus Skill: Wealth
Grace Under Fire: Some Fortuna exhibit the traits of a ruling caste and are loath to ever show weakness, lest a political rival use it against them. It is beneath a Fortuna to appear weak before their foes. They are immune to any effect with the #Fear.
Bonus Skill: Deny
Court Whispers: Many Fortuna are clever manipulators and masters of social networks. They pay only 1 Willpower to use the Lie skill and may place one rumor of their own creation into the Rumor Mill list before the event begins. This rumor is always listed as credible or false at the Fortuna’s discretion.
Bonus Skill: Rumor Mill
Masked: The Fortuna’s face is stained with indecipherable patterns. Anyone who sees it takes 5 Solarity damage but cannot be affected by seeing it again for 1 hour. Once per hour, the Fortuna can absorb the Solarity their visage deals as damage, restoring 5 Solarity to themselves. Animals and non-sentient living creatures who see the Fortuna’s face are instead calmed and made at ease. These beings do not attack this Fortuna unless provoked.
Bonus Skill: Ranching
Disadvantage: Despite their luck, beauty, and charm, the Fortuna have frail and sometimes sickly constitutions. They take 3 additional points of damage from #poison, #disease and #Fracture. They pay 5 additional willpower to resist all #poison and #disease effects.
Variants and Costuming: Fortuna players may costume with a jaundiced look, yellow eyes, pure white/silver hair, or extensive yellow clothing. It is not required but Fortuna players often find that using finer than usual clothing options, symbols of aristocracy, and yellow accents conveys their theme and Variant nature well.
Groza
(January: The Hollow White)
The Groza Variant was first identified among natives living in Siberia outside the mining outpost Norilsk. It's subjects find their body temperature and metabolic systems dramatically altered. Their blood and flesh exist at near sub-zero temperatures but do not harden or freeze. Instead it seems to slow the system down in adaptive ways allowing them to survive in harsh environments, subsist on little food, and often fight with incredible ferocity. Groza often find living in hot climates disagrees with them and so they are more often found in Northern climes but many also find their endurance makes for excellent explorers and can be seen all over in the most dangerous places on Scorched Earth.
Base Variant Skill: Metabolic Control
Variant Expressions
Icy Determination: The cold light does not allow for weakness. These Groza are hardier and harder to kill than other humans. A Groza has a Bleedout period five minutes longer than usual and can move at a slow crawl (no more than 1 foot per second). The character is still unable to take any other actions they could not take in Bleedout. Additionally, they are unaffected by cold based weather conditions and altitude sickness.
Bonus Skill: Deny
Blood of Frost: These Groza are particularly rugged and slow of blood. They can shrug off weather and intoxicants that would kill other humans. These Groza pay only 2 Willpower for Metabolic control or to resist any attack that causes paralysis. Additionally, they are unaffected by cold based weather conditions and altitude sickness.
Bonus Skill: Taunt
Lean Winter: These Groza have mutated to handle the deep hunger of the hollow light. These Groza may consume, and gain the benefits from, a third meal per Mids. In addition, a Groza can also store the strength of a meal they have consumed, holding onto it for times of deprivation and danger. Once per event these Groza can choose not to accept the benefits of a meal at the time of consumption but instead take the benefits at any time later in the same event. Taking the benefits in this way requires a verbal ten count and is not interruptible.
Bonus Skill: Culinary
Cold Rage: A deep and hollow rage fills the heart of some Groza. They deal an additional level of damage with all attacks against any being who has previously hit them with a hostile effect or dealt damage to them within the last hour. In addition, they pay half cost to use any skill against the target that causes them damage or a negative status effect. These Groza do not lose Vigor when damaged by effects that are thematically based on “Ice” or “Cold”.
Bonus Skill: Two Handed Melee
Disadvantage: Groza do not handle heat and fire well. They take an additional 2 points of damage from all fire attacks and must spend 5 additional Willpower to counter them with skills. Groza cannot use Metabolic Control to aid in resisting hot weather.
Variants and Costuming: Groza players may costume with Inhumanly blue eyes (done through contacts or vibrant blue makeup circling the eye), bluing skin, or hair with blue streaks. Groza players should use furs as accents on various pieces of gear as well as cultural elements from northern dwelling peoples. These often convey their theme and Variant nature well.
*Though clad in fur Groza players should be aware of the local weather and not subject themselves to harm or heatstroke in hot environments.
Kerneros
(November: Pale Viridian)
The Kerneros as they are called were first identified in the Neo-Mediterranean where they were seen as forest dwellers and pan-like figures, and the name and reputation of those first green folk stuck. This Variant causes the growth of vines and flowering plants in the skin, in others it causes horns and antlers. The subject finds they have an innate and intuitive tie to the natural world. Most choose to connect to this aspect of themselves and entire communes of Kerneros are often found in the deep jungles and wild places of Scorched Earth.
Base Variant Skill: Perform
Variant Expressions
Photosynthesis: Some Kerneros can recover from almost any wound with exposure to Solar energy; all they need is sun and soil. A Kerneros who spends 15 minutes in sunshine, and not moving from a 5 square foot area they designate as they begin using this ability regains 25% of their total Vitality points. During this time all broken and severed limbs are restored, and they gain back 5 Solarity. They may use this ability twice per mids. This is a Sidereal effect.
Bonus Skill: Lore: Botany
Born of the Soil: These Kerneros have an empathic connection with the plants and animals of nature. Whenever they use the Farming or Ranching Production skills they gain one additional product that is rolled randomly.
Bonus Skill: Farming
Wild Curse: Many Kerneros manifest a kind of chaos field allowing them to force ill fate upon those that seek to harm them and grant them time to escape. Once per Mids, these Kerneros can declare a single item within 10 feet of them to fail temporarily. This means a gun will not fire, a bomb will not explode, a computing device will deactivate, a thrown spear will go awry etc. That device ceases to function and cannot be reactivated for 10 seconds, then it resumes function. This Kerneros does not need to be aware of the device prior to it being utilized in order to use this power. Its use is reflexive and instinctual, so if they are surprised by a hidden bomb or trap they can negate it. Alternatively, they can cause one individual approaching them with hostile intent to trip as per the ‘Trip’ skill. To use this power, they point at the device or person and declare “Wild curse!” This is a Sidereal effect.
Bonus Skill: Fleet
Hard Horns: Some Kerneros heads are armored by hard, large horns. They are immune to the ‘Knockout’ skill and pay half the cost to use the ‘Focus’ skill.
Bonus Skill: Trip
Disadvantage: Spoken word, tales, songs, poetry, and dances are all particularly compelling to Kerneros. They must spend 5 additional Willpower to resist the Beguile skill, or to leave or look away from a performance using the ‘Perform’ skill.
Variants and Costuming: Kerneros players may costume with a pair of satyr horns or antlers, goat-like features, a “green man” effect, or skin sprouting vines and flowers. It is not required but Kerneros players often find that wearing wild ‘fey’ like clothing, as well as clothing made from all natural materials and with a handmade ‘ren faire’ appearance conveys their theme and Variant nature well. You must costume the Satyr / Ram horns to have ‘Hard Horns’ expression.
*Players have the option of wearing larp safe hoof prosthetics and digitigrade legs but do so at their own risk. The game advises that such costuming is not larp safe and may result in injury during combat.
Nereid
(May: Para-Cobalt)
First seen in the coastal waters of Northern Ireland in the first decade after the long winter the Nereid are a dramatic Variant that grants it's subjects the features and functions of many non-mammalian sea creatures such as fish, cephalopods, and water dwelling reptiles. Most seem to be able to breathe water as well as air, and others have numerous other adaptations to the deep including the ability to maintain solarity away from sunlight for longer periods of time. They are the only group of mutants to ever unite politically in common cause on a global scale and the newly founded Okeanós Sovereignty is already a powerful political and military force in Scorched Earth with its territory and Enclaves almost entirely beneath the water. This unity, power, and mystery have given the Nereid an air of distrust among human enclaves with concerns that any one of them could be an agent of this hidden empire. Despite this, most enclaves deal heavily with the new Nereid government as they are able to bring trade to many Enclaves in goods thought lost since so much of the coast sunk beneath the sea.
Base Variant Skill: Savvy Trader
Variant Expressions
Slipstream: Some Nereids are extraordinarily fast and agile in the water. If these Nereids can reach a lake, river, or ocean they can declare “Fair Escape” and go out-of-play ‘into the water’ Unless they could be pursued by someone who also has this ability they are considered safely away. Even in that case, no one else can interfere in those actions. Aquatic scenes should take place OOG on the shore area, at no point in time is a player required to enter the water.
Bonus Skill: Fishing
Under the Sea: Much has been lost beneath the rising waves and only the Nereid have access to it now. Whenever they use the Scavenging Production skill they gain 1 additional product.
Bonus Skill: Scavenge
Tetrabrachic: Some Nereid have 4 arms. This provides them with a number of advantages. They pay 2 less to use the ‘Grapple’ and ‘Chokehold’ skills. They may wield many weapons meant for two hands in one pair of their arms. They treat any medium or two handed melee weapon under 50” as a medium and may wield it on “one side”. This allows them to dual-wield certain two handed weapons or use those weapons and a shield. Finally they may use normal medium or smaller weapons as well as firearms in their secondary hands while ‘Scaling’ and using ‘Amphibious’ allowing them to defend themselves when climbing or actively swimming.
Bonus Skill: Two-Handed Melee
Still Heart: Some Nereid are especially distant, their aquatic features giving little to no readable expression and their minds distant and somewhat inhuman. It is difficult to effect these Nereid with the use of skills and abilities that affect emotions (domination, compulsions, Interrogate etc.) and they may resist them for half the normal Willpower cost, rounded down (to a minimum of one) when using resistance skills like Lie, Deny, or Focus.
Bonus Skill: Lie
All- *Amphibious: All Nereids breathe water as well as air and can survive in both environments. They swim easily and quickly, do not suffer perception penalties underwater, and are immune to the “Drown” ability. Nereid may always choose Sailing only items on any list they draw from on production and trade runs and do not need a seat in an aquatic vehicle to be included on a Trade Connections run, though the maximum of 6 people still applies.
Disadvantage: Nereid flesh dries quickly out of the water. If they go more than 12 hours without being able to submerge themselves in water they start to dry out. Every hour beyond this results in a loss of 5 Vitality and 5 Willpower, which cannot be regained or healed until they spend 5 minutes submerged in water. Actual OOG submersion is not required. A player may instead stand immediately next to a sufficiently sized body of water and declare they are submerged.
Variants and Costuming: Nereid players may costume with sea monster or fish-person prosthetics and makeup, tentacles, gills, fish eye contacts, or greenish skin. It is not required but Nereid players often find that using sleek costuming that looks like it could be swam in, netting accents, and ocean paraphernalia like shells and coral often conveys their theme and Variant nature well. They may not have brown or red skin coloring as that falls under other Variants.
Peregrine
(December: Sub-Heliotrope)
Peregrines, the name given for those transformed by the Sub-Heliotrope of the new spectrum, or what Peregrines poetically call the wandering night. Those mutated this way often have jet black eyes without whites or ink black veins in their skin with black nails and streaks in their hair. Some say they are infused with the void and it is true that they display unique abilities to hold back or control entropy itself. They also feel an intense call to a nomadic life, rarely staying in one place long even if it is a place they often return to like a home base. Because of this they usually form road clans to travel together. Peregrines have developed a tradition of excellent mechanics and a widely spoken common pidgin tongue and symbol set they call Road sign. They took the name Peregrines for themselves as each seems to have a profound feeling that they are searching for something just out of reach. For many it is a faith, for others an aspiration but for all it is something just out of reach they must constantly move towards. Their constant travel and intercommunication has given them a reputation as Scorched Earth's greatest explorers.
Base Variant Skill: Trade Connections
Variant Expressions
Long Road: Peregrines on the long road rely on luck and allies to see them through. They have developed connections across their regions of Scorched Earth. Peregrines are treated as having one more level of Trade Connections over that which they’ve purchased.
Bonus Skill: Drive
Eyes of Night: The deep black eyes of many Peregrines see more than they should and are disturbing to look upon. They have incredible night vision and suffer no penalties in darkness. They Pay 2 less Willpower for all uses of Intimidate, Sense Motives, and Perception. This is a Sidereal effect.
Bonus Skill: Intimidate
Percussive Maintenance: Those who seek to use violence in finding needed supplies are often forced to bring all of their vehicles and weapons to the fight. Their mystical tie to the power of entropy allows them to hold back that force and maintain their equipment even when it is obviously broken, or beyond saving. These Peregrines may spend 5 Willpower to keep a broken vehicle, weapon, armor, or gear item usable and active for one hour regardless of its current durability rating or broken condition. This item must remain in their possession or operated by them in a direct fashion. They can only maintain one such item at any given time. This is a Sidereal effect.
Bonus Skill: Technology Training
Empty Soul: The souls of these Peregrines are tied to the infinite void which touches Scorched earth within many shadowed places in the Badlands. They may choose to open themselves up to that aspect in order to allow certain powers to flow through them without effect. Whenever the Peregrine is targeted by a Psychic or Sidereal power, they may choose to take 5 Solarity damage and negate the effect on themselves. This effect cannot be used if the Peregrine cannot pay the activation cost.
Bonus Skill: Lore: Badlands
Disadvantage: Peregrine are innately drawn to movement. Being restricted against their will causes excruciating mental anguish. When imprisoned, bound (such as by the ‘Rope Use’ skill), or under the effects of paralysis they lose 1 Solarity every 5 minutes and suffer the Agony effect. This does not apply in situations of their own choosing and control such as enclosed vehicles they are traveling in, or a sleeping bag.
Variants and Costuming: Peregrine players may costume their Variants with black eyes either through contact lenses or by blackening the skin all the way around the eye, or black veins in the flesh. It is not required but Peregrine players often find that roadster style clothing, nomad looks, explorer gear, automotive accouterments, and black fingernails and hair streaking conveys their theme and Variant nature well.
Raptor
(August: Red-Gold Gyre)
The Raptors were first seen only a few decades ago among the red sandstone spires of the vast Brazilian desert Vale Arido which covers most of the Amazon basin and north in the arid badlands of old Mexico, where their presence inspired the rise of the Quetzaltan dogma. They are distinct among the variants in that they often have extreme mutations including wings and venom sacs. Raptors manifest the atavistic characteristics of dinosaur and avian raptors, having feathers, small talons, and scales. Some have an almost draconic appearance to them. The ability to run and fly is a deeply ingrained instinct and they can often be found in high altitude enclaves or travelling with Peregrine road clans. Enclaves on the outskirts value their flight and speed as messengers and scouts. It is said that the Couriers were originally founded by a Raptor named Alden Hardcrest.
Base Variant Skill: Scaling
Variant Expressions
Raptor Wings: These Raptors have functional wings and can fly for a limited time using them. They may actively fly for a number of minutes equal to their Vigor rating +5, but must rest for at least half the time they actively flew before flying again. When flying long distances they take this rest while gliding which allows them to stay airborne for extended periods of time. These Raptors never take damage from falling, no matter the distance as their wings instinctively lock and glide them down. These Raptors fly by having use of both arms which are also their wings. Thus, they cannot use their hands for anything during flight but they have well-developed claws on their feet that can carry objects, though they cannot wield weapons that are not specifically made to be used in this way (This is technique based). In flight, they may carry any objects or beings that they could lift at their Vigor Rating -1. When flying, Raptors must wear a glowing blue armband (glow sticks tied on are acceptable). If you choose this expression you must costume the wings appropriately.
Bonus Skill: Balance
Lightning Reflexes: The speed of serpents is present in many Raptors. They are always treated as having 1 more Agility over that which they have purchased and pay 1 less Willpower to use the ‘Dodge’ and ‘Fleet’ skills.
Bonus Skill: Fleet
Scout’s Eye: Some Raptors have excellent vision for spotting things on the ground below them while flying. They can use this to find choice scrap when scavenging. They are always treated as having one more level of ‘Scavenge’ then they have purchased
Bonus Skill: Perception
Venomous: These Raptors possess a carapace of tough spiny scales hardened against damage which grant them DR 1/X. Once per mids, By spending 5 Willpower they can access the venom sacks under the carapace in their throat for 5 minutes. This can be used in one of 3 ways. They can choose to spit that venomous bile as a natural ranged attack up to 30 feet dealing 2 base ranged damage (Delivered with a Green packet). This attack cannot be enhanced by skill effects other than damage. Alternately they may lick a number of weapons up to their Vigor rating, coating them with the bile and giving the weapon #poison for the next 3 hits. Finally, they choose instead to collect their venom, gaining the unique Ranching item- Ophid Venom x1. #poison, #organic, #unique.
Bonus Skill: Precise Shot
Disadvantage: Hollow bones and light frames lend themselves well to flight and speed, but are less durable than others. Raptors are always treated as having 1 less Vigor then they have purchased when determining their Vitality Rating (this does not affect their strength or damage)
Variants and Costuming: Raptor players may costume with Draconic, Pterosaur, or Bird like wings attached to their arms, Features like that of a hawk, serpent, or feathered dinosaur, or Avian/Reptilian contact lenses. It is not required but Raptor players often find that using light weight clothing, harnesses, climbing gear, and goggles conveys their theme and Variant nature well.
Revenant
(October: Broken Cinereal)
The Revenant Variant is perhaps the most disturbing of all the new spectrum's supernatural effects. It causes its subjects to appear dead, ghostly, corpse like, and in extreme cases skeletal. This transformation is mostly mirage with Revenants still needing to eat, drink and sleep. But it does allow for certain abilities totally baffling to scientists such as a strange ability to go incorporeal, see psychic energy, and even resist disease and fracture energy through entropic resonance. Shunned in many communities for their unnatural appearance they often find themselves roles as scouts, rangers, and scavengers. They seem to handle most problems and challenges with the pragmatism that comes with a survivalist mentality.
Base Variant Skill: Scavenge
Variant Expressions
Dead Blood: The necrotic blood of Revenants purges almost all diseases and toxins before they can take hold. A Revenant may spend 5 Willpower to immediately end or resist any disease or poison effect. Any diseases or poisons in a Revenant’s system are automatically cured at each Mids. They may remain in the area of a Fracture for up to 5 minutes before mutation sets in and do not suffer any other non-damaging effects from Fracture Energy.
Bonus Skill: Metabolic Control
Old Corpse: Some Revenants resemble desiccated corpses more than others of their kind. When using ‘Play Dead’ they are ignored by even non-sentient beings, beasts, Undead, and automatons. Players choosing this Variant must costume their zombie-like appearance.
Bonus Skill: Play Dead
Dead Soul: These Revenants have a mind that carries the energy and nature of death. They take half damage from all Psychic Type attacks and are immune to any ability to read their thoughts. This is a Sidereal effect.
Bonus Skill: Focus
Ectoplasm: Many Revenants, often called Wraithborn, are partially physical and partially incorporeal. This makes them able to ‘Dodge’ or ‘Evade’ more easily and reduces the cost of these skills by 1. Once per Mids they can use the Psychophysical Crossing Power (Psy Power 5) at no Cost even if they do not possess the power. When crossed over (through this advantage or through purchased Psychic power use) and totally still they are considered in stealth cannot be detected even by ‘Psychic Sight’ or ‘Perception’. If they do not have a native psychic type they manifest this power as a Harmonizer.
Bonus Skill: ‘Psychic Sight’ (Psy Power 5)
Disadvantage: The necrotic forces present in Revenants bring them closer than others to the outer beings. They are affected by Fract-Bane attacks in addition to Earth-Bane.
Variants and Costuming: Revenant players may costume with a zombie or undead appearance, skull face, desiccation, or ghost like or ectoplasmic glowing effects. It is not required but Revenant players often find that wearing tough pragmatic clothing, carrying survival and field gear, and wearing small death charms conveys their theme and Variant nature well.
Titan
(March: Tribolic Grey)
Titans are mutated by the petrifying light of the new spectrum to be weapons of war. They adopt the active hardening properties of the spectrum giving them dense and physically powerful forms with high levels of calcified minerals in the skin and bones that reinforce them against damage. Often Titans will have greying stone like skin, some manifest the spectral energy as glowing designs emitting from calcified cracks in the flesh, for others the hardening gives them blood colored red eyes. In either case they are also almost always marked by immense size and strength. Titans find it easy to find work if not acceptance in human society as a strong back and a good fighter are always needed, but being in the public eye so often in those roles has often stereotyped Titans with a stigma of being a labor caste, and that idea will often pervade their interactions with humans of their enclaves.
Base Variant Skill: Mining
Variant Expressions
Stone Bones: These Titans have bones that are like rock or steel, so it is hard to damage them. They spend only 1 Willpower to dodge/parry/block/resist/etc. any effect that would break or sever a limb. Titans do not need the Cestus skill to block melee attacks with their hands, and do not need to have their fist boffers at the ready to do so.
Bonus Skill: Cestus
Mighty: Some Titans manifest great strength and are treated as having one more level of Vigor over that which they’ve purchased.
Bonus Skill: Breach
Ironskin: These Titans have flesh that is thick enough to defend them even when unaware. They may call “Parry” against attacks from behind them by using 2 expenditures of the ‘Parry’ skill. They also take 1 less damage from ranged physical attacks.
Bonus Skill: Parry
Numb Flesh: These Titans are always treated as having the Medical Training skill but, unless they learn it in play for the normal cost, can only use it on themselves. They must Roleplay stitching themselves back together. They may use any ‘Physician’ skill on themselves so long as they have 2 hands free and are not in bleedout. When they use a Physician skill on themselves, they receive double the normal benefit. They pay only 1 Willpower to resist #Pain Effects.
Bonus Skill: Medical Training
Disadvantage: Titans are large and their bodies heavy with calcified minerals. Rapid movement is difficult and painful for them. Each use of the ‘Fleet', ‘Dodge’, or ‘Evade’ skills deals the Titan 2 Vitality damage, as it causes strain and cracks in their body. This damage cannot be mitigated.
Variants and Costuming: Titan players may costume with greyed skin, stone-like cracks and fissures, glowing symbols on their forehead, or inhuman red eyes (either through contact lenses or by reddening the skin all the way around the eye). It is not required but Titan players often find that using heavy looking gear, broad shouldered costuming, and large footwear often conveys their theme and Variant nature well.
Veda
(September: Meta-Indigo)
The Veda Variant is seen as the closest thing to a blessing the new spectrum gives, but this description is often colored by not having to experience it. Those with this Variant develop a third eye in the center of their forehead along with a psychically enhanced sense of and control over the flow of time. It was first observed in the ruins of New Delhi after the Yamuna river floods had subsided. Those with this Variant have a strong connection to the Fractures themselves as well as an enhanced sense for their various qualities and aberrations. Some can even use Fractures that have already vanished in the eyes of everyone else. The Variant opens their mind’s eye and leaves them deeply sensitive and empathic. They can sense the pain and troubles of others and seem to have an unconscious awareness of their fate. This insight is often uncomfortable and leads them to isolation and introversion, for a few however it leads to a sense of purpose in guiding and helping others sort through their spiritual and emotional lives. The idea of the Veda as a voice for all matters spiritual and psychic is a stereotype that follows even the least devout among this Variant.
Base Variant Skill: Sense Motives
Variant Expressions
Master of Gates: These Veda are treated as having one level of Solimetry above what they have purchased. In addition, they treat Fractures as open and functional for up to six hours after the Fracture has closed but cannot take along other sentient beings. This is a Psychic effect.
Bonus Skill: Solimetry
Temporal Shift: Once per session the Veda may alter their position in space time in response to danger. When subjected to a harmful attack, environment, or power the Veda may declare ‘Temporal Shift’ and go out of character. They must move quickly to another location on the game site and go back into character as soon as they can. Their memories of the minute leading up to the dangerous event are lost as they have shifted their temporal position. This shift is personal, and to all onlookers they seem to merely cease to be, though they leave a psychic imprint behind which is trackable by certain individuals. This is a Psychic effect.
Bonus Skill: Precognition
Akashic Immersion: Those born in close proximity to Fractures are even more influenced by other planes than their kin and learn to draw on that connection through deep communion with the universe, filtered through the akashic power of their own memories. A Veda who is not threatened may choose to role play meditating for thirty minutes, after which they gain back 50% of their total Willpower points and 5 Solarity. This may only be used once per mids. This is a Psychic effect.
Bonus Skill: Focus
Temporal Distortion: These Veda have a natural instinct for danger and ways to avoid or delay it by manipulating temporal energy. 3 times per event the Veda can spend 5 Solarity and call “Delay!” on any attack, effect, or condition used on or applied to them. That effect will happen… sometime in the next 30 minutes at a point of their choosing. If the full 30 minutes passes, the effect happens regardless of the Veda’s choice. The Character cannot leave play until these effects have been taken and it must be signed off by a Marshal. This is a Psychic effect.
Bonus Skill: Trapfinding
Disadvantage: Veda are naturally empathic and open to the emotions of others and they find the pain of others difficult and painful. Veda must pay 2 additional Willpower to resist emotion affecting powers and skills. They must also double the cost when using the ‘Torture’ and ‘Taunt’ skills.
Variants and Costuming: Veda players must costume with a realistic looking third eye either drawn on or, preferably, a prosthetic piece. Some players find it helpful to place the eye prosthetic in an easily donned headband. It is not required but Veda players often find that wearing dogma charms, crystals, and other new age accouterments and costume additions conveys their theme and Variant nature well.
*Veda who cover their third eye, even when using the ‘Disguise’ skill find the world limited and disorienting. They pay 1 additional Willpower whenever a skill or power use has them spend Willpower. This effect is not added in addition to any other effect such as ‘Blinding’ or ‘Obscurity/Darkness’. Third Eyes removed with the torture skill do not create this effect, grow back in a matter of minutes, and cannot be transplanted as they rapidly decay into light and salty water shortly after removal.
Aberrations
Sometimes some disruptive element enters into the mutation interaction between the spectral energies and the crypto virus that protects humans. This can be any number of things, but in all cases the effect is very similar. The body appears to be a standard variant at first but around puberty, when hormonal and growth changes would normally start drawing out the person's more powerful mutations abilities they find their cell structure transforms into a kind of dense mutagenic gel. They lose their normal variant expressions and gain a kind of minor shapeshifting ability.
On their own they can often use this ability to maintain a disguise amongst normal Variants but their strange bodies have another ability. When they are in groups, generally three (3) or more, they tend to form strong empathic bonds, sometimes resulting in hierarchical relationships like pack creatures. In groups such as this their transmutive abilities tend to enhance in a psycho-morphic manner and change them into new forms based on their chosen environment or ideology. Aberrant tribes tend to have a kind of unified motif and physiology, and while each is a free thinking individual, they find in these groups a sense of identity and belonging they have many times lacked.