Race and Group information

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Race and Group information

Post by Administrator Kate on Wed Apr 08, 2015 2:55 pm

Race Information
_____________________

These are the races of Transhumanity,  human-origin and alien alike.  Below the short racial description is recommended attributes or "Mods" that are standard for the race,  but do not come free with the race.  They are not required, but suggested unless otherwise stated.  Not taking them means you are missing racial traits,  such as an elf in fantasy who happens to age just as fast as a normal human and is clumsy instead of graceful.   


The many forms of Humanity:

Transhumanity
Transhumanity is the current state of humanity.   They are the base human race.  Transhumanity is much longer lived,  healthier,  less prone to diseases,  utilizes energy more efficiently,  is more durable,  has more stamina,  and heals much faster in addition to various smaller specialized augmentations that may have been included.
A Transhuman needs only to sleep once every 6 days,   can live off 1 cup a week though only four days without a meal to remain healthy.   Unless they over eat,  3 meals a day,  they don't... relieve themselves.
They can heal from a severe gash down the length of their arm in roughly 24 hours and can survive concussive blows to the chest or head fairly well unless the blunt force broke through to crush the organ in question.   A severed limb can eventually regrow given a year,  or a gouged out eye in a few months.   Transhumans don't scar or develop skin defects. 

Mods
Immunity 16: Aging, Critical Hits, Sleep, Starvation & Thirst, poison, disease, suffocation (All), Hot and cold environmental conditions, fatigue  Limited: Half Effect.   (8 points)
Enhanced Trait 5: Fortitude. (5 points)
Equipment 10: 10 free points to spend on equipment. 


Biomods:
Biomods are transhumans who went above and beyond the base augmentations to the point that they can be mistaken as entirely different races.  The exact nature of a biomod can vary greatly,  but can be everything from a werewolf to a person who's arm or some other feature is clearly monstrous or inhuman.  
They usually retain all the benefits of transhumanity,  but extreme changes can make them differ dramatically.
Biomods are fairly wide spread as biomods can usually reproduce and make others like them,  potentially being completely different races that are just classified as biomod.    Most present day transhumanity doesn't know the term "Biomod" so they are in the dark on where these species come from,  but they are often a problem as many biomods are the result of forced evolutionary viruses or Bioplagues that can spread mutations like a disease and turn a peaceful town into a bloodstained ghost town full of ghouls or werewolves and other abominations.
Less harmful biomods are simply inhuman,  and could even include fantasy races such as orcs or even fairies. 
In general,  most biomods are regarded as sub-human if not actively hunted.

Mods
Can spend points on  "Mutations" to alter their biology.

Hardmods
Hardmods are transhumans who are dramatically modified not through mutations or genes,  and are instead heavily modified through cybernetics and other technologies.   A Hardmod could be a cyborg,  drones,  or full on androids/gynoids.   The appearance can bare an exact likeness to a transhuman or can be very clearly robotic in nature.
They may have all the benefits of transhumanity,  but they often shrug off organics entirely. 
Hardmods are regarded with heavy suspicion by present day transhumanity.  Obvious hardmods are treated as something of relics of the past, more tools than monsters.  However some/many can still be actively hunted as a monstrous biomod would be.   
A hardmod that isn't obvious has better standing than a biomod,  but is still regarded as sub-human.   However,  they have a rising following as hardmods do not age.  In some areas,  humanoid hardmods are the higher class citizen.    In most they're laborers at best.   Pets elsewhere.  Or treated as monsters.

Mods
Can spend  points on "augment/implant" device(s) or equipment.  

Holomods:
Holomods are transhuman consciousnesses that are given form through the Augmented Reality network called The Grid.  In the past effectively everybody could see and interact with them,  and the Grid was used as an outright replacement of even wallpaper,  screens,  pictures,  signs,  and markings.  Back then it was no problem,  being a holomod was a perfectly valid alternative to gaining a body.    Holomods don't just reference Augmented Reality however,  but also entirely virtual bodies within virtual realities.   The Grid was almost everywhere humanity had traveled or claimed their own,   allowing very wide freedoms to a holomod.   Holomods who wanted to go "Off-grid" could utilize mobile broadcasters like small drones to serve as a focal point for them to explore.
Holomods are very rare in present transhumanity.   At least,  as far as interaction goes.   Most of transhumanity is incapable of seeing holomods anymore,  even those with implants in the past or organic alternatives.    Those who have some measure of remaining function to see into the Augmented Reality are regarded as seers similar to a "Witch" seeing ghosts.   
The Virtual Reality is now seen as an afterlife,  or a dreamland with the different Virtual Reality scenarios/games/places being spiritual or dream realms.    Few can access these virtual worlds however,  and delving into them is considered (And largely is) an out of body experience and likened to traveling to the spirit world.
Slain transhumanity becomes a Holomod and lives within the Virtual Reality.

Mods
These are NOT suggestions.  But these are required characteristics that makeup what it is to be a Holomod.
Insubstantial 4- Incorporeal.  Innate, Absent Strength, Permanent.  (20 points).
Concealment 10- All senses.  Innate, Permanent, Limited to Organics. (11 points)
Immunity 86 - Immune to aging, entrapment, and any "Toughness" effect. (86 points).
Holomods can appear wherever there is The Grid (Anywhere civilized) that they know about unless protected against intrusion.  Modern holomods don't know how to travel like this.  This would be Teleport (Anywhere in the universe) limited by Medium: The Grid.

Alien Origin:
Elevated:
Elevated are fairly rare in the present day.  Most don't even know what they are themselves.  Elevated are animals or decendants of animals who have been "Elevated" with full human intelligence,  often accompanied by a change in body to match but not always.  
Elevated are treated similarly to a witch's "Familiar" would be.  They're generally respected enough and unlike biomods or hardmods,  are not actively hunted purely based on the fact that they're elevated,  but may be hunted if the animal itself would be hunted.   An Elevated cat for example would simply be a desirable pet for some. 
They're regarded more comparably to slaves or servants than actual citizens in most places,  or pet-status family members.
Elevated who have humanoid bodies may be treated as a biomod,   but some elevated have fully transhuman bodies.
In the present day the technology for bodyswapping is largely lost,  but it's not all that rare to encounter new Elevated animals that remain in animal form without a new body.  The same plagues and functions that cause the spread of biomods can affect animals as well in different ways,  though not always.   The most common effect-  Elevating them.  "Waking" them up.

Mods
Elevated can either be hybrid,  full-animal,  or human bodied.  They do not get to change their shape between them (Not by merit of race alone), but are simply one of those three.   
Animal Mimicry 5.  Permanent. Innate.  Limited to 1 animal type (But features/traits of that animal can be exaggerated.)  (35 points)
Can communicate with their animal species.  

Raptids:
Raptids are a race much like mermaids of folklore.  They have a humanoid upper body but from the waist down they have the body of a fish,  with a "tail" and fins.   Raptids have a massive degree in variation between many different "clans",  with most clans being very inhuman with the only similarity to transhumanity being the general shape,  but with added fins,  more scales,  horns,  claws, sharp teeth filled mouths and strange skin colors and textures.    A few clans look more human rather than less,  these species tend to be closer to the surface while they get more monstrous the lower you go (Generally).   One clan in particular is well known for their human beauty,  looking just like a whimsical mermaid fantasy. 
When they met with transhumanity they hit it off,  becoming accepted as part of "humanity" and vice versa.  The Raptids were already well prepared to accept another race due to the variety with their own,  and transhumanity was already raised to an even more accepting nature due to the prevalence of biomodding and body swapping.   Transhumanity adopted or even traded raptid bodies while raptids adopted or traded transhuman bodies,  with Raptids taking to the stars and transhumans taking to the seas to live with the raptids.   
In the present day,  raptids off their homeworld are treated as either monsters or beauties,  though they are the dominate race on their homeworld with new aerial Raptids capable of defying gravity mixed with a subpopulation of transhumans living on the land. 

Mods
These mods are NOT suggestions,  but required as integral features of the race.  Imagine a mermaid with no tail that drowned in water.  Not much of a mermaid.
Raptids can breath underwater and swim at speeds up to 100mph,  and are capable of seeing through dark murky waters clearly.   They are resistant to pressure from deep bodies of water and resistant to cold temperature.   
Immunity 3- Drowning (Water Breathing), High Pressure, Cold. (3 points)
Immunity 1- Aging. half effect. (1 point)
Swimming 10 (100mph.  Always take 10 on Swim checks.) (10 points) Visible- Tail in place of legs.
Darkvision (2 points)
Bonus 20 points to spend on other natural features (Such as horns,  better scales,  leaping) Or even artificial features (If sensible.) that might include flying and zero-g/space adaptation.
Drawbacks: No legs / Land movement speed.

Shrooms:
Shrooms are a race that was more recently discovered before the Lost Century.  They're a fungal race comprized of colonies that form a hive mind and survive by adapting to other life,  flora and fauna,  mostly fauna,  by embedding itself with their reproductive systems of a host animal to be born with the new generation as it becomes a part of the birth process.  When born,  the new Shroom has the genetics of the animal life,  including instincts.   This new animal, however,  is part of the hive mind and continues to reproduce and establishes a new branch of the Shroom species.
The shrooms did this with humans as well,  and in doing so the entire hivemind was woken up to a full sentience but with it also came the concept of individuality and self-awareness.   The Shrooms continued to use human reproductive systems for a time but eventually split itself off entirely and sought to make peaceful contact.    The relationship was shaky,  but the Shrooms never explicitly harmed anyone despite their invasiveness. 
With a heavy restriction on their breeding capacity worked in by human biomodding,  the Shrooms took to the stars and became a part of transhumanity. 
Now,  in the present day,  Shrooms seem to have been severed and divided.   They no longer have a larger hivemind,  centered instead around "Families" and individuals.  Shrooms that took to the stars have taken up different lifestyles on various planets throughout the universe where they were in the past with no memories of before the Lost Century just as transhumanity,  and as such do not identify with other variations of Shrooms and mostly focus on flora without many fauna adaptations anymore.
Shrooms off the home planet can be comparable to Dryads or treents,  but different species of Shroom have varying degrees of intelligence.  Some are hostile and spread like a corruption on the land and mindlessly seek to reproduce,  others are intelligent and live their own lives,  even establishing their own civilizations of sorts away from humanity living in forests.

Mods
These mods are NOT suggestions,  but required as integral features of the race. 
Shrooms do not have internal organs and cannot die unless completely eradicated,  incinerated,  liquefied,  vaporized,  ect.  No matter the damage they can continue to self-animate and regenerate over time,  though function can be ceased, a lost arm is a lost arm until repaired.  Shrooms can survive in a void,  and without water, air, or sunlight for months though they'll eventually be driven mad with an internal compulsion to survive that may drive them feral. 
Immunity 14  Starvation & Thirst, poison, disease, suffocation (All), Hot and cold environmental conditions, Limited: Half Effect.   (4 points)
Immunity 4: Aging, Critical Hits, Sleep, Fatigue. (10 points)
20 points to spend on the Regeneration power. + Regrowth & Persistent, and Innate.
Immortality 25: Immediate resurrection.  Flaw: Uncontrolled.  (25 points)

Wraiths:
Wraiths are a new alien species that have no ties to transhumanity pre Lost Century.   They have no memory of the lost century or prior either,  but they appear to be born from the Wraithspace and possess their own technology in the form of "Prime Science",  technology utilizing gemstone like minerals within which are carved microscopic systems that permit a neurological control of aspects of reality... Their technology is comparable to magic. 
Wraiths look humanoid in body shape,  but shape is about all you can distinguish.  Wraiths look like silhouettes with very little definition to their body or hair.  Definition can be felt and seen subtly, especially up close.  Their hair is often long and whispy,  ethereal and seems less influenced by gravity.  The only parts of them that is clearly visible is often the inside of their mouths or other orifices,  glowing eyes, and the strange oddly shaped horns atop their heads that similarly seem to glow.   Some wraiths have claws as well which glow and resemble the same material of their horns. 
They produce little sound,  but when they are near there is a subtle ringing in the ears and a coldness in the air.
Wraiths avoid most humans,  and most humans think them demons or abominations like various biomods.  Despite that,  some wraiths do mingle with humanity though no human has seen the homeland of the Wraiths.    
The only real relations between Humanity and the Wraiths is through the Redwood Association,  or their descendants rather,   in a protection agreement in which Redwood (Which is regarded as the authority on dealing with "abominations" and "monsters" and matters of the spirit) clears the Wraiths name making it just as much a crime to attack a Wraith as it is to attack a human among other support,  in return the Wraiths cooperate with Redwood and share technology freely between the two.

Mods
Wraiths are capable of stepping through Wraithspace to travel apparently through walls and over large distances.   Wraiths also have access to Wraithstone crafting,  a process that can take weeks with effectiveness equal to their investment in the crafting.  They need to spend their own points to get Wraithstone crafting.
Concealment (4- Normal Sight + Hearing + Scent) Flaws- Blending, Limited to Shadows, Partial.
Dimensional Movement: Wraithspace (1), Permeate (3), Slow Fall (1), Ultravision (2)
Teleportation 5 - Medium (shadows)


Starlings:
Starlings are the name of those who have consumed a Starseed,  also referred to as Legacy Stones,  and have as such become something new altogether.
They have no set race exactly,  but all traits of their previous race are lost.  Even psychic or similar abilities,  only mental functions are the same.
Their previous race becomes visual only,  as their entire being becomes warped to mirror the element of the Starseed they consumed.

A Starling who was a Raptid,  would still look like a raptid.  However,  their body would be composed entirely out of, for example,  Tar,  Glass, or Plasma.  Their bodies can coalesce to mirror their past appearance or manifest to clearly portray their element.   When disguised/not showing this elemental body their powers are stunted and can't be projected beyond their inner workings,  only retaining personal abilities.  But once manifested they can do anything from throw fireballs to cause earthquakes.

Mods:
Starlings CANNOT possess any powers not relevant to their element.  They're elemental powerhouses,  avatars of 1 aspect of reality (Fire, Ice, Steel, ect.)

(Alternate) Form 5 (Spend your own points to increase past 5).  +Action (Reaction + Free (Both)), (35 points)
Or Morph,  to morph into the new body.  Similar to Alternate Form but with its differences.  In any case,  so long as you get the theme right you're clear.


Last edited by Cipher on Tue Nov 17, 2015 11:43 am; edited 6 times in total
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Re: Race and Group information

Post by Administrator Kate on Fri Oct 23, 2015 4:22 pm

Non-Racial groups.

Administrator:
Forum administrator(s) can perform any other role but focus on their own role of managing the site mechanics themselves and some functions that require the admin panel. 
Moderator:
Moderators can approve applications,  move topics,  lock topics,  and other functions. 
Narrator:
Narrators are individuals capable of managing a Scenario topic.  They know the Mutants and Masterminds mechanics well and can guide other players as or in addition to managing their own custom scenarios they come up with tailored to player needs and desires to an extent.  
Narrators add uncertainty and risk to situations by having command over the setting itself and managing what it is people run into or what they find.  Player input it important,  and players can ask for certain details.  However,  when playing against a Narrator nothing is set in stone.  
Scenarios are required to progress in character growth mechanically.  By completing scenarios,  whether the IC mission itself is successful or not,  the players can earn additional Power Points (Starting at +1 and increasing to at most +15 for really long and engaging Scenarios.).   Having +15 power points from your power level raises your Power Level.
Scenarios can be strung together,  multiple scenarios becoming a Campaign
Isolated:
Isolated characters are semi-temporary characters made especially for a specific scenario in mind.  They can be made with special rules and restrictions on their character creation to perform certain roles or desired play for a scenario (Or Campaign(s)).   If for example normal characters started at Power Level 5,  an Isolated character might be able to start at Power Level 10, 15, or even 20+ for play within their Scenarios.
Isolated characters cannot RP outside of Scenarios.
Making an Isolated characters is the same as making a character for any other game of Mutants and Masterminds,  but the campaign happens to be hosted here in the universe of Infinite Reach.
Isolated characters can attempt to earn the ability to unlock their grouping and become a normal character,   or a normal character can be sacrificed to unlock the Isolated one (A PL 10 Normal biting the dust in favor of making the PL 10 Isolated your Normal.)
Noncanonical:
Noncanonical characters are characters that in some way aren't approved for standard play.   They are allowed to RP within the setting of Infinite Reach,  but are somewhat like the reverse of Isolated characters in that they cannot play Scenarios, only normal topics.  In addition to this however,  as their name might suggest,  these characters are non-canon.   Their topics have no true impact on the universe of Infinite Reach.  They can blow up a station or planet and it will be just fine for everybody else.   Canon characters can play with Noncanon characters,  but the actions and memories made within the noncanon topic persist only in other topics with that noncanon character.   The actions within a noncanon topic can't effect the canon character beyond them.
Like Isolated characters,  Noncanon characters can become normal.   Whether through getting actual approval,  finishing a character,  removing offending aspects of the character that do not work in the universe of Infinite Reach,  or otherwise fitting the standards for creating any other character.
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